Alone in the Dark: the New Nightmare
A walkthrough about the love
by Thomas Wilde

=============
INTRODUCTION:
=============

We're gonna dive into the emptiness
We'll be swimming
I'm gonna walk you through the pathless road
I'm gonna take you to the top of the mountain
that's no longer there
...and you'll swear, happy ending
    -- the Dave Matthews Band, "When the World Ends"

Yes, yes, the game and its characters aren't mine, we
*know* that, put the copyright lawyer *down*, you don't
know or want to know where it's been...

This is a walkthrough for both scenarios of
Infogrames/Darkworks' Alone in the Dark: the New
Nightmare, a "survival horror" game for the PlayStation,
Dreamcast, and PC. This walkthrough was written using
the PlayStation version.

Join Edward Carnby and his feminist sidekick Aline Cedrac
as they investigate the ancient mansion of yet another
insular and diabolic New England family, and naturally,
there's evil lurking in the wings. Damn that pesky evil.
Nothing but trouble.

Why am I writing a walkthrough, when two such already
exist at gamefaqs.com? Well, Timmy, I'm glad you asked.
For one thing, this is practice for me. I'm submitting
writing samples to publishing companies in an attempt
to break into "the business," and this walkthrough will
eventually form one of those writing samples. That makes
you, Esteemed Reader, my prereader, and thanks for the
help. My other rationale for writing such a walkthrough
is that I damn well feel like it.

All puzzle solutions in this walkthrough were arrived
at through my own experimentation, over the course of
a frenzied week of gaming fun. Except where noted, the
rest of the walkthrough is, likewise, my own work, with
the exception of the strategy against the first boss in
Carnby's scenario. That section comes courtesy of the
talented, and no doubt *sexy*, men and women (?) who
frequent the AitD4 message board on gamefaqs.com. For
this, they shall be rewarded in the next life.

In any event, this is a walkthrough. Start walking.

=======
BASICS:
=======

You have a manual, or you should. If you don't, get one
for Dino Crisis, because it's virtually the same control
setup: R1 readies a weapon, X shoots a readied weapon or
interacts with the environment, Square turns your
flashlight on or off, and so on. AitD4 uses the RE
control setup, where Up moves you forward regardless
of relative orientation. You may stop whining about
that, effective immediately.

One caveat: Aline's scenario more or less requires a
controller with an analogue stick. If you haven't one,
beg, borrow, or steal one from somewhere, because
otherwise, you're going to hit a roadblock eventually.

Now, I present to you: the basic rules of survival horror.
Maestro?

-- save ammunition. It is initially in short supply, and many
   creatures require prohibitive amounts of ammunition to
   kill. I find that running away is an excellent choice
   against most creatures in the game, with the exception of
   the large zombie-esque creatures. Those creatures, hideous
   and hallway-filling as they tend to be, need some shotgun
   love. Almost everything else can be avoided or outrun with
   little difficulty.

-- when you *do* fight, compulsively reload your weapons
   in your menu screen, as opposed to letting your character
   do it manually. Your characters in AitD reload much faster
   than most horror protagonists do (with the odd and notable
   exception of Countdown Vampires' Keith Snyder), but that's
   still a period of time in which you aren't shooting at
   something which just might be directly in front of you.

-- take anything that's not nailed down.

-- if you can somehow pry it up, it is no longer nailed
   down. See above.

-- someone has thoughtfully strewn medical supplies and
   ammunition across your path, in every conceivable nook and
   cranny. Investigate your surroundings thoroughly, if for
   no other reason than to expand your arsenal. If there's a
   dead end on your map, it's probably got something for you.

-- when in doubt, assume the worst. If it looks like an
   ambush point, there's a monster in it; if a room is empty,
   something's going to crash, teleport, or jump in; if it's
   dark, it's because the sheer volume of *bloodthirsty
   monsters* in the room is sucking up all the light. This
   is not always true, but it's true often enough that you
   should consider it axiomatic. You are distinctly at the
   disadvantage here, regardless of what you might think,
   and you need to keep that in mind at all times.

-- your map is your best friend. In PSX AitD4, the map is
   hotkeyed to the L2 button, and it's far more useful here
   than it is in many other games of this genre.

As for the specifics of AitD4:

-- the flashlight is possibly your other best friend. Not
   only does it illuminate rooms and solve the occasional
   puzzle, but it illuminates key items, files or switches
   for you. If you sweep your flashlight beam across a room
   and something sparkles with blue light, you've just found
   treasure. Go do something keen with it.

-- when you press R2, you'll attempt to radio your
   inactive character. If you get anything at all out of
   him/her, you'll either get a decent hint to your current
   dilemma (which ranges anywhere from unhelpful flirtation
   to a quick battering with the ten-pound Clue Stick) or
   some mild character-enhancing dialogue. (Near the end
   of her game, Aline radioing Carnby is always good for
   a laugh. She's so cute when she's determined to kill
   anything that gets in her way.) Your character's
   notebook has a similar function, although it's more of
   a characterization tool than a hint book. That said,
   though, Aline's can be quite helpful.

-- that said, however, the flashlight is no substitute for
   a light switch. Room lights are frequently not as bright
   as you'd like them to be, but they're good to have in a
   pinch. Your flashlight will make light switches sparkle.

-- yet *another* caveat: it may be nice to light things up,
   but occasionally, you'll get valuable clues by poking
   around a room in the dark. If you're stuck in a room with
   a light switch, try turning the lights off. The results
   may surprise you.

-- examine and rotate *everything* in the Objects menu.
   Keys will frequently tell you where they're supposed to be
   used, while more esoteric objects frequently hold clues if
   flipped over or studied. Particular items that you should
   *really* look closely at include the 3D Map and, once it's
   put back together, the Photograph. (Note that, as this is
   a European game, the first floor is the "ground floor,"
   and the second floor is the first.)

-- don't worry too much about doors which are "sealed up."
   They're cousins to the doors with jammed locks in Silent
   Hill, and cannot be opened over the course of the scenario
   you're in. Usually, a door that's sealed in one game will
   work in the other.

-- read all Documents very carefully. All diagrams and all
   text in red will eventually matter. Note that once again,
   the manual lies; reading a Document will put that Document
   into your status screen permanently. Note that several items
   in the game are, in fact, Documents, such as the Dictaphone.

-- a Charm of Saving can be used anywhere. When you restart,
   your character will be in the room where you used the
   Charm, as though he or she had just entered.

-- Eugene Shadtchnev from Russia writes in to mention that
   some monsters don't seem to appear if you walk through
   their territory with your weapon readied. This is only a
   theory, and I'd appreciate some independent verification.

========
WEAPONS:
========

Carnby's revolver:
I'm pretty sure the reasoning behind this weapon is
ballistically unsound. Furthermore, I consider it a crime
against my people that Carnby's revolver is no more
powerful than Aline's. It does fire remarkably quickly,
and you find a lot of ammunition for it in the manor, but
it's still only a handgun. Don't rely on it.

Aline's revolver:
A .38 that Lily Morton apparently thought would be in some
way *helpful*, Aline is saddled with this thing because
someone on the development team hates her. There's a period
of time where you'll be running about with nothing but the
revolver, which will probably be empty, to defend yourself
with. This period is referred to in Finnish legend as the
Time of Suck. You'll soon get the opportunity to upgrade
to the shotgun, thankfully.

Triple-barreled shotgun:
It's not as good as it sounds, but really, is that
possible? Three shells' worth of Morton's custom magnesium
ammo packs about as much of a relative kick as one shotgun
shell does in any other horror game you can think of; it
takes at least six shells to drop even the weak hellhounds,
and most creatures will take nine. It doesn't hit an area,
either. Still, a shotgun's a shotgun, and shotguns in horror
games are your basic tools of survival: lots of ammo, a
decent kick, and you can't beat the price.

As was pointed out to me by "Nippy," my snarky li'l MiSTing
buddy, unless the custom shells are considerably less powerful
than standard ammunition, firing all three barrels of this
shotgun at once should break both the stock of the gun and
the wrists of the person holding it. This has been another
--WHAM--Useless Fact.

Grenade launcher:
This is more useful for Aline than for Carnby, as Carnby,
in his version of events, forgot to include the part where
he finds more ammunition for the damn thing. This is, when
you get right down to it, another rocket launcher, right
down to its power and relative range. This is not a bad
thing. It is a bosskiller, typically, although with a
little luck, Aline will have enough ammo left over to take
out the occasional troublesome zombie or plant. Grenades
are quite plentiful, and it holds more ammunition than
the rocket launcher, so all in all, this is a good time.

Rocket launcher:
More of a modified flare gun, really, but it's still
explosive, and that's all I need. The rocket launcher
is somewhat inferior to the grenade launcher by dint
of a lower ammunition capacity and rate of fire, but
for Carnby, it's the only game in town. Like the grenade
launcher, you're wasting this unless you're firing it
at a boss.

Plasma cannon:
No, it's not. This thing is a flamethrower. It doesn't
need a poncy name, but yet I find myself noting that it
has one. You'll need to spend some time getting a feel
for the plasma cannon's range before you use it in combat,
but once you do, you'll find it quite useful in Carnby's
scenario. Until you get the lightning gun, you will find
no better weapon to use against zombies and scorpions. The
cannon works on gas cartridges, each one of which is good
for maybe two minutes of continuous fire. Carnby can find
a couple of extra cartridges lying around, but Aline,
sadly, can't. That doesn't mean it's useless for Aline,
but by the time she starts fighting the creatures that are
most vulnerable to plasma, she's already found the
lightning gun and thus made the plasma cannon somewhat
obsolete.

Lightning gun:
Proof positive that Jeremy Morton was the greatest man of
the twentieth century, the lightning gun is obviously a
linear ancestor of Fear Effect 2's Arc Taser. It works
upon similar principles; when an opponent gets close
enough, hold down the fire button to hit both it and any
nearby friends with a bolt of electricity. The lightning
gun is notable for its comparative punch--it can kill
hellhounds and plants in roughly a second each--and its
ease of use. It's the only weapon in the game that you
can fire *as you're readying it*, making it the game's
fast draw champion. It's also the only weapon in the
game which can hit more than one target at a time (that
is, without your putting some serious English on the
shot, a la the grenade launcher). Its only real drawback
is its short field of effect, as the lightning arc won't
connect unless you're standing about a scale foot or so
from your target. Once you've found the lightning gun,
use it exclusively until the end of the game.

Photoelectric Pulsar:
Oh, it's cute and possibly marketable (I'm an American;
gun fetishry is part and parcel of my culture), but this
thing's worthless. It takes a fairly long time to charge
up, and when it does, it fires a single burst of light.
Yes, that burst will horribly maim anything it hits, but
you're not likely to hit. Don't use the Pulsar.

=========
MONSTERS:
=========

Dogs:
Undead versions of the Rottweilers from the beginning of
Carnby's game, the dogs are, initially, weak siblings to
the more powerful hellhound. As you progress, however,
their durability increases. They frequently gate into an
area, and their speed is a potential problem when they do;
by the time you've registered the gate's existence, the
newly arrived dog has already fastened onto your arm.
Dogs don't do a lot of damage, though, and if you can
shoot them once, they'll kick over and lie there long
enough for you to either finish them off or escape.

Hellhounds:
Strange, chitinous things that actually quite resemble
insects, hellhounds are very common. They're deadly in
close quarters, but if you catch one at range, it's a
bad memory after two shotgun blasts or seven to ten shots
from the revolver. They do tend to travel in pairs, so 
you'll need to watch your ammunition level as you're
fighting them. They're also sort of stupid, so you can
fake them out and run past with relative ease.

Zombies:
What? They're *zombies*. Slow, stupid, moaning pink things
wearing khakis. The sine qua non of survival horror. They
frequently show up to block narrow hallways, and they are
remarkably durable (three shotgun blasts will kill *one*
of them), but they're more like bleeding barricades than
any sort of actual monster. The plasma cannon, once you
get it, carves through zombies with ease and grace.

Beetles:
Small, but quick, and traveling in swarms, beetles will
spring crude ambushes on you every so often while you're
in the manor. They're the only valid reason to use the
revolver, as a single shot from it will kill a beetle.
Anything else is like swatting flies with a pipe bomb.

Plants:
These little bastards. Plants are ambulatory greenery, and
they almost always show up in groups of two or more. They're
repelled by your flashlight's beam (although they're smart
enough to try and wriggle away from the beam if they can,
and you can only repel one of them at a time), and will be
slain outright if you turn on the lights in the room they're
in. On the bad side, they've got terrifying range and take
*way* too much ammunition to kill with normal weapons; it
takes six good hits with the shotgun, or two grenades, to
take out a single plant. You should run away from plants
most of the time, but once you get the lightning gun, all
bets are off. Lightning + plants = smoked kelp.

Small Lizards:
Little "peep"ing things like Dino Crisis' compys, the lizards
are an annoyance at best. They'll show up in swarms once you're
outside the manor, on Disc 2, and will valiantly attempt to
strip all the flesh off of your ankles. Use up revolver
ammunition on them if you must, but they really aren't worth
fighting. They'd be worth punt-kicking over the nearest cliff,
were that an option, but they aren't worth a bullet.

Scorpions:
These haunt the back roads of Shadow Island, waiting for
Carnby. By the time you run into them, you'll have found
the plasma cannon, which is the best weapon against them.
About two seconds' worth of plasma fire will kill a
scorpion. In wide-open areas, such as in front of the
chapel, you can also safely run around them.

Crocodiles:
There are only three of these in the entire game, but they're
worth mentioning just the same. Arguably among the least
threatening monsters you'll face, their only real asset is
the ability to sneak up on you underwater. However, as they
only show up in watery areas, the ripples in the water will
give them away. Once you see the ripples, ready the shotgun
or revolver and get ready to shoot them as they spring up
behind you.

============
WALKTHROUGH:
============

Edward and Aline's games only slightly coexist. There are
hints, here and there, that they're going through the same
things simultaneously, but as a general rule, your main
character is the definite focus of the scenario you're
playing. In Aline's game, she's the woefully underestimated
protagonist who no one takes seriously (which proves to be
more than one person's downfall); in Carnby's scenario,
she's basically Rebecca Chambers, a damsel in distress who
occasionally pays you back with behind the scenes work.
It's an interesting dichotomy, and I am a frequent guest
in that house.

In any event, I'll begin the walkthrough with Carnby's
scenario, as I recommend that most players should start
with Carnby. If you're looking for Aline's game, you can
scroll down a bit; I'll be with you shortly.

==========================
EDWARD CARNBY: WALKTHROUGH
==========================

You'll start off on a forest path. Going southwest will
bring you to a locked door, the combination to which you
won't find until much, much later. Instead, opt to go
northeast. Aline will radio you, and introduce you to your
first objective: reach the manor.

Continue down this path until you reach a small cabin by
the side of the road. Carnby, being a trained detective,
will note the presence of blood. Enter to receive the
traditional Marvin Branagh Warning (wounded guy, check;
thinks you're doomed, check; ominous warning, check).
Leave, and as you walk away, you'll see and hear a couple
of gunshots. Re-enter the cabin and shine your flashlight
about. The gleaming thing on the floor is the first in a
series of Small Bronze Keys. Grab it.

Your new Key unlocks the wrought-iron door at the end of the
path. Behind it, you'll see a box of bullets lying on the
wall. Walk towards it, and you'll see a cutscene featuring a
very unfortunate dog. (No animals were hurt in the making
of this game, my *entire* ass.) Now, this may seem stupid,
but the chained-up dogs from the cutscene are behind the
gate in the corner. Go say hello. As you get to the end
of the path, the dogs will break free. Don't worry, though;
they'll run right past you, enabling you to get the two
boxes of bullets and the first-aid kit they were hoarding.

Now, go back outside and up the stairs. At their top,
you'll find yourself standing on a garden terrace that's
so Gothic it's dead. Any motion on your part will summon,
as though by arguably predictable dark magic, the thoroughly
unpleasant-looking corpse of one of the rottweilers. Plug
it with three shots from your revolver. Poor little guys.
Just the same, though, you'll have to fight three more
of them before you reach the next set of stairs, so be
careful and be quick.

This next path will lead you to the front gate of the
mansion, and of course, it's locked. Trying to open it
will start two short FMVs and a cutscene, where Aline's
voice actress sorta phones in a performance about how
scared Aline is. Way to go, lady. You can't go through the
front gate, so you'll have to go through the other door
you see on your map, at the other end of the front walk.

Before you do that, you will, of course, encounter
adversity. The end of the walk is occupied by the first of
many hellhounds you'll encounter over the course of the
game. It takes about ten shots from the revolver to drop
a hellhound, so you don't really want to mess with the
little bastards right now. Instead, opt to go straight
through the wrought-iron gate in the foreground.

This encounter illuminates something important about the
game. The monsters in AitD4 will sometimes gate in
without preamble, so you need to be constantly on your
guard. This isn't Resident Evil, where you should be
carefully watching unattended windows at all times.

Past the gate, follow the short path to the gadget that
looks like an ornamental shield. It is, in fact, a
water valve. Turn it to open up your next path, but be
ready to outrun a hellhound on your way down the stairs.

Make your way down the sewer tunnel, into the large
room at its end. Once you arrive there, a large crocodilian
creature will spring up from the water and attack. It's
predictable, but you can't simply outrun it; if you try,
it'll pounce on you at the next doorway and Edward will
resurface in the room's center.

Instead, wait for it with your revolver readied. It'll
always spring up right behind you. Swing around and shoot
it once. It'll fall down, and renew the cycle a few seconds
later by springing up right behind you again. Repeat this
ballistic waltz six times, and the creature will stop
bothering you.

You do, of course, want to climb the ladder at this
passage's end. At its top, in a wrecked access room,
you'll find a Charm of Saving on a ledge by a metal door.

That door, in turn, leads into the treasure trove that is
the manor's basement. On one side, you'll find a box of
bullets, a box of cartridges, a first-aid kit, and your
best friend for the next couple of hours, the shotgun;
on the other, you'll find two locked doors and a casket.
Opening the casket--which is really a profoundly stupid
thing to do, don't you think?--will get you a good scare
and a Gilded Key. Take everything here.

(There is a ladder leading to a locked trap door in the
 basement. Don't worry about it for now. Much later on,
 Aline will automatically open it for you.)

The Gilded Key will unlock the door closest to the casket.
Enter, and go up the narrow staircase. You'll walk through
a mirror, and find yourself in the front hall of the
Mortons' manor. Aline will radio Carnby, and once she's
done, the lights will go out and a hellhound will arrive
Deal with it in your chosen manner (hint: bullets). If
you'd like to turn the lights back on, the switch is on
the wall behind the stairs.

Take note of the bust near the mirror, and furthermore,
note the skid mark on the floor by it. The bust has a code
gadget on it, but Carnby doesn't know the code... yet.

==========================================================
PUZZLE: Howard Morton's Bust (huh?)

As a general rule, things like this need to get shoved,
and the bust is no exception (no snickering, please, we
should all be adults here). Push it along the floor, and
the reflection in the mirror will tell you the bust's
password: HM. Input it into the bust (I said no snickering!).

This triggers a short scene of a painting, somewhere else,
making a "click" sound. The painting in question is on
the balcony overlooking the front hall. You can reach it
using the stairs by the mirror.
==========================================================

Aline will radio you as you approach the painting you just
"unlocked." First, inspect the painting and activate the
mechanism to get the Small Rusty Key, then push the chest
of drawers out of the way. A hellhound will attempt to
stop you, but I think your shotgun has something to
contribute to that conversation. Go inside for a talk
with Aline.

When she's gone, inspect the room. The roll-top desk in
the corner has an Acrobat Statue and a Dictaphone in the
drawer, and Alan Morton's Diary--a Document of some
importance--is on the nightstand next to the bed. There's
only one new door in this room, and there's nothing of
any real value behind it. You can follow the passage to
its end to collect a Charm of Saving and peek into a room
you'll visit much later, but it's not mandatory. In any
event, go back to the first floor; the only unlocked
door in the front hall is behind the stairs.

I'll be referring to this hallway as "Edenshaw's hallway,"
as here is where you'll make your first wary acquaintance
with the man, and because this hallway is a major landmark
in Carnby's game. In this encounter, Edenshaw will get all
mysterious and Indian on your ass, and give you a Charm of
Saving as he leaves.

You'll be looking east when the cutscene's over. Walk that
way, and you can turn on the light switch en route. The
first two doors you see are both locked; one leads to the
library, and the other leads to a dangerous entry hall to
the library. In either event, you won't be able to open
these doors for a while, so don't worry about them. Go
through the door at the east end of Edenshaw's hallway.

The small sitting room beyond that door is one of the
few totally dark rooms in the manor. The big pink things
in here are zombies, and in these close quarters, they're
nigh-impossible to dodge. (Apparently, these zombies know
their limitations intimately. They'll rarely show up in
any location where there's space to fake them out and
run past.) These particular zombies are guarding two
important rooms to the north and south. The northern
door is locked, so proceed south.

This is Richard Morton's study, and is thus important.
Turn the lights on, and take a Crowbar from the stack
of crates in the corner. The desk holds Richard Morton's
Will and Testament, which is a valuable clue later.
Obed Morton's Notes are on a nearby shelf, and the Book
on the Abkanis Indians is hidden on the shelves next to
the desk. A Flask is on a desk near the shelves, but
taking it will turn out the lights and trigger a gate
ambush by a couple of hellhounds.

Ignore the hellhounds and keep running around the bookcase,
down and away from where you found the Flask. A door next
to a cupboard leads to the front hall. Reenter the study,
and the hellhounds will be gone. This frees you up to get
a first-aid kit from the cupboard, and to peruse the issue
of Science (featuring the lean and sexy Mr. October, Obed
Morton!) on a nearby table. Use the Flask on the amphora
full of water to fill it.

(Note that the painting above the issue of Science is
 something else entirely if the room's dark. I think
 that's the creepiest bit yet.)

The zombies outside the office have respawned. It may
be safer and faster to use Edenshaw's hallway again.
This time, go west, and through the first door you
see. (If you're running low on ammo, there's a box
of cartridges further down the hall, on a bureau.)

The hallway past this new door is somewhat run-down, and
it, too, is packed to the rafters with the undead. You can
easily run straight past the first one as he's standing up,
and into the first door.

In here, you'll notice something that looks like a
shattered aquarium. It's your next "puzzle."

==========================================================
PUZZLE: Diorama Trick

(The phrase "diorama trick" is TM and (C) 1998 Alfred
 Ashford, all rights reserved.)

The Photograph on the dresser across the room offers a
clue as to what can be done here; you need to complete
the diorama. Fortunately, you have a filled Flask with
which to do it.

Unfortunately, beetles will drop on you as you inspect
the aquarium, and again as you take the Wolf Mask in the
corner. A single shot from the revolver will do for either
of them. Use the Flask on the diorama to trigger another
painting mechanism on the front balcony.
==========================================================

In the run-down hallway, you can slay the zombies and
proceed towards a dead end. In the clutter here, you
can find a first-aid kit on top of a dresser, and a
box of cartridges hidden in the clutter.

Invest in this if you like, then go see what you just
uncovered in the front hall. Careful, though--you just did
something right, so naturally, the halls' monster population
is going to explode. Too bad for them.

On the balcony, you'll find a Gilded Key behind the painting
of the explorer.

Examine the Gilded Key. It says "GND F EAST," so you need
to go find a room on the east side of the first floor
that's locked. Fortunately, you know of just such a thing.

Go back through the office, from the front hall, and into
the dark room beyond it. The Gilded Key will unlock the
northern door, which leads to the Mortons' den.

As you walk in, break to Carnby's left as fast as you can;
a hellhound is waiting in ambush. Shoot it down, if only
so you don't have to run around the room like a goof while
you solve the next puzzle.

There's a Small Gilded Key on the table in the center of
this room. Take it, then poke around a little. The owl
statue in the corner seems important. Turn off the lights
to see just how important it can get.

Use the Wolf Mask on the owl statue to get the Steel Key.

Now, head back out to Edenshaw's hallway. Remember the
bureau where you found some shotgun cartridges? Go through
the door next to it. You'll find yourself on a dark spiral
staircase. At its top is the door to the attic, where all
good New Englanders store their grenade launchers. As the
Mortons are no exception, you'll want to relieve them of
theirs.

Aline will radio you now. She'll mention a set of hollow
floorboards. They aren't right here in this room, though
she makes it sound like they are. Use the Small Rusty Key
to unlock the door on the other end of the attic, and enter
a storeroom.

This storeroom is where you'll first encounter the biggest
pains in the ass in the game: the plants. Grab the ammunition
from the foreground, and watch for the blue gleam on a desk
in the corner. That gleam is the Lighter. With those safely
in pocket, get out of here. (Anthony Locascio writes in to
note that there's a kerosene lamp in this room, to your right
upon your initial entry. I never saw it, but if you do, you
could probably use the Lighter on it to kill off the plants.)

In this next room, the first door you'll see is sealed up.
Through the narrow passage to Carnby's right, upon first
entering, you'll find the "trap door" Aline mentioned. You'll
know you're there by the sound of the floorboards under
Carnby's feet, and when the camera angle switches to an
overhead perspective. Use the Crowbar here to receive a
Small Key and a Small Gilded Key.

There's only one other door in here that you can open. Do
so, and you'll find yourself in a beetle-infested
storeroom, complete with what would appear to be the
Tell-Tale Heart lying on the floor. A box of bullets and a
box of cartridges are in storage; liberate them, and go
trigger the beetles' crude ambush. What this means,
really, is that you should run really fast around the
corner, and as they drop, whirl around and ventilate them
with the revolver.

There's a candle on the crate in here. Light it, and the
flame will give you another hint. The boards next to the
crate are loose, so use the Crowbar to make yourself a new
door. Onward!

On the other side of your improvised entrance, you'll
be forced to confront another pair of plants. There's
a light switch in this hallway which will deal with
them nicely; when you reach the opposite end of the
hallway (the camera angle where you can see two
first-aid kits next to a door in the foreground), run
to Carnby's left, into the background. The light switch
is next to that door. Dodge the plants, or herd them
out of your way with the flashlight, and hit the switch
to--ahem--do some weeding.

From here, you've got two possible exits:

-- the door in the foreground, with the first-aid kits,
   leads into the sickbed and eventual tomb of Lucy Morton.
   Lucy's seen better days (...d'oh!), but her rambling
   monologue provides useful plot information. Otherwise,
   she's about as useful as a rubber crutch. She doesn't
   even have the common courtesy to have easily stolen
   medical supplies lying around. Once you're done chatting
   with Lucy, all you can do is turn around and leave.

-- the door in the background, next to the light switch,
   can be unlocked with one of your Small Gilded Keys.
   Past it is another spiral staircase, thus perpetuating
   the motif that Shadow Island is swirling down the drain. 

Naturally, you'll want to take the stairs if you want to
continue the game.

On the staircase, leave via the first door you see. This
leads to a dark hallway on the second floor, where Aline
will radio you with some useful information. When she's
done, head to the nearest door; a hellhound will gate in
as you do so. Avoid or kill it as you wish, then head inside.

You'll find yourself in another study. A first-aid kit is
on a cabinet near the door, next to the smashed gun rack.
Alan Morton's Journal is sitting on top of the desk at the
other end of the room, and to its left, you'll find a locked
drawer. Your Small Key unlocks it. Inside, you'll find a
Large Ornate Key and half of a Photograph.

Inspecting the Ornate Key reveals that it's a key to the
library, which you've probably wanted to get into for
quite some time. No worries there; it's one of the
locked doors on the east end of Edenshaw's hallway.
Before you go, however, take a bit of a field trip.

Hellhounds are all over the hallway outside the study.
It's worth the risk, as there are two important rooms
in this hall that you've yet to explore. One is to
Carnby's left, all the way at the end of the hall, near
a light switch. Now, the light switch would be enough
to warrant the trip by itself, but the more important
stop is through the nearby door.

In this guest bedroom, you'll note the presence of shiny
things on the nightstand next to the bed, as well as a
Charm of Saving on a dresser. Try to get the shiny things,
and, well, a tentacle demon will express its displeasure.
Fortunately, it's chosen to pop up underneath an oil
lamp--no one ever accused hellbeasts of being real smart,
after all--which means you can set the creature on fire
with a single shotgun blast. When it's gone, grab the
rocket launcher and three boxes of shotgun cartridges
off of the nightstand--w00t!--and go back the way you came.

Your next stop is all the way at the end of the second-floor
hallway. The hall terminates in a locked bedroom door, which
your Steel Key will open. As you enter, you'll notice a
light switch on the wall; turn it on to kill a plant.

You'll find the other half of the Photograph on a desk,
accompanied by a Hand-Written Letter from TV funnyman Judas
de Certo. (Yeah, I'd be sure to accept bargains from a guy
named Judas. I'd also buy real estate from a guy named Barnum.)
Obed Morton's Diary is on the nightstand next to the bed,
and the small alcove next to the door holds a Charm of
Saving, a box of cartridges, and a Large Ornate Key.

You've exhausted the resources of the rest of the manor,
save for two of the portraits in the front hall, which
you'll unlock shortly. The only place left is the library.

There are two ways into the library, one of which is
markedly safer than the other. The first is to go back
into the spiral staircase and take it to the ground floor.
This will let you into a *very* small hallway, haunted by
two zombies. Exterminate them, and use a Large Ornate Key
to unlock the set of double doors.

The alternative is to return to Edenshaw's hallway, probably
leaving the second floor via the front hall balcony (getting
either Ornate Key, as far as I can tell, will trigger a
hellhound ambush in the front hall, so be careful). Of the
two locked doors huddled together in a corner of the hall,
as mentioned above, your Large Ornate Key will unlock the
one on the left.

(Incidentally, I've noticed over the course of this
 walkthrough that this is leaving you with an unused key.
 This isn't a big deal. The unused Small Gilded Key will
 unlock the door at the top of the dark stairs, accessible
 from Edenshaw's hallway, and drop you off on the second
 floor. It's more an issue of convenience than necessity.)

Once inside the library, Carnby will radio Aline for the
*express purpose* of flirting with her. Oh, those crazy
kids. Once he's done, consult the books stacked on the
table for Jeremy Morton's Diary (which hints at the
development of the Photoelectric Pulsar, and explains
why you're currently carrying enough magnesium to light
up Detroit), and an open book on a nearby podium is
am exhaustive, if phallocentric, history of the Morton
family. The history is an important clue, so be sure to
read it to the end.

On the second floor of the library, you'll note the
presence of a box of rockets and a small console.

==========================================================
PUZZLE: Library Console #1

The console requires a password, and you've already gotten
the clues you need to solve it. Doublecheck Alan Morton's
Diary if you like, and be sure to Combine and Examine the
Halves of the Photograph. You'll wind up with an easy bit
of arithmetic which will give you this console's password.

For the benefit of those of you, such as alert reader Steve
Medlock, who have lousy TVs or bad eyesight, the console
password is 3926.

Enter it into the console to open a secret door directly
behind you.
==========================================================

Inside, take the Telescope from on top of the chest, and
note the presence of a backwards-written clue on the bookcase.
That clue will become a Document, so don't worry too much
about writing it down. Also, the stack of statues inside
the fresco on the wall should look familiar to you; you've
been carrying a similar statue for most of the game.

Use the Acrobat Statue on its brethren to open a secret panel
in the wall, revealing both a console and an Abkanis Statue.

Unfortunately, you don't know the password to this newest
console yet, so it's back outside for you. Go up the
nearby stairs, to the third landing of the library. A
monster will appear, but it'll go away on its own without
any help from you; consider that foreshadowing. Climb up
the ladder, and go along the ledge outside to the
observation tower. Enter it.

Inside, you'll find a mount for a telescope and a Charm of
Saving. Take the latter, and use the Telescope on the
former. You'll be able to observe the fort on the other
side of the island through it. You can zoom in with the X
button, and zoom out with the Triangle button. You should
see, on the fort's right "tower," the number "1692"
engraved above a window. Make a note of that, and hit
Triangle twice to stop using the telescope. When you do,
Carnby will see a man looking out of a window in the fort.
Aline will radio you soon afterward, and then you're back
on your own.

Go back to the library. 1692 happens to be the password to
the secret console in the secret room, and it unlocks
another one of those portrait mechanisms in the front
hall. That, however, leaves you with no more distractions;
it's time for what I consider to be the hardest puzzle in
the game.

==========================================================
PUZZLE: Richard Morton's Book Puzzle

Richard Morton's will contains a handy diagram, but it
isn't as helpful as you'd think. It gives you a slight
idea of where to look in the library, and I wound up doing
a lot of legwork and book-checking anyway. There are four
books that you can interact with on the shelves:

1: all the way at the end of the third landing, on the
   last bookshelf.
2: on the bookcase to the left of the light switch, on
   the first floor.
3: right next to the stairs on the first floor.
4: on the third "camera angle" of the third landing, on
   the left side of the screen. There's a gap between
   bookcases, and the book you want is on the left of it.

Now here's where Richard Morton's diagram comes in handy.
Between the diagram and the logo on the spines of the
books, you shouldn't have any trouble figuring out what
order to use them in. In case you do, on the other hand,
I've thoughtfully numbered them, above, in just that order.
Be sure to push each book in once, and only once.
==========================================================

Sadly, though, there are forces in the universe that don't
wish you to complete the puzzle, and they sort of look
like flying lizards. One of those forces will crash through
the skylight after you've pushed in the third book and are
heading for the fourth, which spurs a:

=========================================================
BOSS: Flying Lizard

The lizard is a tough nut to crack, particularly if, like
me, you're too dense to immediately comprehend its
pattern. In general, it will curl up when you hit it, and
when it unfurls its wings, it's getting ready to hit you
with a lightning attack ("Pikachu! Thundershock!").
However, it's also vulnerable directly before it unfurls
its wings.

It beat it, shoot it with something, preferably the revolver
or shotgun, as it flies up to you. The lizard will curl
up and spread out. As it does so, switch weapons and hit
it with a rocket or grenade. With either accurate timing
or a spastic trigger finger, you should blow it across
the library in a spray of blood. After about four successful
attacks with grenades/rockets, the creature should
disappear into a spiral of blue mist.

This is, of course, far easier if you lure it to a camera
angle where you can see it clearly.

There is a bug at work here, noted by a couple of alert
readers and the regulars on the gamefaqs.com AitD4 forum,
which may result in an invincible lizard. If the lizard
survives being blown across the library more than six
times or so, and you hit it with rockets or grenades
each time, then you may have encountered this bug. It
usually pops up when someone saves their game directly
after leaving the secret room behind the bookshelf, or
if you're using a Gameshark.

To deal with the former version of the bug, simply leave
the library and save again. To deal with the latter, get
some skill, you scrub.
=========================================================

Now, push in the fourth and final book. This will unlock
the fourth and final portrait in the front hall, and will
in turn enable you to finally get the hell out of Casa de
Morton. Make sure you've gotten a copy of the Morton
history for your Documents menu, and head back to the
front hall.

Open up the portraits that you've since unlocked. One will
open up and let you take a Small Bronze Key and a plasma
cannon (w00T!), and the other is hiding a Small Metallic
Plate. Note the symbols on the Plate.

Now, in a perfect world, after you take the plasma cannon
and key, the blank brass plates beneath the portraits will
flip over, enabling you to begin the next puzzle.

WARNING:
However, as many people have written in to inform me,
there's a bug here in the PlayStation version. When I,
and presumably many others, played the game, the brass
plates flipped over and stayed flipped over. Others
have played the game and watched as the brass plates
flipped over again before they were done with the
puzzle, thus barring them from making further progress.

I don't know if this is a genuine bug or if it's some
kind of intensely frustrating wrinkle to the puzzle that,
via dumb luck, I never had to deal with. Either way, if
you should run into it, I'd recommend that you call the
customer support number that should be in the back of
the game's manual, or report the bug to the store where
you rented the game.

==========================================================
PUZZLE: Birthdates

Remember that clue from the secret room in the library?
It just came into play. You need to figure out which
Ashford^H^H^H^H^H^H^HMorton is which from the paintings
and the documents you've seen. Once you've done that,
you need to establish their dates of birth from the
family history, and input them into the portraits.

From left to right, featuring both answers and the
rationale behind those answers:

1: Richard Morton, as he's the one who built Shadow
   Island. He founded Morton Oil in 1889, at the age
   of 37; thus, basic arithmetic, if not the truncated
   family tree on the final page of the Mortons'
   biography, dictates that he was born in 1852.
2: Archibald Morton, the famous explorer. Born in 1874.
3: Jeremy Morton, Edenshaw's friend. Born in 1899.
4: Howard Morton, the most recent of the portraits. Born
   in 1931.

Note that making a mistake on one of the dates will, for
whatever reason, turn the lights off in the front hall.
==========================================================

Solving this puzzle will cause a clock on the first floor
to open up. Go down there to claim the Ornate Bronze Key.
This key unlocks the double doors near the light switch,
and finally lets you get back out of the mansion. Leave,
and you'll find yourself behind the gate you couldn't
open before, back at the beginning of the game. Your newest
Small Bronze Key will open the gate, fortunately, but take a
short detour first. Run around the house a bit, and collect
a gas cartridge and three first-aid kits from an open shed.

When you open the front gate, you'll be back outside the
Morton manor. Remember that gate with the strange lock
from the very beginning of the game? You need to go back
there. Your new Small Metallic Plate holds the combination.

Be wary, however. Before you get back to the woods, you'll
have to outrun or shoot several dogs and hellhounds. The
woods themselves are crawling with zombies. At this point,
though, you should be an old hand at dealing with these
kinds of monsters, and if nothing else, you've got the
plasma cannon to help deal with them. Beat them down,
retrace your steps, and unlock the gate.

Meanwhile, on Disc 2, a dead guy's got another Gas
Cartridge and two first-aid kits for you. Gods only know
who he was. You'll encounter a hellhound and a couple of
small lizards on the bridge, but not before Aline radios you.

Past the bridge, there's a severed head and a Charm of
Saving lying on the ground. As you move to inspect either,
the bridge behind you will collapse. Subtle hint, that. Be
sure to use a Charm of Saving here, as the next puzzle
isn't very forgiving.

==========================================================
PUZZLE: Standing Stones

As you approach the nearby circle of stones, Carnby will
begin dropping hints. This is Edenshaw's circle of stones,
which you've been hearing about at tiresome length since
the beginning of the game. You need to figure out which
direction they're pointing in.

This is simple; just consult your map. Your map has a
compass on it, and the standing stones are all clearly
labeled. Therefore, all you have to do is examine the
stone in the upper left-hand corner of your screen and
choose "north." If this choice doesn't cause Carnby to
radio Aline, then you probably guessed wrong. You'll
have to load your last saved game and try again.
==========================================================

You'll radio Aline, who will then proceed to send you running
around the stella like an idiot, reciting numbers. When she's
done with you, go to the eastern stella (check your map again
if you have to) and examine it.

==========================================================
PUZZLE: Old Black Magic

The eastern stella is the one you need to be facing when
you recite Edenshaw's spell. When you examine it, you'll
receive a list of strange words.

In your Documents menu, listen to the chanting at the
beginning of the Dictaphone. That chanting is your clue,
so to speak. The spell goes a little something, like this:
O Goul'ai, Hypor, Harnis, Korma. (Cue _Army of Darkness_
flashback.) 
==========================================================

Successfully casting the spell will cause the dias in the
center of the circle to glow. Inspect that glow to get the
Stone Stele and another Abkanis Statue. Now, proceed back
to the path past the stone circle. Aline will radio you.

Check your map frequently as you pass through this narrow
corridor, and keep your plasma cannon ready. Scorpions
will occasionally materialize in your path, but a long
blast from the plasma cannon will stop them in their tracks.
Climb a ladder along the way; that ladder leads to a small
alcove containing a valuable case of rockets. (Note the
location of this alcove, as you'll need to return here
later to solve a puzzle. See below.)

Eventually, this corridor will lead you into a
zombie-infested swamp. Fortunately, you've little need to
fight here, as the swamp's paths are good and wide. On
your map, the western exit will lead you to the plane you
jumped off of at the beginning of the game. Inside the
plane, you'll find Wire Cutters, a Blue Lens, three
first-aid kits, and the horribly injured pilot. As you try
to leave, a brief cut-scene will begin. When you regain
control of Carnby, you'll have a very short period of time
to get the hell out of the plane before it sinks into the
muck. The pilot can't be saved.

The northern exit to the swamp leads you into the
courtyard in front of a chapel. Scorpions are waiting in
Hammerspace to ambush you, so be careful; usually, you can
hear them (and see their faint shadow "reflection") well
before they're in any position to attack. Take them out,
and investigate the wooden ramp. It leads to a forest
path blocked by an iron gate. As you walk towards the
gate, Aline will arrive, and after nearly blowing your
fool head off, she'll trade you the Stone Stela for a
ring engraved with the Morton family Seal. Go back the
way you came.

o/~ Goin' to the chapel, and I'm... gonna kill za-om-ombies...
o/~ The chapel, however, is chained shut. Fortunately, you've
Wire Cutters to dispose of such trifles. Do so, and enter.
Inside, you'll find a first-aid kit, a box of rockets,
and, on a panel near the door, another puzzle.

==========================================================
PUZZLE: Sacred Symbols

As far as I can tell, the nearby book is effectively
useless. I solved this puzzle by simply fiddling around
with my items for far too long.

In any event, Combine the Blue Lens with your Flashlight.
Your flashlight now sheds a blue beam which will illuminate
the presence of blood. You'll note the presence of a
pentagram daubed onto the church doors, naturally, but
the other symbols you need are outside. Simply follow the
blood trail to them; more accurately, follow the blood
trail to the ankh-lookin' thing painted into a rock on the
forest path.

For the third symbol, you'll need to proceed back through
the swamp. Remember that alcove I pointed out? Return there,
and shine your flashlight on the wall.

Press the symbols on the upper right, center, and lower
right of the puzzle's grid. You'll open a secret passage
underneath the chapel's altar.
==========================================================

In said passage, a subway-style turnstile will block your
path, but the Seal will open it. Unfortunately, you'll
eventually need another Seal to investigate a third
passageway which the turnstile's blocking. ('Course, you
could've just climbed over it or blown it down with a
grenade, but that's not the Way of the Adventure Hero.)
Onward, then, down the passageway.

You'll eventually enter a room packed with empty cages.
There's a switch by the door, but you can't use it at the
moment. Take the Charm of Saving you'll see as you proceed,
and carefully advance. Say hello and goodbye to Alan Morton
(I thought for a second that he was going to offer Carnby a
drumstick), and watch in horror as Carnby lets him leave.

While you're standing around in the dark, Aline will call
you. Follow her instructions and flip various switches in
the laboratory, but be careful. Strangely weak zombies
(these are, for whatever reason, nowhere near as durable
as the ones in the manor or swamp were) will be lurking
in the dark at every turn. A pair of letters are on a
desk in the corner of the room, by the operating table,
illustrating the connection between Obed Morton and Charles
Lamb. The presence of these letters in Alan Morton's secret
lab does not bode well for Obed. The third switch will
finally open Alan's escape route, enabling you to give chase.

You'll enter a long underground corridor. Just run straight
through, ignoring the beetles and hellhounds that'll come
to try and stop you, and you'll wind up in a storeroom with
two exits. One door will lead you to the radio room, where
you'll get the chance to listen in on an enlightening
conversation between Obed Morton and Charles Lamb. The
other door will lead you back to the basement where you
first entered the manor. Tale recursion.

The door Aline opened for you is the formerly locked trap
door in the basement. As you approach it, you'll be
approached in turn by Edenshaw, who'll lay down some
serious Messiah complex. When he's gone, climb the ladder.

You'll enter the greenhouse, which, as you might expect,
is crawling with plants. You can dispose of them relatively
easily with the plasma cannon, which I recommend.

The only geographical feature of the greenhouse that matters,
really, is the ladder leading to the balcony. Climb it, and
push the strange _objet d'art_ you'll find there until it
falls off the edge. (Schtum, you. Resident Evil stole AitD's
genre, so AitD might as well steal one of RE's goofier
"puzzles.") At the bottom of the ladder, in the wreckage,
you'll find another Seal and yet another Abkanis Statue.
There's also another box of cartridges in a cupboard to
the right of the trapdoor.

From the greenhouse, backtrack to the turnstile. On your
way there, a few hellhounds will teleport in, but they're
easy to outrun. Your new Seal will rotate the turnstile
again, which in turn will let you into an underground cave.
Aline will join you. She'll translate a couple of final
glyphs for Carnby, thus explaining your final mission: if
you can't get the final Abkanis Statue back from Alan Morton
before the sun rises, the World of Darkness will be freed
to overrun Earth. ("That doesn't sound good!" Carnby, shut up.)

With Aline behind you, follow the corridor to its end.
You'll eventually wind up in a long mineshaft, sort of,
which is lit by torches. Be sure to open the "treasure
chest" set into the wall here, as it's packed to the
rafters with incredible prizes: you'll get the lightning
gun, a Battery Charger (the "ammunition" for the lightning
gun), ten first-aid kits, and five Charms of Saving.
Immediately equip the lightning gun, as it is your true
friend. Aline may be cuter, but the lightning gun is
the all-around best weapon in the game.

The end of the mineshaft is, in fact, the ancestral shrine
of the Abkanis. Edenshaw and Alan are already here, and
Edenshaw's last attempt to use reason with Alan is in
vain. Alan opens the gate to the World of Darkness, and
Carnby is sucked into the gate with him.

After a lengthy soliloquy by that most perfect of narrators,
Someone Mysterious and Anonymous Yet Obviously Important,
Carnby will wake up in a disturbingly organic cave. The World
of Darkness looks like a subway system designed by Giger, and
it is *exactly* as monster-infested as you'd think it would be.

Here and there along your travels, note the presence of
rapidly-respawning Luminescent Crystals. Taking these
crystals will refill your Battery Charger. If you're
running low on "juice," pick up a crystal or two. This
is the only ammunition you'll find in the World of Darkness.

Carnby's path through the World of Darkness is relatively
linear, with no real complications. (Aline ain't so lucky.
See below.) Your general pattern is to check your map, find
your exit door, and make your way through it. The monster
populace here tends towards the more vicious of the lot,
such as hellhounds, plants, and scorpions. While the
lightning gun is more than sufficient to kill even a mob
of monsters, any given room plays host to an infinite
number of its local fauna. Discretion is, as always, the
better part of valor. (That's fancy English-major talk
for "run like hell whenever you can.")

Follow the caves from one door to the other until you find
a rope anchored against a wall. Use it to climb down, and
Alan will cut it. Fortunately, you'll catch onto a handy
ledge, and Aline will radio you.

Through a nearby split in the wall, you'll find the
earthly remains of Archibald Morton; the famous explorer
had to leave Earth entirely to meet his match. His last
words are written in an open book just inside this makeshift
tomb. He's still holding a Flask and what is undoubtedly a
gift from his son Jeremy, a Photoelectric Pulsar. Take them,
and head back outside. The rope is still anchored, for
some reason, so go ahead and climb down it.

You'll catch up to Alan in the next room, at the top of
the stairs, and so will Aline. Unfortunately for the world
at large, so will a creature that was once a frightened
man named Obed Morton. Obed punches Alan into the abyss
below you, and Aline disappears soon afterward. Head
around the abyss and down.

Eventually, you'll climb a rope and find yourself standing
on a bridge. You'll receive a radio call from the
soon-to-be-world-famous Johnson, who you might remember
from NOWHERE IN $#%^&*@ PARTICULAR.

One of the two caverns on this bridge is a "safe room,"
so to speak; there are two crystals and a green spring
inside. Fill your Flask from the spring, and take this
opportunity to replenish your health to OK. As far as
I can tell, there's an infinite amount of health-restoring
spring water, so abuse the hell out of it. While you're at
it, 'ware the rapidly respawning plant creatures, but while
you're in here, you've infinite health and near-infinite
ammo. You've nothing to fear.

Once you're done in there, head back across the bridge and
through another series of corridors. When you find
yourself in a set of Abkanis (?) ruins, climbing over
ledges and pursued by plant creatures, you've almost
reached your final destination.

In the next room, you'll walk straight into an FMV. A
suspiciously convenient earthquake will collapse a stone
column, giving you a way to cross a nearby chasm. There's
another spring on the other side, so abuse it if you have
to, and head to the door you see on your map.

The next room is the threshold of another gate. Three
headless statues are standing in front of it.
Unfortunately, you've no heads but the ones you need, so
look around a little. There's another ladder nearby, so
climb down it.

You'll find the statue atop a pile of rocks in this next
room. Sadly, it isn't unguarded. Alan Morton has finally
become the creature of Darkness he always thought he was,
and like every other creature of Darkness you've
encountered, he's out to kill you.

=========================================================
BOSS: Alan Morton

Your weapons won't bother Alan a hell of a lot. He's got
one real attack, which consists of whirling you around
like Popeye would Bluto and tossing you across the room.
Unfortunately, said attack stings like a bitch; the first
time he connects, it'll knock you straight down to Caution.
Fortunately, unless you're something of a screwup, you
should be drowning in first-aid kits and spring water, so
heal as fast as you can once Alan nails you.

You'll note the presence of several tunnels leading off
from this room. All are dead ends, but one leads to a
spear sticking out of the ground. The first time you try
to reach that spear, Alan will magically appear before you
and toss you out of the room.

This is a subtle hint.

Once you've let Alan toss you out, pull out the rocket
launcher and get postmodern on his ass. Alan will go down
after two or three rockets, regardless of range or hit
location, although he's by no means dead. However, if he's
on the ground trying to shove his guts back in, that means
he's not trying to keep you from reaching the spear. Take
this opportunity to go get it. Once you've tried to take
it, Alan's dead already; it's all over bar the shouting.
=========================================================

You'll get the last Abkanis Statue and a Head from the
pile of rock. Go back up to the gate threshold, and use
the Head on the appropriate base (study the symbol on your
head and use it on the base with a matching symbol). When
you do, Aline will show up with the third Head.

Cue FMV. You've won Carnby's scenario. Now, listen and
wonder at the haunting, ethereal refrains of the "Alone in
the Dark" theme.

=========================
ALINE CEDRAC: WALKTHROUGH
=========================

She's not French. She's an American college professor of
French descent. Francophobic Americans can breathe easy.
(To my French readers: you are aware that Americans hate
you for no adequately explored reason, right? Maybe you
should, y'know, do something about that. Invade Germany.
Kids love that crazy stuff.)

In any event, as Aline is the brains of this particular
partnership, her scenario is more puzzle-based. She's
also got a tough row to hoe at the beginning of the game,
as she starts unarmed and in Caution condition.

Many of the rooms in the manor where Carnby found puzzles
or cutscenes are irrelevant to Aline, and vice versa. For
example, the diorama room on the first floor, and the
attic where Carnby found the grenade launcher, are empty
of anything save plants in Aline's game, and should thus
be avoided.

After selecting Aline, you'll start off on the roof of
the Morton family manor. Walk forward, around the edge
of the roof, and sit through the conversation with
Carnby. Enter the manor through the window.

Aline, unlike Carnby, will wind up spending a fair amount
of time with Lucy Morton (note that the only monsters in
the attic are photosensitive plant monsters, most of the
time, and Lucy is surrounded by five-point-six billion lit
candles). A first-aid kit is on the nightstand to Lucy's
right, and Lucy will give you a Small Bronze Key.

Upon your attempting to leave Lucy's room, a creature will
slither up from the rug and block your passage.

When Aline shines her flashlight on this creature, it grunts
and moves; more to the point, it flashes white like it's just
been wounded. Keep chasing it with the flashlight beam to
kill it.

Outside, in the hallway, run like hell to Aline's left.
There's another door here with a light switch next to
it, and you can use it to kill off the plant monsters in
here at one fell swoop. The door next to the light switch
is locked, and Aline decides she needs to find the key.
Good plan, Aline. (Like I said, she's the smart one.)

Head back and take a left, down the hall. Go through the
unlocked door down here, and through the screaming
hallway. A blue gleam on a desk in the foreground in the
adjacent room will turn out to be another Small Bronze
Key. This will unlock the door Aline pointed out, so
go back there. You'll wind up in a stairwell.

Halfway down, Aline will overhear a conversation between
two unnamed men (Obed Morton, one would presume, and an
unnamed confederate). Continue to the ground floor, and
enter the left-hand door. You're now in the trophy room.

Turn out the lights. You'll note a luminescent base on one
of the statues with a weapon inside. Use Lucy's Small
Bronze Key on it to get the revolver, although with only
six bullets, it's about as useful as a cocktail straw. A
hellhound will appear as you get the revolver, so lead it
a merry chase 'round the room's furniture. As you approach
the door on the other end of the room, you'll hear the door
unlock. Go through it.

In the darkened hall on the west side of the manor, you'll
hear footsteps; this, Aline presumes, is Professor Morton.
Give chase, avoiding the occasional hellhound, and follow
the Professor, but be sure to turn on the light while
you're at it. He'll duck into a side door, so follow him.
At the end of that hall, you'll finally catch up to him,
just in time for him to tranquilize you.

Aline wakes up in the bedroom on the manor's "second
floor," jacketless (there's your "bounce," Vince) but
otherwise unhurt. You'll radio Carnby almost immediately,
and Aline will commence whining. (Aline tends to run the
gamut from whiny to self-assured to somewhat arrogantly
convinced of her own ability. Note that Carnby, in Aline's
game, mostly plays the role of her cheerleader.)

When that's over with, search the room. Alan Morton's
Diary is effectively useless in Aline's scenario save
as background material--it does explain what the hell
is wrong with Lucy, aside from her age and the fact that
the fruits of her womb are apparently consorting with
hell itself--but the roll-top desk in the corner has
an Allan Wrench and three first-aid kits, ripe for the
taking. There's also a Charm of Saving on a chair, next
to the bookshelf.

The mirror door leads to a dark and dusty corridor. You'll
find a triple-barreled shotgun and a first-aid kit as you
walk down this hallway. The door at the end is sealed up
by debris, but you can listen in on one end of a conversation
between the guy who just knocked you out and "Lamb." (If
you did play Carnby's scenario first, like I recommended,
this is Obed's end of the taped conversation in the radio
room.) Your deeds in life come back upon you threefold,
however, and this conversation ends with Professor Morton
getting decked by... Professor Morton. They walk alike,
they talk alike... what a crazy pair. o/~ But they're
madmen... identical madmen all the way... o/~

Back up in the bedroom, you'll arrive just as Carnby does.
After a brief conversation, Carnby will hoist you up
through a trap door.

Aline Cedrac, meet Judas de Certo, the deadest used-car
salesman in the Western world. (Aline, in this scene, 
has the single most genuine reaction to paranormal
phenomena that I've ever seen from a video game character.)
After Judas is done, the mirror will go dark, and you'll
be free to leave. The doorknob breaks as you close the
door, but you don't need to go back in there anyway.

You're back outside Lucy Morton's bedroom, in the attic.
You can talk with Lucy again if you like, but it's by
no means necessary; I didn't. Instead, go back to the
spiral stairwell, and go through the door you overheard
the conversation at. This time, it'll be unlocked, and
you'll enter the second-floor hallway. Go through the
first door you see, into the study.

Yup. Still creepy. A decorative mirror is on the chest of
drawers, which is so very, very convenient, don't you
think? Take it, the first-aid kit next to the gun rack,
and the grenade launcher that's sitting on the floor
behind the desk. Alan Morton's Diary is on top of the
desk, requesting passionately to be read. Finally,
examine the strange projector device sitting in front of
the desk. You can't do anything with it now, but it is
an important object, hence the closeup.

In the hallway, you'll have a close encounter with a band
of beetles. They're no real threat as long as you don't
stand still for them, so just head in the other direction.
Most of the other doors in this hallway are locked, except
for the one next to the light switch. Go through it.

This room is just spooky. Ignore the whispering as best
you can, but unfortunately, you can't leave this room once
you've entered; one of those whirling vortices will appear
and put you right back in front of the door you just tried
to use. There's a Charm of Saving and a box of phosphorus
cartridges for the shotgun (it's about bloody time you got
some ammunition) lying around in here.

More to the point, there's a changing screen to the right
of the bed. Walk around it, and you'll be revisited by
Judas de Certo. He'll invite you through the mirror, and,
well, it's a stupid idea, but take him up on it.

Judas wants his mirror back. Don't give it to him. The
alternative is worth seeing at least once, but it'll end
your game. Choosing "no" here will end in the second and
presumably final death of de Certo, and you'll get an
Abkanis Statue. Aline will radio Carnby. (Aline: "I just
killed de Certo!" Carnby: "Who?")

When you try to leave the bedroom, Edenshaw will introduce
himself. After a short conversation, Aline will radio
Carnby, and then you're back on your own.

Go through the door next to the door you entered through.
You'll come out on the left side of the balcony above the
front hall. While you're in the front hall, be sure and
examine the mirror by the statue, at the foot of the
stairs. You'll note that part of the molding is missing.
Also note the presence of a box of cartridges, sitting
in a blue chair behind the stairs.

Now, go through the doors behind the stairs, and down the
hall to the small, dark room where you first saw Professor
Morton. Zombies will have arrived to harsh your mellow, but
they're not really much of a threat. Just the same, you're
probably damn near out of ammunition, so try to avoid them
as best you can (a task much easier for Aline than it is
for Carnby; she's smaller).

Go through the door opposite the one to the trophy room.
You'll enter a study packed with information. Richard
Morton's Last Will and Testament is on the desk, and a
Book on the Abkanis Indians is on the bookshelf. Even
better, there's a box of bullets on the small end table by
the desk.

Taking the bullets will prompt a change in camera angles.
You will note that the mirror behind Aline is cracked,
which means something's undoubtedly up with it.

In my honored tradition of trying everything on something
until something worked, I eventually shot the mirror.
Imagine my surprise when that turned out to be effective.
Three shots from the revolver will shatter this remarkably
tough mirror (thus saving the revolver from complete
worthlessness), and you'll find a valuable Document inside.

After reading it, Aline will decide to revisit Lucy Morton.
She'll do so instantly upon leaving the study, with no
input from you. Thanks, Aline! Lucy will give you a Prism.

Once outside Lucy's bedroom, go back down the staircase
and into the study on the second floor. Turn off the
lights, and Use the Prism and Flashlight on the projector,
in that order. A short filmstrip of Alan Morton's experiments,
which utilized *Howard* Morton as a guinea pig, will play.
(One would assume that this is the experiment Alan was
writing about in his Diary, nearby.) After the filmstrip,
you'll be able to take the 3D Map out of a secret compartment
in the projector.

Study the 3D Map intently. Once again, if you played
through Carnby's scenario first (or if you've done some
exploring and have found the library on your own), you
should recognize that this is a map of the manor's library.

Go to the library. It's on the first floor, in the hallway
behind the stairs. (Aline doesn't have to find a key,
unlike Carnby.) An open book on a podium contains a
history of the Mortons that Aline doesn't really need, but
next to it, you'll find a box of grenades. A "secret room,"
currently quite obvious, on the second-floor landing contains
three boxes of shotgun cartridges for your shooting pleasure.
Finally, you can climb the ladder on the third floor to a
balcony outside the manor. In the nearby tower, you'll find
another box of grenades. Proceed back into the library.
You've got a puzzle to solve:

==========================================================
PUZZLE: Secret Compartment

The 3D Map has given you all the tools you need, really.
Check the Map in your Items screen, and zoom in on it
with the L2 button. You'll note a white dot on the map
which corresponds to one of the bookcases, and a number
engraved into the top of each of the bookcases.

Go to the area in the library indicated by the white dot.
You'll find a row of four fake books, which actually
conceals another console.

Enter the code from the Map into it--1991--and you'll open
yet another secret door.
==========================================================

Inside, you'll find many valuable tools. The Askanis
Tablets, three first-aid kits, a box of grenades, and a
Charm of Saving are all stacked up on top of a switch.
Pull it; you know you want to.

Or maybe you don't. When you do, you'll reveal yet another
secret room, this one the prison of the creature that used
to be Howard Morton. His second life has not gone well.

=========================================================
BOSS: Howard Morton

He's the most evil gorilla in the world, yes he is!

Howard's just about as fast as you are, but he's easy to
outmaneuver. He'll follow you wherever you go, and to a
certain extent, it's almost easier to fight him if you
lure him up onto the library's catwalk. If nothing else,
the lighting's better.

Ready the grenade launcher. Howard's invulnerable during
his running animations, but he can be hurt while he's in
the middle of an attack. Wait for him to get close to you
and swing, then run a few steps forward. Howard will miss,
and when he does, whirl and plug him with a couple of
grenades. It's easy to tell when you've hurt him, because
he'll grunt and go flying backward. Four or five grenades
will put him out.
=========================================================

Examine the tank Howard came from. You'll find Half of a
Medallion lying on the floor. Take it, and when you leave,
Aline will once again return to Lucy Morton's sickbed.
Behind you, perhaps inevitably, Howard Morton will stand
back up...

Lucy will give you the other Half of the Medallion.
Combine them to get the full Medallion, the shape of which
should give you an idea. Return to the front hall and Use
the Medallion on the mirror. This will unlock it, and
grant you access to the manor's basement.

There's nothing down here of any value, save a ladder
leading to a trap door. When you use it, Aline will
automatically unlock the trap door with the Allen Wrench.
You'll enter the greenhouse.

Inside, you'll meet Edenshaw once again. He'll shed a bit
more light on just what's going on here. Once he's gone,
take the box of grenades from a nearby crate and leave the
greenhouse through the door.

You're now outside the manor, on the small path between
the manor and the surrounding fence. Unfortunately, soon
after you come out here, so is Howard.

The next few rooms will prove uniquely frustrating. You
can knock Howard down with the same strategy you used
the first time, but he'll just keep getting back up.
It all depends on how willing you are to fight. It's
easier to simply run for it.

With Howard hot on your heels, check your map and run
straight for the nearest door. When Howard's theme music
fades, you're safe for the moment, but on the other hand,
zombie dogs will appear to ruin your day. Take them out,
and eventually, you'll find your way to a mausoleum which
is marked on your map. Enter, and you'll have evaded Howard,
for now.

Inside, you'll find yourself in the ancestral resting
place of the Mortons. (Taking Carnby's game into account,
surprisingly few of these tombs have people in them, or
have the right people in them.) You'll be able to enter
Jeremy Morton's tomb.

Inside, you'll find a rocket launcher and a box of rockets
gleaming peacefully on the floor, left there in case
Jeremy found a tank guarding the heavenly gates. I haven't
any such excuses for the first-aid kit by the sarcophagus,
or the Metal Cover on top of it. Also note the carving on
the casket: "Only the symbol of light will open the tomb."
Gather these important tools and head out.

==========================================================
PUZZLE: Symbol of Light

You may have noticed the strange gleaming lights on the
far wall of the mausoleum. These lights will glow with a
strange green aura if you shine your modified flashlight
over them. Combine the Metal Cover with your Flashlight to
add such a modification, and consider this: what might the
"symbol of light" be?

This is the puzzle, mentioned above, that requires an
analogue stick. Turn on free-look mode and use your left
analogue stick to move Aline's arm around. There's a
considerable amount of leeway on this puzzle, so don't
worry yourself too much about the specifics.

In short, this is another decent reason to have played
Carnby's scenario first. I monkeyed about with this puzzle
for about half an hour before I thought of the Morton
family seal, and traced it onto the puzzle. Click. Puzzle
solved. I have no idea how you'd solve this thing if you
were playing Aline's game first, as the only place I've
seen that particular logo is on the two Seals, and Aline
doesn't get a Seal until Disc 2.

In other words, use your flashlight to light the bulbs up
in a capital "M" formation, starting with the lower left-hand
light and working up. This will unlock Richard Morton's tomb.
==========================================================

Check the body of one Samuel Gibson, by the casket, for a
new Document; his "disappearance" was, of course, no such
damn thing. There's a corridor leading outside from this
tomb, with plants standing guard. Run straight past 'em,
and climb down the cliff face at the corridor's end.

Ah, Disc 2. We meet again, my archnemesis. You'll wind up
on a forest path, near a wrought-iron fence. The fence is
impassable, so continue on in the opposite direction, as
indicated by your trusty map. You'll eventually wind up
standing in front of Shadow Island's mysterious fort.

The front gate's locked, and on some level, I think we all
knew it would be. You can climb up the rampart next to the
gate, but first, collect a box of cartridges from the path
to the right.

Get used to the fort. You'll be here for a while. Run
around the fort's parapets, and head down some stairs. The
first door you see is, naturally, locked, and the second
is the fort's main gate. At the bottom of all these
stairs, and past a small corridor with a first-aid kit at
the end, you'll find yourself in an overgrown courtyard.

The small passageway accessible from here leads to an
equally small room, featuring a locked door and a chest
that's been chained shut. Ignore it for now, and note the
hole in the wall in the background. Climb up onto the
ledge, and from there, through the hole in the wall.

Two plants will be standing guard. Deal with them in your
accustomed fashion, be it with light or bullets, and
proceed through the door they're watching over. You'll
wind up in a claustrophobic room with three doors. One has
a puzzle lock, so take note of that for later: the locks
feature a stylized logo of a sun, a moon, a star, and a
lightning bolt. (The "star" and "sun" logos do look alike,
but the "sun" logo quite resembles the Medallion from the
manor.)

The second door, standing alone to the "right" of the door
(it's Aline's left, but weird camera angles can make
directions subjective), is the hiding place of one Obed
Morton. He's not quite all the way off his rocker, but
that time is clearly not long in coming. Aline will
interrogate him, thus settling an important plot point,
and turn to leave. Before she does, examine the corner
to the right of the chamber's door to get a Charm of
Saving and a Black Metallic Card.

Back out in the narrow hallway, you've one door left to
try. Try it.

You're down in the castle's oubliettes. This place can be
confusing, initially, but it's easy to get used to.
Various items are hiding in the oubliettes' nooks and
crannies, such as a Charm of Saving, a box of rockets, a
box of cartridges, two first-aid kits, and, most importantly,
a workbench loaded with important information.

(A note: there is a chest, chained shut, in the same alcove
 as the two first-aid kits, which in their turn are up a
 flight of stairs from the work area. According to my
 alert European colleague, Vincent "the Death Waffle"
 Merken, this chest cannot be opened.)

Despite what you may suspect, the oubliettes, once you
deal with their initial annoying hellhound problem, are
actually quite safe. Explore them at your leisure--you
can't be too rich, too thin, or too well-armed--and return
to the workbench. From it, get a Mould (the taking of which
will cue the arrival of a trio of hellhounds; do your
duty, soldier), a Tripod Support, a set of Wire Cutters, a
set of blueprints, and some notes from an unnamed Morton,
most likely Alan. Your next mission, clearly, is to put
together said Morton's "perforator," and use it to bust
through the wall down here.

Meanwhile, you've seen a chain that needs cut, haven't
you? Of course you have. Head back up, out, dealing
harshly with the zombies who've arrived in the meantime,
and back over the wall. I pointed out a narrow passage to
you, and now's the time to investigate it.

Use the Wire Cutters on the chest to cut the chain.
Inside, you'll receive a Steel Ingot and a Rusty Key.
Unfortunately, this now means you've some serious
backtracking to do. Ho-hum. Sometimes fighting for
your life is so damn *tedious*.

Go back up to the top of the castle, to the locked door
you noticed upon climbing the rampart. Your new key will
unlock that door, and let you into the workshop.

Inside, you'll notice a Stock, Barrel, and Orange
Accelerator on the workbench. Snap these up, and continue
to explore the workshop. You can turn on the lights via a
handy switch on the wall, revealing not only more of the
lab but a ladder heading up. That ladder won't do you any
good at the moment, as it leads to the rooftop generator.
You can't operate the generator just yet, and more
importantly, have no need to. Remember this ladder.

On the other side of the lab, you can get a Glass Lens
from a locker, and two first-aid kits from a sort of fake
door in the wall. Also, yet another diary is lying open
on a workbench, the last entry in which ends with these
ominous and important words:

Silver Flash, Golden Star, Red Sun, Black Moon

Consult the blueprints from the oubliette. You've got many
of the parts you need to reassemble the perforator, but
you need to make a new piece from the Steel Ingot.
Fortunately, a machine in the workshop should look quite
familiar to you, given the last page of the blueprint.

Use the Mould and the Steel Ingot on this new device.
You'll receive a Perforator Barrel. Now the only things
you're missing are an Abkanis Stone and a second metal
ring. (You can get the first Half Ring by Splitting the
Tripod Support, as the blueprints actually mention in
their weird wordless way.)

There's a tunnel leading outside in the workshop. Go ahead
and go out there. You can use the Glass Lens on the
telescope out here, but it doesn't show you anything truly
important, save your next real destination. Proceed past
the telescope, down the rampart, and try not to act too
surprised when it collapses under you. Oops.

You'll be spat back out into a pool of water, which Aline
helpfully tells you is the reservoir. (See? Brains!)
Circle around the wreckage down here, to the ledge
underneath the door; your map will tell you where it is. A
crocodile is waiting for you down here, but you have a
shotgun, which is the natural predator of the Zombus
Crocodilae family. Two shots should turn the trick.

A box of cartridges and a ladder await you on the other
side of the door to the reservoir. At the ladder's top,
you'll be ambushed by a cruel and cunning *chest*, in
which you'll find the Gold, Silver, and Red Metallic
Cards, and an equally malevolent *door*. That door leads
to the rampart by the workshop.

You can now unlock the puzzle door in the castle hallway,
back by the oubliettes. Hellhounds and other such nonsense
will be attempting to stop you, suffering from the
misguided belief that they *can*, but they shouldn't do
much more than slow down your process back through the
entire castle.

==========================================================
PUZZLE: Puzzle Door

Once back in front of the puzzle door, consult the diary
you found in the workshop. Specifically, consult the
passage I outlined above: Silver Flash, Golden Star, Red
Sun, Black Moon.

If you can't use the Metallic Cards and this lock to solve
this puzzle, then you are a hopeless little chiba monkey.
Put the controller down and take up macrame.

Silver goes in the lightning slot, Gold in the star, Red
in the sun, and Black in the moon.
==========================================================

Welcome to the planetarium. Looking around in here, you'll
notice two locked doors; one can be unlocked from this
side, and leads to the passage where you found the Steel
Ingot. Remember this one for later, as it will come in
handy. In addition, there's another Metallic Half Ring on
the floor by the stairs, and the plasma cannon and a Charm
of Saving are on the floor near where you entered. Ah, the
plasma cannon. It satisfies!

==========================================================
PUZZLE: Planetary Alignment

As you go up the central stairs, Carnby will radio you.
He's at the stone stela, and needs your help. Radio him
again upon examining the machinery at the top of the
stairs. He'll read a series of numbers off to you,
eventually, which you should write down in the order you
receive them. Upon looking at the console and what you
just wrote down, you should have something of a brainwave:
10312001, hm?

As you may remember from the opening cutscene, Carnby
first set out for Shadow Island on the night of the 30th
of October, 2001. Midnight has apparently passed since
you started this trip, so those numbers Carnby read are
today's date.

(I could slap them both, by the way. They set out for a
spooky island in the middle of nowhere on *Halloween*?)

Input those numbers into the planetarium's console. Not
only will you cue an FMV of spectacular quality and
dubious relevance (I'm having a hard time believing that
the Mortons' rundown planetarium can do stuff like that;
yes, I *do* find the creatures of darkness easier to
believe, and furthermore, I suggest that you go play
stickball on the Autobahn), but said FMV will open a
suspicious panel on the wall, which hides a Seal, an
Abkanis Statue, a Small Rusty Key, and a Large Bronze Key.
==========================================================

The Large Bronze Key opens the last locked door in this
room, and will put you outside.

This is the strange statue you could've been looking at
with the telescope earlier. Collect a box of grenades and
a Charm of Saving, and examine the statue to radio Carnby.
You'll tell him to meet you outside. No worries there,
really; go through the planetarium, ignoring the newly
arrived plant critters, and out the door you just
unlocked. From there, you can head up the stairs and out
the main gate.

However, once you're across the bridge, the arguably
inevitable will happen, and Howard will catch up to you.
It's difficult to evade Howard on the bridge, unless you
lead him all the way back across and fake around him on
the fort side, so I usually opt to blow the holy living
bejesus out of him. You'd be surprised how often I opt
to do that.

On second thought, no, you probably wouldn't.

You'll meet up with Carnby on the other side of the
wrought-iron fence. You'll swap him the Seal for the
Stone Stela, which you'll need for the statue outside
the planetarium. Upon leaving the forest path, you'll
automatically return to the statue.

Use the Stone Stela on the statue, and you'll receive an
Abkanis Stone and an Abkanis Statue.

You now have almost everything you need to blow away that
wall in the oubliettes. With the blueprints as your guide,
Combine various parts in your inventory to put together
the Perforator. (Split the Tripod to get another Metallic
Half Ring, Combine the Half Rings, the hip bone's
connected to the neck bone, blah blah blah. Between the
blueprints and plain old experimentation, you really can't
screw this up.)

With your new Perforator in hand, return to the workshop
and climb the ladder I mentioned before. The "blue room"
is nifty, but you don't need it yet; climb up a second
ladder set into the wall.

You're now on the roof of the manor, and, just in case
you've missed it up 'til now, living a Gothic pulp novel.
If Aline had a filmy nightgown as an alternate outfit,
it'd complete the image. Horace Walpole, this is the
future you created...

Try to throw the switch you see here. You'll note that
a door is refusing to open elsewhere, thus complicating
matters. Fortunately, you can run out onto the parapet
and use your Rusty Steel Key to open the trap door. Do
so, and toss the switch at the top of the ladder before
climbing back down.

There's another console in the blue room. Activate it,
and you'll set ancient machinery into motion, collecting
lightning to power the perforator. A time limit will
appear in the corner of your screen, informing you of
how long you'll have power for.

Then Howard will return, and everything will go to hell.

=========================================================
BOSS: Howard Morton

This will annoy you. Guaranteed.

Howard's decided to abandon the pretense that your weapons
bother him. They don't any more. You can fill him with
enough magnesium to light him up like a road flare, and
he just won't notice. Now, the only thing that'll stop
him is good old-fashioned electricity. Fortuitously,
you've some of that lying around.

At random intervals, lightning will hit the antenna in
the center of the room. You'll also note that if you
put the antenna between you and Howard, he'll hop over
it, although never while it's actually lit up.

When you hear a thunderclap, run around the antenna
as fast as you can, trying to get Howard to hop over
it. Soon afterwards, lightning will strike the antenna,
and if Howard's over the antenna when that happens,
it will do him horrible injury. You'll need to do
this three times to put him down, and unfortunately,
it's quite difficult. Howard's not very dangerous,
admittedly, but he's smart enough to avoid lightning.

If the antenna's time limit runs out while Howard's
still kicking, you can restart it using the blue console.
=========================================================

When Howard goes down for the final time, you're almost
home free. Wait out the remaining time on the antenna;
you'll probably have to reset it with the switch on the
roof, too. Now, once you're ready, throw the switch and
run like *hell* back to the oubliettes. You have two minutes.

A recommended path back to the oubliettes:
Workshop -> ramparts -> lower ramparts -> "chest passage"
(where you got the Steel Ingot) -> planetarium ->
formerly puzzle-locked door -> oubliettes

When you get back to the workbench area, run up onto the
back of the metal cannon (just hold Up until Aline stops
advancing) and Use the Perforator on it. Aline will
automatically connect the power lines, and the rest is
sheer street poetry. You know, I'd rather have this
thing than the Pulsar.

The "gallery" spoken of in the diary is apparently some
kind of Abkanis ruin. You'll find a Photoelectric Pulsar
on the ground, just past your new door, and monsters all
'round. Fortunately, this is a straight shot through
straight tunnels, and eventually, you'll meet up with the
right honorable Reverend Carnby in front of some Abkanis
glyphs. Aline will translate them, outlining the dangers
they're facing; Alan is going to unleash unstoppable
darkness upon the Earth unless he's stopped by sunrise.
Carnby, regrettably, does not greet this news with silence.

No monsters will threaten the two of you as you walk down
the next few corridors. You'll note a sort of chest built
into the wall of what looks like a mine shaft. Open it to
receive ten first-aid kits, a Battery Charger, a lightning
gun, and five Charms of Saving. The lightning gun is your
new sidearm of choice against virtually everything, so be
sure to equip it.

Past this hallway, you'll watch as Edenshaw finally
confronts Alan Morton. Unfortunately, Alan comes out on
top in this confrontation, and is sucked into the World of
Darkness... along with Carnby. Aline begins to mourn for
Carnby, but at Edenshaw's urging, goes through the gate.

You'll find yourself at one end of a long tunnel, strewn
with debris. As you near the other end, Carnby will call
you on your radio. (After the conversation, go and check
the last entry in Aline's notebook. She's really taken to
this whole "saving the world" gig, hasn't she?) 

Note the somewhat regularly occurring blue crystals along
your route. These crystals, when taken, will refill the
percentage on your Battery Charger. They also reappear
relatively quickly after being picked up. Also, note that
it's effectively impossible to "clean out" rooms in the
World of Darkness; monsters will constantly respawn,
usually with remarkably little pattern as to where they
respawn at.

As you progress, you'll note a couple of stones inscribed
with glyphs. These are Documents; Aline can translate
them, although it's unnecessary. Generally, they're more
ominous words from the Abkanis who've passed this way
before you, just in case you've managed to somehow
misinterpret the phrase "World of Darkness" as being
something exciting and positive ("Oh, honey, let's go
to the World of Darkness on vacation this year!").

You'll pass by a massive chasm eventually, and through
a large room infested with plants. Ignore the door well
above your head, set into the cavern wall; you can't
reach it from here, even with Aline's mad wind ninja
rock-climbing skills. Just follow the passage to its
other side, plant-zapping as required or desired, and
continue along your prescribed path.

You'll reach a narrow ledge above a presumably bottomless
pit, after four rooms or so worth of monsters and lightning.
A dog or two will attempt to impede your progress, but they're
no real threat. Two-thirds of the way along this path, a
cutscene will begin, during which Aline will climb up a
conveniently revealed ladder.

You're now in the dog-infested ruins of what was
presumably an Abkanis village. This place looks like
the Aztecs and the Pueblos had some kind of corporate
merger.

You'll note on your map that you have two possible
paths to take. One is the ladder in the side of a nearby
stone hut, and the other is the staircase leading up the
massive pyramid. 

At the top, take note of the "truncated" pyramid. You
can't do anything with it now, but you'll be able to
in just a few scant minutes. Walk past it, towards the
stairs set in the side of the temple wall. At the
bottom of those stairs, Aline will inadvertently
trigger the opening of a secret door.

In this hidden altar room, there are seven switches on a
raised dias in the center. Each switch will "rotate" the
room somewhat, revealing an altar of a different Abkanis
god. In turn, press each switch and inspect each altar;
the seventh and "bottom" switch will once again open the
exit. You'll receive six Stone Seals and six Documents,
each one speaking about a different animal god. Take note
of the gods' images, as those are an important part of
the upcoming puzzle.

Return to the small building below the temple. Climb
up the ladder set into its side--ignore the dogs that
mysteriously show up once you do so, as they've not yet
mastered the art of "having thumbs" and as such are not
a threat--and down the hole in the building's roof.

==========================================================
PUZZLE: Altars

Inside, you'll find yourself surrounded by small, crude
altars. Each altar is labeled with an image of a different
Abkanis god, which means you should be able to figure this
out with your Documents and the descriptive text of each
Stone Seal. In short: Use the Seals on the altars of their
respective gods. You'll cause a "bridge" to raise, filling
the gap separating you from the goods stacked in the corner.
==========================================================

Next to the "bridge," on the wall, that little brown blobby
thing is an Indian Skin Flask (I hope that means it's
Indian-made and not made of Indians), and on the other
side of the "bridge," you can find a Stone Pyramid and
an ever-valuable Charm of Saving. Take these lovely parting
gifts, and climb back up the ladder, then down the ladder
on the outside of the hut. Once again, climb the stairs
to the temple.

Use the Stone Pyramid on the decapitated pyramid. After
the ensuing celestial event, the Stone Pyramid will be
transformed, as if by magic, to a Statue Head. Grab it,
and enjoy the temple's new look.

Leave the village through the front door, and climb back
down to the narrow path along the cliff. Go in the direction
you were originally headed in. After passing through a
volcanic room packed with scorpions, you'll eventually
emerge onto a stone bridge. Cross it--take note of the
weird spiny thing on the wall next to the door you just
came through; you'll need that later--and go through the
doorway.

This room is dark and infested with rapidly-respawning
plants. It's also packed with crystals and has a green
spring in the corner. You can fill your Skin Flask (which
sounds like a euphemism for something *profoundly dirty*)
at this spring; this is essentially an infinite well of
first-aid kits. With all due caution, heal yourself up and
progress to the back of this room. There's a wall in here
which Aline can climb, and naturally, that means Aline
should climb it.

The ensuing passageway is sorta strange-looking, and leads
to a dead end. At this dead end, however, you'll note Alan
running like a scared little girl. Aline will radio Carnby.

Now, backtrack to the stone bridge. That "spiny thing" I
mentioned is concealing a rope. Climb down it.

At the bottom here, the fleeing Alan will be caught
between Carnby, a remarkably angry-looking Aline, and the
creature that was once Obed Morton. The First Annual Race
To Beat The Crap Out Of Alan Morton is won by... Obed
Morton (!), who celebrates by pitching his brother into a
handy abyss.

Aline will automatically climb down the chasm wall after
Alan, and will gain the last Abkanis Statue. Unfortunately,
due to sunspot activity or some damn thing, she can't climb
back up, despite Carnby's request. Leave via the small hole
here, and jump down.

You'll have to blow away a couple of scorpions in the
subsequent narrow passage, en route to getting a radio call
from Johnson. Past this room, Aline will have to slog through
a really, really nasty-looking swamp (of Darkness), which,
naturally, has a crocodile in it. However, the common
Zombus Crocodilia likes electricity even less than it
likes point-blank shotgun blasts, and that's saying
something. With your map as your guide, navigate through
this area to its exit.

Johnson will call you again as you step back into the room
with the ruins, through the door above them. A couple of
plants will be waiting at the bottom, so don't just jump
right down. Instead, arm the grenade launcher, and drop a
few grenades down at the plants before you jump. Once they're
dead, reequip the lightning gun and head back towards the
area where you entered the World of Darkness.

Your original passageway has collapsed (demolitions
courtesy of the Incredibly Linear Plot Demolitions
Company, Inc.), but a new one has been opened for you
courtesy of a convenient earthquake (see above). You can
radio Carnby in this room for an interesting conversation.

Nothing, however, is as easy as it seems. Obed Morton has
returned, and he has a last request.

Kill him. If you can.

=========================================================
BOSS: Obed Morton

You can use up every weapon you've got on Obed, and all
you'll do is die with empty pockets. Part of this is
remarkably poor hit detection--if Aline's in the
foreground and Obed's in the background, she can't hit
the bastard due to some kind of invisible wall directly
in front of her--but this mostly has to do with the
near-invulnerability that you've come to associate with
the name "Morton," and, come to think of it, Keith Richards.

In any event, when weapons fail, it's time to run the
hell away. You've got one opening to evade this fight
entirely, and it's right after the cutscene, when Obed
shambles forward onto the bridge. The *moment* that
cutscene's over and the camera angle changes, run
forward, straight past Obed, and to Aline's left. If you
find yourself in the "showdown" camera angle, where Aline's
in the foreground and Obed's in the background, then
you hesitated for too long and you're probably screwed.

In this camera angle, precious few weapons will actually
make Obed react unless you fire them at point-blank range.
That said, though, if you *do* fire them at point-blank
range, you'll probably get smacked in the face shortly
thereafter, and you simply cannot win a face-to-face
duel with Obed.

Alert reader James Anselmo writes in to claim that he was
able to defeat Obed here with a couple of shots from the
revolver. Jel'endra Ayanami, Rei's sister from the Yellow
Ajah, confirms that yes, you can put many bullets into
Obed in this camera angle, but she wasn't able to defeat
him by such means. The general consensus here, among
correspondents, is that Anselmo is either very lucky, or,
as I initially theorized, is smoking paint. Mmm. Paint.

Stefan Kamal has yet another anti-Obed strategy for your
consideration, which I hesitantly reproduce here in its
full and unabridged original text, despite wanting *very
badly* to correct the syntax and spelling:

"hey, i figured out a way to hit obed in the final  scene.
 if alene backs up a bit, obed will walk towards her, that's
 when  you hit 'em one shot at a time with the lightning gun.
 eventually a cut  scene will appear where obed╩actually
 helps his new found 'daughter' to safety!!! hope this helps!"

Wedge Antilles (whose parents actually named him that; why
do you ask?) writes in with more anti-Obed tips:

"I blasted him with the Pulsar until it died and then plugged
 him with 3-4 grenades. You have to do it at exactly the right
 time: as he shambles toward you, on his last two steps, when
 his right arm comes forward, blast him. Then immediately hit
 X again, powering up the Pulsar, and hit him again when his
 right arm comes forward. If you run into trouble, just back
 up, and he'll go away. Wait a few seconds and then advance
 and do it again."

Noel Casale, on the other hand, writes to weigh in on the
pro-revolver side of the argument:

"I just wanted to confirm that James Anselmo was correct.
 It is possible to bring down Obed Morton in Arline's end
 game with her revolver. He is only vulnerable when he
 starts to walk towards you, but once you get the hang of
 his timing. [sic] It's actually really easy to squeeze off
 a shot every time he starts to step forward. If you don't
 want to try and get the timing right, firing and holding
 [the] lightning gun works even better. Every time he starts
 to take a step, the gun nails him. With controlled bursts
 I was able to bring him down with less than half a charge."

Casale also has this to say, which I can't believe I forgot
to put into the walkthrough before now:

"Another hint. If Obed gets to close [sic] on the bridge,
 backing up all the way off the bridge will cause him to
 return to his side and reset your starting positions.
 Allowing you [sic] to pelt him some more from complete
 safety."

Once you're past Obed, one way or the other, you can duck
into the passageway here without further preamble. 'Bye,
Obed! Enjoy the apocalypse, lunch meat!
=========================================================

The next room features a great many mummified warriors,
standing guard over a trio of headless statues. Your
disembodied statue head will fit on one of them, so use
it on the one with a matching symbol. When you do that,
Carnby will show up with a third head (um... yeah). Go
through the gate.

You've just won Aline's scenario. Enjoy the strange
heavy-metal stylings of the "Alone in the Dark" theme song.

========
ENDINGS:
========

For the record, Aline and Carnby's scenarios have the same
ending. Where did Aline's jacket come from, anyway?

========
SECRETS:
========

None o' those here. Go home.

===========
CONCLUSION:
===========

Thanks to "Ryan," "dee seat," Vincent "bounce" Merken,
Anthony Locascio, James Anselmo, "Jel'endra Ayanami,"
Stefan Kamal, Noel Casale, "Wedge Antilles," and Gertie
Manx for their contributions to this FAQ. For your
own contributions or questions, my e-mail address is
talespinner@msc.net. Please put "Alone in the Dark"
in your subject header. Also, please read the following
before you e-mail me, and take it to heart:

http://www.dimfuture.net/elsewhere/writing/fiq.html
[warning: explicit language]

You know, if you combined Alone in the Dark's voice
acting, presentation, fright value, and plotting, with
Resident Evil's tighter controls, arguably better
graphics, and replay value, you'd have the perfect
survival horror game.

This is a hint, Darkworks. Now give me a sequel with
Aline in it.

Thomas Wilde
a.k.a. Wanderer
a.k.a. Storyteller on gameFAQs.com
talespinner@msc.net
http://www.dimfuture.net/elsewhere/
http://www.rawfeedonline.com
http://www.gamingtarget.com