Walkthrough - Guide for Clive Barker's Undying
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Clive Barker's Undying A Walkthrough by:Xylanic Copyright March, 2001. Version 1.1 -------------- Table of Contents: 1. Author Information, Contact Information, FAQ. 2. General Game Information 3. Walkthrough Part 1- Opening to Gardens 4. Walkthrough Part 2-Gardens to Monastery Past 5. Walkthrough Part 3-Monastery Past to Monastery Present 6. Part 4-Monastery Present to Lizzbeth. More To come as FAQ is updated. ********************************************* 1. About Myself, Contact Information, FAQ. ********************************************* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A. Contact Information: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You may contact me at Xylanic@aol.com, or through AIM by Xylanic or Zylnor. Please title your mail with the Heading: UNDYING FAQ. I will give credit to anyone who has items to add or take away from the FAQ. The newest version of this FAQ is always at Cheatcc.com and Gamefaqs.com, don't ask me for it. Once again, I'm not perfect. I don't need to hear you bashing me for bad grammar or one small mistake. Although the majority of feedback has been great, one individual can ruin a day. -=-=-=-=-=-=-=-=-=-=-==--=-=-= B. Who am I? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As for Myself, I am a professional writer who writes fantasy and horror in my spare time. This will be my first FAQ for this type of game, and the first I have posted to major websites. I decided to write this mainly because so far, nobody else has taken the initiave to write anything intriguing or new for this game, and many people are stuck and looking for answers. So, being the type of guy I am, I decided to help out. If you would like to have this FAQ on your site, please contact me for further info. Also, I am not perfect. I know I make mistakes, and I may have missed things I would appreciate you contacting me to make this as complete as possible however. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= C. What's in this FAQ? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This FAQ is designed to get you through the game as completely as possible, with all secrets, spoilers, items, extra health packs, and amplifiers. It will not have a complete rundown of the weapons, enemies or of how to use the weapons, and the key commands, as that is already written in the manual for your enjoyment. I will note things I find interesting however throughout the majority of the game. This walkthrough is written in the NORMAL mode, which is not that different from the other modes. One day in the future, I may write one for the Nightmare mode. This Walkthrough is written in sections through each of the major portions of the game, with Letters marking individual parts of the main sections for easier reading. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= D. Where can I get the latest Version? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Currently, this walkthrough should only be at the following websites: www.Gamefaqs.com-home of the walkthrough. www.dlh.net www.gamespot.com www.neoseekers.com www.cheatcc.com www.cheatingplanet.com www.xcheater.com www.cheatplanet.com www.gamexperts.com www.gamesover.com www.actiontrip.com www.gamepower.com www.justadventure.com Also, the latest version can ALWAYS be found at Cheatcc.com and www.Gamefaqs.com If you would like to post this on your site, Mail me at Xylanic@aol.com. I'm pretty leniant as long as you ask. If you locate this walkthrough at any site not listed above, shoot me a mail please, I would appreciate it. Note:I have given permission to some smaller sites that I will not list here, but send me a mail just in case. -=-=-==-=-=-=-==-=-=-=-=-=-=-=-=-=--= E. Version Update Information: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 02-28-01-Released Version 0.1 03-01-01-Updated to 0.2. Updated Contact Information, Added to Onerios first part. 03-02-01-Updated to 0.3 Added up to the Gardens, finishing part 1 of the walkthrough. 03-03-01-Updated to 0.4 Fixed Several mistakes, changed some of the format, and added Characters section. 03-06-01-Updated to 0.5 Changed some formatting, Added Gardens to the Old Cemetary, added a FAQ section, added Thanks section. 03-07-01-Updated to 0.6 Changed some problems in the FAQ section, added some detail to some sections, Added Old Cemetary and Cove to Tunnels. 03-08-01-Updated to 0.7 Fixed all spelling errors, added spaced formatting so it is easier to read due to popular demand, Added a bit more to tunnels and started the most requested section, Monastery. 03-09-01-Updated to 0.8 Walkthrough is now up to the Catacombs entry after you use the dynamite. 03-12-01-Updated to 0.9 Completed Boss FAQ in the FAQ section, including the Undying King. Updated the Catacombs section. 03-14-01-Now Version 1.0 Completed all the way to Monastery past, added a few alternate ways to do things throughout the FAQ. 03-18-01- Now Version 1.1 Monastery past completed. Fixed some punctation errors. In the catacombs there is an optional puzzle in a hidden room with symbols and blocks you shoot. If anyone knows the proper soloution without releasing poison water, mail me. -=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-= F. Thank Yous -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thanks to my girlfriend, Robin, for patience while I write this. Thanks to Mike T for the Keisinger Trick in Onerios part 1. Thanks to Tran for tricks on using the stone on Tentacles. More always coming.... Thanks to the Guy who felt he needed to take the time out of his day to bash the FAQ for having a couple grammar mistakes. That's really important in my opinion so a big Loser of The Day goes to this fellow, who out of respect I will not name. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- G. Most Frequently Asked Questions -===-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This section will be devoted to the questions flooding my email currently. As the walkthrough is not yet completed, this is primarily full of stuff that is not yet in the actual walkthrough. Read at your own risk. Most of this will be covered later in the full walkthrough section. Also, much more detailed boss walkthroughs will be in the main portion. Q.How do I beat Lizzbeth? A. Either take care of the skeletons yourself with Invoke, or let her take care of them as she tends to do. Avoid her stones for a while, firing at her with ectoplasm or your war cannon. When she stops for a moment and glows, and her head turns around, use your scythe on her head to behead her. She is not difficult if you keep your distance and wait. Q.How do I beat Ambrose? A.Avoid his attacks by strafing for about a minute. Wait until a Hound, or werewolf, whatever you wish to call it, appears and distracts him for a few moments. While he is distracted, use your pistol, move in close to him, and aim at the jewel on his axe, popping it out. When the jewel has popped out, he will shrink to a normal size. Scythe him, like his sister, and you have won. Q.How do I return to the present in the Monastery? A. Once you get the gold key and the lights go out, proceed forward to the open window where the monk lies dead on the floor. Jump THROUGH the window, and head to your left and up towards the top of the building, until you reach a small chimney, and just above you can see an amplifier. Jump onto the chimney, from there do a careful jump to the next part of the roof. Climb to the top after getting the amplifier and leap into the window in the tower to get into the main Monastery. Q.How do I beat Aaron? A. First note, The true battle with Aaron is the basement of Bethanys room. The other times you meet him, he haunts you as a ghost in the house, merely use an ether trap to get rid of him. Start by giving him his jaw back when he is hanging there in chains. Then, he will begin to lash out at you and be a rather pain. First you will chop off his hand with your scythe. Use various attacks for a few minutes, using shield to defend yourself. Eventully, you will manage to dispatch his hand. The easiest way to have this happen? Have him jump at you and strafe aside, and he will run into a wall and fall down. Use your Scythe on the hand. At this point, Aaron will back into a far corner of the room and use his wonderful chains to attack you from a distance. Stand behind one of the hanging chains in the room and wait for his own chains to get stuck on them. When he is stuck, move in with the Scythe and take care of him. Q.How do I get to the catacombs below the monastery? A.When you have found the dynamite, proceed to the front of the monastery, where you entered, not inside which is what confuses most people. There is a spot here where Patrick says he can see below into chambers. If you look down over this area, you can see rooms below stone blocks. This is where you use the dynamite and drop below. Q.In Onerios, I have just killed the Hound behind the energy barrier, and I am stuck needing energy key and theres a lever that I cannot pull all the way. What do I do? A.Use a Molotov Cocktail, Skull Storm, or Dynamite to light the cauldron in the room. Q.How do I beat Keisinger? A.He is easy. In fact, you can beat him in seconds. Arm yourself with ectoplasm and Scythe, and as soon as you start, RIGHT after the loading screen ends, hit him with an ectoplasm which distracts him for about a second. Rush in and Scythe until he drops into the center hole. Follow him into the center hole, using your flight to avoid falling to your death. Merely follow him around the room, strafing and using Scythe. Should take 2-3 minutes. If you let him go in the start, he is very difficult, and you will have to hide behind the pillars to take care of him. He cannot be hurt when his shield is up. Q.How do I beat Bethany? A. Very, Very simple. Take care of her witches that surround her in the start, they take a simple Skull Storm to take care of. Once they are dispatched, fly to Bethany ASAP and use the Scythe on her head while she is about to summon more creatures. Can take less then a minute if you do it this way. She can only be hurt while summoning. Q.How do I beat the Undying King? (final boss) A. When the battle starts, run to your left and behind you and pick up extra dynamite and Phoenix Eggs. Equip your eggs, dynamite, and Skull storm. Have skull storm amped to max if possible. Begin by launching multiple dynamite at his mouth that opens and attempts to suck you in now and then. After a few dynamite blasts, the legs will go, and the mouth will begin to open to suck you in. Stop being sucked in with a quick skull storm. Concentrate on the head above, which opens to a pink brain after the mouth is closed. Use skulls, Phoenix, and Dynamite together on the brain. Try to keep one skull up at all times so that you can take care of the mouth any time it opens to attempt to suck you in. Keep backed up roughly at where you started the round to avoid tentacles around the island. If you use the Phoenix, Dynamite, and Skull together, he will take about 7 minutes. Hang in there. Q.Who is that in the boat in the end cutscene? A.Keisinger, in his normal form. Can you say Sequel? Q.Your FAQ is great, you should be a writer! A. I know. Q. You suck. Why do you even bother writing? A. To join my fanclub, send me an email, and you can be a charter member. Many more coming... ************************************************************** 2. General Game Information ************************************************************** -=-=-==-=-=-=-=-==-=-=-=-=-=-=-=- A. Characters in Undying -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Although I have stated I shall not create a guide on the individual weapons (at least at this time) or the key commands and enemies, I did decide to create a description of each of the main characters in the game, and what you can expect from them. This is not a spoiler section on how to defeat the bosses, as that is listed in the actual walkthrough. This is more of a get to know your friends and villians section. Patrick Galloway-The main Hero of our adventure, the individual who you portray. Patrick is a man who specializes in the occult, due to an encounter with a Trsanti Shaman during World War One. During that battle, he obtained a curious green stone, and since then has majored in exploring and devoting his life to the occult. During the war, his friend and Squad leader Jeremiah Covenant saved his life. In doing so, Patrick believes that he owes the man a life debt. As our story opens, Jeremiah has hesitantly decided to call on Patrick and take advantage of the debt that is owed. Joseph Covenant-Father of the Covenant family. Devoted his life to studying magic and other supernatural doings. Reliazed what had happened to his children far too late. Killed by his rogue son Ambrose in the game hall with a Pool cue. Letters of his still litter the house, as the cleaning staff has not bothered to get rid of them and his other books. Evaline Covenant-Mother of the Covenant family. Died giving birth to the youngest of the Covenants, Lizzbeth. Letters lying around the Estate reveal her to be a reflective, thoughtful woman with concern for all of her children. Using scrye in a few spots in the game will give an eerie showing of what happened with this lass. Lizzbeth Covenant-Youngest of the Covenant family. Referred to as the beautiful member of the family, the housing staff always doted on her. Until she discovered a nasty biting habit and enjoyed teething on the house staff. Using scrye in several spots on the game will flashback on this habit. Died at the age of twenty from a wasting disease that caused her to wither and die. It is said she spent her final days in the family crypts, reading through such novels as Dante's Inferno and spending her time conversing with the dead. You will encounter Lizzbeth's afterlife form several times throughout the game, and she will be the first sibling you will confront. Ambrose Covenant-Referred to as the Black Heart of the Covenant family. According to the game's journal, he has always been a hellion, fighting and hurting others for the shear pleasure of doing it. Shortly after killing his father and lying about the truth, he left the Estate and became a pirate, sailing off the shore of the Estate and across the sea to other continents. He became involved with the Trsanti clan eventully and their magics during his pirate travels. Eventully, returned the year before the game starts to claim his inheritance. He confronted Jeremiah and the constables and other police showed up. Lept off a cliff off the side of the mansion. Presumed dead, suicide. Don't count on it, as he makes his home in the Pirates Cove near the Estate with his friends. Aaron Covenant-The artist of the Covenant family. During his time at the manor, he drew most of the portraits that you will see throughout the game. Always had a dark, gruesome way of painting, which most people did not see for what it actually was, another world he was working on painting entirely. During life, he got into several arguements with Bethany while Jeremiah was at the war, and was a manic depressive, subject to severe emotional problems. Dissapeered a few years back, presumed dead. Of all the Covenants, Aaron will cause you the most trouble throughout the game. Bethany Covenant-Power. Her whole life, even as a child Bethany has sought power, and sought ways to make herself more powerful. Having a private cottage on the Estate and a greenhouse where she worked horrific experiments, Bethany has always let magic be her true passion, wheras the others had their reading, art or strength as passion. Her entire life she has contacted the most powerful Magi and Wizards in the world to increase her power, doing anything to learn from them. Sadly, Bethany was killed by Keisinger, who proved to be her better. However, The curse affects even her, and of all the covenants, she has grown to be the most powerful. Jeremiah Covenant-Eldest member of the Covenants. Only surviving member of the family, or so he thinks. Bedridden, dying from a wasting disease similar to the one that killed Lizzbeth. Jeremiah is an old friend of Patricks, having saved his life during the war and....ahem...narrowly advoiding dying himself. Seems very genuine in wanting to have Patrick solve the problems on the Estate, and solve the curse, but He has many secrets.... Otto Keisinger-Reputed to be the most powerful Magi on Earth. Worked his way into the family by getting close to Bethany, pretending to teach and help her learn when his true purpose was to develop himself even more by tapping into another realm that has it's gateway directly below the Covenant Estate. When he finally managed to tap into this otherworldly power, he killed Bethany. However, he continued to stay on at the Estate, keeping a guest room in the house while he worked on his magic. Keisinger has indeed grown very powerful bleeding off of the Covenants. Will his confidence be his downfall? Sedgewick-The old, yet friendly Lighthouse man, who has run the lighthouse off the coast of the Estate for years. Has a deep dislike for Trsanti and Ambrose, as the Trsanti killed his only son years ago. The King-Who, or what is the King that is referred to by the twisted Covenant children? You will find out. Oh yes, you will find out. Butler-Although not a main character, he is quite helpful in giving information and somehow staying alive and on staff at the mansion throughout the game. Gardners-Several Garden workers throughout the game will also help you although in smaller ways then the butler. Maids-The housing staff is very good at getting killed. That is about it, sadly. ************************************************************** 3. Game Walkthrough Part 1:Opening to Gardens ************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A. Game Opening-Outside. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Undying begins with a opening in game movie, in which some background information is established and it is revealed that you have been called by your old War Commander, Jeremiah Covenant, to perform him a favor at his estate. Evidently, he is very sick, and as you owe him a life debt for him saving your life during the war, you oblige to travel to his Estate in Ireland. Little do you know what awaits you here.... When you first get control of your character, you face the large, Imposing Covenant Estate, where lightning strikes down in the distance, and generally adds to the grim decor of the Estate. Press F3 to open your journal and read some information about both why you are here, and about your current inventory and what you can do with it. Equip your Revolver, and get ready for a journey into ultimate Horror. Head forward, and keep an eye out for small rats that will come up to you and bite you for a point of damage or so. To use bullets on these rats, is, in my opinion, a complete waste of time. Turn around and walk over to the gate that you used to enter the Estate. You will see your first glimpse of several small Howlers, then a much larger creature, race across the field behind the gate. Obviously, this will not be a normal visit. After you witness this scene, head towards the front door of the Estate and use your Scrye spell while looking towards the Entry. You will witness a scene that took place in the past, as a person hangs from the lamp to the right of the door, further letting you know that, Dorothy, your not in Kansas anymore. A neat little detail of this past scene is the rats drinking the blood from the foot of the lamp. How pleasant. If you wish, you can head to the left of the doors to see a man working in the Garden. I kind of found it somewhat odd that this man would be pulling weeds and trimming hedges with the current conditions and with rats running around that seem to enjoy human flesh...However, to each their own I suppose. However, he has nothing special to say, so it's inside of the Estate you go. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- B. Inside the Estate to Jeremiah. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You will witness another in-game cutscene in which you meet a Maid, also apparently as intelligent as the guy picking weeds outside of the Estate. She informs you that Jeremiah is in the living quarters, and that most of the house staff was let go a while back. Also, as a special bonus, seems most of the house is without electricity. Doesn't it just get better and better? She will have you automatically follow her through the Main Hall, which is somewhat Resident Evilesque, and into the entry to the living quarters on the right, which is where you once again take over. Head down the hall and follow it to the right and witness your first glimpse of a member of the Covenant family-Aaron. He will appear for a moment, then glide down the hall away. Continue to follow the hall, and witness a darker, more sinister form appear, which lashes out at you briefly, but causes no damage, and disappears. Well, this is about the point most normal people would leave the premises, but Then, we would not have much of a game, would we? Head to the end of the hall, pick up the health pack on the ground, you will need it later, and head back to the door on your right. Open it. That's one more thing about the Estate, is the damned doors seem to get stuck, jammed, or just won't open. When in doubt, use WD-40. Perhaps then they would not have so many problems with stuck doors. You will now witness yet another cutscene, in which you discuss current going ons with the only living member of the Covenant family, Jeremiah. Seems he is wasting away from an old war wound, and has called you to investigate odd happenings inside his estate that have heated up since he came home. He mentions that the staff took most of the most valuable belongings in the mansion when he thinned them out, and that they fear the family curse. Before you and your friend can further discuss current happenings and which of his maids is the most attractive, you hear an odd growl and a scream from downstairs. With great intelligence, you take out your gun and go to investigate as Jeremiah locks the door behind you. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= C. Investigating the Sounds to Jeremiah. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Head back the way you came, towards the Main Hall. As you enter the top floor of the Main Hall, Aaron will fly across the hall, laugh at you, and then fly below and disappear. This guy has a serious staring problem it seems. Head down the stairs and note that the door to your right is left open. Well, isn't that convenient. Also note that you can walk behind the stairs, use your Scrye spell to light your way, this area will be important a little later on. Go ahead and enter the door to the next part of the house. You have now entered the West Wing. (No, not of the white house, you moron.) As you walk down the hall, the first door to your right will open. Enter this room and watch as once again Aaron appears, says a few words to you about the bonds of flesh, and then fades away after revealing that he learned a few tricks from the film the Exorcist. Pick up the bullets on the windowsill and continue down the hall to the end, take a left into the next room. Don't miss the health pack in the back of this sitting room, then make your way forward, past the door you came in, into the next area. Walk up to the mirror and pick up the bullets from the table, and watch what happens in the mirror. At about this point, you feel as if you are roaming the Haunted Mansion at Disney World, eh? Head into the next room on your left. You will hear glass breaking, and a scream, seems like someone has had some bad luck. Continue through this room and into the next, where you will meet your first Howler, viscous, fast creatures that usually travel in packs. Luckily, they are not too difficult to kill. The first one will come around the side of the small garden in the middle and rush at you, just back up, aim carefully with your target in place, and two well placed shots should take it down. Head around the garden and a second Howler will rush at you. Repeat, and look around and reliaze this room looks like it was taken directly from the Haunting. Pick up the health pack lying directly below the hole in the glass above, which is where the Howlers entered, and whirl around as a Howler comes from the direction of the little garden. Aim quickly, and waste it. Pity the poor maid lying on the ground, pick up the bullets lying against the wall of the little garden, and head forward into the next area. As you enter this next small room, another Howler will try to surprise you by dropping from the roof. Back up, aim carefully, and send it to Hell. Head down the small inset flight of stairs and witness a Howler racing across the next room towards a large curved flight of stairs, somewhat far away. Don't let it fool you. Back up, as another will drop from just above the doorway. Waste both, backing up into the garden room if you have to. Enter the room with the large curved flight of stairs, gaze around if you wish, as it is beautiful, with the pattern in the glass far above. None of the bottom doors open, big surprise, so head up the stairs to the Second Floor once again. Another Howler will race towards you once you reach the landing, and you will hear Jeremiah yell for your help. However, once you kill the Howler, don't respond to him right away, He can wait a bit. Pass by the hall where Jeremiah called for help and into the door at the far right, and enter a small study with a book on the table. Read the book, and it will reveal a bit more of Joseph, the Covenant's Father, wanderings and explorations and just what the large Tower and standing stones mean. Now, before you leave the room, push on one of the bookcases set in the walls in the far corner to open up a hidden passage to the balcony above the garden room. On this balcony, you will pick up your very own, dandy, first Amplifier. Take it, and head down the hall where Jeremiah still needs some help. A Howler is attempting to beat down Jeremiahs door, which of course, we cannot allow. Blow it away, it will not even attack you and should only take a few shots to take down. Enter Jeremiahs room once again. You will witness another cut scene in which Jeremiah will explain about the Howlers, the ritual that may have caused this curse upon the family, and that some of the Employees of the Estate have reported seeing Lizbeth lately. I guess your spotting of Aaron doesn't mean much, hm. Of course, this is odd, since Lizbeth is long dead. He will also give you a magic scroll, which contains Ectoplasm, which you will need later in the game. You agree to study it, and head to bed in the Guest Quarters. -==-=-=-=-=---=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- D. Day Two, Guest Bedroom to North Wing Lower. -=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=- As you wake up (Odd, unlike most Horror Games, seems you had a perfect nights sleep with no disturbances during the night. Personally, I would not sleep well if where I was staying the night had man-eating dog like creatures prowling, however, I suppose Patrick is different. Anyways, move forward and pick up the scroll that Jeremiah gave you the night before, It is the Ectoplasm spell. I personally amplified the spell with the amplifier we found earlier, to give myself more power, but that is up to your discretion. Move through your room, pick up the bullets lying on the table, and proceed through the door ahead of you, leaving the Guest Bedroom. After the loading screen, you stand in a Hallway. To your left is a statue and a dead end, to your right is a short flight of stairs heading down, obviously, this is the way you should go. As you head down the hallway, A butler will pass by and inform you that someone broke into Lizzbeth's room while you slept last night, and that it is quite a mess. After he is finished talking to you, follow him down the hallway. All other doors are locked, or jammed, as is per the norm here in the Covenant estate. Although, take note of Bethany's room, although it is locked, and the study. Proceed into Lizzbeth's open room after the Butler. A maid will approach you. She will tell you a few interesting details, including that recently the Groundskeeper claims to have seen Lizzbeth somewhere. She will inform you that you can talk to this man by entering the Garden through the Kitchen. After this oh so exciting conversation, continue forward into her room to snoop around a bit. Items of interest in her chambers include a health pack in the bathroom, a diary letter she wrote about the Monastery and how she wonders about what takes place within, and if you use the scrye spell on the painting by her bed, you will see what Lizzbeth has now become. Horrible and tragic, Indeed. Head out of her Bedroom, turn left and start to head down the hall. You will hear the sound of breaking glass, and a scream. The Butler will rush past you, yelling for help and injured. Head back towards the room, Ectoplasm and Gun at ready, and let loose on the two Howlers that have just slain the maid that was so helpful before. Back down the hall while firing if you have to. When they are also lying in a puddle of their own blood, follow the hall that you had originally turned down, where the Butler went running. When you have almost reached the end of the Hall, two more Howlers will come at you. Back up quickly and fire carefully, keeping out of their range, and bringing them to the ground as well. Continue down the Hall. You will pass the injured Butler, hiding in a corner, holding his arm. Head out the door at the end of the Hall to enter the second floor of the Main Hall. Looks familiar, huh? Notice that the large double doors directly to your left as you enter the Main Hall are open. Go ahead and go inside. Entering this room, turn to your left and enter the bedroom. If you wish, use your scrye spell to see what happened during the birth of Lizzbeth. Very lovely. Pick up the bullets and the letter on the table by the bed, and the health pack in the bathroom. This was a letter written by Evaline a while back, involving her thoughts on her husband. Very interesting. At this point, two more Howlers will be coming across the room you entered these chambers from. Be ready for them, and slay them as well. If you need to, use a health pack. Exit Evaline's bedroom and cross towards where Jospeh's bedroom is. Odd, they slept in separate beds it seems. Anyways, be prepared for the Howler that will drop from the ceiling and attempt to surprise you. Surprise it with a bullet to the head, and pick up the letter on Joseph's bed, and get a better idea of just what is going on here. Go ahead and exit these chambers and reenter the Main Hall. You will hear Howler's somewhere below, and as you approach the stairs to go to the first floor, you will hear Aaron's taunting laugh. Go ahead and descend to the first floor. As you reach the landing and are nearly to the bottom, you will clearly hear what sounds like flesh being ripped from bones. This should not concern one as brave as you, should it? Once you have reached the first floor, prepare yourself, and head BEHIND the stairs that I mentioned earlier. Here, three howlers dine on a recently slain maid. Take them out one at a time, heading up the stairs if you have to to keep them at a safe distance from harming you. I found heading up the stairs keeps them coming more slowly. Once you have dispatched these three, head back behind the stairs, and pick up the servants key lying by the corpse of the maid. After you have picked up the key, come out from behind the stairs and enter the door on the far right of the Main Hall if you were facing the stairs. Once you have entered this hallway, take a left and start walking, turn right into the hall ahead of you as you hear Aaron laugh yet again and the door you came in will slam shut behind you. Fantastic, eh? Proceed all the way to the end of the hall and enter the door on your left, as the one on the right is locked anyways. Note: If you had turned right at the intersection when you entered this part of the house, you can see a large family painting. If you use scrye on it, you will see a grisly scene of what could be...Proceeding down the hall as if you were going towards the east wing would result in the door slamming shut to the East Wing and Lizzbeth appearing at the other end, where she will release two howlers after you. This is not nessacary, as you will return here later. -=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- E. North Wing Lower to Keisinger's room. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As you enter this small room, proceed forward into the second door on your right and pick up a health pack on the table, you may need it sooner or later. Leave this little room and enter the wooden door that was not locked. You have now entered a small dining room, which connects to the kitchens. Cross the dining room to the door on the far right if you had just entered the chamber. Walk around the barrels and other items in this storage room and turn left to enter the main Kitchens, where a blazing fireplace sits in the middle. On the far right hand side of the room is a health pack sitting on a table, take it. To the right of where the health pack is is the entry into the cellars, although it is locked. You can bring down the small elevator in the wall, but it brings a Howler with it and is pretty much useless. Proceed towards the room to the right of the fireplace, where a large cook who has tasted too many samples from the Kitchens waits. She will inform you that although she stands by the door to the Gardens, it is currently locked and she lent the key outside to one of the maids, who is cleaning Otto Keisinger's guest room in the east wing of the house. After this conversation, read your journal and discover that you have a rather deep disliking for Otto, and if you encounter him within the Estate it will not be a pleasant affair. After you have finished reading this letter, proceed out of the kitchens and back towards the little dining room that you entered the kitchens through. As you reach this small room, Lizzbeth will come out of the chamber where you entered the North Wing Lower through, and pick up some stones to throw at you. Either strafe to avoid being hit, or back up into the storage room and around the corner. She will then disappear back into the house, unleashing two more Howler's at you. Take careful aim, and get rid of them. Proceed through the door Lizzbeth popped out of and exit this part of the House, getting ready to head back to the East Wing. Once you have reentered the hallway off of the Main Entry Hall, the door across from you will automatically open, the one that was previously locked. Spooky eh? Cross the hall and enter this room. You have now entered a library, where Aaron's Ghost is flying around, searching for a book. You will hear him yell in anger as he is unable to find what he is looking for, until he floats to a top shelf and discovers it. After leafing through some pages, he will leave the book on a top shelf of one of the bookcases, and exit through a wall. Now, use your pistol and fire AT the book. It will fall off the shelf to the floor below, where you can read on just how sick Aaron is, and learn a little bit about Eternal Autumn, for much later in the game. After this fascinating reading, and wondering why Aaron never became the next Stephen King, exit the room back into the hallway and head towards where the locked East Wing Door is that I mentioned earlier. Upon entering the hall, two Howlers can be seen at the opposite end, towards where you need to go of course, yet they will run off in the other direction, away from you. Keep walking. Prepare yourself, for just as you pass the locked door to the Main Hall, these two Howlers will drop from the ceiling, attempting to surprise you. Back up and take them out one at a time, and you should avoid damage that them surprising you would have caused. Continue towards the hall with the large painting of the Covenant children and the door to the East Wing. Just past the family painting, your old buddy and pal Aaron is floating and will speak for about a minute, about how HE will rise again, and how the ritual continues through the Covenant blood. After this heart-warming, milk and cookies discussion, he will float away and through a wall. Continue to the door to the East Wing. You have now entered the East Wing of the house, and stand in a small room with two chairs at one end, and another door at the other. As much you would love to marvel at these chairs for a few hours, go ahead and head through the door at the other end. Go ahead and walk by the Knights in Armor on the wall in this small room, don't worry, they don't jump out at you =). Go down the little flight of stairs into the next hallway. Ignoring the door at the far end of the hall for now, enter the door almost directly across from you. A short cutscene will take place in which you talk with a maid. It appears that this room was formerly Bethany's office. There is not much to see here, however there is a letter on a small tablestand that reveals Bethany's craving to be a world-class Mage, and if you use Scrye on the picture of the Baby on the wall, you will witness something rather disturbing. Leave the office, holding back the temptation to blow the maid to bits for staying and cleaning a house full of monsters and ghosts, and enter the door I mentioned above. Aaron is at the end of the hall, but he does not do much and once again he disappears. However, from the small door to the right further down the hall, two Howlers will come out and race towards you. For some fun, back up into the office where the maid is, and watch them rip her apart, then take them out with your pistol and Ectoplasm. Proceed back to the hallway. Enter the door in the alcove where the Howler's came out at you, the other doors at the end of this hallway are locked or jammed, as usual. At the very end of this hall, you can see some more Howler's enjoying a meal of another maid. Wonderful. Prepare yourself, as you are about to face a total of FIVE Howlers. Begin by taking careful aim and taking care of the one eating the body of the maid. After you kill this one, the other four will come around the corner. BACK UP through the other halls if you have to, always keeping them at least ten feet away from you, as you take them out. Concentrate on one at a time rather then the whole group, and you will have success. Then, after you have taken care of them, head back down the hall, passing the locked door on your left, and pass the corpse of the maid they were feeding on, turning left. Head up the stairs and into a hallway where curtains blow in front of the open windows. The atmosphere here is fantastic. Pass through the hall and enter the door at the far end. You have now entered the East Wing Lower, proper. Go ahead and walk into the door directly across from you, into the children's playroom. Pick up the health pack behind the toy chest in the right hand corner, and read the journal on the bed to understand that Lizzbeth has a biting fetish. Kinky. If you wish, use Scrye to hear the children breaking things and a maid crying as they torment her. Wonderful family, aren't they? Exit the room. Head LEFT, not right just yet as soon as you have left the playroom. Turning the corner, be prepared for a Howler to drop from the roof. Since you know it is coming, take care of it without a problem, and proceed to the door at the end of the hallway. Enter it, and go through another short loading scene. You have now entered the chapel. Yes, that's right, the Covenants have their very own, handy dandy church in the house. Pass through the sitting room without incident and down the little flight of stairs into an antechamber where two open arches are on your right and left. Both lead to the same area, but for the sake of keeping this walkthrough in order, we will go left. Once you enter the chapel proper, notice the short flight of stairs going up to the priests room, and the key lying on the rafter above. Climb the stairs, jump onto the BANISTER of the stairs, and use this to jump towards the priests key, and grab it. Pick up the health pack on the table in the priests room, but DO NOT open the dresser in the corner with the key yet, as it brings several ghosts to attack you. You do want to open this, eventually, but wait for now. Leave the room and head towards where the Amplifier is glowing on the cross at the end of the room. Use your pistol and fire at the Amplifier, and watch as it falls to the floor in front of you. Pick it up, and use it how you wish, or conserve it. Now, head back to the priests room and towards the dresser I just talked about. There are several ways you can do this, however, I found this to be the easiest way. Pick up the four ether traps and the bullets, I'm sure your running low on ammo by now, and run down the stairs and towards the exit of the chapel, heading back to the East Wing. As you run, you will hear the voice of the dead priest yelling, Who dares to rifle through my belongings, Guards, At Once! Use Scrye as you run which enables you to see the ghosts of the dead monks better, and run right by them. Although you could use an ether trap and send them to another dimension, I preferred to save them for later, and run by the monks by using Scrye to see them better. Conserve your health, ammo and possibly a death and run back to the East wing, safe and sound. Proceed down the East Wing hallway, past the playroom, and activate Scrye again, then switch back to Ectoplasm. Your going to need the light, trust me. As you pass by the playroom and enter the next hallway, bam, the lights go out and two Howlers come from one direction, and one from another. Although, if you used Scrye like I suggested, you will be able to see them fine. Take aim at the two first, moving past them if you need to, and bring them down. Then whirl and take care of the third, which should be close to you by now. Use a health pack if you need to, but I took no damage here due to being prepared. Continue down the darkened hall, using Scrye to light your way, and enter the door at the end on your left. You now stand in a dimly lit room with a painting of a female on the wall opposite you. Turn to your left and pick up the health pack lying in the corner, then enter the door that you have not been through yet on the other side of the chamber. In this well lit room, with two paintings on the wall, another pair of Howlers will attempt to get the drop on you. Laugh at them, as they are pathetic in trying to scare you, and take them both out with your pistol and Ectoplasm. If you have used the amplifiers on your ectoplasm, as I suggested, you should be able to down them with a couple shots of ectoplasm now without a problem. Enter the next door in this room, in the upper left hand corner if you had just entered. You now stand in a small antechamber with a billowing curtain. Proceed forward and stare down the hall to your right, full of curtains blowing in the wind. The Covenant family has some problems keeping the windows intact and keeping the curtains from blowing, obviously. Prepare yourself for another battle, and begin down the eerie hallway. The first door to your right is jammed, so continue forward slowly, enjoying the breeze. Hehe. As soon as you hear the howl of a Howler, whirl around and take care of the one behind you first with a bullet to the head. Down it quickly, and turn around again, facing the hall of billowing curtains, where two more race at you. Take care of these two however you please, backing into the antechamber if you must, then continue down the hallway. Open the door on your right, where two more Howlers feast on a maid. Enter the room and strafe around it, firing and using ectoplasm on them at will until they die. Pick up the bullets on the seat in the corner, but do not enter the door on the other side. Retrace your steps into the hall with billowing curtains and proceed to the end of the hallway. Pick up the health pack in this sitting room, and proceed through the double doors into a small chamber with stairs going to the second floor. In this chamber, sits an Amplifier in plain view on a table, almost seeming to say, take me. Well, you can take it, but be careful. See that large chandelier directly above the table? As soon as you take the amplifier, it comes crashing to the floor. So, line yourself up across from the table, run and jump over it, grabbing the amplifier and avoiding the lamp crashing below, which would kill you otherwise. Now, once again, the lights are out. Avoid going upstairs, there is nothing worth doing there except more creatures which can cause more damage and make your life more difficult. Cross back into the room where you picked up the bullets on the seat and proceed to the door on the other side. After passing through another doorway, you stand inside a large marble floored room with a grand statue in the center, and a stairway heading up. Go ahead take these stairs, as the door on the other side of the first floor is jammed. Once you have arrived at the landing on the top of the stairway, take the door directly to your right for another loading sequence. Allright, now you have entered the Care Bear's realm. No, not really, but I just decided to divert your attention for a moment. You now stand in yet another small room, however we are now close to our goal, Keisinger's room. Take the open archway to the right and hear muttering and chanting in this large room of paintings. If you use your scrye in this chamber, you will see what Keisinger has now become through the usage of his magic. Well, you never liked the fellow anyways, so does it really matter? Proceeding through this room, you will pass a tiny chamber on your left. You can go inside if you wish, but as far as I could tell, there was nothing of interest inside. Proceed up the stairs and turn right. There are some doors at the other end, but both of them are stuck. Go up a tiny flight of stairs and hear more chanting. You are now VERY close to the room you have went through so much danger to get to. Enter the chamber on your right as you go down the hall through the open door, and witness a room that, quite frankly, is rather odd. Go through the living room and into the back left-hand corner of the room, into the attached Bedroom. Notice to your right a door where from what little you can see, something VERY strange is going on. First, however, pick up the journal from your bed and read through it. Spoiler:The person he killed was Bethany, when he first arrived at the Estate, since he seeks all the power for himself. After reading the letter, head towards the door to the left of the bed. Watch as the door floats away, and it appears you are looking into another realm. Well, you are. Enter the door, and proceed to the next section of the FAQ =). -=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-= F. First Visit to Oneiros -=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Welcome to the Dream City of Forgotten Souls, as the game refers to it. Oneiros is a floating, changing world between ours, another dimension, full of magical power. Keisinger has tapped into the power of this realm to make himself more powerful, and you should not be surprised to find him here, somewhere. As you arrive, read your journal to learn a bit more about this city, then begin your journey through the otherworldly hell, which is not as difficult as it sounds. As you enter Oneiros, you stand with your back to a great red void. Shapes and stones float through the sky with magical power, and lightning crackles through the distance. To your upper left is an archway, leading to open ended stairs that go down to another small island. Take the stairs, preparing ectoplasm and be careful not to fall off, as that would be the end of you. Once you almost reach the bottom of the stairs, a new creature will appear in front of you, with long tentacles and a curved, worm like body. It has the ability to shoot poison like mind currents towards you, and even teleport through the ground to different areas. Luckily, with ectoplasm, it is not too difficult to defeat, especially if you have amplified your spell. As the first of these begins to rise out of the ground, fire nonstop at it, until it fades away. After the first is dead, make haste and step onto the island, and look to your right for another Tentacle (I do not have the actual name handy, nor does it matter, you get the idea of what the creature is.) to come out of the ground. Strafe to avoid it's mind shots and destroy it with Ectoplasm.(NOTE: YOU CAN USE YOUR GREEN STONE TO REPEL THE TENTACLES RIGHT OFF THE ISLAND, IF YOU HAVE ENOUGH COORDINATION TO AVOID MIND BLASTS AT THE SAME TIME-thanks to Tran END NOTE:) Turn and peer through the archway leading to another part of the island, where a third Tentacle is coming out of the ground. Destroy it as well. Note: If you have taken too much time, these could be anywhere, having teleported around. If you are fast enough, you will catch them in this order. Once they are defeated, ignore the open archway and head up the tiny flight of stairs into the ruined building to the right of where you came down off the first stairs. From this building, head out to the right hand side of the island, then follow the edge around a short ways until you locate a health vial in the niche of a small broken wall jutting out of the ground. Directly to the left of this broken wall, over a ways, is a crypt lying on the ground. Push against it, and it shall open for you. Go ahead and use the lid you pushed aside as a stepping stool to drop down into the crypt, ectoplasm at ready. You stand in a tiny room, and ahead of you are three stones floating in midair across a void, leading to the next room in the crypt. Time your jumps carefully across these stones, too fast and you will end up falling to your death, and make your way into the next room. As soon as you enter the chamber, turn to your right and let loose on the rising Tentacle coming out of the floor, taking care of it before it can take care of you. Remember to strafe to avoid it's mind shots. There is nothing else of interest in this crypt room, not even a dancing Care Bear to keep you company. Allright, enough of the Care Bear thing. About where the Tentacle came out of the floor is an open arch on the right and stairs heading down to a landing, where yet another health vial is just sitting, waiting for you to pick up. Do so. Continue through the arch on the left, make your way over the floating stones to the next landing carefully, it is possible to fall here, and as I have mentioned before, falling is not fun. Head down the stairs off of this landing, avoiding falling into the little gap just before the stairs turn to the right. At this point, you are looking out over a large central island, with an arch at the far end in the remains of some ruined buildings. Take note of this arch, and the arch you can see a distance behind it, as you will need to head this way very shortly, and very quickly. Proceed to the bottom of the stairs and onto the island. Watch as Keisinger himself, the bastard, appears in the sky, informs you that he will show you some real magic, and creates a shield about himself. At this point in the game, without cheating, there is no way to beat Keisinger. However, if someone has somehow figured out a way to take him down, even for a short while, mail me and let me know. UPDATE:You can use an ether trap to cause Keisinger to disappear, although it will not kill him. Thanks to Mike T. END UPDATE. Otherwise, as soon as the cut scene ends, head for the arch that I previously mentioned. If you time yourself quickly enough, he will be unable to let off a devastating spell that will destroy you. Once you go through this first arch, you will see a single island off in the distance, and some silver stones in the air. Run towards these silver stones, and keep running out towards the island. The stones will continue to appear in front of you all the way to the next floating Island. Run to the center where the glowing Tibetan War Cannon, a weapon that can freeze your foes with an icy blast, awaits. Fall through the hole in the center to reenter the beloved Estate. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= G. Back to The Gardens -=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=- Well, you have now made it of the hellish other-world Oneiros safely, however Keisinger still lives. Nevertheless, you shall most likely return later to deal with this chap, and find out what exactly his purpose is at bleeding into the Covenant family and Estate. Until then, it is now time to head out to the gardens with your nifty new key and meet with the groundskeeper who has some information considering the long dead Lizzbeth walking again. Now, a note for this next part...throughout this run to the gardens, Tentacles will rise up seemingly at random throughout your return. I will not provide a specific fighting strategy for every instance, so it's your choice to run or confront them. I will provide strategy for planned instances when I know they pop up. As you arrive, you find that the Oneiros portal has now returned to a simple closet, and the maid that was sent to clean Keisinger's room is lying in front of you, bleeding into the roof. Rather odd, have to see it for yourself. Lying by her crippled corpse is the key to the Gardens. Do I really have to tell you to pick this up before leaving the closet? I didn't think so =). Now, attempt to leave the bedroom and his adjacent living room via the door you came in, and it slams shut. Laughter echoes in the shadows, and Tentacles will begin to pop up in the living room. No matter how many you get rid of, they will continue to come, and continue to wrack havoc on your health supply. So, rush back into the bedroom as soon as the door slams shut, avoiding the rising Tentacles. In the bedroom is a fireplace, now no longer blazing. Duck and go THROUGH the fireplace into a room on the other side. Quickly, rise and grab the health pack on the fireplace top, and head to your left from coming out of the fireplace tunnel and to a door. Most likely, a Tentacle will pop up directly in front of the door on your way out. Be prepared, and use an ice blast and an ectoplasm to get rid of it. Go through the door. You now stand in the hallway you were in previously, except now it is infested with random teleporting Tentacles, which I advise you to avoid due to sheer numbers at some times. Ignore the passage to your direct right, as it leads to a dead end and most likely a confrontation with more lovely Tentacles, and rush down the hall, straight ahead, past Keisinger's now locked and jammed doorway. Once you pass his doorway, head down the little flight of stairs, but do not enter the portrait room to your left yet. Head to the end of the hall and open up the right hand door. Pick up two much needed health packs lying in the room. Piece of advice, strafe throughout here, as the Tentacles are everywhere and will continue to spawn relentlessly. Leave the room and head into the portrait room I mentioned earlier, avoiding more tentacles. Rush across this room to the open archway on the right (not the closed door) and enter. Take the door in this room to exit Keisinger's chambers and return to the East Wing Lower after a brief loading screen. As soon as you enter this chamber, you are on the second floor landing, and a Tentacle will pop up directly in front of you. Be prepared for it, use your Ice blast from the War cannon and a few ectoplasm shots. Only one will appear, as they no longer relentlessly spawn. Yay! Head down the stairs to the first floor. Halfway down the stairs, a Tentacle will pop up in front of you. Don't let it surprise you, dispatch as I stated above. Whirl around and deal with the one that tries to surprise you from behind as well in the same manner. Aren't these things pissing you off now too? I felt like taking a Tentacle and serving it at Red Lobster. Proceed to the bottom of the stairs. The door to your left is now jammed, time for some WD-40, so head around towards the door on the other side of the statue. Enter the doorway and your back inside the hallway with the curtains blowing in the wind. Coming out of the room with the stairs, go right all the way down the hall, rather then left, the same way you went earlier to get the amplifier. Although, there may or may not be a Tentacle popping up to your direct left, so take care of it first. Go all the way to the end of the hall, to the little sitting room, where another health pack is on the table, probably left by a thoughtful yet stupid butler or maid. Pick it up, THEN head back down the hall to the other side. Once you pass the doorway you came through to reenter this billowing hall and enter the little room with the paintings on the wall and the wooden floor, be prepared for a tentacle to come right out of the floor directly in the path of the open arch. Use your war cannon and ectoplasm and send it to hell, proceeding through the arch before more can pop up in this room. You have now entered the room with the marble floor and two gigantic murals on the wall that you passed through earlier. A Tentacle will pop up behind you, take care of it so it does not cause you trouble later, and proceed to the open arch at the other side of the chamber. In this next tiny wooden room, another Tentacle will appear, either kill it or avoid it and head to the room on your left. You are now in the carpeted hallway that connects to the playroom and the chapel, which are both now locked. Rush down the hall, and take out or run past a Tentacle coming out of the top of the tiny flight of stairs at the end of the hall. Follow the hall to the left and take the door you entered the East Wing through to your right, and exit the East Wing proper, alive. A Tentacle will pop up directly in front of the east doors, but avoid it and taking more damage and head through the door. Well, this hall should look familiar. Your back at the hall where five howlers attacked you earlier after feeding on the maid on the floor. Well, it doesn't get any better this time either, tentacle wise. Walk forward going past the blowing curtains and head down the short flight of wooden steps. A Tentacle will come out of the ground directly in front of the stairs, Use your war cannon and dispatch it with ease before it can even come out of the ground entirely. At the bottom of the stairs, turn right first and grab the health pack tucked in a corner on the other side of the stairs, that most people would miss had they gone right and headed back the main way. Now, with yet another health pack in your arsenal, turn and be ready for quite a confrontation. Now, although you can run past your next challenge, chances are you will take more damage with poison mindblasts by running then by confronting the Tentacles head on. So, here is the best way to conquer this part I have found. After the health pack, whirl and be ready for the first of a group of tentacles to appear, if it has not already. Get close and freeze it, then use an Ectoplasm. Turn towards the little flight of stairs you came down and take care of the one or two that have now popped up there in the same way, strafing the whole time. Proceed down the hall towards what's left of the corpse of the dead maid (awwww, shes been gnawed on) and one tentacle will appear close by her. Move in and take care of it as well. Continue forward towards the door at the far end of the hall, and be ready for two Tentacles to come out of the floor together, ready to tear you apart. Move in close to one, freeze it and ectoplasm it. Then, back up and using strafe, take care of the other. Although theres many ways you can handle this large group, I found this to be the easiest way. It's not over yet. Continue down the hall to the door at the far end and enter. You will go down another tiny flight of wooden steps and will now be back in the hall with the knights. Head left first, although the door you came through when you first traveled this way is now locked, there is a health pack on the left wall near the door. Take it, adding to your collection, then turn around and continue to the other end of the hall. Two or more tentacles will most likely pop up during this, take care of them by moving in close and using the war cannon and ectoplasm as before, same old, same old. Head through the open double doors at the end of the hall, up a tiny flight of wooden stairs (what the hell is it with all these wooden stairs, It's horror on the feet, I recommend Dr. Scholls.) and enter a chamber with a spiral wooden staircase in the upper right-hand corner going towards the second floor. Since the way you originally came is now closed, looks like this is the only way to proceed. Head up the stairs towards the second floor, and enter another pair of double doors, which should bring you into a familiar area. That's right, your back in the general area where Lizzbeth and Bethany's room are, and the study, all locked. First, take the hallway to your left that leads back to where your Guest Bedroom is. In the corridor leading to the bedroom, a single tentacle will pop up, attempting to surprise you. Surprise it with an Icy Cold Mountain De...Er...War Cannon blast. Head all the way to the end of the hall, where the statue of a head that was there before is now knocked down, and in it's place is a health pack and two ether traps. Take them, and head out of this hall and past where you reentered this part of the house, as your guest room is locked. Proceed down the hall and turn left when the option presents itself, as continuing to the end of the hallway only results in Bethany's locked door. A Tentacle will most likely evolve from the woodwork near the intersection, so take care of it with friendly smile and service. The door into where Lizzbeth's quarters and the study are is locked, so instead head left through an open door and watch another loading screen as you pass into the next part of the house. There is nothing of interest in this entire rather large room, not even any creatures to attempt to surprise you. Go down...you guessed it....another flight of wooden stairs and cross past the couch to the door. Going through the door, is a tiny hallway with another door at the opposite end. Walk through the hall to the door. Passing through here, you will be in a larger hall, with a door with rather odd designs on your right side as you continue your tour. This would be Aaron's room, however it is locked and you will be unable to visit it until much later in the game. Proceed past the bedroom and through the doorway at the end of the hall. This next room is a carpeted study with a burning fireplace, pictures of birds on the wall, a bookcase, an amplifier on the bookcase, and Aaron standing directly in front of the amplifier. You will find that any attempt you make to take the amplifier results in Aaron laughing and pushing you backwards rather forcefully. Yes, there is a way around this. Change your inventory to an Ether Trap, and run forward to directly in front of Aaron, then trigger the trap. With the right timing, you will cause Aaron to be sucked into the Trap and unable to bother you for a while. Yay =). Take the Amplifier and proceed through the door at the other side of the room. Remember, you can pick up any traps you used that did not catch him. Entering this next room triggers a neat sequence in which doors slam shut behind you in unison, possibly scaring the hell out of you in the process. This next area also brings back the endlessly spawning Tentacles, so beware. As soon as the little scene ends rush to the end of the hall to a closed door. Either avoid or fight the first of the spawned Tentacles until the door opens automatically, which will be just a few short seconds. Yes, it CAN feel like an eternity. Once it opens, run to the end of this hall to the Mirror and a doorway with a purple force shield on your left. Hmmm, appear to be stuck do you? Well, your not. Leap THROUGH the mirror. That's right, into the looking glass Alice. You have leaped into a tiny chamber with a door on your right. Pick up the health pack lying on the wall banister to your left, then enter the doorway and you have entered a secret room that Aaron used for magic in the Covenant Estate. Marvel at the Star Shaped Decoration in the ceiling, then proceed to go from torch to torch in the room. You will automatically set fire to the torch with your nifty occult abilities. Once you have lit all the torches, a spell scroll will appear in the middle of the room. This is the Dispel spell, which, you guessed it, you are to use on the purple force barrier back in the hall. So, return to the hallway, jump back through the mirror, and use the spell on the purple force barrier. This next part can be a bit difficult, as ever spawning Tentacles are present. Run through this small sitting room, strafing and avoiding the Tentacles. You can kill them, but more will continue to take their place. There is a door in the far right hand corner of the room, take that doorway to enter a small four way antechamber. Head left, and use the Servant's Key that we picked up a long time ago to go pick up some goodies. Run down this hall, go ahead and kill the Tentacles that pop up in front of you here, as they can be a real hindrance in this narrow Servant's hall. Pass the first door on your left in the Servant's Hall, as it is locked, and enter the second one. Here, you will pick up a total of 18 Silver bullets on the ground by the beds in this small sleeping chamber. What a servant needed them for, I do not know, but they will definitely come in handy for you later on. Leave this room and continue down the Servant's hall. Enter the last doorway on the left into another small sleeping chamber. In here, grab the health pack on the dresser and jump onto the small table to take the bullets, which you sorely need as I am sure you are currently short on them. Go ahead and retrace your steps back down the servant's hall, killing any Tentacles that pop up in front of with your cannon and Ectoplasm. Once you reach the Antechamber again, take a left into a room with two doors and the tiny servant's elevator that I mentioned far earlier in the FAQ. You could go straight through the antechamber, but it leads to a Workroom that you need a key to enter, which is not until far later in the game. With both doors locked in this room, duck down into the Elevator and ride it down into the Kitchens. After another loading screen, you Stand inside the entry of the room where the elevator is in the Kitchens. Somewhere nearby, you can hear Howlers. Seems as if they have managed to enter even this portion of the house. Leave this room through the open double doors to your right. As soon as you enter the room with the Giant Fireplace, you will notice a few changes. For one, a table is pushed against the door in the far left hand corner, as of someone trying to block out creatures within the house. For two, A howler will rush at you. Take careful aim with either the Cannon or the pistol, and take care of it. Since the other exits are blocked or jammed, Head into the upper right corner and through the archway, where you first met the cook earlier. Sadly, as you enter the room with the door to the Gardens to your left, turn to your right and see the overweight cook lying on the floor, dead, being tended to by a Howler. Door's lie all over the floor and the door to the cellar is busted down, apparently from the inside. Seems the poor cook tried to barricade herself in the kitchens but they got to her anyways. After mourning, enter the room where the dead cook rests in peace (well, it probably isn't too peaceful, ah well.) and before entering the broken down door to the cellar, turn to your left and open that door. This room is very eerie looking, a large wine barrel storage chamber. It almost looks like a cave. Go ahead and enter and be prepared for one Howler to leap at you from the top of the barrels and another to rush from the other side of the barrel storage area. Back up into the room where the cook lies and use your pistol and ectoplasm to carefully take aim and dispatch them as they attempt to reach the door. Taking them on in the wine barrel room would most likely cause damage to yourself. Once you have taken care of them, reenter the room for exploring. Inside, is a locked door and a health pack lying close to some wine barrels. Take the health pack, and return to the open Cellar doors. Well, although it sure does look eerie down there, what lies below is worth getting before a trip to the gardens. Go ahead and take a deep breath, and make your way into the cellar, heading down the stairs into an eerie darkness, using Scrye to light your way if you wish. Once you have reached the bottom of the stairs, you will have entered the downright creepiest portion of the game so far, an odd fog and ambient lit wonderland where howls echo across the stone walls. Quite excellent and bone chilling. Anyways, upon reaching the bottom, you will be in a room with some wine barrels and a large open area to your right. To your left, is a smaller door, left open. Prepare for a Howler to come out of this doorway, don't let it surprise you as it first did me. Take care of it quickly and carefully, then enter the room it came out of. In here are four handy dandy molotov cocktails, which WILL come in handy later on in the game. Pick them up, then exit this chamber and cross to the large open area. Now it's time for some real fun. You have now entered a central chamber of the cellar of the Covenant Estate, and it appears it is slightly flooded, with water all over the floor, adding even more to the spooky effect. Fantastic, isn't it? As you first enter this large central chamber, use your scrye, if you have not already, to spot the two Howlers across the room. Using Scrye to locate their exact location, target them with your Pistol and take each of them down before they can reach you and rend you apart in the eerie darkness. Now, from the doorway entry, head straight ahead to the back wall, where you will begin to hear the familiar sound of an amplifier. Hiding in the water near the back wall is another amplifier. Run back and forth by the wall until you manage to run over top of it. From here, proceed to the archway that you have not yet explored on the other side of the room that you can see rather well from this spot. This room is slightly raised, and above the water level. In here are three doors, yet all three are locked. Don't worry, you'll return later in the game. For now, pick up the health pack in the corner and open the chest. Inside the chest are more bullets, which from fighting the Howlers you are once again in need of. Speaking of Howlers, one is most likely on it's way towards you right now from the central chamber since you picked these items up. Stand in the doorway and dispatch it with ease, then head through the central chamber and towards the stairs of the cellar. Head up the stairs and once again walk over the dead body of the maid. See, you made it through the cellar without major incident after all. Now, after getting all of your goodies, prepare yourself and enter the door to the Gardens to go meet the groundskeeper to speak about Lizzbeth. You won't be returning to the Estate for a while, so I hope you won't miss it. (Yeah, Right.) Use the key on the door to the gardens, pass on through, watch the loading screen and proceed to part 4 of the FAQ. Congratulations. *********************************************************** 4. Game Walkthrough Part 2-Gardens to Monastery Past. *********************************************************** =-=-=-=-=-=-=-=-=-=-=-=-=-= A. Gardens through Mausoleum -=-=-=-=-=-=-=-=-=-=-=-=-=-= As you enter the lush Gardens of the Covenant Estate, first notice the archway with two lamps to your upper left. Go ahead and head this way, equipping your pistol and your ectoplasm. You will enter a middle garden with stone benches and a small stream in the middle with a bridge going over it. Across the stream, A Gardener is running for his life from a Howler. RUN and jump across the water, rather then going across the bridge as it takes too much time, and get in between the running garden worker and the Howler. Fire both pistol and ectoplasm at the same time to take down the Howler, it will take a few shots. Your reward for saving the Garden Worker? A sweet dropping of silver bullets to be tucked away for later. With your newfound loot, leave the man who has returned to working (idiot) and head left out of the archway. Note: If you had gone right, you could speak to another gardener about Bethany's hobbies as a youth, but there is nothing else of interest there. Continuing on, pass by the kitchen door and a large gated door and proceed into a small area with a gazebo and several doors. Here also, you will speak to the man who claims he saw Lizzbeth perched on a hill by the family Mausoleum a short time ago off in the distance. He will also warn you to stay away from the Standing stones, as they are an area of evil. After speaking with him, you decide to investigate his claims by going to the family crypts as he unlocks the gate to the outer grounds straight ahead of you. Enter the gate and you will travel to the family mausoleum. Once you have arrived, take in the sights of the sun setting in the distance and the bats flying off of the roof of the mausoleum. Once you have admired the outside, head off towards the left, following around the side of the gates of the building until you reach a small gate, where lovely Lizzbeth stands on the other side, watching you. She will tell you that you appear to be more of a meal then a man, have a good laugh, then races off around the side of the building. Since the front gate is jammed and locked, continue around the left side of the building, towards an open gap in the gate in the distance. Entering the gap in the gate, you will now be on the far left side of the Mausoleum, inside it's grounds. From the back of the building, two howlers will come racing at you. Aim with your pistol carefully, a good shot can take them down with no problem. As long as they stay at a distance, you will be uninjured. After you have taken care of Lizzbeth's pets, proceed towards the back of the building, staying away from the cliff's edge. Near the middle of the back of the Mausoleum, two more Howlers will come sprinting at you from across the hills. Repeat process as before, and if you need to back up, keep an eye on where the cliff drops off. Continue walking forward, behind the building. Eventually, reaching the right hand side of the Mausoleum, proceed towards the front, passing a closed and locked gate to your left. Just past this gate, a Howler will come from behind you, rather silently. Be prepared for it, whirl, and take care of it with a quick pistol to the head before it can take care of you. With that done, proceed towards the front of the Mausoleum. Nothing else will pop out at you, and disappointingly, there are no hidden health packs or anything else hiding around the side of the building. Go ahead and enter the front door, taking a final deep breath to prepare yourself for what lies within the family crypts, then prepare for another short loading screen as you enter. You have now entered the family Mausoleum proper. Note the blowing red curtain in the doorway directly across from you and the two closed gates to your left and right. The one on the right has two health packs that you can see, however you will not be coming back here to fetch them until later. The one on the left has an amplifier, and you will be opening that shortly. Grab the bullets in the alcove next to the gate with the health packs, then proceed towards the red curtain. As you enter the room with the red curtain, look up heading up the little flight of stairs. A howler is hiding up there and will drop down to attempt to surprise you. Take care of it by backing up and firing, letting the element of surprise be in your favor. You now stand in a small crypt, with two tombs in the middle, and two levers on either side of the room. The lever on the right, as you enter, will not budge all the way, don't worry about it. Before you pull the lever on the other side, enter the open crypt and get the Invoke spell, which is handy for dispatching skeletons for good. Now, pull the lever on the other side of the room, then go back into the open tomb where you got the Invoke spell, and jump onto the lid. Three Howlers will race into the room. From your safe position on top of the tomb, take care of them, they cannot hurt you if you are quick at firing at them as they approach. When you have finished with them, jump down from the tomb and head back out into the central chamber, going through the gate where the amplifier I mentioned earlier is. Pick up the amplifier and look into the passage on the right, two Howlers are feeding on the corpse of a man who is obviously not an employee of the Estate. This is a Trsanti. Anyways, dispatch of them from a distance, it should not be a problem. Also, I amplified my Invoke at this point, however, it is up to you what you wish to amplify. Go ahead and enter the crypt where the Howler's were feeding on the man. Walk over his bloodied corpse and enter the open tomb door, marked Covenant, of course, in the left hand side of the room. Follow the little stone passage to the end, go through the opening in the left hand wall. You have now dropped into the caves beneath the Mausoleum, lovely aren't they? Reminds me of the basement of the Estate. Keep your invoke handy, you shall need it shortly, and proceed forward into the foggy, ill-lit cave ahead of you. Follow the cave for a short ways, moving out of the way of a pack of bats that will fly over your head and may take a few points of damage away from you. Keep your eye on the ceiling of the Cave, eventually, you will spot a Howler hiding up above. Aim with your ectoplasm or pistol, although ammo is getting low now, and take care of it. Proceed deeper into the cave, invoke still ready. Most likely, shortly after the Howler drops from the roof, another will come from deeper in the cave. Swiftly dispatch of it as well. Proceeding forward, almost near to the end of going deep into the cavern, you will see two skeletons, or decayed saints, rise out of the ground ahead of you. With your invoke ready (if amplified this is a lot quicker, due to the amount of mana it takes) run forward to them and use the spell. They will burst into a puff of smoke. Were you to attack them with a different weapon, they would have merely returned to continue to er...haunt you from the grave. Heh. Just past these two boneheads...ok, ok, bad joke...You will enter a chamber with two coffins within. No, Dracula will not pop out of the coffin, although in this place it is expected. The passage will also begin to slope upwards. Take a breath, heal if you have to, then proceed upwards this time. Pass by another unattended coffin, turn right, still heading up, until you reach another stone wall and an opening within it. That's right, enter the opening =). Should use scrye here as well, as it is rather dark. Going through the opening, you will eventually drop down into the other side of the mausoleum, and put up with another loading screen. You know, they should really fix that lever, the walk around is quite harsh on the feet. First, go left and pick up the two health packs you spotted earlier, as you will need them eventually. Then, return to the crypt room that you dropped out of and head to the last crypt on the right hand wall. Use your war cannon to blast it open, and then head inside. You will need to duck. After a brief crawl, you will once again drop into another cave, full of the ambient fog effect. Having fun yet as an amateur spelunker? Head down through the cave, passing some more coffins just lying around. I tell ya, the way people treat the dead these days. No wonder they keep rising. Two more skeletons will come at you a short way down, use your invoke as before and they will be no problem. Continue. Eventually, you will see light ahead. Proceeding towards it, you reach a ladder and yet another coffin just lying around. Go up the ladder. Congratulations, you have now reached the old cemetery. -=-=-=-=-=-=-=-=-=-=-=-=-=-==-==- B. The Old Cemetery -=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-= You are now standing outside of an open crypt, where you just climbed out of. Ahead of you are several gravestones...well, it is a cemetery after all. Looking up, you can see an odd green item on the top of a cross. That is an arcane whorl, which will allow you to replenish mana even faster. However, you can not get to it from this part of the cemetery. So, equipping your invoke spell, which is your best friend here, proceed forward. The skeleton on the ground directly to your left will not pop out at you, however, the one near the archway into the rest of the cemetery will. Use invoke, take care of it. Proceed through the archway and you find yourself on an island surrounded by the ocean. Turn left, moving around the side of the building, which is in shadows and a bit darker. Following the side of the ruined building, another skeleton will come out of a gravestone. Use invoke once again, and proceed forward with no worries. Eventually, you will reach the far right hand side of the building, where the wall is open once again. Go into this part of the ruins, invoke ready as two more skeletons will erupt from their sleep to attempt to take care of you. Instead, dispatch them. Head into the corner of this ruined room, and by the far gravestone in the corner is a box of much needed bullets and a health pack. However, there is more here. Turn towards the giant cross shaped grave near where you got the health pack and do a jump to land upon the bottom portion of it. A note here, you need to stand on the fallen gravestone on the ground to be able to land on the larger stone. From this stone, do a careful jump to the regular gravestone next to it, which is a bit higher up. You need to land on the very top, raised portion of this grave in order to be able to make the next jump. Now, standing on the regular gravestone, turn back to the large cross gravestone you were just on. Jump ONTO the cross this time, as it is within your jumping distance. Now that you have landed on the cross, jump onto the wall of the ruined building. Head left on the wall, passing between the two large remaining walls of the building, continuing to where you saw the green arcane whorl earlier. When you have lined yourself up with the whorl, jump onto it and rejoice, as you just got a rather difficult item to retrieve. You will now be back within the room that you entered the graveyard through. This time, turn right going out of the archway. Head straight ahead, towards the water. Further to your right are more gravestones and skeletons, however there is nothing worth getting here. If any skeletons do attempt to slow you down, feel free to use invoke. At the edge of the island is a dock and a small canoe. Climb into the canoe and you will automatically row to the next area. -=-=-=-=-=-==-=-=-=-=-=-=-=-=--==- C. Cove to Tunnels -=-=-=-=-=-==-=-=-=-=-=-==-=-=-=-= As you appear from the loading screen, you are standing by water, on a sandless beach where green hills stretch upwards to two rocks leaning against each other, with a narrow passage in between. Behind you is your canoe, now left unused, and you can hear thunder in the distance. Seems like a storm is coming. Equip your pistol and your ectoplasm, do not be overly concerned about ammo, you will have it replenished soon to a far greater supply. Head forward, approaching the stones and the small entry they form ahead of you. Once you pass underneath the stones, you will hear a Howler and if your quick enough, see it a ways ahead, on a large rock. Continue up into the hills, pistol ready. You will pass one rock on your right, theres nothing hiding there, so continue towards another larger one in the distance. Just as you reach this second rock, from off to the left a ways, three howlers will come rushing at you. Aim carefully and dispatch them with the pistol and/or ectoplasm. Then, proceed towards the direction where they came propelling towards you from. Off in the corner here is the corpse they were feeding off of, a Trsanti. The dead Trsanti also has a health pack lying by him, take it. Look off towards the upper right and you can just see what appears to be a building. Continue in that direction. Continuing up the path towards the tower in the distance, if you look into the sky to your left, at the very top of a large hill, a pack of howlers race down the opposite side from you. Don't worry about them though, as they will not be a problem as you shall see shortly. Heading up into the hills, you will pass by the bottom of the large hill where you just saw the howlers and turn into a clearing where you see the tower ahead of you, and a group of men fighting off the Howlers. These men are NOT your friends, as I first thought when entering this section. Equip your pistol, and head towards the men and the carnage. Let the men take care of the howlers, they will not attempt to attack you until they kill the howlers. Take care of them at close range with the pistol, and you will not take any damage. They both drop much needed bullets. With your new ammo, continue forward past the tower, ignoring for now the path through the hills going up to your left. Directly next to the tower is the dead corpse of one of the Trsanti's companions, he left a health pack and bullets. Take both, and follow the trail through the hills straight ahead of you, the tower is locked. Eventually, you will see a small valley to your right with a donkey in the distance. Enter this valley. At the end of the valley is a corpse and a book. Reading the book, you will learn more information about the Monastery where Lizzbeth is currently hanging out. It seems that there is a legendary weapon called the Scythe of the Celts, that can destroy evil. However, it disappeared and is no longer present in our age. There is a solution though. Although, there is a time portal within the monastery according to the journal, that can bring you back to the time where the Scythe was present within the monastery walls. However, you will need three items in order to open up this time portal:A golden medallion, A mercury potion, and an ancient scroll with the incantation to open the portal. The medallion is nearby according to the journal. Well, seems it's time to do a little searching to get this weapon, to assist you in taking care of the Covenant's. Leave the valley and turn right, continuing towards a rock in the distance. You will approach a ruined farmhouse and barn, where a cutscene will take over. It appears that the Trsanti are using this farmhouse as a refuge. You see three of them chatting, then one breaks off and runs into the farmhouse, closing the door behind him. You watch as Patrick runs forward and jumps and rolls behind a wall in the far left hand side of the farm property. Was the roll really needed? I felt like I was watching Galaxy Quest with Tim Allen, where he felt the compelling need to do a flip roll as well. Anyways, when you regain control, you are behind the wall and looking at the two Trsanti. This is one part of the game that I found sneaking saves you from damage. From the wall you are currently behind, sneak towards them, ducking, where another wooden wall is. At the wooden wall closest to them, pop up, and unseen, kill the one on the right. The one of the left will run the other direction generally, take care of him before he comes after you. One of them will drop the Tower key and some bullets. Take both, then pick up the bullets from the other fallen Trsanti. You are almost completely restocked on ammo now. At this point, two more Trsanti will come at you from the direction of the hills you entered at. If you have to, duck behind a wall to avoid their shots, and because the walls seem to sometimes give them difficulty moving past. Take care of them with some pistol shots, as ectoplasm is not that effective. Picking up their bullets if you need them, proceed back the way you entered, where the Trsanti just came from. You can walk around the outside of the farmhouse and the barn if you want to, but at this time you cannot get on. So, it's back towards the Tower with your key. Head all the way back, and approach the Tower door. Three Howlers will come rushing down the path from the hills, the path you have not yet taken. NOTE: You can, if you wish take this path, but at the end you will only find some silver bullets on a corpse. It's up to you, there are lots of Howlers. END NOTE. Back up and take care of them with the pistol, avoiding taking any damage in the process. Enter Tower. In an alcove in the right hand corner of this small room that is all that remains of the Tower, pick up a chest key and the Sun medallion. See, it was close. Now, two more parts to find. Head to the exit of the Tower. Once you exit, begin to make your way back towards the farmhouse, keeping an eye for possible random Howlers. Just by the rock that signifies the approach to the farmhouse, you will be ambushed by four howlers. Two will come behind you, two forward. Back up past all of them and pick them off one at a time, retreating back as far as you need to. Then proceed forward to the farmhouse. Nothing else will attack you directly on the grounds, so head towards the rotting barn on the right hand side of the farm. As you get close to the barn, the doors are blown out by two Howlers, one that will rush at you and a larger gray one that will go for the nearest donkey. As usual, back up and take out the little one, which is easy, then move in close and take care of the larger Howler while it is distracted with eating the donkey. Approaching the barn, you see blood dripping from the top floor above you. Lovely, eh? Use your scrye if you need to, as the barn is very dark inside. Pass over the blood, entering the barn proper, and proceed to the center, where a ladder leads to the loft above. Prepare your weapons, as another of the tougher Howlers is above you, dining on a meal in the loft. Climb the ladder, and reaching the top, turn to your right immediately. Take out the Howler with a combination of ectoplasm and bullets, then if you want you can see that it was dining on a Trsanti. However, this Trsanti has no goodies for you. Proceed to the right hand corner of the barn, where a gap in the roof has some boards and planks. Get on top of the plank and proceed to the open gap, where you look out on the ruins of the farmhouse below, and a large open area that used to be a window. Line yourself up and jump out and through the open gap into the farmhouse. You will hear a menacing howl, but nothing scares you now, except for Galaxy Quest like rolls. Moving forward to the hall ahead and to the right of you, you will see a Howler cause some boards to drop in a small room ahead, then race off across the roof, out of the reach of your bullets. Enter the room where the Howler just caused some boards to drop, listening to the eerie creaking of the rotting planks throughout the farmhouse. In the corner of this room are some more bullets, which you probably can use. Leave the room and turn right, down the hall. The Trsanti you saw earlier comes rushing at you. This one can be rather tough, as he has a shotgun and a knife. Head backwards the way you came, firing the pistol and ectoplasm together, until he goes down. Pick up a Shotgun from his corpse, which will be very handy in the monastery, and some bullets. It's about time you got a new weapon. Then, proceed down the hall that you were before the Trsanti came running at you. Reaching the end of the hall, turn left, using Scrye if you need to as the shadows are plenty. Pass by the room on your left for now and continue forward, following the bend. Turn right after the bend, proceeding to the end of the hall would just cause you to reach a dead end. To your left and right are two chambers. Enter the one on the left and pick up three molotov cocktails. Leave and head to the room at the end, where you see many wooden boards and the main entry to the house. Open the main door, unlocking it, then head back the way you came as you cannot go past the wooden boards. Head all the way back to the room I said to pass by for now in the last paragraph. As you enter, two of the tougher Howlers will leap from the roof above towards you. Take them out with the shotgun and ectoplasm, backing through the house if you need to, then proceed through the room to the archway on the other side. You now stand in a room where you can see some stairs going up to what used to be the second floor of the house. Take a left. Right would lead you to the stairs to the basement, but you don't want to go there just yet. Going left, pass through a small room and an antechamber and climb the stairs to the roof. Theres not much left of the second floor, is there? Walk the planks forward from the stairs to the wall and the window, then walk on a very narrow plank against the wall until you reach a gap between the plank and the top of a section of wall. Note: You may want to go into sneak mode using K to make the little jumps so you don't overcalculate and jump back onto the first floor. Jump over this little gap and land on the wall proper, turning to your right and heading to where more planks cover the remains of the second floor. Facing this direction, proceed onwards, passing by the large open space to your left. Pass between the ruins of two walls, but do not turn left just yet. Proceed forward, over a narrow section of wall, and towards the back of the farmhouse. Here, turn left and notice in the distance the room where the Howler originally caused the boards to fall. Following the planks, make your way carefully towards this chamber. In the far corner, you will pick up some more shotgun shells and regular bullets. Return to where I previously said don't turn left yet, and follow the boards. You now look out over the entire front of the house, and what remains of the second floor is nothing but boards. You guessed it, your heading towards where the wooden wall was earlier. Make your way forward, following the boards on sneak mode so that you do not overestimate and fall to the ground below. At one point, you will have to walk on the narrow wall of the chamber across from the one that had the molotovs to reach another board. Don't fall yet, your almost there buddy =). Cross this final board and drop behind the wooden wall into a chamber with a dead skeleton and a chest. Well, since you have the chest key, go ahead and open it. Inside the chest is the trapdoor key. Remember the basement I mentioned earlier? It's time to head back that way. Climb the plank in this walled in room to drop to the front part of the house. Make your way back towards the stairwell to the basement. In the hallway, another two Howlers will come at you, Use your combination of ectoplasm and shotgun or pistol to take care of them. With them dead, proceed without delay to the stairs, turn right this time and you will find a stairwell going to the basement beneath the stairs that went to the ruins of the second floor. That's right, it's time to go down. Down here is a gauzy curtain, where a health pack lies behind it, and the trapdoor. Open the trapdoor and drop down. You have now entered the Tunnels. -=-=-=-=-=-=-=-=-=-=-=-=--=- D. The Tunnels -=-=-=-=-=-=-=-=-=-=-=-=-=- When you first enter the Tunnels that lead from the farmhouse to the monastery, you slide down a very long shaft, and land in a heap on the bottom, staring ahead into an eerie, dark passage. Go ahead and get your invoke spell ready, as you will need it down here. Then, follow the winding, spider web laden passage forward until you drop into a large sewer like passage that stretches off to the right and left, as bats swoop over your head, but do not harm you. Now, if you have not noticed already, there is something very odd about this sewer. Piles of bones lie all around, and the walls are decorated with human corpses. Almost like New York City. Anyways, turn left down the sewer passage and proceed forward, following the winding sewer tunnel. Between the first two piles of bones, two skeletons will leap out of the water, attempting surprise you. Surprise them with an invoke, wait for your mana to recharge, then follow the bend ahead through the sewer. Continue forward, following the water towards a very large pile of bones at the end of the passage. Skeleton's howls can be heard deeper within the tunnels. When you reach this large pile of bones, two skeletons will leap out. Once again, use your invoke to take care of them, then wait for it to recharge before you continue to follow the passage forward. You will reach a large well at the end of the tunnel, dropping into darkness below. Do not fall into the well, as it leads to your certain death. Instead, jump up onto the walkway and enter the archway on the left hand side of the well. More bats will swoop over your head here, and if you look up, you are walking underneath the floor of the monastery above. I reccomend using scrye here, as this area is very dark and tough to see. Follow the bends of the passage, listening to the Howlers on the floor above you. You will eventually see a Howler run over the floorboards atop your head, but it is out of reach of you currently and will not attack. Keep going. As you continue onward, more bats will fly over your head and another Howler will race across the floorboards above. However, this area is mainly meant to scare you, not hurt you. Eventually, you will reach a left hand turn where you can see the opening into the hills. Proceed down this corridor, but just before the end, turn left and look through a gate. You will spot Lizzbeth staring at you, then see her rush off into the darkness, beyond your reach. Go ahead and head forward and drop into the hills. Very short, very easy area to go through. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- E. Monastery Exterior to Interior -=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-= You now stand on the edge of the tunnel that you just emerged from, looking out over the hills that surround the front of the ancient monastery. Personally, I would use your pistol and ectoplasm here, as there are many howlers and quick reloading is a must. Proceed to drop forward out of the tunnel and onto the ground below, getting ready for a romp towards the past. Begin to make your way to the right of where you fell, following the monastery wall. It is rather dark against the wall, so you may wish to use scrye. Howlers will howl and moan as you walk, but will not attack you just yet. Proceed forward, following the bends of the wall, until you see a raised platform, a corpse of a Trsanti upon it, and a health pack on the corpse. This platform is just behind a rather large bend of the monastery. Climb up onto it, get the health pack, then whirl to prepare for a Howler to fall from above. Take care of it. Wait here for a brief moment, for another Howler to come from above, saving you time later from being attacked from behind. Dispatch it as well, then continue forward to where there are some steps leading further into the monastery. Just before you reach these steps, turn again and look out over the plain you just used to get here, two more Howlers are on their way. Since they are at a distance, they should be easy to take care of. Now, take note of the area to the direct LEFT of these stairs, where you can see rooms beneath you and the blocks are spaced out. Patrick even says to himself, How can this be breached, and enters a journal entry. This is where, a bit later on, you will use the dynamite to blast into the catacombs below. Take note of it, as this is one of the number one questions I get asked. Now, go ahead and proceed up the stairs to a small midlevel. Take the next set of stairs on the left and reach a larger area. You now stand on a grassy area, where ahead and to your left is a large building with some locked doors. If you use scrye here, you can watch a short scene with some monks discussing matters. Head forward until you reach another set of stairs on your right. Now, directly forward of you, is a large clearing like area, and in the distance you can see the corpse of someone, and an item. The item is shotgun shells, and you do not want to head out into the clearing. Why? Because, heading out into the clearing triggers about 9 howlers to jump the wall by the corpse, one at a time, and is more trouble to deal with then you need, especially for a box of bullets. Instead, take the stairs to your right to the next level of the monastery. You are now on another grassy mid- level. Turn to your right after going up the flight of stone stairs. Ahead and to the left a ways is another short flight of stairs. Begin heading that way. Just before you reach the stairs, most likely a Howler will leap at you from above. One well placed pistol shot should dispatch it. Proceed up the next flight of stone stairs. From off to your upper left a ways, a Howler will come rushing at you. Since it is in the distance, it will not be too difficult to take care of. Still standing at the flight of the stairs, go right to a corpse lying on the edge of the cliff. Take the health pack on it. If you look down, you can see the path you took to the monastery, your a ways up now. Now, turn and make you way back towards the stairs. Walk underneath the collasped bridge connecting the Tower and building above you (don't worry, you'll be there shortly.) and cross the grassy inner clearing towards your upper right, where a stone wall narrows enough to allow you to the next level. You now stand on a large, flat stone walk, which stretches to your left and right. Use Scrye and you can watch some more monks in a conversation. Instead of going left, the longer way, and the way into the Monastery proper, take a momentary detour and turn right, towards the Tower. Walk around the tower and you'll find an open window leading inside. Go ahead and jump in. Use scrye as it is rather dark inside this tower. Notice stairs going up and down. For now, you will want to go down, where you hear Howlers dining on a meal. Reaching the bottom of the tower, which is covered with grass, you may or may not encounter some Howlers. Take care of them. Regardless, go around the circular room and pick up a health pack left on a corpse of a Trsanti who was snooping around in the wrong spot, eh? Now, proceed back to the stairs and climb back up to the level you were just on. Be prepared for another attack, as two Howlers are sometimes in this chamber, and usually come from behind. Fire up from the basement if you have to. After they are dealt with, ignoring going up for the moment, cross to the open doorway on the other side of the midlevel tower room, which brings you to the broken bridge we passed under earlier. Hop across the ruins of the bridge and cross to the building on the other side. Proceed forward and notice a large hole in the ground to your right, reached via an opening. Enter the hole ::no, this is not a sick joke, heh. Pervert!!:: and on your right is a flight of stairs leading up. Take this flight. You are now on a small stone level, where another Trsanti corpse is rotting away. This individual has a very interesting book to read, which shines more on the Scythe, this monastery, and what happened within it's walls in the past. Now, finished with your required reading course for the day, drop back into the grassy clearing below and make your way back to the tower window that you originally used to enter it. This time, you are going...thats right, ya guessed it, up. Head up the tower stairs, using Scrye to light your way. You now stand in a ruined section of the tower, where several holes in the roof shine some light on the situation. Proceed to a wooden plank falling from the level below and climb up it to the next floor. You are now VERY high above ground, but you are not done yet. You now stand on a floor with a health pack and giant stone slabs falling in from the floor above you. Pick up the health pack and head up the stone slabs, jumping to get on top of them. Climb up to the remains of a wooden floor, which is not much more then a small walkway along the sides of the room. Notice on one side of this floor, a ladder hanging onto a wall, leading to the top of the tower. However, the floor is gone and you cannot reach it. What to do, what to do. You guessed it. Line yourself up with the floor the closest to the ladder, just before it falls into the space of the floor below. Run, jump, and reach the ladder on the wall. Climb it to the very top of the tower, enjoying the view. Your reward for going this far out of the way? A rotting skeleton of an ancient monk lies on the ground, and next to his body...your very first Mana Well. This enables you to increase your current available mana. A very good find =). With your prize in tow, head back to the ladder and climb down. Make your way back to the window you used to originally enter the tower, nothing will attack you. Just be careful not to fall anywhere and take some damage. Jump out the window onto the large stone wall, and start going forward to the very far end, scrying if you wish to watch the scene with the monks I mentioned earlier. Note:You will have to use scrye quite a few times to watch the whole scene. Now, head all the way to the very end of the wall, and look to your left, as there is a small entry going into the monastery. However, first turn around and prepare for a Howler to drop from above. Take care of it, backing away if you need to. Now, with it dead, use the stone blocks here to jump up into the corridor above, and enter the Interior portion of the Monastery. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F. Monastery Interior to Dynamite -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to the inside of the Monastery grounds. In this section, your goal is to find some dynamite, which of course, just happens to be lying around in here somewhere. As you come out of the loading screen, follow the stone walkway forward, enjoying the ambient, foreboding music playing in the background. As you continue forward, look to your left to look out upon the inner grounds, and see a fantastic shadow effect on a far tower, and an odd green light on a wall in the far distance. Keep going to the end of the walk, where an opening is in the wall to your right. Drop down through this opening into a grassy clearing, using the stones to go down. Use scrye to watch a monk ask himself what was that, then dissapeer. Very odd. Notice at the far end of this clearing, an amplifier, just sitting there. Knowing amplifiers, this is not going to be as easy as it looks. Make your way to the amplifier, take it, then turn around, looking up to your left where there is an open arch on the top of the wall. Three Howlers will come out of this opening, however they come roughly one at a time. Get close to them and take each out with one pistol. Then back up and wait about ten seconds, as three more are about to jump through. Repeat the same process as before. If you let all of them gather together, you are as good as dogmeat. With this threat taken care of, go ahead and head back to the stone walkway, climbing the stones to leave this clearing. Now, in the distance, see the green light? Head straight for it, nothing will attack you crossing the open courtyard. Enter stage right, our old friend Lizzbeth. After a brief discussion, she will proceed to start throwing stones at her. Although you have the inkling to fire at her, don't, she shall not die...yet. Instead, run around the base of the tower here to the right, and keeping the wall of the monastery to your left, follow until you reach a small corner with some more shells to add to your collection. At this point, cross all the way to the opposite side of the courtyard, strafing away from any rocks Lizzbeth attempts to throw at you from the rooftops. Walk by the well, you cannot go down there yet, and head to the very far wall. You will eventully reach a building with an open archway, go ahead and go inside to enter a very small inner room, with no exits, and a skeleton and a health pack. Use scrye to watch a very disturbing scene, then use invoke on the skeleton as it rises from the ground. Take health pack, then run out of the room as Lizzbeth will come in from above and fire at you again. Exiting this room, turn to your right, and you will notice a small flight of stairs going down to an open door. Go ahead and take the stairs down, humming to yourself and enjoying a cold miller light on your way down...er...scratch that =/. Entering the room at the bottom, notice the door with rocks in front of it to your right, and a flight of stairs heading up into this building. At this time, you cannot go through the door with the rocks, so go ahead and climb up the stairs to the next floor. Up on the landing, a darkened hallway leads straight ahead, and a more lit hallway goes to your left. Take this lit hallway first, follow the bend, and enter a large chamber with a ruined roof, where all that remains is planks, a large fireplace (cold of course) and in the corner, a Trsanti with a health pack for you. Notice the humming of an amplifier. You will get that shortly. Start to cross the room to pick up the health pack, and prepare for two Howlers to drop from above. Keeping the blocks covering the floor between you and them, take both out with swift pistol shots and ectoplasm. Pick up the healthpack, then return to the dark corridor I mentioned previously, at the top of the stairs landing. Keep yourself well armed, you will need it. Using scrye if you have to, go to the end of the dark hall and turn right, climbing the flight of stairs towards the top, where you saw the ruined roof earlier. When you are almost at the landing at the top, two more Howlers (man, they breed like rabbits.) will race at you. Back up down the stairs, as one of them is one of the tougher, green howlers, and take them out. Keep as much distance between you and them as possible. After you have dispatched of them, head to the top of the stairs and notice a small hallway going to the right, with two rooms on the lefthand side of the hall. The first room is empty, so pass by it, but the second contains yet another health pack for you. Picking it up, leave the room without falling through it's open floor, and head to the end of the hall and a large, airy open room. This is the room above the chamber you were just in below. The sounds of the amplifer are very loud here. First, head towards the far right hand side of the room, closest to the hall you just came out of and use scrye. Witness another disturbing scene...then make your way to the fireplace up here and turn on your sneak mode, default being the letter k. Line yourself up with the top of the fireplace and look down. Lying on a ledge there is an amplifer. Note:Without sneak on, it is very difficult to get this. Taking very tiny baby steps, step out into the chimney of the fireplace and if you were slow enough, you will land on the ledge and right on top of the amplifer. If you wish, amplify a spell or save it for later, then drop all the way to the bottom. To reward your progress, a Howler waits just outside the fireplace. Don't keep him waiting, be a good guest. After you have dispatched of it, proceed back to the second floor and the open room you were just in. This time, head to the far left hand side of the room, using Scrye again, and watch another discussion scene between two monks. Now, notice on the wall opposite the fireplace, two doors. The more center archway has nothing of interest within it, the one you want to enter is the one closest to the far wall. Go inside, and carefully walk on what remains of the wooden floor around the right hand side of the room to a corpse, and a shotgun and Dynamite! With the dynamite in hand, a Howler may or may not jump down from above. Either way, it isn't much of a threat. Drop through the open window in this room, where the corpse is leaning against, and you will be back in the main entry where you came into the interior of the Monastery. Go ahead and return to the Exterior, as for now you have completed all you can in the inner grounds. After the loading screen, you are back out on the large stone wall. Now, there are two ways you can return to where the floor is able to be breached...crossing through the middle, where more Howlers will attack you, or the easiest way, head straight forward to where a slope goes down the hill to the bottom. If you head down this slope, you will reach where you originally dropped out of the Tunnels, and end up avoiding as much danger as possible. With an odd sense of Deja vu, follow the wall of the monastery all the way around to the first set of stairs, that was mentioned earlier in the FAQ. Reaching the stairs, and without any Howlers or other creatures attacking you, drop a stick of dynamite on the area to the left of the stairs, where you can see through the blocks to the room below. Back up from the dynamite so you do not blow yourself up, then watch as a hole is opened. Drop into the hole.... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= G. Catacombs To The Past. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As you enter the catacombs, you have dropped from the Monastery above into a narrow corridor. Proceed forward into a larger chamber, where to your right is a flight of stairs heading up to a locked door. Although the door is locked, duck underneath the side of the stairs to pick up a health pack. Proceed through the only open archway at the other end of the room as harmless bats fly over your head. You have now entered a series of chambers with skeleton covered doors. If you use scrye you can watch a monk....walk around in a circle. Exciting huh? Anyways, head forward as soon as you enter this hall and the series of chambers, to the wall and a closed door a few feet from the archway you used to enter. Inside this room is a skeleton and a closed chest. Open the chest, with evoke equipped, and get the health pack inside before you whirl to confront the rising skeleton, or else the chest will close. After you have dispatched the skeleton, leave the room, and head forward into the hall, taking a right, and passing the gate on your left, which is closed anyways. At the end of this hall are two doors. The one on the left wall is open, however, there is only a corpse inside, and appears to be nothing more. Follow the hallway to the right, passing the crumbled wall, taking a brief turn, and eventully an open archway will be on your left, leading into another area. You can hear the sound of running water, and see a blue tint to this chamber. Equip your ectoplasm and shotgun, and enter. You will watch a short scene in which two Howlers are dining on the corpse of a recently slain Trsanti. Afterwards, they will come for you. Both of these Howlers are stronger then the normal ones. My suggestion is to back up into the crypt hallway and take them out while moving backwards, to take as least damage as possible. Back inside the room, it is filled with water dripping from rafters above, fallen barrels, and puddles of water on the blue stoned floor. At the far end of the room is a closed doubledoor. Pick up the molotov cocktail and the dynamite on the boxes here, and climb one of the two ladders on the lefthand wall to the rafters above. Once you are up here, use your Scrye. Scrye will reveal a series of boards with bloody footprints on them. These are the ones ya should walk on, as the others will rot and fall, sending you to the ground below in frustration. Follow the bloody brick trail (ok, bad joke number two) across the boards to the other end of the rafters. Against the far wall is a Trsanti sleeping on the job...for good...and a lever above his head, where you hear an Amplifier happily humming away. Pull the lever. The wall will slide in and away, and reveal an Amplifier sitting in a narrow passage. Pick it up, and follow the passage forward, ignoring a right hand turn that leads to a dead end where some boulders fell. Instead, go straight and drop down a hole onto a crate. Use Scrye in this room to see one of the MOST disturbing scenes in the entire game so far. Pick up the shotgun shells on the crate near you and then head out through the open arch, where the door is lying on the ground. You are now in another circular series of hallways, except in this one, Howlers will continue to leap over the gates on either side and bother you incessantly. Coming out of the room you dropped into, you will see a series of stairs straight ahead of you, and passages leading off left and right. The stairs lead to the bottom of the room with the rafters, so head right from where you are, and begin to either fight the howlers or just run. Either way, they will continue to jump over the gates. Follow the corridor, running past the gates...one note:There is a door on the wall by the gates that opens into a room with a chest with bullets. Although it can be somewhat dangerous to get, bullets are in short supply. Continue running, pass a well with crumbled blocks lying all around it, and ignore the passage leading off to your right from here, it merely wraps back around. Instead, head straight to a door at the end of the hall, which opens into the next area, which is called the Saints Hall. You stand in a small chamber at the bottom of a flight of stairs lined with cobwebs to your right. Proceed up the flight, and at the top you will be staring upon a hallway where two Howlers hang from the cieling just ahead. Aim and drop them before they drop you, backing into the chamber at the bottom of the stairs if you have to. Head forward a few feet, and watch as Brad Pitt walks by in a towel. No, that doesn't really happen, come on now. It's Britney Spears. Anyways, there will be another flight of stairs on your right. Take them down and you will go through yet another loading screen. You now stand in the basement of a portion of the monastery. Crumbled and falling stones are in the left-hand corner of the room, which you should climb up by jumping. At the top of these stones you are outside once again, and there is an open arch in the corner of this little area leading into more rooms. Equip your weapons of choice and enter. The voice that tells you to use Scrye speaks, but DONT. It takes seconds away from having your precious ectoplasm equipped, and causes more Howlers to come out. Instead, run forward through two empty stone rooms to a flight of stairs going up. Head up the stairs and kill two Howlers on their way down. These two are rather simple, and should not take much to defeat. A note, if you were to wait below, you would have legions of endless Howlers come at you. Now, use Scrye and watch as the Abbot comes up the stairs and turns a corner, follow him onto a balcony, then through an open arch into another small room with a door on the left. Equip ectoplasm and prepare for two more Howlers, one being one of the tougher, Grey howlers. Back to the stairs if you have to. After they are dispatched, enter the room through the left door. You stand in a chamber with a chest, two ruined bookshelfs, and some benches, now open to the sky. With your Scrye spell, you can watch the Abbot play with the chest. Proceed to the back bookcase and pick up a thick book, and go ahead and read it. You will learn how the Scythe has fallen into the hands of evil, and with great forethought, The Abbot has designed a way to go back in time and correct that error, to bring it into the hands of an enlightened one. Into your hands. Putting down the book, go ahead and open the chest against the wall. Inside is the Time Incantation and the Silver Key. Good Job! With two of the three items needed, return down the stairs, heading to where you entered this part of the monastery below the ground. Nothing else will attack you as you head back into the Saints hall by going up the stairs below ground. Coming out of the stairwell, turn to your right, heading to where there is a crumbled wall blocking the way. From here, turn left, heading down the hall like the gullible little hero you are. Continue to the end, where there are some lovely skulls and ribcages stuck in the wall. Well, Martha Stewart was never in this place, that's for sure. Follow a slight turn to your right here, and continue forward. Halfway down this hall, you will begin to hear Skeletons Shrieking. The wall on your left will explode and a skeleton will come out, meaning to surprise you. Have invoke ready, and surprise it by sending it to hell. Continue forward to a flight of stairs going down into a room full of bones. This is where it gets fun. I had invoke maxxed to full here, and it's not a bad idea. Skeletons will continue to pop up forever if you stand in this room of bones, so keep moving via a passage in the lefthand side of the chamber, using invoke on any skeletons in your path or bothering you. At the end of this little passage is another crumbled wall, turn right and pass between two doors. Quickly, open the door on your right and pick up a health pack and some dynamite, taking care of the skeleton inside. Leaving the room, turn right, go to the end of the hall, then right again. Run all the way to the end where you see a closed door with a silver lock on it. A rather large Silver lock, even a blind, deaf and dumb person could spot this. Here is where you use your silver key, and head into the next area, which is the exit to the Catacombs. As you enter this area, once again you are at the bottom of a winding flight of stone stairs. Head up the winding stairs and you will be in another series of tall, well-lit halls with bats flying around your head. Dispatch of these bats with ectoplasm, as they will bite at you and cause minor damage otherwise. Take the only hallway out of this room, yet proceed slowly. Around about the second bend, a Howler will leap from a darkened area above you. Whirl and dispatch of it. Proceeding down the hall, passing some more bends, you will arrive at an area with some skylights in the roof, shedding some light on a dark situation. Continue following the hall with the skylights, listening to the crickets outside. Once you reach the end, and to your left is a pile of ruined blocks, turn around and kill the Howler running through the skylight corridor after you. Continue following the hall, dispatching of some more bats along the way. You will arrive at another crumbled wall, and a flight of stairs going down. Proceed down the stairs. You are now in a wine cellar. In the left hand corner of the room from where you are standing, right next to a wine barrel, are some red Phosphorus shells. Equip your shotgun and head forward to get them. The barrel will explode outward, a Howler leaping out. One shot with the shotgun will take care of it. Turn to your right and in the other corner of the wine cellar is a health pack. Take it. Now, leave the cellar through the open archway in the left hand corner of the room. Entering into a hallway, to your left you will see a chamber with a large pair of double doors and a large double flight of stairs. Use scrye while standing at the door and watch the Abbot proceed to the door, opening it in the past. Read your journal and discover that these chambers are where Lizzbeth is most likely hiding currently, and where you should be looking for a way in. However, at this time, you cannot do anything in these chambers, so instead, continue following the darkened corridor around a bend, through a door, around another bend, and then watch a Trsanti get nailed by some spears in the wall ahead of you. Knowing that this hall is trapped, proceed forward to it, and use your Scrye within to help you better illuminate the red tiles. Pick up the Trsanti's bullets, then go to the end of this hall, jumping over the red tiles to avoid getting hit with some high damage spears. Reaching the end of the trapped hall, feeling like Indiana Jones, follow a new corridor to your left, open a door, and enter the Wind Chambers. After a brief loading screen, you stand at the top of a rather small ramp in a room with a beautifully decorated cieling. Arming yourself with INVOKE and whatever weapon you wish to, head down the ramp, passing through the cobwebs. You now stand in a long corridor with eerie wind drifting through it, stretching to your right and left, lit only with torches. Piles of bones lie everywhere. Take a left, and follow the corridor around a bend. On your left is a large darkened arch with a gigantic cobweb floating over it. Enter this little alcove and pick up a health pack. Head back into the corridor, and follow it to the end, turning right. Follow this hall for a little ways, and then the torches, your only source of light, will go out. Now, RUN back to where you entered this area, where the ramp is, and wait. Eventually, about six-eight skeletons will come at you, slowly making their way up the ramp towards you. However, being up here, you are unable to be surprised. Take them out one at a time with invoke. Once you have cleared them, head back into the wind tunnle, invoke ready in case there are any stragglers. Using Scrye to light your way, or lighting the torches that blew out by walking up to them, and turn right this time, following the passage until there is another tunnle on the right wall. This is merely a circle tunnle, yet enter it and wrap around it, picking up the health pack in a corner. After leaving this circular tunnel from the other end, take the first passage on your right. If you had skipped the circular tunnel entirely, it would be on your left at the end. Follow this quite a ways, killing the straggling skeleton or two with invoke, until you reach a ramp on your right hand side with a large cobweb hanging just before it. Climb up this ramp, to another loading screen. You are now in another ruined basement portion of the monastery. I swear, allowing this place to fall into derelict, the management of this Monastery has some answering to do. Anyways, climb the rubble out of the basement into the next room. You are now in the old water room of the Monastery, where they got their fresh water. In the upper left hand area of the room is another hole into a different basement area, ignore this for now, pick up the health pack by the stairs then climb the stairs nearby, ectoplasm and weapon ready. As you reach the top, you will notice three Howlers in the small landing area. I noticed that standing on the stairs seems to cause them not to react sometimes. Either way, take them out however you choose, although the Shotgun works fine for quick disposal. If you have to, back up into the basement. With them taken care of, climb the next flight of stairs in this small antechamber to the outside once again. You will pass through a small door here and enter a small, open roofed chamber with a health pack. Pick up the pack, then enter the opposite door, taking care not to fall through the floor. This door leads to an area above the monastery proper, where you had Lizzbeth firing rocks at you a while back. Follow the walkway up top here around, and use Scrye to watch a monk tinkering with the wall. Grab the phosphorus shells on the ledge, then tinker with the same wall that the monk was. It will open a hidden hatch next to you, go ahead and inspect this hatch. Inside, is the Mercury flask and the Monastery Key. Well, you now have all three parts for the spell, now all you need to do is find the time portal. Drop into the open area below you, and act as if your heading for the door to the Monastery grounds. When you are almost to the door, the floor will fall out beneath you and drop you into the basement once again. NOTE: I found it IS possible to jump over this hole before it falls beneath you and go out the door. However, for what possible reason you would want to do this for is beyond me. End NOTE. You will now be back in the basement, and by the hole you entered through. Instead of going back this way, cross to the hole by the stairs, and head down here. You are in the catacombs, yet again. Wonderful. Enter the large corridor entry, wait through a loading screen, then you are once again in a series of tunnels. Follow the tunnel to the right hand wall, just before the hall takes a left for a ways. Use your scrye to see and then open a door into a small chamber. Open the chest, pick up some shotgun shells, then leave the room, turning right and following the hall towards the torchlight at the end. Lizzbeth will appear, giving you some nice chest views as she bends over and laughs, and calls you an Interloper. She then sends two Howlers at you. Back all the way down the hallway if need be to take care of them, then continue to the light where she had appeared. The door to your right is locked, so instead continue following the hallway to the left. The corridor will wrap all the way around until you see another small door, with a VERY large keyhole. Go through this door, using your Monastery key. You are now in some very darkened chambers, where a very small, very narrow hallway proceeds forward just ahead of you, filled with fog. Welcome to the Twilight zone. Equip Ectoplasm, and the shotgun, and proceed through the small hall. Just up a tiny flight of stairs, if you glance to your left you will see the tiny hallway continuing off into the distance. First, enter the chamber right ahead of you and pick up another health pack. Now, return to where you just were and follow the tiny hallway to the end, entering another chamber and passing by a small hallway on the right. In here is a single Howler. Quickly kill it with ectoplasm and the shotgun, then prepare to stake out this room for a bit. About six howlers will come at you, but being inside this room you can easily hold your own against anything entering, and have time to reload. You should make it through this with no problems. When you have finished with these Howlers, exit the room, turning left down the next tiny hallway from standing outside this chamber. You will climb another flight of tiny stairs and pass another tiny hallway on your right, which appears to open out to somewhere. However, first grab the health pack in the chamber at the end, then go into the tiny hall. You find yourself looking out over a room with a ruined staircase and a dark passage in the right corner. Drop into the chamber, ready for battle. You drop into the room with the stairs, first, turn to your right and the open passage and race that way. Two of the tougher howlers come from out beneath the stairs, but have not followed me into the next room. In this dark chamber at the end of the passage are three of the easy Howlers. However, for some reason, they don't react very fast and are VERY simple to take care of. Dispatch them, then pick up the silver bullets and molotov cocktails within the room. Now, head back into the room you dropped into, using a combination of strafe and running, dispatch the two stronger Howlers. Back into the room at the end if you have to. Dance the Macarena with them as well, it makes them happy. When they are done, go underneath the stairs to pick up a health pack, then climb to the top and go through a door into the next area. You now stand in a room with a massive wheel on the right hand wall. Walk up to the wheel and you automatically use it, and hear something opening. Exit the room through the door, and you stand on a stone landing. To your right is the room you gazed upon earlier, where the Abbot used the key to go towards the deeper part of the Catacombs. Cross the landing to a broken down door on the other side and pull another wheel. You have now opened the door to the outside, which you reach from the flight of stairs going UP from the landing. Leaving this wheel room, head out to the landing and fight two Howlers which come from the room below. They are simple. You can go down the stairs to the room below if you wish, but you need the Gold Key, and can only get that in the past. Instead, climb the stairs to the outside. Another loading screen will commence. You now stand in the ruins of the Monastery proper, the roof gone, gazing into the sky above. Use Scrye, and watch the altar directly ahead of you, as you witness a scene from the past. The Abbot and several monks seem to be in ceremony. You can even hear snippets from the ceremony, which, small spoiler, is over the Scythe. After enjoying this blast from the past, turn around towards where you came in. Go all the way to the end of the Monastery proper, to the double doors which would lead to the courtyard outside if they worked. To your left is a small flight of stairs which leads to some shotgun shells. Take them, then proceed back towards the altar. From the altar, turn right, staying in the Monastery for now. Off to your left is a lake with three podiums. This is the time portal, you will go there shortly. Just off to the right of the altar and the praying monks from the past is a large flight of stairs going up. Climb these, pick up a health pack, and if you wish, watch a monk there praying. Go down the stairs and head towards the pond in the grass ahead of you, behind the ruins of the monastery proper. Indiana Jonesish music will play. Walk to each podium around this pond, using the Mercury flask, Sun Medallion, and finally, in the center podium, the Time Incantation. They are used automatically. A brief flash of light will take place, chanting music will play, and the image of a perfectly good looking Monastery in Winter will appear in the pond. After a deep breath, enter the pond, and you will be zapped into the past, and the next portion of the FAQ. Congratulations for making it this far. ********************************************************** 5. Game Walkthrough Part 3- Monastery Past to Present ********************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A.Arrival to Monastery Interior -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- As you arrive in the past a great blizzard will be taking place and the chanting music of monks that you briefly heard earlier will be playing once again. You stand in the frozen lake, now covered by snow. As you start, turn around and approach the center podium. Behind this podium is a health pack and some bullets, pick it up. Facing the podium and the monastery, begin to head off to your left, where there is a fire and a monk. I found the monks to be rather easy to take out, a shotgun blast or two is enough to drop him to the ground. They do have some rather amusing sayings, such as I shall kill you in the name of God, and I come oh Father. After easily dispatching of the monk, pass by the fire and pick up another health pack and bullets in the far left-hand corner of the building. A side- note...Isn't it rather odd that here in 400 BC roughly, according to the journal entries earlier, we have bullets and medical kits lying around? Heh. Anyways, turn and be prepared for another monk approaching you from across the snowy waste. Dispatch of him with a shotgun blast to the head as well. Make your way forward, passing by the lake and podiums, wrapping around the monastery past the second fire and around the corner of the building. You will see the dead body of a monk lying on the ground just ahead, with a book by his side. Before you head forward to pick this up, use your pistol to take out the monk on the wall to the left of the corpse before he takes you out, strafing to avoid his crossbow shots if you must. Pick up the journal and spend some time reading about what has taken place in this monastery. When you have finished proceed forward with the power of knowledge. After a few moments you will arrive at the front door of the Monastery, where a monk calls out his fellow brothers to arms. If you are fast, you can take care of him before he reaches the front door of the building and calls a second monk to his aid. Both are easily taken out with the shotgun. With them dispatched, pick up the shotgun shells and the health pack here, then continue down the snowy hill ahead of you. At the bottom of the hill is a small ledge with a monk atop of it. Use your pistol and ectoplasm to dispatch of this monk first. At this point, turn and confront the brother on the ground who will be very close to you at this point. A shotgun shell to the head will do the trick nicely. Finally, use your pistol and ectoplasm to take care of the monk acting as a sniper on the uppermost wall high above so he does not bother you later. With all of them dispatched, take a side-trip for a moment. Turn around and away from the monastery and follow the snowy path leading away from the building behind you, to the gates where the ocean is. If you need them, pick up the molotov cocktails here. With your weapons in hand, return to the smaller ledge where you killed the first monk a moment ago. A small ladder is on the other side of this ledge. Use it to climb up and take a health pack. Jump down from the little ledge and continue to proceed around the right- hand side of the Monastery. All the way around the building is an arch way leading into a portion of the Monastery. A monk will come out of the archway, take care of him with a shotgun shell. Enter through the archway into a small courtyard and aim upwards at the wall high to your left, taking care of the monk sniping at you. Standing at the arch, head to the corner to your left, underneath the wall where the sniper just was and pick up another health pack. Turn and this time begin to head to the right of the arch. You will see an archway with some steps, but ignore this for now and continue forward until you reach a flight of steps going down to a small area near a large locked door. NOTE:Interesting mistake by the Developers...the building here had a door in the present, but has no door here in the past. Funny. END NOTE:: At the bottom here is a fire and a praying monk. A single shotgun blast to the head will kill the monk. Pick up the health pack and shotgun shells, then retrace your path to the archway with steps you just passed. Head up these steps, pass through a small snowy landing type area, and up another small flight of steps. You will see a bridge ahead of you, this area looks familar, no? A monk will be atop this bridge, take care of him before he takes care of you. Just before the bridge, pick up some bullets hiding to the right. Pass underneath the bridge and notice the stone wall to your right, as before in the present, you have to go to the very end to get atop it. First, turn and take care of the sniper monk hiding on a small balcony in the left-hand corner. When he is dispatched, proceed onto the wall. Pick up the health pack in the center area of this large wall, and use Scrye to watch a suicidally depressed monk kill himself. With your health pack, continue forward. When you are almost to the end, two monks will come around the corner. A single shotgun blast at close range will take care of both. Continue around the corner and through a doorway to enter the Monastery proper. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= B. Monastery Interior to Abbot Key -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Well, Well, this area also looks very familar. Follow the stone walkway here all the way to the end. Gaze out to your left if you wish, across the Monastery grounds. At the very end here, take care of the monk with a shotgun blast, then enter the door on your right. Another load screen will commence. You are now inside the Monastery proper. Head up the stairs directly in front of you, turn the corner, and enter the first open room here. Pick up a journal that gives you a clue that there is a broken window somewhere in the church. That is important later. Leave the room and proceed down the hall, killing the monk pacing up and down. All four doors are locked so head all the way to the end, to an intersection like area. A monk will come from straight ahead, from a flight of stairs. Take care of him with shotgun. Enter the room on your left before going down the stairs, where a monk is praying to God in front of a holy cross. Heh. Approach him, and give him a single shotgun blast to the head. Pick up the health pack. Now, before leaving to the stairs, can somebody tell me what the writing on the wall says above the dresser? It appears to be backwards, and could be an easter egg. Leave the room and head down the stairs, hearing an amplifier in the distance. You are now in a basement study room. Prepare for a battle and enter an open doorway on the other side of the study room. An amplifier is sitting on an altar here. Pick up the amplifier and prepare for a group of very angry monks to enter the room. Take care of them with the shotgun, then go back up the stairs and enter the room to the left of the top of the stairs. A monk will most likely be standing right here, take care of him with shotgun (getting old, huh?). Proceed through a small windowed room and into a hallway with a fireplace. A monk stands by the fire. Give him some medicine with your shotgun. In the room across from the fireplace, pick up two health packs then head back to the hall. Follow the hallway around, and stop at the first door on your right. There is a monk chanting something in latin inside, but you can't get in there. A special prize to anyone who can tell me WHAT he is chanting in Latin. Proceed all the way to the end and go down another flight of stairs to a stone landing area. Ignore the chamber on the right from this landing, as it merely has two more monks inside which are not worth fighting. Instead, proceed down another flight of stairs. The door at the bottom to your right leads outside, but we do not want to go there yet. Instead, head left and down a flight of stairs into the monks water processing chamber, where a stream is full of water in the center. This room will be VERY important in a moment. Head up the curving flight of stairs on your left to another landing area. Enter the chamber here, ignoring the stairs going further up for now. Just to the left of the door you entered through is a lever. Pull this lever. Ignoring the two doors at the end of this chamber, leave the room and proceed up the flight of stairs. You now stand inside a small study with a locked door and no visible items. Useless right? WRONG. Jump up onto the bench, onto the study table, then jump onto the book on the shelf, knocking it over. You will hear something open. Now, retrace your steps all the way back to the water processing room at the bottom. The water has now stopped from the lever, and because of the book, a secret room has opened at one side of the water stream. Enter the secret room and pick up a Mana Well, a health pack, and several phosphorus shells and silver bullets. By the way, the shells are great fun to use with the shotgun. Leave the secret room and go back up to the chamber with the lever. Enter the door at the far left hand corner of the room, which brings you back outside to a tiny bridge crossing to a Tower. After a loading screen, cross the bridge and enter a very large study room, with many benches and tables. Dispatch the two monks that were reading in here before they can get to you. Proceed straight ahead and go down the flight of stairs. Pick up the much needed shotgun shells and health pack and ignore the double doors going outside. Head back up the stairs to the study room. Head to the end of the room and up the set of tiny stairs to a landing and the open door. Ignore the door for just a moment and go up the next little flight of stairs. On this landing, pick up the bullets, two health packs and if you need them, the molotov cocktails. Now return to the open door and go through it. Turn to your right in this next passage and pick up an arcane whorl. Believe it or not, nothing will attack you. This is the easiest whorl in the game to attain. Now cross to the other side of the hall and enter the closed door at the top of the stairs. Open the door to go through another loading scene. You will now be atop another bridge leading to the tower that in the past you used to pick up the hidden Mana well. Cross the bridge and open the door. The winding stairwell that you remember from the present is here. Head to the basement first by going down. Yes, there are some people who would go up to a basement if I didn't tell them better. Heh. Some people. Down in the basement are some more cocktails and even better, several shotgun shells and bullets. With all of them in your pocket, climb the stairs to the level above the one where you entered the tower proper. A bookcase is here, and a ramp-like staircase to the next level. Climb this staircase. You are now in a large empty room with windows looking out on an excellent view. Climb the winding staircase around the corner of the room to the ladder and prepare yourself for one heck of a battle. Use a health pack if your at low health. Up the top of this ladder is the first Abbot of several. He has the power to cast Skull storm for a LOT of damage. Climbing to the top, jump off the ladder to the right or left and turn to confront him. I found the easiest way to beat him was to use a shotgun with a phosphorus shell, took me one shot up close. Make sure you don't have to reload or his skull storm could take you out. When he drops, he will drop the Abbot key as well. Good Job! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= C. Abbot Key to Gold Key -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= With the first Abbot defeated, head all the way back down the tower to the little bridge crossing to the church. Go ahead and head back through the door to the hallway where you got the arcane whorl. Head back into the study room and go down the stairs in the center, where I told you not to head through the double doors before. This time, go ahead and go through the doors to the inner courtyard. Just outside the doors will be a monk just wandering around in the snow. What a smart fellow. Blow his arse away with the shotgun then turn to the right of the door you came out of (towards the main doors of the monastery) head forward until you reach the end of the wall on your right. Turn right and pick up a health pack and several shotgun shells as well as cocktails if you need them. From this alcove, cross towards the Main monastery doors. To the right of the stairs leading up to the main double doors is a health pack and more bullets. Climb the stairs, but ignore the double doors as they are locked. Instead, turn left facing the doors and follow the stone walk. Just a little ways to your right is an open area leading to a snowy courtyard. Go ahead and enter the courtyard. First, pick off the monk on the ground here with your shotgun, sending him to hell. Then, use your pistol to take out the sniper on the outer wall, strafing his crossbow bolts. With them both dead, pick up the two health packs here, one on either side of the snowy courtyard. When both are picked up, another monk will come from the main courtyard. Take care of him with a gift from mother of a shotgun blast, then head back out to the walkway in front of the double doors, turning right towards the door at the far end. Ignore this door for just a moment and head down the stairs on your left instead into the main snowy courtyard once again. Pass by the well, following the building on your right. You will go by a locked double door, and then in a small corner there will be a health pack and some more bullets. Get both, then go back to the door I just asked you to ignore, opening it and heading inside. You now stand in a small chamber with two bookcases. Go through the open archway on your left entering a much larger chamber. In the far lower lefthand corner of this chamber pick up the two health packs and the shotgun shells sitting around a table and a bookcase. At this point, have you pondered on why a monastery dedicated to God has it's decorative windows covered with little demons? Isn't that a bit odd? Hmph. Anyways, from where you got the health packs, cross the room to an open archway leading into a small room with four bookcases and a closed door. Open this door and you will automatically use your Abbot key to head into the Abbot's chambers. You now stand at the bottom of a large flight of stone stairs heading up. Go up the stairs and through the archway into a long chamber with a fireplace and some more bookcases. There is nothing at the end of this room, so prepare yourself for another battle and turn to your right through another arch. This chamber has a single bookcase and a table with some clutter. The archway on the left here leads to a room with another Abbot. Prepare yourself with your shotgun and health to full and enter the room. The easiest way to take care of this Abbot is to strafe back and forth through the open arch. When he is taken care of, enter the Abbots bedroom. Pick up the health pack sitting next to his study table, then pick up the Gold key sitting on his bed. The lights will go out, lightning will flash, you will hear a scream. Head into the next section. -=-=-=-=-=-=-=-=-=-=-=-=-=-= D. Gold Key to Scythe -=-=-=-=-=-=-=-=-=-=-=-=-=-= The lights have just gone out and you now stand on the Abbots bed, wondering what the scream was. Head back out into the study room, and then into the longer room with the fireplace. A dead monk lies on the ground here and the window is shattered. Now, in a moment that 90 percent of people seem to miss, you will climb OUT the damn window. Thats right, climb OUT the window. THROUGH the window. Atop the body and THROUGH the shattered window. Sorry for the emphasis, but I am tired of fifteen mails a day on this =). Once again, going OUT the window, you stand on the roof of the walkway below. First things first. Turn to your right from coming out of the window and notice two monks firing at you from the tower across the courtyard. Use your pistol to snipe at them and take them out, as they can be quite an annoyence while crossing the roof. If you have to, drop to the ground and head closer to the tower to snipe at them, then climb back through the Abbots quarters and back out onto the walkway. Standing on the walkway roof, turn to your left and get on top of a very narrow section of wall. Follow this wall towards the main monastery building, jumping up a couple of stone blocks to reach the side of the building. Now, follow the roof of the Monastery around the front, you will be right above the main locked double doors to the building and will go right by a very nice looking window with a dragon on it. Descend down the other side from the window atop the double doors and head around to where there is a flat area and a health pack sitting in the center. Take the health pack then climb up the three small stone blocks to the next part of the sloped roof. At the far end of this sloped roof, jump to the next portion of roof, which is a little bit higher. Here, there will be a chimney. You also notice an Amplifier sitting on the next sloped area of roof above you. Now, this jump can be frustrating. You have to be on the very center of the chimney, and basically make a perfect jump to get to the next portion of the roof. However, with practice, it can be done, and it has to be done. Making the jump, pick up the Amplifier. Both Amplifiers that I picked up here I have saved for use later, as you will need them in the future. Feeling a bit better about yourself now, turn to your left from where you got the Amplifier. See that tower over there? Cross towards it and notice that it is missing one window. Remember the letter you read in the monks quarters earlier? This is the window they were talking about. If they had only repaired it, they could have been saved. Ah well. Jump through the open window into the tower. You will notice a large hole in the ground in one corner as the monks chanting music picks up a notch. Drop through the hole. You stand in a stone antechamber, the hole high above you. An archway is straight ahead. Heading towards it, a monk will come out of it. Blast him to the past. Heh. Go through the arch and notice a giant cross-shaped window on your left. You can peer through this to see the main church portion of the Monastery, the Scythe on an altar, and an Abbot and many monks praying. Oh boy. Cross the room after watching all you want to and head down a long winding flight of stairs. At the bottom, pick up a health pack just underneath the stairs and take out a tougher then normal monk that comes through the open door here. You now stand in the main chamber, and just inside the main double doors that have been locked. Prepare yourself for the battle for the Scythe. Now, you stand before a giant wall that wraps around and seperates this entry chamber from the main Church. Go around to the LEFT, if you were standing at the entry doors. Pass the locked door on your left and go up the flight of stone steps, ignoring the central chamber for a moment. Blow the monk away at the top of the stairs, and pick up the health pack. Putting your health to full, head down the stairs and enter the central chamber. Two monks and an Abbot stand before the Altar, their backs to you, blessing the Scythe. Can you guess who we should target? That's right, target the Abbot. Get as close as you can to him without disturbing their ritual, and blow him away first. Once you have downed the Abbot, the other two monks are simple enough. Just strafe around the room, shooting at them with pistol or shotgun until they fall. If you don't take out the Abbot first, your a goner usually. When they are all dead, it's you and the Scythe. First, pick up the shotgun shells on the raised platform and the molotov cocktails in the right hand alcove if you need them. When you have taken them, passing by the Scythe, cross to the small room to the right and go up a flight of stairs. Pick up the bullets and pull the lever, lowering the platform with the Scythe. Head down the stairs and get the Scythe. You will now watch the greatest cut-scene yet. In this scene, you witness how the Monastery was destroyed, and a rather humorous scene involving an Abbot praying to God. I won't reveal all of it, but Patrick escapes through a window and automatically returns to the present, with the Scythe, ready to confront Lizzbeth. Congratulations. ************************************************************ 6. Game Walkthrough Part 4-Monastery Present to Lizzbeth ************************************************************ Coming soon.