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This page contains a full walkthrough for the survival horror video game Sanity's Requiem. The game was developed by Silicon Knights and released exclusively for the Nintendo GameCube on June 23, 2002. This guide contains tips on completing each character's story, in addition to strategies for boss fights. Use the table of contents to jump between each section.
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Fast Facts
- Originally planned for the Nintendo 64
- Inspired by the works of horror writer H. P. Lovecraft
- Silicon Knights went on to design Too Human released on August 19, 2008 exclusively for the Xbox 360
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Table of Contents
- General Info/Tips
- Eternal Darkness Walkthrough
- Prologue
- Pious Augustus - 26 B.C.
- Ellia - 1150 A.D.
- Anthony - 814 A.D.
- Karim - 565 A.D.
- Dr. Maximillian Roivas - 1760 A.D.
- Edwin Lindsey - 1983 A.D.
- Paul Luther - 1485 A.D.
- Roberto Bianchi - 1460 A.D.
- Peter Jacobs - 1916 A.D.
- Edward Roivas - 1952 A.D.
- Michael Edwards - 1991 A.D.
- Alexandra Roivas - 2000 A.D.
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General Info/Tips
- Sanity's Requiem allows players to target certain portions of an enemy's anatomy. If possible, it is always advantageous to target a foe's head. A zombie minus its head will stand still and flail its arms about. Additionally, removing its head prevents it from affecting your sanity meter. Keep in mind, however, that some enemies can regenerate their appendages and head.
- The game's magick (spelled with a "K") system is divided up into three colors based upon a particular Ancient -- red (Chattur'gha), blue (Ulyaoth), and green (Xel'lotath). There is also an optional fourth color, purple (Mantorok). The way these magical alignments interact is like rock, paper, scissors. Red beats green, blue beats red, and green beats blue. Use this to your advantage. For example, if you are facing a red colored enemy then enchant your weapon with a blue spell to deal extra damage. Purple affects all the other colors equally.
- One of the game's most touted features is the sanity meter. This meter goes down as you experience certain horrors (usually enemies). As your meter falls your character will begin experiencing insanity effects. These gradually evolve from hearing bells ringing to full-on hallucinations that break the fourth wall. If your character's sanity meter runs dry then the game will start taking away health. You can gain your sanity back by finishing enemies and casting Xel'lotath (green) and Mantorok (purple) aligned recovery spells.
- Certain elements of the game change depending upon which of the three alignments you choose at the end of Pious Augustus' mission. The one you choose will be the alignment of the Darkness throughout the rest of the game. Most of the enemies you face will appear as this color. Your choice also affects the nature of the Black Guardian boss, the color you must align your spells with to solve puzzles, and certain cut-scenes.
- The game features a secret ending. You can view this ending only if you beat the game three times using the same save file. Each time you must select a different alignment at the end of Pious Augustus' mission.
- The game allows you to save at any time except while enemies are present.
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Optional Side-Quests
- There are two hidden items that, while not necessary to beat the game, make completing it easier. They are as follows:
- The Rune of Mantorok: This rune grants players the ability to cast Mantorok aligned (purple) spells. Mantorok aligned spells will equally affect each of the other colors. You find the Mantorok rune in Dr. Edwin Lindsey's chapter. See that chapter for more details.
- Enchanted Gladius: This gladius (Roman sword) is permanently enchanted with the rival power of whatever alignment you chose as the enemy in Pious Augustus' chapter. For example, if you choose Chattur'gha (red), then the gladius will be enchanted with Ulyaoth (blue) magick. To receive the gladius you must collect the ruby, sapphire, and emerald effigies. Each is found in a different chapter. You find the ruby effigy in Karim's stage and the sapphire in Roberto Bianchi's chapter. You discover both the emerald effigy and the Enchanted Gladius itself in Michael Edwards' chapter. It will then be available for Alexandra Roivas to use in the games' final chapter.
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Bestiary
- You will encounter a number of diverse enemies while playing Sanity's Requiem. The list below contains a description of each monster and some tips on how to best eliminate them:
- Mantorok Zombie: These generic brown zombies are one of the most common enemies you'll encounter. They are extremely weak and can be destroyed rather easily. Aim for the head first, for their stare will decrease your sanity meter. Torches will bring them down instantly, although you must still finish them to regain sanity.
- Ulyaoth/Chattur'gha/Xel'lotath Zombie: These are more muscular than their Mantorok brethren. They will come in one of three colors -- red, blue, or green. As expected each color is vulnerable to attacks from the rival color. They can be eliminated using the same tactics as the Monotorok zombies. In addition to clawing at your character, they can also grab a hold of him or her and begin munching away. You will have to shake them off with the control stick when this occurs. Some, especially the red ones, will regenerate their head and lost limbs if you do not finish them quickly enough. The Ulyaoth (blue) zombies may also begin singing when fatally damaged. The undead beasts will stand still and begin vibrating. If this happens then take cover, for it is about to explode. You will be damaged if you are in the blast radius.
- Trapper: These are small, scorpion-like creatures that you first encounter during Anthony's chapter. Their only attack is a circular burst of energy that teleports your character into the Trapper Dimension. The trapper dies immediately after attacking. Usually a single bullet will take care of these pests. They are also blind, so if you sneak around the room you can avoid their attack. You know when a trapper is about to attack when it glows and starts loudly chirping. For more information on the Trapper Dimension, see the section below.
- Horror: Large, three-headed beasts that appear in one of the three colors. Their primary form of attack is a bolt of lightening that they will shoot at your character. This is easily avoidable as long as you keep moving. You know they are about to shoot the lightening when they stomp. They can also claw you if you get close. The best method of killing them is to take out the three heads at the center of their body. Use projectile weapons to accomplish this. It is advisable to enchant your weapons with the rival color before attacking.
- Bone Thief: These skeletal creatures inhabit the bodies of possessed humans and zombies. They will pop out once you do enough damage to the host body. You will also encounter them without a host. They can significantly drain your sanity. Their primary method of attack is leaping onto your character and slashing at him or her. You need to shake them off with the control stick when they do this, or suffer instant death. When attacking them, aim for their head. A decapitation will kill them immediately. The Xel'lotath (green) bone thieves do not possess heads, so aim for their limbs instead.
- Gatekeeper: These reptilian creatures slowly stalk around with their wings folded. Only its exposed rear is damageable when its wings are folded. It has no attacks of its own, although your sanity will slowly decrease in its presence. It will approach your character and open its wings and then rapidly close them. If the wings hit you then the Gatekeeper will rapidly cast a spell. Usually these are summon spells for zombies and trappers. However, it cannot cast the spell if the wings do not hit you. When the creatures open their wings they leave their head and bodies vulnerable. Run out of reach and then take aim at their heads. It may take a few tries to take them down. However, it is best to just evade them if you have the option.
- Guardian: Like the Gatekeepers, these creatures are spell-casters who will spawn creatures and cast shields on themselves. When you encounter them they will typically be surrounded by an energy barrier. You need to dispel this with the rival color before you can attack. When exposed the Guardian will float around the room in its energy form. Keep tracking it until it materializes, then attack. Repeat until you kill it. These creatures vary in appearance depending upon the Ancient that the Darkness is aligned with. However, they possess the same functions. You'll encounter these creatures at the end of Maximilian Roivas' chapter and throughout the last half of Edward Roivas' story.
- Tendrils: These creatures will spring up from pits on occasion. All they do is drain your sanity. Attack each tentacle to make them retreat.
- Black Guardian: The boss at the end of Peter Jacobs' chapter. Its appearance and attacks will change depending upon which color you choose at the end of Pious Augustus' chapter. See the sub-section in Peter Jacobs' chapter for more details.
- Vampire Demon: A foe you must face in the middle of Edward Roivas' chapter. See the walkthrough for more details.
- Pious Augustus: The final boss that Alexandra Roivas must face at the end of the game. See the walkthrough for more details.
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Trapper Dimension
- The Trapper Dimension is made up of a series of small islands. There is a teleporter on each island that is marked by one of the four colors (red, green, blue, or purple). The teleporter in front of you will change colors intermittently. You want to enter the teleporter when it turns purple. This will lead you to the island with the teleporter that takes you back to reality. Beware any Horrors or additional enemies that may roam around the dimension.
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Magick
- The game features twelve magical spells that you can cast in any of the four colors. The effect of each spell differs slightly depending upon the aligned color. Additionally, throughout the game you will gain three Circles of Power. The higher the power (3, 5, or 7 point), the stronger the spell. Keep in mind that you cannot cast spells until the character you are controlling obtains the Tome of Eternal Darkness.
- You obtain spells in three steps:
- Collect runes by defeating specific enemies. These enemies will have the runes clearly visible inside their bodies.
- Discover a stone Magical Codex to identify the rune.
- Uncover the final spell scroll itself. This scroll tells you what combination of runes you need in order to create the spell. The spell activates automatically if you already have the right runes in your possession.
- NOTE: You can skip the second and third steps and experiment by combining different runes together. However, you will not know the identity of the spells or the runes if you do this.
- Here is a brief run-down of the spells found in the game:
- Enchant Item: With this spell you can infuse items with the magick of particular color. It is helpful to enchant a weapon with the rival color of a given enemy in order to deal extra damage. For example, you can enchant a sword with Xel'lotath (green) power to deal extra damage to a blue (Ulyaoth) zombie. Mantorok (purple) enchantments will affect all the other colors and also act like a poison by slowly draining a monster's health even after you've hit them. You must also cast this spell on certain broken items in your inventory to repair them.
- Recover: This spell will recharge one of your three meters depending upon the color of the spell. Red recharges health, blue recharges magick, and green recharges sanity. Mantorok (purple) magick raises both health and sanity.
- Reveal Invisible: Makes hidden doors and creatures visible. The areas where you must use the spell are indicated by seals of the enemy color. You must use the rival color to reveal these objects. The Mantorok (purple) spell has the opposite effect by making your character invisible. While invisible your character will appear as a shadow. Enemies will idly stand by and not attack, allowing you to get the drop on them.
- Damage Field: This creates an energy field around your character. Enemies who touch it will take damage. Enemies of a particular color will take more damage if the field is of their rival color. The area of the field increases depending upon the power of the spell.
- Dispel Magick: You use this spell to dispel enemy's damage fields. You must cast the spell with the rival color of the field you want to dispel (ex. a red spell will dispel a green field).
- Summon Trapper: Your character will summon a trapper of the color you indicate. You now control the trapper. With the small beast you can enter small passages and use the trapper's teleportation ability to send objects to the Trapper Dimension. While you control the trapper your character is protected in a damage field. Your sanity goes down as you control the creature. You cannot use Mantorok (purple) magick to summon creatures.
- Shield: Casting this spell causes a number of energy wisps to appear over your character's head. These streams act as shields. With each hit, one will disappear. The color of the wisps protects you from a certain type of damage. For example, red wisps protect you from damage while green wisps protect your sanity meter. A Mantorok (purple) shield will protect you from all forms of attack and also damage the attacker. Once the wisps are gone, your character will start taking damage. The number of wisps depends upon the strength of the spell.
- Summon Zombie: This summon spell works on the same principle as the Summon Trapper spell. You can attack enemies with the zombie. As before you cannot summon zombies with purple magick. You can only cast this spell with a 5-point Circle of Power or higher.
- Magickal Attack: Sends out a circular energy blast from your character. Any enemies within its range will be damaged by lightening. As one would expect, the color of the spell does more damage to creatures of the rival color.
- Summon Horror: Places a Horror under your control. The same rules apply for this spell as for the previous two summon spells. You can only cast this spell with a 7-point Circle of Power.
- Magick Pool: Depending upon the color alignment, this spell will allow you to gradually regain health, magick, or sanity over time. Purple will allow you to regain all three.
- Bind: This spell causes a creature to join your side and attack any nearby enemies. You will only need to use this a few times in the game.
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Eternal Darkness Walkthrough
- A few notes about this walkthrough:
- For all intents and purposes Alexandra Roivas is the game's main character. The story is told as Alexandra reads chapters of the Tome of Eternal Darkness. Each chapter tells the story of a different character. Preceding and following each character's story are segments where you play as Alexandra. In these segments Alexandra seeks to uncover the mystery of her grandfather's demise. Along the way she discovers additional pages that unlock new chapters.
- The Alexandra Roivas passage under each character's section describes the actions that you must take (finding pages, etc) as she to access that character's chapter.
- Unless otherwise specified, the directional turns the walkthrough asks you to make relate to how you are positioned in front of the television. In other words, you turn your character toward your right or left.
- As previously mentioned, the game's puzzles and enemies will largely reflect which Ancients' rune that you choose at the end of Pious Augustus' chapter. The walkthrough is written in a general way in an effort to be applicable to all paths. When the term enemy color is used, it means the color that you chose as Pious (blue, green, or red). Rival color is the antithesis of the enemy color as determined by the rock, paper, scissors mechanics of the game.
- YouTube: Eternal Darkness Walkthrough part 1 (Time: 9:39)
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Pious Augustus - 26 B.C.
- YouTube: Eternal Darkness Walkthrough part 2 (Time: 8:38)
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Alexandra Roivas
- Your first control Alexandra will be during a dream sequence. Alexandra is in a small room surrounded by zombies. Kill as many as you want, or you can just avoid them. Either way a cut-scene will eventually activate, which reveals that the altercation was just a dream.
- After the opening movie Alexandra will be standing in the mansion's entryway between two sets of stairs.
- Run forward to the clock in between the two stairwells. Examine the clock. Take note that the time is set to 3:33. Examine the key. Take the dresser key.
- Return to the center of the room. Run to the right side of the room. Exit through the door you find there.
- You are now in the library. Run forward through the library and turn left.
- You will be in a new room. Examine the grandfather clock. Adjust the clock's hands to 3:33. A door opens behind Alexandra, revealing a passageway. Enter the passageway. Walk through the door at its end.
- You are now in a study. Take a moment to examine the contents of the room. Many of these details will play into the game's storyline.
- Examine the large leather book resting on top of the desk. This is the Tome of Eternal Darkness. Read the book.
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Pious Augustus
- Watch the opening cut-scene. When it is finished, Pious will be teleported into a subterranean ruin. Run forward and you will discover a pit. Climb the ladder.
- You'll climb down into a long hallway. You'll notice corpses on the ground. Walk forward a bit until a cut-scene activates. The cut-scene zooms in to show a cube-shaped artifact with a red icon at the end of the hall. A zombie stands up and lurches in your direction.
- When you regain control, run forward and intercept the zombie. Kill it. Make sure to sever its head first. Dispatch the additional two zombies that appear from the left and right sides of the hall. Pick up the artifact. The game refers to it as a granite block. Walk through the door ahead of you.
- Kill the two zombies that attack Pious as soon as you get into the next room. Take the granite block with the green symbol that rests at the center of the room. Walk through the door in the upper left corner of the room.
- Four zombies will approach you in this new room. Chop off each of their heads so they cannot pursue you. Now take them down one at a time as they flail around blindly.
- Walk further into the room and pick up the granite block with the blue symbol from off the ground. A single zombie will appear ahead of you. Kill it and then climb down the ladder off to the side of the room.
- You will climb down into a T-shaped pair of hallways. Kill the zombie that approaches. Walk down the hall and turn right. Walk through the door.
- Once you get to this new room the game will give you a strange perspective where you are viewing Pious from head-on. You will hear zombies slouching toward you. Wait for them to approach and then kill them by employing the decapitation technique described earlier. Walk to the end of the hall and into the room beyond.
- You will enter a large room filled with fog. Four symbols align the walls, each of which corresponds to one of the colored stones you have in your possession. Walk to the center of the room and take the purple stone from its resting place.
- Place each colored stone in the empty space below its corresponding marking on the wall. To do this you need to walk to one of the holes, open the Inventory screen, and then press USE when you select the right symbol. This is how you use all items in the game.
- NOTE: If you place the wrong two symbols together, then a zombie will spawn behind you.
- Once you've placed all the right stones in the correct places, then a door on the opposite side of the T-shaped hallway will open. Retrace your steps to the hallway and walk through this new door.
- You will come to a room with a status of Pious in the middle. The game prompts you to destroy the statue (this is part of the game's tutorial mode). Cut off its head, then its two arms, and finally attack the body. When you are finished a door will open behind the statue. Walk through it.
- You will enter a room with a gold circle at its center. Another circle hangs from the wall to the north of the doorway. Kill the three zombies that approach.
- Walk to the circle that hangs from the wall. Examine it. Press the button.
- Three columns shoot up from the gold circle at the center of the room. This circle now glows with energy. Enter the circle.
- Pious will be teleported into a hallway. Walk to the end of the hall and you will see three pedestals. Each of the pedestals holds a symbol. They are red, blue, and green. Pick one of the symbols and claim it.
- IMPORTANT: Your decision here affects the rest of the game. You are choosing the alignment of the Darkness, and thus the nature of the enemies you will primarily face throughout the rest of the game.
- NOTE: Each enemy color affects how you play the game in subtle ways. With Chattur'gha (red), the enemies will be stronger and regenerate their limbs at a fast rate. Ulyaoth (blue), the enemies will drain your magick meter. Finally Xel'lotath (green) will feature many enemies without heads and affect your sanity. Although this is open to interpretation, the Ulyaoth (blue) path would seem to be the easiest followed by Xel'lotath (green) and then Chattur'gha (red).
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Ellia - 1150 A.D.
- YouTube: Eternal Darkness Walkthrough part 3 (Time: 8:49) | part 4
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Ellia
- A door will shut behind Ellia, trapping her inside the temple. When you regain control, run forward to the statue of the goddess at the far side of the room. Take the necklace from the statue. A door will close nearby.
- NOTE: You can use this necklace to heal Ellia.
- Walk back to the center of the room. Face the statue. Turn left and walk into the dark passage on the left side of the room.
- Walk forward until a short cut-scene activates. You will see a number of corpses lying on the floor. Walk into the room and turn right. Enter the next passageway.
- Ellia will step on a switch, causing blades to begin swinging along the hallway ahead of you. Run forward and time it right so you can run past the blades. Try to avoid hitting more switches on the floor. They appear lighter than the other tiles. If you hit one you will have to contend with more traps. Walk to the end of the hall.
- A colored zombie will attack once you enter this new room. Lob off its head and then finish it off. Examine the room. There is a design of a sun on the floor at the center of the room. There is also a necklace nearby.
- Take the necklace. Examine the candles. You will be given the option of lighting or extinguishing these three candles. Extinguish all but the one in the middle. A little bit of the door behind Ellia will open, but it's still not enough to walk through.
- Retrace your steps back to the stone goddess at the beginning of the level. Along the way, you will encounter zombies in the first room where they were lying prone on the floor. Just ignore them and run past.
- Once you get back to the starting room, place the Bronze Necklace on the statue. A passage on the right side of the room will open. Walk into the passage.
- Walk forward until you get to the room with the design of the rising sun on the floor. Turn left and walk into the next passageway.
- STOP! You will be in another hallway. There is a switch right in front of Ellia. Try to walk around it. As before, carefully make your way down the hall and avoid stepping on the light-colored stones. The last switch at the end of the hall activates arrows, however, you can just run straight through the passage at the end of the hall to avoid these.
- You'll encounter another colored zombie in this new room. Kill him. Examine the candles in the corner of the room. Extinguish all of them. This opens the door behind Ellia (as well as the one from the room where you lit the other candles). Walk through the door.
- You'll be in another hallway. Watch for trap tiles as you move forward. Once you get to about the center of the hall, turn left into an alcove. Take the blowgun you find on the pedestal. A trap door opens and Ellia falls through.
- Ellia lands on a lower floor. The fall breaks the sword, forcing you to use the blowgun. There are two colored zombies in the room. Kill the first that approaches by aiming the blowgun at its head. Now walk forward and turn right. Kill the zombie menacing the guard.
- Talk to the guard. He will tell you that he can repair broken weapons. Walk back to where Ellia fell and collect her broken sword. Give it to the guard. He will cast a spell and repair the weapon.
- Turn around and walk forward. You will eventually enter another hall that is lined with switches. Avoid the switches in the floor until you reach the end. The switches are harder to see in his hallway, so be careful.
- You will emerge into a large room with a mural along the back and a stone spiral in the middle. You can view he mural if you wish. Kill the two zombies that approach. Walk through the doorway on the other side of the room.
- You will emerge into yet another trap-filled hallway. This one is quite long. As before, the switches are harder to see. About half-way through the hall you will come to a switch that is especially tough to avoid (if not impossible). This activates darts ahead. Wait for the darts to subside before proceeding forward.
- This ends the first section of the hall. When you get to the end of the section, there is another switch you have no choice but to hit. This activates blades in front of Ellia and a smashing device behind her. Wait for each blade to pass and then run to the area between each blade. Repeat until you've cleared them.
- When you get to the last blades, you will have to run across another switch. All this seems to do is make the blades behind you move faster. Avoid the remaining switches and walk to the end of the hall.
- In the next room you will see two zombies of different colors fighting one another. Wait until one kills the other and reward the winner with sweet death. This room has another mural that you can view if you wish. Walk across the room and into the next passage.
- You will come to another hallway. Don't worry, there are no traps this time. Run forward until the cut-scene activates.
- When you regain control you will be in a room occupied by the corpse god Mantorok. Don't worry, he won't hurt you. Walk forward to the goddess statue. Take the metal staff from its arms. Turn around and walk back the way you came.
- When you re-emerge into the mural room, there will be about three zombies waiting for you. Kill them and walk into the next passage.
- You must retrace your steps through this hallway. Be wary of the switches on the floor. Remember that the blades will move faster once you reach the first archway. Once you step on this switch a zombie will see you. Let the blades take care of him.
- Dodge the blades. Once you get through, you'll have to step on another switch. This activates a crusher ahead of you. Wait for it to close and then run through as soon as it opens.
- The next archway will have a switch you must cross that activates arrows ahead of you. Just wait for them to stop firing and then run to the end of the hall.
- You'll enter another mural room. Kill the four zombies that approach. Walk to the room's central structure. Examine it. There is a notch in the structure for a lever. Use the metal staff. The lever opens the door behind Mangtorok.
- Retrace your steps back through the hallway and into the room with Mangtorok. Use the above steps as your guide to get back through. You'll encounter zombies in the next mural room, but you can just run past them.
- When you get back to Mangtorok, walk along the pathway that circles him. Eventually you will reach the doorway behind him that you opened earlier. Walk through the door.
- Once you're in this new room, walk forward to the goddess. Watch the cut-scene that follows.
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Anthony - 814 A.D.
- YouTube: Eternal Darkness Walkthrough part 5 (Time: 9:14) | part 6
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Alexandra Roivas
- When Alexandra finishes reading, three candles will illuminate off to one side of the study. Walk to the candles.
- Examine the candles. As in Ellia's chapter, you will be able to extinguish any of the three. Extinguish the middle and right candles. A panel will open underneath the table. Examine it. Pick up the message tube inside.
- Check the tube in the inventory screen. Open the tube. You will find a chapter page entitled, "Suspicions of a Conspiracy." Use the page in your inventory.
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Anthony
- NOTE: At certain points in this mission, Anthony will begin to decompose. Eventually this will negatively affect the speed of his movement. Don't worry, you aren't on a timer. Each of Anthony's deteriorations are predetermined.
- NOTE: Due to this curse, Anthony is invincible. Happy hunting!
- Anthony starts out near the entrance of the church. Run up the nearby stairs.
- Once you reach the top of the stairs, Anthony will be warped to the Tome of the Eternal Darkness holding room. This is a recurring plot point with almost every character. Navigate Anthony forward across the bridge. Take the Tome of the Eternal Darkness from the hand-shaped cradle.
- NOTE: Each time you enter this room, there will be statues of characters who suffered death and/or misfortune at the hands of the Darkness. There will only be statues of Pious and Ellia when you first enter.
- Once you collect the Tome, Anthony will be warped back to reality. The tome is now in your inventory. With it Anthony can cast spells (as soon as you find them). Run into the passage at the top of the stairs.
- You will emerge into a library. Take the blue urn you see off the shelf that stands to the left of the stairs. Try to use the blue urn in your inventory. Anthony will break it, but find a rune inside. View the rune tutorial that follows if you wish. Run back down the stairs.
- Return to the first floor where Anthony began the chapter. Walk forward along the path, between the pews, until you reach the altar. Examine the casket in front of the pews. Open it to reveal a dead body.
- One of the monks will give Anthony the Scramasax (a type of sword) and tells you to find the Bishop. Equip the Scramasax. Run back upstairs to the library.
- Walk to the desks in the room. Pick up the medallion from the center desk. It has the image of a triangle emblazoned upon it. This is a Circle of Power. Collect it causes the game to offer you a tutorial explaining the Circle of Power and some of the magick system. Be sure to read this if it is your first venture into the world of Sanity's Requiem.
- Walk to the middle bookcase that is behind the desk. Examine it. Move the book that Anthony discovers. This opens a secret passage on the left. Walk to the passage and climb down the ladder.
- From the bottom of the ladder, walk into the passage on your right. Inside you will see a zombie with a rune inside of it. Kill the zombie and Anthony will automatically collect the rune.
- Walk further down the hall. Kill the two zombies that approach. Walk through the door at the end of the hall.
- After you enter this new room, you will see a monk being attacked by zombies. Run forward and kill the zombies before they take out the monk.
- Talk to the monk. He will give you a two-edged sword. Be sure to equip this. It is quite effective. Pick up the torch from the ground. Walk to the other side of the room.
- You will see a new door here. Pick up the piece of the green urn that rests on the ground to the right of the door. Walk to the corner of the room and examine the two shelves you find to collect the second and third pieces of the urn. Mix the three pieces together in your inventory. Walk through the new door.
- You will emerge into a stairwell. You can hear zombies shambling nearby. Walk down the stairs. Pick up the stone tablet you come across on the floor. This is a Magical Codex that identifies runes in your possession.
- Keep walking down the stairs. You will encounter another zombie with a rune inside of it. Kill the zombie to collect the rune.
- Keep walking down the stairs and exit through the door at the bottom.
- You will encounter three zombies in this new room. Watch out because one approaches from the right, not from ahead like the other two. Kill all three. Be sure to cut off their heads first before dealing with the rest of their bodies.
- Examine the stone slab that rests on the pedestal at the center of the room.
- Walk forward to the fountain. You'll see a red urn to the right of the fountain. Pick it up.
- Turn right and walk to the other side of the room. You will see a tapestry hanging from the wall. Equip the torch and use it on the tapestry. It burns up, revealing a door. Walk through the door.
- You will be in a small hallway. Walk forward and you will eventually encounter a zombie. Kill it and then walk through the hall and out the door at the end.
- You will emerge into the Bishop's room. A cut-scene shows the Bishop walk through a secret passageway that closes behind him. Walk forward to the table at the center of the room. Turn and collect the Magical Codex that rests on the floor to the left of the table. Examine the table. Take the scroll from the table. You can now cast the Enchant Item spell.
- Press START and go to the spell screen. Use the Enchant Item spell on the blue and green urns. It will repair them.
- Retrace your steps back to the room with the fountain. Use the fountain to fill up the blue and green urns with water (the red urn is already filled). Return to the bishop's room.
- Examine the floor in front of the table at the center of the room. You will see three circles on the floor. Use each of the urns and Anthony will place them in each circle. This causes the secret passage that the Bishop walked through to open. Enter the passage.
- Walk through this next hall and through the door on the other side.
- Once you enter this new room, Anthony will be introduced to the Bishop. You must fight him. He can take down your sanity quite a bit, but he isn't any tougher than any of the colored zombies. Keep wailing on his head until he falls. Finish him off. There will be a colored zombie in this room as well. Send him to oblivion to keep the Bishop company. Search the Bishop's body to find the Bishop's key. Exit the room the way you entered.
- Kill the two zombies in the hallway. Exit through the door at the end of the hall.
- You are back in the Bishop's room. Kill the two zombies that approach Anthony from either side. Run forward and exit the room.
- In this hall you will encounter a trapper for the first time. There's no real way of getting around him or killing him from afar (as you can later in the game). Run forward and allow it to zap you to the trapper dimension. See the description of the trapper in the Bestiary section above for how to get out of the dimension.
- Once you exit the Trapper Dimension, you will reappear back in the hallway. Run to the end of the hall and exit.
- You will be back in the fountain room. There will be trappers here as well. Slowly sneak past them and walk through the door on the other side of the room.
- You will at the bottom of the stairs you descended earlier. Kill the three zombies that attack by taking off their heads, one at a time and then finishing them. Run up the stairs to the top. Exit through the door.
- There is nothing in this next room except for the monk you saved earlier. Exit through the door on the other side from where you entered.
- Walk to the end of the hall and climb the ladder to return to the library.
- You're back in the library. Walk forward to the stairs. A blue energy field blocks you from going downstairs. A Horror will appear at the center of the room. Run toward the horror and cut off each of his three heads at the center of his body. This will kill it. Once it's dead the energy field will dissipate. Walk down the stairs.
- Walk down the stairs to the first floor of the church. There will about three zombies at the bottom of the stairs. Take off their heads, one at a time as you did before.
- Walk forward between the pews and turn toward the first door you see at the break in the pews.
- The door is locked. Use the Bishop's key on the door. Walk through the door. Watch the end cut-scene.
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Karim - 565 A.D.
- YouTube: Eternal Darkness Walkthrough part 7 (Time: 6:43) | part 8 | part 9
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Alexandra Roivas
- Exit the study. Walk to the mansion's entryway where you began the game.
- Walk up the stairs. The door at the top of the stairs is locked. Use the Second Floor key on the door. The key breaks. Use the Enchant Item spell on the key to fix it. Unlock the door and walk through it.
- You are now in the mansion's second floor hallway. Turn left. Walk to the end of the hall. You'll see two doors at the end of the hall. You want to enter the one on the right. As you approach you will see a cut-scene of a ghost walking through a wall. Walk through the aforementioned door.
- You are now in a bedroom. Walk forward and examine the portrait above the desk. Take the chapter page entitled, "The Gift of Forever" from the portrait.
- Walk to the other side of the room and take the revolver ammunition that is on top of the dresser.
- Use the chapter page in your inventory.
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Karim
- Run forward from where Karim is standing. Walk past the corpse on the ground to the opening you see in the floor. Try to climb down the ladder.
- Karim will be whisked away to the Tome of the Eternal Darkness holding area. Run forward and collect the Tome from the cradle. Notice that Anthony's statue has been added to the collection.
- You will be transported back to the room in which you started the chapter. A number of zombies will spawn behind you. You can intercept and decapitate them or simply climb down the ladder again. This time it will work.
- Walk forward from the bottom of the ladder to the white statuette you see in the distance. There will be two colored zombies near the statuette. Decapitate them and then finish them off to gain back some sanity. Pick up the statuette.
- Walk to the next passage in the room. You will see a hallway with two more colored zombies in it. The second one will have a rune inside of him. Kill both. Once the second is finished, Karim will automatically collect the rune. Climb the ladder in the middle of the hall.
- You will emerge into a large room with a shrine at its center. There is nothing to do here yet. Run to the other side of the room. You will see an energy field blocking a ladder that descends into an opening in the floor. Examine the field. It will dissipate. Climb down the ladder.
- Walk forward through this narrow hallway until you emerge into a room with corpses lining the floor. A statuette is at the center of the room. Walk into the room and the three zombies on the floor will spring to life. Kill them one at a time and try note to get cornered. Remember to eliminate their heads first. Collect the statuette and then the Magical Codex off to the left side of the room.
- Retrace your steps back to the room with the shrine.
- Once you are back, examine the room. You will see three large brown circles on each side of the shrine. Standing on these causes a flame to light on the shrine, but it soon dissipates if you step off the circle. Put the two statuettes on one circle each and then move Karim onto the third.
- This will activate a mechanism that causes the shrine to rise, revealing and elevator device. Several trappers will also appear with it. Slowly make your way to the elevator by moving slowly so as to not draw Trapper attention. Examine the lift device. Select to use the device to descend.
- You will come to another well-lit hallway. There are bodies of slain adventurers along the floor of the hall. Walk down the hall until you see the last body (there are three). Examine the body. Remove the Tulwar (sword) sticking out of him. You may now equip it in inventory.
- Walk forward toward the door ahead of you. The soldier you just pulled the sword out of will re-animate and attack you (ungrateful!). Aim for the head as usual. He is a bit tougher than the normal zombies and you will soon see why. If you deal him enough damage at Bone Thief will emerge from his body. Kill the creature by cutting off its head (arms in the case of Xel, green ones). When its dead walk through the door.
- You will emerge into a smaller room with torches in the center and off to the side. Kill the two zombies that approach. One may have a Bone Thief inside. Take the scroll from the ground near where you entered. This is the Recover spell. You can't use it yet because you are missing the required runes.
- Walk to the north side of the room. There is a door to your left and right. A seal with the enemy color adorns the door on the right. You cannot enter it yet. Walk through the door on your left instead.
- Kill the three zombies that approach you in this new room. Walk further into the room. You will see an energy field with a rune on it that blocks entry to a ladder that descends downward. You can't access this yet. Walk further into the room and enter the door you see on Karim's right.
- You will enter a small circular room. A Horror is at the room's center. It has a rune inside of it. Run forward and attack each of its three heads to bring it down. You may want to wait for it to attack first before doing this in an effort to catch it off-guard. You will receive the rune for your efforts. Use Karim's Talisman afterwards if you are low on health. Pick up the Magical Codex that was behind the horror. This identifies the Santak (self) rune. Exit the way you entered.
- There will now be trappers in this room. Quietly make your way to the force field. It will dissipate.
- The game will now cut to a scene between Alex and the ghost of her grandfather. This will happen occasionally throughout the game. Sit back and enjoy.
- When you return to Karim's story, climb down the ladder.
- You will recognize this T-shaped hall from Pious Augustus's chapter. Walk to the end of the hall and grab the Magical Codex you find there. You will now have discovered the Recover spell. Assign the 3-point spell to a hot button. Turn right and walk through the door.
- This is the room where Pious place the granite blocks into the wall. You will see a blade of sorts sticking out from a stone at the center of the room. Walk up the blade and pull it out. This is the Ram Dao broadsword. Equip it.
- When you pull the sword from the stone, the door will close behind you, sealing you inside the room. A number of Mantorok zombies will teleport into the room. Run around and cut their heads off. Finish them one by one.
- NOTE: It's really important to finish the enemies in this sequence so you can get some of your sanity back.
- The Mantorok zombies are followed by another group of the same type. Kill them and another wave, this time of tougher colored zombies will appear. Kill them using the same tactics. One they are dead a final group of three colored zombies will appear. One of them has a rune inside. Kill that one first. You now have the blue, Ulyoath rune or the green Xel'lotath rune depending upon which Pious chose. The other two are inhabited by Bone Thieves. Take them out one at a time so you only have to contend with one Bone Thief before eliminating the next one.
- NOTE: Now that you have the Ulyaoth or Green rune you can cast blue spells. A blue recover spell will recharge your magick meter.
- Exit the room the way you entered. Climb up the ladder in the T-shaped hallway.
- Once you're at the top, exit the room through the door on your right.
- You will be back in the room with the torches and the door on your right with the seal. Enchant the Ram Dao broadsword with the color on the seal. Use the sword on the door via the inventory screen. Karim will place the blade in the slot on the seal. This reveals a regular door. Walk through the door.
- You will encounter three colored zombies in this hallway. Take them out with some well-placed head swipes. Run to the end of the hall and climb up the ladder you find there.
- You will come to a circular shaped room. There is a fire in the middle of the room, on a shrine. There are Trappers around the room. You can kill them with Karim's Chakrams or simply sneak by them. Walk to the center of the room and take the Ruby Effigy you find there. Walk out from the center of the room and exit the room the way you entered.
- You will be back in the hallway from before. From the base of the ladder, continue going forward down the hall. You will reach some rubble. Examine the rubble. Elect for Karim to hop over it.
- There is a Horror at the center of this new hallway. You can kill it if you wish, or simply run around it and climb down the ladder behind him.
- You will emerge into a small room with a replica of a skeletal hand at its center. Place the Tome of Eternal Darkness in the hand. A portcullis will open, allowing Karim to exit the room. Take back the book. SAVE YOUR GAME!!! Exit the room.
- Walk down this new hallway. Eventually zombies will spawn behind you. A forcefield prevents you from walk to where they are. Each zombie will appear behind the forcefield and then cross through it to attack. They will come in waves, first as Mantorok zombies and then as the colored zombies. At least one will have a Bone Thief inside.
- The best tactic here is to cut off their heads and when you feel their is a ebb in the tide, finish them off to gain some sanity back.
- NOTE: The Mantorok zombies and their colored brethren are not friends. Often a colored zombie will sneak up behind a headless Mantorok zombie and devours it. Use this to your advantage and attack the colored zombie.
- NOTE: The Tulwars may be better weapons during this sequence than the Ram Dao. The broadsword is slow to finish enemies and they can often sneak up on you as you finish off one of their brethren.
- Eventually a horror will emerge. Turn around and run as far as you can. The room where Pious found the artifact is at the end of the hall. Lure him to the room and then attack.
- When everyone is dead, collect artifact that appears above one of the pedestals. Watch the end cut-scene.
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Dr. Maximilian Roivas - 1760 A.D.
- YouTube: Eternal Darkness Walkthrough part 10 (Time: 8:47) | part 11
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Prelude
- You are back in the study. Walk from the desk to the other side of the room. You will see a gladius on the wall. Take the sword.
- Walk back to the mansion's entryway. You will hear a phone ringing. Run from the door of the library to the other side of the room. Pick up the phone. Insanity effect! Walk through the door near the phone.
- You are now in the kitchen. Walk forward and you will notice a brown on your right. Examine the door. There is a seal on it. Enchant the gladius with whatever color that is one the seal. Use the sword on the door. Alex will place the sword in the slot and a door will be revealed. Open the door.
- Behind the door is a pantry. Examine the jar on the shelf. It is a spice jar with a piece of paper inside. Pick up the jar.
- Check the jar in your inventory. Open the jar. You will find a Chapter Page, entitled "The Lurking Horror."
- After the Pious cut-scene, read the page.
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Dr. Maximilian Roivas
- NOTE: Maximilian is a hefty guy. Don't expect him to run as fast as some of the game's earlier characters.
- NOTE: Every time Maximilian downs a new variety of foe, the game gives you the option of performing an autopsy by pressing B. Doing this creates an entry on the Journal screen. These entries provide information about the creatures and possible strategies for defeating them.
- You will begin in the upstairs bedroom of the Roivas mansion (where Alexandra found Karim's chapter page). Pick up the flintlock pistol ammunition from the desk. Exit the room.
- You are in the upstairs hallway of the mansion. Run all the way to the other end of the hall. Pick up the flintlock ammunition that you pass on the right. Enter the door at the end of the hall.
- You are in another bedroom. Walk forward and pick up letter #1 from the nightstand to the right of the bed. Read the letter in your inventory screen. Pick up the Magical Codex above the fireplace. Walk into the nearby bathroom and pick up the ammunition near the bathtub. Exit back to the hall.
- Walk downstairs to the mansion's entryway. Walk to the table between the two staircases. Collect letter #2 from the table. Read it in your inventory screen.
- Enter the kitchen on the left side of the room.
- Once you are inside the kitchen, collect the Magical Codex that hangs nearby. Walk to the pantry and pick up the Pump Handle that lays across the barrel. Walk to the other side of the kitchen and collect the flintlock ammunition from the cabinets. Exit the kitchen.
- From where you exited, walk to the door to the north of you. Enter the door.
- You are in the dining room. Talk to the fireplace. There is an image of the four alignments above the fireplace. Move the raven on the mantle to the rival color of whichever ancient is mentioned on the inscription (the enemy color). A secret passage will open in the fireplace. Enter the passage.
- Examine the scroll near where you entered. Collect the scroll. It is the Reveal Invisible spell. Take the saber from the nearby wall. Equip it. Walk to the other side of the room and take the flintlock pistol from the wall. You can now dual wield pistols, 18th century style. Walk to the desk. Pick up the Tome of Eternal Darkness. You will see a cut-scene of a Horror spawning in the mansion's entryway.
- A letter falls from the Tome. Read letter #3 in your inventory. Leave this secret room.
- Kill the servant in the dining room. A bone thief will pop out of him. Take it out with a well place slash to the head. When it's dead perform an autopsy with the B button. Exit the dining room.
- You are now back in the mansion's entryway. The Horror you saw earlier is stalking around. It has the Redgormor (area) rune inside of it. Run forward and hack off its three heads, or use the pistols from afar. When Maximilian kills the Horror, he gets the rune he will now be able to cast the Reveal Invisible spell. Autopsy the Horror.
- NOTE: Watch out for one of the servants in the entryway is not human. Of the two, the man is human, the woman is not. Kill the woman and the Bone Thief that pops out from her body.
- Run upstairs. Turn left into the hallway and walk to its end. Make another left and round the corner.
- You will see a stained glass window ahead. Examine the wooden stand on the window's left. You will find a letter there. Collect the letter. A Bone Thief will crash through the window beside you. Kill it for its cheekiness.
- Open the sealed envelope in your inventory. Inside is the basement key and letter #4. Read the letter.
- Run back downstairs. Once you enter the entryway area you will notice that everything is bathed in a sepia tone. Walk down the stairs.
- You will see that another Horror has taken residence to the right of the right set of stairs. Run to that side and kill the beast. You will receive the last colored rune as your reward. You can now cast spells using all three of the game's primary colors.
- After you kill the Horror, Maximilian will reappear in the upstairs hallway on the second floor. Walk back downstairs.
- As you enter the entryway (ironically enough), a cut-scene shows a door appear near where the Horror was standing. Run to the door. Collect the ammunition near the door. Use the basement key to unlock the door. Enter the door.
- Walk down the stairs to the mansion's basement. Two zombies will attack you near the bottom of the stairs. Decapitate them both and then finish them off. One may have a Bone Thief inside of it. If necessary run to the area to the right of the stairs for more room to maneuver. Autopsy the zombie when its down.
- Walk to the room to the right of the stairs if you aren't already there. Pick up the Damage Field spell scroll near the well. Take the Magical Codex from the wall. You will find more ammunition in the upper left corner of the room. Walk back to the well.
- Examine the pump in front of the well. It is missing a handle. Use the pump handle you found in the kitchen. The water will drain from the well, revealing a ladder. Climb down the ladder.
- You are in a dark place. Try to open the door in front of you. The camera pans to the outside, revealing that you are trapped in a prison. Insanity effect! The game warps Maximilian back to the top of the well. Climb down the ladder for real this time.
- A zombie with a rune inside will approach you once you get to the bottom of the ladder. Kill it to receive the Bangkorok rune. You can now use the Damage Field spell. Autopsy the zombie.
- Walk down the stairs. Eventually you will reach a balcony. An energy field nearby seemingly blocks you from continuing further down the stairs. However, since you have the Bangkorok rune, it will dissipate when you approach. Keep walking down the stairs.
- Eventually you will emerge into a large open area that looks like a bridge. A Guardian will appear behind Maximilian, cast a spell, and then float to the other side of the bridge. You cannot retreat due to the spell. You must kill the Guardian.
- Enchant Maximilian's saber with the energy of the rival color. Approach the Guardian. It doesn't really have any attacks of its own. It will mostly cast spells. Run up and whack it, and then follow it as its energy form floats around the room. Whack it again when it reappears. Repeat this process until it dies. Be ware of any zombies that is may summon. It may also cast a shield spell on itself. It will appear like the creature has several wisps of energy hovering above it. Keep attacking it and these will eventually go away.
- Once you kill the beast, the chapter is over. Sit back and enjoy the end cut-scene.
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Edwin Lindsey - 1983 A.D.
- YouTube: Eternal Darkness Walkthrough part 12 (Time: 8:39) | part 13 | part 14 | part 15
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Prelude
- Go to the second floor of the mansion.
- Once you enter the upstairs hallway, turn right. Enter the door at the end of the hall.
- You are in another bedroom. You'll recognize the room from Maximilian's chapter. Pick up the revolver ammunition from the nightstand to the right of the bed.
- Walk around the bed to the dresser on the other side. Examine the dresser. You'll see two symbols. One is the 3-point Circle of Power. The other is the enemy alignment. Cast a Reveal Invisible spell using the color the alignment indicate. This will reveal a lock on the dresser.
- Use the dresser key on the lock. Open the drawer.
- Take the revolver and the chapter page from the drawer.
- Read the page.
- NOTE: If you want a scare, then go into the bathroom through the door to the right of the fireplace in this room. Take the page from Maximilian's diary that lay on top of the toilet. Now walk over and examine the bathtub. Creepy!
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Dr. Edwin Lindsey
- You will begin this chapter in the same temple room as Ellia's chapter. Pious will send a Winged Guardian after Edwin. Equip the shotgun. Wait for the creature to open its wings, run back a bit, and then shoot it in the head. Repeat the process until it is dead.
- Examine the center of the room. A thick layer of dust obscures something on the floor. Use Lindsey's brush in the inventory to sweep aside the dirt. Take the bronze bracelet it reveals on the floor.
- Walk forward to the goddess statue ahead of you. Use the bronze bracelet on the statue. This opens a passage on the left side of the room. Enter the passage.
- Edwin will be transported to the Tome of Eternal Darkness holding. Walk forward and take the Tome from its cradle.
- When you get back, walk further into the passage. Two zombies will spring up once you get to the next room. They will attack one another since they are opposite colors. Wait and reward the victor with a shot to the face. Walk through the room and out the doorway on the other side.
- You are in a long hallway full of jungle growth. Equip the pistol and take out the Trappers that you see skittering along the hall ahead of you.
- Walk forward and you will activate the same trap blades from Ellia's chapter. Time your movements and run underneath the blades.
- Once you get past the initial round of traps, make a right into an alcove. Collect the metal bracelet you find here. Walk back out into the hall.
- Avoid the light spots on the floor as you walk to the end of the hall. Equip the torch for more light if you need it.
- When you come to the next room you will encounter a Horror surrounded by a protective barrier. Don't worry, he can't harm you set. Take the bronze necklace near the door. Exit the room the way you entered.
- Retrace your steps back to the beginning of the level. Place the bronze necklace on the goddess statue. This reveals a passage on the right side of the room. Walk into the passage.
- You will see a statue of a snake-headed demon in this next room. Take the silver bracelet near the statue. This causes both exits to close shut, trapping you inside the room. A voice whispers for you to "Give it back" and the snake head will begin firing darts at you. Place the metal bracelet on the pedestal. This causes both doors to open and the statue to stop firing at you. Exit to the next room.
- STOP! There is a pressure switch right in front of you at the beginning of this long hallway. Slowly walk around it. If you do press it by mistake, all it does is activate darts ahead of you. Just wait for them to stop firing and then continue.
- Walk further down the hall. From here you will be able to see some corpses on the ground. You know what this means. The first corpse you come to will be a Mantorok zombie. Take him out. Walk further down the hall, avoiding the switches, until you reach another zombie. Kill him quickly. If you activate the darts, then just run through them until you get to the end of the hall. Before you enter the next room you will want to enchant your favorite weapon with the rival color
- There will be four colored zombies in this next room. They will be of the enemy color. Kill them all, making sure to aim for their heads first. Walk through the room and out the next passage.
- You'll be in another hallway. Stand still and wait for the zombie to come to you. It will activate traps as it walks forward like the blades. Once you've killed the one that approaches, run forward. Darts will activate but there is nothing you can do to avoid this. Be careful because in this hallway the switches are not as evident. Avoid the solid blocks on that make up the floor.
- Once you make it past the blade traps, look to the left. You will see a goddess statue. Use the silver bracelet on the statue.
- Turn around and walk into the alcove opposite the statue. Use the brush on the cobwebs you find here to discover a scroll. Take the scroll. It is the Dispel Magick spell.
- Walk to the end of the hall and through the passage.
- You will come back to the room where you found the encased horror. Enchant your shotgun with the rival energy of the Horror. Now cast a Dispel Magick spell that is aligned with the rival color. The Horror will now attack. Blow off his three heads with the shotgun and then finish him off with Edwin's kukri (knife).
- Take the silver necklace from behind where the Horror was standing. Walk back to the hallway you entered from.
- Navigate your way through the blades until you reach the statue of the goddess again. Place the silver necklace on the statue. This opens a door behind Edwin. Walk through the door.
- Kill the zombie that Edwin encounters at the top of the stairs. Walk down the stairs.
- You will encounter a zombie on the next landing with a rune inside of it. Cut its head off and finish him to receive the rune. Keep walking down the stairs.
- You will encounter another Winged Guardian. You can kill him if you wish, employing the same tactics as before, or simply run past him. You won't be coming back this way.
- Keep walking down the stairs. You will eventually reach a foggy hallway below. Walk screen right and you will see an energy barrier marked by he last rune you picked up. Walk to the barrier and it will dissipate. Walk into the newly revealed passage.
- You are in another hallway. A Mantorok zombie will approach off-screen from Edwin's left. Kill it and then walk forward in the direction the zombie came from.
- Try to avoid stepping on the large solid blocks as you make your way down the hall. Walk into the passage beyond.
- You will come to a room with two statues. One stands at the center of the room and looks like a guard. It faces a goddess statue similar to the one from earlier. You will see that the goddess holds a gold bracelet in its hand. You cannot get this yet. Walk to the far corner of the room and stand in the brown circle you find there. The middle statue will turn to face Edwin and the goddess will take her hands off the bracelet. Quickly run and grab the bracelet before the goddess's hands return to their earlier position.
- Exit the room through the next doorway.
- You are in another hallway. As you walk into the hall you will cross over a panel which causes a green poisonous gas to filter into the area. You can retreat back to the room from before, but instead quickly move forward all the while trying to avoid the pressure points on the floor. The gas will bring your health down, but relax, it won't kill you that quickly.
- Eventually you will pass a purple energy field that takes up a part of the wall on the right. Each of the three alignments hover near it. You can't do anything with this yet, but remember where it is.
- Keep walking past the pressure points until you get to the end of the hall.
- In this new room you will see a pedestal surrounded by a blue energy field. Kill the room's single Mantorok zombie. Now cast Dispel Magic with the green alignment. A cut-scene now shows the blue symbol dissipating from the in front of the purple energy filed in the adjacent hallway.
- Examine the basic beneath what looks like the head of an elephant. Push the button. Acid pours into the basic. Exit through the next doorway.
- You're in another hallway. Walk forward a bit until a zombie notices you. Stay still, the zombie will activate a crusher trap and destroy itself. Now you must move forward. Be careful because the switches on the ground are hard to distinguish. Run forward through the crushers. When you get to the other side, another zombie will notice you. Wait patiently and he will suffer the same fate as his brethren. Run through the remaining crushers. A gas will activate.
- Don't panic. Run forward until you see a goddess statue. Use the gold bracelet on it. Run forward, avoiding the remaining traps, to the end of the hall.
- In the next room there will be a shrine with a Xel'lotath (green) alignment on it. An energy barrier surrounds it. Kill the two green zombies that approach. Eliminate the green barrier with the red Dispel Magick spell. This will get rid of the Xel'lotath symbol in front of the aforementioned purple energy field. Exit the room through the next passage (not back the way you came).
- Yet another hallway. You can't avoid the switch in front of you, so just walk over it. This activates a gas. Zombies will see you, but will be killed as they run over tiles further down the hall. Avoid these tiles and navigate down the hallway. Eventually you will get to a place where you must run across four white tiles. This activates another gas. Keep your wits about you and navigate to the end of the hallway. Before exiting this hallway, enchant Lindsey's shotgun with blue energy. Now exit.
- There will be a red Horror in this next room. Take it down by shooting each of its three heads with Lindsey's enchanted shotgun. Use a blue Dispel Magick spell to dissipate the force field that encapsulates the Chattur'gha (red) symbol at the center of the room. Another short cut-scene shows the Chattur'gha symbol disappear in front of the purple energy field. The purple field now also dissipates.
- Examine the cobweb north of the pedestal that had the red rune on it. Use the brush on the cobweb. Pick up the dirt encrusted necklace that you find. Exit the room to the next passage.
- You will be in another hallway. Run down the hallway, avoiding the traps as you go.
- You will be back in the room where you stole the gold necklace from the statue. Exit to the next room.
- Keep moving forward through the halls until you get back to the room with the elephant. Use the dirty necklace on the basin. Press the button. The acid will dissolve the grime to reveal a gold necklace. Enter the next hallway.
- Make your way back to the statue of the goddess at the end of the hall. Place the gold necklace on the statue. A doorway will open opposite the statue. Walk through it.
- You will see a cut-scene of Alexandra talking with her grandfather. When you regain control of Lindsey, walk through the newly revealed passage (again).
- You will hear the zombies approaching, as well as a Horror. Wait for the Mantorok zombies to come to you and then rid yourself of them. Equip your shotgun. Walk down the stairs and aim at the Horror's three heads to quickly kill it. Continue down the stairs. When you reach the bottom, run through the passage to the next room.
- Turn left in once you are in this next room. Walk forward. You will see three off-color tiles. Cross them, but be careful of the crusher they activate right in front of Lindsey. Time it right and avoid the crusher. Proceed forward.
- This section of the hallways is full of switches. You will most likely activate the first two you come across. Navigate your way through the blades to the end of the hall. Walk left of the tiles at the end of the hall to avoid them.
- You will emerge into a large room with mural and a giant replica of a person's face on fire. Kill the four Mantorok zombies that approach by using the torch.
- Walk to the other side of the flaming face to find a cobweb. Use Lindsey's brush on the cobweb. You'll find a magickal codex. Walk up the stairs to the next room.
- Avoid the tiles in front of you by walking around them. Avoid all the tiles as you walk forward, through the hallway. Eventually you will come to a red zombie with its back turned to you. Sneak up behind and decapitate him. Continue forward and avoid the remaining tiles. Before you exit the hallway, enchant a weapon with blue energy. Now enter the next room.
- You will be in a room with a large pyre in the middle. Take out the four red zombies that attack with your enchanted weapon. Remember to aim for the heads. Run around to avoid getting cornered. Once they are all dead, proceed to the next room.
- Walk around the tiles in this new hall. Eventually you will reach a point where you are forced to cross some tiles. This activates another crusher ahead of you that you must avoid. Exit the hallway.
- You will come to another large room. Kill the three zombies that attack. One of them has a Rune inside that Lindsey will collect. This is the Tier rune. An energy field covers the next doorway. Walk forward and it will dissipate. Exit the room.
- Another hallway! Walk down the hall, avoiding the tiles as before. You will soon get to one you must cross to proceed. This activates darts. The third of these you come across activates crushes and swords ahead of you. Bide your time and run through each of these obstacles. Enter the next room.
- You will enter a room with another shrine on fire and a mural. Several zombies will approach. Decapitate them one by one and finish them. Collect the spell scroll from the shrine at the center of the room. It's a Summon Trapper spell.
- NOTE: With the Summon Trapper spell, Lindsey now has all the required elements to obtain the secret Mantorok rune. This rune allows you to cast Mantorok aligned (purple) spells. If you wish to proceed, then you need to retrace your steps back to the wall that was once enveloped by the purple energy field. Remember that from earlier in the level? If you decide to go down this route (strongly recommended), then follow the instructions at the end of this section of the walkthrough, and then pick up from this point to complete Lindsey's chapter.
- Once you're back in the room where you found the Summon Trapper spell (assuming you left), proceed to the next exit.
- Walk down the hallway until you see Mantorok (you'll recognize this from Ellia's chapter). Watch the cut-scene with Pious. Walk around Mantorok to the door on the other side. Walk through the door. Watch the cut-scene.
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Rune of Mantorok
- NOTE: Obtaining the Rune of Mantorok (the fourth purple alignment) is purely optional.
- Once you get to the wall, spawn a Trapper.
- Guide the Trapper through the small hole in the wall.
- As the Trapper, walk across the wooden bridge you see to the other side. There are two Horrors on either side of you, but they will ignore the Trapper.
- Crawl onto the circle you see on the other side. This is a switch. The Trapper's weight presses the switch and door will open behind Lindsey, revealing the Rune of Mantorok. Release control of the Trapper.
- As Lindsey, turn around and collect the Rune of Mantorok.
- One of the Horrors you saw earlier will burst through the wall in front of you like the Kool-Aid man. You can fight him if you wish, or simply run away.
- Make your way back to the room you found the Trapper spell scroll.
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Paul Luther - 1485 A.D.
- YouTube: Eternal Darkness Walkthrough part 16 (Time: 8:39) | part 17 | part 18 | part 19 | 20
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Prelude
- Exit the study and walk to the library.
- Walk to the second alcove on your right. Examine Dr. Edwin Lindsey's pulp novel. Look behind the book. Claim the Heart of Mantorok.
- Walk upstairs to the stained glass window. You will see a symbol on the window, which indicates one of the three colors. Cast Dispel Magick with the rival color. The force field will dissipate, revealing a chapter page.
- Collect the chapter page. Read it once the cut-scene ends.
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Paul Luther
- Run forward from where Luther is standing. Walk through the door ahead.
- You are now in the church's central area. Walk straight, through the church's pews, until a cut-scene activates.
- You are now locked within a room. Walk over to the right side of the room and retrieve the emerald from the painting.
- Soon thereafter the church's Custodian will appear and free Luther. He asks Luther to meet him in the Bell Tower.
- Try to leave. The game transports Luther to the Tome of Eternal Darkness holding room. Run forward along the bridge and claim the Tome of Eternal Darkness.
- You will be transported back to the room you were in. Exit the room.
- You are in the church's entryway, near where you started the level. Walk to the other side of the room and up the stairs you find there.
- From the top of the stairs. Move north and walk through the door you find.
- You will arrive at an upper balcony that looks over the main area of the church. Walk across to the other side of the room. You will encounter a Mantorok zombie that rises up near the door you must enter. You don't have any weapons at this point, so elude the zombie and run through the door.
- In this new room, turn left and run up the stairs until you reach the bell tower.
- Ring the bell using the rope to the right of the door. This summons the Custodian to the tower. Talk to him. He will give you the Old Tower Key.
- Retrace your steps to the beginning of the level. Walk forward through the door into the main area of the church.
- Run forward between the pews. Turn left right before you reach the altar. Walk down this hallway. Collect the torch you pass on your left. Walk through the door at the end of the hall.
- Examine the clothes hanging on the north side of the room. You will find the Podium Key. Examine the chest you see nearby. Open the chest and take the crossbow from inside. Exit the room.
- Run back down the hall toward the altar. Walk up the small flight of stairs so you are on the same level as the altar. Follow the carpet that extends from the right of the altar to find the podium. Use the Podium Key to unlock a drawer in the podium. Take the diary page from the drawer. Read it in your inventory.
- Walk down the staircase behind the altar.
- Once you reach the bottom of the stairs, you will see that you can either turn left or walk straight. Turn left. Walk to the end of the hall and through the door on the right.
- You will be inside a small bedroom. Pick up the crossbow bolts near the door. Pick up the Book of Reliquaries from the desk. Read the book. Exit the room.
- Return to the base of the stairs. Walk forward to the next room.
- You will see the bellows for the church's organ to you right. Turn right and collect the mace that hangs from the wall. Equip it. Walk to the other side of the room. You will see a door here. Pick up the crossbow bolts near the door. Enter the door.
- You will enter a hallway that is lined with huge casks of wine. You can't see them yet, but there are Trappers ahead of you. Aim at them (you'll auto-aim) with the crossbow and kill the two that linger here.
- Walk further into the room. Examine the second wine cask on your right. Elect to turn the spigot. This opens a secret door at the end of the hall. Walk to the end of the hall and through the opening.
- There is a Horror inside this room with a sapphire inside of him. Take a note of what color he is and then exit the room. Enchant your weapons with the rival color and then re-enter.
- Take out the Horror with a combination of crossbow fire and melee attacks. When he falls you will receive the sapphire. Return back upstairs to the altar.
- Walk down from the altar to the main level of the church. Turn right and walk to the door at the end of the hall. Use the Old Tower Key to unlock this door. Enter.
- You will arrive in the old part of the church where Anthony began his chapter. You will witness a cut-scene that shows a Bone Thief burrowing its way into monk. Kill the monk and the Bone Thief inside. Walk forward through the pews. Turn and enter the door at the break between the pews (it will be the same one Anthony entered at the end of his mission).
- Inside the room you will see Anthony, as a zombie, stand up and approach you. He isn't looking so good. He has the Bishop's double-edged sword from his chapter. The best strategy to defeat him is to let him approach and then run before he swings his sword. When he swings, run behind him and club him over the head with your mace. You'll knock him down twice. Repeat this process until he is dead. Luther receives the doubled-edged sword and ruby from Anthony in return. Equip the sword. Exit the room.
- Walk through the pews to the front of his old part of the church. Examine the altar. Pick up the Shield spell scroll. You should not be able to cast a shield on your character.
- Return to the entrance of the room. Walk up the nearby stairs to the top.
- You will emerge into the library. Kill the Bone Thief that wanders around the bookcases in the middle of the room.
- Walk to the bookcase in front of the top of the stairs. Examine it. Collect the sheet music. Walk to the desk in the room and collect the diary page #2 from it. Read the page in the inventory screen.
- Run back downstairs and exit the old tower area. Return to the altar in the larger part of the church. Turn left from the altar and walk until you see the organ. Play the organ. Play the notes on the sheet music by pressing the appropriate button on the GameCube controller. The order goes like this: ABYXBYA. This opens a cabinet on the same level as you, on the opposite side of the altar. Walk over and collect the Circle of Power from the cabinet (or tabernacle). This five-point icon will allow you to cast stronger spells.
- Descend down the stairs behind the altar. Return to the room where you fought the Horror. Examine the pedestal behind where the Horror was standing.
- Place the three jewels -- ruby, emerald, sapphire -- into the holes of this triangle. The stone table at the middle of the room moves aside to reveal a suitcase. Walk down the stairs and through the door.
- Kill the three Mantorok zombies that approach you in this hallway. Walk forward and through the door at the end of the hall.
- There will be three to four colored zombies in this room. One of these has the rune inside of it. Kill any that approach. Certain zombies of different colors may begin fighting one another. Wait patiently and kill the winner. Eliminate the zombie with the rune to collect it. Walk through the door on the other side of the room.
- You will hear a zombie shambling toward you at the top of a staircase. Wait for it to come close and then kill the Mantorok zombie. Walk down the stairs and through the door at the bottom.
- In the next room you will see two horrors of different colors fighting one another. Wait to se who wins and then quickly enchant your sword with the rival color. Run forward and finish him off. Alternatively you can use the purple Mantorok alignment and cast Reveal Invisible. This makes your character invisible to enemies. You can now take your time and dispatch the foe (although you can still get damaged by stray lightening).
- Once the Horror is dead, take the crossbow bolts from the center of the room. There are three doors in this room -- the one you entered from, the one with a dark circle on it (locked), and a third door. Walk through this third door.
- Kill the two Mantorok zombies immediately in front of you. Walk down the hall and turn left. Walk through the door at the end of the hall.
- You'll recognize this as the Bishop's room from Anthony's chapter. Walk forward and two colored zombies will re-animate on the far side of the room. Take them out. Examine the book cases on the left side of the room for crossbow bolts. Walk to the shelves behind the table at the room's center. Examine them. Push the shelve inward to reveal a secret passage. Walk into the passage.
- You are in another hallway. Kill the two colored zombies that approach. Follow the hallway to its end and then walk through the door.
- You are now in the Bishop's secret lair that you will recognize from Anthony's chapter. Kill the zombie that approaches you. Walk forward to the shrine on the far side of the room. Take the diary page form the shrine. Read it in your inventory. Take the Magical Codex from near the shrine. This identifies the Pargon (power) rune you need to create advanced spells.
- Make your way back to where you saw the two Horrors fighting. Examine the effigy you see in this room. It looks like the Custodian.
- Make your way ALL THE WAY back to the bell tower. Talk to the Custodian. He'll give you a sacrificial dagger. Make your way back to the room with the effigy. There will be additional monsters along the way, but nothing out of the ordinary. Just remember there is a Bone Thief in the entryway and another in the room with the effigy. There are also Trappers in the room in after the wine cask room where you place the jewels.
- Walk to the effigy once you get back to the room. Use the sacrificial dagger on it. This opens a secret passage to the left of the effigy, revealing a door. Walk through the door.
- Walk forward in this next room. Your path is blocked by an energy field. Cast a 5-pointed Dispel Magick spell aligned with the rival color of the field. This will dissipate it.
- Keep following the path as it goes straight and then bends around. You will eventually get to a circular platform. The Custodian's body lay at its center, bloodied and broken. Examine the body.
- A cut-scene follows where Augustine will send two Bone Thieves after Luther. Quickly activate the protect spell of the rival color. This creates energy wisps over your head. It will cause the thieves to leap back in pain if they jump on you. Decapitate both of them with your sword. Retrace your steps back to the previous room.
- You will see Augustine walk through the door with the black circle on it. Follow him.
- Run to the end of the hall and through the door at its end.
- Walk down the stairs and through the door at the bottom.
- Walk to the end of the hall and to the strangely marked red door at its end. Try to open the door. Select to put an end to the heresy.
- Watch the end cut-scene. PWNED!
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Roberto Bianchi - 1460 A.D.
- YouTube: Eternal Darkness Walkthrough part 21 (Time: 9:03) | part 22
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Prelude
- Read the note from Edward that your find in your inventory. It says to "look for the 88 keys to continue your journey into the past." In other words, the piano!
- Exit the library and run to the mansion's entryway. Walk through the door to the north on the door to the kitchen (to the left of the leftmost stairs).
- Once you enter the room you will hear a something that sounds like a rope being stretched. Walk forward into the room. Examine the man hanging from the ceiling. Freaky, no?
- Examine the piano. Play the piano. Follow the notes with the buttons on the GameCube controller. It will be the exact same tune that Luther played in the previous chapter -- ABYXBYA. The grand piano opens to reveal a chapter page. Retrieve it.
- After the cut-scene, read the page.
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Roberto Bianchi
- NOTE: Like Maximilian, Bianchi moves extremely slow. His stamina is also low, meaning that he will quickly tire from running.
- NOTE: The major objective here is for Bianchi to survey certain rooms in the construction site. These areas will be marked on the map with a X. The walkthrough below will indicate when and where you need to survey the room.
- Turn around and walk into the passage behind you. Climb the ladder at the end of the hall.
- You will come to a large room with a brown circle at its center. Ignore the worker, he isn't a bad guy. Run to the other side of the room and climb the ladder.
- Run forward down the hall and dodge the colored zombie that approaches. You can't defend yourself yet. Keep following the hallway as it turns to the right. Climb the ladder at the end of the hall.
- Walk forward and you will be given the option to examine this new room. Elect to survey the area. That's one room down.
- There are crossbow bolts near the ladder. Collect them. Run forward, across the room to the other side. You will see a ladder here. There is a sword near the ladder. Collect and equip the sword (it's called a saif). Climb down the ladder.
- Walk forward to the end of the hall. You will come upon three gates. One blocks the path forward, the other two block alcoves. You will be able to see corpses lying on the ground behind the gates that lead to the alcoves. Pull the lever that you find in this area.
- The level causes a gate to slide over where you entered, trapping you inside the area. Next, the gate to your left will open, allowing access to one of the alcoves. A colored zombie will emerge. Kill it and then walk to where it came from. Pull the lever you find.
- This lever opens up the gate on the right side of the room. Dispatch the two colored zombies that emerge and then pull the lever within. This opens both the gate going forward and the one you came from. Run forward.
- Kill the three Mantorok zombies on the other side of the gate. Climb up the ladder at the end of the hall.
- You will be in another large room with workers milling about. Turn around from where you climbed up and collect the crossbow bolts you find. Walk to the wooden shelves under the golden circle off to one side of the room. Survey the area.
- Now walk forward further into the room. Grab the crossbow off the ledge to your left. Climb down the ladder ahead.
- Bianchi will now be transported to the Tome of Eternal Darkness holding area. Run forward, check out the new additions to the statue gallery, and then collect the Tome.
- Climb down the ladder once you return to the real world.
- Talk to the workers cowering in fear at the bottom of the ladder. Walk forward down the hall. You will see Trappers ahead. Equip the crossbow and shoot them one at a time. There should be three of them. Walk to the end of the hallway and climb up the ladder.
- You will come to a circular room. There is a Winged Guardian on the right and a zombie on the left. Run to the zombie and kill it. Ignore the Guardian. Collect the Summon Zombie spell scroll from the center of the room. Run to the other side of the room and climb down the ladder.
- There are crossbow bolts immediately in front of the ladder. Run forward, down the hall. There will be a Horror here. Take note of the color. You may want to climb up the ladder to the last room to enchant your weapons and cast a shield. Either way, kill the horror with a combination of your sword and crossbow. After it is dead, walk to the end of the hall. Enter the door you find there.
- When you enter this next room, you will watch a cut-scene where a zombie gets pulverized by a trap. This causes a gate to close over one of the doors in the room. When you regain control, enter the door on the upper left part of the room.
- You'll recognize this area from Karim's chapter. Kill the four colored zombies that approach. Climb down the ladder off to Bianchi's right.
- You will emerge into the T-shaped hallway from the previous chapters. Kill the Trappers in the hall with the crossbow. Run forward and turn left. Walk through the door.
- When you get to the next room, you will be given a head-on perspective. You can hear a Horror fighting but cannot yet see him. Run forward into the room. The Horror will be to the left of the passageway, fighting opposite colored zombies. Kill the Horror and then deal with the zombies.
- You'll see a key on a pedestal in the center of the room. One of the ancients' symbols is also on that pedestal. You cannot reach the key however because the center of the room is encircled by molten rock.
- While facing the pedestal, cast Reveal Invisible aligned with the rival magic of the rune indicated on the pedestal. This will reveal a bridge. Walk across the bridge and collect the "Forgotten Corridor" Key. Try to exit the room and you will see a cut-scene between Alexandra and her grandfather. When you regain control of Bianchi, exit the room again.
- You are now back in the T-shaped hallway. Before you climb back up the ladder, check to the shelf to the left. Collect the Sapphire Effigy that rests there.
- Move forward into the room. Collect the crossbow bolts that Bianchi passes. You will see a door off to Bianchi's right. Enchant your weapon with the rival color and then enter it.
- You will come to a circular room with workers inside. Walk to the scaffolding at the back of the room. Examine and then survey the room.
- Once you finish surveying, the three workers inside the room will attack. Fight back by running around them and using hit and run tactics. Take them out one at a time for there are bone thieves within. Alternatively you can just run out of the room, there is no reason to fight them.
- Once you are out of the room, use the "Forbidden Corridor" key to unlock the nearby door to the left. Walk through the door.
- Walk forward through the ornately decorated hallway. Stop once you get to a clearing. You will see that the hallway extends out from you, but its covered by yellow energy. This will shock Bianchi and decrease his life. Use the shield spell on Bianchi. Run through the yellow hallway. He will constantly get zapped, but the electricity will take away the Shield, not Bianchi's life. Just don't dawdle. Walk through the door at the end of the hall.
- Once you reach the next room, a gate will close behind Bianchi, preventing his escape. Walk north to the next room.
- The room has a large circular pit at its center. A bridge hangs above the pit, suspended by a rope. Cut the rope and the bridge falls. You can now cross.
- Walk across the bridge. About half-way across a pair of tendrils will emerge from the pit. Hack at them with your sword to make them retreat. Once they are gone, survey the area. Continue across the bridge to the other side.
- Pull the lever you find on this side of the chasm. This opens the gate that sealed you in the area. Cross the bridge again to the other side.
- Walk to where you entered the area and exit.
- You are now back in the hallway with the yellow energy. Cast another shield on Bianchi and run to the other side. Follow the hallway and exit.
- Run through the next room and exit through door on the far side.
- You are now back in the room where you saw the zombie get crushed. Cast the Summon Zombie spell (any color will do). Navigate the zombie into the trap. Like its brethren before it, the zombie will be crushed. This opens the gate will open on the right side of the room. Climb down the ladder.
- You will come to a long hallway with a Winged Guardian at its center. Two zombies and a Trapper will also approach. Kill the Trapper with the crossbow and then the two zombies with Bianchi's sword. Run past the Winged Guardian into the passageway at the end of the hall.
- You will see a cut-scene where Bianchi meets the ghostly form of Karim. When you regain control, take the essence that appears on one of the pedestals. You will also gain the ruby effigy. Stand at the center of the three pedestals and survey the area. Now it's time to return to the surface.
- Retrace your steps back to the beginning of the level. Watch the end cut-scene.
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Peter Jacob - 1916 A.D.
- YouTube: Eternal Darkness Walkthrough part 23 (Time: 9:59) | part 24 | part 25 | part 26
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Peter Jacob
- You start off in the main area of the church. You'll recognize it from Paul Luther's chapter.
- Pick up Soldier's Letter #1 from the table near where Peter is standing. Read the letter.
- Run forward to the altar. Walk to the podium. Take the sealed letter off the podium. Examine the letter in your inventory. You will find the Soldier's Orders. Check them.
- Walk down from the altar to the main level of the church. Run forward, in between the make-shift hospital, and out the door to the church's entryway.
- Once in the entryway, walk to the soldier covering the door on the side of the room. Give him the orders and he will depart. Walk through the door he was guarding.
- You are now in the hospitals make-shift morgue. Walk forward and take the revolver off the pew. An explosion will rock the church and leave the room without electricity. Exit the room.
- Peter will be warped to the Tomb of Eternal Darkness holding area. Run forward and claim the Tome.
- You will be transported back to the morgue. Enchant the revolver with the rival color. Exit the room.
- Kill the bone thief that approaches you in the entryway. Make sure to aim at its head. Walk through the double doors to return to the main area of the church.
- Run through the main area of the church. Bone thieves and possessed humans will follow you. Ignore them for now. Run toward the altar and turn right before you get there. Run to the end of the hall and through the door.
- You will now be in the Old Tower area. Peter will witness a bone thief possess a nurse. Nasty. Ignore it for now and run up the stairs near where you entered.
- At the top you will be in the ruined library. Run forward too the bookcases. The double-edged sword from Paul Luther and Anthony's chapters will be hanging nearby. Collect it and equip it. There is some revolver ammo to the right of the sword. Now its time to decapitate some bone thieves! Enchant the sword with the rival color and run back downstairs.
- Kill the two bone thieves (one of whom is inside the nurse from earlier) that stalk around the first floor of the old tower. Now walk into the door near the pews.
- You will come to a room full of the undead. Ignore the zombies for now. They are of rival colors and will probably begin attacking one another. Run to your right and collect any rifle ammo you find along the way. Grab the torch from the alcove at the end of the room. Kill any remaining zombies, but be wary if they start to explode. Exit the room the way you entered.
- Exit back to the main area of the church, via the door by the stairs. Be sure to cast shield and enchant your weapon if you have not already done so.
- The bone thieves and possessed humans that chased you earlier will be waiting for you. Kill them all. The shield spell should keep the bone thieves from jumping on you.
- Run up to the church's altar. Walk down the stairs behind the altar.
- Turn left at the bottom of the stairs. Walk to the end of the hall. You will see two doors, one to the right and one to the left. Enter the door on your right.
- You are back in the small bedroom you visited in Paul Luther's chapter. Collect the rifle ammunition from the shelf to the left of the door. Exit the room.
- Now take the second door. You will be inside a large storage area. Take the revolver ammo off the barrel on the left side of the room. Exit the room.
- Walk back to the bottom of the stairs. Now walk forward until you reach the room with the organ bellows.
- Walk around the room and collect the rifle and revolver ammo sitting on the various boxes. Walk through the door on the left side of the room.
- You are now back in the room with the wine casks from Paul Luther's chapter. There are some Trappers here, scampering around the hallway. Equip the revolver and kill them.
- From where you entered, walk through the door to your left (NOT Peter's left). You are now in the boiler room. Examine the boiler. Turn the wheel to power the generator. Exit the room.
- Walk into the door on the other side hall. You will now be in the generator room. Walk forward and pull the lever on the generator. Doesn't seem to work. Walk around the generator to the fuse box on the far wall. Examine the box. There is a fuse missing. Go to your inventory and use Peter's lucky penny on the box. The penny acts as a fuse and powers the generator. Collect the rifle ammo from the nearby box and exit the room.
- Walk back to the boiler room. There is a door opposite where you entered that you cannot open. However, there is a small hole in the wall to the right of the door.
- Use the Summon Trapper spell. As the trapper, walk through the hole in the wall. You will emerge into a coal storage room. Walk to the right and you will see a dead body blocking the door. Target the dead body and zap it to the trapper dimension.
- When you regain control of Peter, walk through the door into the coal storage room.
- Take the 7 point Circle of Power you see as you enter the room. Update your spells to work with it.
- Exit the storage room and make your way back upstairs to the altar. As you walk upstairs a shell will shatter the large stained glass window behind Peter. Continue walking forward to the left until you reach the organ.
- Take the sheet music that lay on the organ. Now that the power is on, you can play it. You must play the same tune as before, but the sheet music is damaged. Remember the tune is AYBXBYA. This opens the cabinet on the right side of the altar.
- Walk over to the cabinet. Examine it to find a door handle. Collect the handle.
- Walk down from the altar area. There will be three bone thieves waiting for you. Kill them all. Turn left and walk to the end of the hall.
- Where there was once a door, you will instead see a symbol of one of the ancients adorning the wall. Cast Reveal Invisible of the rival color to see the doorway. Use the door handle on the door. Walk through it.
- You'll emerge into a room full of medical crates. Collect the ammo you find throughout the room. Climb down the ladder you see on the room's right side.
- Walk through the hall and out the door on the far end.
- You will emerge into a room with three zombies. Kill each of them the standard way, or you can go back to the previous room, cast invisibility on yourself (Reveal Invisible aligned with Mantorok) and then sneak by them. At least two will have bone thieves inside. Walk through the door on the other side of the room.
- You will emerge into a stairwell. Run down the stairs and through the door at the bottom. Before you do, however, enchant your rifle with the rival color.
- You will recognize the room from Paul Luther's chapter. There is a Horror here, diagonal from where you enter. There are also two zombies. Ignore the zombies and take out the Horror first. Now kill the undead.
- As before you cannot enter the door with the black circle on it. Instead take the door to the left of where you entered.
- You'll emerge into a hallway that contains two trappers. Equip the revolver and blow them away. Walk down the hall and enter the door at its end.
- You will be back in the bishop's room that you saw in the Anthony/Paul Luther chapters. Examine the central table and collect Soldier's Letter #3. Read it in your inventory.
- Push the shelf behind the table. Walk into the newly revealed passageway.
- There will be another trapper in this hallway. Kill it with the revolver. Walk to the end of the hall and through the door.
- You are back in the bishop's shrine room. Kill the trapper and the zombie inside (in that order). Walk to the shrine. Examine it. Collect the Binding Hall key.
- Retrace your steps back to the room with the dark circle on the door. Once there, you'll be tempted to enter the door with the dark circle. Don't do it yet. Instead, walk through the door to the right of the dark circle door. It's on a slightly higher elevation.
- This is the room where Paul Luther discovered the Custodian's body. Walk forward and you will hear trappers. Equip the revolver. Walk forward and kill the little buggers.
- Follow the pathway forward until you get to the circular platform. Examine the altar. Take the magical elixir from the altar. This will restore all of Peter's magical energy. You can use it five times.
- Return to the previous room. Use the Binding Hall key on the dark circle door to unlock it. Enter the door.
- Walk forward through the hall. There will be at least three colored zombies along the way. Fear not, for they are staggered apart in such as way that makes them easy to kill one at a time. When they are all dead, walk to the end of the hall and through the door.
- Walk down the stairs. collect the rifle ammunition near the first body you see. When you reach the bottom of the stairs, collect the Magickal Attack scroll from the wall. Align it with all three Circles of Power. You'll want to hot key each attack of the rival magic. Walk through the nearby door.
- You will be in a hall. At the end of the hall is the oddly marked, red door that you saw in Luther's chapter. Cast a shield spell. Use the Mantorok alignment if possible, but if not then use the rival color. When you feel prepared, step through the red door.
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Boss - Greater Guardian
- NOTE: This is the same creature you saw kill Paul Luther. The boss varies in appearance and abilities based upon the enemy's alignment.
- No matter the color, you will fight each boss in three different stage of attacks. Before each stage the Guardian will summon an energy barrier that closes in behind you, giving you progressively less room to maneuver.
- You must use the Magical Attack spell, aligned with the rival color, to damage the boss. You can only damage it while the creature glows in its own color. As you would probably expect, the more powerful the incantation, the more damage you will inflict. The issue is more whether or not you will have enough time to cast these powerful spells before the Black Guardian (or the zombies it spawns) hits you. That being said, it is recommended you use the 3-point
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Ulyaoth Guardian
- The Ulyaoth guardian looks like a giant, three legged spider. In its first stage of attack, the Guardian will summon three balls of energy. It will then shoot these at you, one at a time, from left to right. Run across the room, from one side to the other to avoid them. They have a limited homing capability, but can only move forward. Alternatively you can also shoot them with the rifle. If one connects then it will take your magic level down.
- When the Guardian is done firing all three projectiles, it will glow blue with energy. Run forward and cast a three-point Xel'lotath (green) aligned magical attack. The energy will damage it. Repeat until it begins its second form of attack.
- The creature will bring the energy barrier closer to you. Never fear, you still have quite a bit of room to maneuver. In the second form the creature will spawn three zombies in front of it. The zombies will approach and try to grab you. In the meantime the creature may also attack to stomp you with one of its large feet. Don't worry the feet will only take off damage, not kill you instantly.
- The trick with this second stage of the fight is to begin casting your five-point magical attack as soon as the creature spawns the last zombie. Run to the side where the last zombie is being spawned so it takes a little longer for the other two zombies to reach you. If you time it right, Peter will cast the spell right before the zombies reach him, and just as the Dark Guardian begins to glow blue.
- Once you've damaged it enough, the creature will stop spawning zombies and bring the energy field extremely close. Peter now has a very small amount of room to maneuver between the field and the pit that that the Guardian is standing over.
- The guardian will only try to stomp you from here on out. It will attack several times in succession. All you need to do is just run back and forth to avoid the stomps. It will eventually finish stomping and glow blue for a few seconds. Begin casting the 7-point magical attack immediately as it stops stomping. If you time it right, you will damage him. You only need to score one hit on him with the 7-point spell to put him away for good.
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Chattur'gha Guardian
- The Chattur'gha guardian resembles a giant crab. During its first phase of attack it will shoot yellow projectiles from its claws. Dodge each projectile by running side to side. When he stops quickly run forward and cast a Ulyaoth (blue) aligned magical attack. It will damage him.
- NOTE: The Chattur'gha guardian may also flick out its tongue. If it catches you then quickly shake it off. If you do not, it will pull you in and kill Peter instantly.
- In the next stage he will begin summoning zombies. Wait for him to summon the third zombie and then begin casting a 3-point Magickal Attack. If you time it right, he will get zapped just as he turns red. The zombies will suffer a similar fate. Beware getting too close because he will try to smash you with his pincers.
- In the third stage he will draw the energy field even closer. This time he will try to smash you over and over again with his pincers. Just run back and forth to avoid them. Eventually he will stop. When this happens, immediately try casting a 7-point Magickal Attack. If you time it right it will damage him before he stops turning red. Otherwise use he lower energy levels.
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Xel'lotath Guardian
- NOTE: The Xel'lotath appears smaller than the guardians of the other Ancients. It has a humanoid appearance, although it is extremely skinny and has four arms. It does not have a head, but instead the Xel'lotath rune rests on its shoulders.
- During the first round of attack, the guardian will shoot out green electricity. If it catches you, it will rapidly drain your health. Shake free of it with the control stick. The guardian will soon glow green with energy. Cast a Magickal Attack aligned with Chattur'gha (red) to damage it.
- During the second round of attack, she will begin spawning zombies. As with the other two guardians, wait until the zombies all appear and then begin casting a Magickal Attack. Use a 5-point attack if you can get away with it. Otherwise rely on 3-point attacks. Don't get too close to her or she will try to hit you with a large green energy bolt.
- The energy field on the perimeter closes in, giving Peter very little room to maneuver. Run back and forth to dodge the green energy blasts she sends at Peter. She will do this several times in succession. When she stops, begin casting a Magickal Attack. If you cast a 7-point attack immediately as she stops, you should be able to catch here with it before she stops glowing. Repeat this process until she is dead.
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Edward Roivas - 1952 A.D.
- YouTube: Eternal Darkness Walkthrough part 27 (Time: 9:06) | part 28
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Prelude
- Alexandra will receive Peter's lucky penny from behind a chapter page. It is now in your inventory.
- Walk out of the study, back to the library. After you exit the room with the grandfather clock, you will see the ghostly vision of a maid. Walk to the maid. Talk to her. You will receive the basement key.
- Exit the library to the mansion's entryway. As soon as you exit, walk north to the basement door.
- Unlock the door with the basement key. Enter.
- Walk down to the basement. Turn left at the bottom of the stairs. Collect the shotgun hanging from the wall. Walk to the other side of the basement.
- Collect the shotgun shells from off the well. Walk forward to the shelves to find some more.
- Turn left at the shelves. You will see a fuse box nearby, as well as a large safe. Collect the revolver ammo to the left of the safe. Walk to the fuse box. Open it. Use the lucky penny on it. Trip the breaker. All the lights are now on in the house.
- Exit the basement and walk to the mansion's second floor.
- Turn left once you get to the upstairs hallway. Walk all the way to the end of the hall and enter the door facing you.
- You are in another bathroom. Pick up the page from the journal of Maximilian Roivas (part 2) from off the chest. Read it in your inventory.
- Walk to the sink and examine it. Open the medicine cabinet. Collect the chapter page from the cabinet.
- Read the page after the cut-scene.
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Edward Roivas
- NOTE: Edward has a flask of brandy in his inventory called Liquid Courage. You can use this up to seven times to help regain sanity.
- You start the chapter in front of the fireplace in the library. Walk forward to the mantle and pick up the Historical Journal from the mantle. Examine the book in your inventory. The game notifies you that something is in between the pages. Elect to pull it out. You will receive the minute hand of the grandfather clock. Walk through the library to the room with the grandfather clock (the same room as in Alexandra's segments).
- When you arrive, you will see the ghost of Maximilian. He tells you to set the grandfather clock to 3:33. Collect the Magick Pool spell scroll from the chair on your right. You can't do anything with the clock yet. Walk to the mansion's entryway.
- Once in the entryway, walk left and then north to the room with the piano. Enter.
- You are now in the piano room. Collect the saber from the right side of the room. It's near the table.
- Exit the room and run upstairs. Turn left in the upstairs hallway. Walk to the end of the hall and enter the door on the right.
- You are now in the bedroom area. Collect the shotgun and elephant gun ammunition from the desk. Walk to the other side of the room and collect the Historical Journal from the dresser. Examine it in your inventory. Pull out the grandfather clock's hour hand.
- NOTE: There is a gun cabinet in this room. You can't open it yet. Be patient. Good things come to those who wait.
- Retrace your steps back to the room in the library that contains the grandfather clock. Set both the hour and minute hands back in the clock. Set the clock to 3:33 as Maximilian specified.
- After a brief cut-scene featuring Maximilian, you'll end up in the study. Take the shotgun shells to Edward's right. Now take the revolver from the nearby wall. Scour the room for ammunition. Pick up the Tome of Eternal Darkness from the desk.
- Walk back to the library. After you leave the area with the grandfather clock, you will see a cut-scene where the Vampire Demon sucks the blood from a maid. Afterward it retreats, and showing a clear disregard for your property, knocks down a vase in the process. Something tumbles out of the broken vase and lays on the ground.
- The maid is now your enemy. This happens each time the Vampire Demon finishes with a victim. Kill her with your sword. Nothing will pop out of her body.
- Walk to the shattered vase. Collect the bottom half of the basement key. Exit to the mansion's entryway.
- NOTE: During this next segment of the game, you will see a cut-scene of the Vampire Demon attacking a servant in one of the rooms of the house. Edward must then run and confront the demon, saving the servant before he or she is corrupted. You must attack the creature each time to make it stop. The creature is invisible except when attacking. However, you may cast a Reveal Invisible spell of the rival color to see it in the current room. The spell will wear off once the demon travels to another area.
- Try to walk up the stairs in the entryway. You will see a brief cut-scene that shows the creature attacking a servant in the upstairs bedroom. Run upstairs. Turn right and walk through the door at the end of the hall.
- You'll see the creature harming one of Edward's servants. Attack it with your sword. The creature will let go of him and turn on Edward. Wait for it to attack, dodge and then whack it across the head with your sword. After a few blows it will leave the room. You will then see a cut-scene where the creature re-energizes itself using an obelisk in the mansion's basement.
- Talk to the servant you just rescued. He will give Edward the Gun Cabinet Key. Collect the ammunition laying around the room. Exit the room.
- Run down the hallway to the other bedroom. Once inside, use the key on the gun cabinet. Take the Elephant Gun from the cabinet. In the inventory screen you can change the mode of the gun's fire from one shells to two. Run downstairs.
- NOTE: The Elephant Gun, while powerful, will cause Edward to fly backwards when he fires it. Keep this in mind as it may cut down your mobility.
- Once downstairs, you will see a vision of the monster attacking a servant in the bedroom you just came from, with the gun cabinet. Run and save him. Use the same tactics you employed before. Exit the room and wait.
- The monster will attack a maid in the entryway of the mansion. Run to save her. Start attacking the Vampire Demon, but be careful because it can teleport to the other servant in the room and begin attacking him instead. This time you defeat it, the beast will run away and drops the bottom half of the basement key. Edward automatically collects it.
- Mix the two parts of the key together in your inventory. Cast an Enchant Item spell of any category to make it whole again.
- Run to the basement door and unlock it. Enter the door.
- Walk down the stairs to the basement. The Vampire Demon will be waiting for you. Wait for it to attack, run away, and then attack the obelisk that rests on the well. Repeat until you destroy the obelisk. The pest can now no longer heal. Deal with him the same way as before until you kill him.
- Collect the ammunition that lays on the boxes around the room. Take the Summon Horror spell scroll from the shelves to the left of the well. Take the double shotgun from off the wall opposite where the obelisk was. Walk to the well. Climb down the ladder.
- You'll recognize this area from Maximilian's chapter. Run down the stairs to the bottom.
- You will emerge onto the bridge area where Maximilian fought the Guardian at the end of his chapter. There will be two Horrors on the other side of the area. You should be pretty well armed at this point, so just take aim at their three heads and eliminate them from afar. If you must reload, then wait until they stomp and dodge their lightning before doing so. Once they are dead, run through the gate behind where they were standing.
- You will be in a long hallway. A blue energy field appears behind Edward, preventing his escape. There is a Horror in the middle of the hall and a Guardian at its far end. Employ the same tactics with the Horror, eliminating him from afar with your guns.
- Run forward to the Guardian. Cast a 5-point Dispel Magick aligned with the rival color. This will break the barrier surrounding the Guardian. Attack the Guardian. It will turn into a ball of energy and teleport from place to place. Simply follow it and then shoot it once it reappears, before it can cast a spell. Repeat this process until it is dead. Walk through the door the Guardian was...ahem... guarding.
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Destruction of the City of Ehn'gha
- YouTube: Eternal Darkness Walkthrough part 29 (Time: 9:17) | part 30 | part 31 | part 32
- In this new room you will see a massive, 9-point, Circle of Power. On the opposite side from where you entered, there are a number of arrays, each with a symbol on them. Edward must program these arrays to cast a massive Dispel Magick spell and destroy the City of Ehn'gha. To do this you need to cast the spell with the rival alignment.
- The list below assumes you are starting out with the farthest array to your left, and working your way around the half circle. Each time you activate an array, you must enter a teleporter at the center of this Circle of Power room. This teleporter will send you to a tower where you must scribe a rune. Most will only let you scribe the Pargon (power) rune. You will, however, come across three arrays where you have the option of scribing different runes. You want to make sure to scribe the main rune of the rival power, Bangkorok (project), and Redgormor (area). Upon leaving these towers, you will have to go through one of the below hazards to make it back to the Circle of Power room and repeat the process with the next array:
- Array 1: You will appear in a blue circle. There will be two Horrors of the opposite color fighting nearby. Ignore them. Run north and up the stairs. You will come to a junction of stairs. Keep going straight. Pull the lever you find. Retrace your steps back to the top of the stairs. Walk through the passage this lever opened.
- Array 2: You will teleport into a room with a bridge overlooking a river of sorts. There is a Horror right in front of you, blocking your path to the bridge. Kill the Horror, or cast Invisibility and walk past him. As you cross the bridge, ready the revolver. Kill all the trappers you see nearby. Run to the other side of the bridge and pull the lever you find there. Run through the passage that it opens. Run down the stairs and then head north. Run down these stairs and pull the lever you find. Run back up the stairs and turn left. Walk through the passage.
- Array 3: You are in a large, square shaped room. There are stairway on three sides, and the fourth is covered by a blue energy field. Run down the stairs and head north. Walk up the stairs and pull the lever at the top. This will unleash several creatures such as a Horror, zombies, and trappers. Ignore them. Run through the passage that opened up on the side opposite the lever.
- Array 4: You will appear in a room with a door behind you and a purple square pit at its center. Run to the purple pit and pull the lever you find there. Run forward and out of the room.
- Array 5: You will materialize into a room facing a guardian. Kill the Guardian. From where you appeared, run forward and up either flight of stairs (left or right). You can't go anywhere else because of blue energy blocking your path. Pull the level you find at the top of the stairs. This dispels the energy field on the opposite side of this large room. Run through the opening.
- Array 6: You appear in a rectangular room filled with three trappers. You are at the center of the room. Kill the trappers with the revolver. Run north and up the stairs. Pull the lever you find there. Run through the passage that opens on the opposite side of the room.
- Array 7: This room is circular and shaped like a gladiator's arena. Run downstairs. Kill the zombie to your left. There is a Damage Field you must dispel, but a Guardian is guarding it. You can deal with the creature if you want. Otherwise, run around the center of the room until you see a switch at the top of a stair case. Pull the lever. Exit through the newly opened passage.
- Array 8: You will appear in a room with a large stone at the center. You are on a sort of elevated platform. Turn left. Run around the side of the block and down the stairs. Keep an eye out for trappers. Take them out with the revolver. From the bottom of the stairs, run forward and then turn right. Walk forward and you will see a Guardian casting spells. Cast Dispel Magick aligned with the rival color. You can kill him now or hit him so he flies away and then run up the stairs he was guarding. Pull the lever at the top of the stairs. Run through the passage it opened.
- Array 9: This is probably the hardest of the nine rooms. You will appear in a large room filled with fog. Cast invisibility if you have it. It will make this part easier. You will see a blue energy field you need to get through in the distance. A Horror is standing between you and this. Look to Edward's left and you will see a Guardian. You need to get where the Guardian is, you need to get past the Horror and walk along the perimeter of the room. Walk down the stairs to Edward's right. Run north and walk up either the second or third flight of stairs on your left. Cross to the other side of the room. There may be a trapper on the bridge here. Head south once you get to the other side. Cast Dispel Magick aligned with the rival power on the Guardian. Shoot it, causing it to move. Pull the lever it was guarding. Head back north and through the now opened passage.
- If you followed the correct steps then the spell will be cast and the city is falling apart. Run through this next room, it is the room with the stone block from Array 8. Exit as you did before.
- You are now back in the main hall. There will be a number of Guardians floating about. Ignore them. Run back the way you first entered the area.
- Cross the bridge where you fought the two Horrors.
- Run up the stairs until you reach the balcony. Watch the end cut-scene.
- YouTube: Eternal Darkness Walkthrough part 29 (Time: 9:17) | part 30 | part 31 | part 32
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Michael Edwards - 1991 A.D.
- YouTube: Eternal Darkness Walkthrough part 33 (Time: 9:45) | part 34 | part 35 | part 36
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Prelude
- Read the note from Edward that Alexandra finds in the Tome. It says to go to the basement.
- Go to the basement. Turn left at the base of the stairs. Examine the barrels. Take the pickax.
- Run to the second floor of the mansion. Turn left when you get to the upstairs hallway. Run to the end of the hall and make another left. Examine the right side of the hall. You will see the outline of where a door used to be. Use the pickax on it. Watch the cut-scene. Maximilian is one tough boss.
- When you regain control, Alexandra will be standing in the middle of the servant's quarters. There is a magical barrier at the center of the room. Choose the rival color of that spell and cast a 5-point Dispel Magick.
- Once the barrier dissipates, examine the remains at the center of the room. Take the stethoscope. Examine the remains again. Take the closing notes of Maximilian's journal. Read them in your inventory screen. Cast a protective spell with the rival color or the Mantorok alignment. Exit the room.
- In the hallway Alexandra will be confronted by a bone thief. Equip the shotgun and send it to kingdom come.
- Equip the revolver. Walk down through the hall and kill any trappers you see. Exit the hall through the door that leads to the entryway.
- Once you emerge into the entryway you will face several Mantorok zombies. These guys should be a piece of cake by now. Equip the gladius and do your worst to them. Enter the door to the basement.
- Walk down the stairs. Turn right from the base of the stairs. Walk to the safe in this room. Examine the safe. Now that Alexandra has the stethoscope she can open it. Read the direction on how to crack the safe. Elect to open it.
- You need to turn the dial right to 59, left to 81, and right again to 46. Open the safe. Collect all four items inside. They are the essence of the rival color, a crankshaft, a letter from Edward, and a chapter paged entitled "Ashes to Ashes."
- After the cut-scene, read Edward's letter. Now read the chapter page.
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Michael Edwards
- NOTE ABOUT THIS CHAPTER: This is one of the harder chapters in the game. Michael does not receive the Tome of Eternal Darkness until much later than the other characters. This being the case, there is no way to recharge his health. There is also no way to recharge his sanity other than killing the creatures you encounter. This reality is made up somewhat by the fact that Michael is fast, strong, and can access some of the best weapons in the game.
- Michael will start the chapter near the Flesh Column. He receives a rune from the ghost of Roberto Bianchi. You'll also receive the Ruby and Sapphire Effigy.
- NOTE: Michael has both a fire ax and flashlight in his inventory. The game allows you to equip both.
- When you gain control, Michael will almost immediately be attacked by colored zombies. Walk down the stairs behind Michael and kill the colored zombies. Keep in mind that the ax is merely an average weapon. It will take at least two hits to take their heads off.
- Walk around to the other side of the pillar and you will encounter three more colored zombies. Kill them as well.
- Walk toward the door on the right side of the room. Examine the body in front of the door. Collect the weapons from it. You will receive an assault rifle, a pistol, grenades, and ammunition. Walk through the door ahead.
- You'll enter a long, glowing hallway. Ahead you will see a Gatekeeper and a colored zombie. Go to your inventory and change the assault rifle to three bullet bursts. Kill the zombie. Walk toward the Gatekeeper. Wait till it opens its wings and then run back out of range. Unload on its range. Repeat this process until it dies.
- NOTE: It's not necessary to kill this Gatekeeper. You can simply run by him if you wish.
- After you kill the Gatekeeper, run forward to the circular room ahead. Climb down the ladder at its center.
- You will encounter a colored zombie as soon as you reach the bottom of the ladder. Kill it and begin walking down the hallway. Kill the remaining two zombies in the hallway as well as the two trappers. Return to where you started. Walk along the hall and climb up first ladder you come to, on your left.
- You will climb into a room with a pair of Gatekeepers. Ignore them and run north. Take the Gold Amulet from the plinth. Exit the way you came.
- Run further down the hallway. Climb the first ladder you see on your right.
- You will emerge into a room with a slightly depressed area at its center. You'll recognize this room from Roberto Bianchi and Karim's chapters. Kill the four Mantorok zombies in the room. Walk down the small stairs to the depressed area. Collect the battered staff from off the stone at the area's center. Exit the way you entered.
- Run forward and climb up the next ladder you see, at the end of the hall, on your right.
- You will climb into a room with a model city at its center. Run to the other side of the city. You will see a small circular area with a light shining upon it. Combine the staff with the gold amulet. Use the staff/amulet combo on the circular depression.
- The sunlight shines through the amulet, creating a beam of light that hits the model city. Move the light onto each golden dome so it burns them. This causes two panels to open on either side of the room. Now move the light to the golden tower at the center of the model. This activates a mechanism which causes a hatch to open behind Michael. Turn around and climb down the ladder behind you.
- Michael will warp to the Tome of Eternal Darkness holding area. Run forward and claim the book.
- You will return to the room with the model city. Climb down the ladder once more.
- You will emerge into a hallway full of arches. Run forward and kill the trappers you see with your pistol. Enchant the assault rifle with the rival color and cast a protective shield on Michael if you haven't already done so. Climb up the ladder ahead of you, on the far side of the room.
- You will emerge into a room that looks like an ancient armory. There are two Horrors in the room. Go to your inventory and change the mode on the assault rifle to grenade. Take out both Horrors by aiming at their heads as you would normally do. Be careful not to shoot the grenades too close or Michael will suffer damage as well. When they are dead, run forward through the room, past the spears at its center, and climb down the ladder you find on the other side.
- Walk forward down the hall. Follow it as it veers off to one side. There will be a ladder on the left hand wall after the turn. Ignore this for now. Keep walking forward.
- Eventually the hall will turn again. You will see a hole in the ground. Tendrils will spring up from the hole. Whack them with the ax to make them retreat. Walk forward and you will see the Emerald Effigy surrounded by a 5-point Damage Field.
- Cast a 5-point Dispel Magick of the rival color. Collect the Emerald Effigy.
- Turn around and retrace your steps to the aforementioned ladder that you passed earlier. Climb up the ladder.
- There will be a Horror fighting two zombies of a rival color. Wait for the Horror to finish them off and then take care of him. Climb down the ladder at the room's center.
- Once you emerge into this hallway you will be attacked by both a colored and Mantorok zombies. Kill them both. Either run past or kill the Gatekeeper you see. Run to the end of the hall and walk through the door.
- You will recognize this room with multiple doors from earlier chapters. There are four trappers here of various colors. Sneak around them or equip the pistol and put them down. Walk through the door to the north of where you entered.
- You'll be in yet another familiar room. Equip the assault rifle and kill the five colored zombies that approach.
- You will see a granite obelisk off to one side of the room. There is a door further down from the obelisk on Michael's right. Enter the door.
- Kill the two enemy zombies that approach. Run further into the room. This circular room will feature three portraits, each of a different color. They are a Sorceror (blue), Warrior (red), and Scholar (green). A ledge extrudes from under each portrait. Place each effigy you have in your inventory under the color that dominates it. For example, place the Emerald Effigy under the red picture. If you place them in the wrong place, then a Horror will teleport into the room, forcing you to fight it. When you have placed all three in the correct places then a stairwell will open up in the room where you last killed the trappers. Go to that room and run down the stairs.
- Take the Enchanted Gladius. It is permanently enchanted with the rival color. Michael cannot use it though. Return to the room with the obelisk.
- Summon a trapper. Have the trapper zap the granite obelisk into the trapper dimension. Climb down the ladder behind where it was standing.
- You will climb down into the T-shaped hallway from earlier chapters. Kill two trappers in the hall with the pistol. Walk straight, to the end of the hall (you couldn't do this in earlier chapters). Climb down the ladder you find.
- Once you climb down the ladder, head north to the area with the bone cradle. Collect the Bind spell scroll from the cradle. Now turn around and run forward, past the ladder.
- You will come to a familiar hallway. There is an enemy colored Damage Field blocking the end of the hall. There are two Horrors beyond the energy field. They won't damage you yet. Cast a 7-point Bind spell of the rival color. Watch as the two Horrors duke it out. One will kill the other, causing the spell to dissipate. Kill the victor.
- Walk forward to where the Horrors were standing. Take the explosives from the ground. You will see a vision telling you to destroy a bridge (you'll recognize the bridge from Bianchi's chapter). Exit the rooms and retrace your steps back to the room where you used the trapper on the obelisk.
- Turn left from the top of the ladder and walk to the end of the room. You will see an outline of where a door once was. Cast a 7-point Reveal Invisible spell of the rival color. This reveals a door. Enter the door.
- Run to the end of the hall. Stop and take the detonator caps from the dead soldier you come across. Mix the detonator caps with the explosives in your inventory.
- You will see the hall branch off to the left. It is the same hall full of yellow electricity from Bianchi's chapter. Cast a shield spell on Michael and run through the energy to the end of the hall. He isn't as slow as Bianchi so he will have more energy wisps remaining by the time he gets to the end. Enter the door.
- Run north to the bridge. Once on the bridge, shoot the tendrils that emerge. Before you do anything else, cast another shield spell on Michael. Afterwards enchant the assault rifle with rival energy. Make sure it is loaded with bullets and set to three bullet bursts.
- Enchant the explosives with 7-point spell. Use it on the bridge.
- The game will give you three minutes to escape the area. Exit the way you entered.
- Run through the yellow energy hallway. When you get to the end, turn. You will see a Horror between you and the door. Run around the Horror and exit.
- There will be zombies getting up all around the next room. Don't waste your time with them. Run to the other side of the room and exit.
- You'll now be in the room with the staircase that led to the Enchanted Gladius. Ignore the zombies in the room and run through the door on the right.
- Run forward through the hall and doge the Mantorok zombies. If you feel like you are being corners, then take them out with the assault rifle. Climb up the first ladder you see near the end of the hall.
- Run across this circular room and climb down the ladder on the other side.
- Run past the two Horrors in this hallway and climb up the ladder at the end.
- Run through the door to the north of the top of the ladder.
- Climb up the ladder in the next room. Watch the end cinematic.
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Alexandra Roivas - 2000 A.D.
- YouTube: Eternal Darkness Walkthrough part 37 (Time: 9:07) | part 38 | part 39
- Exit the study. Kill the two Mantorok zombies you encounter in the hallway. Run to the library.
- Kill the two colored zombies in the library. Run straight and open the door on the north side of the library (just past the fireplace).
- You'll be in a room with a large telescope pointing toward the sky. Examine the base of the telescope. Elect to adjust the mirror. Adjust the ray of light so that it shines upon the mirror on the wall. This creates a refraction, sending the light to the right.
- Turn around and walk to the mirror on the wall. Press B to adjust the mirror. Adjust it so that the light shine upon the mirror behind you and to the right.
- Walk to the mirror you just shined the light upon. Adjust the mirror so that the light shines on the glass lens embedded in the nearby globe. This opens a hatch in the mansion's basement.
- Exit the room and walk to the mansion's entryway. When you arrive a cut-scene will show someone ringing the doorbell and then dropping off a package (presumably Michael). Run to the mansion's front door and collect the package.
- Check the package in your inventory. You will acquire one of the Ancients' runes and the Enchanted Gladius (if Michael obtained it in the previous chapter). Equip the Enchanted Gladius.
- Run to the basement door to the right of the right-most stairs. Walk through the door.
- Run to the bottom of the stairs. Once you're in the basement, open the door opposite the base of the stairs.
- Walk to the opening in the floor. Climb down the ladder.
- You will drop into the staircase from Maximilian and Edward's chapters. Run down the stairs.
- Run across the bridge to the ruined city (thanks to Edward) and into the passage beyond.
- You will come to the Great Hall. You will see that it is filled with yellow energy, not unlike the hallway in Bianchi and Michael's chapters. Each doorway that branches off from the hall is covered by an impenetrable blue energy field. Cast a 7-point shield on Alexandra. Assign a 7-point Dispel Magick aligned with the rival color to one of the hot buttons.
- Run forward into the hall. Keep moving straight. Your goal is to get to the other side of the room. As soon as you get close to the door you will see it has a Damage Field cast over it. Immediately begin casting Dispel Magic. If you time it right, the spell will destroy the barrier, allowing you to enter the door. If you are off, then Alexandra's shield will deplete and you will be dead.
- Once inside the door, walk forward to the three pedestals. You'll recognize this as the Circle of Power room from Edward's chapter.
- One of the pedestals is broken. Walk forward to the foot of the steps that lead to the Circle of Power's center. Turn left. Collect one half of the podium's top from the floor. Follow the room as it curves around to the right. You will come across the second half of the podium.
- Mix the two halves together in your inventory. Use the Enchant Item spell to seal the two back together. Return to the entrance of the room and use the newly restored top on the decayed base.
- Now that all three podiums are restored, use the three relics that Alexandra has in her inventory on each of the podiums. She should have the Heart of Mantorok and two others. When you are done there will be an object hovering over each pedestal. The Circle of Power is now activated.
- Alexandra needs to activate each array like Edward did in his chapter. We're going to start on the far left and work our way all around the circle to the right.
- Activate the farthest left array. Step into the teleporter at the center of the room.
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The Path to Pious Augustus
- As with Edward's chapter, Alexandra must use the large Stargate-esque Circle of Power to summon the rival Ancient. As before, you will need to scribe whatever color rune belongs to the rival Ancient (Xel'lotath's rune to fight Ulyaoth, Chattur'gha's to fight Xel'lotath, etc.). All the other runes will be Pargon (power), with two exceptions. You need to scribe the Aretak (creature) and Tier (summon).
- To reach the towers where you scribe the runes, you need to activate one of the arrays that surround the giant Circle of Power, and then step into the teleporter to go to the tower where the rune is located. Afterwards you need to exit the tower and make your way back to the Circle of Power room. This means you will have to go back through the great hallway with the damaging yellow energy. Be sure to cast a 7-point shield spell on Alexandra each time before attempting this. The path you must take to return to the Circle of Power room is different each time, and full of its own set of hazards. The rest of this walkthrough until you reach the final boss assumes the following:
- You are working your way around the Circle of Power, starting with the left-most array and ending with the one furthest to the right.
- Each time you activate the array, you are stepping into the teleporter at the room's center, scribing the correct rune at the tower, and then teleporting away.
- After you make your way back to the hallway (with the help of the below walkthrough), you enchant Alexandra with a 7-point shield spell and then make your way back to the Circle of Power Rune.
- Here are the hazards you must deal with each time you teleport away from a tower, after activating a rune:
- Array 1: You will appear in a blue circle. Run north and up the stairs. You can't pass because the top has been flooded with hot magma rocks. Cast a 7-point Reveal Invisible spell to reveal a bridge that you can cross From the top of the stairs turn left and run up the stairs and out the passage.
- Array 2: You will be in a room with a bridge overlooking a river. Equip your revolver. Make your way down the stairs and shoot any trappers that get in your way. Turn right from the bottom of the stairs. Run forward and exit through the passage ahead. You will come to another room. This is the same room you teleported into earlier. Run straight, down the stairs ahead of you and up the next set of stairs ahead.
- Array 3: You will be teleported into a large room. You cannot exit because a purple energy field blocks your path. There will be three circles scattered around the room. Each circle has a sign that indicates a creature of a particular color (blue trapper, red zombie, green horror). You need to use the corresponding spells and summon one of each type of creature. One at a time you need to lead each into the correct circle. Once you do this the force field holding you in the room dissipates, allowing you to exit.
- Array 4: You will materialize in a huge room. Walk down the steps in front of you. Stop before you reach the bottom. There is a purple substance that encrusts the floor. If you run across the floor a large tentacle will appear, zap your sanity down to zero, and you will be teleported back to where you start at the top of the stairs. To prevent this, slowly creep along the floor. Head forward, toward the camera's perspective. Once you get off the purple floor, run forward and exit.
- Array 5: A relatively simple room. There will be several trappers inside. Kill any that get in your way. Walk ahead and then turn left or right. Run up the stairs and forward to exit.
- Array 6: You will appear at the center of a room full of invisible trappers. Cast a 3-point Reveal Invisible aligned with the rival color. Kill all of the trappers and the run forward and up the stairs. Run forward until you exit the room. You will emerge into the room from Array 5. Exit the same way as before.
- Array 7: Alexandra will be teleported into a circular arena. A purple field blocks your exit. Obelisks, each with one of the three Ancient's runes stand around the room. Walk down the stairs to the central area. Start heading toward the right. Walk up the first set of stairs you see. The obelisk with the Chattur'gha (red) rune is here. Don't hit it with a weapon because it will spawn a Horror. Cast a 7-point Magical Attack. This will damage all the obelisks and dispel the purple field blocking your exit. Exit the room.
- Array 8: You will appear in a room with a huge stone block. Turn right and walk around the block and down the stairs. You will see the floor below is covered with yellow energy. Cast a 7-point Shield on Alex. You will see a Damage Field blocking Alexandra's exit to the right of the bottom of the stairs. Run quickly to the field and cast a 7-point Dispel Magick of the rival color. Exit the room.
- Array 9: You'll see three Horrors confined in a Damage Field that blocks your path. Approach the field and cast a 7-point Bind spell aligned with the rival color. Cast it twice to kill two out of three. The spell will dissipate. Reward the last Horror with a sword to the face! Exit the room ahead via the staircase underneath the statue of the Guardian. Before you get back to the main hall you will have to run through the yellow energy field from Array 8 again. Cast a Shield spell and then run forward and exit.
- Cast another Shield spell once you get to the main hallway. Return to the Circle of Power room. Take the teleporter that is flashing at the center of the room. Elect to save your game when the game prompts you to do so. Get ready for the final battle!
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Final Boss - Pious Augustus
- YouTube: Eternal Darkness Walkthrough part 40 (Time: 8:20) | part 41
- NOTE: This fight is relatively easy if you know how to approach it. Unfortunately you cannot skip through the cut-scenes. Hopefully with the following tips you will win within the first or second try.
- The boss battle takes place on two platforms connect by a staircase. You being on the lower platform. Pious will walk down from the upper area to attack.
- NOTE: Status spells that affect Alexandra like invisibility and shield will not work against Pious. He will be able to see you if you cast invisibility. If you cast Shield, he will respond with a Montorok spell that dispels it.
- NOTE: You enchant the gladius with rival magic to fight him. If you do not have the Enchanted Gladius, then just cast a spell on the normal one. Guns do not see to work against him, even if they are enchanted.
- Pious will primarily use two attacks against you. The first is a Magic Attack. You simply need to dodge by running left or right to avoid the lightening. The second is that he will smash you with his staff if you come too close.
- Remember that more powerful spells are not necessarily better. You won't have time to cast a 7-point spell before he gets to you. If you are running low on health or sanity, then run as far as you can away from him and cast a 3-point spell. You may be able to get away with a 5-point, but be ready to retreat if he draws too close.
- Now for the fight. The battles takes place in two parts. In the first, hit Pious as he approaches you in an attempt to beat you with his staff. If you attack him dead on, he will hit you. Instead, bait him and just before he swings run away. Wait for him to finish swinging (he has a wide range), and then run behind and hit him.
- Each time you hit him, the rune of the Pious' ancient will materialize seemingly randomly on either level. Run to it and whack it with the gladius. Each time you do this Alexandra loses a sanity. Nevertheless, keep repeating this process two more times.
- By the third time you whack the rune, the game will cut to the Tome of Eternal Darkness holding room. The ghostly form of Ellia will materialize in front of her statue. As Ellia, run forward and pick up the ghostly image of the Tome of Eternal Darkness from the cradle.
- The game will cut back to the fight with Pious. You now control Ellia. Run to the rune and hit it with Ellia's blade. This will damage the rune. Ellia will fade away to be replaced by Alexandra again.
- The rest of the first part of the match is fairly straightforward. As Alexandra, hit Pious, and then run and hit the rune when it materializes. When this happens the rune will teleport elsewhere and you will be given control of one of one of the previous victims of the Darkness. As this ghostly character, you must hit the rune. You will then again take control of Alexandra. Repeat the process until the rune is destroyed. If Pious hits one of these ghosts, then Alexandra appears and you must repeat the process again. The order of the ghosts is this: Ellia, Anthony, Karim, Maximilian, Paul Luther, and Roberto Bianchi. Remember that Maximilian and Bianchi both move really slow.
- Once the rune is destroyed, the battle moves to its second phase. Your objective here is simply to kill Pious. He employs the same attacks as before. However, he may or may not have a shield spell cast on him. You must attack him with the gladius until you eliminate the energy streams hovering around his head. You can now damage him. Aim for his head. Each time you damage him, he will teleport to another location in the area. Repeat this process and avoid his spells until he dies.
- NOTE: You can tell when Pious is on death's door when he begins to limp.
- After the cut-scene, the game will give you control of Edward Roivas. You must activate the right rune to bind the rival Ancient and prevent it from destroying the world. Scribe the Bangorok (Protect) rune. This will cause the rival Ancient to be sucked back from whence it came. Congratulations on beating Sanity's Requiem.