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Eternal Darkness: Sanity's Requiem




  developer Silicon Knights
  publisher Nintendo
  designer Denis Dyack
  released June 24 , 2002 <br> October 25 , 2002 <br> November 1 , 2002 <br> November 7 , 2002
  genre Psychological Horror
  modes Single Player
  ratings : 15+
  platforms Nintendo GameCube
  media 1 × GameCube Optical Disc
  features Widescreen , Dolby Prologic II
  requirements 15 blocks of memory for saving


''Eternal Darkness: Sanity's Requiem'' is a Psychological Horror Video Game originally planned for the Nintendo 64 but later released exclusively for the Nintendo GameCube , and largely inspired by (but not directly adapting) the works of H.P. Lovecraft . Developed by Canadian Developer Silicon Knights , it was released on June 24 , 2002 and Published by Nintendo .


PLOT SYNOPSIS


The plot of the game revolves around protagonist Alexandra Roivas , who is investigating the mysterious murder of her grandfather Edward Roivas. While exploring his Rhode Island mansion, she discovers a Secret Room containing, among other odd items, a tome bound with human skin. When she reads this book, ''The Tome Of Eternal Darkness '', she experiences a scene in the life of Pious Augustus , a respected Roman Centurion in 26 BC . Pious is lead by mysterious voices to an underground temple, where he chooses one of three mysterious artifacts. The artifact transforms him into an Undead Warlock , the Lich e, and makes him slave to of one of three Ancients , powerful godlike beings whose “Essences” are incarnated as the artifacts. As the plot unfolds, it becomes clear that Pious is attempting to summon his Ancient into this reality, while the powerful fourth “Corpse God” Mantorok is bound on Earth already, helpless to stop it.

As the player discovers more chapters of the Tome, Alex finds herself reliving the experiences of several (player-controlled) individuals who have crossed paths with Pious or other servants of the Ancients over the centuries, and as a result come in contact with the ''Tome'' itself. While many of these individuals meet a sinister fate, their cooperation ultimately gathers the Essences of the three remaining Ancients in the mansion. Alexandra’s own ancestors discover the long-deserted City of Ehn’gha beneath the family mansion, and powerful magickal machinery inside. Alexandra powers up this mechanism with the Ancients’ essences, and summons a rival Ancient to fight Pious’s.

While the two Ancients fight, Alexandra engages in combat with Pious with the aid of the spirits of his victims, ultimately destroying his Ancient’s essence. It loses the fight above as Alexandra kills Pious. Then, realizing that the Roivases and their allies have just brought another powerful ancient into the world, Edward’s spirit quickly sends the other Ancient back where it came from. He expresses pride in his granddaughter before he disappears.

After completing the game under all three alignments, it is revealed that all three ancients have been destroyed — “All at once, separate and simultaneous, for the universe is made of many timestreams, many possibilities, all in harmonious synchronicity.” Because he was bound, and not powerful enough to stop Pious Augustus himself, Mantorok manipulated the Roivas family, and other chosen ones, into completing the work for him. He orchestrates the deaths of all three ancients, in separate timestreams, and then connects them all, resulting in the annihilation of all three alignments. In the end, only the corpse god Mantorok is still alive, festering somewhere in his hidden tomb, plotting.


GAMEPLAY


Structure

Alexandra’s part of the game, at the mansion in 2000 , forms the hub. The player finds the book, and Pious’s story, first. Then Alex finds the first Chapter Page, leading the player on to the next section of the game as a different character. This character’s story provides plot exposition, and once complete, the player as Alexandra has knowledge, an object, or an ability which allows her to find the next Chapter Page, highlighting another character, and so on.

This cycle of new Gameplay sections, leading to new abilities, leading to new gameplay sections, was first pioneered by '' Metroid '', but ''Eternal Darkness'' was lauded for its application of the idea to a narrative with a variety of settings and time periods.


Alignments

The player chooses which of the three essences Pious attempts to claim at the start of the game. This determines which of the three Ancients he is aligned with, and subsequently which enemies dominate. The alignments have a Rock, Paper, Scissors relationship, which is important in the player’s consideration of his or her own magick use.

The Ancients are members of a species that existed before other life emerged from the primordial ooze. The relentless movement of ice and the continental drift and other “inscrutable” reasons bound the Ancients deep beneath the planet’s surface, biding their time, waiting until the moment was right to return. The surviving Ancients are:
  • Ulyaoth , God of Magick: his creations are tinged blue, and they specialize in magickal damage. Ulyaoth has power over Chattur’gha.

  • Xel’lotath , Goddess of Madness: her underlings are tinged green, and have an affinity for affecting sanity (see below). Xel’lotath has power over Ulyaoth.

  • Chattur’gha , God of Matter: his troops are tinged red, and focus on physical attacks and toughness. Chattur’gha has power over Xel’lotath.

  • Mantorok the Corpse God, God of Order and Chaos: the creator of the ''Tome of Eternal Darkness''. Although it appears in the game to be in a position of inferiority, it is actually dominant over all. It created the equilibrium between the other three Ancients, making sure that they would be bound to fight against and destroy one another.



Magick

Unlike most games in the survival horror genre, ''Eternal Darkness'' offers magical powers for healing, solving puzzles, and experimenting in combat. For example, it is possible for player characters to summon (and, if they wish, directly control) monsters like those they are fighting. This is achieved by a fairly intuitive system of “ Rune s” for the components of the spell and 3-, 5-, or 7-point “Circles of Power” which allow the runes to be scribed. To cast a spell, an alignment rune (fueling the spell with the power of one of the 4 Ancients– though Mantorok’s rune is well hidden), a “verb” or effect rune (describing the action of the spell) and a “noun” or target rune must be used. For example, the spell for recovering health consists of the alignment rune for Chattur’gha, the rune for “absorb” (Narokath), and the rune for “self” (Santak). As more runes are discovered, more combinations are possible, although not all have an effect. With a larger Circle of Power, “power” (Pargon) runes may be added to spells to increase the intensity of the spell. Runes and Circles gathered during a chapter are stored in the ''Tome'' and available in all subsequent chapters, as well as the present day. More runes and spells are detailed in the “ Runes ” and “ Spells ” sections below.


Sanity effects

The game’s standout concept (recently patented by Nintendo ) is the “sanity meter”, a green bar on screen which is depleted under various conditions, generally when the character is seen by an enemy. It can also be restored under various conditions, such as performing a “finishing move” on an enemy. If the bar remains depleted, increasingly bizarre effects occur. Though some of these affect the character as hallucinations or muscle control issues, and others break the Fourth Wall , being aimed at the player directly, all are temporary.These may include simulated displays with messages apparently produced by the TV or the GameCube; this does not affect gameplay unless the player misconstrues them as actual technical malfunctions and turns off his or her system, thereby losing all progress since his or her last save. One effect which is consistently used is a skewed camera angle accompanied by whispers, cries, and other strange noises. The lower the sanity meter, the more skewed the camera angle and the louder the sound effects.

There are many different sanity effects, and it is possible to complete the game without seeing any of them. Therefore, they will not all be listed in order to avoid spoiling the surprise. A few more commonplace examples include:

  • Disturbing sounds, including women and children crying out of fear and pain, the sound of a blade being sharpened, accompanied by the whimpering and screams of its victim.

  • Paintings turning to nightmarish depictions, eg. an idyllic mountain landscape turns to hell on Earth.

  • Walls and ceilings bleeding. Attacking them causes more effusion.

  • When casting a spell, the player character’s body above the waist explodes. ''(Ironically, this commonly occurs while casting a spell to recover Sanity.)''

  • Appearance of large numbers of monsters that are not really there, and disappear when attacked.

  • Opening the menu screen and finding that all items are gone.

  • Volume lowering accompanied by a graphical effect simulating the TV volume lowering.

  • Volume becoming muted.

  • Going to save the game and having all saved games ‘deleted’.

  • Head getting cut off and then beginning to recite Shakespeare when it’s picked up.

  • Character or monsters shrinking or growing.

  • A version of the Blue Screen Of Death .

  • Statues and busts turning to look at the character. They turn back to original position when the character faces them.

  • Cockroach es walking across the screen.

  • Character whimpering and babbling to him or herself.

  • Tribal chanting during the Cambodia n tomb chapters.

  • A “ To-be-continued ” message thanking the player and promising continuation in a sequel game (''Eternal Darkness: Sanity's Redemption'').

  • Body parts systematically falling off one-by-one.

  • Player inability to control the character, accompanied by a “No Controller” message as monsters attack the character.

  • “Deep Into That Darkness...” quote displaying, making the player believe the game has reset.

  • Every door becoming locked.

  • Floor being covered in ammunition.

  • Character walking into a room from a previous or future chapter.

  • Character sinking into the floor like quicksand.

  • Character accidentally shooting him- or herself while reloading, only to find it didn’t actually happen.

  • Character entering a room on the ceiling; after a while the player finds him- or herself back outside the door used to enter the room.

  • Character observing the “camera” itself, screaming, and firing upon it, producing a bullet hole in the virtual glass.

  • Entering a room as a zombie, forced to wander the environment in this form until destroyed (and thereafter reappearing at the room’s entrance as though nothing had happened).

  • Health, magick and even sanity meters not reading accurately.


Some sanity effects are character specific, relating to the individual’s experience or fears.


PLAYABLE CHARACTERS


See Also: List of characters from Eternal Darkness: Sanity's Requiem


The player controls the following characters in the years noted next to their names.
  • Pious Augustus ( 26 BC ) - A Roman Centurion in his late 20s, at war in the Middle East . He becomes the game’s chief antagonist after being corrupted by one of the Ancients’ essences while examining a ruins he stumbles upon. Alexandra Roivas defeats him in 2000 and destroys him forever.

  • Karim ( 565 ) - A Persia n Swordsman , sent into the desert to find a treasure (one of the Ancients’ essences) for his love, Chandra. Chandra, however, is not faithful. She is killed for her indiscretion, and her ghost warns him about the artifact’s true nature. Although initially reluctant to believe her, he sacrifices himself so that he can watch over the artifact.

  • Anthony ( 814 ) - A French messenger for Charlemagne The Frank , ordered to deliver a message to his liege, a message that consumes Anthony in some corrosive magick which alludes to treachery in store for the French emperor. He learns that the monks are plotting against the emperor, but is too late to save him. When Paul finds him, centuries later, he rises as a zombie-like creature, under the control of the Darkness. Paul defeats him, prays for him, and takes his sword and a gem needed to proceed.

  • Ellia ( 1150 ) - A Cambodian slave girl and court dancer for Suryavarman II . She yearns for adventure after reading passages from the ''Tome''. She is chosen to bear Mantorok’s essence. Pious kills her, but she remains half-alive because it is inside her. Eight hundred years later, she surrenders it to Lindsey.

  • Roberto Bianchi ( 1460 ) - A traveling Venetian Artist and Architect , taken as a Prisoner Of War while roaming abroad. He is forced to work for a warlord (revealed as Pious Augustus in a pre-level cinematic), helping with the construction of the Pillar of Flesh by surveying the foundations. He acquires the artifact from Karim while surveying the monster-infested site, and when his work is complete, he is thrown into the pillar and buried alive.

  • Paul Luther ( 1485 ) - A Franciscan monk on a pilgrimage to see a holy relic, the ''Hand of Jude''. He is detained in Amiens by the Inquisition on a pretense of suspicion in the murder of Brother Andrew. A custodian frees him, and helps him to find Brother Andrew’s journals, which reveals that Andrew was killed to protect a secret: the dominant Ancient’s Relic is hidden in the Cathedral. Paul ventures deeper into the Cathedral, finding a metal statue of the custodian near a door. Paul must “kill” the statue with a magical dagger to open the door, but as he does so he hears a wail from nearby, and finds the custodian has been killed with a similar dagger. Later, Paul finds the Black Guardian, and it crushes him.

  • Dr. Maximillian Roivas ( 1760 ) - A rich doctor in colonial Rhode Island , ancestor of both Edward and Alex. Something is amiss in the mansion he recently inherited from his father, Aaron, and Max is displaying symptoms of hysteria. Max eventually finds the city of Ehn’gha under the mansion, and after realizing how powerful the denizens are after barely defeating a Lesser Guardian in single combat, he attempts to warn the world, but fails. It is implied that he was committed to an insane asylum for that, but later revealed that he killed four of his servants, suspecting they were possessed by Bonethieves. Alex, surveying the room where the servants’ remains lie sealed, notes that one of the corpses was missing its head, and that one servant was most likely possessed.

  • Peter Jacob ( 1916 ) - A field reporter during World War I , staying at Oublie Cathedral, which has been converted into a field hospital. He notices that people are mysteriously disappearing, and investigates the lower levels when monsters attack. He defeats the Black Guardian, and keeps the artifact for many years until he delivers it to Edward.

  • Edward Roivas ( 1952 ) - A Clinical Psychologist , Alex’s grandfather, led to the ''Tome'' by Max’s ghost. His servants are attacked by a dreadful presence, the Vampire. Edward eventually defeats it, and severely damages Ehn’gha with a massive Magical Attack spell from the city’s nine-point spell circle (formed by the towers of the city). Years later, he is killed by a Lesser Guardian. Edward is the game’s primary narrator, introducing each ''Tome'' chapter and narrating the epilogue.

  • Dr. Edwin Lindsey ( 1983 ) - An Archaeologist exploring in Cambodia under the auspices of a mysterious benefactor named Paul Augustine. Paul Augustine, revealing himself to be Pious in disguise, tries to kill Lindsey, but he escapes and finds Mantorok’s essence, delivering it to Edward.

  • Michael Edwards ( 1991 ) - A Canadian firefighter sent to extinguish the oil fires ignited by Iraqi troops in the Middle East after the Gulf War . An explosion at one well leaves him trapped in the Forbidden City as the only survivor. He receives the Essence of the ancient from Roberto and destroys the City with an enchanted plastic explosive at the bridge. A few years after his return, he meets up with Edward in the city at night. Mike gives Dr. Roivas a package, believing that he himself will soon be killed by the Guardians (however, he is alive when the player last sees him). The package’s contents are unknown; the Essence was later sent to Alex, and the Tome of Eternal Darkness does not need to be delivered to the next recipient.

  • Alexandra Roivas ( 2000 ) - A student at a university in Washington . The game’s main Protagonist , she is investigating her grandfather’s gruesome death. Finding the ''Tome'', she reads about the past struggles against The Darkness, and of the plan to prevent Pious from summoning the Ancient. She narrates the conclusion.


Note that the above list is in strict chronological order. Disregarding Alex’s actions at the beginning and between chapters, and the return of other characters during the final battle, the player controls the characters and experiences their struggles against the Eternal Darkness in the following order:

# Pious Augustus
#Ellia
#Anthony
#Karim
#Maximillian Roivas
#Edwin Lindsey
#Paul Luther
#Roberto Bianchi
#Peter Jacob
#Edward Roivas
#Michael Edwards
# Alexandra Roivas

The action is divided between four principal locations. Though the game skips back and forth through time, chapters concerning each individual site are in respective chronological order.
  • The Forbidden City (Persia) - Pious → Karim → Roberto → Michael

  • The Cambodian temple - Ellia → Lindsey

  • Oublie Cathedral - Anthony → Paul → Peter

  • The Roivas family mansion and the Ruined City of Ehn’gha - Max → Edward → Alex



CREATURES & ENEMIES

''Eternal Darkness'' boasts a variety of enemy creatures, each of which belongs to one of the three alignments (the only exception being the generic Mantorok Zombie). It should be noted that Chattur’gha creatures can generally deal and sustain more damage than the others. By comparison, Xel’lotath creatures are weaker but tend to take away large amounts of sanity, while Ulyaoth creatures may use and/or drain (more) magick. Maximillian Roivas can perform an autopsy on each creature in his chapter, which is saved in the ''Tome''.

Trapper: Trappers are small, blind, Scorpion -like creatures that walk around and listen for nearby movement. When aggravated, a trapper will scream loudly, wiggle its tail, and eventually glow. If the aggravator moves too swiftly the Trapper will release energy and transport him or her to the Trapper Dimension. The Trapper dies shortly afterward. Trappers have no damaging attacks, and the Trapper Dimension contains few enemies as well as at least one guaranteed regenerative zone; for these reasons, alerting a Trapper can be a strategic move. They come in each of the three primary alignments, which dictates the alignment of the monsters in the Trapper Dimension when the player is trapped there. Xel’lotath Trappers have no heads.

Zombie:
The Zombies in Eternal Darkness are not as mindless as those in other games or films. They seem able to feel pain and to notice events around them (such as other zombies being killed.) Decapitation will disable but not kill a Zombie, and most will continue to attack blindly after losing their heads. More than anything, decapitation appears to annoy them.
  • ''Mantorok (Fodder) Zombies'' are generic with no special skills or weaknesses, aside from bursting into flames if struck with a torch. They are little more than dried-out husks and are very weak. Whether they were always so or if Mantorok’s imprisonment has weakened them is unknown, but the discovery that they cannot be summoned by the player for that very reason might indicate the latter.

  • ''Chattur’gha (Flesh) Zombies'' are the most durable. These hulking red masses of muscle become extremely aggravated if they are decapitated and will keep moving around, attacking blindly; it is therefore better to hack off their arms first when they are alone, but in crowds it is a viable strategy to behead them as, in their confusion, they commonly strike one another. Additionally, these zombies will eventually regenerate lost heads and limbs.

  • ''Ulyaoth (Drowned) Zombies'' have a devious last-ditch attack. After taking sufficient damage they begin to “sing” (a low moaning sound) and are joined by all nearby Ulyaoth Zombies. As they sing, the Zombies accumulate magickal energy and will explode unless quickly decapitated. The resulting blast of magickal energy and noxious gases deals damage and prevents the character from “finishing” the Zombies. A one-Zombie blast does minimal damage, but increases greatly (perhaps exponentially) with each participant. However, the entire catastrophic process can be stopped simply by severing or destroying the head of the first zombie.

  • ''Xel’lotath (Mummy) Zombies'' resemble Egyptian Mummies . As one might expect, Zombies under the deity of madness are not what they seem. They function reliably when their body parts are severed, as the flesh gives way to translucent green ‘ghost’ limbs that can still inflict sanity damage, and virtual heads that can still see. However, they are relatively weak and will also burst into flames if hit by a torch. They can be defeated by decapitation, preceeded or followed by standard combat damage but if a finishing move is not performed on them soon afterwards they will again rise.


Horror: Horrors are large masses of pure muscle whose sole purpose is to devour anything that comes near them. They strike victims with their large claws and also have a long distance magickal attack that drains the element signified by the color of the electricity that surrounds them. As a rule, Horrors are instantly killed if their three heads (eyes on Xel’lotath Horrors) are destroyed. Counterintuitively, the most viable strategy is to charge straight at them with a melee weapon and strike the heads until the creature dies. The only innate differences between the three are the usual extra damage and hulking size and higher damage of Chattur’gha Horrors, the magick drain from Ulayoth Horrors, and the sanity toll from engaging Xel’lotath horrors.
Generally, Horrors are hulking humanoids with strong legs, massive arms and a very wide torso/shoulder area. Their heads aren’t set atop their torsos but are in the middle. Chattur’gha Horrors are red, with rocklike skin and lizardlike heads. Ulyaoth Horrors are very dark blue, with several lighter-blue translucent sections and smooth, eyeless heads (though they are apparently capable of sight- Maximillian Roivas reports being able to “feel” their gaze.) Xel’lotath Horrors appear covered in sickly green chitin and have no heads, but rather three eyes, the lids of which are “festooned with tiny, hook-like teeth.”

Bonethief: A smallish mantis-like creature that possesses people, forcing them to attack the player. After the host takes sufficient damage or is decapitated, it bursts out from inside to attack head-on, a sight which takes a tremendous toll on the player’s sanity. Bonethieves are instantly killed by cutting off their heads, with the exception of Xel’lotath Bonethieves, which have none. Bonethieves must be eliminated immediately, by any means possible, as they will of course try to possess the player’s vacant body. If a Bonethief succeeds in possessing the player, the player effectively dies, and the world falls to the Eternal Darkness. Bonethieves are best engaged at close range, as they occasionally dodge bullets, unless the player is using a spell to become invisible.

A Bonethief possesses a person by burrowing into his or her chest cavity. The precise method of control is unrevealed, as is the means by which the creature (about two and a half feet tall) fits itself inside. Rather than heads, Xel’lotath Bonethieves have three tiny orbs of green light that spin over their bodies.

Reaper/Gatekeeper: Similar in appearance to a combination of scorpion, human, and bat. A reaper’s presence is signified by red, blue, or green mist on the floor. They attack the player with a sting, which causes momentary immobilization and drains health, magick, or sanity, then summon creatures for the player to fight. They can’t be attacked from the front until they open their wings, which only happens if the player is close enough. Their wings can actually be targetted, but this has no effect. Reapers are unique in that, for some reason, they are most efficiently destroyed by targetting their torsos, not their heads, and that they drain sanity just by being in the same room as the player for as long as they are alive.

Lesser Guardian: Each of the Ancients (except Mantorok) have their own guardians which inhabit the Ruined City of Ehn’gha underneath the Roivas Mansion. They use spells to attack and defend themselves and have the ability to take the form of a glowing orb that can move quickly to anywhere. The only significant difference between these creatures is in their appearance and the alignment of their spells:
  • The ''Guardians of Chattur’gha'' are gigantic spider-like creatures.

  • The ''Guardians of Ulyaoth'' look like a cross between the Bonethieves, a Squid , and a Jellyfish .

  • The ''Guardians of Xel’lotath'' are bizarre green creatures that resemble two human bodies attached at the hip, and have no heads, only large horizontally opening mouths.


Vampire: This beast drains the life of Edward Roivas’s servants. Upon taking enough damage it returns to the cellar to heal itself by drawing energy from an enchanted headstone. In order to kill this creature, the player must destroy the stone. It can become invisible at will, but is thwarted by the Reveal Invisible spell. Those slain by the beast rise as hostile undead immediately afterward. This creature appears only once in the game, during Edward’s chapter.

Black Guardian (Greater Guardian): This is a gigantic creature that inhabits a secret chamber underneath Oublie Cathedral and guards one of the three artifacts the player must collect, killing all who approach, including the Franciscan monk Paul Luther. Later, as Peter Jacob, the player ends up fighting it as a Boss .
The Chattur’gha version is a wormlike beast with lobster claws and a long, sticky tongue.
The Ulyaoth version has three legs attached to a central orb, which holds a smaller orb beneath it via tentacles.
The Xel’lotath version is dark green (almost black) and appears as an oversized, spindly humanaoid form with four arms and a floating Xel’lotah Rune in place of a head.


RUNES

Though they are called “ Runes ” by the game (probably due to the term’s association with mystery and magic), these symbols do not form an alphabet, but rather a vocabulary. As such, they would be more accurately termed Glyph s or especially Sigil a.


Alignments

  • Chattur’gha - red in color; represents health or the power of Chattur’gha . Overpowers Xel’lotath, but is vulnerable to Ulyaoth.

  • Ulyaoth - blue in color; represents magick or the power of Ulyaoth . Defeats Chattur’gha, but is overcome by Xel’lotath.

  • Xel’lotath - green in color; represents sanity or the power of Xel’lotath . Prevails over Ulyaoth but succumbs to Chattur’gha.

  • Mantorok - purple in color; represents the power of Mantorok . Dominant over all others, can replenish all three meters, and cause unusual effects in certain spells– but useless for summoning. Due to Mantorok’s entropic nature, being struck by a weapon enchanted with his energy causes the affected creature to decay, taking damage slowly over time.



Verbs

  • Bankorok - “protect” - used to create a force around something

  • Tier - “summon” - used to summon something of the specified alignment

  • Narokath - “absorb” - used to absorb the specified element from/into something

  • Nethlek - “dispel” - used to dispel something of an alignment weak to that being used

  • Antorbok - “project” - used to project the specified alignment’s power onto something



Nouns

  • Magormor - “item” - focuses the spell on an item

  • Redgormor - “area” - focuses the spell on the area around the character

  • Aretak - “creature” - focuses the spell on a creature

  • Santak - “self” - focuses the spell on the spellcaster



Other

  • Pargon - “power” - used to power up spells



SPELLS

Spells are created using one alignment rune, one verb rune, one noun rune, and Pargon runes to fill out the Circle of Power. In order to create spells of a certain level (3, 5, or 7), the appropriate Circle of Power must first be obtained from Oublie Cathedral (in Anthony’s, Paul Luther’s, and Peter Jacob’s chapters, respectively). In order to create a specific spell, all runes used in that spell must have been obtained (it is not necessary to obtain the codices or the spell scroll). When the player has acquired the runes, codices, and spell scroll for a particular spell, its lowest-level version will automatically be learned. Higher-level versions must be created in the “New Spell” menu. Sometimes a higher-level spell is required in order to achieve the desired effect. The necessary level is usually, but not always, denoted nearby in some way.

Each character is only be able to create and cast spells after acquiring the ''Tome of Eternal Darkness''. Some spells are only for specific situations (such as Reveal Invisible or Dispel Magick), while some (like Magick Pool or Recover) are extremely useful at all times. When casting, if a character moves or is attacked before the spell is complete, magick will be drained but the spell will fail.

Some characters possess an item which can cast a low-level spell when used, for example:
  • Ellia happens upon a “Strange Necklace” near the beginning of her chapter. When used, it creates a Chattur’gha-aligned Recover spell, recovering a portion of lost health. It can be used up to ten times.

  • Karim begins his chapter with a “Talisman”, which has the same effect for five uses.

  • Paul Luther begins his chapter with a “Meditation Rod”. When used, it creates a Xel’lotath-aligned Recover spell, recovering a portion of lost sanity. It can be used up to three times.



ETERNAL DARKNESS FILMS

In and July 4 , 2002 . The grand prize winner was decided by a panel of judges that consisted of writers, directors, game developers, and marketing executives. A second viewer’s choice award was decided by online voters.

The grand prize winner of the contest was Patrick Daughter, for the film ''Unloved''. The viewer’s choice award went to the film ''Cutting Room Floor'' by Tyler Spangler and Michael Cioni. Other videos featured on the official website included:
  • ''Article Number One'' by Julian Cautherly

  • ''Dinner with Kip'' by Chris Schwartz

  • ''Del'' by Chris Milnes

  • ''Suburban Nightmare'' by Sean Heflin and Christopher Reves

  • ''Darkness Visible'' by David McMillan

  • ''Corner of the Eye'' by Peter Hunziker

  • ''Carnal Noise'' by Francisco Aliwalas

  • ''Rewind'' by Rich Gallup


The films were not directly based on the ''Eternal Darkness'' characters or storyline, but inspired by the psychological horror themes in the game.


TRIVIA

  • Lovecraft is mentioned when Alex examines some books in a corner of Edward’s library.

  • Inspector LeGrasse was the name of a character in Lovecraft’s '' The Call Of Cthulhu ''.

  • Lovecraft was also from Rhode Island.

  • “Roivas” is “ Savior ” spelled backwards.

  • Pious’s speech immediately before Roberto is tossed into the Pillar of Flesh precisely echoes Tamerlane ’s before he sacked Damascus .

  • Karim wasn’t in the early builds of the game. Nintendo had originally placed a Templar Knight fighting against Muslims in the scenario, but later changed this for an unknown reason in 2001.

  • '''', co-produced alongside Konami by Silicon Knights , uses several of the same voice actors and contains some obvious ''Eternal Darkness'' sanity effects during Solid Snake ’s encounter with the psychic FOXHOUND member, Psycho Mantis . Having an ''Eternal Darkness'' save file on the player’s Memory Card will cause Mantis to comment on the game when he is reading Snake’s mind prior to the battle. (In the PlayStation Version Mantis would comment on any Konami games on the memory card). Also the magazines, used to distract guards, are called ''ED Magazine'' showing Ellia on the cover and a centerfold of Alex Roivas when used.

  • Max Roivas’s chapter in many ways bears resemblance to Lovecraft’s chilling short story '' The Rats In The Walls ''.

  • “Oublié” means “forgot” or “forgotten” in French. Its in-game spelling without the accent is incorrect.

  • The game originally included a United States Special Ops commando who falls into the pit near the pillar of flesh. Presumably this was Michael, whose finalized intro scenes and character model show him as a firefighter. [http://cube.ign.com/articles/085/085778p1.html [http://www.djangomusic.com/item_game.asp?id=H++++35010] His original equipment (such as the automatic rifle and uniform) was placed a small ways off in an adjacent chamber, where the player can “discover” them.



VOICE ACTORS



RESOURCES

The video game ''Eternal Darkness: Sanity's Requiem'' was consulted in the writing of this article, as well as its Instruction Booklet and the Official Player’s Guide from '' Nintendo Power ''.


EXTERNAL LINKS