 | Eternal Darkness: Sanity's Requiem: Encyclopedia II - Eternal Darkness: Sanity's Requiem - Creatures & enemies
Eternal Darkness: Sanity's Requiem - 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 won't kill a Zombie, and most will continue to attack blindly after losing their heads.
- 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.
- 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. 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.
- Xel'lotath (Mummy) Zombies resemble Egyptian mummies and are not handicapped by the loss of limbs, as their limbs also have a phantom presence, of sorts, which still functions after the severing of the actual limb. However, they are relatively weak and will also burst into flames if hit by a torch. They can be defeated by decapitation, but if a finishing move is not performed on them soon afterwards they will get back up. A strike with a phantom limb deals extra sanity damage.
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 attack. Horrors can perform a magickal attack that drains the element signified by the color of the electricity that surrounds them. There are no major differences between horrors besides their appearance, and all are instantly killed if their three heads (eyes on Xel'lotath Horrors) are destroyed. 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. All except Xel'lotath Bonethieves are instantly killed by cutting off their heads (Xel'lotath Bonethieves have none). If it possesses the player character, the world falls to the Eternal Darkness. 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.
Gatekeeper: Looks like a cross between a scorpion, a human, and a bat. A gatekeeper'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. Unlike most monsters, they drain the player's sanity continually, instead of just once (at first sight).
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. Those slain by the beast rise as hostile undead immediately afterward. This creature appears only once in the game, during Edward Roivas' 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. 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 four 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, very skinny human body with four arms and a floating Xel'lotah Rune in place of a head.
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