#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@# ## ### ## #### ### ## ###### ## ## ## ## ## ### ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## #### ## ###### ## ## ## ## ## ## #### ## ## ## ## ## ## ## #### ## ######### ## ## ## ## ### ## ## ## ### #### ## ### ###### ## ## ##### ## ## IN THE ## ##### ## ## ## ### #### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ## ####### #### ## ## ## ## ## ## ## ## ## ## ##### ## ## ## ## ## ## #@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@# Version: 2.0 JANUS OPERATIVE janus79057@hotmail.com Date of last revision: 5th June, 2005 #@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@# TABLE OF CONTENTS I. Introduction II. Game Overview III. Walkthrough IV. Inventory V. Closing Notes #@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@# I. INTRODUCTION Aline Cedrac is a young acclaimed archeologist who has had her latest find, a Native Indian statue, stolen. The thief is presumed to be rich industrialist, Alan Morton, for reasons that escape me. Aline contacts Charles Fiske, a private detective, to try to recover the statue, however Fiske is killed (murdered?) during the investigation. His friend and colleague, Edward Carnaby, sets out to Shadow Island, Alan Morton's private home off the coast of Maine, in order to get to the bottom of this mysterious death. And so begins a somewhat underwhelming adventure! - VERSION HISTORY Version 2.0 -- 5th June, 2005 I polished up the writing and format. Version 1.0 -- 30th June, 2001 The walkthrough is complete and so is the inventory. #@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@# II. GAME OVERVIEW Adventure Controls Control Pad - Movement A Button - Use Item B Button - Search/examine/pick up item Start - Pause Menu Select - Inventory Screen The "adventure" aspect of Alone in the Dark is, well, the adventure. It consists of everything that happens outside the combat mode. There isn't much to worry about whilst exploring other than the puzzles you encounter, but be on the look out for any suspicious items! You can tell if an item is nearby because it sparkles and stands out from the dark pre-rendered background. Combat Controls Control Pad - Movement A Button - Fire Weapon B Button - Change Weapon Start - N/A Select - N/A Fighting enemies can be quite frustrating in Alone in the Dark. The isometric view isn't ideal and makes aiming quite difficult. Just remember to shoot only when you are in line with an enemy and you shouldn't waste too much ammo. #@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@# III. WALKTHROUGH Keep in mind that whenever you see three # symbols in a row it may be a good idea to save your progress. You start the game in front of a gate; this gate leads back to the aircraft so head forwards along the path. Soon you'll see a strange icon lying on the floor. Icons like this are ammo, so move near it and press B to pick it up. Then proceed forward and carry on following the linear path of the forest until you reach a second ammo clip. Pick the clip up and carry on to the next screen. You should notice the icon in the top left flashing which means Aline is trying to contact you; so press A to answer. After this cut-scene move onto the next screen and you'll enter the battle mode, kill the three spiders and you'll be on your way again. The next screen presents you with a choice of routes; you can go down, up or left. If you choose to go down you will follow the path round and encounter a battle, a cut-scene and two ammo icons. But you'll eventually end up back at the intersection so it's best to just head straight up and through the door into the grounds of Morton's mansion. Go forward from the gate and head up to the door of the mansion. You can't get in yet because the door is locked, thus beginning your first puzzle! Head around the right side of the house and pick up the rusty iron key. You can try it on the door but it won't fit, so head around the left side of the mansion and walk up to the window. Press B and a cut-scene will trigger. After the cut-scene keep walking to the left. Did you see the shadow move past the window? I thought that was cool. Anyway follow the path around the side of the house and use the key on the door to the cupboard you should see. You'll receive a pair of old gardening gloves and a crowbar. Now head back to the door of the mansion -- the route upward from the cupboard only leads to a battle and a health icon. Once you're back at the door to Morton's mansion select the crowbar and use it to open the door. # # # Once inside the mansion head upwards through the black archway at the top of the entrance hall. You'll climb some stairs, and enter a room. In this room is a gold key so pick it up off the table in the corner and go back downstairs. Head for the screen opposite the black archway. You should end up by a table, pick the ammo clip up and head to the next screen. It should be the screen that triggers the battle mode. Kill the two dogs and carry on. You should see a door that can be opened by the gold key; don't walk through it yet, though. Walk around the hallway until you reach a position that gives you an overhead view of the house. You should see a sparkling gold area to the left of the screen. Go to this area and press B when you're in front of the large mirror. Fiske will tell you to find his amulet. So head to the door that you opened with the gold key and venture through it into the unknown... The unknown is actually the next hallway. Head up the hallway and through the first door on the left. This is Morton's study so search the room; what you should find is a shotgun in the cabinet - though it needs a firing mechanism to work - and an entry from Morton's journal on the desk. The page, which happens to be the third entry can be viewed by pressing select and then highlighting the icon and pressing B. The entry tells you that the mechanisms for the shotguns are hidden in the attic. So make your way out of the room and past the door that you entered this hallway from. Go to the screen past this corridor and you should be faced with a choice of two doors. Go through the one on the left and then through a further two doors (the ones that aren't locked, but you realised that, didn't you?). You'll end up in the library. # # # Walk to the left straight away and you should go around the side of the library -- it is best not to go straight through the middle because you'll always encounter the battle mode. Anyway, you should see a journal entry on the floor. Pick it up and read it (the same way you read the other entry). The journal is the first page and also includes a newspaper clipping. The journal entry speaks of a secret passage that you'll come across later and the newspaper gives you a bit more information about the plot, nothing too interesting, tough. Proceed onwards around the left side of the library collecting the ammo until you complete a full circle. Once you are back where you started go to the place where you picked up the journal entry and newspaper clipping. Now, go left to the next screen, but stop in this area and turn around. You should see some stairs that are partly hidden in the darkness. Climb these stairs and walk along the balcony. When you get to the corridor with the bowl of water stop and look for a shining object on the bookcase next to it. Press it and carry on following the corridor round. Soon you'll come across some stairs. Before you climb these stairs press the strange object on the right hand railing. The secret passage will open and you'll enter a battle. Kill the spiders and assess your health if you haven't done so already -- if it is anything below 50% use the flasks to revitalise yourself. Search the room behind the bookcase and you should find two items -- a page from the journal and a blue crystal key. The second page of the journal isn't that informative but it does add some details to the plot. Now make your way back to the corridor with the blood stained floor -- the corridor that you accessed with the gold key. Follow this corridor upwards until you reach a staircase. Climb the staircase and use the blue crystal key to open the door. # # # Enter the corridor and proceed down it. Aline will try to contact you over the radio now so activate that. She'll mutter something about big spiders before cutting off. Anyway, walk through the only door in this hallway and move up to the bed. Activate the panel to the right of the bed and leave. Carry on around the corridor and you'll eventually reach Fiske's amulet. The game tells you what to do now. You have to retrace your steps all the way back to the mirror that Fiske speaks to you through. Speak to him and then go all the way back to where you found the amulet. This time head for the door right of the wall. You'll end up in a small store room. Locate the large brass key and leave again. Walk back along the corridor until you reach the section with a table in. Just past this table is a right turn -- follow this turn and pick up the ammo on the floor. You'll also need to kill the enemies in a battle. Now use the key to unlock the door at the end. You climb a staircase to the attic. Search this attic and you'll find a cupboard with a shiny firing mechanism. You'll also enter the battle mode. Once you've killed the spiders leave the attic. Next stop is Morton's office -- the one you visited before that had the shotgun. This time you can actually use the shotgun because you have the mechanism. Now leave the room and you'll have a conversation with Fiske. He'll tell you to search the attic for something to open the door to the basement. So it looks like it's time to head back up the stairs... Once you're back in the attic search for the shiny doorknobs and then make your way back to the main area of the mansion and head for the door that they open (it's to Carnaby's left once you exit the blood stained carpet area). # # # You'll now be in the basement, so pick up the shotgun cartridges and head for the screen left of the one you are currently in. If you are in the right place you should see a staircase going down into the ground. But before you go down the steps walk through this screen and onto the next. You'll encounter a battle in this area -- once you've killed the enemies grab the powder from the cupboard on the right. Now walk back to the steps. You'll find a sarcophagus at the bottom of the steps. Walk up to the sarcophagus and pour the powder over the golden statue to the side of it. The statue will turn silver and you should notice a panel open in the front of the sarcophagus. Press B to pick up the key in the open panel, then head back up the steps. Now search the basement area until you find a door -- use the key to open it then walk through it. # # # Proceed to walk through the sewage but avoid walking into the spikes. When you reach a larger area go around the right side, otherwise a mutated creature will kill you. Then carry on through the tunnels -- there is little to harm you anymore. Soon you'll be contacted by Fiske. He'll inform you that Morton is near, at which point you'll re-emerge above land again. You'll need to walk through a forest area now -- this might be a good time to regain some health. You should eventually come to a strange stone circle area. Go into this area and you'll enter a battle with Morton. Use the shotgun to hit him -- but don't get too close and watch out for the times when he vanishes and reappears behind you. After a few hits he'll vanish, but I'm sure we haven't seen the last of him... Follow the rest of the forest until you reach a stone bridge. Cross this bridge and use the gardening gloves to climb the shining vine. Now follow the path around the edge of the stone tower building and make your way down the side of the cliff. Eventually you'll come to an archway. Walk through this archway and pick up the health. If you need more health use the flask, if not proceed on through the cave. You won't go far before you encounter a battle and there are quite a few enemies to fend off this time so you may want to save before this battle. It's not vital though. Once the battle is over head left and pick up the key that is in the next screen. Now walk through the brown door and through the corridors of the building you come to. When you reach a door pick up the crossbow on the floor in front of you. Then unlock the door with the skeleton key and go through it. # # # Walk through the entrance of this area into the next corridor. There are two options in this corridor –- one is straight on, the other is the turning halfway up the corridor. Take the turning halfway up and follow it to obtain some crossbow bolts. Once you've picked them up return to the corridor and walk straight up it. Walk past the operating table you see and keep going until you reach a table with a back up generator on it. Use the gardening gloves to switch the back up generator off. Now walk to the left (to the next screen) and up to the cupboard. Open it and you'll receive a small explosive device. Head back to the screen with a balcony running over the top of it and walk up to the table in the left side of the room. Use the explosive device by the table and the power will cut. Now walk to the cupboard that contained the bomb, however walk past it this time and head through the door that was previously locked. Proceed outside and follow the pathway until you can go no further. The area that you get stuck in should contain a cross type structure and a closed door. Locate the glowing stone to the right of this area and use the crowbar to move it. This will cause the door to open thus allowing you to progress. Now proceed through the series of linear pathways until you reach the area with the large pillars. Use the crowbar to knock down the pillar on your right and you can cross the ravine. Once across make your way to the strange blue portal, kill the enemies that you encounter before it and then use the portal. You'll be transported to the entrance to some caves. # # # Walk into the cave and pick up the shining dynamite that is in the alcove to your left. Now head through this cave and you'll come to an intersection. Take the left path and the left again when you reach the second intersection. Now carry straight on and you'll come to a screen with a blue gem. Take the gem and leave this screen, now follow the gold coloured path out of the caves. You'll encounter a battle soon after you leave the caves so it may be a good idea to save if your ammo or health status is bad. Now follow the caves and paths until you reach a rope. Slide down the rope and go right into an open area. You'll encounter a hard battle. Once you defeat the multiple foes that try to kill you walk through this section and up to the large cave entrance. There are other smaller cave entrances but these lead to health and one huge battle so it's probably best to go straight for the main cave entrance. After you beat the welcoming party use the dynamite on the blue totem thingy that is in this cavern. Then use the lighter to light the fuse. Now walk out of the cavern then back in again and the totem will be destroyed. Once it has been exploded walk back to the rope and carry on past the left of it. Pick up Aline's Akanibis statue and you'll be teleported back to the mansion. Search this new area of the house for health flasks that could prove essential later on and then walk up to the cupboard in the corner. It looks pretty mysterious so press B to open it. You won't actually receive anything, as all the cupboard does is reference the Narnia books, which is novel touch. Anyway, use the skeleton key on the door opposite then walk through it. Beat the enemies that you encounter and pick up the ammo in the battle mode, then make your way out of the mansion. # # # All that remains to be done is to defeat Morton once and for all. So, walk back through the wood and eventually you'll come across Morton by the intersection. He'll mutter some words then you'll enter the final battle. Fight him like you did before, shooting him then moving away. And watch out for his vanishing attack. It also works best if you walk away from him diagonally as you go slightly faster when moving in this direction but don't rush the battle or you'll most likely lose. The battle relies to a certain extent on your conservation of ammo and health throughout the game (if you have more it is obviously easier). Once you've defeated him proceed onto the gates you came through at the start of the game. AND YOU WIN! #@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@# IV. INVENTORY --------------------------------------------------------------------- Item: Description: --------------------------------------------------------------------- An Old Map This old map of Shadow Island shows where every major location on the island is. These locations are marked by a red dot. The map isn't much use though. Bag Of Powder When sprinkled over the statue in the cellar a silver key emerges from the side of the sarcophagus. Blue Flask This is the best health flask in the game, offering 25 points of health. Blue Key This blue key with crystals embedded in it opens the locked door to the attic. Brass Key This large brass key opens the door to the attic. But you need to activate the fuse box in a bedroom to get up there. Crossbow You find this weapon on the floor outside the first door the skeleton key unlocks, in the outside building. It is swift and fairly powerful. Crowbar This is used for levering open doors and boxes, etc. It is found in the shed outside the mansion along with the gardening gloves. Dynamite Explosive dynamite that is found in the caves and is used to blow up the totem pole that is creating a force-field around the Akanibis statue. Firing Mechanism Without the firing mechanism the shotgun won't Work, so you need to find this item in the attic then fit it to the gun. Fiske's Amulet This is found on a figure head in the mansion. Apparently it helps you to talk with the deceased Charles Fiske for longer. Gardening Gloves These are used to climb a prickly vine and safely turn off a generator. They are found with the crowbar in the shed outside the mansion. Gem Once you navigate the caves correctly you'll come across a gem that lights the rest of the way for you. Gold Key This key opens up the first locked door in the mansion. It leads to a corridor with a blood stained floor. Green Flask A health flask, offering twenty points of health. Five worse than the blue flask but ten better than the orange flask. Lighter You start the game off with a lighter. It lights the fuse for the dynamite obtained later in the game. Morton's Diary (1) This is the first part of Morton's journal. It basically tells you a secret switch is around that leads to the secret room. Morton's Diary (2) This page from the journal gives no major tips. It only offers a bit of plot development. Morton's Diary (3) This page from the journal is found in what looks like Morton's study. It tells you that the shotgun firing mechanism is hidden in the attic. Newspaper (1) This is a newspaper clipping you come across in the library. It isn't that useful, but it does fill you in on more of the plot. Old Door Knob This door knob opens the door to the celler, but it can only be found in the attic after you find the firing mechanism. Orange Flask A health flask, offering ten points of health. This is the lowest amount of health any flask gives. The green and blue ones are better. Revolver This is the standard firearm in your arsenal. It is good for the easier parts of the game but the more advanced weapons are better for the bigger enemies. Rusty Iron Key This key is found in the gardens outside Alan Morton's mansion. It opens the shed around the other side of the house. Shotgun This is a powerful weapon but it has a slow reload time. It is found in Morton's study area but needs the firing mechanism from the attic to function properly. Silver Key After you find this key use it to unlock the only locked door in the cellar. Skeleton Key Although this is a skeleton key it only opens the door in the outside building and the door in the mansion that is locked on your return. Then it vanishes from your inventory. Small Bomb With the power generator off blowing up the door mechanism cuts the power and stops the electricity protected door. It is found in a cupboard around the same area. Thin Key Mysteriously, this key's only purpose seems to be breaking in the lock of the door underneath the vine that you must climb. It is found close to this door, too. Ugly Old Statue This ugly old statue is the Akanibis statue that you get when you deactivate the forcefield surrounding it. It also transports you to the mansion from the caves outside. Walkie-Talkie This is used to contact Aline, you partner. However contact is broken halfway through the game and then it becomes rather useless. #@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@# V. CLOSING NOTES This file is Copyright 2001-2005 by Janus Operative, and may be freely distributed as long as proper credit is given to the author. #@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#@#