Clive Barker's Undying Full Walkthrough, v 1.00 (09/06/2009) By Elshendee esparicio@hotmail.com INDEX 1. DEFAULT CONTROLS 2. WEAPONS 3. SPELLS 4. ITEMS 5. ENEMIES 6. WALKTHROUGH a. Introduction i. Manor - Front Gate ii. Manor - West Wing iii. Manor - Entrance Hall iv. Manor - West Wing (II) b. Lizbeth i. Manor - Guest Room ii. Manor - Central Upper iii. Manor - Entrance Hall (II) iv. Manor - North Wing Lower v. Manor - Entrance Hall (III) vi. Manor - Central Lower vii. Manor - East Wing Lower viii. Manor - Chapel ix. Manor - East Wing Lower (II) x. Manor - East Wing Upper xi. Oneiros xii. Manor - East Wing Upper (II) xiii. Manor - East Wing Lower (III) xiv. Manor - Central Lower (II) xv. Manor - Central Upper (II) xvi. Manor -North Wing Upper xvii. Manor - North Wing Lower (II) xviii. Manor - Gardens xix. Mausoleum - Approach xx. Mausoleum - Entrance xxi. Mausoleum - Tunnels xxii. Mausoleum - Entrance (II) xxiii. Old Cemetery xxiv. Monastery Present - Cove xxv. Monastery Present - Tunnels xxvi. Monastery Present - Exterior xxvii. Monastery Present - Interior xxviii. Monastery Present - Exterior (II) xxix. Catacombs - Entrance xxx. Catacombs - Saints Hall xxxi. Monastery present - Interior (II) xxxii. Catacombs - Saints Hall (II) xxxiii. Catacombs - Exit xxxiv. Catacombs - Wind Chamber xxxv. Monastery Present - Interior (III) xxxvi. Catacombs - Wind Chamber (II) xxxvii. Catacombs - Exit (II) xxxviii. Monastery Present - Church xxxix. Monastery Past - Exterior xl. Monastery Past - Interior xli. Monastery Past - Living Quarters xlii. Monastery Past - Interior (II) xliii. Monastery Past - Exterior (II) xliv. Monastery Past - Interior (III) xlv. Monastery Past - Church xlvi. Monastery Present - Church (II) xlvii. Catacombs - Exit (III) xlviii. Catacombs - Lower Level xlix. Catacombs - Well Room l. Catacombs - Lower Level (II) li. Catacombs - Cisterns lii. Catacombs - Tunnels liii. Catacombs - Lair of Lizbeth liv. Catacombs - Lair of Lizbeth (II) lv. Catacombs - Cliffs lvi. Monastery Present - Cove (II) c. Ambrose i. Manor - Gardens (II) ii. Manor - North Wing Lower (III) iii. Manor - Tower Run iv. Manor - North Wing Lower (IV) v. Manor - North Wing Upper (II) vi. Manor - East Wing Lower (IV) vii. Manor - East Wing Upper (III) viii. Manor - East Wing Lower (V) ix. Manor - East Wing Upper (IV) x. Manor - East Wing Lower (VI) xi. Manor - Chapel (II) xii. Manor - East Wing Lower (VII) xiii. Manor - Central Lower (III) xiv. Manor - Entrance Hall (IV) xv. Manor - Front Gate (II) xvi. Grounds - Dock xvii. Standing Stones xviii. Grounds - Dock (II) xix. Manor - Front Gate (III) xx. Lighthouse xxi. Coastal Ruins xxii. Pirate's Cove - Pier xxiii. Pirate's Cove - Caverns xxiv. Pirate's Cove - Barracks xxv. Pirate's Cove - Treasure Room xxvi. Manor - Front Gate (IV) xxvii. Manor - Entrance Hall (V) xxviii. Manor - West Wing (III) xxix. Manor - Great Hall d. Keisinger i. Manor - Central Upper (III) ii. Manor - Entrance Hall (VI) iii. Manor - Central Upper (IV) iv. Manor - North Wing Upper (III) v. Manor - Widow's Watch vi. Manor - Great Hall (II) vii. Manor - Tower Run (II) viii. Oneiros - Amphitheater ix. Oneiros - Ruins x. Oneiros - Amphitheater (II) xi. Oneiros - Abandoned Fortress xii. Oneiros - Keisinger's Stronghold xiii. Oneiros - Keisinger's Studio xiv. Oneiros - Keisinger's Stronghold (II) xv. Oneiros - Keisinger's Studio (II) xvi. Oneiros - Oracle xvii. Oneiros - Keisinger's Studio (III) xviii. Oneiros - Keisinger's Stronghold (III) xix. Oneiros - Howling Well xx. Oneiros - Ziggurat xxi. Oneiros - Ziggurat (II) xxii. Oneiros - Ziggurat (III) xxiii. Manor - Tower Run (III) e. Aaron i. Manor - Central Lower (IV) ii. Manor - Central Upper (V) iii. Manor - North Wing Upper (IV) iv. Manor - Inner Courtyard v. Manor - Gardens (III) vi. Bethany's Cottage vii. Manor - Gardens (IV) viii. Manor -North Wing Lower (V) ix. Manor - North Wing Upper (V) x. Manor - Central Upper (VI) xi. Manor - Crypt f. Bethany i. Eternal Autumn - Forest ii. Eternal Autumn - Chieftain iii. Eternal Autumn - Airie iv. Eternal Autumn - Chase v. Eternal Autumn - Bridge vi. Eternal Autumn - Lower Dwellings vii. Eternal Autumn - Upper Dwellings viii. Eternal Autumn - Gauntlet ix. Eternal Autumn - Ruins x. Eternal Autumn - Arch xi. Eternal Autumn - Arena xii. Eternal Autumn - Arena (II) g. Final i. Standing Stones (II) 7. CHEATS 8. EASTER EGGS 9. USEFUL LINKS 1. DEFAULT CONTROLS The default controls for this game are as follows: F3 - Journal entries screen. F6 - Quicksave. F7 - Quickload. 1 - Cycle forward through weapons. 2 - Cycle backward through weapons. 3 - Cycle forward through spells. 4 - Cycle backward through spells. [/F - Cycle forward through items. ]/V - Cycle backward through items. Enter/Q - Use selected item. E/Delete - Weapon quick select (hold). R/End - Spell quick select (hold). Alt/Caps Lock - Reload your weapon, or switch to its secondary mode. Pause - Pauses the game, not surprisingly. W/A/S/D/Arrow Keys - Used for movement and strafing. Shift/C - Crouch. Space/Ctrl - Jump. Left click/Insert - Fire selected weapon. Right click/Home - Use selected spell. Scroll Wheel - Cycle through weapons. 2. WEAPONS Pistol You start the game with this weapon. It never actually becomes useless, since you can use the silver bullets you find later in the game against the stronger enemies, and save the normal bullets for the weaker enemies. You can switch between both types of bullets selecting the right one in the inventory. The silver bullets take more time to load but they inflict more damage. Overall, it's a fast weapon, with a good range, and you can reduce the reload time by using Haste. Ammo is not a problem, as normal bullets are very common. Silver bullets are obviously less common, so save them for the strongest enemies. Weapon action: reloads the pistol. Best used against: Howlers (all types), Trsantis (all types), Monks (all types), Handmaidens (silver) Gelziabar stone You start the game with this weapon. When equipped, it rises the selected spell by 1, which comes always handy, and deletes the mana cost of the spell Scrye. Besides, it glows when you can find something in Scrye mode (although if you pay attention, you don't actually need it, since you'll hear some noises then). When used, it displays a shock wave that push enemies backwards. Although it doesn't actually damage them, you could push them down a cliff, and it can be useful to keep them far from you while you use an offensive spell against them (an offensive spell that it's enhanced by the stone). You should be careful, though, because in higher difficulty levels using the stone too much may cause a Hound of Gelziabar to appear. Not a weapon to always have equipped, but it can very useful at times. Best used against: Flickering Stalkers, Small Monto Shonoi Molotov cocktails Not very useful. You can't store many cocktails at the same time, it doesn't have a long range, and unless you hit enemy directly it only torches the enemy. If the enemy has a lot of hit points, only one cocktail most likely won't kill it, and even against weaker enemies the fire takes some time to kill the enemy. It can be useful, though, when fighting enemies directly under you: you safely drop down a cocktail to the enemy, and let the fire do all the work. It could also be useful against Jiles, since they are low on health and they can't move, although you could do the same work with phosphorus shells. Best used against: Jiles Tibetan War Cannon You'll love this weapon. First, it doesn't need ammo, so you can always use it if you low on ammo. Second, its ice blasts will slow any enemy they hit (apart from damaging it, of course), which can come very handy for hit-and-run tactics. Keep pressed the fire button to charge the cannon, what will shoot a stronger blast once you release the button. Be careful if you use this against enemies too close since you can also get hurt in the blast. Its range is not very high, but believe me, it will be very useful during the first part of the game, and it will still give some help later. Best used against: Howlers (all types), Scarrows, Skeletons, Monks, Shotgun Just like the pistol, it has two types of ammo, normal and phosphorus. The phosphorus shells will torch enemies and will inflict more damage. Just like the pistol, the normal shells are very common and you won't have any problem with the ammo, but the phosphorus shells are more difficult to find, so save them for the needed cases. Just like shotguns in almost any game, its damage decreases with the distance. Weapon action: switch between one barrel and two barrel mode. The two barrel mode inflicts double damage, but it spends more ammo and you'll have to reload after every shot. Best used against: Howlers (all types), Trsantis (all types), Monks, Jiles (phosphorus), Hound of Gelziabar, Big Monto Shonoi Scythe A melee weapon, although its range is longer than you would expect. It's very powerful, if you're lucky and use Haste you could kill an enemy on a few hits (try to aim to the neck, if they have, to decapite your enemies). It has a big handicap, though: the mana recovery speed will decrease when you have this weapon on your hand, so it's not a good idea to have this weapon equipped if you need to cast a lot of spells. Later in the game this problem will be solved a bit if you manage to find many arcane whorls. An important remark is that it's the only weapon that can kill most of the bossed. Weapon action: turns into Frenzy mode. Any kill will give you some health points while on this state and have the scythe equipped, although it will cost mana (you can slow the mana loss with arcane whorls, though). The hits on this mode are slower but a bit more powerful. Best used against: Howlers (all types), Skeletons, Drinens, Sleeds Speargun You won't find this weapon until the last part of the game, but you will soon realise that it could have been very handy before. It has a very long range, it's quite powerful, and ammo won't be a problem since many enemies during the last levels drop spears. Try to aim for headshots to inflict maximum damage. You can use Lightning to improve its effect: cast Lightning with the speargun equipped and the next enemy you hit with the speargun will be struck to death by a fallen from the sky lightning (remember that this won't work if the enemy is covered by some type of roof, since there's not a way for the lightning to fall). Its only handicap is that it takes some time to reload. Weapon action: turns into sniper mode. You get a closer view of what you're targeting, what allows you to aim for specific points for heads, or shoot enemies very far from you (remember that this weapon has a good range). Best used against: Jemaas (all types) Phoenix Completely useless. It fires a remote controlled, flying firebird that explodes upon impact, or vanishes after some time. Problems? Lots: very limited ammo (phoenix eggs), few damage, hard to control, you don't find it until the last part of the game, and Patrick is vulnerable while you control the firebird. 3. SPELLS Scrye Mana cost: 20 (fully amplified) You start the game with this spell. Its main use is to see better in darkness, since it will improve your sight (although it reduces you field of vision). Besides, it can be used to see past events, reveal magic objects and, in general, see things hidden to the normal eye. You'll know when something is hidden in Scrye mode because the Gelziabar stone will glow (if you wield it on your hand), and you'll hear some strange voices saying things like "See". This will be important to solve some puzzles throughout the game. Keep the Gelziabar equipped to avoid the mana cost. Amplifying the spell improves its duration and reduces the mana cost. Ectoplasm Mana cost: 5 (fully amplified) It fires magic balls which inflict damage to enemies. Its main problem is that it's not what we could call an accurate attack, since Patrick throws the magic balls around all directions. It's usually enough against enemies, but it makes almost impossible to aim for a specific point. It's not very powerful, but does a decent damage when fully amplified, you can combine it with a weapon, and it's anyway supposed to be used only during the earlier levels. It will be very useful during the first part of the game, although it will become obsolete later in the game. Amplifying the spell improves the damage, allows you to aim better, and the ectoplasm goes through walls. Best used against: Howlers (all types), Ghost Monks, Scarrows Dispel Magic Mana cost: 25 (fully amplified) It can be used to delete magic barriers, but its main use is to get rid of the Mindshatter spell used by the Abbott and the Inhabitants of Sil Lith, and the Shield spell used by Trsanti Witches and Keisinger. Besides, it can be used to kill Scarrows. Don't forget that you have this spell and it will come very handy. Amplifying the spell reduces the casting time and the mana cost. Best used against: Scarrows, the Abbott, Trsanti Witches, Sil lith Inhabitants, Keisinger Invoke Mana cost: varies This spell can be used to resurrect enemy corpses to fight under your orders, but honestly, this isn't very useful, as your new minions don't help very much. If you want to try, just approach the corpse before it vanishes and press the cast button. After a while, or if they're killed again, your new minions disappear for good. The mana cost is proportional to the enemy's strength. In my opinion, this spell's good use is as an offensive spell. Cast it on a Skeleton and it will destroy it. It costs a lot of mana, but it kills it for good. It can also be used against Trsantis, forcing them to kill themselves, although you won't get corpses to revive this way. Amplifying the spell increases the revvied minions' strength, so if you seldom use this spell to revive corpses, this spell should be the last one you upgrade. Best used against: Skeletons, all types of Trsantis but Trsanti Witches Haste Mana cost: 50 (fully amplified) It increases for a while your speed and jumping skill. A very useful spell, since it has many different uses. You can use it to reach places, to perform hit-and-run tactics, to get away from strong enemies, to help during combat (since it also increases your attack speed)... Amplifying this spell increases the spell duration. Shield Mana cost: 15 (fully amplified) This spell creates a magic shield which protects you from physical attacks (it doesn't protect from the spell Mindshatter, for example), mainly those coming from your front, although it's less effective against attacks from the sides, and it doesn't protect from attacks from behind. The shield will break after some time or when it has taken too much damage. Amplifying the spell increases the duarion and the damage it can take. Cast a Shield before a hard combat and you'll notice the difference. Used by Keisinger and Trsanti Witches. Skull Storm Mana cost: 15 per skull (fully amplified) By far the best offensive spell in the game. It allows you throw you explosive skulls towards your enemies. Keep the skulls after preparing them without releasing them and they will start to burn, this way they will cause more damage to your enemies. Of course, the explosions may hurt you as well if you're too close to your enemies, so throw the skulls from a distance or cast Shield before sending the skulls. This spell is your best choice against flying enemies, but it will prove very useful against all enemies (except Scarrows and Drinens). Amplifying the spell increases the damage and allows you to throw several skulls at once. Used by Keisinger, the Abbott, Trsanti Witches and Veragos. Best used against: Flickering Stalkers, Monto Shonoi (all types), Veragos, Jiles, Handmaidens Lightning Mana cost: 40 (fully amplified) Not a very useful spell. It throws a lightning, as you would expect, towards enemies, but it doesn't cause too much damage and it's quite slow. However, it can be used to enhance the speargun. Amplifying the spell allows you to hit several enemies in one hit, and increases the damage. Used by Keisinger, Big Monto Shonoi and Handmaidens. Mindshatter Mana cost: 50 (fully amplified) Not available normally in the game, only by cheats. Your enemies won't be able to see properly while they're under this spell's effects. Used only by the Abbott and Sil Lith Inhabitants in the normal game. Among the enemies immune to this spell are Aaron, Bethany and Monto Shonoi (both Small and Big). Powerword Mana cost: a lot Not available normally in the game, only by cheats. It creates a glowing rune in the air that throws magic bolts to any enemy on your field of vision, but it drains your mana as hell. Used only by Veragos in the normal game. Ward Mana cost: 40 (fully amplified) Not available normally in the game, only by cheats. It plants a mine which damage any being that steps on it (including you). When it's fully amplified, apparently traps the enemies and they cant't escape from the mine. Used only by Bethany in the normal game. Shala's Vortex Not available in the game. It was supposed to bring protection against magical attacks such as the spell Mindshatter, just as Shield brings protection against physical attacks. Used only by Handmaidens. Phase Not available in the game. It was supposed to give invisibility: Level 1 would make you translucent but not invisible. Level 2 would make you invisible while standing but still translucent when moving. Level 3 invisible while walking. Level 4 invisible while running but translucent when firing weapons. Level 5 invisible at all times. Seems to be the spell used by Drinens. Incantation of Silence Not available in the game. Mutes sound, so that you can be more stealthy. Firefly Not available in the game. An accuracy modifier (allows magic spells to seek, makes opponents glow, especially good in Dispel Magic, when people would hide in dark shadows). 4. ITEMS Health They can come in three different shapes, but they all have th same effect: they will heal you on 35 health units, although they take some time to heal. Apparently if you have them selected they will automatically heal if you're low on health, but this doesn't seem to happen in higher difficulty levels. Amplifier These pink stones will permanently increase the selected spell's level by one, up to a maximum level of 5. You will know if there's one of them nearby because they will glow and make a very loud noise, so it's difficult to miss them (another thing is that you figure out how to grab them). Save them for the best spells. There are enough amplifiers throughout the game to amplify all spells to Level 5, but if you miss one of them you won't be able to upgrade all of them. Dynamite Dynamite sticks that explode some seconds after using them. Not very useful, apart from being necessary to solve some puzzles. The fact that you can't just throw it towards enemies means you can't use it as an offensive weapon. The sticks you haven't picked up can be shot with the pistol, though. Bullets Ammo for the pistol. They come in two types, normal bullets and silver bullets. Silver bullets are more powerful than normal bullets, but are harder to find and you can store less of them. Shells Ammo for the shotgun. Again, they come in two types, normal shells and phosphorus shells. Phosphorus shells work a bit like a flamethrower, since they will torch on fire your enemies , and again they are harder to find and you can store less of them. Ether traps They can be used to temporally send away ghosts. They're mainly used to get rid of the annoying Aaron for a while, although they can be used against Ghost Monks as well (in my opinion, it's a waste, but it's your choice). Just lure your opponent inside the vortex created by the trap. If no enemy enters in the vortex, you can take the trap again. Arcane whorls They increase yor mana recovery rate. Very useful, as they allow you to cast spells easier, and they're helpful for combats with the scythe (since the scythe reduces the mana recovery speed). Used automatically when picked up. Mana well They increase your maximum mana by 10 units. Only one of them won't give much difference, but after you've taken several of them you'll notice that casting spells easier (even easier if you've found arcane whorls). Used automatically when picked up. 5. ENEMIES Rat (Rat) Life points: 12,5 Just normal rats. These animals seldom attack you, but they sometimes do. If that's the case, just jump over them. Bat (Darkbat, RestingDarkbat) Life points: 12,5 Again, these animals don't have anything of special since they're just normal bats. Again, they seldom attack, if they do Ectoplasm will be a good choice against them. Howler (Howler, HowlerHanging, HowlerEating, AntiTrsanti) Life points: 62,5 Here we go. These ancient supernatural species are under Lizbeth's orders, and they will be the first enemy you'll face on this game. They look a bit like wolves, but they're horned and have claws, they can stand up to attack you, and according to the sound they produce when they move they must have hooves. According to official sources, there are several Howler colonies throughout the world, and Lizbeth is able to control the colony near the Covenant estate. Howlers are not very strong, but they are fast and agile, as they can approach you in seconds and perform very long jumps. Be careful when fighting packs of them, as they can hurt you very badly if they surround you. Pistol and Ectoplasm will be useful at first against them, later the best choice against them is the Tibetan War Cannon or the Scythe and Ectoplasm. There are four main breeds of Howlers, thin one being the most common. Speedy Howler (SpeedyHowler) Life points: 50 The second breed of Howlers is physically weaker than the main one, but they're faster and more agile than their stronger brothers. This breed has a green colour as opposed to the main breed's grey or brown colours. Although less common than the main breed, you'll still find many of these Howlers. Fight them just as you would do with their stronger brothers. Big Howler (MiniBoss) Life points: 125 The third breed of Howlers is much rarer than the first two. They're much larger and stronger than the other two breeds. Although the same tactic against normal Howlers can be used against them, you should be more careful when fighting a Big Howler because of their power, since they can hurt you very badly and they will take much more damage. Ghost Monk (ScryeSoldier) Life points: 75 These ghosts for some reason attack you at the manor chapel. I don't know about their origin or whether they're related to the monastery monks. You can only see them properly if you use Scye, otherway you'll see just smoke clouds. Use Ectoplasm against them or just avoid them, as they will keep spawning when you fight them. Scarrow (Scarrow) Life points: 75 Scarrows are interdimensional squatters, we could call them magic scavengers. They're one of the transient races that came to Oneiros, where they became enslaved by Keisinger, who sends them to do their dirty work. They resemble a bit snakes, but they have tentacles as mouth. They're physically a bit stronger than the regular Howlers, but they're much slower, so it's easier to flee from them. However, this isn't a good idea, and they can use a poison spit that not only damages you but also affects you sight. They're able to filter through the floor and come back at another point, what allows them to escape from you if they need to. The best choice against them is the Tibetan War Cannon combined with Ectoplasm. They seem to be immune to the spell Skull Storm, although Dispel can hurt them. Boss Howler (BossHowler) Life points: 175 The last breed of Howlers is by far the largest, as well as the strongest. They can take quite a lot of damage. Despite their size they're still fast, so you won't be able to run away from them. Use the Tibetan War Cannon or the Scythe and Ectoplasm against them, or use the shotgun if you need to. Big Speedy Howler (SpeedyBadass) Life points: 168,75 You'll only fight one of these, so I wouldn't call it a new breed. Very similar to the regular Speedy Howlers, but it's much stronger than them. Not much else to say about it. Skeleton (MeleeSaint, FallenSaint, SpawnedBuriedSaint, DecayedSaint, HoodedSaint) Life points: 125 They're are the remainings of the monks you fight during your travel to the past. They keep doing after their death what they did during their life: keep the monastery safe from supernatural beings and anything related to magic. They aren't actually under Lizbeth's orders, although they both move around the same places. They hate Patrick because he uses magic and because he was the one who killed them. Since they're already dead, they're resistant to conventional weapons and they will rise back if you try to kill with one of them. The Tibetan War Cannon seems to be a bit effective against them in earlier levels, but it doesn't kill them for good in later levels. The best choice against them is using Invoke, although it costs a lot of mana, which is a problem when you're fighting crowds of Skeletons. The Scythe works too against Skeleton, but it's much slower than Invoke. Some of them are able to throw you stones so be careful. Trsanti (Trsanti) Life points: 125 The guys who gave problems to Patrick during his trip to Europe will also give him problems this time. This particular group is under Ambrose's orders, who sends them to do their bidding. They are equipped with a pistol to long range combat and a sword for close combat. Using Invoke makes them kill themselves, which will surely prove very useful. They drop bullets when killed. Best use the pistol against them, aiming for headshots if you can. Trsanti Chieftain (TrsantiLt) Life points: 150 These guys lead the regular Trsanti during combat, being stronger than them. They wield two daggers for close combat and a shotgun for long range combat (so they do more damage than the regular Trsanti). They drop shotgun shells when killed. They're also susceptible to Invoke, although you can also use the pistol against them. Monk (HoodedMonk, MonkSoldier) Life points: 125 The monastery original inhabitants, you'll fight them during your travel to the past. They use a staff against you. You can use the Tibetan War Cannon and Ectoplasm against them, or use fireguns like the pistol and the shotgun, but Invoke doesn't work against them to kill them themselves. Monk Archer (MonkArcher) Life points: 125 These monks use crossbows against you. Although their accuracy is not the best, they almost always attack you from a distance, which makes them very hard to aim. Ectoplasm doesn't have enough range to hit them, the pistol is a better choice. Abbott (MonkAbbott) Life points: 125 The monastery abbott knows how to use magic. He uses the spells Mindshatter and Skull Storm against you, so he can be very dangerous. He seems to be able to disappear when he's near to death, or resurrect himself a few times after death since you'll have to fight him several times. Use Dispel to get rid of the Mindshatter curse, be careful of the storms, and kill him using Ectoplasm and another weapon like the Tibetan War Cannon or the shotgun. Jile (Jile) Life points: 62,5 These plants are planted by Bethany. As you would expect from a plant, they can't move, but they can emit tentacles from the nearby ground to attack you from a distance. Besides, they can throw poison. They'll sometimes be hidden, so you'll have to fight the tentacles for a while before you're able to spot the Jile that is creating them. Skull Storm is by far the best choice against them, since they're quite weak, although a phosphorus shell will kill them in one shot. Flickering Stalker (FlickeringStalker) Life points: 187,5 Flickering Stalker have a similar origin as that of Scarrows: they're magic scavengers that travelled to Oneiros. They became enslaved by Keisinger, although Bethany is able to control some of them too. These flying eel-like beastsmove very fast, making hit-and-run attacks. They're difficult to target because of theit high speed. The best choice against them is using Skull Storm to hurt them and the Gelziabar Stone and push them away. You could use the pistol charged with silver bullets or the shotgun, but you won't anything to avoid the Stalker's attack. They will disappear in a cloud of smoke when killed. Trsanti Witch (TrsantiWitch) Life points: 75 These female Trsanti are more intelligent as their male counterparts, as they can sue magic. They're physically weaker than the male Trsantis, but they use Shield and Skull Storm against you. Use Dispel to delete their Shield, then use the pistol to kill them before they're able to cast another one. They don't drop anything when killed. Handmaiden (Handmaiden) Life points: 200 This banshees were created by Bethany to become her servants, as she missed the ones she had at the manor when she was alive. These flying creatures are similar to Victorian dolls as they have porcelain masks as faces. They use Lightning against you, so cast a Shield and use Skull Storm or silver bullets. Bethany created few of them, and most of them don't get too far from her. They seem to be able to use Shala's Vortex, but it doesn't seem to make much difference. Dynamite Trsanti (TrsantiChucker) Life points: 125 Perhaps the most dangerous of all Trsanti types, these guys throw you dynamite sticks, which can kill you if they explode near you unless you use Shield, so try to kill them from a distance (using the pistol from example). Be careful when using Invoke on them. They don't drop anything when killed. Small Monto Shonoi (MiniMonto) Life points: 125 These interdimentional entities, similar to flying crabs, are summoned by Aaron, as his insanity and drug addiction combined with the curse allow to see other dimentions and tap into them through his paintings, and therefore create a channel for the Monto Shonoi. The smaller breed of the Monto Shonoi floats and attacks you using its large claws. They can fly very fast towards you, so use Skull Storm and the Gelziabar Stone to push them away. Sil Lith Inhabitant (Inhabitant, AttackInhabitant) Life points: 125 These bird-like beasts were some of the original inhabitants of Oneiros, but they became enslaved by Keisinger when he took over the place and he sends them to do their bidding. They use the spell Mindshatter against you, although physically they aren't very strong. Use Dispel to get rid of the Mindshatter spell, then use Skull Storm against them. You shouldn't have much problem with them as long as you have Dispel ready. Verago (Verago) Life points: 150 The Veragos are some of the ancient inhabitants of Oneiros, now enslaved by Keisinger. They were great magic users who dabbled too much with the Arcane and ended up being corrupted and all but wiped out by it. They are flying cloaked wizards, who have nothing but a magic ball as face. They can throw two skulls at the same time, which will damage you very badly. Shield isn't as effective against them as against other enemies, because their skulls will most likely hit you from the sides and not in front of you. Use Skull Storm against them, being very careful of their attacks. They explode in blue cristals when killed, but if your attacks don't completely kill them and just leave them low of health, they will use a suicide, lethal attack against you, so try to finish them off in one hit. Three Veragos can cast Powerword against you, which can hurt you very badly. Hound of Gelziabar (Hound) Life points: 625 The Hounds are extradimensional creatures. The Gelziabar stone was used in the past to open a rift between this world and the Hounds dimension, but that rift was never fully closed. Their ability to enter this world is closely tied to the stone: if the Gelziabar stone is used too much, it's possible for the Hounds to appear. The Hounds are big, extremely strong beasts. They can take a lot of damage, so don't hesitate to use your most powerful weapons and spells or you'll die very quickly, since their size doesn't make them slow. One of them was captured by Keisinger, and you'll have to fight it. Big Monto Shonoi (Monto) Life points: 500 The larger breed of Monto Shonoi is much more powerful, and both Aaron and Bethany are able to summon them. They can take a lot of damage, and are able to do magic: they can use Lightning (seldom), they can create a vortex to attract you to their claws, and the Gelziabar stone is less efective to push them than against rheir smaller brothers. Fortunately, they're much rarer than the smaller breed. Use the shotgun, Skull Storm, Shield, Haste, well... anything. They're one of the strongest enemies in the game. Drinen (Drinen) Life points: 187,5 Bethany's elite soldiers. These tall humanoids have a staff and they know to use it. Besides, they can use the spell Phase, which allows them to become intangible for a while. They're completely invulnerable when they're on this state, and they can also pass through you and attack from behind. Their ability to become intangible means that it's not a good idea to use long range attacks against them and instead you should use the Scythe for a melee combat, but this is easier said than done because of their annoying habit of attacking you from behind. Sleed (Sleed) Life points: 25 These piranha-like beasts are perhaps the most annoying enemy in the game. They're very weak, but they move very fast, and they are hard to hit because of their small size. Best use the scythe against them, and use Shield to protect you from their jaws. Jemaas Fighter (MeleeJumper, JemaasDancer) Life points: 187,5 Bethany's main minions. These bulky humanoids are strong as hell, they'll take quite some damage. They will come towards you to attack you with their spears, best try to keep a distance from them (not very difficult since these guys are quite slow) and use the speargun enhanced with Lightning if you can see the sky or Skull Storm if you can't. Jemaas Chieftain (JemaasChieftain) Life points: 375 A much stronger Jemaas with a speargun. Use a Lightning speargun if you have the chance, if not use Shield and Skull Storm. They drop spears when killed. Jemaas Sniper (Jemaas, JemaasJumper, JemaasLongJumper, JemaasCroucher, JemaasRock) Life points: 187,5 Jemaas carrying and using spearguns, and they know how to use it, so you'd better use Shield when you're fighting them. If you use the speargun against them, keep a distance and select the sniper mode. Don't worry about the ammo because they drop spears when killed. 6. WALKTHROUGH a. Introduction ------------------ Manor - Front Gate ------------------ You start with four journal entries: (Scrye), (Revolver), (Gelziabar Stone) and (Remembrances). Ignore the rats and approach the small garden left of the manor door and talk to the gardener. Then use Scrye near the door to see a hanging corpse. Ignore the bats and enter the door. ----------------- Manor - West Wing ----------------- Walk a bit and you'll meet Aaron. Walk a bit more and you'll see him again, this time on a much more disgusting form. Take the medikit next to the blue door and enter the double brown door. --------------------- Manor - Entrance Hall --------------------- You've got a new journal entry: (Jeremiah's Conversation). Go back the entire corridor and enter the main hall. You'll see Aaron once again. Go down the stairs and enter the right door. ---------------------- Manor - West Wing (II) ---------------------- Finally, a bit of action. Enter the door right of you. Aaron will speak to you. Take the bullets and leave the room. Now enter the room left of the blue door. Take the medikit at the corner and approach the mirror at the near room. You'll see Aaron again. Take the bullets and continue your way. You'll hear a scream. Enter the room. You'll be attacked by two Howlers. Shoot them (try headshots if you can, but shoot where you're able). They're pretty weak but they're very fast. As long as you stay far from them you shouldn't have too much problem, as you'll only fight once at a time. Approach the maiden's corpse very carefully, because a Speedy Howler will attack you from your back once you're close. Speedy Howlers are slightly weaker than regular Howlers but a bit faster. Once it's dead take the medikit and the bullets nearby. Enter the small room nearby, you'll be attacked by a Howler initially hanging from the ceiling. Retreat to the previous room if you need it. Enter the big room with the stairs, look at your right because you'll encounter a Howler and a Speedy Howler. This will be more difficult since you'll have to fight two enemies at the same time. Either go back to the previous room or avoid their attacks as you can. Once they're both killed, it's time to go up the stairs. You'll fight another Speedy Howler at the top of them. You'll see the last Howler try to enter Jeremiah's room, kill it fast. Jeremiah will open the door, but go back to the hall with the stairs. There's a door at the top, enter it. You'll find another journal entry on a table (Joseph's note). Go to the shelf at the end of the room and it will move, leading you to a balcony with the first AMPLIFIER. Take it but don't use it yet. Instead go to Jeremiah's room. b. Lizbeth ------------------ Manor - Guest Room ------------------ You've got a new journal entry: (Jeremiah's Disclosure). Approach the scroll on the floor a you'll get a new spell: Ectoplasm. You'll also get another journal entry: (Ectoplasm). Equip Ectoplasm and use your amplifier to upgrade it to Level 2. Jump over the table and get the bullets, then leave the room. --------------------- Manor - Central Upper --------------------- Walk through the corridor. Talk to the two servants and you'll get two journal entries: (Lizbeth's Room) and (Evaline's Death). Take the journal entry near the fireplace (Lizbeth Poetry) and use Scrye near the portrait on the floor to discover who's sending you all those Howlers. Enter the small bathroom and take the medikit. Leave Lizbeth's room and turn left. Halfway the corridor you'll hear noises and screams. Run towards the end of the corridor, but be careful because two Howlers are waiting for you there: time to use your new spell in combination with bullets (you can use a spell while you're firing a weapon). Wait for the Butler to arrive there and go back to Lizbeth's room. Two Howlers will come from the fireplace area, again use both the pistol and Ectoplasm to kill them faster. Once the maiden's death has avenged enter the door where the butler is know. -------------------------- Manor - Entrance Hall (II) -------------------------- Enter the door on your left. The room leads to another two rooms. Go to the left one. Use Scrye to hear some cries, take another journal entry (Evaline's Letter) a medikit on the bathroom and some bullets on the drawer (you may want to wait a bit to get them as there's a maximum of bullets you can store). Two Howlers will attack you as soon as you leave the room. Head to the second room. A hanging Big Howler will attack you when you open the door. Big Howlers are stronger breeds of the regular Howlers, Ectoplasm and bullets are the key to kill it. Take the journal entry on the bed (Joseph's Letter) and go to the main hall. Go down the stairs. Behind the stairs there's small, dark area where three Howlers are eating a corpse. Killing them will be harder and you may run out of mana if you're using Ectoplasm, if that happens finish them off with the pistol. Take the Servant Key from the corpse, go back to the area with the three doors and enter the left door. Turn right. When you approach the door at the end of the corridor it will close. Lizbeth will appear and she will send you two more Howlers. Kill them and go the other section of the room. Aaron will close the door you entered from as soon as you cross it. Enter the left door (the only one opened). ------------------------ Manor - North Wing Lower ------------------------ Enter the second door on your right and take the medikit. The big door on the previous room leads to a room with a circle table. Take the door on the right, cross the room and you'll arrive to a room with a fireplace and a medikit on the shelf. A nearby room has a lever on the wall. Push it. A Howler will appear from the freight elevator but this will give you a hint for a later puzzle. Talk to the woman in the room with the big door. You'll get another journal entry (Garden Key) and the East Wing key. Go back to the room with the circle table. Lizbeth will appear again (be careful, she may throw you some stones this time) and she'll send you a Howler and a Speedy Howler. Kill them and go back to the previous level. --------------------------- Manor - Entrance Hall (III) --------------------------- Aaron will open the nearby door. Enter the library. Wait until Aaron leaves the book on the shelf and shoot it your pistol. Take it once it's on the floor (Moon Door Notes). Make your way to the door which was closed. Two hanging Howlers will attack you near the door Aaron closed before, you may want to use Scrye to see them better. Go to the part where you saw Lizbeth before: this time you'll see Aaron. Use the East Wing key on the door at the end of the room. --------------------- Manor - Central Lower --------------------- Enter the door on your right. A maiden will explain you that it was Bethany's office. Use Scrye on the portrait and take the journal entry (Bethany Writings). Continue your way. You'll see Aaron again but don't approach him as two Howlers will come from your right. Then take the journal entry (Aaron's Letter) near the armour left of the door. Enter the room and you'll another Howler eating from a corpse. Kill it and cross the corridor with the curtains. ----------------------- Manor - East Wing Lower ----------------------- Enter the opposite room. Use Scrye to hear children noises. Take the medikit behind the chest and journal entry (Playroom Diary) on the bed. Leave the room and turn left. You'll be attacked by a hanging Howler as soon as your turn the corner. Enter the door at the end. -------------- Manor - Chapel -------------- You're at the chapel now. Find the cross at the far side. Shoot the AMPLIFIER to make it fall from the cross, take it and upgrade Ectoplasm to Level 3. Go up the stairs. Jump over the banister. You can get the Priest Key from there (it's close to the door). Enter the door, take the medikit and use the Priest Key to open the wardrobe. Take the bullets and the ether traps, which will give you a new journal entry (Ether traps). Lots of Ghost Monks will appear (they appear as smoke clouds, but if you use Scrye on them you'll be able to see them clearly). Any of them you kill will be replace by another ghost, so don't bother on killing them and go back to the previous level. ---------------------------- Manor - East Wing Lower (II) ---------------------------- Go to the area you didn't explore before. As soon as you are turn the corner the lights will turn off. Use Scrye in order to be able to see the three Howlers attacking you (one in front of you, two from your back). Once they're all killed (a hard task because of the small space they leave you) go to the next room and take the medikit. The next room (with old, stone, multicolored tiles) has two hanging Howlers. You shouldn't have much problem as long as you are quick to give a response. Then enter the room with the corridor with curtains. While you're halfway the corridor three Howlers will attack you (two in front of you, one from your back). This is the same thing as previously, although this time at least you are able to see them without any problem. The big door leads to two Howlers eating from a corpse (they once attacked me at the corridor while I was still busy with the three outside, although it seems it was one chance in a million). There are some bullets near the door you entered from. Leave this room and go to the end of the corridor. Take the medikit and cross the door (you may want to use Scrye to see it since this area is a bit dark). Ignore the amplifier for the moment and instead go up the stairs. You'll be attacked by a Scarrow there. Those guys can filter through the floor, making a noise that you'll soon be able to recognize perfectly. They have a ranged attack (they can spit at you, both damaging and blinding you), but they're much slower than Howlers so they're easier to kill. Ectoplasm is the best way to kill it, you don't even need to use the pistol, just make sure you are neither too close (so that it doesn't punch you) nor too far (so that it doesn't spit at you). Once it's killed it will disappear for good on a smoke cloud. Use Scrye on the picture and take the AMPLIFIER downstairs. Once you've taken it the lamp above you will fall, so move quickly. The whole room will now be covered in darkness so use Scrye to find the exit. Upgrade Ectoplasm to Level 4 and go back to the room with the two eating Howlers. Cross the door at its end. Go up the stairs and cross the right door. ----------------------- Manor - East Wing Upper ----------------------- You'll enter a room with lots of painting. Use Scrye on the portrait of the man with a hat. Enter the small room and use Scrye on the landscape painting. Continue your way and enter Keisinger's room. Take the Molotov cocktails on your right. Take the journal entry on the bed (Keisinger's Note) and approach the strange door. Wow. Cross the portal. ------- Oneiros ------- Just as you enter this strange world you'll get a journal entry (Oneiros History). Walk a bit and use the floating stairs (don't worry). A Scarrow will appear as soon as you step on the big island (let's call it this way) and a second one a bit later. Use your Ectoplasm Level 4 against them. Start exploring the island: make your way near the border of the island, starting from the direction where the second Scarrow appeared. You'll find a strange flask a bit before you reach the coffin area: take it, it's the Oneiros equivalent of the medikit, and I'm going to call them medikits. A third Scarrow will appear after the coffin area, next to the floating stairs. Move the coffin and it will open. Use the coffin top to jump inside the coffin. Jump over the floating platform to cross the pit. Another Scarrow will attack once you reach the other side. Make your way through the nearby stairs (you'll find there an Oneiros medikit) and go to the second big island. Keisinger will appear, but you're not powerful enough to fight him yet, so it's time to flee. Run to the opposite side of the islands. It seems you can't go any further, but actually if you approach the edge some floor tiles will appear. Use them to go to the well with the strange blue lights. Jump to the blue spiral, making sure you take the strange floating object. ---------------------------- Manor - East Wing Upper (II) ---------------------------- You've got a new journal entry: (Tibetan War Cannon). Equip your new weapon since you're going to need it. The cannon throws ice spheres to your enemies, which not only damages them but also makes them go slower. The best thing is that it doesn't require ammo, so feel free to use it as often as you want. Take the Garden key from the corpse. Keisinger will close the door where you entered from as soon as you approach it and he will send you lots of Scarrows. Lots of them. Lots. Fortunately they're very easy to kill if you combine Ectoplasm and the cannon. After you've killed lots of Scarrows they'll stop appearing for good, but since it's not required to kill all of them (unless you want to clean the area, like me), you can ignore them. Just go back to the bedroom, crouch and cross the now extinguished fireplace. Take the medikit on this side of the fireplace (if you didn't kill all the Scarrows in the previous room, you may have to fight some of them before you're able to take it). When you approach the door, a Scarrow will appear, even if you had killed all the Scarrows on the other room. Go to the corridor (again, you'll encounter Scarrows here if you didn't kill them before). Enter the room near the big room with paintings, it's opened now and it has two medikits. The last Scarrow on this level will attack you on the room with paintings. Just cross the door you used before to enter this level. ----------------------------- Manor - East Wing Lower (III) ----------------------------- Keisinger keeps sending you Scarrows and one of them will appear right after you enter this level. Go down the stairs (two Scarrows will appear). At the bottom, you'll find that the door you used before is closed but the other one is now opened and it leads to the corridor with curtains. Go towards the room where you took the amplifier. There's a medikit at the same place you took one previously, but a Scarrow will attack you where the three Howlers did before. Six Scarrows will attack you at the area before the room with the old, stone, multicoloured tiles. Again, you ignore them, but doing so may mean that they will appear in other parts of the level. Another Scarrow (Keisinger is becoming way very boring, man) will appear at the room where you took the medikit. Enter the corridor leading to the chapel and the playroom. Two Scarrows will attack you there at some point. Leave the level from the same door you originally came. -------------------------- Manor - Central Lower (II) -------------------------- A Scarrow will attack you at the corridor with curtains. There's a medikit right of the stairs but you'll have to kill five Scarrows before you're able to take it. Remember that the way they appear means that you may encounter only four here but meet the fifth at a place I found safe, so be careful. Two Scarrows will appear at the same time as you follow your way. Enter the room with the armors. There's a medikit next to one of the armors but you'll have to make your way through two Scarrows. Go up the stairs and cross the door. -------------------------- Manor - Central Upper (II) -------------------------- Make your way to the guest room. You'll have to fight a Scarrow but you'll find a medikit and two ether traps near your room. Make your way towards Lizbeth's room. You'll fight two Scarrows next to Bethany's room (you can't enter there yet). Cross the open door. ------------------------ Manor - North Wing Upper ------------------------ After you've completed this level you won't encounter more Scarrows for a long time, so patience. Cross some rooms and you'll find Aaron. This time he's decided to be more annoying and he won't let you take the amplifier, so approach him and use an ether trap on him before he pushes you. This will send him to another dimension, but only for a short time, so he'll soon be back to annoy you. Take the AMPLIFIER and upgrade Ectoplasm to Level 5. Cross the door. Aaron is back and he'll close a lot of doors. Meanwhile, Keisinger has sent you a lot of Scarrows. This is the last battle against Scarrows you'll have for a long time, but this one is going to be as big as the one at Keisinger's room. Remember, you can ignore them (as long as they aren't able to damage you, of course), but if you do so they'll most likely appear at other places. You must make your way to the mirror and jump towards it (you'll go through it, believe me). Take the medikit there and cross the door. Turn on all the torches and take the scroll in the middle of the room. You'll get a new spell and a journal entry: (Dispel Magic). Use Dispel on the magic barrier and continue your way. You'll soon find a door on your left, open it with the Servant key (if you took it previously). Cross that door. You'll find silver bullets beyond the second door on your left and normal bullets beyond the fourth. If you explore a bit, apparently you can't continue since all doors are closed, but you'll find a freight elevator. Do you remember the Howler which attacked you using the elevator? Just jump onto it. ----------------------------- Manor - North Wing Lower (II) ----------------------------- A Howler will come from the fireplace room and a second one at the room near the one leading to the gardens. Cross the entire door next to the corpse carefully. Two Howlers will attack you, one over the barrels on your right and other at the end of the cave. Take the medikit on the barrel and leave. Now take the broken door next to the corpse. This area is very dark so you'll most likely need to use Scrye all the time. You'll reach a room with doors on both sides. The left one contains Molotov cocktails but it's guarded by a Howler. Now take the right door. It leads to a large flooded area. You'll hear the noise that means an amplifier is close but before you can seek it you'll have to take care of the two Howlers after you. The AMPLIFIER is under the water (next to one of the corners, I think) so you'll have to walk around the flooded room looking for it. Pay attention to the sound. Once you've grabbed it, upgrade Scrye to Level 2 and head to the room with the three doors. There's a medikit there, and a chest as well, but be careful. Once the chest is opened, a Boss Howler will come from the flooded area. Boss Howlers are by far the most powerful of all Howler types. You may have problems due to the small space you have to fight it, but just use the cannon to slow it and Ectoplasm Level 5 as your main attack (fully upgraded it's quite powerful). There are bullets on that chest so you may want to use the pistol on that Boss Howler. Finally, use the Garden key on the door where the dead maiden was before. --------------- Manor - Gardens --------------- Go to the courtyard close to you. You'll see a groundskeeper being chased by a Big Speedy Howler. I think this is the only time you'll fight one of these. He's much more powerful than all of the Speedy Howler you've fought until now and if you want to save the groundskeeper you'll have to run, jump over the pond and attack him to call his attention. Avoid his attacks, shoot it with the cannon and Ectoplasm L5 and he'll leave you some silver bullets as a reward. Leave the courtyard, take the path on your right and talk to the groundskeeper there. He'll tell you that Bethany liked riding there: you'll need to remember it later. Take the last path and talk to the third groundskeeper. You'll get a new journal entry: (Lizbeth Sighting). Cross the door. -------------------- Mausoleum - Approach -------------------- You'll see Lizbeth behind a closed gate. Follow the path until you see the entrance. Two Howlers will come soon after you've crossed it, and two more when you've reached the other side of the mausoleum. Approach the mausoleum door carefully because a Big Howler will jump from the mausoleum roof. Kill it as you want and enter the mausoleum. -------------------- Mausoleum - Entrance -------------------- There are some bullets on the first room if you need them. Go to the room with the two coffins. A Howler will attack you there. Jump to the open coffin. You'll get a new spell and a journal entry: (Invoke). This spell can be used for summon dead enemies, now under your orders, but I used it for other uses. Push the lever next to that coffin (the other one does nothing) and prepare for the battle. Two Big Howlers and a Boss Howler will come for the fence you've just opened. Use the pistol, the cannon, Ectoplasm L5, but kill them. This will be very hard because they're three at the same time and they all are extremely tough. I used the cannon to slow down and ran away from them on circles as I used Ectoplasm on them but may want to try whatever you want. Grab the AMPLIFIER, upgrade Scrye to Level 3 and kill the two Howlers from the nearby room. Enter the tunnel from the broken tomb. ------------------- Mausoleum - Tunnels ------------------- This area is very dark so you'll have to use your Scrye L3. Walk a bit and you'll see some bats flying. They won't attack you so don't worry. However, a bit later you'll find two hanging Howlers, and after that two Skeletons. Skeletons are hard to kill because most times they don't like staying dead and they usually rise again to attack you. The only way to kill them for good is using your new spell Invoke (that's the main use for it) or the Tibetan War Cannon. The problem is that Invoke costs way too much mana (100 points), so if you're being attacked by more than one Skeleton you won't have enough for the next one. On the other hand, the cannon only destroys them if it's the only weapon you've used against them. If you combine it with Ectoplasm they will rise again (even if you did the killing blow with the cannon), so you'll have to use the cannon alone. Nevertheless, if you're fighting Skeletons the cannon and Invoke are the choices. After you've killed the Skeletons, go to the end of the tunnel and use the ladder. ------------------------- Mausoleum - Entrance (II) ------------------------- You're back at the mausoleum. Take the two medikits near the fence and break the tomb at the corner (you'll know the right one because it's already a bit broken). Enter the tunnel (again, use Scrye). Kill two more Skeletons and use the ladder. ------------ Old Cemetery ------------ When you walk towards the door you'll be attacked by the Skeleton on the floor. Kill it and turn left. A Skeleton will appear from the ground near the far corner. Turn that corner to arrive at the second area with tombs. Two Skeletons will come from the ground there but those two don't seem to stay dead if you kill them with the cannon, so best use Invoke. By the way, Skeletons are able to throw you stones, so if you're using the cannon remember not to stay too far from them. Take the bullets and the medikit at the corner and keep exploring the cemetery. Three Skeletons will attack at the third area (one on the floor, two from the ground). Cross the door leading to the fourth area: the Skeleton on the floor will charge. Finally, the last Skeleton will come from the fourth area grounds. Now you've cleaned the area, go back to the second area. You'll see a place on the wall where you can climb. Once you're at the top, jump to the tomb on the back (close to the furthest tomb on the back, which is a bit bigger). This series of jumps is hard so you'll have to save and reload several times. From that tomb you'll need to do two more jumps to reach the tomb near the big cross close to the wall (not the one where you started from). From that tomb you can easily jump to the cross, and from the cross to the wall. Now you're up on the wall, head to the first area. You'll see a strange green thing on one of the tombs. Jump towards that tomb to get the ARCANE WHORL. Arcane Whorls increase the mana regeneration speed, which is always useful. Check the new journal entry (Arcane Whorls) and to the boat on the pier. ------------------------ Monastery Present - Cove ------------------------ Walk a bit. Eventually you'll be attacked by a Howler and two Speedy Howlers. Take the medikit near the corpse where they came from. Keep your way. You'll soon arrive at a tower. You'll see some Howlers fighting some Trsanti. You'd better let them kill themselves, and then kill yourself the remaining enemies (most likely two of the Trsanti). Trsanti have both short (they can stab you with their swords) and ranged attacks (they shoot you with their pistol). You can kill them as you can, either using your pistol (don't worry about ammo since Trsanti always leave you a box of bullets once you kill them) or combining the cannon and Ectoplasm. Just keep in mind that they can hurt you badly if they shoot you. Take the medikit at the battlefield and take the path near the tower (up the hill). You'll fight another Howler at the end, near the gate. Take the pistol and the silver bullets from the corpse, but be careful because two more Howlers will jump from behind the gate once you've taken them. The gate towards the monastery is closed so turn back. You'll see a Howler on your left going down the hill, but be careful because it will soon be joined by a Big Howler and three Howlers. You should consider switching to your pistol and shooting them before they get close to you. Retreat towards the gate if you feel it necessary. Go back to the battlefield and take the nearby small path. Take the journal entry (Ingredients) close to the corpse and the donkey. Continue your way until you approach the ruins. After the cutscene, switch to the pistol and start shooting the two Trsanti while crouched. This is the best way because those Trsanti will have a hard time realizing where they're being shot from. Once they're dead, take the Tower key from one of them. Approach the big barn on the right. It's closed but two more Trsanti will come after you. Again, pistol works very well against them. Go back to the tower. Three Howlers will come from the gate as you approach it. Enter the tower and take the two objects there. Go back to the barn. As you make your way you'll be attacked by two Howlers in front of you and two Speedy Howlers on your back. Walk towards the barn. The door will fall and a Howler and a Boss Howler will appear. They might be more interested on the nearby donkeys than on you but nevertheless be ruthless to them. Climb the stairs and kill the Big Howler on the top. You'll a window close to the ruins. Jump to the ruins from there. Walk and you'll soon meet the Trsanti Chieftain you saw on the previous cutscene. Kill him as you want, but remember he uses a shotgun instead of a pistol so his ranged attack is much more deadly than those of the regular Trsanti. Besides this guy has 312,5 life points instead of the usual 150. Take the shotgun and the shotgun shells he drops. You've got a new journal entry: (Shotgun). There are some bullets on a nearby room. You'll be attacked by two Big Howlers as you enter one of the rooms: that's where you must go. Consider using the shotgun to kill them if you feel it necessary (I didn't but it's your choice). Cross the room, find the stairs to the top and do some jumps over the woods. You'll find some bullets and shells on a ledge. Go to the end of the wooden area and drop to the room with the chest. Use the Chest key to open it and take the last key on this level. Use the plank here to get out. Open the door out of the ruins if you want, take the Molotov cocktails on the nearby room and the kill the two Big Howlers after you. Go to the room where the other two Big Howlers attacked you before. Find the way to the cellar. Take the medikit there and use the Trapdoor key on the trapdoor. Enter it. --------------------------- Monastery Present - Tunnels --------------------------- Turn left. Two Skeletons will soon appear on the small piles of bones. Kill them as you did on the cemetery. Two more will appear on the large pile. Keep your way. Eventually you'll reach a hole leading to the exterior. Look left and you'll see Lizbeth behind the grid. Drop down the hole. ---------------------------- Monastery Present - Exterior ---------------------------- Walk a bit. You'll soon see an area with a medikit. Turn back because you'll see two Howlers running towards you from where you've come. Kill them and take the medikit, but be careful because a Howler will fall from the top of the walls and will attack you. Approach the hole near the stairs. This will give a new journal entry (Blasting Notes), but another Howler will attack you. Go up the stairs and prepare for the battle. First four Howlers will come from the far wall on your left (the path leading there also has a gate). After you've killed them, two Speedy Howlers will come from the next set of stairs. Finally, yet another four Howlers will come from the same spot the previous four came. Once you've finished, use Scrye on the door and you'll see two monks talking. You'll find some shells where those eight Howlers came. Go up the stairs. You'll see a corpse on your right and a medikit next to it. Head to the long causeway. Use Scrye there and you'll see two monks walking. Head to the tower and enter it through the window. The lower levels are very dark so use Scrye to see better. There's a medikit on the lower level but you'll have to kill two Howlers. Head up. When the stairs end, use the plank on the wall to follow, then the fallen rocks, and finally the ladder on the wall (you'll have to jump towards it). You'll get to the top of the tower and you'll find a MANA WELL there. Mana Wells increase your maximum mana by 10, of course it's very useful. You've got a new journal entry: (Mana Wells). Go down to the level from where you entered the tower. Jump over the fallen passage and you'll get to the courtyard. After the stairs you'll find a new journal entry (Monk's Diary). Drop down out of the courtyard, then head to the far end of the causeway. You'll see the entry to the monastery but a Boss Howler will attack you from the top. Kill it and enter. ---------------------------- Monastery Present - Interior ---------------------------- You'll see a green light on your left. Head towards it and you'll see Lizbeth again. She'll start throwing you stones so run away. You'll find nearby a set of stairs and a door on its top. Enter the top, use Scrye and you'll see a Howler killing a monk (what on hell was that Howler doing there?). Take the medikit and the skeleton from the dead monk will attack you. Besides, Lizbeth will throw you stones again. Now use the stairs. Inside you'll see a second set of stairs. After that you can up or down. Choose down and you'll arrive at a big room. There's a medikit there but you'll be attacked by two Howlers. Now choose up. A Howler and a Big Howler will appear. Consider using the shotgun since you have little space to fight them. Retreat outside if you feel it necessary. The second room on your left contains a medikit. You'll reach a big area with a large hole on the middle. Use Scrye to see some monks. A Howler will appear as you walk forward. Most likely it will fall to the lower level, if that's the case throw a Molotov cocktail from above. If you hit it straight the Howler will die instantly, if you miss by only a meter or so the fire will burn it to its death. The far room on the left contains another shotgun and dynamite. Check the new journal entry (Dynamite). Go to the hole on the right. There's a second Howler on the lower level, throw another Molotov cocktail. Now use Scrye, look through the hole and you'll see an amplifier on a ledge. Carefully drop to the ledge and get the AMPLIFIER, but don't use it yet. Now head to the door next to the entrance to this level. Use Scrye and you'll see a monk who will notice your presence. Take the AMPLIFIER and prepare for the battle. Three Howlers will fall from the hole on the top, then three more. Upgrade Scrye to Level 5. Go back to the previous level. --------------------------------- Monastery Present - Exterior (II) --------------------------------- Go to the area where you got the Demolition Notes journal entry. Use some dynamite there. Drop down through the hole. -------------------- Catacombs - Entrance -------------------- You'll see some stairs nearby. There's a medikit under them, you'll have to crouch to get it. Head to the courtyard (use Scrye to see a monk) and open the closest door. The chest contains a medikit, but the skeleton on the floor will attack when you open it. Be sure to grab the medikit fast because the chest will close quickly and it won't open again. Continue your way. You'll encounter a Big Howler and a Boss Howler even stronger than usual (187,5 and 250 respectively). Kill them (consider using the shotgun). Don't open the door and instead take the dynamite and Molotov cocktail nearby and climb the ladder. Most of the planks are fragile and will fall when you step on them, walk using the planks with footsteps (not sure if you must use Scrye to see it). Push the wall on the far edge and it will reveal a hidden passage with an AMPLIFIER. Upgrade Dispel to Level 2. Now comes the tricky part. Drop down to the room and use Scrye to see what's written on the walls. Equip your shotgun, and choose the mode which allows you to kill Howlers in one shot (two barrels is enough in Nightmare, so if you're other difficulty levels maybe you kill them with only one barrel). This courtyard is constantly generating Howlers. No matter how many of them you kill, you'll always be facing Howlers. The only way is keep walking, using the shotgun to kill any Howler you meet fast so that you don't have more Howlers on your tail. Turn right as you leave the room with blooded walls and you'll arrive to an area with a well (the same you could see at the monastery, but seen from a lower level). Two of the doors close can be opened, one is empty and the other one has bullets but don't open any of them unless you're very low on bullets. Instead head left of the well as fast as you can, shooting any Howler you see, and cross the door. ----------------------- Catacombs - Saints Hall ----------------------- Take a long breath. Go up the stairs. You'll soon see some stairs leading down. When you've arrived there, two hanging Howlers will attack. Kill them and walk a bit more. Two more Howlers will charge, one from your left and the other one hanging. Kill them and go downstairs. --------------------------------- Monastery Present - Interior (II) --------------------------------- Use the fallen rocks to climb. Again, equip your shotgun and choose the mode which allows you to kill Howlers in one shot. Howlers will constantly go downstairs. Fight your way up (you can see a monk on Scrye mode) and you'll eventually meet a Boss Howler. Killing it will stop the Howler generating cycle so let it know how shotgun shells taste. Once it's dead you're safe and you use Scrye to see the abbot. Take the journal entry (Abbot's Lament) and the objects on the chest, and go back to the previous level. ---------------------------- Catacombs - Saints Hall (II) ---------------------------- Follow the tunnels towards the direction from the Howlers came before. A Skeleton will break the wall and come from a hidden room. Kill it. Now comes another tricky part. Go downstairs and you'll a very large pile of bones. Lots (and I mean LOTS) of skeletons will come from that room. Equip the cannon and Invoke and go upstairs. Skeletons will go up, killing them there is safer because this way you'll be fighting them in smaller packs than downstairs. Remember than most skeletons have ranged attacks, so if you're far from them be sure to have some kind of cover so that you aren't hit by their projectiles. Those pillars are perfect for cover. Sometimes the cannon doesn't stop those skeletons for good and they rise again, so pay attention to any Skeleton you kill with the cannon. There's a door downstairs that can be opened, it contains some dynamite and a medikit (behind the door), but the last skeleton will attack you there. Once you've finished with the skeletons (they seem to be infinite, but don't worry, they will end) use the Silver key on the door with the big lock. ---------------- Catacombs - Exit ---------------- The bats here are hostile so hit them with Ectoplasm. Walk across the tunnel, but watch your back, because at some point two Howlers will attack you from there. Then, the tunnel will become wider for a while. You'll be attacked at that point by a Howler and some more hostile bats. Eventually you'll find a room with big barrels. Approach the one which something red close. A Howler will break the barrel and attack you. Kill it and take the phosphorus shells. These special shotgun shells will make your target burn. There's a medikit next to the barrel out of its place. Keep your way and kill the two Howlers. Use Scrye and you'll get a new journal entry: (Abbot Scrye). Go upstairs, enter the left room and use the wheel. Now get out of the hall, go back to the corridor, and cross the dark area. Use the door. You'll see a Trsanti being shot to death by some arrows. Use Scrye to learn the tiles you mustn't step on (they appear marked on red). Cross the trapped floor and cross the door. ------------------------ Catacombs - Wind Chamber ------------------------ Walk a bit around this new area, until the torches turn off. This area is a labyrinth, with some added problems: it's very dark, and it's full of Skeletons. All I said during the battle at the Saints Hall can be applied here. Use some cover and use the cannon and Invoke. The room you started from can be used for cover but it's very small and you'll have little space to fight the skeletons. Consider using the Gelziabar Stone to keep skeletons away while your mana regenerates. Once they're all down start exploring the labyrinth. Approach the torches to turn them on again, although some of them seem impossible to be turned on. You'll find a medikit close to the entrance and another one close to the exit (I think). The exit is similar to the entrance but it's covered by some kind of cloth (spider web?). ---------------------------------- Monastery Present - Interior (III) ---------------------------------- Climb the rocks and head to the stairs. There's a medikit close to them. The stairs area seems to be one of those places where Howlers are constantly appearing, so equip your shotgun. If you're skilled enough, you'll only have to fight a few Howlers before you arrive to the part where they stop appearing. Once you're at the top, jump over the big hole and use Scrye to see a monk. Push the button on the wall (it has a slightly different colour). Take the phosphorus shells and the objects in the secret box. Drop down: this is the area where you saw a Howler killing a monk. Approach the door and the floor will fall down, transporting you to the lower room. This time don't drop from the hole you entered from, but through the other hole at the same room. ----------------------------- Catacombs - Wind Chamber (II) ----------------------------- Soon after you enter the level you'll find a door with some shells (most likely you'll need them a lot). Keep walking and you'll see Lizbeth, who'll send you two Howlers. Use the Monastery key on the door with the big lock. The next area is another one where Howlers are constantly appearing: you know what you must do. You'll see three side rooms around the passage: the first and the third contain medikits, the second a Howler. Eventually you'll arrive at a big room. However the moment you drop down you'll be attacked by a Boss Howler, a Big Howler and three Howlers. You can climb the ladder and fight them from above, and this is perhaps the best tactic, but it has the problem that Howlers don't seem good at climbing where you are so that you can fight them one by one in the tunnel but they're very good at attacking while they jump towards you so that you can't shoot them from the balcony while they're under it. Nevertheless, try to use Ectoplasm when they jump, and even throw a Molotov cocktail if have the chance. Once they're all killed, drop down, get the medikit under the stairs, the Molotov cocktails and the silver bullets on the side room, and cross the door. --------------------- Catacombs - Exit (II) --------------------- Use the wheel and cross the door. Go up the stairs. -------------------------- Monastery Present - Church -------------------------- Use Scrye to see lots of monks. Take the medikit on the window next to the altar. Take the opposite stairs (close to the entrance to this level) and take the medikit (use Scrye again). Now use the stairs next to the big door. Take the shells. Drop to the ground behind the altar. Use the sun medallion and the mercury flask on the side pedestals, then the time incantation on the central pedestal. Wow. Cross the time portal. ------------------------- Monastery Past - Exterior ------------------------- Take the medikit and the bullets (bullets on a Middle Age monastery? What on hell is this?) behind the central pedestal. Now approach the far corner of the monastery. You'll be attacked by a Monk from the nearby fire. Monks are slower than Howlers, and this one doesn't have ranged attacks, so you shouldn't have any problem. Use Ectoplasm and the cannon if you want to save ammo, or the pistol if you don't care about it. Take the medikit and the bullets at the corner. You may be attacked by a second Monk, coming from another fire. Make your way around the monastery. You should see a corpse. Take the journal entry from it (History of Scythe). You'll be attacked by a Monk Archer. This guy will shoot you from height with his crossbow. The canon doesn't have enough range so switch to the pistol, combining it with Ectoplasm. Follow the path and you'll be attacked by a Monk and a Monk Archer next to the door. Kill them and take the medikit and the shells. Continue and you'll be attacked by two Monk Archers. Use your pistol again. They're too high to find Ectoplasm useful but nevertheless try. You can reach the ledge where the first monk was using a ladder on one of its sides. You'll find a medikit there. Drop back and follow your way. After you've crossed the archway you'll be attacked by a Monk and two Monk Archers (one from ground level, one very high). Kill them and take the medikit and the shells on two corners. Continue and go down the nearby stairs. You'll find a Monk near the fire, kill him and take the medikit and the shells. Make your way through the sets of stairs. You'll find some bullets just before the archways but be careful because another Monk Archer will shoot you from its top. Both of you will have a hard time hitting the other because of the banister. Continue and pay attention to the nearby door. It's locked but it has another Monk Archer above it. Head to the causeway (you may remember it from your present experiences). Approach the cliff. Take the medikit and use Scrye. You'll a monk killing himself but be careful because the two Monks near the monastery door may come after you at this moment. Enter the door. ------------------------- Monastery Past - Interior ------------------------- Make your way through the covered section and you'll fight another Monk. Find the courtyard after the big red door. There's a Monk and a Monk Archer there but also two medikits, although may be attacked by another Monk as you grab them. Make your way to the large garden area with snow. You'll find a medikit and some bullets on a corner next to a door. You'll fight another Monk near the tower. Find the locked door: it has a medikit, bullets, shells and Molotov cocktails. You'll find a medikit and shells near the covered section. Once you've finished exploring the ground, go back to the covered section and cross the door closes to the entrance. -------------------------------- Monastery Past - Living Quarters -------------------------------- You'll soon meet another Monk. The first room on the right has a journal diary (Monk's Work). Another Monk will attack you as soon as you turn the corner. One of the rooms near the stairs has a praying Monk. Kill him and grab the medikit under the cross. Go down the stairs. The nearby room has an AMPLIFIER but taking them will make appear three Monks. Kill them (consider using the shotgun there you won't have much space to fight them) and upgrade Dispel to Level 3. Go upstairs again and enter the fireplace room. Kill the two Monks there, take the two medikits on the side room, go through the corridor, kill the Monk there and make your way to the area with the stairs and the archway. The archway leads to a room with a fountain that you'll easily remember, but there's nothing there so take the stairs instead. Make all the way downstairs (you used this room to go back to the monastery from the catacombs), then go up the other set of stairs. Push the level on the room and continue upstairs. Enter the room, jump to the shelf and push the book. Go all the way downstairs again. Jump to the fountain there. A secret passage has appeared there leading to a room with a MANA WELL, silver bullets and phosphorus shells. Now go back to the lever room. Cross the left door. ------------------------------ Monastery Past - Interior (II) ------------------------------ Kill the two Monks behind the door. Go downstairs and take the medikit, the bullets and the shells. Go upstairs again, take the shells, the Molotov cocktails, the medikits and the bullets and cross the other door. Turn right and take the ARCANE WHORL. Cross the last door. ------------------------------ Monastery Past - Exterior (II) ------------------------------ Cross the door: you're now at the tower where you took the first Mana Well. Go downstairs and take the bullets, the shells and the Molotov cocktails. Make your way to the tower top, where you found the Mana Well. This time, you'll find the Abbott there. He has 187,5 life points and he uses the spell Skull Storm, so he's very dangerous. Use the shotgun against him, and combine it with Ectoplasm. Since he's on the opposite side of the tower when you first get to the top, you may want to drop back so that the Abbott approaches the ladder. Be careful because the explosive skulls he throws hurt a lot. Once he's down, take the Abbott key and go back to the previous level. ------------------------------- Monastery Past - Interior (III) ------------------------------- Go down the stairs at the library. This time cross the door, you're back at the big courtyard. Go to the door next to big red one, close to the small side courtyard. Take the medikits and the shells at the fireplace room and go upstairs. You'll fight the Abbott again (I thought I had killed him before!). Kill him again (this time will be easier as he won't be waiting for you). Take the Gold key and the medikit. The lights will turn off. Leave the room. Use the corpse to go through the broken window. Be careful as two Monk Archers will shoot you from the top of the far tower. Time to snipe with the pistol: choose a good spot to shoot them. More shots will be required because of the long distance, but nevertheless eight well-aimed shots will be enough for each one of them. Even if the cursor doesn't become green, shoot them, you'll know if you hit them because they'll do a strange move. Once they're both killed, make your way through the roofs. You'll soon find a medikit, and later an AMPLIFIER throughout your way. Upgrade Dispel to Level 4 and find the broken window at the highest roof. Cross it and drop down. ----------------------- Monastery Past - Church ----------------------- A Monk will attack you after you've made your first steps. Take the medikit and the shells at the second room and go downstairs. You'll find a medikit under the stairs but a second Monk will attack you. Enter the altar room. You'll find the Abbott again (what?), and this time he's escorted by two Monks. This time the Abbott will use the spell Mindshatter. You can never cast this spell, but it won't let you to target properly your enemies. Try to attract the two Monks away from the Abbott since they're much easier if the Abbott is not with them. Once the Abbott is alone, use the shotgun (or kill him as you want). You'll see the Scythe on the altar but you can't take it yet. Take the Molotov cocktails and the shells at the sides and take the stairs at the opposite side of the side you came from. You'll find a medikit guarded by a Monk. Now take the stairs near the altar. Take the bullets and push the lever. Go back to the altar and take the Scythe (jump from behind, you can't jump directly). You'll see some dying monks. The Abbott will appear once again (I killed him three times, man, how on hell does he manage this?) and a rock will fall killing him (this time for good). You'll travel back to the present. ------------------------------- Monastery Present - Church (II) ------------------------------- You've got a new journal entry: (Scythe). Use the rock next to the altar to climb back. Go back to the previous level. ---------------------- Catacombs - Exit (III) ---------------------- Use the Gold key on the door where you saw the Abbott and cross it. ----------------------- Catacombs - Lower Level ----------------------- Turn left at the intersection. Kill the rats there using the Scythe's secondary mode: it will give you some free life points. Now take the other path. You'll reach a bid room with fallen pillars. You'll be attacked by two Speedy Howlers and two Howlers (oh, how I missed them... Wait, I didn't miss them at all). Time to try the Scythe on real enemies. The Scythe is quite powerful but your mana regenerates more slowly while you carry it, so you must choose when to use it. A Speedy Howler, a Howler and a Big Howler will attack you after you start exploring the room. You'll find a medikit on the floor, a journal entry (Lost Trsanti Note) next to a corpse over one of the fallen pillars, and another set of stairs. Push the candle at the top and a secret room will appear. The two rats there will attack you so kill them (use the Scythe's secondary mode again). Take the AMPLIFIER, the bullets and the shells there and go back to the pillar room. Upgrade Dispel to Level 5. Head to the next room. You'll see a corridor behind some rocks. Make your way towards it. The roof will fall so run towards the other side before you die. --------------------- Catacombs - Well Room --------------------- You'll be attacked by five Howlers soon after you've entered this level. Scythe combined with Ectoplasm may be a way but it will drain your mana very quickly so be careful. Continue your way. Another Howler will attack you. You'll reach an area with a small pond. Dive to get the medikit, but be careful because three bats will attack you. Kill them with the Scythe as soon as they approach you. Go upstairs. This area spawns infinite Howlers so make your way to the door quickly. Choose wisely which weapon to use through the area. Be careful because some parts of the floor will break if you step on them. Enter the door on the upper floor. Kill the two Howlers there and jump over the pedestal. Now comes the tricky part. Switch to the pistol. Look at the symbols on the pedestal sides. Now look at the symbols on the walls. You must use your pistol to shoot the symbols on the walls, but only those which correspond to the one on the nearest side of the pedestal. Shooting one of the wrong symbols means death. You must shoot four on the left wall, three on the middle wall, and three on the right wall. The pedestal will rise, be sure you are on the middle of the pedestal when it gets near the top or you'll be crushed. Once you're at the top, take the MANA WELL and the AMPLIFIER and drop back to the pedestal. Leave the room once it goes down again. Go back to the pond, this time take the other passage. You'll soon be attacked by a Skeleton. Kill it and follow the passage. You'll see a corpse with another Howler. Kill it and take the medikit. You'll eventually reach the door leading back to the previous level. Push the lever and cross the door. ---------------------------- Catacombs - Lower Level (II) ---------------------------- Go to the passage in front of you. You'll see Lizbeth again. Drop to the hole. -------------------- Catacombs - Cisterns -------------------- Climb the ladder out of the pool. There are two side rooms on this area: the one with the stairs down (left) contains an AMPLIFIER, the one with the stairs up (right) contains dynamite and a lever (don't pull it). Go back to the room, push the lever next to the door and cross it. Take the dynamite next to the door and cross the bridge. The door you've just crossed will open again as you are halfway the bridge and you'll be attacked by two Skeletons. Although you could use the Scythe to fight the skeletons, it's better to use the cannon since Invoke takes a lot of mana and the Scythe won't let you regenerate it fast. Once they're both killed cross the bridge and push the lever on the other side. Four Skeletons will attack you from the other side. Kill them using the cannon and Invoke and drop to the pool. Head to the tunnel on the side and take the journal entry (Cistern Entry) and an ARCANE WHORL. Go back to the room fast because there's nothing more there. Now take the stairs on the right side room (the left one is closed) and push the level there. Now go back to the bridge and drop to the pool down there. Climb the ladder out of the pool and cross the door. ------------------- Catacombs - Tunnels ------------------- The grill will close once you enter the next room and you'll see two Howlers behind it. The shotgun and Ectoplasm are useful if you want to kill them, but it's hard, so do it only if you want to clean the area. Take the Molotov cocktail and go down the ladders. The grill with the skeleton will open when a Howler approaches: that's the moment where you must cross it. It doesn't matter if you kill the Howler before or after crossing the grill, just be sure it doesn't close before you've crossed it. Another Howler will attack you. Take the medikit and the AMPLIFIER, and go back. Take the medikit and Molotov cocktail on the next room and listen to Lizbeth. Two Howlers will come from the right grill. Kill them and cross that grill. Two Howlers will come from the left grill. That's the only moment where you can cross it, but since there's nothing behind it just kill them and continue through the right grill. You'll be attacked by three Howlers: one from the left grill, another from the right grill, and the last one from the left grill again. There's nothing behind the grills. Jump over the pedestal on the center of the room. Go downstairs and take the medikit. Head to the next room and take the other medikit. Wait for a short time. All three grills will soon start to spawn Howlers until you manage to cross one of them (they all lead to the same place). The left one spawns Speedy Howlers and it's the first one which opens. The best you can do is wait until the left grill opens, avoid the Speedy Howler, cross the grill and kill the Speedy Howler (if you are lucky you won't even need to kill it, since sometimes the grill kills the Speedy Howler when it goes back down). This way the other two grills won't have much time to spawn many Howlers. Take the silver shells and phosphorus shells on the passage and continue. Once you've reached the intersection, kill any Howler that attacks you and take the passage without any grill. --------------------------- Catacombs - Lair of Lizbeth --------------------------- Walk towards Lizbeth. The floor will open and you'll appear on a room with a lot of Howlers, but soon the grill under you will also open and you'll appear on a second room. Here you'll be attacked by two Skeletons and many Howlers (some from the passages at the sides of the room and some from the previous room that will drop down through the grill). Kill all of them and take the side passages. This area is a labyrinth. You'll be able to find a room with silver bullets, another room with two Skeletons and a medikit, and the exit, guarded by a Skeleton. Once you've found the exit, go up the stairs, wait until the grill opens, go up, and wait until it closes. The room you where you saw lots of Howlers is here. You'll fight some Howlers there but how many will depend on how many dropped before through the grill. You'll also fight two Skeletons from bone piles. You'll find some shells and lots of molotov cocktails around the room. Once you've finished with the room, head to the other side of the passage and cross the door. -------------------------------- Catacombs - Lair of Lizbeth (II) -------------------------------- You'll finally fight Lizbeth. Lots of Skeletons are around this area as well, some at the room you start and others at the side passages. If you manage to lure Lizbeth into an area with Skeletons, they may fight among them, which will help at getting rid of those Skeletons. You can use Invoke to kill them too. As soon as you start, run towards the center room so that you aren't surrounded by enemies, then kill the Skeletons one by one. The best way to fight Lizbeth is combine the cannon and Ectoplasm. Sometimes she will throw you stones, but most times she will just punch you. The cannon will freeze her so that you can easily avoid her attacks. Ectoplasm will damage her even further. Both the cannon and Ectoplasm will also stun her for a bit if she's not throwing you stones, which will be very helpful. Once she's damaged enough, she'll glow white and she'll jump onto you. She can damage you a lot so uses the cannon to slow her. Once you've damaged her when she's on this state, she won't move for a bit and will look stunned. Switch fast to the Scythe and attack her before she recovers. If you manage to hit her with the Scythe before she recovers, you'll finally kill her. Once she's dead, head to the center room. You'll get a new spell. Haste allows you to run faster and jump further, and it also allows you to see a bit better in darkness (sometimes it's better than Scrye). Check the two journal entries: (Lizbeth's Mother) and (Haste). Go to the rooms next to the big hall close to the door. You'll find a journal entry (Cliffside Entry) and a chest with two AMPLIFIERS and a medikit. Upgrade haste to Level 5 and cross the door. ------------------ Catacombs - Cliffs ------------------ You've got a journal entry: (Lizbeth's Death). Use Haste L5 and jump over the cliff onto the hanging rocks. When you're reached the last rock you'll see some vines on the wall. Use them to climb. Again, use Haste to jump onto the rocks, and use the vines near the last rock. You'll reach a cave. You'll be attacked by a Boss Howler. Use Haste and attack it with the Scythe. Your moves will be so fast that the Howler won't be able to defend. Now use Scrye and kill the four bats attacking you with the Scythe. Continue your way through the cave. ----------------------------- Monastery Present - Cove (II) ----------------------------- Just drop down to the boat. c. Ambrose -------------------- Manor - Gardens (II) -------------------- Turn back and take the medikit on the covered area. Walk a bit and talk to the gardener. Follow him until he's killed by two Trsanti and a Trsanti Chieftain. Kill them: combine the Scythe with Haste and they shouldn't be much threat. Take the Kitchen key and the journal note (Ambrose Note) and go down the stairs. Turn left. Take the medikit neat the bench and approach the pond. Take the medikit, use Haste and dive to the bottom of the pond. Take the AMPLIFIER. Use Haste again and dive back to the surface. Now take the other path to the greenhouse. You'll find a medikit and bullets left of it and shells right. The maiden will open the greenhouse door. Switch to the shotgun and use the phosphorus shells. Switch to one barrel mode if you are in two barrel mode. Enter the greenhouse. You'll fight the Jiles, a new type of enemy. These plants don't move, but they can create tentacles which they can use to attack you from a distance. Approach the main plant and shoot it with the shotgun (a single phosphorus shell is enough even on Nightmare mode). Once the main plant is dead, all tentacles it has created will also die. Make your way through the greenhouse, killing any Jile you encounter. You'll see a statue with two Jiles on its sides. Kill both of them and you'll get a MANA WELL. Continue your way and you'll find a medikit and a journal entry (Aaron's Jaw). Now fight your way to the exit (the corridors you had cleaned before will now be full of Jiles again). Once you're sure you've killed all Jiles, take phosphorus shells until you're full and leave the greenhouse. Go back to the courtyard where you fought the Big Speedy Howler before. Take the two medikits and the two boxes of shells. Now use the Kitchen key on the door you previously used to enter this level and cross the door. ------------------------------ Manor - North Wing Lower (III) ------------------------------ Go to the room where you found the maiden's corpse. Enter the cave (left door). You'll be attacked by two Howlers, combine Haste and the Scythe and they'll die very fast. Take the medikit. Enter the fireplace. Aaron will start to throw you plates and knives, so use Haste and hide at the elevator room. Go back to the fireplace room once all has finished and take the medikit. Cross the door opposite the one you came there. Enter the dining room. There's an AMPLIFIER there, but taking it will make Aaron throw you more plates and knives, so use Haste and get out of there fast. Now take the other door at the corridor. A servant will enter the door. Cross the door he came from. ----------------- Manor - Tower Run ----------------- Go downstairs. A Trsanti Chieftain will attack you. Haste will prove to be very useful when fighting Trsanti. You can either kill him with the pistol or the Scythe. Combining Scythe with Haste is the easiest way but you can try pistol and Haste. Haste not only lets you run faster but also shoot and reload faster. However, pistol is only for those who want to try a new challenge, in my opinion. A big stream of water goes down near you. Three Trsanti and another Trsanti Chieftain are at its bottom and will come after you. Just do the same thing you did with the other guy. Once they're all dead, take the medikit, the AMPLIFIER and the dynamite near the first set of stairs, and some hidden dynamite near the far set of stairs. Go back to the previous level. ----------------------------- Manor - North Wing Lower (IV) ----------------------------- Go to the room where you came the first time you entered this level. There's a medikit on one of the rooms there. Now go back to the fireplace room, but be careful because Aaron will throw you more plates as you cross the only room you haven't entered yet this time. Go to the elevator room and cross the door there. ----------------------------- Manor - North Wing Upper (II) ----------------------------- Cross the door you opened before with the Servant key. You'll hear some cries if you use Scrye on the third left room, and you'll find some shells on the last right door. Cross the door at the end. ---------------------------- Manor - East Wing Lower (IV) ---------------------------- There's a direct way from the East Wing to the North Wing! Why on hell did we have to take that long route after taking the Garden key? Talk to the butler. Once he's finished, go downstairs and take the medikit. Cross the door that the butler opened. ----------------------------- Manor - East Wing Upper (III) ----------------------------- Once the butler has finished and you've got the new journal entry (Ambrose History), cross the double door next to you. Soon after you enter Ambrose's room you'll be attacked by a Trsanti and a Trsanti Chieftain coming from where you came from. Use Haste and the Scythe. Take the two journal entries (Ambrose Journal) and (Pirate's Info), the medikit and phosphorus shells. Go to the room right of the door you used to enter this level and take the Molotov cocktails. Once you've finished with the level, head to the main hall and cross the door opposite the one you came from. --------------------------- Manor - East Wing Lower (V) --------------------------- Just cross the opposite door. ---------------------------- Manor - East Wing Upper (IV) ---------------------------- Head towards Keisinger's room. The corridor leading to his room is now locked, but you'll find on its end bullets, phosphorus shells and a medikit. One of the rooms near the room with paintings is opened. You'll find some shells there, but Keisinger will send you a slightly stronger Scarrow (70 life points). Even though you have other weapons, Ectoplasm and the cannon is still the best choice in my opinion. Now go to the big room with the paintings. Approach the corner left of the big Oneiros painting on the wall. A secret passage should appear. Cross it to reach a room where you'll find the butler you met before. You'll talk again to the butler. He will flee, only to be killed by a Trsanti and Trsanti Chieftain. The secret room contains two medikits. Go back to the previous level. ---------------------------- Manor - East Wing Lower (VI) ---------------------------- When you start going downstairs, Keisinger will send you a Flickering Stalker through the window. Stalkers are perhaps the most annoying enemies in the whole game. Those flying eels are very fast, which makes them very hard to aim. The best way to kill them is using a spell you don't have yet, so you'll have to use Haste and either the Scythe or the pistol (loaded with silver bullets, if you can). The Scythe is better because it doesn't require having as much accuracy to hit them. Shoot it while you move to avoid its attacks (use Haste, don't forget it). Once it's killed, it will disappear on a smoke cloud. You can take any of the two doors at the bottom of the stairs as they end up leading to the same place. The corridor with the curtains is safe but the room with the old, stone, multicolored tiles has a Trsanti and Trsanti Chieftain. Continue your way. Two more Trsanti will attack you near the playroom. The first one is far from the corner and if you're using the Scythe he'll enough time to shoot once or twice before you reach him, so best use the pistol to kill them. Once they're both killed enter the chapel. ------------------- Manor - Chapel (II) ------------------- Those bloody Trsanti have tainted a sacred place! You'll fight two Trsanti and two Trsanti Chieftain here. Enter the main room through the right door. Crouch and use the wooden plank at the corner as cover. The Trsanti will have taken positions and will be ready to fight you. The Scythe is a bad choice here since they are four and attacking with a melee weapon doesn't allow you to cover from the other enemies while you fight one of them. So crouch behind the plank, and stand up to shoot a Trsanti. Of course, using Haste is a good idea. Crouch again if you see that another Trsanti is going to shoot you or if you run out of bullets and you need to reload (you'd better get some cover when you're reloading). Once they're all killed, go upstairs and take the ether traps, the bullets and the medikit. Head towards the cross. You'll find a new journal entry on the altar (Priest's Confessional). Go back to the previous level. ----------------------------- Manor - East Wing Lower (VII) ----------------------------- Cross the door in front of the playroom. --------------------------- Manor - Central Lower (III) --------------------------- Cross the door in front of the stairs, but be careful because a Trsanti Chieftain will come from where you entered. Once he's dead, use Scrye and you'll get a new journal entry: (Ambrose Scrye Event). Cross the door. This room has two doors. Open the left and you'll be attacked by a Trsanti and a Trsanti Witch. Trsanti Witches can be very dangerous as they use Shield and Skull Storm. Skull Storm does you a lot of damage, so try not to be hit. When the Witch has casted Shield, you can't damage her until you destroy the magical protection, either shooting at it or (recommended) using Dispel on it. Anyway, if you're fast enough some pistol shoots will kill her before she's able to cast Shield. Once the Witch is dead, kill the Trsanti. Cross the door at the end of the big corridor. Once again, a Trsanti and a Trsanti Chieftain will attack you at the hall with the armors. Cross the nearest door and make your way to the next level. -------------------------- Manor - Entrance Hall (IV) -------------------------- The door Aaron closed many levels ago will be opened by a Trsanti and a Trsanti Witch. Kill them and cross the door in front of the stairs. ----------------------- Manor - Front Gate (II) ----------------------- Cross the small door on the left side. Talk to the gardener to get a new journal entry (Stones Location) and cross the door he opens. -------------- Grounds - Dock -------------- You'll find two Howlers at the bottom of the stairs. Scythe and Haste will work very well on them, but jump over the banister instead of using the steps so that you have plenty of space to avoid the Howlers' attacks. Continue your way. You'll soon see a sheep chased by two more Howlers. Kill the Howlers and follow the path. Eventually you'll a very thin ledge. Follow it and jump to the boat on its end. --------------- Standing Stones --------------- You'll find two medikits close to the boat. Follow up the path to the stones. Switch to the pistol, select silver bullets, and select the amplifiers as your chosen item. Approach the central stone. You've got a new spell and two new journal entries (Shield Spell) and (Covenant State). However, Bethany has sent you a Handmaiden (it seems that she didn't like you destroyed all her plants at the greenhouse). Handmaidens are levitating, Banshee-like female creatures that use the Lightning spell against you. Again, the best way to kill them is using a spell you don't have yet. Since they can fly and therefore it will be far from you, you must use a long-ranged attack, that's why you must use the pistol, and Handmaidens are very strong, that's why you must use silver bullets. After the cutscene, switch fast to the new spell, upgrade it to level 5, and cast Shield L5. The shield can absorb some of its lightnings, but it will eventually break down, so cast another one when it happens before it throws another lightning. She flies quite fast so wait until she stops before shooting it. Once it's dead, go back to the boat. ------------------- Grounds - Dock (II) ------------------- Follow the thin path. You'll encounter, on this order, a Trsanti Chieftain, a Trsanti, and a new type of Trsanti, the Dynamite Trsanti. Dynamite Trsanti will throw you dynamite sticks, which can even kill you. It's a good moment to start mastering the use of Shield. You have a lot of spells and weapons, so it could be a good idea to start selecting hotkeys to your favorite spells and weapons, so you can switch fast from Shield to haste, for example. The Scythe could be useful to kill these Trsantis. Once you've killed all three, head to the first set of stairs. You'll be attacked by two Trsanti up there (one from your left, one from your right). Remember that the shield only protects you from attacks in front of you, so it won't protect you from those Trsantis' attacks unless you're facing them. Again, use the Scythe. Another Dynamite Trsanti will come from the far second set of stairs. Kill him as fast as you can. Climb the second set of stairs. You'll be attacked by a Trsanti Chieftain on your left and another one on your right, but they are very hard to see (consider using Scrye). Kill them and go up the last set of stairs. ------------------------ Manor - Front Gate (III) ------------------------ Head to the fence you appeared at the beginning of the game. Talk to the gardener, who will give you a new journal entry (Lighthouse Keeper) and follow the path. ---------- Lighthouse ---------- Enter the lighthouse. Jump from the stairs to the elevated platform and take the medikit. Go all the way up. You've got a new journal entry (Sedgewick Info). After the cutscene, go to the nearby house. After entering turn left, cross two doors and take the medikit behind the barrels. Use the stairs on the first room to reach the upper level. Take the medikit and open the chest. Take the Lighthouse key and the silver bullets. Leave the house, take the path leading to the gate and cross it. ------------- Coastal Ruins ------------- Enter the ruins. Kill the Trsanti and the two Trsanti Chieftains and take the Molotov cocktails on the ledge, near the fire. Drop through the hole on the pedestal and you'll get a journal entry (Trsanti Confirmation). Use the hanging ropes to safely descend to the floor. Once on land, kill the two Trsanti there and take the shotgun, the phosphorus shells and the bullets. Cross the tunnel. -------------------- Pirate's Cove - Pier -------------------- Make your way across the floating platforms. Once you're at the solid pier, you'll fight another Trsanti. You'll soon reach a door with a Trsanti. Dive to the two medikits and the bullets underwater (next to a lamp) and use the ladder to go back to the pier. Follow your way and take the medikit in the next room, but be very careful because a Dynamite Trsanti will throw you dynamite from above. Use Shield to protect you from it. Climb the vines, then jump to the ones on your left, then drop to the balcony and kill the Dynamite Trsanti and the Trsanti Chieftain as fast as you can. Enter the big room with the stairs, but be careful because a Trsanti Witch will attack you from the top. Use Haste to get there as fast as you can and kill her. Enter the next room and take the medikit and the shells. You'll find a MANA WELL on a side room. Continue through the corridors, you'll soon be attacked by two more Trsantis. You'll find two medikits in the next room. Use Scrye on the wall next to one of them to see a weird symbol. Jump onto it to reveal a secret room. Kill the Trsanti and the Trsanti Chieftain there and take the two medikits and the AMPLIFIER in the chest. Follow the last corridor. ----------------------- Pirate's Cove - Caverns ----------------------- The first room contains a medikit, bullets and shells, but it's guarded by a Trsanti and a Trsanti Chieftain. Enter the next big room (be careful with the dynamite) and kill the Trsanti Chieftain that attacks you. Enter the corridor where he came from, using Haste to avoid the traps (including a shooting cannon), and kill the Trsanti. Take the AMPLIFIER in the chest, the dynamite and the shells (both normal and phosphorus). Use the lever and take the medikits inside the jail. Now go back to the previous room and take the elevator on the last corridor (again, avoid the dynamite). Use the level and step on the elevator before it rises. Once you're at the top, you'll be attacked by a Trsanti and the Dynamite Trsanti that was attacking you before. Kill them and dive to the pond. You'll find at the middle of the tunnel an alcove on the top where you can breathe and take a medikit, bullets and shells. Swim to the end of the tunnel and go out. You'll find another Trsanti at the end of the next corridor, and a Trsanti and a Trsanti Chieftain inside the hut. You'll find a medikit and some molotov cocktails at the lower level. ------------------------ Pirate's Cove - Barracks ------------------------ Use Shield and Haste and cross the corridor as fast as you can. There will be some explosions, stay around the middle of the corridor to avoid damages. When you've reached the end, turn left and kill the lonely Trsanti, then kill the other Trsanti and the Trsanti Chieftain. Turn right and shoot the dynamite boxes. Cross the hole on the wall and take the AMPLIFIER in the chest and the medikit. Then go back to the main room. Use the lever, then turn left and climb the ladder. Grab the medikit, use Shield and shoot the dynamite box. Use the stairs and kill the Trsanti Witch at the top. Take the journal entry (Trsanti Witch), the medikit, the molotov cocktails and the shells, and drop down the hole. Swim to its end, take the medikit on your left, and kill the Trsanti and the Trsanti Chieftain. Use the stairs and kill the Trsanti and the Trsanti Chieftain. Enter the open side room, take the medikit and use the lever. Enter the other side room and take the medikit, the dynamite and the shells. Continue through the last door. Enter the left side room. You'll be attacked by a Trsanti, kill him. Use the lever and cross the corridor as fast as you can (use Haste). Take the MANA WELL and use the lever. Again, cross the corridor as fast as you can. Follow the main corridor. Shoot the dynamite boxes to kill the attacking Trsanti. Cross the door. ----------------------------- Pirate's Cove - Treasure Room ----------------------------- Take the medikit. Shoot the dynamite box next to the closed gate. The room will begin to collapse, so cross the now open gate before you die. Once you're safe, Ambrose himself will appear will start a fire. Once you're at the treasure room, open the chests. You'll find a medikit and silver bullets in one of them, a medikit and phosphorus shells in another, and a medikit and dynamite inside the last one. The true reward, however, is the spell at the far side of the room: Skull Storm, the best spell in the whole game. This spell allows you to throw exploding skulls towards the enemies, which will soon prove to be very useful. Once you've taken it, however, a statue will start to throw poison gas, so use your new spell to open a hole and get out of there. ----------------------- Manor - Front Gate (IV) ----------------------- Upgrade Skull Storm to Level 4 and check the new journal entry (Skull Storm). Cross the main door. ------------------------- Manor - Entrance Hall (V) ------------------------- Cross the door, then cross the door the maiden just opened. ----------------------- Manor - West Wing (III) ----------------------- When you enter the big room with the stairs, you'll be attacked by two Flickering Stalkers, so use Shield, equip the Gelziabar Stone and use Skull Storm L4 (5 with the stone) against them. You can throw them more than one skull at once, and even make the skulls burn, if you wait a bit before throwing the skulls. With Shield and Skull Storm, those monsters shouldn't be a threat. Once you've finished, cross the door at the bottom of the stairs. ------------------ Manor - Great Hall ------------------ You'll finally fight Ambrose. Ambrose will constantly jump towards you, and if he manages to do so, he will hurt you very badly, so avoid him as best as you can. Haste will be the best choice here. Ambrose can also hit you with his axe if he gets close to you, but most likely it won't happen very often. There's no way to damage him, so don't waste bullets or mana against him and instead try to dodge his attacks. After a while, a Hound of Gelziabar will appear and it will start to attack Ambrose: that's the moment to attack. Switch to the pistol and shoot the stone on his axe. Once the stone is out of the axe, take it and use the Scythe against Ambrose to get rid of him for good. You can find some bullets around the room if you don't have enough of them. d. Keisinger --------------------------- Manor - Central Upper (III) --------------------------- Check the two new journal entries: (Jeremiah's Death) and (Tower Entry). After you've walked a bit, you'll see Aaron. Leave the room to find a butler. Go to the long corridor next to Lizbeth's room. Aaron will appear again, but this time he will send you a Small Monto Shonoi. These flying beasts move fast, so use the Gelziabar Stone to avoid contact with them. Use Skull Storm against them, and use Shield to avoid being hurt by your own attack (the exploding skulls have quite a large range). Turn the corner to find a second Small Monto Shonoi. Kill them as you did with the first and cross the door. -------------------------- Manor - Entrance Hall (VI) -------------------------- Go downstairs. You'll be attacked by two Small Monto Shonoi, one when you approach the front door and another one when you check behind the stairs (there are molotov cocktails there). Kill them as you did with the other two. Go upstairs again, go to the end of the corridor, and take the door on the left. You'll find some bullets (both normal and silver) in a side room and a medikit in the bathroom. Take the journal entry near the bed and use Scrye there. Check the two new journal entries: (Jeremiah's Journal) and (Jeremiah's Room). Get the study key over the fireplace and go back to the previous level. -------------------------- Manor - Central Upper (IV) -------------------------- Another Small Monto Shonoi will appear as you cross the corridor. Open the door at the end of the opposite corridor. At the study, you'll find a medikit at the bathroom (as usual), some ether traps, a journal entry (Joseph Spell) and the Widow's Watch key. Aaron will appear again, but this time he's much more aggressive and he will attack you. Since he's a ghost, the only thing it works against him is ether traps, so use one of them. Now cross the door next to Lizbeth's room. ------------------------------ Manor - North Wing Upper (III) ------------------------------ Aaron will start to use all of his power against you now. He will send you a Small Monto Shonoi as you walk in front of his room, will wait for you behind the door to the next room (use another ether trap, then take the medikit), will send you a second one at the next room, and a third one at the mirror room. You'll find a medikit near the workroom door. Head to the door you opened before with the servant key. Aaron will send you another Small Monto Shonoi there. The first room on the left and the first on the right contain a medikit and molotov cocktails respectively, but Aaron will throw you things there (use Shield). Cross the door at the end of the corridor. --------------------- Manor - Widow's Watch --------------------- You'll soon be attacked by another Small Monto Shonoi. Go downstairs and cross the door you never used before. Cross the left door. You'll encounter two Jiles, use Skull Storm (one skull should be enough), and cross the door there. You'll find a medikit and shells, and you'll hear a noise that most likely you've learnt to fear, but the Monto has actually appeared in another room. Go back to the first room, and this time take the right door. You'll soon be attacked by the Small Monto Shonoi you heard before. Follow your way to a big room. You'll find a medikit on a table, but you'll also fight a Flickering Stalker. The same tactic for Montos will work for the Stalkers. Go upstairs. The door is closed, but you'll fight another Small Monto Shonoi. Once it's dead , head to the gap where the Flickering Stalker entered and use the wind strom to go up. Drop down to the nearby roof. Turn right and head to the walls delimiting the courtyard below. Safely drop down to the walls, then to the ground. You'll find a medikit and an AMPLIFIER. Upgrade Skull Storm to Level 5 and use the ropes to climb back. Now head to the left side and do the same. You'll find below a medikit, some bullets and molotov cocktails. Climb back and enter the room. You'll find some shells and a lightning rod. Go out and put the lightning rod on the pedestal. You'll get a new spell, but it's rather useless, so don't use it unless I tell you to do that. You've also got a new journal entry: (Lightning). Two Howlers (one in front of you, one behind) will attack you, let them know you have now the spell Skull Storm. Once they're dead, go downstairs and use Lightning against the left door, then cross it. ----------------------- Manor - Great Hall (II) ----------------------- Enter the side room. You'll find a journal entry (School director letter). Jump to the box on the right side of the room, then jump over all the crates until you reach the plank on the left side of the room (use Haste if necessary), once there grab the AMPLIFIER. Upgrade Lightning to Level 2. Go back to the previous room, take the bullets and go downstairs. Cross the nearby door, take the two medikits and go back. Now take the furthest door. You are now on a balcony above the area where you fought Ambrose. There are some shells here, but be careful because two Small Monto Shonoi will appear. Haste, Shield and Skull Storm will be a good choice here. Take a good place once they appear and start throwing them skulls until they both fall. Remember to use the Gelziabar Stone if they get too close to you. Once they're both dead, cross the door at the other side of the balcony. ---------------------- Manor - Tower Run (II) ---------------------- Use Lightning against the lever on your right. This will make a ladder to rise, but a Flickering Stalker will appear: again, use Skull Storm. Climb the ladder and walk among the roofs. Before you reach the corner, you'll be attacked by a second Flickering Stalker, so be ready. You'll eventually see a sealed door with a glass above it. Break the glass using Skull Storm and use one of the inclined ledges on its sides to cross it. Once you're inside the tower, you'll constantly hear bird-like noises. You'll be facing now a new enemy, the Sil Lith Inhabitants. These pelican-like beasts can use against you the same energy beam which used the Abbott against you, that one which didn't allow you to target enemies properly. Use Dispel to get rid of it, then use Skull Storm against them. Once you're free of the annoying Mindshatter spell, they shouldn't pose much threat. You'll first fight three of them at the bottom of the tower. Depending on where you land (there's a strong wind strom in the tower), you may be able to kill them from the ledge. Once all three are dead, go down to the bottom and take the AMPLIFIER. Upgrade Lightning to Level 3 and started climbing the tower. Because of the wind strom you don't need to run before jumping, but be sure to aim properly. You'll fight another Sil Lith Inhabitant on one of the ledges. Continue your way to the top. Once there you'll find the source of the wind strom. Jump towards the vortex, aiming towards the hole on the ceiling. ---------------------- Oneiros - Amphitheater ---------------------- You've got a new journal entry: (Keisinger and Oneiros). After you've crossed the bridge, you'll be attacked by five Sil Lith Inhabitants: two from the elevated ledge in front of you, three from ground level. Use Skull Storm and Dispel if necessary, using the Gelziabar Stone if they approach too much. Now head to the corridor on the left side of the area. You'll see an Oneiros medikit, jump towards the floating, moving ledge (be VERY careful) in order to grab it. Safely go back, and jump towards the blue spiral. --------------- Oneiros - Ruins --------------- Jump over the gap. If you look at the area in front of you, you'll see a Verago. These cloaked specters use Skull Storm (and they can throw two skulls), and they explode on blue crystals when they die. They have suicide attack which they use when they're low on health, so using anything other than Skull Storm against them is a bad idea. Because of their Skull Storm, it's better to use Shield when fighting them. Once it's dead, turn right, then right again. You'll see an amplifier on a far ledge. Use Haste and jump towards the wind strom to grab the AMPLIFIER. Do the same to go back. Upgrade Lightning to Level 4 and cross the door in front of you. You'll find a medikit nearby. You'll be attacked by a Scarrow. Scarrows are perhaps one of the two only enemies (we'll meet the other one later) not to be attacked with Skull Storm, as they seem to be immune to it, so use either Ectoplasm or Dispel (yes, it can kill them). You'll reach a big area with a medikit on a pedestal, a Verago on the top and a Scarrow. The Verago is much more deadly than the Scarrow, so it has priority. Use Skull Storm against it. Once they're both dead, use Scrye and use the blue spiral which appears. You'll appear on another area. Do some jumps until you get the energy key, then use the blue spiral here to go back to the previous area. This part shouldn't be hard at all. Once back, go back to the area where you found the blue spiral. Cross another door to a room with a pit and a wind strom. There are two gaps above with medikits on it, but taking them will cause two Scarrows to appear. Once they're both dead, keep your way. You'll find another Sil Lith Inhabitant on the next area. Kill it and keep your way. You'll find another blue spiral. Use it to go back to the previous level. --------------------------- Oneiros - Amphitheater (II) --------------------------- Head to the corridor on the opposite side of the area. Turn right, turn the corner using the thin ledge, and use the floating ledge to get to the other side of the gap (or use Haste). You'll find an AMPLIFIER and a journal entry (Sil Lith History), but taking them will make a Flickering Stalker to appear. You'll also a find a medikit nearby. Upgrade Lightning to Level 5 and use the floating ledge to go back (this time you don't have enough room to use Haste), and go back to the main area. Now head to the corridor on your right. Use the energy key on the hole, cross the bridge and drop to the blue spiral. ---------------------------- Oneiros - Abandoned Fortress ---------------------------- Jump to the large structure in front of you. Border it from its right side. You'll soon see a medikit on a small open area. Keep your way until you reach another building. Enter it, there's a medikit but you'll fight a Flickering Stalker. Go back to the first structure and enter it. You'll find a medikit on the right corridor. Use Dispel on the magical barrier at the far side of the room, but doing so will cause four Scarrows to appear, what means a battle like old times. Cross the next room until its end, where you'll see two balconies on the sides. The left balcony contains a medikit. The pit below has two Sil Lith Inhabitants. Kill them using either molotov cocktails or Skull Storm, then drop down. Take the left corridor, you'll be attacked by a Flickering Stalker. Jump to the ledge with pillars in front of you. Head to its side closest to the nearby AMPLIFIER. Jump towards it: if you did it properly, you'll safely step on some tiles which have appeared from nowhere. Upgrade Invoke to Level 2. Jump back to the pit and this time take the other corridor. You'll reach some stairs leading down. Follow them, on the way you should see a far floating structure with a Sil Lith Inhabitant, throw some skulls. Again, at the bottom tiles will appear from nowhere. Follow them until you can't move forward, then turn left. Follow that way, you should then see tiles making stairs on your right. Go downstairs. You'll reach a place where apparently you can't move anymore, but if you stand near one of the edges there, you'll see one or several tiles appearing a bit further. Jump there. More tiles will appear and you'll drop safely. Twice more you'll have to jump to reach the next tiles, then the way is easier. Once you've reached the solid part, go upstairs. You'll find a medikit, silver bullets and phosphorus shells. Jump to the blue spiral to finish the level. -------------------------------- Oneiros - Keisinger's Stronghold -------------------------------- You'll soon be attacked by a Flickering Stalker. Enter the building and drop down. When you approach the blue spiral you can see, Keisinger will throw a lightning to the bridge, rendering it completely useless. You have no choice but head to the other side and drop down to the blue spiral. Take the stairs. You'll fight three Sil Lith Inhabitants at the next room. Once they're all killed, take the medikit on the small fountain and cross the door at that room. ---------------------------- Oneiros - Keisinger's Studio ---------------------------- You've got a new journal entry: (Keisinger's Presence). The next room is guarded by two Sil Lith Inhabitants and a Scarrow, and it contains two medikits and bullets. Follow your way until you reach a closed door. Step on the nearby tile to open it. Go downstairs and use the wheel to turn on the water supply. Go upstairs and use tile to open the next door. Jump to the big pond and enter the underwater tunnel. Turn left and take the sextant at the end of the tunnel. Swim back to the surface. Use the sextant on the nearby pedestal. Now you can swim up. Swim out to the metal platform which appears and head to the blue spiral. ------------------------------------- Oneiros - Keisinger's Stronghold (II) ------------------------------------- You'll see a Hound of Gelziabar behind some magical barriers. The area with the Hound has medikits on the sides. When you're ready to fight it, use Dispel. The Hound will charge. He will take LOTS of shots, so you'd better use Shield, because he will have lots of chances to hit you. He's immune to the Gelziabar Stone, so don't try pushing it. Use the shotgun and Skull Storm against it, avoiding its attacks as best as you can. A tactic you can follow is going back to the green spiral you came: the Hound can't reach you there, so you can shoot it safely from there. Once it's dead, go back to the room where it was and take the MANA WELL. Now head to the area with the stairs. You'll find a nearby door leading to a room with a huge bowl. Throw a skull to turn on the fire, use the wheel to turn on the water supply, and take the medikit. Now use the stairs, follow them towards right. You'll find a room with a lever, push it to open the gate and take the energy key. Now head to other side of the stairs. Use the energy key on the hole to open the gate and keep your way. --------------------------------- Oneiros - Keisinger's Studio (II) --------------------------------- You'll find a medikit behind an altar. Push the coffin to open it. You'll see blood appearing out of nowhere, and eventually the nearby door will open. Cross it and use the blue spiral. You've appeared on another place. Cross the door to find an area with lots of doors. Cross the one directly in front of you and take the blue spiral. ---------------- Oneiros - Oracle ---------------- Soon after you start, a lightning will strike the building and three Veragos will appear. Shield will be very important, although being three attackers at the same time it won't protect you from all of their attacks. Throw them skulls, while trying to cover from theirs. Once they're all dead, enter the building. You'll find a medikit and a journal entry (Verago Background), guarded by another Verago. Jump over the rock next to the medikit, and use it to jump to the blood pool. Use haste and swim across the tunnel. You'll find an ancient artifact and, near the end, a medikit. Swim out and approach the ugly statue. Use Scrye on it. Equip the scythe and use it against the statue's heart. Take it and wait a bit. Swim up, take the medikit and approach the gate. It will open as you approach it, but you'll find a Scarrow as soon as you reach the surface. Once it's dead, check behind the bloodfall to find an AMPLIFIER. Upgrade Invoke to Level 3. Enter the blood pool nearby, you'll find a medikit at the bottom. Swim to the surface, cross the bridge, and enter the next blood pool. There are two medikits at the bottom. Swim to the surface. Now comes one of the hardest parts in the whole game. As soon as you leave the blood pool, you'll be attacked by seven Veragos. Use Shield, be ready to use medikits (you'll need to more than one, most likely), and throw skulls towards everything you see. The Veragos here will use a special attack: three of them can use against you a red lightning. Besides, when they do so they will move in circles, making them harder to hit. Enter the blood pool again if you need some cover. Remember that Veragos can use a suicidal attack if they're low on health. These Veragos are sometimes so close amongst them that targeting one of them will make you hurt others. Besides, the Veragos are so far that skulls seem to be less powerful than usual. All of this means that sometimes alive Veragos will be low on health even if you try to do one shot kills. Once they're all dead (that seems easy when written), approach the pedestal and put the human heart. Once below, take the ARCANE WHORL and use the blue spiral. ---------------------------------- Oneiros - Keisinger's Studio (III) ---------------------------------- You're back to the area with many doors. Use Scrye on the obelisk: it will glow a certain colour. Check the doors and find a pedestal which glows the same colour as the obelisk when using Scrye. Put there the ancient artifact. Go back to the obelisk. Push the nearby lever and take the new spell. You've got a new journal entry: (Flight). Fly to the blue spiral above the door where you first entered this area. -------------------------------------- Oneiros - Keisinger's Stronghold (III) -------------------------------------- You're back to the area where Keisinger destroyed a bridge. Head to the area where you previously found the blue spiral. Look right and fly to the floating medikit. Now head to the broken bridge. Fly over it and take the blue spiral. ---------------------- Oneiros - Howling Well ---------------------- Use your new skill to fly over the floating platforms. Use haste if you need it. Be careful because two Flickering Stalkers guard the zone. Once you've reached the building, border from one of its sides (it doesn't matter which one) and head to the building's back side. There you'll find two medikits guarded by two Veragos and another Flickering Stalker. Go back to the front side, then enter the building. The purple field hurts you if you're inside, so use Haste and Shield, enter it, take the ARCANE WHORL, and leave it as fast as you can. Push the button on the other side. Now leave the building and fly to the top. You'll have to fight two Flickering Stalkers along your way. Once at the top, feel free to use Scrye, you might find something interesting. Then come back to the building. Cross the door at the other side of the building. Fly to the blue spiral on the ceiling, using the ledges on the walls to recover the flying energy. ------------------ Oneiros - Ziggurat ------------------ Turn left to find an area with medikits, bullets and shells guarded by a Flickering Stalker. Cross the door to leave the ziggurat and use the stairs. A Verago and Keisinger himself will appear. Use Shield and first get rid of the Verago. Keisinger will throw you lightnings, which can break your shield very fast, so if your shield breaks, stop throwing skulls and cast a new shield. Be ready to use medikits. After a while, Keisinger will disappear. Border the ziggurat from its right side. A Verago will attack you, and Keisinger will throw you some rocks in a desperate try to kill you. Kill the Verago and fly to the hole, then to the next level of the ziggurat. Follow the stairs to the top, but be careful because you'll find another Verago, and Keisinger will throw you more rocks along the way. ----------------------- Oneiros - Ziggurat (II) ----------------------- You'll fight Keisinger again. This time, besides Lightning, he will use Skull Storm. He will throw three skulls one after one, although they're quite easy to dodge. Don't forget to use Shield constantly to defend you from any of his attacks. Sometimes he will cast himself a Shield, feel free to use Dispel. Throw him some skulls whenever he doesn't move, and after a while he will disappear again. Enter the ziggurat through the hole in the middle. ------------------------ Oneiros - Ziggurat (III) ------------------------ Wait for the grills to let you pass while you charge some skulls and let them burn. Once you spot Keisinger, throw him the skulls. Here he will use the Phoenix, a weapon you don't have yet, but it's not that hard to dodge. After a few shots, he should fall dead. ----------------------- Manor - Tower Run (III) ----------------------- You've been given by the Sil Lith Inhabitants a MANA WELL and you've got a new journal entry: (Keisinger's Death). Safely go down to the bottom of the tower and cross the door. e. Aaron -------------------------- Manor - Central Lower (IV) -------------------------- You'll find two medikits here. Cross the open door. Aaron will close you the door at the far end of the room, so you have no choice but use the stairs. When you approach them, Aaron will appear and attack you (use an ether trap), then he will send you two Small Monto Shonoi. Kill them and use the stairs. Cross the door. ------------------------- Manor - Central Upper (V) ------------------------- Aaron will send you two Small Monto Shonoi as you approach Bethany's and Lizbeth's rooms, and he will attack you himself again. Get rid of all three with appropriate method and cross the door next to Lizbeth's room. ----------------------------- Manor - North Wing Upper (IV) ----------------------------- Aaron will attack you again and will send you a Small Monto Shonoi as you approach the nearby stairs. Follow the corridor until their end and head to the workroom. The butler there will give you the workroom key, and you've got a new journal entry (Aaron's Studio). Use it to open the nearby door and cross the door. ----------------------- Manor - Inner Courtyard ----------------------- Push the statue at the top right, then drop down. Go down through the broken trapdoor. You'll find a room with an ARCANE WHORL on the left side, on the right side there are three doors which contain phosphorus shells, silver bullets and a hole which allows you to see Aaron's corpse. Go out and head to the stall. You'll find two medikits on a table. Go out again. Use the ladder to get to the roof, then use the second ladder. Use Haste and jump to the roof on the nearby building. Enter through the open window. Take the dynamite, the molotov cocktails and the journal entry: (Aaron's Journal). Use the ladder to go down, take the molotov cocktails, then approach Aaron. Once he's finished his picture, a Big Monto Shonoi will appear, one of the toughest enemies you'll face in this game. These beasts are much larger than the other Montos and hence stronger. Besides, they can use Lightning against you (rarely, though), the Gelziabar Stone is much less effective against them than against their smaller brothers (thus you can't use it to avoid them getting close to you), and they can also create a vortex to attract you towards their claws. Cast a Shield as soon as you regain control, then use Skull Storm against the Monto while you run backwards. You can try to use the Gelziabar Stone to push it (don't put your hopes on this), or you can use your shotgun to make a double attack. Once it's dead, take Bethany's gate key on the floor and climb the ladder again. Use Haste and jump towards the painting to get the MANA WELL. Leave the studio and cross the gate near one of the corners. --------------------- Manor - Gardens (III) --------------------- The nearby warehouse has two medikits and dynamite. Once you've taken them, head to the gate next to the path leading to the greenhouse. Open it with the key you've just taken and cross it. ----------------- Bethany's Cottage ----------------- You'll soon reach a cross. The right path leads to some ruins with two medikits and shells (normal and phosphorus), but Bethany has left two Jiles to guard them. The left path leads to the cottage. Enter it and cross the only open door. Take the dynamite and use Scrye to see Bethany inspecting the corner. Throw a skull to the corner and take Aaron's jaw and Aaron's room key. You've got a new journal entry: (The Jaw) You'll hear noises from the last surviving Howlers. This will be the last time you'll fight them, but they've decided to give you an unforgivable farewell. Go upstairs. A Big Howler and two Speedy Howlers will come from a door on the far side. Speedy Howlers will now constantly coming from this door, while Howlers will constantly come using the stairs you've just used. Cast a Shield, switch to the shotgun in the mode which allows you to kill Howlers on one shot, and select Skull Storm. You should use Skull Storm to kill the Howlers before they get close, and the shotgun if they get too close. Once you've killed the first three Howlers, cross the left door and jump over the gap. Take the shells and anything else there, then jump back. Kill any Howler there and cross the door the Speedy Howlers are using. Jump to the roof on the right, crouch and enter the window. Get the AMPLIFIER. A Big Howler will break the door and attack you, killing it will stop the Howlers generation cycle. However, most likely there are still some Howlers. You may find some Speedy Howlers at the upper level, some Howlers at the stairs, some Howlers at the main door, and some Howlers around the pond outside. Use Shield, Skull Storm and the shotgun against them. Now make your way to the gate you used to enter this level. This won't be a quiet trip, however, as Aaron has left you two Big Monto Shonoi, one at the cross and another near the gate. They don't seem to want to move if you're very far, and they rather prefer to create an attracting vortex. Avoid it, while you throw skulls towards them, and they shouldn't be much threat this time. Once they're dead, go back to the previous level. -------------------- Manor - Gardens (IV) -------------------- Go back to the manor using the kitchen door. ---------------------------- Manor - North Wing Lower (V) ---------------------------- Once you've entered the fireplace room, Aaron will appear and later attack you, while he throws you plates and knives. Use an ether trap and cast Shield fast to protect you from any attack. Take the medikit and use the stairs near the freight elevator. ---------------------------- Manor - North Wing Upper (V) ---------------------------- Aaron won't last on appearing once again, use another ether trap (I hope you have enough). Head to Aaron's room and open it with the key. Take the molotov cocktails, the medikit and Bethany's room key. When you try to leave the room, you'll find out that Aaron has teleported it to another dimension! There's an absorbing vortex, which will suck anything in front of the door, starting from the table and ending with you, if you let it. Position yourself at one side of the door and wait until the door closes. Open it again, fortunately you're back at the normal dimension. Now head to the other side of the corridor, and cross the door on its end. -------------------------- Manor - Central Upper (VI) -------------------------- Aaron's ghost will attack you here one last time. Get rid of him and head to Bethany's room. Open it with the key. Use Scrye to hear drums and approach to the mirror. Take the journal entry there (Bethany's Journal). You'll see Bethany on the mirror. When you leave behind the mirror, you'll find out that a secret passage has been opened, and it's guarded by one of Bethany's elite minions: a Drinen. These humanoids have the unique skill to become intangible, what means that no attack can damage them when they're like that. They also seem to move faster when they're in that state. Skulls thrown by you just pass through them when they're intangible, so they're the second enemy not to be attacked with Skull Storm. Instead use the Scythe, but be careful because these guys have the annoying habit of becoming intangible again, pass through you and attack you from behind. Once it's dead, enter the passage and go down the ladder. ------------- Manor - Crypt ------------- Use the Scythe on frenzy mode against the rats to recover some health and enter the crypt. Put the jaw on Aaron's body and he will come back to life. He will, of course, attack you. Hit him with the scythe whenever he's not glowing white. Aaron will then throw you his chain from the center of the room. Cast Shield and place yourself near one of the hanging chains around the room. Your objective is waiting for Aaron to hit the hanging chain with his chain, getting trapped. It will most likely require some tries before you find the good place. Once he gets trapped, hit him with the scythe again to get rid of him, this time for good. f. Bethany ----------------------- Eternal Autumn - Forest ----------------------- You're now at Eternal Autumn, Bethany's own world. You'll find some healing roots (the Eternal Autumn equivalent of the medikit), and another ones inside a nearby pot (break it with the scythe). The Scythe along with Skull Storm should be your choice around this world. Bethany will appear to leave you a journal entry (Nightmare). Make your way across the path, you'll find two Jiles, and then you'll be attacked by three piranha-like small beasts, called Sleeds. These beasts are very weak and they will fall under a single scythe hit (which is the best choice against them), but damn, they're fast as hell. Keep your way, kill two more Sleeds, and kill two more Jiles near a waterfall. You'll find a medikit, another Sleed and the speargun (we'll save this weapon for a concrete type of enemies) inside the pots. Fly over the river until you reach a small island in the middle of the river, with a medikit and the last AMPLIFIER. Use Haste, because you will die if you're carried by the strom. Upgrade Invoke to Level 5 and go back to the waterfall. Use the fallen tree to reach the other side (there's a medikit inside). Another Sleed will wait for you here (I think Sleed appear constantly here). You'll later encounter a Drinen and a Jile, try to kill the Jile as fast as you can because its tentacles will make killing the Drinen a very hard task. Use Scrye to see a Drinen with a corpse. You'll find some spears in a pot. Follow the path and you'll encounter three Jiles, one of them high on a rock (their tentacles won't let approach them, use Haste to pass before they appear) and two prehistorical humanoids, the Jemaas. Those guys are very strong, although not very fast. The best against them is the speargun, improved with Lightning: select the speargun, then cast Lightning, finally shoot the Jemaas: a lightning will strike them, killing them in one shot. You'll find a medikit in a nearby pot. Keep your way, destroy a bunch of Sleeds, kill two more Jiles, and head to the next level. -------------------------- Eternal Autumn - Chieftain -------------------------- Kill two Jiles and a Jemaas Chieftain (a stronger Jemaas, carrying a speargun, and dropping spears when he's dead). The Lightning speargun may not work here because you need a clear way for the Lightning to strike, and that area is a bit covered. Past the area with corpses, kill another Jile, and you'll soon start a fight near a cliff with three Jiles and two Jemaas Snipers. Here you can use the Lightning speargun again, but save it for the Jemaas and use Skull Storm against the Jiles. Three more Jemaas Snipers will jump to the path as you follow it. The speargun has an alternate mode where you can use it as a sniper rifle to target better enemies who are far from you. Here it can prove useful to hit them from a distance. Keep your way and you'll see two Jemaas Fighters dancing. Use the speargun's sniper mode to kill them from a distance before they realise you're there. You'll find two medikits in nearby pots, and an ARCANE WHORL on a ledge above the cave entrance. Enter the cave. ---------------------- Eternal Autumn - Airie ---------------------- You can't use the Lightning speargun during this level. Open the door to meet a Jemaas Sniper. Throw him some skulls, then finish him with the scythe. Open the door there, a Jemaas Fighter waits for you behind, and another one will attack you when you enter the next room. You'll find there medikits and phosphorus shells (free or in a pot). Take the left door. A Jemaas Fighter and a Jemaas Sniper will come after you, the latter will drop another speargun. Go down the ramp. You'll soon fight another Jemaas Sniper. Follow the corridor until its end Push the rock on the far side. This area of the cafe is getting full of lava, so go back fast to the room with two doors. Now take the right door, go up the ramp, then through the corridor (there's another Jemaas Sniper), and you'll eventually fight the Guardian Phoenix. It's very weak, but hard to target, so use the scythe against it. Once it's dead, push the small lever on the wall to open a window: the air strom will move the fire column. Fly to the floating Phoenix and get it. This weapon seems powerful, but it's actually quite weak, it's hard to use, and you'll seldom find ammo, so don't bother using it. A door is now open, you'll find two phoenix eggs in pots, then cross the tunnel. ---------------------- Eternal Autumn - Chase ---------------------- You'll find first a pot with a phoenix egg, then some others with a medikit and spears (break them with a skull, because an explosive pot is next to them). Fly safely down to the ground below. You'll soon find a Jemaas Sniper. It could be a good idea to finally use Invoke on the corpses you kill, so that they help you to kill the following Jemaas. Go up the ramp, you'll fight another Jemaas Fighter after you spot a drum, then another one. Soon after that you'll have a good fight: you'll find a Jemaas Fighter and a Jemaas Sniper, then another Jemaas Sniper will jump over the cliff to join the fight, and you'll be attacked from the distance by another Jemaas Sniper (use the speargun's alternate mode). Fly over the cliff, break pots to find spears, a medikit and phosphorus ammo, kill another Jemaas Sniper at the other side, then use the tree and the vines to find some bullets. Fly back to the main path. Follow your way, you'll find a Jemaas Sniper, then another one, then a Jemaas Sniper and a Jemaas Fighter, and finally a Jemaas Fighter and a Jemaas Chieftain. You'll find two Jemaas Snipers below, kill them safely from above. Drop down, watch out any Sleed attack, take the spears, the bullets, the medikit and the phoenix egg, and continue. ----------------------- Eternal Autumn - Bridge ----------------------- This side of the bridge is guarded by two Jemaas Snipers, one at ground level and another on a tower, but two Jemaas Fighters will soon join them. As you try to cross the bridge, two more Jemaas Fighters will come after you from the other side, a Jemaas Sniper from behind, and two more on a tower on the other side. Another Jemaas Fighter will join them later. Try to fly to the tower on the initial side as soon as possible in order to defend you from the Jemaas Fighters. You can use molotov cocktails there to damage any Jemaas below. Once they're all dead, cross the bridge and continue through the tunnel. -------------------------------- Eternal Autumn - Lower Dwellings -------------------------------- You'll fight a Jemaas Sniper and a Jemaas Fighter. Break the pots to find a medikit. Go upstairs. You'll be attacked by a Sleed when you enter the next room. There are some spears in one of the hanging bags. Take the stairs on the left side. Kill the Jemaas Sniper on the top and break the pots to find spears and phosphorus shells. Look to the window to see five Jemaas crossing the bridge you've just been. Wait for them and kill them when they come after you. Now take the stairs on the right side of the area. The pots at the top contain an ARCANE WHORL, a Jile and a medikit. Now take the stairs on the middle of the area. Kill the two Jemaas Snipers and keep your way. -------------------------------- Eternal Autumn - Upper Dwellings -------------------------------- You'll soon fight another Jile. Climb the ladder and kill the Jemaas Sniper. Enter the next room, take the medikit, shells, dynamite and molotov cocktails in the pot and go upstairs. You'll find another Jemaas Fighter. You can go back to the previous room and fly where you found the medikit: the Jemaas can't attack you there. Continue, you'll soon be attacked by two Sleed and a Jile. You'll later find a phoenix egg and spears in pots, then you'll find another Sleed and a medikit in a pot. Use the stairs, kill the two Jemaas Snipers, then continue. ------------------------- Eternal Autumn - Gauntlet ------------------------- Kill the two Jemaas Snipers. Take the bullets in the pot and move the big wheel in the center to open the door. Once past the door, you'll fight two Sleed, then a Jemaas Sniper, then another Sleed. Keep your way, you'll find a medikit and a Sleed in pots, then you'll fight a Jemaas Sniper hidden behind a rock. You'll later find another medikit in a pot, but be careful because two Jemaas Snipers will come from a tunnel on the right side. Enter the tunnel, killing the two Jemaas Snipers that attack you from behind, the use the stairs. Follow the cave to its end. You'll find two medikits, a Sleed, silver bullets and phosphorus shells in the pots. Go back to the tunnel exit. Keep your way across the thin path near the cliff. You'll find phosphorus shells and molotov cocktails in pots, but a Jemaas Sniper will attack you from behind. Continue, another Jemaas Sniper will attack you. Continue as more Jemaas Snipers attack you (one of them from behind) until you reach an area with a tunnel. The pots there contain a Sleed and phosphorus shells. Enter the tunnel. ---------------------- Eternal Autumn - Ruins ---------------------- You're outside again, so you can use the Lightning speargun again to kill the Jemaas. You'll soon be attacked by two Jemaas Snipers and a Sleed. The first tower contains nothing so you can avoid it. Keep your way, you'll find two more Jemaas Snipers. The second tower contains a medikit on the top. The third tower has two medikits on the first floor and a Jemaas Sniper and a Sleed on the top. Keep your way, three more Jemaas Snipers will attack you near the fourth tower (two from inside, one behind the tower). It contains spears on the first floor. There's also a medikit behind the tower. The fifth tower has spears on the first floor. Head to a pit near the first tower. You can find there a tower with a Jemaas Sniper and a Sleed on the first floor, and spears on the top. Go back near the fifth tower. Fly to the nearby area where you can see some pots. Three of them contain Sleeds, the other one a medikit. Take the nearby path and you'll see the last two towers. The first one doesn't have a door, but fly to the top to get some medikits. The last tower has a door but it's closed, so enter it from the window and move the central wheel. You can open the door from the bottom of the tower. Kill the Jemaas Sniper waiting outside the tower and take the tunnel at the end of the path near the last two towers. --------------------- Eternal Autumn - Arch --------------------- After you spot the corpse on the wall, look around you two find some Jiles on an elevated alcove on your right. Killing them will be slightly harder as it's more difficult to target them here. The next room contains a pot with phosphorus shells guarded by a Drinen. Once it's dead, head to the nearby river. Fly over the rocks to get to the other side (you may want to use Haste). At the other side, you'll find several buildings. The first one has a Drinen nearby and contains spears. The second one has a Handmaiden and a Drinen nearby and contains two medikits. You'll soon spot a door, heavily guarded by two Jiles and another Handmaiden, best take them over from a distance. ---------------------- Eternal Autumn - Arena ---------------------- Bethany is starting to use all of her power against you. The next room has two Jiles hidden behind the wall at the corners. You'll need to throw a skull to the corner to see the Jile. Moving around the room is difficult because some Jile tentacles will appear all around the room from holes on the floor, even after both Jiles are dead. Once the Jiles are dead, the nearby door will open and three Drinens will appear. Attacking them directly is a suicide, so best fly to one of the holes left by the Jiles (one of them has a medikit9, where they can't reach you (when they're tangible, at least). You can use Skull Storm against them this time, since they won't become intangible. You'll find a medikit on the next room. You'll see some stairs and after that, a room with a medikit and a Drinen. The door leading out is guarded by two Drinens. Try to find a safe place to attack them, or use Haste and make your best to avoid as many of their attacks as possible. The door will open when both of them are dead. Outside you'll find a medikit. You'll fight two Handmaidens before finding a medikit and some buildings. You'll fight yet another Handmaiden, kill her, and then climb the nearby hill, taking the medikit near the top. --------------------------- Eternal Autumn - Arena (II) --------------------------- You'll finally fight Bethany. She'll summon Flickering Stalkers constantly, and she has two Handmaidens to escort her, so you'll be fighting four enemies at the same time: use Shield during the whole fight. Bethany can use the spell Ward (she throws you a vegetal bomb) and she can magically push you away. Nothing at this moment can damage her, so kill the two Handmaidens on the towers on the sides and the Flickering Stalker. All Flickering Stalkers summoned by Bethany lose constantly life points, but you can't just wait until they die, so throw them some skulls to make it faster. You'll find a medikit on the top of the third tower, the one without a Handmaiden. Once her two Handmaidens are dead, she will stop summoning Flickering Stalkers and instead she will summon Big Monto Shonoi. Again, her Big Monto Shonoi constantly lose life points, but you can't just wait. Right after she has summoned a Big Monto Shonoi she will look like stunned: that's the moment where you must hit her with the scythe. g. Final -------------------- Standing Stones (II) -------------------- What... is ... this? OK. Don't get too far from the King, as some tentacles will attack you if you get too close to the water. Instead, use Shield to protect you from the acid it throws at you, and attack to the big grey thing the King has on its top, it seems to be the part where he's more vulnerable. Best choice is the pistol and Skull Storm. After some time, you'll see that the King will open a huge mouth and will try to eat you. Of course, don't let it to do so! Shoot at the mouth whenever it's fully open to hurt the King and force it to close the mouth. Once it's covering its mouth, attack again to the big grey thing with pistol and Skull Storm. Actually, I think you should use the pistol mainly for its open mouth, and save Skull Storm for the big grey thing. Although you'll see some phoenix eggs and dynamite nearby, don't use or take any of them. They're completely useless and, what it's worse, you'll be exposed to the King's tentacles. The King will still throw you acid, so never forget to use Shield. The King can obviously take lots of damage, but it will finally die. Once it's dead, watch the final cutscene. 7. CHEATS addall - Obtain all weapons and spells aerial - Activates walking on the air ampattspell - Increase selected spell's level (deampattspell has the opposite effect) assall - Creates a donkey astral - Enable no clipping mode (activates walking on the air + going through walls) becomelight 0 - Extra light off becomelight 1 - Extra light on behindview 0 - 3rd person view off behindview 1 - 3rd person view on bring - Summon item castfire - sets fire to the character the cursor points at castglow - casts fluorescence on the character the cursor points at clearweather - stops snow/rain debughud - shows rather useful (for cheaters) information debugmsg - shows the name of current map and some comments eh - Enable god mode enemycrosshair - the cursor will remain red even aimed at a character (repeated input returns green color) flight - Enable flying mode forcehide # - makes object or character # invisible (but doesn't destroy it), unhide # returns visibility gibhim - destroys the character you are taking aim at (cannot be applied to bosses) giveme - Summon weapon to inventory infinitemana <0 or 1> - Toggle unlimited mana invisible <0 or 1> - Enemies do not attack mshat # - shatters your mind with intensity # (from 1 to 5) open # - see start # pie - restores mana after a spell raindance - starts rain (clearweather cancels) renderweapon - Invisible weapon set # ? $ - a multipurpose command for changing parameters. # - the character, ? and $ - the parameter and its value (see showpawnnames). For example: if there are howlers and a trsanti named trsanti5 on the map, set howler enemy trsanti5 will set all the howlers on this trsanti. Two most popular variations of the code are shown below set aeons.patrick health 999 - Set health to 999 set aeons.patrick mana 999 - Set mana to 999 setgroundspeed ### - Set ground speed (default value is 400) setjumpz #### - Set jump height (default value is 250) showactornames - shows the name of the object and its state (waiting, dying, etc.) showall - Show event triggers showfps - Show frame rate showpawnnames - shows detailed information of the character showstealth - Show stealth factor showtex - shows information of the surface texture slomo <1-5> - Set game speed snowdance - starts snow (clearweather cancels) snuffpawns - deletes all characters timedemo 1 - shows time (0 instead of 1 hides the line) walk - Disable no clipping mode woo - gives you Molotov cocktails woundpawn - makes the character you are taking aim at bleed. He won't suffer, but you'll be pleased with the sight Note: If the game detects you have a health over 100, the Boss Creatures will not attack. Since you must exploit weaknesses during their attack, you will be unable to proceed. Use the health cheat to set your health back to 100 before confronting bosses! Using these map cheats, you can jump to any level within the game. The "CU_nn" maps are cutscenes, and "playground" and "SmokeTest" are test levels. Enter these cheats the same way as other codes. start Aeons start Catacombs_Cisterns start Catacombs_Cliffs start Catacombs_Entrance start Catacombs_Exit start Catacombs_Exit_After start Catacombs_LairOfLizbeth start Catacombs_LairOfLizbethPostCU start Catacombs_LowerLevel start Catacombs_SaintsHall start Catacombs_Tunnels start Catacombs_WellRoom start Catacombs_WindChamber start CU_01 start CU_02 start CU_03 start CU_04 start CU_05 start CU_06 start CU_07 start CU_08 start CU_09 start CU_10 start CU_11 start CU_12 start CU_13 start Entry start EternalAutumn_FinalFight_Arch start EternalAutumn_FinalFight_Arena start EternalAutumn_FinalFight_ArenaBattle start EternalAutumn_FinalFight_Ruins start EternalAutumn_Ravines_Airie_Interior start EternalAutumn_Ravines_Bridge start EternalAutumn_Ravines_Chase start EternalAutumn_Ravines_Chieftain start EternalAutumn_Ravines_Forest start EternalAutumn_Transition start EternalAutumn_Waterfall_Dwellings_Lower start EternalAutumn_Waterfall_Dwellings_Upper start EternalAutumn_Waterfall_Gauntlet start Grounds_Cottage start Grounds_Dock_Night start Grounds_Lighthouse start Grounds_Mausoleum_Approach start Grounds_Mausoleum_Entrance start Grounds_Mausoleum_Tunnels start Grounds_OldCemetery start Manor_CentralLower start Manor_CentralLower_After start Manor_CentralLower_Night start Manor_CentralLower_Storm start Manor_CentralUpper start Manor_CentralUpper_After start Manor_CentralUpper_PostOneiros start Manor_CentralUpper_Storm start Manor_Chapel start Manor_Chapel_Night start Manor_Crypt start Manor_EastWingLower start Manor_EastWingLower_After start Manor_EastWingLower_Night start Manor_EastWingUpper start Manor_EastWingUpper_After start Manor_EastWingUpper_Night start Manor_EntranceHall start Manor_EntranceHall_FromKitch start Manor_EntranceHall_Intro start Manor_EntranceHall_Night start Manor_EntranceHall_Night_ReturnFromCove start Manor_EntranceHall_Storm start Manor_EntranceHall_ToKitch start Manor_FrontGate start Manor_FrontGate_Night start Manor_FrontGate_Night_Return start Manor_Gardens start Manor_Gardens_Night start Manor_Gardens_Storm start Manor_GreatHall_Night start Manor_GreatHall_Storm start Manor_InnerCourtyard start Manor_InnerCourtyard_Storm start Manor_NorthWingLower start Manor_NorthWingLower_After start Manor_NorthWingLower_Night start Manor_NorthWingLower_Storm start Manor_NorthWingUpper start Manor_NorthWingUpper_Night start Manor_NorthWingUpper_PostOneiros start Manor_NorthWingUpper_Storm start Manor_PatricksRoom start Manor_TowerRun_Night start Manor_TowerRun_Storm start Manor_WestWing start Manor_WestWing_Hall1 start Manor_WestWing_Night start Manor_WidowsWatch_Storm start Monastery_Past_Church start Monastery_Past_Exterior start Monastery_Past_Interior start Monastery_Past_LivingQuarters start Monastery_Present_Church start Monastery_Present_Cove start Monastery_Present_Entrance start Monastery_Present_InnerSanctum start Monastery_Present_Tunnels start Oneiros_Amphitheater start Oneiros_City1 start Oneiros_City2 start Oneiros_HowlingWell start Oneiros_Intro start Oneiros_Oracle start Oneiros_RetreatBath start Oneiros_RetreatExterior start Oneiros_RetreatSecondFloor start Oneiros_RetreatStudio start Oneiros_ZigguratInterior start Oneiros_ZigguratLower start Oneiros_ZigguratUpper start PiratesCove_Barracks start PiratesCove_Exterior start PiratesCove_Pier start PiratesCove_Pool start PiratesCove_TreasureRoom start Playground start SmokeTest start StandingStones_FirstVisit start StandingStones_KingFight start Start These are the objects compatible with bring and some other cheats. Spells: dispelmagic ectoplasm firefly* haste incantationofsilence* invoke lightning mindshatter* phase* powerword* scrye (you have it by default) shalasvortex* shield skullstorm ward* Weapons: ghelziabahrstone (you have it by default) phoenix revolver (you have it by default) scythe shotgun speargun tibetianwarcannon To get the Molotov cocktail use woo. Ammo: bulletammo dynamite dynamiteammo molotovammo phoenixammo phosphorusshellammo shotgunammo silverbulletammo spearammo Items: amplifier arcanewhorls ethertrap healingroot health healthvial lantern* manawell powderofsiren* translocationscroll* wizardeye* Artifacts: aaronsjaw ancientartifact goldflask* goldsun humanheart lightningrod mercuryflask mistflute* montoheart* scarrowink* scroll* sextant sleedseed* stalkerlure* timeincantation Keys: aaronsroomkey abbotkey bethanyroomkey bethanysgatekey chapelkey* chestkey eastwingkey energykey gardenkey goldkey josephsroomkey* kitchenkey lighthousegatekey lockerkey* monasterykey oneiroskey* priestkey seachestkey servantkey silverkey studykey towerkey trapdoorkey widowswatchkey workroomkey In most cases you won't be let into the room before the appointed time even with a dozen keys in your pocket. Enemies: aaronboss aaronghost aaronrevenant ambrose antitrsanti attackinhabitant bethany bethanyflickeringstalker bethanymonto bigsheep bosshowler darkbat decayedsaint donkey drinen evelyn fallensaint (not visible) flickeringstalker guardianphoenix handmaiden hoodedmonk hoodensaint hound howler howlereating howlerhanging inhabitant jemaas jemaaschieftain jemaascroucher jemaasdancer jemaasjumper jemaaslongjumper jemaasrock jile jile_tentacle kiesinger king_ass king_body king_L_arm king_L_mandible king_mouth king_R_arm king_R_mandible king_tentacle lizbeth meleejumper meleesaint miniboss minimonto monkabbott monkarcher monksoldier monto rat restingdarkbat scarrow scryemonk scryesoldier sheep sleed spawnedburiedsaint (not visible) speedybadass speedyhowler spphoenix tribesman* trsanti trsantichucker trsantilt trsantiwitch undyingking verago NPCs: (killing them ends the game) butler chunkymaid groundskeeper jeremiah maid maidtarget sedgewick Others: damagetrigger gerald gibs jemaas_firepot monkstaff oldpot01 oldpot02 oldpot03 oldpot04 patrick (crashes the game) projectile_book1 projectile_candle1 projectile_kitchenknife sand scriptedplate torch waterglobe * Not available normally in game 8. EASTER EGGS Level: Manor - West Wing Walk to the door at the end of the hall (it's where you see Aaron in his revenant form and take a health kit). Shoot at two dark panels on both sides of the door to open it. You'll find yourself in a shooting gallery. You'll have to shoot bats coming from four different places, and Flickering Stalkers in bonus rounds. After you manage to complete 10 rounds, you'll get a shotgun as well as shells (both normal and phosphorus) as a reward. It's very hard, so don't frustrate if you fail. Level: Manor - Entrance Hall (III) Right after you start the level, jump onto the smaller paintings (you'll hear a click) and watch the show. Level: Oneiros Type bring speargun to get a speargun. Search the area with three windows on a wall and shoot a spear through the middle window. Search nearby on scrye mode to see a blue spiral floating on the pit. Jump towards it and you'll appear in a building with a talking donkey. When you get into the room with the talking donkey, turn left and use the dispel spell on the wall in front of you, walk into it and it will open and in there you'll find a note from one of the game designers. Level: Monastery Present - Cove The map is big, and you'll have to play through it to get to this "easter egg". When you get into the barn and jump into the ruined building, note the long plank on the second floor. Jump up and down several times at the end of the plank, and you'll see a giant sheep. Level: Monastery Present - Tunnels When you get to the underground river, switch to noclipping mode (astral). Go to the right, through the wall. Type walk to become tangible and take the note from one of the game designers. Level: Pirate's Cove - Pier Play through the level. Go up the spiral stairs. Use astral to go through the wall behind the two barrels. There are two notes, one addressed to the Mole, the other one dedicated to Mario Lemieux, a hockey player. Level: Manor - Entrance Hall (V) After talking to the fat maid, follow her upstairs and hang around for several minutes. You'll hear Patrick behave improperly. Level: Oneiros - Howling Well Fly to the building, get inside, push the button on the wall near the purple field, return to the entrance, fly to the roof, scrye and you'll see a purple cloud. This is a portal. Welcome to the Disco of Death! Credits Access the Credits from the main menu. Right-click on the "D" in Daniel P. Keller, "K" in "Richard "Keebler" Benson", "M" in "Michael J. Goodwin", "B" in "Brady Bell", "G" in "Jon Galvan" to hear some sound events. 9. USEFUL LINKS http://piratescove.narod.ru/index.html A very complete page about Clive Barker's Undying http://www.shoecandy.com/undying/ Less complete, but the "Talking donkey" easter egg is explained, with pics. http://www.undyingitalia.it/public/index.php An interesting forum http://undying.3dactionplanet.gamespy.com/ Another one http://www.youtube.com/view_play_list?p=C8A1FD2899456A4B This guy uploaded a video walkthrough