Clive Barker's Undying
           A Walkthrough by:Xylanic
            Copyright March, 2001.

 Version 0.4
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.

1.  About Myself, Contact Information. 

  A. Contact Information:
    You may contact me at 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.

  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, 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:
  Also, the latest version can ALWAYS be found at
  If you would like to post this on your site, Mail me at I'm pretty leniant as long as you ask.

  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.

  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 

  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 
  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 
  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 
  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 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 
      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 
    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 
  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 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 
  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.
  Coming soon.