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Page 1: GameSpot's Eternal Darkness: Sanity's Requiem Game Guide · 2019. 1. 3. · GameSpot's Eternal Darkness: Sanity's Requiem Game Guide . 4 . An Introduction . After learning of her
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Copyright © 1995-2002 CNET Networks, Inc. All rights reserved. All rights reserved. Reproduction in whole or in part in any form or in any medium without express permission of CNET Networks, Inc. is prohibited. This wholly independent product is the sole property of CNET Networks, Inc. It is neither authorized nor sponsored by, nor licensed or affiliated with Nintendo of America Inc. Eternal Darkness: Sanity's Requiem and its characters are trademarks of Nintendo of America Inc. All titles, items, characters, and products described or referred to in this guide are trademarks of their respective companies.

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Table of Contents

An Introduction 4

Keeping Your Head 5 Combat 5 Sanity, Fleeting Sanity 7 Mastering Magick 9

Chapter Walkthroughs 13 A Death in the Family 14 The Chosen One 14 The Binding of the Corpse God 18 Suspicions of Conspiracy 22 The Gift of Forever 27 The Lurking Horror 32 A Journey into Darkness 36 Heresy 43 The Forbidden City 47 A War to End All Wars 52 A Legacy of Darkness 57 Ashes to Ashes 62 Gateway to Destiny 66

Spell and Creature Reference 70 Creature Reference 70 Spell Reference 74

Secrets of the Tome 77

ZDNet CNet
Just click on the GameSpot logo to the right, or the page number at the bottom, to go back to the last page you were on.
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An Introduction After learning of her grandfather's untimely death, Alex Roivas arrives at the residence of the deceased and finds a gruesome scene. At a loss for any explanation, the local police rule the death an accident in hopes of putting the unsettling issue to rest. If any answers are to be found in the foreboding mansion, Alex herself will have to search them out. The answers she seeks lie within an ancient book known as The Tome of Eternal Darkness. Crafted from skin and bone and bound by a long forgotten incantation, this book contains the unfinished story of humanity's salvation--or extinction. In its pages, you'll glimpse many lives and many horrors. The information contained in this guide will provide you with knowledge that will aid in your survival and ultimately see you through to the end of your journey. However, remember that the burden of separating illusion from reality must rest upon your shoulders. Read on and you shall find:

• Tips on how to stay alive and sane as you make your way through The Tome of Eternal Darkness.

• An explanation of the four alignments and the secrets of the magick system.

• The locations of all the chapters and detailed walk-throughs for them. • A compendium of spells and creatures. • And more...

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Keeping Your Head The title of this section should be taken both figuratively and literally. In order to survive, you must maintain your health and sanity. It's also important to note that the difficulty of Eternal Darkness will relate directly to how conservatively you play. The recover spell, which can fill each of your three vital gauges depending on the alignment used, is found quite early in the game. Simply moving your character around a room can restore magick, so you can heal as often as you see fit.

Combat This section outlines various combat tactics and efficient playing techniques. A diagram of the controls are easily accessible at any time in the game, so it's assumed that you're familiar with the game's basic operations for the purposes of this guide. Basic Tips

• Use targeted attacks. You can drop an enemy much faster by taking out extremities instead of flailing away at the torso. Many enemies are practically useless without arms.

• Attack the head. Often, the head is the most vulnerable part of an enemy. Many enemies can't survive without a head, and those that can will often be handicapped as a result of losing it.

• Give yourself some room. Even though you need to be close to engage an enemy with a melee weapon, being close to several enemies at once can be quite dangerous. Since most enemies are much slower than you are, make sure you don't give them a stationary target. If you're surrounded by enemies when you enter a doorway, try breaking away and then engaging enemies one by one. Taking off a head and then running to another location to make another quick attack is much more effective than letting the enemies come to you.

• Make a strategic retreat when necessary. Because none of the enemies in Eternal Darkness will follow you through doors, and because you can simply run in circles to restore magick, never be afraid to run away from

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a losing battle. A hit-and-run strategy is somewhat cheap but effective. Use the tactics that work best for you.

• Because your magick recharges as you run, try to have one of your weapons enchanted at all times. The extra damage can make a big difference, and in some areas the glow of your weapon can actually aid your vision in dark areas.

• Finish him! After an enemy has been defeated, you can deal a final blow before its body disintegrates. In addition to the satisfaction you'll get from doing so, your sanity gauge will refill a bit as you assert your dominance. Try to isolate single enemies when facing large groups so that you'll have time to finish that enemy before the mob comes within striking distance.

Close Combat Regardless of the weapon you're using, melee weapons will behave in almost exactly the same way apart from small range and damage differences. The following are tips that will help you become a more effective fighter.

• Always counterattack weaker enemies. If you're facing a zombie, a targeted attack (hold down the R button) while the creature is winding up for a swing can interrupt the attack and give you the initiative. Attacking the limb that the creature is swinging will counter with a high success rate.

• Use your combo sparingly. The three-hit combination attack all characters possess can knock back an enemy directly in front of you, but it may not knock back another standing directly to the side. You'll drain a good bit of stamina by performing a combo, so find out which situations they work best in and try not to resort to mashing buttons.

• Use the overhead attack. Because of the short range of motion involved, you can deal repeated overhead slashes in a relatively short amount of time.

• Attack fallen enemies. Some enemies will fall to the ground before they're finished. Normally you'll have to wait until an enemy rises to attack it again, but if you stand at the proper angle and use an overhead slash, you'll be able to get in a free hit or two.

Ranged and Magickal Combat Whether you're using magick or bullets, attacking from a distance has its advantages and disadvantages.

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• Keep your weapon fully loaded. After a fight, reload every weapon in

your inventory to its full capacity. It may be obsessive, but it could make a difference in a pinch.

• Know the capabilities for your weapons. Shotguns can hit more enemies at a long distance, but they're much more powerful at close range. Certain pistols can fire straight through one enemy to strike another behind it. A grenade will do damage to you if you're standing near the explosion.

• Don't be afraid to spend ammo. Most of the time you'll find more than enough ammunition to take on the enemies in a given chapter. Pistols and other weaker ranged weapons are rather ineffectual against stronger enemies, and many weaker enemies can simply be avoided altogether, so there's no point in saving up.

• When reloading or attempting to cast a spell, make sure you've put proper distance between you and your enemy. If you haven't, it's better to switch to a melee weapon or a ranged weapon that's already loaded.

• Because your magick gauge will refill as you move, never hesitate to use a spell that you feel could be helpful. The design of Eternal Darkness allows you to recover, enchant, and summon at regular intervals. Don't shy away from the occult.

Sanity, Fleeting Sanity Here we'll take a look at sanity in the context of the game. Although maintaining a high level of sanity is less important than having a robust health bar and being able to use magick, its effects on the game are worth noting. Losing Your Mind The sanity gauge will not appear until Ellia's chapter. The first way you can lose sanity is by meeting the gaze of an enemy. Trappers won't shake your state of mind, as they have no eyes, but zombies will give you a small initial shock when they notice you. A horror will take a substantial chunk, beholding the twisted form of a lesser guardian will try your mind even more, and a gatekeeper will drain your sanity for as long as you allow it to look at you. An enemy affiliated with Xel'lotath will leech your sanity whenever it lands an attack. Bone thieves can deliver savage blows to your psyche when they enter or exit another body, so if you see one trying to burrow into a host, make

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haste to attack it. Alex will actually lose a bit of sanity after completing every chapter of The Tome of Eternal Darkness.

Is this real? Or some sort of illusion?

Note: If an enemy gazes at you when your sanity gauge is completely empty, you will sustain a small amount of physical damage. Coping With Insanity There are many ways that a wavering sanity meter can affect your game. Some may shock you, others may confuse you, and others still may annoy you. Although this guide won't spoil all the effects a wavering mind has on the game, the following tips should help you avoid frustration and get the most out of the game.

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• The effects from a low or empty sanity gauge are not permanent, and they won't cause your character direct physical injury or bring about substantial setbacks in the game.

• Sanity is easily recovered using a very basic spell learned early on in the game. If you want to experience this significant aspect of the game, you should focus primarily on keeping your health gauge filled.

• If you experience technical problems while playing the game, the game may actually be playing you. Stay calm and wait things out before calling technical support or throwing your equipment across the room.

Restoring Mental Health Delivering a final blow by standing over the monster and pressing B when the message "Finish him!" appears will restore a certain amount of sanity. If you decapitate an enemy, or simply defeat it without allowing it to turn and face you, you'll still be able to restore sanity by dealing the final blow. Using the spell recover with the Xel'lotath alignment will restore the green fluid for a small cost. When you feel that you just can't take it anymore, chant the spell.

Mastering Magick Learn about the relationship between the four alignments and the intricacies of spellcrafting. The Four Ancients In the world of Eternal Darkness, there are four forces that govern the use of magick in all its forms. Mantorok, the corpse god, is on a somewhat separate plane and adds unique effects to spells. The other three have a rock-scissors-paper relationship with each other. Ulyaoth: Represented by a blue rune and linked to the magick attribute. Strong against Chattur'gha, weak against Xel'lotath. This ancient is depicted as a large hovering creature similar to a jellyfish with immense magickal power. Creatures of this alignment have less health but can sap magickal energy from the target they strike.

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Chattur'gha: Represented by a red rune and linked to the health attribute. Strong against Xel'lotath, weak against Ulyaoth. This ancient is depicted as a large armored worm with deadly pincers and great strength. Creatures of this alignment are abnormally tough, dealing more physical damage and capable of sustaining more themselves before going down.

Casting the recover spell.

Xel'lotath: Represented by a green rune and linked to the sanity attribute. This ancient is depicted as a huge eye surrounded by four arms with a tail, and it is a master of illusion. Creatures of this alignment can deal a savage blow to your sanity when they strike.

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Mantorok: Represented by a purple rune and linked to all attributes. This ancient is depicted as an amorphous mass of living flesh. Creatures of this alignment are weak with no special properties. Spellcraft The exact effects and structure of spells are contained in the Spell and Creature Reference section, but this section will offer a brief lesson on spell theory. To cast a spell, a character will need to possess The Tome of Eternal Darkness, have access to a circle of power, and use an alignment, a noun, and a verb. Only one of each may be used, and extra spaces must be filled with the paragon rune only. The three-point, five-point, and seven-point spells are successively more powerful and use more magickal power to cast. Excluding Mantorok, each alignment is tied to the attribute of the same color when you target yourself with a spell. The red rune (Chattur'gha) will protect, recover, and regenerate your health gauge. The same is true for the blue rune (Ulyaoth) and the magick gauge. When the target is an enemy spell or creature, the difference becomes a matter of superiority and inferiority. Spells will be broken as long as your spell meets or exceeds the power of the opposing spell (which is dictated entirely by how many points each spell is composed of). Using a superior alignment against an inferior one will result in increased physical damage when attacking a creature. You will not be able to affect the sanity or magickal ability of a creature in any way. Chattur'gha beats Xel'lotath, Xel'lotath beats Ulyaoth, and Ulyaoth beats Chattur'gha. When summoning a creature, the alignment used simply decides the alignment of the creature summoned. Damage against other creatures can be increased by attacking creatures of inferior alignment, but alignment-specific special abilities will not come into play. In any case, using an enchantment or an attack spell of an alignment that is the same as or inferior to the alignment of the target will not result in decreased or negated damage. In these cases, the normal amount of damage will still be done.

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Note: You restore magickal power by moving. Running in circles around a room is very effective, while the magick recovery spell will deplete and refill the same amount, making it completely useless.

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Chapter Walk-Throughs These walk-throughs attempt to minimize spoilers by excluding story elements whenever possible. If you want to review the plot, or you think you might have missed something, make use of the excellent journal that is accessible from the in-game menu. The prelude begins with Alex, who is destined to come across The Tome of Eternal Darkness. After the first chapter is completed, the heroine must explore the Roivas Estate to find the next chapter and advance the story.

It begins.

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A Death in the Family Rhode Island, AD 2000 Alex Roivas Items to Find: Dresser Key Gladius The Tome of Eternal Darkness Alex will begin in the foyer. There is a stairway directly in front of you leading to the second floor and doors to the left and right. In many locations, you'll be prompted to press the B button to read a description or interact with the environment. Take a few minutes to explore the areas you can reach. If you've selected the second-floor key from the menu and attempted to open the locked door at the top of the stairs, you'll have broken the key. This is not a problem, though, as you'll find a means of repairing it later. Examining the small clock in the foyer directly in front of your starting location will yield a dresser key. If you examine the clock afterward, you'll notice the hands are stuck at the time 3:33--the same time Alex received the phone call from the police. Head through the door to the right of the stairs and make your way to the grandfather clock in the library. You'll find you can adjust the time. Set it to 3:33. A secret passage has appeared to your left. Follow the passage and you'll come upon a room housing an eclectic collection of paintings and artifacts, including a gladius you can remove from the wall for your own use. Examine the book on the desk in the middle of the room to begin the game's first true chapter.

The Chosen One Ancient Persia, 26 BC Pious Augustus - A Roman centurion, Pious has exceptional health and stamina and an unwavering mind.

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Alex sits down with The Tome of Eternal Darkness.

Starting Equipment: Gladius - This Roman weapon is a thin, double-edged blade with a triangular point. Although it's not a very powerful weapon, it's more than capable of dealing with the threats you'll encounter here. Walk-Through: You'll begin in a small room with nowhere to go but down. When you descend, a block of granite adorned with a red symbol will catch Pious' eye, as will a lumbering zombie. The monster will advance toward you, and two others like him wait unseen. Slay them, take the granite block, and proceed though the door at the end of the hallway.

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A centurion has nothing to fear from these creatures.

As you enter the room, you'll find two zombies who immediately attack. Target their heads first, and dispatching them will be much easier. Pick up the granite block in the center of the room and head through the door at the top of the screen. Once again, you'll meet with several zombies as soon as you walk through the door. Kill them if you wish, but you could just as easily decapitate them and leave them flailing. Make your way down the hall and claim a third granite block, then climb descend the ladder. There is a zombie to take care of and paths to the left and right. Metal bars block the left door for now, so take the door to the right and make your way down the narrow corridor leading to a large chamber. It's best to hurry down the hall to avoid fighting in the cramped hallway. Dispatch the four zombies and claim the fourth granite block in the center of the room.

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You'll notice four symbols carved into the walls, each with a cubical recess. Place the granite blocks you've collected here, matching the colors and symbols depicted on the wall with those on the blocks. If you mismatch one of the cubes, a zombie will be summoned. The bars covering the door in the previous room will now retract, allowing you to enter. Do so, and then proceed to the room containing a statue that bears an amazing resemblance to Pious.

Pious exhibits self-destructive tendencies.

Use the R button to target the arms, head, and torso of the statue, and then open the door. You'll now be in a large room where three zombies are waiting to attack you. To the left of the entrance is a glowing circular button. Push the button to activate a teleportation device in the center of the room, then step onto the glowing circle on the floor.

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You'll appear in a new location. Walk forward to find three artifacts that represent the three major forces in the game. The alignment you choose will be reflected in the enemies you'll face throughout the game, and it will also influence your spellcasting. Consult the Mastering Magick section of the guide before making your decision. After you've done so, the chapter will be completed. Alex Rhode Island, AD 2000 Items to Find: "The Binding of the Corpse God" Chapter Page Upon finishing the chapter, you'll regain control of Alex. You'll want to take The Tome of Eternal Darkness with you as you explore the mansion, but don't leave the room just yet. Directly behind you is a document on the wall that you were previously unable to read. Now, with the book in your possession, you are able to find and remove a new chapter. Access the new page from your menu to begin the second chapter.

The Binding of the Corpse God Angkor Thom Region, Cambodia, AD 1150 Ellia - This beautiful young girl is sealed inside an ancient temple after expressing her desire to serve a higher purpose. She has relatively low health and sanity gauges, but she compensates with high speed and stamina. Starting Equipment: Short Sword - A utilitarian slashing weapon with a curved grip. Light and easy to wield. The Tome of Eternal Darkness - From this point forward, each character will either already have or come into possession of this book. Equipment to Find: Blowgun - The first ranged weapon in the game. It's quite weak, but its darts will poison enemies over time.

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Strange Necklace - This necklace can be used as an item to cast a health-restoring spell.

An agile warrior.

Ellia stands just inside the temple walls. Doorways on the left and right lead into the temple, and a statue of a goddess on the middle wall wears a strange necklace. Removing the necklace will cause the passage to your right to close. It's possible to head right before removing the necklace, but you'll soon run into a dead end. Instead, take the necklace and head through the left door and into the temple. Upon entering, Ellia will find a room with several zombies lying around. On the floor is an engraved image of a setting sun, and a design on the wall and a candle display seem to represent the same time of day. There's nothing else to see in this room, so proceed forward to the next room.

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You'll trigger a trap as soon as you set foot in the room if you move forward too quickly. You'll be able to make out other highlighted panels on the floor. Dodge the blades and proceed. If you don't step on the second wide panel, you won't have to deal with a second set of blades, but in truth avoiding the traps is a simple matter. After you've made it past the traps and passed through the open doorway at the end of the hall, you'll find your exit blocked and an angry zombie. Hack away at the creature's extremities and stand over its body to deliver the finishing blow with the B button. After you've dispatched the threat, there is a bronze necklace on top of an urn you'll want to pick up. This room also has carvings depicting a time of day on the floor and wall. You'll notice that they depict a brightly burning sun. Leave only the middle candle burning, and "the day of mankind" will be depicted. You'll trigger a switch that opens two doors halfway. Head back the way you came, being careful of the trapped floor panels. You'll have to deal with three normal zombies on your way back, but they should be fairly easy to deal with. Back in the central area of the temple, place the bronze necklace you've just found on the goddess statue. This will open the passage to the right and allow you to keep the valuable strange necklace. Proceed through the door to the right into a room depicting the rising sun. There's nothing of interest here, so continue deeper into the temple. If you slowly make your way into the next room, you may be able to avoid triggering another floor trap. If not, observe the timing of the arrows and carefully make your way down the hall. You'll have to deal with more arrows if you step on any other trapped panels. Don't forget to use your strange necklace to restore health if necessary. Proceed through the door at the end of the hall and you'll find yourself facing a second zombie. Take it out as cautiously as possible--you can only restore your health three times with the necklace. After you've taken care of that, examine the floor, where you'll see a starry sky depicted. Extinguish all the candles on the wall to depict "the night of mankind." This will fully open the two doors, one of which is in the same room as you are. Proceed through the newly open door to another dangerous hallway. You'll want to do your best to avoid the trapped panels here, as the traps here move faster than the traps you encountered before. This hallway connects the

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day and night rooms. In the middle of the hallway, there is an indentation that houses a blowgun on a small pedestal. When you take the blowgun, a trapdoor will open, sending Ellia sliding down a secret passage. When she reaches the lower level, her sword will be broken and she'll find a guard under attack by two walking corpses. Immediately put a dart in each of the two zombies to poison them and draw their attention away from the guard. Keep your distance and the poison will eventually kill them both, but feel free to use a few more darts if you're impatient. If the guard survives, he'll repair your sword for you if you bring him the shattered pieces. If the guard is killed in the skirmish, you're stuck with the blowgun. Now proceed down the hallway to the left. This area is rife with traps, and the panels are a bit harder to see here, but step carefully and you'll be fine. You'll then enter a large room with a few undead lumbering around. There's plenty of room to maneuver, so you should have no trouble putting down the threat. Take note of the hole in the device in the middle of the room that appears to be for a lever or key, then proceed to the doorway to the left of the large mural. The hallway is again packed with traps. You'll either want to run though at full speed or be very, very careful. Either way, when you've made your way through, you'll come to another large room. Zombies of different alignments will attack each other, so you may want to let the dominant force clear out the others. At the very least, you won't lose as much sanity. Take out the last zombie standing and explore the room. Enter the door to the left of the room and continue down the narrow corridor. After the cutscene, take the metal staff from the four-armed statue. You can explore the room, but the door on the other side of the circular pathway will not open. Make your way back to the first room with a mural. You will have to deal with several zombies along the way, so proceed carefully down the trapped hallways. Once you reach your destination, place the staff into the hole of the device in the middle of the room. This will open the door in the room of the corpse god. Return to the room where you claimed the staff and follow the circular pathway to the other side. This will complete the chapter. Alex Rhode Island, AD 2000

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Items to Find: Message Tube "Suspicions of Conspiracy" Chapter Page After completing Ellia's chapter, Alex will notice that the small shrine of candles has been lit inside the secret room. As the illustration behind the candles shows the rising sun, leave only the candle on the far left lit and extinguish the others. This will open a compartment below the shrine that contains a message tube. Check the tube in the inventory and you'll find a chapter page inside.

Suspicions of Conspiracy Amiens, France, AD 814 Anthony - Anthony is trusted with delivering a scroll to King Charlemagne, but he is exposed to violent treachery himself. He's a capable warrior with well-rounded abilities, although his speed will atrophy as his chapter progresses. Starting Equipment: Message Scroll - This item was supposed to have been delivered to the king. After Anthony reads it, it serves no further purpose in this chapter. Equipment to Find: Scramasax - This weak short sword is actually quite similar to the gladius. The Tome of Eternal Darkness - The book will allow the runes and spell Anthony finds to be shared with characters in the future. Two-Edged Sword - This hefty sword is very powerful but has a very wide horizontal swing. Torch - You'll be able to light up dark areas and easily eliminate zombies with this tool. Walk-Through: Anthony has entered the cathedral to seek an audience with Charlemagne. Unfortunately, you'll find the door to the bishop's chamber locked. You will be able to examine a casket containing the defiled body of a monk. Upon your

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discovery, you'll be asked by one of the order to find the bishop. You'll be given the scramasax and be sent on your way.

I knew I shouldn't have done that...

The only way to go is up the stairs. Before you reach the top, you'll be struck with a vision. In that vision, you'll claim The Tome of Eternal Darkness. After the vision is over, head for the top of the stairs, and you'll find yourself in a small room. There's a bookcase on the near wall containing a blue urn that jingles. Use the urn from your menu and Anthony will fumble and drop it on the floor, revealing a rune and leaving you with a broken urn. The rune that you'll receive will represent the alignment that is weak against the alignment Pious chose in the first chapter. A desk in the middle of the room contains a gold medallion that is actually a circle of power, which is used for creating spells. Finally, examine the middle bookcase on the far wall to reveal a secret ladder to your left.

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Climb down the ladder and start down the underground passageway. You'll see a zombie with a rune suspended in his chest. Hack him to death and claim the rune for yourself. There should be two more zombies to deal with, but Anthony should have no trouble here. Press forward until you come to a door. On the other side, a monk is fighting for his life against three zombies. After he setting fire to one of them, he drops his torch and cowers in fear. Quickly run to his defense and use your sword or the torch to quickly vanquish the attackers. If you save the monk's life, you'll be handsomely rewarded with the powerful bastard sword. You'll also learn that, like Anthony, the monk can't hold on to those slippery urns. Use the torch to pick up three pieces of the broken green urn, and then use the mix function to combine them into a single broken item. When you're done, head through the door opposite the monk. Before you are stairs leading downward, and another transparent zombie who seems to have eaten a rune. Free the rune from its cage, and make sure to pick up the codex, a stone tablet that tells you the rune in this room is that of "magormor," meaning "item." It's possible to learn the first spell by experimenting at this point, though you'll find the proper spell scroll very soon. At the bottom of the stairs is another door. You'll hear the sound of running water upon entering. There are three zombies inside--be careful of the one that is out of your view directly to your right. Remove the threats as you see fit, then explore the room. A codex corresponding to the alignment contained in the blue urn can be found here, as can a red urn that has been filled with water from the fountain. When you've picked up the items, use the torch to burn away the tapestry on the wall to your right. Pass through the door you've just revealed and deal with the single zombie in the corridor. You'll soon reach a small chamber and glimpse the bishop passing through a secret door. In this room you'll find the codex for "antorbok," which means "project," and a spell scroll for the enchant item spell. New Spell: Enchant Item - (Alignment) + Magormor + Antorbok - This useful spell will enchant weapons with magickal power (depending on the alignment used) and repair damaged or broken items.

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Anthony examines the blasphemous evidence.

There is an iron plate on the floor here that opens the door when you stand on it, but closes when you move away. This is where your first spell comes in. You'll be able to make the two broken urns whole again using your newfound enchantment. Once you've done so, return to the room with the fountain and fill both items with the foul-smelling fluid. Place them onto the iron plate and you'll be able to proceed through the secret door. You're about to face the bishop in combat, so be prepared. When you first enter the room, you'll only have to worry about the bishop. If you have the two-edged sword, you should be able to keep him at bay easily. Two zombies will rise from the ground after a while, so be prepared to deal with them as well. Take the bishop's key from him and return to the main chamber of the cathedral, where the chapter began.

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After hacking through a couple of zombies, you'll meet a new enemy in the corridor leading back to the fountain room. The trapper cannot be damaged by melee attacks, and it will transport you to another dimension if it senses you. Because the creature has no eyes, you can sneak past if you make no noise. Note: If a trapper does detect you, it will set off a small explosion that will warp you to a very small area known as the trapper dimension. There is a single teleporter in front of you that cycles through three colors. Each color corresponds to an alignment and takes you to a separate section where you will have the opportunity to refill the gauge of that color. You can only go forward, not backward. Stepping on a purple teleporter will lead you to an exit. Be careful, as there can be enemies about. After ascending the ladder, you'll have to face a powerful enemy. Before you move into the room, enchant your blade and prepare for battle. You're about to fight a horror. The alignment will vary (you'll fight against a horror of the alignment Pious chose in the first chapter), but the method to defeat it is the same. If you'd like to end the fight quickly, try to keep to the side or behind the horror and target the creature's three vulnerable heads/eyes. When they've all been taken out, the creature will fall. Now you'll simply need to descend the stairs, deal with a few more undead, and use the bishop's key to complete the chapter. Alex Rhode Island, AD 2000 Items to Find: "The Gift of Forever" Chapter Page There's no obvious change to the room when you regain control of Alex this time, so you'll have to do a bit of exploring to uncover the next chapter. Head to the previously inaccessible second floor. Thanks to Anthony, you'll now be able to use the enchant item spell on the broken second floor key. Unlock the door and you'll be in a hallway that leads both left and right. To the right you'll find the master bedroom and a box of .38 revolver ammo on the bedside table. There's a second door to a bathroom. Explore this room thoroughly and you'll find a page from the journal of Maximillian Roivas. Now

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head back to the left. There is a window blocked by a magickal field to the left, a room that's too dark to explore straight ahead, and what appears to be a guest room to the right. You'll find another box of .38 revolver ammunition and a chapter page tucked behind a quirky painting.

The Gift of Forever Persia, AD 565 Karim - Karim is a strong man and a skilled swordsman who is able to wield two blades at once. His health, stamina, and speed are all impressive, while his sanity and magickal ability are average. While Karim is a strong character, this chapter will prove to be the most dangerous yet. Starting Equipment: Tulwar - A heavy curved blade with considerable attack power. Talisman - Passed down from generation to generation, this talisman can be called upon to restore health. Chakram - A circular throwing weapon. Karim has brought 19 chakram with him on his quest. Equipment to Find: Tulwar - Karim will soon find a second tulwar and put it to good use by wielding it with his other sword. Ram Dao - The largest and most powerful sword in the game, the ram dao almost makes facing multiple enemies a pleasure. Walk-Through: You'll find yourself in a very familiar temple. There's not much worth noting in the first room except a few zombies littering the floor and a ladder going down. As you attempt to use the ladder, you'll be transported to the same place Anthony was at the beginning of his chapter. After you claim The Tome of Eternal Darkness in this other world, you'll find that the zombies previously lying on the floor have found their second wind. Introduce them to your tulwar and then take the stairs to the lower level. You'll be able to see a small room. Hack through a few zombies and lay claim to the small statue in the center. As the path continues forward you'll find two

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more zombies, one containing a rune. On your right side a ladder leads upward to an arcane shrine. On the opposite side of the room is a shining force field that you will unlock with the rune you have just taken from the zombie. This will reveal a ladder that leads to another underground passage. Three zombies will rise from the ground, so you'll need to put them back down for good before claiming the black statue and codex for one of the alignments. Return to the shrine room. There are three plates on the floor, and each plate lights a tier of candles on the shrine when pressure is applied to it. Use the two statues and yourself to raise the shrine and reveal an elevator and four trappers. If you need to refill one of your gauges you may want to intentionally alert one and be sent to the trapper dimension. If not, you can sneak by them or dispatch them with chakram.

Proceeding with caution.

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The elevator will take you down to a richly decorated corridor lined with the bodies of dead men. The third man has a tulwar lodged in his back. After removing it, you can wield two blades at once. When you try to open the door, the man will rise to attack you. It might be wise to simply go through the door, as it will spare you an encounter with a new enemy known as a bone thief. In the next room, another bone thief lurks inside one of the zombies here. These creatures inhabit the bodies of others, giving them increased strength. When you've slain the body they've stolen, they'll emerge in a bloody and sanity-sapping fashion. Watching them enter another body is also exceedingly tough on your sanity, and if they enter yours then it's an instant game over. Try to close in and take care of them as soon as you see them, or simply evade them and exit the room. In the flame-lit room are two doors. Before you go further, examine the dead body of a man on the floor for the recover scroll. The door at the end of the room is open, and the door to the right is sealed with a metallic plaque. A slot seems to be big enough for a large blade, and there is sigil indicating one of the alignments. Head through the door at the top for now. New Spell: Recover - (Alignment) + Narokath + Santak - Depending on the alignment, this spell will restore your health, your sanity, or both. Although you are able to cast the spell with the Ulyaoth rune, magick recovery is totally ineffectual, as you'll only recover the amount you've spent. You're in a long room with several zombies to deal with. A force field to the right of the entrance depicts an unfamiliar room and blocks your progress in that direction. Move to the end of the hallway and you'll find a second door on the right. Before you enter, it's advisable to enchant your dual tulwars, as you're about to face a horror. Close in and attack the heads. Once you've done away with the monster, you'll be rewarded with a rune that will unseal the barrier in the previous hallway. You'll find a trapper at this point, and you may want to let it trap you if you want to restore one of your gauges. If there's ever a horror or other enemy standing on the other end of a teleport, you can take it out (or "telefrag" it) by warping to the location where he stands. The force field was blocking a ladder that leads down to a familiar corridor. The left branch has been sealed off, so head to the right to end up in the huge

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chamber where Pious matched the four granite blocks to their respective alignments. If you're in decent condition, now is an excellent time to save. A large sword is embedded in the middle of the room. Pull the sword from the stone, and you shall wield the ram dao. You'll also be locked into the room and forced to fight four waves of zombie warriors. Your newly acquired blade will make short work of the opposition, but try to finish off as many foes as possible in the interest of protecting your sanity. You'll gain a new alignment rune from one of the last enemies you kill. You'll now be able to enchant the ram dao to match the sigil you saw earlier. Head back the way you came and use the enchanted ram dao on the door. Proceed through the now-unlocked door and try your enchanted weapon out on a few hapless zombies. As you move onward, you'll see a ladder to the right and rubble at the end of the path that Karim can climb over. Take the ladder first. A ruby effigy lies in the center of this room, and it's guarded by several trappers. Sneak past or employ your chakram, then claim the statue for yourself and climb back down. Before you hop over the rubble, be prepared to face a horror. The powerful ram dao will surely aid in your victory. Descend one more ladder and you'll be in a small room with a grotesque shrine that appears to be made to hold a book. Use The Tome of Eternal Darkness as a key, and don't forget to pick it up afterward. This will open the way. A green force field will block you in, and a horde of the undead will be summoned to destroy you. While you can't get past the force field, your enemies can. You may want to use your tulwars, because the ram dao will kill enemies so quickly you may not have the chance to finish them off. A horror will be your final opponent. Retreat behind a wall to avoid its electrical attacks, and quickly enchant your ram dao. When the creature draws near, deal a mighty blow with your enchanted blade. Claim the artifact from the pedestal to end the chapter.

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Stand your ground, but know when to retreat.

Alex Rhode Island, AD 2000 Items to Find: Spice Jar "The Lurking Horror" Chapter Page You'll find yourself back in the study at your grandfather's desk. Just as you used the enchant item spell to unlock the last chapter, you'll need to take a similar approach to unlock the next. Make your way to the kitchen to the left of the stairs. You'll need to enchant your sword to match the alignment on the sealed door. Use the enchanted gladius to breach the seal and search the

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closet for a spice jar. Check the jar for a chapter page and continue your quest for the truth.

The Lurking Horror Rhode Island, AD 1760 Maximillian: A robust man, Dr. Roivas is a bit slow but has good stamina. He does fairly well in the health and sanity categories, and he's no slouch in combat either, thanks to a powerful stash of weaponry. Starting Equipment: Flintlock Pistol - A single-shot French-made weapon. It's quite powerful, but you'll need to reload after each shot. Medical Journal - The good doctor can perform autopsies on dead monsters and record them in this book. Equipment to Find: Saber - A sword used by cavalry officers and fencing enthusiasts. The saber is a trusty weapon with a good balance of speed and power. Walk-Through: You'll want to pick up the flintlock ammo on the desk before you begin exploring your new home. Much of the mansion will be familiar to you, but you should still proceed with caution. You're on the left side of the second floor. One door in particular is locked, and Max senses an evil presence within. Explore the general area to uncover three bags of flintlock ammo. In the master bedroom, take the codex from the mantle and pick up a letter from the bedside table before heading downstairs. On the first floor there is a second letter by the clock and another sachet of ammunition to the right of the stairs. Explore the kitchen to the left of the stairs for another codex, more flintlock rounds, and a pump handle resting in the pantry. In the dining room is a diagram depicting the four alignments, and it will present you with a riddle. Solve the riddle by moving the raven to the symbol that dominates the one mentioned (check the diagram for an easy reference). This will open a secret passage. Steel yourself and enter the unknown.

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You find yourself in the secret study, where The Tome of Eternal Darkness rests. Before you pick up the book you'll want to take the saber and second flintlock pistol from the wall and then pick up the codex and the reveal invisible spell scroll. Once you've done so, place your hands on the ancient volume. A cutscene will depict a horror appearing in the mansion's foyer. Read the letter that falls from the book and ready yourself, then go back through the secret passage. New Spell: Reveal Invisible - (Alignment) + Narokath + Redgormor - Depending on the alignment, this spell reveals hidden passages or items or renders you invisible. To see the unseen, use the alignment that dominates that which you seek. Some of your servants will now attack you on sight. If you fight back, you'll find out why. Their bodies have been entered by bone thieves, which will reveal themselves if you do enough damage or take off a limb. Because your servants do little damage with their fists, it's in the best interests of your mental health to simply avoid them. The horror that waits outside can be defeated using the same strategy you've been using: stay close and to the side or back, then hack out its eyes. Don't forget to attempt an autopsy on any enemies you've felled by pressing B. You can finish them off normally after you've done so. Upon killing the horror, you're rewarded with the redgormor (area) rune and the reveal invisible spell. Experimentation can uncover the magickal attack spell, though you haven't found the scroll for it yet. Heeding the advice in the second letter, head upstairs to search near the light of the window. There's a letter on the left side of the stained glass window. When you take the letter, the window will shatter and a bone thief will leap to attack you. Promptly hack it to death with your trusty saber before heading back downstairs. As you open the door, you'll have a sepia-toned vision similar to the one Alex had in the beginning of the game. You'll have to face a horror for your third alignment rune. If you die you'll get another chance. When you do best the fiend, you'll have the rune you need to uncover the basement entrance. Cast reveal invisible on the rune-marked area to the right of the stairs using the alignment that dominates the one shown. Use the basement key and continue onward.

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Max finds himself walking on the ceiling.

You'll be attacked by two zombies, one of which is inhabited by a bone thief. Kill them and proceed on your way. In the basement, be sure to pick up the damage field spell scroll and flintlock ammo before using the pump handle on the water pump to reveal a ladder. Take the ladder down and face down a zombie for the bankorok rune. This rune will allow you to complete the damage field spell. Magickal attack and shield can be uncovered through experimentation. Continue down the stairs, dispelling the barrier with the rune you've just picked up. A difficult battle lies ahead, so be prepared. New Spell: Damage Field - (Alignment) + Bankorok + Redgormor - This spell creates a force field that enemies and magickal attacks will have a hard time

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breaching. Enemies will sustain damage on contact, and they may even be trapped in the field. You're up against a minor guardian, which is capable of casting powerful spells. You'll want to damage it as quickly as possible, so bring out your dual flintlocks and enchant them with the alignment that is superior to that of the guardian. Reload when the monster teleports, and be careful of the zombies it may summon. If you're out of ammo or won't survive the next hit, make a valiant last effort by charging in with the saber. When the beast is dead, the chapter is finished.

If only they'd believed him.

Alex Rhode Island, AD 2000 Items to Find: Revolver - This Smith & Wesson Model 37 handgun holds five .38 special rounds. It's got decent stopping power and a reasonably high rate of fire, but it takes more than four seconds to fully reload. "A Journey Into Darkness" Chapter Page Once again you will use a spell gained in the past to open the way in the future. Return to the master bedroom on the second floor, where a dresser

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bears a strange magickal mark. Use the reveal magick spell with the superior alignment to reveal a keyhole. Insert the dresser key you found earlier into the keyhole and you'll find a handgun and the next chapter page for The Tome of Eternal Darkness.

A Journey Into Darkness Angkor Thom Region, Cambodia, AD 1983 Edwin Lindsey: An experienced archaeologist, Edwin is in good health and has a strong grip on reality. His magickal ability is average, but he's brought several powerful weapons and plenty of ammo for his latest expedition. Starting Equipment: Kukri - This heavy curved blade is an excellent weapon for hand-to-hand combat. It will serve you well. Automatic Pistol - A Colt M1911 that fires .45 caliber rounds. It offers good stopping power and the ability to quickly reload with an eight-round clip. Shotgun - A Marine model M870 shotgun with modifications is Edwin's most powerful weapon. A close-range shotgun blast will do heavy damage to any target. Archaeologist's Brush - This tool allows you to clear dust and debris from sensitive areas. Torch - Use it for light or to set weak zombies on fire. Walk-Through: You'll have to fight a powerful enemy, a gatekeeper, as soon as you gain control of Edwin. Although they have a few powerful attacks, they aren't very hard to deal with. Gatekeepers move slowly and are invulnerable to frontal attack if their wings are closed. Try running around to the back and quickly targeting the creature with the shotgun. A few good blasts will put the creature down with little hassle, but if you're struck by the gatekeeper's tail, you'll have to deal with a summoned creature. Their gaze will continually deplete your sanity as well, so don't stay on the defensive.

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As soon as Edwin finds the temple, he runs into serious trouble.

When the evil has passed, check the floor in the middle of the room. You'll be able to use the archaeologist's brush to uncover a bronze bracelet. Place the bracelet on the statue to open the path forward. When you approach the newly opened door, you'll have a vision and be taken to the hall where those who have held The Tome of Eternal Darkness are kept. Claim the book for yourself and proceed. The next room contains a couple of zombies that can easily be dispatched in your preferred manner. This temple has changed since Ellia was here, but your familiarity will surely benefit you. To progress forward, you'll have to navigate several narrow hallways laden with trapped floor panels. They are a bit difficult to see, so you may want to adjust the brightness under game settings. Move slowly and carefully and you should have no problem. The hall

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you're about to enter is also home to a trapper. The little guy will set off traps if you don't take him out quickly, so do some sharpshooting with your Colt before moving on.

Edwin's shotgun speaks the only language that these zombies understand.

In the middle of the hallway there are spaces to the right and left. On the right you'll find a metal bracelet. Near the end of the hallway the controller should rumble a bit, alerting you to the presence of an archaeological find. Use the brush to dust away the cobwebs and claim a codex before you continue to the next room. A horror looms before you, but keep your calm. He's bound in a magickal prison and neither of you can hurt each other just yet. Nor can you claim the necklace behind the monster. Take the bronze necklace to the left of where you came in. You'll notice that you won't be able to go any further in this direction for now, so make your way back to the statue at the temple entrance.

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Placing the bronze bracelet on the statue will open the way to your right, as well as the door in the room with the horror. Which way you go is really up to you, as both ways will connect, but for this guide's purposes, we'll go to the newly opened right passage first. In this empty room, you'll find a bracelet being guarded by a statue of a naga. When you take it, the exits to the room will shut, blocking you in. Luckily, you've picked up a metal bracelet. The naga will never know the difference, so placing it on the pedestal will leave you free to progress. It's time to run the gauntlet once more. There are a few zombies in the next hallway of doom, so you may want to set traps off yourself and proceed carefully rather than have the zombies set them off unexpectedly. Alternately, you could take them out from a distance with a firearm. Don't miss the cobweb toward the end of the hallway--it conceals another codex. Before you enter the next room, you should enchant your weapon of choice and prepare for a close-quarters battle. An enchanted shotgun is especially effective if you can gather the enemies close to each other. Four zombies of the temple's alignment will attack you at once. If you're using a shotgun to soften them up, be sure to use the kukri to finish them off and save yourself some ammo. You'll gain the nethlek (dispel) rune for your trouble, and you'll also be able to cast dispel magick. Of course, it would be nice to have the spell scroll as well. Head through the next door for another dose of claustrophobic corridor action. Avoid the traps and dispatch the single zombie that approaches you. Toward the middle, you'll see another statue of a goddess. This one appears to have been decorated with silver. Adorn the figure with the silver bracelet you're carrying and dust off the spider web to your right to uncover the dispel magick scroll. Continue down the hall and you'll find yourself facing the same horror you met earlier. New Spell: Dispel Magick - (Alignment) + Nethlek + Redgormor - Use this spell to break barriers and shatter spells. If the spell you're trying to break is more powerful (has more points) than the dispel magick spell you've cast, you will not be successful. You'll need to dispel the magick field with the alignment that dominates the color of the runes to set the horror free. Again, an enchanted shotgun is probably your best bet here. Depending on your luck and skill, you could put

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the creature down in as few as two shots. With that out of the way, take the silver necklace that was resting behind it and take it back to the goddess statue you recently placed the silver bracelet on. This will open the passageway directly opposite the statue. It's quite dark inside, so equipping a torch or enchanted weapon or adjusting your screen's brightness will help. The zombies can be set aflame with the torch. One of them has an unidentified rune. Further down the stairs is a gatekeeper who will ascend to meet you. It's not a good idea to fight such a powerful foe with a torch, so enchant a powerful weapon (the shotgun is recommended) and deal with this one as you did the first. In as little as two shots, you can be on your way. Use the rune you took from the zombie to break the barrier at the bottom of the stairs and bravely push forward. The bind spell can be discovered at this point, but it's of little use to you now and you won't find the codex for some time. Check the Spell and Creature Reference if you're curious. Edwin finds himself in the middle of a typical temple hallway with traps to the left and traps to the right. You're free to go either way, but you'll have an easier time if you first head to the top of the screen. A horror awaits you here. Take a sneak peek to see what alignment the creature belongs to, then enchant your shotgun accordingly. You'll notice a red magick field in the middle of the room. Use your dispel magick spell with the blue (Ulyaoth) alignment to destroy the field and partially unlock a door further on. Before you exit, dust off the cobwebs to find a filth-encrusted necklace. Before you leave, find the panel that you can push into the wall. Although you won't be able to visibly discern the effects of this action, the traps in the hallway will be deactivated for a short time (as long as the block stays depressed). As soon as you push the panel, make a dash for the new door and sprint down the hallway. Even if you hit the switch, you won't have time to make it down the entire hall. One panel is impossible to avoid and sets off poison gas. Make your way to the other side as quickly as possible and enter the area housing a magickal field and a couple of undead. After exterminating the corpses, dispel the barrier of sanity with the power of flesh (Chattur'gha). Press the wall panel for temporary trap deactivation and hurry to the next hall. There's a statue of a goddess that should be wearing gold in the middle of this hall, but it's of no use to you just yet. Avoid the remaining traps and destroy the Mantorok zombies to gain access to the third and final magickal barrier.

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Use the power of Xel'lotath to break the barrier and unseal the distant door. You'll find a button-operated acid bath that can cleanse the necklace covered with mineral deposits you're carrying in your inventory. Place the necklace, press the button, and you'll get a gold necklace. Hit the switch to put a hold on the traps and dash down the hall. When you come to the door that had previously been blocked by the three rune seals, you'll find that the entrance seems to be only large enough for a small dog. Since you haven't brought any pets on the trip, you'll have to continue onward for now. The next room contains a statue of a warrior guarding a statue of a goddess. There's a floor panel in the room that will cause the guard statue to rotate. When he turns around to see who stepped on the floor panel, quickly dash in and grab the gold bracelet from the goddess. Now that you have the full set of gold jewelry, take either direction until you come back to the goddess statue in the eastern side of the temple. Decorate the deity to open the door opposite her and prepare to make another descent. There are a couple of zombies and a horror here. The latter will probably strike you with bolt attacks before you can see him. Use the proper enchantment and eliminate the evil. The stairs connect to another trapped hallway with unavoidable triggers, and that hallway leads to an expansive chamber containing a mural. Several Mantorok zombies will make an attempt to bring you over to the world of the dead, but you can easily dispatch them with your torch. There is also a large flame in the middle of the room, and you should circle it until you can see a cobweb. Brush the debris away to uncover an aretak codex. If you keep your torch equipped, you should be able to see and easily avoid most of the trap panels. A panel near the end will trigger poison gas, so don't linger too long after this happens. After another mural room and another trap hall, you'll face several zombies to gain the tier (creature) room. You'll also find the summon trapper spell scroll lying around. It's possible to end the chapter by heading through another hallway and breaking the sealed door your newfound rune opens, but you'd be wise to make your way back to the door you've worked so hard to unseal. The magick pool spell can now be discovered through experimentation.

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If you seek the power of the fourth alignment, head back upstairs to the statue of the goddess decorated with gold. Head toward the bottom of the screen and take the turn to find the door with the dog-sized entrance. Now's your chance to try out your summon trapper spell. New Spell: Summon Trapper - (Alignment) + Tier + Aretak - With this spell, you can create a trapper of any alignment to do your bidding. They can't manipulate items or open doors, but they can trigger certain switches. Hitting the A button will send some creatures to the trapper dimension, although the little guy won't live through the ordeal himself. Don't feel bad, though, for if you release him he'll know just where you are and attempt to send you to the trapper dimension without a second thought. Send your minion through the door and explore the area. You'll notice two horrors, a cobweb undoubtedly concealing something useful, and a strange sigil emblazoned on the floor. Move the trapper onto the sigil to open a panel directly behind Edwin. Press the start button or detonate the helpful critter to regain control of your character. You may want to enchant your shotgun against the horrors your trapper witnessed before taking the intricate rune behind you. Once you've placed your hands on the rune, a horror will burst through the wall. While it's roaring demonically, move to close range and discharge a few magick shells into the beast. Move inside to dust away the cobwebs and claim your codex for the Mantorok rune. You may want to take out the second horror with the shotgun from a distance, but use a less valuable pistol round to finish him off. Once you have the codex, return to the lower levels of the temple to trigger a cutscene and complete the chapter. Note: The Mantorok rune is a useful tool for building spells. Refer to the Arcane Forces of Magick section for details. Alex Rhode Island, AD 2000 Items to Find: The Essence of Mantorok

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"Heresy!" Chapter Page There's little to do to uncover the next chapter. First, keeping the last cutscene in mind, check the bookcase on the right to uncover the essence of Mantorok. Now, head upstairs and turn left to make your way to the stained glass window. Cast dispel magick to break the barrier and reveal the next chapter page.

Heresy! Amiens, France, AD 1485 Paul Luther: Paul is no warrior--he's a Franciscan monk. Nevertheless, he'll have no choice but to fight. His health is lower than average and he has no special mental resolve. His magickal potential is fairly strong, and he's able to run at a decent speed for sustained distances. Starting Equipment: Meditation Rod - This small rod is an instrument of prayer that can restore some of Paul's sanity. Equipment to Find: Crossbow - A single-shot weapon that is powerful but takes time to reload. Torch - The torch will provide light and can be used as a weapon. Mace - The classic bludgeoning tool is a decent melee weapon. Don't initiate close combat without it. Two-Edged Sword - The very same blade wielded by the evil bishop and then Anthony. It's still a formidable weapon. Walk-Through: The chapter will truly begin when Paul Luther finds a mutilated body while approaching the pulpit. When Paul calls for the guards, he is accused of the murder and confined to a small room. There are things you can accomplish before doing so, but none of them are any easier than they would be later. Still, you can explore the cathedral a bit before discovering the body. When you find yourself imprisoned, look around the room for a painting with an emerald set in it. When you take it, the custodian will release you and

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promise to help you later on. Attempt to leave your place of confinement and you'll be transported to another place--the resting place of The Tome of Eternal Darkness. Take the book and continue on your journey.

Paul is greeted upon arriving at the cathedral.

The first thing you'll want to do is find a weapon of some sort. Head through the large double doors and turn left after approaching the altar. On the left wall is a torch you can remove for your own use. With the torch in hand, walk through the left door. You'll find a crossbow in a chest and a key to the podium among the hanging robes. Return to the altar and search for the podium on the right side, where you'll find a drawer. Use the key and you'll find a diary page. More crossbow bolts are located close to the locked tabernacle. Now head down the stairs behind the altar. In the room to the left, you'll find a bag of crossbow bolts and The Book of Reliquaries. Further down you'll find

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another bag of bolts and a steel mace. The wine cellar is accessible from here, but it would be wise to come back when you've found a more powerful weapon. Go back to the cathedral entrance and take the stairs on the left to the bell tower. On the way, you'll run into a single walking corpse. Now would be a great time to try out one of your new weapons. Ring the bell by pulling the rope when you reach the tower and the custodian will join you. Talk to him to get the old tower key, then proceed through the door to the right of the altar. You'll now be in the room where Anthony began his chapter. A bone thief has just hijacked the body of a monk, so take care of him with the mace. Take the shield scroll from the top of the room to get a valuable new spell. New Spell: Shield - (Alignment) + Bankorok + Santak - When this spell is cast, you'll be protected from physical damage by sparkling motes of light. The spell will last until each independent ball of energy has absorbed damage. Depending on the alignment, you'll also stop depletion of your three liquid gauges. Now move to the left side of the room and prepare to enter the door on the left. A powerful undead warrior lies inside, so you'll want to use your newly acquired shield spell and perhaps enchant your mace. The shield will repel attacks while you flail away at the zombie's head. He'll go down twice before he's done, so get in a few cheap shots and recast your shield spell when he falters the first time. After many blows to the head, you'll put the warrior to rest and lay claim to a ruby and a bastard sword. Now that Anthony has finally received his last rites, exit the room and head up the stairs. You'll find a bone thief with no host, a piece of sheet music, and another diary page. Dispatch the first and grab the other two before heading back to the organ to the left of the altar. Play the organ using the buttons shown to open the tabernacle and reveal the five-point circle of power. At this point, you're as ready as you'll ever be to head down the stairs behind the altar and into the wine cellar. Several trappers patrol the area, so be careful. One of the barrels of wine is empty, and turning the spigot will reveal a secret area where a horror lurks. Once you've determined the horror's alignment, enchant your bastard sword accordingly and cast a Mantorok

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shield spell. With this combo, Paul becomes one of the most effective fighters in the game thus far.

Things look grim.

When you've vanquished your foe, you'll be rewarded with a sapphire. Place it and the other two precious stones you've found into the altar to reveal a stairway. Take the stairs and hack through a few zombies in the hallway. In the next room, you'll fight many zombies at once, so preview their alignment before casting the proper spells. When you defeat them, you'll be in possession of a new rune that will allow you to cast more powerful spells. Continue onward and you'll see two horrors fighting it out. Enchant your sword to dominate the victor and charge in to attack. Take the nearby crossbow bolts and continue onward through several rooms. Take note of the strange effigy

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of the custodian. At a certain point, you'll need to push in a bookshelf to reveal the way, but the solution is obvious. The final room contains a shrine to a dark god where a third diary page and the paragon (power) codex can be found. At this point, you'll have access to almost every spell in the game. Unfortunately, you'll need to take the time to build a five-point version of each spell you use often (or even all the spells you possess) to save yourself the trouble of doing so in a heated battle. Take your findings back to the custodian to receive a sacrificial knife. Return to the underground room where you found the effigy of the custodian and use the sacrificial knife to reveal a hidden door in the same room. Inside you'll need to use a five-point dispel magick spell to remove the barrier. Proceed and you'll see a cutscene, after which you'll fight a pair of bone thieves. A five-point shield spell will protect you well, and you'll be able to hew the fiends with your trusty blade without worry. When you've won the battle, you'll be able to enter the decorated door that was previously locked and end the chapter. Alex Rhode Island, AD 2000 Items to Find: "The Forbidden City" Chapter Page Edward has left you a strange note. To continue your journey, you'll need to use "the 88 keys." It may sound daunting at first, but those with musical training may catch onto this riddle instantly. Go to the piano and play the same melody Paul Luther played on the organ by following the music sheet's instructions. Doing so will reveal the next chapter page and allow you to delve into the past once again.

The Forbidden City The Middle East, AD 1460 Roberto Bianchi: A heavyset man who tires quickly. Roberto has a decent health rating, average sanity, and low magickal potential. Tread carefully and

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be sure not to overexert yourself in battle, lest you leave yourself winded and unable to run away. Starting Equipment: Torch - The torch is the most frequently appearing weapon/item, so you'll surely know what to do with it by now. Equipment to Find: Saif - This curved Middle Eastern blade will aid Roberto immensely. He's actually quite handy with it, performing graceful finishing moves. Crossbow - The crossbow is a single-shot weapon with moderate power. Walk-Through: After being forced to survey the temple, there's nowhere to go but straight ahead. Continue forward until you come to a dark underground passageway. Walking toward the bottom of the screen leads to a dead end, so head to the top. You'll find a zombie that you can dispatch with your torch. Climb the ladder and you'll be asked if you want to survey the room. Roberto will have to examine every room marked on your map (you'll be asked when you stand on the required spot in each room), so go ahead and get it over with. You'll find a bag of crossbow bolts and a saif. Go down the ladder on the opposite side of the room. Steel grates surround the area, and a switch lies directly ahead. Pull the switch to open one of the grates, then deal with the zombie that has been freed. There is another lever in the small area you've opened up. Using it will remove the grate behind you and set some more zombies loose. Once they've been taken care of, pull the lever they were guarding. After one more bout with the undead, you'll be able to climb a ladder to a new room. You'll need to survey the room by standing near the right side. Take the crossbow bolts near the ladder and the crossbow from the ledge before descending further underground. As you approach the ladder, Roberto will be transported and become the next person to hold The Tome of Eternal Darkness. With the book in your possession, venture forward. You'll find a worker cowering in fear and several trappers in the passage below. Use your crossbow or the magickal attack spell (if you've found it) to deal with them, or simply sneak past.

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With The Tome of Eternal Darkness in hand, Roberto can command powerful

magick. When you climb up, you'll find yourself in a room filled with poison mist and inhabited by a gatekeeper and a zombie. Because the crossbow doesn't do more damage than the saif and it has a painfully slow reload time, you'll probably want to do the gatekeeper in with the blade. When the keeper is taken care of, the poison gas will be gone. Take the summon zombie spell scroll from the middle of the room before exiting on the far side. New Spell: Summon Zombie - (Alignment) + Tier + Aretak - This spell will call forth a shambling corpse from the plane of darkness to do your bidding. Zombies can open doors and gnaw on enemies by targeting the head before attacking, and they're quite useful in specific situations. You'll

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slowly lose sanity looking at the world through the eyes of the undead, and if you release control, the creature can attack you. Deeper still into the temple ruins, you'll catch sight of a horror going off to do battle with another. A shield and an enchanted blade will aid you in polishing off the winner. There are crossbow bolts across from the ladder, and you should take them before moving toward the bottom of the screen and opening the door. You'll notice that there's a pressure-sensitive trap in the circular room. When the trap resets, the gate will close. Use your summon zombie spell and walk him onto the panel to open the gate. You also might want to run around a bit to recover some magick.

Gatekeepers are powerful foes, and they'll drain your sanity for as long as

they can hold you in their gaze.

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Go through the gate, and you'll be up against a gatekeeper and whatever minions it can summon. Attack the gatekeeper from behind and when it unfurls its wings, but retreat after each frontal strike. Dispatch any remaining creatures as necessary. Continue forward to claim the essence of one of the ancients and the ruby effigy (as long as you picked it up earlier in the game with Karim). Survey the area and return to the circular room. After you return to the circular room, take the door across from where you came in. Remove the zombies from the room and take the crossbow bolts as a small reward. Take the small single door to the right of where you came in to survey the area. After doing so, it's in your best interests to quickly exit, as bone thieves are manipulating the three workers here. The double doors at the end of the room are locked, so utilize the ladder heading down. You'll feel a slight rumble as you walk past the ladder. Continue on and you'll pass through a door into a room where a moat of molten rock blocks your access to the center of the room, where a key rests. Cast a five-point reveal invisible in front of the pedestal where the key rests (make sure to use the appropriate alignment). Take the forgotten corridor key and backtrack to the ladder. If you cast a three-point reveal invisible spell at any location on this floor, a sapphire effigy will appear to the left as you approach the ladder. Take it before ascending again and using the corridor key to open the double doors on the far side of the room. An electrified floor blocks your progress. Before stepping onto it, make sure you've cast a five-point shield spell to soak up the damage, then make your way across as quickly as you can. At this point you'll be blocked into a huge hall, in which a bridge is suspended over a circular pit. Use your sword to cut the rope suspending the bridge, then cross. Two hungry wormlike creatures will appear, so sate their appetites with a crossbow bolt. Survey the room from the center of the bridge, then pull the lever at the end of the hall to reopen the way you entered the room. You'll now need to make your way back to the very beginning of the level to end the chapter. Alex Rhode Island, AD 2000 Items to Find: "A War to End All Wars" Chapter Page

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You won't even need to leave the secret study to find the next chapter page. Across the room, you'll see a bit of debris falling from the ceiling. As you approach the painting of the gruesome tower, you'll be asked if Alex wants to survey the area. Doing so will uncover the next chapter page.

A War to End All Wars Amiens, France, AD 1916 Peter Jacob: A photographer during World War I, Peter is in good shape and can run fairly fast for a fair amount of time. His actual health gauge is a bit low, and his mind has little capacity for terror, but his magick ability is quite strong. Starting Equipment: Flash Pan - This is a piece of photographer's equipment used to provide a flash. It can be used to light up areas and stun enemies, but its use is limited to your stock of flash powder. Equipment to Find: Revolver -The Lebel is a relatively weak handgun with six shots and a fairly long reload time. Rifle - A fairly powerful bolt-action rifle is Peter's best weapon at a distance, with good power and a quick reload. Taking a small step after each shot will eliminate the need to chamber a new round and increase your fire rate. Holds 10 shots per magazine. Two-Edged Sword - This popular weapon makes yet another return appearance. As always, it's a powerful and effective weapon against evil. Walk-Through: You'll find a soldier's letter on the table in front of you. To the right of the altar, you'll find a sealed envelope with soldier's orders inside. As you explore, you'll notice that soldiers guard many of the areas you've visited with previous characters. If you make your way up to the bell tower by taking the stairs near the cathedral entrance, you'll find a second soldier's letter. Head back downstairs and give the soldier's orders to the guard standing on the other side of the entrance. Once he leaves, enter the room and take the revolver. At

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this point in time, the lights will go out and you'll go to claim The Tome of Eternal Darkness before exiting the room. Outside, a bone thief lies in wait. Since you won't be traveling back to this area, you may want to save your ammunition and walk through the double doors. There are more bone thieves in the main chamber, and you won't have enough ammo to deal with them at this point. Dash to the altar and grab the rifle on it, then take the stairs below.

The wartime photographer will see his fair share of combat.

To the left are two rooms holding one box of ammo each for your rifle and revolver. You'll find two more boxes of rifle ammo in the room housing the bellows before proceeding into the wine cellar. There are several trappers here, so pick them off with the pistol before proceeding through the door on the left side of the screen. Hit the switch on the boiler to pipe steam to the

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cathedral generator. Now head to the generator room on the right. In the back of the room is a fuse box with a broken fuse. Use the lucky penny Peter has been carrying to replace the fuse, then throw the switch to restore light to the cathedral. Head back to the boiler room. You'll now be able to see a small hole in the wall that you'll know from experience a trapper can easily squeeze through. Summon one and walk him through to the other side. You'll notice a dead soldier is slumped against the door. He doesn't look that heavy, but target him and hit A to transport him away and allow Peter to open the door. You'll be able to claim a seven-point circle of power inside, allowing you to reveal an important secret and summon a horror by powering up the summon spell with four paragon runes. You'll need to head to where you left the pack of angry bone thieves to access the old tower, so be ready for a fight. If you discover the spell (available in the Arcane Forces of Magick section of this guide), you can summon a horror to do some of the dirty work for you. Examining the organ will yield a tattered music sheet. If you can't recall the buttons from memory, the correct sequence is A, B, Y, X, B, Y, A. The tabernacle will open to reveal a door handle. Casting a seven-point reveal invisible spell on the runic design across from the old tower entrance will reveal an old wooden door with no handle. You can use the handle to open the door, but you may want to explore the old tower area first. Dispatch the thieves and head through the small door to your left. Here you'll find several zombies, some rifle ammo, and a torch. Upstairs is the familiar two-edged blade and a box of pistol ammunition. Now you're ready to proceed through the magickally revealed door. You'll find more ammo and a ladder leading down. Get ready for a large melee by enchanting your weapons and readying your spells. Once you've cleared the room, continue through the next door and down the stairs until you reach a room where a horror and a couple of lackeys stand guard. There are three new doors. Once you've banished the creatures, head through the one directly across from you to claim the magickal elixir on the sacrificial altar while staying aware of trappers. The decorated door is sealed, so head through open door next. Keep going and you'll find a third soldier's letter watched over by a bone thief. Push the shelf back to advance. A torch is advisable in these areas. You'll

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soon come upon a room with zombie-trapper pairing, so there's a good chance you'll be sent to the trapper dimension. Search the room for a binding hall key and head back to the decorated door. Destroy the zombies in the narrow corridor and trek forward to your final battle marked by an ominous door. You'll find some .303 rifle shells and the vital magickal attack scroll on your way. New Spell: Magickal Attack - (Alignment) + Antorbok + Redgormor - Upon completing this incantation, waves of pure magickal energy will emanate from you, doing damage to all enemies in the area.

Prepare yourself.

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You're now in for the toughest fight you've experienced thus far. You'll be up against a greater guardian, who you've no doubt seen wreaking havoc in several cutscenes. The magickal attack spell will be your key to victory. Regardless of alignment, each battle will have three similar phases and is dealt with in a similar manner. The following are suggestions for defeating these most vile creatures. The magickal elixir will be of great use here, so make sure to have it with you before proceeding. You'll need to do a bit of preparing if you want the best chances of winning. No matter what ancient the greater guardian serves, a magickal attack aligned with the corpse god Mantorok will do the most damage. Weapons will not work even if they are enchanted. Assign a three-point version of the spell to your quick-spell buttons. Before entering the room, you may want to cast a seven-point Mantorok shield or magick pool spell. There are three distinct phases, separated by cutscenes, in which the guardian will shift its method of attack. The following is a quick and easy guide to victory. Repeat a phase if necessary to move into the next segment. Phase One: In the first phase of the battle, you'll need to avoid the guardian's attacks until the boss glows, which indicates recovery time. During this brief window, you'll need to cast a three-point magickal attack spell of the dominating (or Mantorok) alignment. You'll know you've scored a hit when you see the boss crackling with energy the color of the spell you just cast. Repeat until a cutscene plays and the boss shifts to another attack pattern. Phase Two: The second phase is characterized by a lengthy summon spell by the guardian that will call forth three zombies of its alignment. As soon as you gain control, hit start and use a magickal elixir from the menu screen. Without exiting, choose to cast a seven-point magickal attack spell (Mantorok alignment highly recommended). The resulting blast will clear out the zombies and severely damage the boss. If you weren't in the proper range or things didn't go as planned, try it again.

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Phase Three: Each boss will now relentlessly unleash its most powerful attacks upon you. They can't keep it up for long. Dodge the attacks while keeping the guardian in your view. When the creature shows obvious signs of exhaustion, quickly chant a three-point magickal attack while it's vulnerable. Repeat as necessary and victory will be yours. After the battle, you can go forth to claim the essence of one of the ancients and end the chapter. Alex Rhode Island, AD 2000 Items to Find: A Lucky Penny Shotgun "A Legacy of Darkness" Chapter Page When you finish reading Peter's chapter, you'll find his lucky penny taped to the back of the page. Exit the study and you'll find the key to the basement after engaging in a short chat. Enter the foyer and turn right to find the double doors to the basement (you may remember the location from Maximillian's chapter). Use the basement key and take a look around. At the bottom of the stairs, you'll find a shotgun mounted on the wall and ammo for it and the revolver lying around. There's a fuse box on the far wall. Use the lucky penny as a makeshift fuse and trip the breaker. This will allow the previously inaccessible upstairs room to be properly explored. The next room holds some machinery related to the observatory, but there's nothing to be done here yet. Head to the second floor, turn left, and enter the room you're facing. You'll find another page from Max's journal lying on top of a chest, and the next chapter page in a medicine cabinet.

A Legacy of Darkness Roivas Family Estate, Rhode Island, AD 1952

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Edward Roivas: Average in speed and slightly below average in stamina, Edward is more of a scholar than a fighter. He's an incredibly sane man with a powerful command of magick, and he'll have access to powerful weaponry during his chapter. Even so, a very difficult journey lies ahead for the clinical psychologist. Save often.

The face of the terrified.

Starting Equipment: Liquid Courage - An age-old panacea, a stiff shot of this will bring reality a bit closer. You can recover sanity seven times with this. Equipment to Find: Saber - The sword of a cavalry officer, the saber is both decorative and functional. It's a quick and well-balanced weapon.

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Revolver - Another Enfield weapon, the Mk1 Star Revolver is relatively weak but still useful against medium-range enemies. It holds six bullets. Elephant Gun - A powerful distance weapon and the first gun to feature an adjustable fire mode. You can unload one or both barrels at the same time, but wait until Edward steadies the gun to pull the trigger or you'll end up on the floor. Double Shotgun - The short but powerful Ithaca shotgun can fire one or two shells at once. A great close-quarters weapon. Walk-Through: Edward begins in the library of the Roivas Estate, determined to get to the bottom of things. A historical journal lies above the fireplace in front of you. Check inside for the minute hand of a clock. Head down to the grandfather clock where Alex uncovered the secret passage in the prelude, taking the useful magick pool spell scroll on the way. Attach the minute hand to the face. Magick Pool - (Alignment) + Antorbok + Redgormor - Refills your liquid gauges (health, sanity, magick) gradually. Think of it as a regeneration spell. The alignment will fill the meter of the same color, and while Mantorok is more expensive, it will refill all three at once. Good for prolonged battles. Now head to the foyer. On the left wing of the first floor, you'll find some .38 revolver ammo and an antique cavalry saber. Now head upstairs to explore the upper-left wing. The Civil War-themed room contains a box of elephant gun shells and a box of shotgun shells. You'll also find another historical journal, this one containing the hour hand of the grandfather clock. After you've explored the mansion to your liking, return to the large clock downstairs, attach the hour hand, and set the time to 3:33. Inside the secret room, you'll find a revolver, revolver ammo, two boxes of shotgun shells, elephant gun ammo, and The Tome of Eternal Darkness. As you leave the room and proceed past the library, you'll see a strange creature attack a maid. Lay the vampiric maid to rest and pick up the bottom half of the basement key from a broken vase. The vampire will strike twice more. The vampire will be of the alignment Pious chose in the first chapter, so enchant your saber accordingly before taking on the evil creature. A reveal invisible spell of the proper alignment may also aid

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you in fighting the creature. It will appear again in the master bedroom. If you can drive the vampire away (the easiest way is to strike him three times with your saber), the servant will give you the gun cabinet key. A second vampire will attack in the Civil War-themed room on the left wing of the second floor. Chase away the vampire as before. The servant will give you a box of elephant gun shells if he is attacked and survives. The third strike will occur in the foyer. Defeat the vampire here and he'll flee to the basement, dropping the second half of the basement key. If the servant was attacked and saved, talk to him to be rewarded with ammo. Mix the top and bottom halves of the basement key, then cast enchant item to repair the item. Make your pre-battle preparations and enter the basement to meet the vampire. There is a magick stone in the corner that you must break to prevent the creature from healing. Adopt a hit-and-run strategy until the stone and the vampire are demolished. Loot the room to find the double shotgun and a sizeable amount of ammunition. New Spell: Summon Horror - (Alignment) + Tier + Aretak - Summon the horrific horror to slay your enemies. Pressing A will result in a normal attack, while targeting an enemy's head and attacking will send an energy bolt to damage it. As powerful as it is, the spell has significant drawbacks. You'll lose sanity at a steady pace while using the spell, and you'll have to deal with the horror after you release it from your control. A long stairway leads to an area with two horrors of the same alignment. Facing two horrors at once is a dangerous undertaking for Edward because of his relative physical frailty. Prepare by saving your game, casting a shield spell, enchanting a weapon to the opposite alignment (the shotgun should do nicely), and mapping a three-point damage field spell to one of your quick-spell buttons. Close in and create a damage field before the horrors get a chance to attack. As they approach and are warded off by the damage field, discharge the shotgun at close range for quick resolution. You're about to face an even tougher battle. A horror stands between you and a lesser guardian that will start chanting spells as soon as you enter the room. Before you enter the room, remember that in many cases the best defense is a good offense. Chant a three-point Mantorok shield spell as a precaution, then use a seven-point enchant item spell of the appropriate alignment on

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both your double shotgun and elephant gun. Set both fire modes to fire both shells at once and proceed. Close to point-blank distance with the horror, making sure to change direction when he winds up for the bolt attack. Give him both barrels and he should go straight into death throes. Quickly add a slash with your saber if he doesn't. Without pausing to finish him off, dash toward the lesser guardian. If the guardian has chanted a damage field spell (indicated by runes that don't disappear after casting), use dispel magick before lining up the elephant gun for a double blast. Reload and follow the guardian to its next location and fire two more cartridges to put the monstrosity down for good. When you emerge on the other side of the door, you'll behold a massive array covered with runes. Examine the area for an insightful description. Each switch around the perimeter leads to a focusing tower where a rune can be scribed. The spell will then be vastly magnified by the array. There are nine focusing towers. The description hints that this array could be the weakness of Guardian City, and that you may be able to remove the magick from the area. The solution is to scribe a nine-point dispel magick spell. Each time you trigger a switch, you'll be transported to the tower. After scribing a rune, you'll be sent to a room that will in some way connect to the hall where you fought the minor guardian. A variety of creatures inhabit these rooms, and you must fight your way through them to pull a lever that will allow you to return to the array. Keep your weapons enchanted and your mind sharp, and save at every opportunity. If a rune is mistakenly scribed, you can return to correct it. Here is the solution and monsters you must deal with, starting from the left and going clockwise. Follow the instructions in order. After completing the spell, you'll need to escape the city. 1. Scribe paragon. Fight two horrors of opposing alignment. Return to array. 2. Scribe redgormor. Fight one horror and several trappers. Return to array. 3. Scribe paragon. Fight a horror, a zombie, and a trapper. Return to array. 4. Scribe paragon. No enemies to fight. Return to array. 5. Fight trapper. Scribe alignment counter to that chosen by Pious. Fight lesser guardian. Return to array. 6. Scribe paragon. Fight three trappers. Return to array.

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7. Scribe paragon. Fight lesser guardian. Return to array. 8. Fight three trappers. Scribe nethlek. Fight lesser guardian and trappers. Return to array. 9. Scribe Paragon. Fight a horror and a lesser guardian. Return to array. There are several lesser guardians in the main hall, but with the city about to collapse, you'd be smart to retreat toward the mansion and end the chapter. Alex Rhode Island, AD 2000 Items to Find: Hidden Note from Edward Pickax Stethoscope Journal Page Essence of an Ancient Crankshaft Letter From Edward "Ashes to Ashes" Chapter Page After finishing her grandfather's chapter, Alex will find a note telling her to help herself to some of his wine stash. Returning to the basement and taking a closer look, Alex will find a pickax. Take the ax to the second floor. Take the left hall, then turn left again and look for a sheet of misaligned wallpaper on the wall. Use the pickax to break through. Cast dispel magick to break the magickal barrier inside the room. Pick up the journal page and the stethoscope. If your sanity is dangerously low at this point, you may want to restore it with the recover spell. Upon exiting the room, you'll hear the sounds of evil creatures. This time they're real. Enchant your gladius and cut down anything in your path as you make your way back down to the basement. Once there, use the stethoscope to open the locked safe. Many important items are here, including the next chapter page.

Ashes to Ashes The Middle East, AD 1991

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Michael Edwards: As a firefighter, Michael can run great distances at a steady clip without tiring and is in great physical shape. He can take a lot of punishment, though his sanity and magickal ability pale in comparison. However, with modern weapons at his disposal, Michael proves to be the most capable fighter so far. Starting Equipment: Flashlight - A clip-on emergency light source with a high-endurance battery. Equip this at the beginning of the mission and it will serve you through to the end. Fire Ax - This capable weapon is crafted from a high-tech alloy to give it strength and heat resistance. Equipment to Find: Assault Rifle - The OICW is a cutting-edge weapon that fires 5.56mm rounds and grenades. There are four firing modes: single shot, three-round burst, full auto, and grenade. Pistol - Featuring a quick-loading, high-capacity clip and reasonable power, the Glock can quickly drop zombies or worms from a distance. Walk-Through: In the room where Michael begins, you'll have to fight off several zombies right away. Test out the combat capabilities of the fire ax before taking the assault rifle and pistol from the corpse near the door. You'll also find a great deal of ammo, which is good, because the temple is packed with enemies. A gatekeeper and a zombie will approach you. Use your assault rifle's full-auto mode to empty an entire clip into the gatekeeper from the back or when it opens its wings, and finish any enemies it summoned afterward. Reload and hit B by the ladder in the center of the room. You're now in a circular hallway. Take the first ladder up and battle two gatekeepers. Take them out as quickly as possible so you don't have to deal with any summoned horrors. Take the amulet on the pedestal and exit the way you entered. Once you're in the hallway, move ahead to the second ladder. Slay the zombies and claim the staff in the middle of the room. Both the staff and the amulet look like they were connected to something, so mix them together. Exit the room and move to the ladder at the end of the hall.

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Michael goes toe-to-toe with a gatekeeper.

In this golden room, you'll find a scale replica of the area you're exploring. There is a depression on the floor in front of the model, where you should put your freshly assembled staff-amulet combo. Aim the beam of light at the two reflective domes, then at the obelisk. You'll open a passage behind you. When you approach the opening, you'll be transported to the hall where The Tome of Eternal Darkness rests. When you've taken the book, go through the opening on the floor. Dispatch the trappers and move on. When you surface, you'll have to deal with two horrors before using another ladder. You'll be in a dark corridor. Continue past the ladder and kill the worms that attack you with one shot each. Cast a five-point dispel magick spell, take the emerald effigy in hand, and backtrack to the ladder you just passed to continue.

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The puzzle can be solved only after combing the staff and the amulet.

Kill the horror and the zombie before climbing down the rungs in the center of the room. Blast through a gatekeeper and a few stray zombies and continue down the path. The next room is full of trappers. Use the Glock to eliminate the threat before proceeding through the door at the top of the screen. Take out the zombies in the next room, then take a look around. You'll notice a strange obelisk and a mysteriously absent door at the end of the hall. There is one accessible door right away. Head this way only if you've collected the ruby, sapphire, and emerald effigies. After slaying a few zombies, you'll find three relief sculptures depicting a warrior, a scholar, and a sorcerer. Ignore your first instinct to match the colors--doing so will call forth a horror. You need to place the subservient alignments beneath the imposing sculptures. You'll see a stairway appear in the room

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connected to the previous one. Go here to claim the enchanted gladius. Michael cannot use it himself, but Alex will be able to wield it in the final chapter. Reenter the room and examine the obelisk. Summon a trapper of the superior alignment and climb down. Employ the Glock against the two trappers before climbing down another level. Here you'll find the final magick scroll bind. Move toward the bottom of the screen. Two horrors are generating a powerful force field here. Cast a seven-point bind spell of the appropriate alignment to start a fight. Take them out and then claim the plastic explosive they were guarding. Head back to the room two levels up and cast reveal invisible (again, use the prevailing alignment) at the end of the hall where the double doors should be. You'll now face an electrified floor. Before you cross, take the detonator caps from the dead body on the floor and combine them with the C4 to create a bomb. Cast at least a five-point shield spell before attempting to cross. In the middle of the bridge, cast a seven-point enchant item spell on your C4 bomb before placing it. You'll now have three minutes to escape by returning to the beginning of the level. On your way out, you'll be attacked with everything the temple can muster. Drop the horrors with the full-auto mode on your OICW and avoid or decapitate the zombies to speed your escape. When you reach the beginning, climb up the final ladder to end the chapter.

Gateway to Destiny Rhode Island, AD 2000 Alex - Though you've been controlling Alex for very short periods of time up until now, it's now her turn to fight against the darkness. She's fast, she has decent stamina, and all three of her gauges are quite high. Her magick gauge will refill much faster than the other characters' gauges, making her the all-around powerhouse of the game. Starting Equipment: Gladius - More powerful than the gladius Pious possessed, this blade has served Alex well and is still formidable.

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Revolver - This Smith & Wesson model is a five-shot pistol with good stopping power. Shotgun - Known as the defender, this shotgun holds seven rounds and boasts ample power. Items to Find: Brown Paper Parcel Equipment to Find: Enchanted Gladius - If Michael Edwards came across it in his chapter, the enchanted gladius will be wrapped inside the brown paper parcel. The blade is permanently enchanted, and Alex can also hurl it at distant enemies. It will magically reappear in her hand after striking the enemy it was thrown at.

Creatures now inhabit the Roivas residence, so be prepared.

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Fight your way to the foyer. Once there, you'll find a package at your door. It will contain the third artifact of the ancients and, if Michael retrieved it, the enchanted gladius. Now you'll need to visit the observatory in the right wing (the door is at the far end of the library). With the planets aligned, a beam of light from the telescope must be redirected across several mirrors to hit the lens on the globe. When it does so, a passage will open in the basement. Climb down the ladder and descend into Guardian City. Alex's first obstacle is a huge electrified floor. Cast a seven-point shield spell and make a run for the door. There is a safe spot on the end of the left ledge closest to the door. Stand here and chant a seven-point dispel magick spell to clear the barrier, then use a three-point shield spell to make it to the door. On the other side, the array stands before you in a deactivated state. You'll need to gather the two halves of the broken pedestal from the floor, use enchant item to bring them together, and restore the pedestal to its rightful place. Set the three artifacts of the ancients on the pedestal to reactivate it, and prepare to cast another massive spell. Your aim is to summon a great creature. Again, here is the solution and monsters you must deal with, starting from the left and going clockwise. This section is more complicated and involved than it was with Edward, so follow the instructions beginning with the left-most array. You'll need to cast shield in many instances to avoid damage while returning to the array. Follow the instructions in order. 1. Fight three trappers. Scribe paragon rune. Cast reveal invisible. Return to array. 2. Scribe aretak. Fight several trappers. Return to array. 3. Scribe Paragon. Summon creatures to match type and alignment of inscribed monoliths. Return to array. 4. Fight trapper. Scribe paragon. Sneak across the purple floor to avoid the worm. Return to array. 5. Scribe alignment of ancient counter to that of Pious. Fight trappers. Return to array. 6. Scribe paragon. Cast reveal invisible. Fight trappers. Return to array. 7. Scribe paragon. Cast seven-point magickal attack (Mantorok alignment). Return to array. 8. Scribe tier. Cast dispel magick to remove barrier. Return to array. 9. Scribe paragon. Cast seven-point bind twice. Kill surviving horror. Return to array.

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You've now completed the spell. Step onto the transport device one last time to face Pious in the final battle. If the enchanted gladius was delivered to your door with the last artifact of the ancients, you stand an excellent chance here because of your ability to attack at a distance. If not, you'll need to enchant your normal gladius and dodge when Pious attacks before counterattacking. Pious can cast most offensive and defensive spells and uses a bolt attack similar to that of a horror. He'll also swing his staff if he's able to close in on you. Run away to avoid magickal attack, change direction and run to evade the bolt, and simply stay away from Pious and any damage field enchantments. During the fight, make liberal use of the stairway and stick to the edge of the circular platforms to put space between you and the liche. After you've damaged him, a bolt of energy will surge from Pious to the artifact he possesses. After the essence of the ancient is revealed, attack it. When you've successfully struck the artifact several times, you'll briefly take control of Ellia's spirit in the hall where The Tome of Eternal Darkness lies. Touch the book and you'll be transported into Alex's body. Deal a blow to the essence and repeat the process with five other characters. With the essence destroyed, Pious is vulnerable to any attack. The enchanted gladius will work well, but if you don't have it, your best bet is an enchanted shotgun. Edward will now attempt to alter the spell that summoned the ancient. He won't let the wrong rune be scribed, so choose bankorok to cast bind and you'll complete the game.

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Spell and Creature Reference The following is a compendium of the magick spells and monsters found in the game. Spells are listed in order of scroll acquisition, and creatures are listed by category. Check autopsies while playing as Alex to hear a spirited reading by your relative Max Roivas.

Creature Reference All creatures will do slightly different amounts of damage when they attack, depending on alignment. Chattur'gha does the most physical damage, while Xel'lotath and Ulyaoth take energy from your sanity and magick gauges, respectively, in addition to causing physical damage. Creatures with no substantial variation will be given one entry. Check the appropriate chapter walk-throughs for additional strategies. Zombies These undead creatures are fairly weak and slow. They can, however, grab hold of your character and bite for continued damage. You can break their hold by rapidly moving the control stick. Chattur'gha (Red) - Regenerates lost limbs after a period of time. Xel'lotath (Green) - When a limb is removed, a transparent green limb will appear. This allows the zombies to see and pursue you even after they've been decapitated. Ulyaoth (Blue) - These zombies will begin to moan and shake after sustaining substantial damage. If you're unable to destroy their heads, they will explode. Mantorok (standard) - A weak rotting corpse with no special qualities. Trappers Trappers descended from the different ancients are the same except for appearance. They don't have eyes, so they rely on sound and can easily be avoided by sneaking. They have one method of attack: sending you to the trapper dimension. In doing so, they sacrifice their lives.

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Horrors Massive creatures with multiple methods of attack, horrors are a force to be reckoned with. Each has a powerful claw attack and fires bolts from a distance. Always approach them with an enchanted weapon.

A Xel'lotath horror can destroy your body and your mind.

Chattur'gha (Red) - Physically stronger than other horrors, but more vulnerable to attack at long range. One arm is much larger and harder to destroy than the other. Xel'lotath (Green) - The three large eyes are the weak point. Your directional controls will be reversed if you're hit with its distance attack. Ulyaoth (Blue) - The weakest of their ilk, Ulyaoth horrors possess no real special properties.

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Bone Thieves These creatures hijack the bodies of other creatures and wear them as a suit of armor. They'll do the same to you if you stand in the same place for too long. You can break their hold by rapidly moving the control stick. Defeat them as quickly as possible with rapid overhead swings. Chattur'gha (Red) - No real special properties, but stronger than the others. Xel'lotath (Green) - Green bone thieves have no head, but they can still be easily defeated with overhead swings. Ulyaoth (Blue) - A standard bone thief with no distinctive properties. Gatekeepers Depending on the alignment, these monstrosities can be powerful foes or relative pushovers. They can use all the game's summon spells, and they'll freeze you momentarily if they hit you. A gatekeeper is only vulnerable when it's unfurled its wings or when it's attacked from behind. Try to take them out as quickly as possible. Vampire A special enemy that Maximillian will fight in his chapter. It heals itself using a magickal stone of its own alignment. Break the stone, then slay the beast. Lesser Guardians These fiends are terrible to behold, and they have no real weak points. You're only capable of targeting the creature as a whole. Its primary means of offense is casting spells. When it's damaged, it will teleport to a new location, so try to inflict as much damage as possible all at once. Enchanted firearms are normally the best solution. Greater Guardians A battle with these creatures is divided into three distinct phases. They can only be damaged with the magickal attack spell. See Peter Jacob's chapter, "A War to End All Wars," for further details. The following represent the attack patterns of the three guardians. Chattur'gha (Red) - Phase one: bolt attacks. Phase two: summon zombies. Phase three: magickal lightning attacks.

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Xel'lotath (Green) - Phase one: fireball and tongue attack. Phase two: summon zombies. Phase three: physical claw attack. Ulyaoth (Blue) - Phase one: energy sphere attack. Phase two: summon zombies. Phase three: crushing physical attack.

The greater guardian of Ulyaoth.

Liche Pious is the final boss of the game. Your strategy will be the same regardless of the element the liche is aligned with. He is a master of spells and covers a wide area with his physical staff attack. Your sanity will drop at an incredible rate, but it should have little to no effect on the battle. See Alex's chapter, "Opening the Gateway to Destiny," for further instructions on defeating him.

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Spell Reference The following section will give the rune combinations and list the effects the four alignments lend to the spells. Chattur'gha, Xel'lotath, and Ulyaoth are considered the three major alignments. Note that summon spells cannot be used with the Mantorok alignment. All spells, with the exception of summons, can be cast using any circle of power.

Alex invokes a seven-point shield spell.

Enchant Item (Alignment) + Magormor + Antorbok Three Major Alignments - Repairs broken objects or increases damage against alignments inferior to that of the spell. Mantorok (purple) - Damage-over-time effect.

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Recover (Alignment) + Santak + Narokath Chattur'gha (Red) - Recover health. Xel'lotath (Green) - Recover sanity. Ulyaoth (Blue) - Ineffective. Reveal Invisible (Alignment) + Redgormor + Narokath Three Major Alignments - Uncovers secrets composed of the alignment inferior to that of the spell. Mantorok - Makes your character invisible to enemies. Damage Field (Alignment) + Redgormor + Bankorok All - Creates an impenetrable force field that damages and repels enemies. Dispel Magick (Alignment) + Redgormor + Nethlek Three Major Alignments - Removes magickal effect of any spell inferior to the alignment of the spell itself. Must be cast at an equal or greater power level. Mantorok - Dispels all spells. Must be cast at an equal or greater power level. Summon Trapper (Alignment) + Tier + Aretak Three Major Alignments - Summons the creature known as a trapper. Shield (Alignment) + Santak + Bankorok Chattur'gha (Red) - Absorbs physical and additional health damage. Xel'lotath (Green) - Absorbs physical sanity damage. Ulyaoth (Blue) - Absorbs physical magick damage. Mantorok - Absorbs all types of damage. Summon Zombie (Alignment) + Tier + Aretak + Paragon (2) Three Major Alignments - Summons a zombie of the alignment used in the spell.

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Magickal Attack (Alignment) + Redgormor + Antorbok All - Creates a magickal wave of energy that damages all that it touches. Mantorok version causes the most damage in any circumstance. Magick Pool (Alignment) + Redgormor + Tier Chattur'gha (Red) - Health regeneration. Xel'lotath (Green) - Sanity regeneration. Ulyaoth (Blue) - Ineffective. Mantorok - Health and sanity regeneration. Summon Horror (Alignment) + Tier + Aretak + Paragon (4) Three Major Alignments - Summons the creature known as a horror.

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Secrets of the Tome

Credits Finish the game once to unlock the option to view the credits in the main game menu. You'll also be asked if you'd like to save your data for use in another game. If you choose yes, begin a new game by loading the clear data (the rune of the ancient you defeated will be etched on the top left of the file picture). Pious will only be able to select from the two artifacts you did not claim in the first game.

He'll be waiting.

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Jump to Game Clearing the game a second time using the clear data will allow you to use the "jump to game" feature from the main menu. Using this option, you can replay your favorite chapters whenever you please. Saving the clear data a second time will leave Pious with one artifact to choose should you begin a new game using this data.

Eternal Mode Earn this by clearing the game a third time using the clear data from the previous two. Usable only in conjunction with the "jump to game" option, the eternal mode allows your character to face his chapter while impervious to damage. You'll also see a different extended ending when you've triumphed over all three ancients. May luck be with you.