FAQ for Clive Barker's Undying
Clive Barker's Undying
Boss Strategy/FAQ
Created by: Rapskallion (AKA BrianR755)
Date: March 2001
Copyright 2001 Brian Renbarger
Table of Contents:
I. Introduction
II. General Boss Strategies
III. The Bosses
-1. Cursed Cleavage: Lizabeth
-2. Chop Chop!: Ambrose
-3. An Old Rival: Keisinger
-4. Chained Terror: Aaron
-5. Playing in the Dirt: Bethany
-6. Nuclear Worm: The Undead King
IV. Frequently Asked Questions
V. Credits
VI. Legal Stuff
-----------------------------------------------------------------------
I. Introduction
-----------------------------------------------------------------------
Having a hard time taking out those hard to beat bosses in Clive
Barker's Undying? Have no fear, Rapskallion is here! I've gone back
and beat each boss numerous times, trying out all sorts of different
strategies against them, and now I am going to share the quickest,
easiest, and least confusing way to hack through these undead mofos. If
you have any suggestions, ideas, comments, complaints, or criticisms
please let me know. E-mail me at Brian755@home.com with whatever you
have to say. I appreciate your ideas and also appreciate your praise
:). Oh, and please don't email me spam, I really do not like it. If
you think you've got an easier way of beating a particular boss, send
it to me. If it is something good, I'll add it to this FAQ and give
you the credit you deserve.
Now, a little bit about myself. Boss FAQs and game reviews are my
specialty, and if you'd like to check out my other wonderful work that
has been posted at GameFAQ's wonderful website, simply click on my name
to view my profile. Voila! That wasn't too tough, was it?
Oh, and one more thing. Please do not use this FAQ on any other site
without my permission. If you are interested in using this FAQ on a
webpage other than GameFAQ's, e-mail me at Brian755@home.com to get
permission first. Thank you, and enjoy!
-----------------------------------------------------------------------
II. General Boss Strategies
-----------------------------------------------------------------------
There are a few things to remember when fighting the bosses in Undying.
If you follow these basic strategies, it should make your battles
easier and less frustrating.
Use your shield: Perhaps the most important thing to remember is to try
and keep your shield on at all times against basically all bosses. Now
of course you can't do that against Lizabeth since you don't have the
shield spell yet, but once you acquire it, use it. You'd be surprised
how much it helps.
Keep moving: Its very important to keep moving against these bosses.
If you stand still, you'll be dead before you know it. If you have to
change weapons or spells, do it while you are moving. If your health
is low, run around in circles while your health packs raise it up. The
only time you should stand still is when you are attacking.
Be aggressive: You will never kill anything if you don't attack it. Be
aggressive against the bosses. The worst thing that can happen is
you'll die and have to reload! Go out on a limb and give up some of
your life for a good attack. Who knows, maybe that last effort
offensive move is all that it takes to finish the boss off. Suicidal
attacks (attacks where you don't worry about your own life) does more
damage than you can imagine. Of course, don't get into a habit of
being overly aggressive, either.
Use your head: Unlike most first-person shooters, many of the bosses in
Undying require some thought instead of all out firepower. If you
don't seem to be getting anywhere by beating the crap out of one of the
bosses, try and find a weak point. It could be a lot easier than it
looks...
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III. The Bosses
-----------------------------------------------------------------------
1. Cursed Cleavage: Lizabeth
Difficulty: Easy
Word of Advice: Not much strategy involved here; just kick her ass!
Well, here it is, the first boss of the game. Just so you know, it
doesn't take this long to get to the other bosses; you are about one
third of the way through the game when you reach the first boss.
Lizabeth seems like a tough little cookie, but she isn't as hard as she
looks. First thing we gotta do is get rid of those damn skeletons.
Ignoring Lizabeth, go up to the skeletons and use invoke on them one by
one. While you are waiting for your invoke to recharge, fend off the
others by hitting them with your Gel'ziabar Stone (note: if you hold
the stone when you cast invoke, it will only use half of your mana
instead of all of it). After the skeletons are out of the way, its
time to face Liz.
You can kill Lizabeth with any weapon, but my personal favorites are
the shotgun or the scythe. The shotgun is probably the better choice
since you can avoid Lizabeth's nasty melee attacks. Make sure that
your shotgun is on double barrel mode (activate by pushing Alt), and it
won't take too long to kill her. Be wary of her melee attacks; she has
some missle attacks as well, but they do very little damage. If you
want to conserve ammo and you have some health packs to spare, feel
free to go right up to her and slash at her with the scythe; one very
good tactic is to run up to her, slash her real quickly, then run away
again. Well, whatever weapon you choose to use, eventually she will
start glowing. This means she is near death, and she is pretty damn
pissed too. Keep attacking her, being even more careful of her melee
attacks. Eventually she will stop attacking and begin to wobble like
someone who has had a bit too much to drink. Go up to her with the
scythe and pop off her little head. Ding dong, the witch is dead
(again)!
2. Chop Chop!: Ambrose
Difficulty: Very easy
Word of Advice: Just take your time aiming, and he'll be dead in just a
few shots!
It took me forever to figure out how to kill this big gorilla of a man.
I spent nearly an hour firing everything I had at him, until I happened
to stumble onto the trick to beating him. You see your Gel'ziabar
Stone stuck in his axe? All you have to do is shoot the stone out of
his axe with your pistol, and he's dead! The best way to do this is to
run around the room, letting him chase after you. After a minute or
two, a big creature (lion?) will jump out of the wall and grab onto his
arm. While Ambrose struggles with the creature, carefully aim your
pistol at the stone and fire. If your aim is true, the stone will pop
out of the axe and Ambrose will return to his original self. Go pick
up your stone and slice off his head with the scythe. Now, wasn't that
easy?
TRICK: Do you wanna have your stone with you while you fight him? Well
then, all you gotta do is save the game at the beginning of the battle,
then after you shoot the stone out of his axe and pick it up, load your
game. When you start the battle again, you will have the stone in your
inventory and it will also be on the axe. This doesn't really help you
at all, but I just thought I'd share my discovery :).
3. An Old Rival: Keinsinger
Difficulty: Hard
Word of Advice: Keep moving and try to avoid his attacks at all costs,
they do mega damage!
Keinsinger is a pretty tough opponent, by far the toughest you've faced
yet. Like Lizabeth, there is no weak point or trick to beating him;
just hit him with all the firepower you've got! Now, there are many
ways to beat him. My personal favorite is skull storm combined with
the shotgun, but another good one (probably a safer method) is
shield/shotgun.
If you are doing the shield/shotgun, make sure that your shield is up
at all times. Whenever you get a chance, carefully and quickly aim
your shotgun at Keinsinger and fire away. Make sure your shotgun is on
double barrel mode, and go ahead and equip the phosphorous shells if
you want. Don't bother firing at him when he has that purple ball
surrounding him; that is his shield, and you'll be just wasting ammo.
Make sure that you keep moving, because even with shield up, his
attacks can kill you in a matter of seconds.
Unless you have skull storm amplified to AT LEAST level 3, I would
advise against using skull storm. I like using it because it is easy
to aim, does major damage, and doesn't take any ammo. However, you run
a risk by not using shield; make sure you avoid Keinsinger's attacks.
Aim the skulls at him and fire away, quickly running for cover from
Keinsinger's own skull storm.
However you fight him, Keinsinger will eventually disappear. At this
point, drop into the trap door in the middle of the arena. Keinsinger
will reappear, ready for another whipping. Whip out your shotgun and
shield spell and open a can of whoop-ass on him. Before long,
Keinsinger will fall to his death.
4. Chained Terror: Aaron
Difficulty: Medium (Easy if you use this guide, though!)
Word of Advice: Stay light on your feet and strafe like crazy!
Aaron is a bit tricky, so listen up! Equip the shield spell and the
scythe and go at him, swinging like a madman. Before long, you'll cut
off his arm. At this point, Aaron will go to the middle of the arena
and start shooting his chain at you. Stay along the perimeter, making
sure to keep your shield up and strafing to avoid his fire as much as
possible. What you want to do is line yourself up behind one of the
chains that hang down from the ceiling. Stand behind one of these
chains and wait for Aaron to throw his chain at you. If done right,
Aaron's chain will get caught and you can go up to him and slice off
his head with the scythe. Sound easy? Well, sorta. The problem is
positioning. You have to be placed PERFECTLY behind the chain, or
Aaron won't get caught. It may take a few times before you finally get
it, so be patient. Thankfully Aaron's attack doesn't do that much
damage when you have your shield up, so if at first you don't succeed,
try, try again!
TIP: If you are having trouble getting Aaron to get his chain stuck in
one of those hanging chains, there is an easier way to do it. Look
around. You should see a wooden door in the room. Once Aaron starts
throwing his chain at you, go and stand in front of it. When Aaron
throws his chain at you, get out of the way and it will stick to the
wooden door. This is much easier than trying to get him to get stuck
on one of the other chains. (Special thanks to David Waddling and Drew
Lucy for contributing this strategy.)
5. Playing in the Dirt: Bethany
Difficulty: Hard
Word of Advice: Strafe to avoid the missile attacks and never, ever
stop moving!
Bethany would be simple if it wasn't for her two annoying buddies.
First thing you need to do is make sure your shield spell is up; if it
isn't, you'll be dead before you know it. There are two sorceresses
floating around the arena; make life a bit easier by taking them out
A.S.A.P. with either your pistol with silver bullets or skull storm.
After they are down for the count, blast the creature that Bethany
summons with either skull storm, your shotgun, or the scythe. Now that
Bethany is all alone, all you gotta do is run up to her and slice off
her head. Make sure you do it quickly though, or she'll summon another
creature for your entertainment. After she's dead, watch the
surprising cutscene and prepare yourself for your final battle: the
undead roach.. er, I mean king.
6. Nuclear Worm: The Undead King
Difficulty: Medium
Word of Advice: Stay away from the shore and stay away from his mouth
and you'll be fine. Notice that the King is very fat and lazy; he
won't move an inch the entire fight.
I know what you're thinking. What the hell is that?!?!? Well instead
of laughing at this sad excuse for an end boss, just beat the damn
thing so you can see the final cutscene, okay? The King is nearly
impossible unless you know how to beat him, but once you figure out his
weak point he is disappointingly easy. If you don't have any dynamite,
grab some from the shoreline, being careful of the tentacles that slap
at you from the ocean. Ignore the phoenix eggs; the way we're gonna
beat him, we won't be needing them. Now turn on your shield, run right
up to him, and drop a few dynamite right in front of him. Run back
quickly, but be careful not to run too close to the water; if you do,
you'll get butchered. If you set the dynamite correctly, you'll notice
that his two lower legs have blown off. Equip your pistol and skull
storm and back up a little ways away from him. Pretty soon his stomach
(or is that his mouth?) will open up and begin to suck you in. Quickly
shoot the hole with your pistol and it will close. He will then expose
his weak point; the top of his head. He will lean his long neck
forward and scream at you. Launch a few skulls at his head and he will
pull back in pain. Next thing you know, his stomach will open again
and try to suck you in. After this repeats about 5 times, he'll die.
Congratulations, you've just killed one of the most disappointing end
bosses ever!
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IV. Frequently Asked Questions
-----------------------------------------------------------------------
Here are some helpful questions and answers about the game. Some of
these have been from e-mails I've received, others I've just made up.
The FAQ is not just limited to boss questions, either. There are many
general game questions that I have gone ahead and answered. However, I
will not answer any specific puzzle questions on this FAQ. Sorry.
1. Q: Is the Gel'ziabar Stone a weapon? What is it used for?
A: I guess you could call the stone a weapon, but it is more of a tool.
The stone does a few things. First, it can be used to push enemies
back a few feet. Second, it amplifies all spells by 1 when you are
holding it. So if your skull storm is level 3 and you are holding the
stone, it becomes level 4. Finally, the stone reduces the amount of
mana required to cast a spell by half. So if you are using a spell
that usually takes 100 mana, it will only take 50 when holding the
stone.
2. Q: What do arcane whorls do?
A: Arcane whorls are power-ups you will find during the game. They
increase the rate at which your mana recharges itself. The more arcane
whorls you get, the faster you'll regain mana.
3. Q: What are the silver bullets for?
A: Silver bullets can be used against regular enemies the same as
regular bullets, but there main purpose is for killing magical enemies.
4. Q: What the heck IS that thing?
A: If you are referring to the game's last boss, I have no idea....
5. Q: I have a question for you, Rapskallion. How do I get in contact
with you?
A: Well, if you look around really hard, you may find my e-mail address
somewhere on this FAQ... considering it is in about a dozen places!!!
For those of you who are too lazy, you can e-mail me at
Brian755@home.com about whatever it is you want to talk about.
6. Q: What are amplifiers, and how do I use them?
A: Amplifiers are probably the most important power-ups in the game.
They are small stones that can be identified by the strange humming
sound they make. Many are very well hidden, but some are pretty easy
to find. Amplifiers increase the strength of a spell; they may
increase the damage, increase the duration, or lower the mana cost of
the spell. Once you find an amplifier, select it from your item
inventory, switch to the spell that you want to amplify, and then use
it like you would a health pack (default key: enter). Choose wisely,
because amplifiers are hard to find!
7. Q: What spells are best to amplify?
A: It's really up to you. There is no point in amplifying scyre or
disspell, but beyond that its all a matter of opinion. You may really
love using the shield, or may hate it. You might be a big fan of skull
storm (like me), or you may find it a waste. Experiment with all of
the spells before you invest your amplifiers on them. The only thing
that I must insist on is that you put 3 points into shield. Shield is
probably the most useful spell and if you put in more than 3 points you
will begin to obscure your vision. If you like using the scythe, raise
up your haste spell so you attack faster and move quicker. Whatever
spells you like, amplify them. It's as simple as that.
8. Q: Why do all the workers still work at the mansion even after all
of the haunting and killing?
A: Very good question! Must be well paid.
9. Q: What are ether traps?
A: Ether traps are devices that you can use to capture spirits and send
them to a place far, far away. Try using them on Aaron's naked butt
when he is running around the manor slicing at you with his chains.
It'll make him go away for a little while.
10. Q: How do I kill skeletons?
A: Skeletons can be killed one way and one way only: the invoke spell.
Cast it on a skeleton and he will disappear, never to appear again. If
you attack a skeleton with a regular weapon, he will fall only to rise
again.
11. Q: What are mana wells?
A: Mana wells are power-ups that increase your mana by 10. Like
Arcane Whorls, they are very hard to find. While 10 mana may not sound
like much, if you find 5 of these things your mana has increased by
50%. Not so bad, eh?
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V. Credits
-----------------------------------------------------------------------
I'd like to thank Clive Barker for taking time away from the books to
create such a great game. One of the first truly scary games to hit
the PC, well done!
I'd also like to thank GameFAQ's for giving me another opportunity to
waste so much of my time writing FAQ's, reviews, and talking on the
message boards.
Also, special thanks to all whom contributed to this FAQ. All of you
who helped me along the way have been credited somewhere up above, but
I thought I'd thank you again.
One more time. If you want to contact me for any reason, e-mail me at
Brian755@home.com. I'd love to know if you have some ideas for
improving this FAQ. Thanks to you all for reading this, and enjoy your
stay at the Covenant Manor.....
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V. Legal Stuff
-----------------------------------------------------------------------
This document is protected by federal law. That means that you have to
ask my permission before copying it onto any other website, message
board, etc. Feel free to print it out for your own personal use,
provided that you do not claim credit for it. E-mail me if you have
any questions.
Rapskallion (Yes, with a K!!!!!)
Clive Barker's Undying
Boss Strategy/FAQ
Created by: Rapskallion (AKA BrianR755)
Date: March 2001
Copyright 2001 Brian Renbarger
Table of Contents:
I. Introduction
II. General Boss Strategies
III. The Bosses
-1. Cursed Cleavage: Lizabeth
-2. Chop Chop!: Ambrose
-3. An Old Rival: Keisinger
-4. Chained Terror: Aaron
-5. Playing in the Dirt: Bethany
-6. Nuclear Worm: The Undead King
IV. Frequently Asked Questions
V. Credits
VI. Legal Stuff
-----------------------------------------------------------------------
I. Introduction
-----------------------------------------------------------------------
Having a hard time taking out those hard to beat bosses in Clive
Barker's Undying? Have no fear, Rapskallion is here! I've gone back
and beat each boss numerous times, trying out all sorts of different
strategies against them, and now I am going to share the quickest,
easiest, and least confusing way to hack through these undead mofos. If
you have any suggestions, ideas, comments, complaints, or criticisms
please let me know. E-mail me at Brian755@home.com with whatever you
have to say. I appreciate your ideas and also appreciate your praise
:). Oh, and please don't email me spam, I really do not like it. If
you think you've got an easier way of beating a particular boss, send
it to me. If it is something good, I'll add it to this FAQ and give
you the credit you deserve.
Now, a little bit about myself. Boss FAQs and game reviews are my
specialty, and if you'd like to check out my other wonderful work that
has been posted at GameFAQ's wonderful website, simply click on my name
to view my profile. Voila! That wasn't too tough, was it?
Oh, and one more thing. Please do not use this FAQ on any other site
without my permission. If you are interested in using this FAQ on a
webpage other than GameFAQ's, e-mail me at Brian755@home.com to get
permission first. Thank you, and enjoy!
-----------------------------------------------------------------------
II. General Boss Strategies
-----------------------------------------------------------------------
There are a few things to remember when fighting the bosses in Undying.
If you follow these basic strategies, it should make your battles
easier and less frustrating.
Use your shield: Perhaps the most important thing to remember is to try
and keep your shield on at all times against basically all bosses. Now
of course you can't do that against Lizabeth since you don't have the
shield spell yet, but once you acquire it, use it. You'd be surprised
how much it helps.
Keep moving: Its very important to keep moving against these bosses.
If you stand still, you'll be dead before you know it. If you have to
change weapons or spells, do it while you are moving. If your health
is low, run around in circles while your health packs raise it up. The
only time you should stand still is when you are attacking.
Be aggressive: You will never kill anything if you don't attack it. Be
aggressive against the bosses. The worst thing that can happen is
you'll die and have to reload! Go out on a limb and give up some of
your life for a good attack. Who knows, maybe that last effort
offensive move is all that it takes to finish the boss off. Suicidal
attacks (attacks where you don't worry about your own life) does more
damage than you can imagine. Of course, don't get into a habit of
being overly aggressive, either.
Use your head: Unlike most first-person shooters, many of the bosses in
Undying require some thought instead of all out firepower. If you
don't seem to be getting anywhere by beating the crap out of one of the
bosses, try and find a weak point. It could be a lot easier than it
looks...
-----------------------------------------------------------------------
III. The Bosses
-----------------------------------------------------------------------
1. Cursed Cleavage: Lizabeth
Difficulty: Easy
Word of Advice: Not much strategy involved here; just kick her ass!
Well, here it is, the first boss of the game. Just so you know, it
doesn't take this long to get to the other bosses; you are about one
third of the way through the game when you reach the first boss.
Lizabeth seems like a tough little cookie, but she isn't as hard as she
looks. First thing we gotta do is get rid of those damn skeletons.
Ignoring Lizabeth, go up to the skeletons and use invoke on them one by
one. While you are waiting for your invoke to recharge, fend off the
others by hitting them with your Gel'ziabar Stone (note: if you hold
the stone when you cast invoke, it will only use half of your mana
instead of all of it). After the skeletons are out of the way, its
time to face Liz.
You can kill Lizabeth with any weapon, but my personal favorites are
the shotgun or the scythe. The shotgun is probably the better choice
since you can avoid Lizabeth's nasty melee attacks. Make sure that
your shotgun is on double barrel mode (activate by pushing Alt), and it
won't take too long to kill her. Be wary of her melee attacks; she has
some missle attacks as well, but they do very little damage. If you
want to conserve ammo and you have some health packs to spare, feel
free to go right up to her and slash at her with the scythe; one very
good tactic is to run up to her, slash her real quickly, then run away
again. Well, whatever weapon you choose to use, eventually she will
start glowing. This means she is near death, and she is pretty damn
pissed too. Keep attacking her, being even more careful of her melee
attacks. Eventually she will stop attacking and begin to wobble like
someone who has had a bit too much to drink. Go up to her with the
scythe and pop off her little head. Ding dong, the witch is dead
(again)!
2. Chop Chop!: Ambrose
Difficulty: Very easy
Word of Advice: Just take your time aiming, and he'll be dead in just a
few shots!
It took me forever to figure out how to kill this big gorilla of a man.
I spent nearly an hour firing everything I had at him, until I happened
to stumble onto the trick to beating him. You see your Gel'ziabar
Stone stuck in his axe? All you have to do is shoot the stone out of
his axe with your pistol, and he's dead! The best way to do this is to
run around the room, letting him chase after you. After a minute or
two, a big creature (lion?) will jump out of the wall and grab onto his
arm. While Ambrose struggles with the creature, carefully aim your
pistol at the stone and fire. If your aim is true, the stone will pop
out of the axe and Ambrose will return to his original self. Go pick
up your stone and slice off his head with the scythe. Now, wasn't that
easy?
TRICK: Do you wanna have your stone with you while you fight him? Well
then, all you gotta do is save the game at the beginning of the battle,
then after you shoot the stone out of his axe and pick it up, load your
game. When you start the battle again, you will have the stone in your
inventory and it will also be on the axe. This doesn't really help you
at all, but I just thought I'd share my discovery :).
3. An Old Rival: Keinsinger
Difficulty: Hard
Word of Advice: Keep moving and try to avoid his attacks at all costs,
they do mega damage!
Keinsinger is a pretty tough opponent, by far the toughest you've faced
yet. Like Lizabeth, there is no weak point or trick to beating him;
just hit him with all the firepower you've got! Now, there are many
ways to beat him. My personal favorite is skull storm combined with
the shotgun, but another good one (probably a safer method) is
shield/shotgun.
If you are doing the shield/shotgun, make sure that your shield is up
at all times. Whenever you get a chance, carefully and quickly aim
your shotgun at Keinsinger and fire away. Make sure your shotgun is on
double barrel mode, and go ahead and equip the phosphorous shells if
you want. Don't bother firing at him when he has that purple ball
surrounding him; that is his shield, and you'll be just wasting ammo.
Make sure that you keep moving, because even with shield up, his
attacks can kill you in a matter of seconds.
Unless you have skull storm amplified to AT LEAST level 3, I would
advise against using skull storm. I like using it because it is easy
to aim, does major damage, and doesn't take any ammo. However, you run
a risk by not using shield; make sure you avoid Keinsinger's attacks.
Aim the skulls at him and fire away, quickly running for cover from
Keinsinger's own skull storm.
However you fight him, Keinsinger will eventually disappear. At this
point, drop into the trap door in the middle of the arena. Keinsinger
will reappear, ready for another whipping. Whip out your shotgun and
shield spell and open a can of whoop-ass on him. Before long,
Keinsinger will fall to his death.
4. Chained Terror: Aaron
Difficulty: Medium (Easy if you use this guide, though!)
Word of Advice: Stay light on your feet and strafe like crazy!
Aaron is a bit tricky, so listen up! Equip the shield spell and the
scythe and go at him, swinging like a madman. Before long, you'll cut
off his arm. At this point, Aaron will go to the middle of the arena
and start shooting his chain at you. Stay along the perimeter, making
sure to keep your shield up and strafing to avoid his fire as much as
possible. What you want to do is line yourself up behind one of the
chains that hang down from the ceiling. Stand behind one of these
chains and wait for Aaron to throw his chain at you. If done right,
Aaron's chain will get caught and you can go up to him and slice off
his head with the scythe. Sound easy? Well, sorta. The problem is
positioning. You have to be placed PERFECTLY behind the chain, or
Aaron won't get caught. It may take a few times before you finally get
it, so be patient. Thankfully Aaron's attack doesn't do that much
damage when you have your shield up, so if at first you don't succeed,
try, try again!
TIP: If you are having trouble getting Aaron to get his chain stuck in
one of those hanging chains, there is an easier way to do it. Look
around. You should see a wooden door in the room. Once Aaron starts
throwing his chain at you, go and stand in front of it. When Aaron
throws his chain at you, get out of the way and it will stick to the
wooden door. This is much easier than trying to get him to get stuck
on one of the other chains. (Special thanks to David Waddling and Drew
Lucy for contributing this strategy.)
5. Playing in the Dirt: Bethany
Difficulty: Hard
Word of Advice: Strafe to avoid the missile attacks and never, ever
stop moving!
Bethany would be simple if it wasn't for her two annoying buddies.
First thing you need to do is make sure your shield spell is up; if it
isn't, you'll be dead before you know it. There are two sorceresses
floating around the arena; make life a bit easier by taking them out
A.S.A.P. with either your pistol with silver bullets or skull storm.
After they are down for the count, blast the creature that Bethany
summons with either skull storm, your shotgun, or the scythe. Now that
Bethany is all alone, all you gotta do is run up to her and slice off
her head. Make sure you do it quickly though, or she'll summon another
creature for your entertainment. After she's dead, watch the
surprising cutscene and prepare yourself for your final battle: the
undead roach.. er, I mean king.
6. Nuclear Worm: The Undead King
Difficulty: Medium
Word of Advice: Stay away from the shore and stay away from his mouth
and you'll be fine. Notice that the King is very fat and lazy; he
won't move an inch the entire fight.
I know what you're thinking. What the hell is that?!?!? Well instead
of laughing at this sad excuse for an end boss, just beat the damn
thing so you can see the final cutscene, okay? The King is nearly
impossible unless you know how to beat him, but once you figure out his
weak point he is disappointingly easy. If you don't have any dynamite,
grab some from the shoreline, being careful of the tentacles that slap
at you from the ocean. Ignore the phoenix eggs; the way we're gonna
beat him, we won't be needing them. Now turn on your shield, run right
up to him, and drop a few dynamite right in front of him. Run back
quickly, but be careful not to run too close to the water; if you do,
you'll get butchered. If you set the dynamite correctly, you'll notice
that his two lower legs have blown off. Equip your pistol and skull
storm and back up a little ways away from him. Pretty soon his stomach
(or is that his mouth?) will open up and begin to suck you in. Quickly
shoot the hole with your pistol and it will close. He will then expose
his weak point; the top of his head. He will lean his long neck
forward and scream at you. Launch a few skulls at his head and he will
pull back in pain. Next thing you know, his stomach will open again
and try to suck you in. After this repeats about 5 times, he'll die.
Congratulations, you've just killed one of the most disappointing end
bosses ever!
-----------------------------------------------------------------------
IV. Frequently Asked Questions
-----------------------------------------------------------------------
Here are some helpful questions and answers about the game. Some of
these have been from e-mails I've received, others I've just made up.
The FAQ is not just limited to boss questions, either. There are many
general game questions that I have gone ahead and answered. However, I
will not answer any specific puzzle questions on this FAQ. Sorry.
1. Q: Is the Gel'ziabar Stone a weapon? What is it used for?
A: I guess you could call the stone a weapon, but it is more of a tool.
The stone does a few things. First, it can be used to push enemies
back a few feet. Second, it amplifies all spells by 1 when you are
holding it. So if your skull storm is level 3 and you are holding the
stone, it becomes level 4. Finally, the stone reduces the amount of
mana required to cast a spell by half. So if you are using a spell
that usually takes 100 mana, it will only take 50 when holding the
stone.
2. Q: What do arcane whorls do?
A: Arcane whorls are power-ups you will find during the game. They
increase the rate at which your mana recharges itself. The more arcane
whorls you get, the faster you'll regain mana.
3. Q: What are the silver bullets for?
A: Silver bullets can be used against regular enemies the same as
regular bullets, but there main purpose is for killing magical enemies.
4. Q: What the heck IS that thing?
A: If you are referring to the game's last boss, I have no idea....
5. Q: I have a question for you, Rapskallion. How do I get in contact
with you?
A: Well, if you look around really hard, you may find my e-mail address
somewhere on this FAQ... considering it is in about a dozen places!!!
For those of you who are too lazy, you can e-mail me at
Brian755@home.com about whatever it is you want to talk about.
6. Q: What are amplifiers, and how do I use them?
A: Amplifiers are probably the most important power-ups in the game.
They are small stones that can be identified by the strange humming
sound they make. Many are very well hidden, but some are pretty easy
to find. Amplifiers increase the strength of a spell; they may
increase the damage, increase the duration, or lower the mana cost of
the spell. Once you find an amplifier, select it from your item
inventory, switch to the spell that you want to amplify, and then use
it like you would a health pack (default key: enter). Choose wisely,
because amplifiers are hard to find!
7. Q: What spells are best to amplify?
A: It's really up to you. There is no point in amplifying scyre or
disspell, but beyond that its all a matter of opinion. You may really
love using the shield, or may hate it. You might be a big fan of skull
storm (like me), or you may find it a waste. Experiment with all of
the spells before you invest your amplifiers on them. The only thing
that I must insist on is that you put 3 points into shield. Shield is
probably the most useful spell and if you put in more than 3 points you
will begin to obscure your vision. If you like using the scythe, raise
up your haste spell so you attack faster and move quicker. Whatever
spells you like, amplify them. It's as simple as that.
8. Q: Why do all the workers still work at the mansion even after all
of the haunting and killing?
A: Very good question! Must be well paid.
9. Q: What are ether traps?
A: Ether traps are devices that you can use to capture spirits and send
them to a place far, far away. Try using them on Aaron's naked butt
when he is running around the manor slicing at you with his chains.
It'll make him go away for a little while.
10. Q: How do I kill skeletons?
A: Skeletons can be killed one way and one way only: the invoke spell.
Cast it on a skeleton and he will disappear, never to appear again. If
you attack a skeleton with a regular weapon, he will fall only to rise
again.
11. Q: What are mana wells?
A: Mana wells are power-ups that increase your mana by 10. Like
Arcane Whorls, they are very hard to find. While 10 mana may not sound
like much, if you find 5 of these things your mana has increased by
50%. Not so bad, eh?
-----------------------------------------------------------------------
V. Credits
-----------------------------------------------------------------------
I'd like to thank Clive Barker for taking time away from the books to
create such a great game. One of the first truly scary games to hit
the PC, well done!
I'd also like to thank GameFAQ's for giving me another opportunity to
waste so much of my time writing FAQ's, reviews, and talking on the
message boards.
Also, special thanks to all whom contributed to this FAQ. All of you
who helped me along the way have been credited somewhere up above, but
I thought I'd thank you again.
One more time. If you want to contact me for any reason, e-mail me at
Brian755@home.com. I'd love to know if you have some ideas for
improving this FAQ. Thanks to you all for reading this, and enjoy your
stay at the Covenant Manor.....
-----------------------------------------------------------------------
V. Legal Stuff
-----------------------------------------------------------------------
This document is protected by federal law. That means that you have to
ask my permission before copying it onto any other website, message
board, etc. Feel free to print it out for your own personal use,
provided that you do not claim credit for it. E-mail me if you have
any questions.
Rapskallion (Yes, with a K!!!!!)
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FAQ #2 for Clive Barker's Undying
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 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 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 ente |