֮飨Clive Barker UndyingӢĹ


FAQ for Clive Barker's Undying 

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


 Version 0.1
 
Table of Contents:

1.Author Information, Contact Information
2. Game Walkthrough Part 1- Opening to Gardens
3. 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 Xylanic@aol.com Please 
title your mail with the Heading: UNDYING FAQ. I will give credit to 
anyone who has items to add or take away from the FAQ.

  B.  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 website, 
and should ONLY be able to be read at Gamefaqs.com. 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.  This FAQ will be a general walkthrough of the game, and will be 
updated as I find time to work on it. 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.

  2.  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 here....
  When you first get control of your character, you face the large, 
Imposing Covenant Estate, where lightning strikes down in the distance, 
and generally adds to the grim decor of the Estate.  Press F3 to open 
your journal and read some information about both why you are here, and 
about your current inventory and what you can do with it.  Equip your 
Revolver, and get ready for a journey into ultimate Horror.
  Head forward, and keep an eye out for small rats that will come up to 
you and bite you for a point of damage or so. To use bullets on these 
rats, is, in my opinion, a complete waste of time.  Turn around and 
walk over to the gate that you used to enter the Estate.  You will see 
your first glimpse of several small Howlers, then a much larger 
creature, race across the field behind the gate.  Obviously, this will 
not be a normal visit.
  After you witness this scene, head towards the front door of the 
Estate and use your Scrye spell while looking towards the Entry. You 
will witness a scene that took place in the past, as a person hangs 
from the lamp to the right of the door, further letting you know that, 
Dorothy, your not in Kansas anymore.  A neat little detail of this past 
scene is the rats drinking the blood from the foot of the lamp. How 
pleasant.
  If you wish, you can head to the left of the doors to see a man 
working in the Garden. I kind of found it somewhat odd that this man 
would be pulling weeds and trimming hedges with the current conditions 
and with rats running around that seem to enjoy human flesh...However, 
to each their own I suppose.  However, he has nothing special to say, 
so it's inside of the Estate you go.

  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 
area.
  As you enter this next small room, another Howler will try to 
surprise you by dropping from the roof. Back up, aim carefully, and 
send it to Hell.  Head down the small inset flight of stairs and 
witness a Howler racing across the next room towards a large curved 
flight of stairs, somewhat far away. Don't let it fool you. Back up, as 
another will drop from just above the doorway. Waste both, backing up 
into the garden room if you have to.
  Enter the room with the large curved flight of stairs, gaze around if 
you wish, as it is beautiful, with the pattern in the glass far above. 
None of the bottom doors open, big surprise, so head up the stairs to 
the Second Floor once again.  Another Howler will race towards you once 
you reach the landing, and you will hear Jeremiah yell for your help. 
However, once you kill the Howler, don't respond to him right away, He 
can wait a bit. Pass by the hall where Jeremiah called for help and 
into the door at the far right, and enter a small study with a book on 
the table.
  Read the book, and it will reveal a bit more of Joseph, the 
Covenant's Father, wanderings and explorations and just what the large 
Tower and standing stones mean. Now, before you leave the room, push on 
one of the bookcases set in the walls in the far corner to open up a 
hidden passage to the balcony above the garden room.  On this balcony, 
you will pick up your very own, dandy, first Amplifier.  Take it, and 
head down the hall where Jeremiah still needs some help.
  A Howler is attempting to beat down Jeremiahs door, which of course, 
we cannot allow. Blow it away, it will not even attack you and should 
only take a few shots to take down. Enter Jeremiahs room once again.  
You will witness another cut scene in which Jeremiah will explain about 
the Howlers, the ritual that may have caused this curse upon the 
family, and that some of the Employees of the Estate have reported 
seeing Lizbeth lately. I guess your spotting of Aaron doesn't mean 
much, hm.  Of course, this is odd, since Lizbeth is long dead.  He will 
also give you a magic scroll, which contains Ectoplasm, which you will 
need later in the game. You agree to study it, and head to bed in the 
Guest Quarters.

  D.  Day Two, Guest Bedroom.

  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 maneating 
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 familar, 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.
