Eternal Darkness: Sanity's Requiem/Bestiary: Difference between revisions

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==Trapper==
==Trapper==
Trappers are small creatures with a small ovoid torso, three legs that resemble a scorpion, albeit elongated to about ten centimeters in length, that are tripedal in nature. Their main weakness-they're blind. Their primary strength: with their superior hearing, they can pinpoint the location of an enemy with little effort. Once their prey has been targeted, the Trapper starts wiggling and screeching, glowing in the color of their alignment, and if anyone nearby moves too quickly, the Trapper sends off a wave of energy from its tail, and when it hits its mark, the affected person is instantly sent to the Trapper Dimension, a warped place of rocky, jagged platforms hovering above an endless void. In this world, there is a bottom platform, an exit platform, and three platforms that have each a pool of magickal energy, one for life, one for magick, and another for sanity, used to restore the points of each attribute. The bottom platform connects to each other platform via a teleporter, and all the restoration platforms are as well connected to the exit platform, making it possible to exit directly through the exit platform, or to stop through any of the other platforms and take the exit from there. The Trappers die as soon as the wave has been cast, and as they don't hesitate in the least to activate it as their only defensive measure, it is impossible to defeat them with conventional melee weaponry. They can only be killed with either their own wave attack or with projectile weapons.
Trappers are small creatures with a small ovoid torso, three legs that resemble a scorpion, albeit elongated to about ten centimeters in length, that are tripedal in nature. Their main weakness-they're blind. Their primary strength: with their superior hearing, they can pinpoint the location of an enemy with little effort. Once their prey has been targeted, the Trapper starts wiggling and screeching, glowing in the color of their alignment, and if anyone nearby moves too quickly, the Trapper sends off a wave of energy from its tail, and when it hits its mark, the affected person is instantly sent to the Trapper Dimension, a warped place of rocky, jagged platforms hovering above an endless void. In this world, there is a bottom platform, an exit platform, and three platforms that have each a pool of magickal energy, one for life, one for magick, and another for sanity, used to restore the points of each attribute. The bottom platform connects to each other platform via a teleporter, and all the restoration platforms are as well connected to the exit platform, making it possible to exit directly through the exit platform, or to stop through any of the other platforms and take the exit from there. The Trappers die as soon as the wave has been cast, and as they don't hesitate in the least to activate it as their only defensive measure, it is not impossible, but highly improbable, to defeat them with conventional melee weaponry. The most effective method of killing is with either their own wave attack, magickal attack (Spell 9), or projectile weapons.


==Zombie==
==Zombie==
Instead of the standard three alignments, the Zombies come in four different alignments:
Instead of the standard three alignments, the Zombies come in four different alignments:
*''Mantorok Zombie'': They are the basic type of zombie. They are weak and can be easily killed through decapitation and a few hits from any weapon. Being nothing more than dead, dessicated husks, they easily catch flames and thus can be easily dealt with with a torch.
*''Mantorok Zombie'': They are the basic type of zombie. They are weak and can be easily killed through decapitation and a few hits from any weapon. Being nothing more than dead, dessicated husks, they easily catch flames and thus can be easily dealt with with a torch.
*''Xel'lotath Zombie'': These zombies resemble Egyptian mummies, and as the Mantorok Zombies, they easily can be set ablaze with a torch. Nevertheless, in the case that a torch is unavailable, it is of practically no worth to attack its arms or head without finishing it, as the lost limbs remain as translucent emerald "phantom limbs", with, while having no physical form, still have a distinct green aura of madness, and can still inflict physical damage, as well as damaging the sanity meter.
*''Xel'lotath Zombie'': These zombies resemble Egyptian mummies, and as the Mantorok Zombies, they can easily be set ablaze with a torch. Nevertheless, in the case that a torch is unavailable, it is of practically no worth to attack through removing its arms or head without finishing it once it collapses, as the lost limbs remain as translucent emerald "phantom limbs", with, while having no physical form, still have a distinct green aura of madness, and can still inflict physical damage, as well as damaging the sanity meter. They cause you to lose more sanity when they see you.
*''Ulyaoth Zombie'': These zombies are rotting carcasses of drowned men, which store large bags of exploding gases in their bodies. While they do not possess the Xel'lotath Zombie's ability to retain their limbs, if their arms are severed, it can start "singing", a move that has the Zombie start chanting and glowing, and if other Ulyaoth Zombies are "infected" by the chants, will start singing as well. After a few seconds of moans, the Zombies explode, creating a wave of destructive azure energy that causes exponential damage for each destroyed Zombie, and prevent the character from finishing the Zombies.
*''Ulyaoth Zombie'': These zombies are rotting carcasses of drowned men, which store large amounts of magick in their bodies. While they do not possess the Xel'lotath Zombie's ability to retain their limbs, if only their arms are severed, it will start "singing", a move that has the Zombie start chanting and glowing, and if other Ulyaoth Zombies are nearby and are "infected" by the chants, will start singing as well. After a few seconds of this, the Zombies explode, creating a wave of destructive azure energy that causes exponential damage for each participating Zombie, and prevent the character from finishing the Zombies to regain sanity.
*''Chattur'gha Zombies'': They are little more than strong, skinless masses of muscle, horribly more violent than other Zombies. They can even survive complete decapitation, which actually leads them to a maniacal frenzy in which they flail their arms with more strength to deliver more devastating punches. They also can regenerate lost limbs and heads.
*''Chattur'gha Zombies'': They are little more than strong, skinless masses of muscle, horribly more violent than other Zombies. They can survive complete decapitation, which actually leads them to a maniacal frenzy in which they flail their arms with more strength to deliver more devastating punches. They can regenerate lost limbs and heads.


==Horror==
==Horror==
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==Bonethief==
==Bonethief==


Resembling a cross between a normal zombie and a praying mantis, Bonethieves are much thinner and only about three and a half heads tall, making them much smaller than most of their monster brethren, following the alignment chosen by Pious.  Their size is deceptive, however; they can attack with the same strength of a normal zombie, and are much quicker as well.  What makes them truly deadly is their ability to burrow into another body and then control it completely.  The playable characters are not immune to this attack, and if an attacking Bonethief is not shaken off in time, it can result in a Game Over.  There are a number of levels in which they infest both zombies and normal humans; as such, if a player is attacked by an infested human or zombie, killing the attacker will cause the Bonethief to leap out, taking a large portion of the sanity meter away.  It must be taken into consideration by the player whether or not a Bonethief can be killed quickly enough to warrant the loss of sanity it will cause.  For the most part, they can be killed rather quickly by decapitation; an exception to this is the Xel'lotath Bonethief, which has no head.
Resembling a cross between a normal zombie and a praying mantis, Bonethieves are much thinner and only about three and a half heads tall, making them much smaller than most of their monster brethren, following the alignment chosen by Pious.  Their size is deceptive, however; they can attack with the same strength of a normal zombie, and are much quicker as well.  What makes them truly deadly is their ability to burrow into another body and then control it completely.  The playable characters are not immune to this attack, and if an attacking Bonethief is not shaken off in time, it can result in a Game Over.  There are a number of levels in which they infest both zombies and normal humans; as such, if a player is attacked by an infested human or zombie, killing the attacker will cause the Bonethief to leap out, taking a large portion of the sanity meter away.  It must be taken into consideration by the player whether or not a Bonethief can be killed quickly enough to warrant the loss of sanity it will cause.  For the most part, they can be killed rather quickly by decapitation; an exception to this is the Xel'lotath Bonethief, which has no head. Bonethieves cannot be summoned, and even within the game there is no hint Pious can either.


==Reaper/Gatekeeper==
==Reaper/Gatekeeper==


A fearsome creature with a human body, a scorpion's tail, and a bat's wings, these are some of the most dangerous creatures in the game.  Not only are they dangerous to the characters' health, just being in the same room as them constantly drains sanity.  Their main attack is to strike the player's character with their scorpion-like tail, which will drain their respective alignment (health, magick, or sanity) and allow them to perform a spell while the player is immobile. Like most other creatures, each alignment has its own unique characteristics.
A fearsome creature with a human body, a scorpion's tail, and a bat's wings, these are some of the most dangerous creatures in the game.  Not only are they dangerous to the characters' health, just being in the same room as them constantly drains sanity.  Their main attack is to strike the player's character with their scorpion-like tail, which will drain their respective alignment (health, magick, or sanity) and allow them to perform a spell while the player is immobile. Gatekeepers can cast the offensive Project-Area, and summon any one of the three monsters that the player can summon. Like most other creatures, each alignment has its own unique characteristics.


*''Chattur'gha Gatekeeper'':  Red in color, their wings look more fleshy than their counterparts. Their heads look like a sharp-toothed humanoid skull. Their tail seems to have a little more muscle as well.
*''Chattur'gha Gatekeeper'':  Red in color, they are generally more fleshy than their counterparts. Their heads look like a sharp-toothed humanoid skull. Their tail and wings seem to have a little more muscle as well.
*''Ulyaoth Gatekeeper'': Blue in color, their eyeless heads resemble those of snakes.  Their bodies are also devoid of legs, though they can still hover in the air.
*''Ulyaoth Gatekeeper'': Blue in color, their eyeless heads resemble those of snakes.  Their bodies are also devoid of legs, though they still hover in the air.
*''Xel'lotath Gatekeeper'': Green in color, their bodies are much more sickly-looking than the other Gatekeepers.  Their wings are also more ragged around the edges.
*''Xel'lotath Gatekeeper'': Green in color, their bodies are much more sickly-looking than the other Gatekeepers.  Their wings are also more ragged around the edges.


All Gatekeepers are invulnerable when they have their wings folded around them; they only open their wings when preparing to strike with their tail.  Thus, the best way to kill them is to have a weapon enchanted with the dominant alignment before confronting them.  Then walk directly in front of them, which will cause them to open their wings.  Before they can strike you, run behind them and attack with your enchanted weapon.  Repeat this two or three times and they should die.  Don't forget to finish them off to recover lost sanity.
All Gatekeepers are invulnerable when they have their wings folded around them, unless the character manages to sneak behind them, targeting the tail; they only open their wings when preparing to strike with their tail.  Thus, the best way to kill them is to have a weapon enchanted with the dominant alignment before confronting them.  Then walk directly in front of them, which will cause them to open their wings.  Before they can strike you, run behind them and attack with your enchanted weapon.  Repeat this two or three times and they should die.  Don't forget to finish them off to recover lost sanity.


==Lesser Guardian==
==Lesser Guardian==
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