Clive Barker's Undying
A Walkthrough by:Xylanic
Copyright March, 2001.
Version 0.4
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Table of Contents:
1. Author Information, Contact Information
2. General Game Information
3. Game Walkthrough Part 1- Opening to Gardens
4. Walkthrough Part 2-Gardens to Monastery Past
More To come as FAQ is updated.
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1. About Myself, Contact Information.
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A. Contact Information:
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You may contact me at Xylanic@aol.com 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.
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B. Who am I?
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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.
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C. What's in this FAQ?
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This FAQ is designed to get you through the game as completely as
possible, with all secrets, 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.
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D. Where can I get the latest Version?
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Currently, this walkthrough should only be at the following websites:
www.Gamefaqs.com
www.dlh.net
www.gamespot.com
www.neoseekers.com
www.cheatcc.com
www.cheatingplanet.com
www.xcheater.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.
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E. Version Update Information:
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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.
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2. General Game Information
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A. Characters in Undying
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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.
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3. Game Walkthrough Part 1:Opening to Gardens
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A. Game Opening-Outside.
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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.
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B. Inside the Estate to Jeremiah.
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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.
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C. Investigating the Sounds to Jeremiah.
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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.
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D. Day Two, Guest Bedroom to North Wing Lower.
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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.
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E. North Wing Lower to Keisinger's room.
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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 Howler's
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 BANNISTER 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. 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. 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.
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4. Game Walkthrough Part 2-Gardens to Monastery Past.
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Coming soon.