================================================== Alone In The Dark: The New Nightmare Guide & FAQs: ================================================== Author: Hezda E-mail: firstname.lastname@example.org ICQ no. : 10328685 Version: Final Last update: 21st August 2001 Play Station version Unpublished work Copyright 2001 Hezda This guide is for private and personal use only. It is not to be used or reproduced, in part or whole, for profitable or promotional purposes. This encompasses paper-based and electronic reproduction, whether as part of a magazine, book, website, CD / DVD format or any other medium. Permission has been granted for www.gamefaqs.com to reproduce the full text, and I welcome requests from other sites wishing to be granted the same, especially fan sites. All content was created by Hezda and is owned by me. I also acknowledge any trademarks and copyrights that are not specifically mentioned in the text. Please do not modify my guide. Don't even mail me for this because I will NOT allow you to do so. The most you can do is only make a spell check for me. This walkthrough is best views in 800x600. You can always find the most recent version of this walkthrough at www.gamefaqs.com and www.game-revolution.com There are many web sites posted my guide but they rarely update it. If you found any web sites that contain my walkthrough, pls tell me. Thanks! =============================== TABLE OF CONTENTS: =============================== 1. Updates/Introduction 2. Weapons 3. -Disc 1 Walkthrough 3.1. Edward Carnby 3.2. Aline Cedrac -Disk 2 Walkthrough 3.3. Edward Carnby 3.4. Aline Cedrac 4. Hints/Secrets/Gameshark codes 5. Credits ------------- 1. UPDATES: ------------- Final : -This is the final update for my walkthrough. Thanks to all who are contributed to me and those who read the walkthrough. Please continue to support me. My next walkthrough won't come out until I get a PS2 which will probably next year. PSX got no games for me to write one anymore. I love all you guys! Ver. 2.1: -Well, another update. Only add in Gameshark codes which soooo... many players ask for. I will add in more later when the reader that sent me these codes send me more codes again. Because I deleted it accidentally. Awww... no people playing AITD anymore. Ver. 2.0: -Okay guys! Many of you said that my diagram for the library is wrong so I'm now make it clearer. It's not wrong it's only depends on how you look at it. -Yeah, another update! -Corrected more spelling mistakes. Ver. 1.9: -Corrected some spelling mistakes -Added free charm tip -I'm still ALIVE! Ver. 1.8: -Explain more detailly in solving the stone circle puzzle -Combinations of the lock! (for Carnby) Ver. 1.7: -Nothing new... REALLY! -Updated the Gameshark codes section -Corrected some minor mistakes -Updated Carnby's walkthrough -Change a little bit things... Ver. 1.6: -Still have a lot of corrections to do -Sorry about the Acrobat statue, I forgot to point out where to get it... :( -Added weapons section -Redo certain parts of Carnby's walkthrough bacause some people claimed that my walkthrough is pretty confusing. Sorry about that. :( Ver. 1.5: -Added Gameshark codes -Corrected some mistakes -Still... awww... no secrets found... :( ver. 1.4: -Finally finished the walkthrough for both characters -I will update the secrets section if there's secret in game -Corrected some spelling mistakes -Updated Aline's walkthrough Ver. 1.3: -Still hasn't finish Carnby walkthrough because there's a full walkthrough for Carnby already -Still... corrected some mistakes -Still... no secrets found -Still... alive and writing this walkthrough :) -Corrected a big mistake in Aline walkthrough. The luminescent stone is actually the energy stone. Ver. 1.2: -Finished Aline's walkthrough -Corrected some mistakes -Still hasn't find any secrets though... :( Ver. 1.1: -Corrected some mistakes in the walkthrough -update Aline's walkthrough -Update hints section -I'll try to finsih Carnby's walkthrough in the next update. Ver. 1.0: First version of this guide, I'm trying to beat the game as soon as possible. Contains partial of Carnby's and Aline's walkthrough. I'll try to finish the guide soon. ================== Introduction: ================== Welcome to my first FAQ. After a few months of wait, Alone In The Dark 4 finally hit the shelve. Without hasitate, I quickly bought it and pop it into my PlayStation console. After watching the beautifully done opening FMV, I was amazed by the beautiful graphics and the spectacular lighting effects. Although the control sucks 'cause it is hard to meanuver your character. All in all, this is a very good game. Go buy it if you are a Resident Evil series fan. You won't be dissapointed. So here's my rating: Gameplay: 8 Graphics: 10 (it's really amazing!) Sound : 9 (the musics and the sound effects are great! But the voice acting is bad... :-o ) Control : 6 (a bit awkward...) Replay : 5 (why....?) Overall : 9 (go buy it!) It's time to introduce a bit of myself. I'm from Malaysia, Kuching. I'm a Chinese so my English aren't so good. If you find any mistake in my walkthrough, feel free to send me correction and I will gladly appreciate it. Since this is the first time I ever write a FAQ so I'll try my best to cover all the details about the game in my walkthrough. I won't cover the game's story into my guide 'cause I don't want to ruin your fun with this game. I strongly suggest you read this guide only when you're completely stuck on a certain puzzle. Anyway, you can e-mail me if you have any question about the game. You can also send me some informations you have about the game and I'll give you a credit. I'll try my best to reply your mail. Note: Before you send me mail asking questions, pls read to the walkthrough first. If you really can't find what you need then mail me. Many people asking me the questions which can already be answered in my walkthrough. Press Ctrl+F to find what you looking for. Always download the most recent version of this guide at www.gamefaqs.com or www.game-revolution.com ATTENTION: Pls note down which characters you were using if you asking me qustions about the game. Other than that, if you don't put down any title for your mail then it will automatically be deleted by my Hotmail's filter function. If you didn't receive my reply then it's probably because your mail's been deleted or I'm forgot to reply. Try to send another one. I WILL difinately reply your mail if I receive it. So, sit back and enjoy the horror! =================== 2. Weapons =================== 1. Modified revolver (Carnby only): This is the second weakest weapon in Use: Magnesium bullets the game. It uses two bullets in one shot which is quite powerful against smaller enemies. Don't use this against the zombies or enemies with bigger sizes, you will be sorry... 2. Revolver (Aline only): Almost the same as Carnby's revolver, except that Use: Magnesium bullets it only has one hole so it uses only one bullet in one shot. This is probably the weakest weapon in the game. Useful against smaller enemies. 3. Tripple-barreled shotgun: You will be using this baby quite a lot. Since Use: Phosphorus bullets it's quite powerful so it's best use against bigger enemies like the zombies. The only drawback was you need to reload it quite often. Other than that, it uses 3 bullets in one shot! If you using this often, you will discover that you won't have enough bullets to use this baby anymore. 4. Plasma Cannon : This weapon was pretty useless. I don't mean it's Use: Gas cartridge weak, this is because the range for this weapon is very short. You need to be extremely close with the enemy in order to hit them with this. The only advantage is that it can hit multiple enemies at one time. 5. Grenade Launcher : This weapon was pretty powerful. You will be using Use: Grenade this guy for boss fight usually. There are not many granades throughout the game so don't waste it on weaker enemies. 6. Rocket Launcher : Almost exactly the same as the granade launcher. The Use: Rocket only differences are that its range are longer and its more powerful. Save this for boss fight. 7. Lightning Gun : One of my favorite weapons. It is powerful and hits Use: Battery Charger fast. Best of all, you can hit multiple enemies with this weapon. The bad thing is, it finsishes the battery pretty fast and the hit range are short. 8. Photoelectric Pulsar : Useless. Although it is the most powerful weapon in Use: Battery Charger the game, but it takes a long time to charge before you fire the weapon. Before the weapon finish charging, the enemies usually already approach and attack you. It's only useful against slower enemies like the zombies. But when you get this weapon, there's already no more zombie for you to play with... =================== 3. WALKTHROUGH: =================== WARNING: This walkthrough might contain spoilers. So read at your own risk! Disc 1 Walkthrough: ------------------- After watching the beautifully done FMV, you will be given a choice to choose your character: Edward Carnby and Aline Cedrac. Edward Carnby: Begins with a double-barreled gun. The hero from the previous Alone In The Dark series. Aline Cedrac: Begins with... well... a REALLY POWERFUL... torchlight. ;) Choose your character and begin the game. Note: I suggest you playing as Carnby first. This is because his puzzles are more easier to solve than Aline's puzzles. =================== 3.1. EDWARD CARNBY: =================== The wood: --------- If you choose Edward Carnby, you will start in the middle of the wood. There are two main paths there, left and right. The left is blocked by a locked gate so go right. After a short walk Aline will call you. After the conversation, continue walking until you arrive infront of an empty house. Enter it and you meet with an injured man. He looks badly injured and he had lost one of his arm. Yikes! After talking with him, remember to press X to receive a small bronze key. You won't see it lying on the floor and it's kinda hard to get it. After that, get out of the house and continue your journey. After a short walk, you will hear two sounds of gun shot. You can choose whether to go back or not. If you decide to go back, you will discover that the men is gone. Ewwww... looks it isn't going to be an easy journey for you. ;) outside the manor: ------------------ Use the key to unlock the locked gate and enter it. A FMV will take place. After watching, pick up a box of magnesium bullets on the side of the road. Open the gate on the upper screen and enter. After a short walk another FMV will begin. After that, pick up 2 boxes of magnesium bullets on the road. Continue going up and you will see a first-aid kit on the sculpture. Pick it up and go back to where you came in and walk up the stairs. Here, you will meet your first enemy. The dog. Use you double- barreled gun to shoot it a few times and it will die. The double-barreled gun is useful against smaller enemies. So Remember to switch weapon when you are facing against bigger enemies AND save your bullets. Try to make each shot counts, or else you will be in serious trouble for not having enough bullets later. You can avoid those dogs easily to don't confront them if it's not necessery. You can choose either way to continue 'cause you will ended up in the same place. After you reach the staircase walk up and enter the gate. Continue going up you will see a gate down the screen. It's locked so ignore it. Another scene will takes place and continue going a monster will suddenly appear out of nowhere. This creature takes a lot of bullets to kill so I strongly advise you to avoid them. Walk down the stair and enter the gate. Turn right and activate the valve to drain the water so you can proceed on your journey. Another monster will appear so ignore it and walk down the stair and enter the aqueduct. aqueduct: --------- It's pretty straightforward here so keep going up until you reach an open area. When your walk to the center a monster will appear so shoot it. Don't try to avoid it because this will only causes you a lot of troubles. My advise is, after you shot it, walk a few steps and stop to wait for the monster to appear and shoot it again. Keep doing this and the monster will stop coming out. Turn right and enter the hole at the right corner. Climb up the wall and pick up the charm of saving and get in the door. Tada... you are now inside the manor. It's time to find Aline. Manor/underground cellar: ----------------------------- Walk up the stair and enter the cellar. Pick up a box of magnesium bullets on the crates.There's a also a first-aid kit on the table and REMEMBER to pick up the triple-barrel shotgun(WOW!) lying next to the table or else you will be in a serious troble later on. It's kinda easy to miss it so keep your eyes open. Open the casket next to the locked gate. After the short FMV pick up the gilded key and use it to unlock the gate. The other gates in this room are locked so ignore them by now. Enter the gate you and walk up the stair. Enter the mirror door and you are now in the 1st floor lobby. The mirror door are now locked so that's why you should pick up the shotgun in there. Manor/lobby ground floor/ 1st & 2nd floor: ------------------------------------------ When you enter, Aline will call you. She's trapped and you need to free her. There is a statue there, push it to the front of the mirror and you will know the password for the statue is H and M. A mechanism under a picture on the 1st floor will open. Get to the 1st floor, examine the picture and you will get a small key. Enter the inventory and examine the key and you will know that the key is use at the third floor. Don't need to hurry yet, push the cabinet next to the picture you examine just now aside and enter the door. You will meet Aline in there, after the conversation remember to pick up a few items inside the room. There is diary next the bed, read it. After that, search the table to receive an Acrobat Statue and a dictaphone. Note: I forgot to point out that there's a statue in this room that you need to pick up. Many readers ask me where to get the statue, at first I thought they didn't read my walkthrough carefully but finally I discovered it was my mistake... Sorry guys! There are two doors in there but one was sealed up and the other one is the mirror. Enter the mirror door, walk down the stairs until you see a door, but it's sealed up so you can't enter. Peek through the spy hole and it looks likes some kind of laboratory. Pick up another charm of saving next to the sealed up door. Go back to where you came in. Exit the door and proceed down to ground floor. Pick up a charm of saving next to the main door. The main door is locked so you can't go outside yet. Enter the door behind the staircase. An old man will appear. He says he is the guardian of this island (I wonder how this guy survives in a house that is full of monsters). After the conversation the old man will disappear quickly (ghost?). This old man is actually Edenshaw the Indian (thanks to Iain Noble!). He will also give you a charm of saving. NOTE: SAVE HERE! When you reload your game you will meet Edenshaw once again, and he will give you another charm for free! Repeat this process will increase the amount of your charm. Don't mail me if it's not work 'cause I never try it. This also works for the PC version. After that, turn left. At the end there, you can pick up a box of phosphorus bullets on a drawer. Enter the door at the left side of the stairs. Two zombies in there waiting for your arrival. It's pretty hard to avoid them so kill them. Go till the end and pick up a first-aid kit. Now enter the door in this hallway. Watch out for those small creatures hanging under the ceiling. You'll see a box of phosphorus bullets and a box of magnesium bullets on the table. Pick them up. Pick up the Wolf Mask and photo on the next screen. Check the picture, you should know there's something missing on the scale inside the glass. Go back to the outside. 3 zombies waiting for you there. Kill them all. Now go all the way 'till the end at the other side and enter the door there. The library is just opposite to that door but it's locked, so remember it. After you enter, there are another 2 zombies inside there waiting for you. Kill them. Enter that door on your left. Switch on the light first. There's an amphora filled with water there. Forget about it first. Now pick up the crowbar on the crate. Search the drawer there for Richard Morton's will and testament. Read it carefully. The last page contains the hint to solve the puzzle inside the library. Check the bookcase in the midddle for another book. There's also a phosphorus bullets on the opposite side of the bookcase. Read Obed's diary on a small bookcase and pick up the flask on the table. Now fill the flask with water in the amphora. Go to the other side, check the cupboard for a first-aid kit. 2 monster will appear. Unlock the door and exit to the lobby. Go back in the door behind the stairs again. This time turn left, go back to the room with a scale and a ship inside it. Use the flask filled with water on it. The second painting on the first floor will activate. Go back to the first floor and check the painting. Activate the mechanism and you will receive a gilded key. Examine it and it said this key should be used at first floor. Note: This first floor actually is the ground floor. I don't know why they said it is the first floor and first floor became the second floor... Note: Thanks to one of the readers telling me that in the US there's no basement or ground floor at there... :) Now go back to the ground floor. Enter the door at the back of the stairs... again. Turn right this time, enter the door at the end there. Kill those zombies and unlock the door there. Inside there, another monster will greet you. Kill it. Check the bookcase near the window door for a first-aid kit. Pick up a small gilded key on the table. There's a statue of an owl there. Use the wolf mask on it and you will receive a steel key. Now exit this room. Go in the door which is opposite the door you just came out to go to the lobby. Go back to the door behind the stairs. Turn left and enter door at the right side of the stairs. Walk up the spiral stairs and enter the attic. Pick up the grenade launcher first. Note: I don't know why they gives you the granade launcher while playing as Carnby. I can't find a single extra grenade for the launcher even until I finished the game. So, save this for the last boss anyway. :( But if you manage to find the extra ammunitions, pls tell me. Continue go to the locked door and Aline will call you. She said there's some sort of trapdoor under the floor in the attic. Many people thought the trap door is in this room. It's actually not. So don't waste your time running around in this room and trying to find the trapdoor. This makes you looks likes stupid :) Use the small rusty key to unlock the door. In there you will meet 2 monsters. They are extremely afraid light, so use your torch light to scare them off. Pick up 2 boxes of phosphorus bullets on the crate (I think). Remember to pick up a lighter in SE corner. It's kinda easy to miss it. Enter the other door. Nothing here, enter yet another door. In here, call Aline. She will tell you there's a trap door under the floor here. It's actually in the second screen so use the crowbar there and you will receive a small gilded key and a small key. Exit through another door. In this room, there's a lot of small monsters will appear and hanging under the ceiling. Try not to walk under them, or else they will drop down and attack you. You can pick up a box of phosphorus bullets and a box of magnesium bullets on the cupboard. At the end you will see a candle on the crate. Use your lighter here. The candle will lid up. Click on the wall there and you should hear some "click" sound. Use the crowbar to break open and enter. You will meet another two monsters in here. Quickly switch on the light in this room and they will disappear. The door next to the switch is locked so use the small gilded key to unlock it. But don't go in yet. Enter another on the opposite side. Before that, pick up the first-aid kit there. In there, you will meet Lucy (what a tough old lady, staying in this manor without afraid those creepy monsters). Back to the door you just unlocked and enter. Go down the spiral stairs and when you see the first door, unlock it. This door leads to the 1st floor. Go in. Enter door on the right. You are now inside Alan's office. Pick up the first-aid kit near the gun rack. You can read Alan's note on the table. The drawer is locked so use the small key that you found under the floor to unlock it. Receive a large ornate key and a half-picture. Examine the numbers behind the picture. Go out, go 'till the end of the corridor and turn left. Also go 'till the end until you see a bust of Richard Morton. Use the steel key to unlock the door. Inside, get the large ornate key and a charm of saving on a small chair in front of a bookcase. Check the bookcase also for a box of phosphorus bullets. Pick up another half picture on the table and read the letter. Combine the two half pictures and add up the numbers behind. You will find out it's 3926. Before you exit, read the diary next to the bed. Now you have both keys for the library, but don't hurry to go there yet. Exit the bedroom, go to the switch there and switch it on. Enter door on the left side of the switch. It looks likes a bedroom. When you get near the bed, three tentacles will emerge from the bed and throw you back like toy. Ouch..! Shoot the lamp hanging under the ceiling and burn this monsters to its homeland. Hehehe... never mess with me you little punk! :-D Pick up the rocket launcher and 3 boxes of phosphorus bullets on the table. There are also a first-aid kit and a charm of saving on the fireplace. After that, there's nothing more here. Go out. Now it's time to go to the library to finish your business here in the manor. Library: -------- Remember the door I told you to remember before. Go there, use the large ornate key you found in Obed's room to unlock it. Enter, and a FMV sequence will play. Wow! The library looks pretty impressive huh and... pretty untidy. :) After the FMV, Carnby will call Aline. After the conversation, switch on the light. Use the extra ornate key to unlock the next door. There's nothing inside so don't waste time searching in there. First of all, there are two main puzzles you need to solve it. Lets get to the easier one dirst. Before that, read the diary on the table and the Morton Family's biography. Hint: The last page of the biography contains vital information to solve a puzzle. Now, go up the stairs. Pick up a box of rocket along the way. You will see a panel on the second floor of the library. Check it and you will be asked to enter four codes. Think for the code before you continue reading. Still can't solve it? Try to think harder. Okay, I'll give you another hint, the picture. get it? If you still don't get it well then, I'll give you the code. It's 3926. Enter it. A bookcase behind you will open. Inside there, as usual, switch on light first. Now check the wall, you will see several statues piled on top of one another but the top is missing. So, use your acrobat statue here and a panel will reveal. You don't know the code yet so waste time guessing the code. Search the bookcase for a paper. Note: Many people missed the acrobat statue while they first met Aline. It's actually in that room where Aline had been trapped in. Search the drawer for this. The words on the paper is, THE KEY TO THE PORTRAITS IS THE DATES THOSE THEY REPRESENT WERE BORN ON Guess what it's mean first. You definitely need it later. Before you exit, pick up the telescope on the crate. Continue going up until you see a ladder. Climb up and go to the rooftop. Enter the tower there. Pick up a charm of saving on a barrel. Now use the telescope near the window. Increase the magnification toward the fort's window and you see a set of numbers carved on it. It's 1692. That's the code for the panel in the secret room. Go back down and enter the code. After that, one of the painting's mechanism in the first floor will activate. Don't hurry yet. There's still another puzzle you need to solve here. Before that, I STRONGLY SUGGEST YOU SAVE YOUR GAME HERE. You will know why later. Now it's time to activate four books in the library. There are four books hidden inside the bookcases. You can't find them by using the torchlight and they are all well hidden. You need to push in all those books in the correct order. I had drawed two diagrams here to let you know the locations of those books. Book 1 (end of the walkway) --------------------------- _ X . _ _ . _ _ . _ _ . _ _ down _ Third floor _ _ _ _ _ _ _ _ _ _ _ X _ ---------------------------- Book 4 Book 3 --------------------------- _ X . _ _ . _ _ . _ _ . _ _ UP _ First floor _ _ _ _ _ _ _ _ _ _ _ X _ ---------------------------- Main Door Book 2 Book 1, 2, 3 and 4: Push these books in this correct order. NOTE: The book 1 and at the end of the walkway on the third floor. When you activate the third book and walk up the stairs, a FMV will play. Now be prepared for a boss fight! Boss: You really need to kill this boss before you push in the last book. He is pretty tough to bring down and he flying around and this makes him pretty hard to hit with your rocket launcher. The way to beat him is stand still there. Wait for him to attack, after that quickly hit him with your rocket or whatever you still have. This should blast the monster away. Wait for him to fly back and repeat the process. He should be down in no time. Make sure you have at least 3 first-aid kits left in your inventory before fighting him 'cause his attack hits hard and fast. Here's another way to beat the boos and it's summitted by a reader, thanks! When you hit him for the first time or just after he lies back, he covers his head with his wings, then opens them wide to zap you. He is vulnerable in that position. So my advice is: hit him once with the pistol, then quickly change to the rocket launcher and hit him while he is exposed, just before he has time to attack you. You will have to anticipate and hit repeatedly your attack key while the weapons menu fades out, because you have very little time. That way I didn't have to use even a single medkit. (Thanks to Toussaint 'spyro' Guglielmi [from France]) After that, push in the last book. The last painting in the 1st floor will now activate. Now go back to the paintings there, activate the left painting and you should receive a small bronze key and a plasma cannon. The plasma cannon are pretty powerful but the range of fire is very very short. You need to go near the enemies in order to hit them. Activate the last painting which is the third one from the left. You will receive an engraved metallic piece. REMEMBER! Examine the plate to know the codes for the lock at the beginning of the game. Yes, you have to go back there. (hope you won't mind... hehehe... :) Now, you can enter codes for all the paintings right now. The panel is open. Enter from left to right. You can find the codes for each painting by reading Morton family's biography. The follwoing are their date of birth. Richard Morton - 1852 Archibald Morton - 1874 Jeremy Morton - 1899 Howard Morton - 1931 After you enter them, the clock on ground floor will open. Go down there and pick up the key inside to clock. It's use to unlock the main door. Unlock it and go outside the manor. Manor's garden: --------------- Pick up the charm of saving near the gate first. Now go to the back of the manor and you should see a kennel. Search it for 2 first-aid kits and a gas cartridge for the plasma cannon. Now go back to the gate and use the key to unlock it. Now you should know the way back to the start of the game so I won't repeat anymore. Enter the correct icons for the lock and you should be able to unlocked it. Enter and you will be asked to insert disc 2! ATTENTION: Many readers asked me where they could find the right combination of the lock. GO TO YOUR inventory to examine the engraved cube then you WILL KNOW the combination of the lock! ALWAYS EXAMINE YOUR KEY ITEMS! Note: You might wonder why there's still key left in your inventory. Those are actually the key to unlock some doors inside the manor. They are actually lead to the place you had been before. So don't worry. ================== 3.2. Aline Cedrac: ================== Manor/ Third floor: ------------------- Aline will start at the roof top of the manor. Climb into the window and you will meet an old lady lying on a bed (shhhhss... doesn't she have to eat or drink? How can she survive in a place like this? It's really confused me). After the conversation with her, she will give you a small bronze key. Search the room for other items. When you try to leave the room, a monster will suddenly come out. All you need to do is flash your torchlight towards him and he will disapear after a while. Go out the room and you will meet two monsters. Run straight ahead and quickly switch on the light, the monsters will disapear. Go back and turn right. Pick up a charm of saving and enter the door on your left. There is a box of phosphorus cartridges on a barrel and another charm of saving on a table. Enter the door in front of the table where you picked up the charm. Now you are in a hallway. Walk straight ahead and enter the door. Pick up a small gilded key on the table and a first-aid kit on the crate. There's also a box of magnesium bullets in the room. The door in here is locked so go back. Go back to the room where you switched on the light just now. Unlock the door next to the switch by using that key you found just now and enter. Go down the spiral stairs and you will overhear two men talking. It looks like one of them is Professor Obed. After that, continue going down and enter the door. You are now on the ground floor. Manor/ ground floor: ------------------- Now enter the door on your left. Switch off the light and go check the statue. Use the key that old woman gave you to unlock it and receive a revolver. It's not quite as power as Carnby's modified revolver but it's better that the torch light in anyway. A monster will come out of nowhere after you picked up the revolver. Avoid it to save bullets and go straight to the window and you will hear someone unlock the door next to the window for you. Enter it and you will see Professor Morton running away (Oh man... I can't believe Aline just let him go and stand there just watching and shouting...). Go straight up and enter the last door. Switch on the light there and enter the door at the left side of the staircase. Keep going till the end and you will meet Professor Morton. After a short conversation and he will attack Aline. Aline will wake up and she's trapped in a room on 1st floor (did you notice that her jacket is missing...? Naughty naughty professor... ;). Manor/ 1st floor: ----------------- After the conversation with Carnby, check the drawer to receive an allen wrench and three first-aid kits. You can also read Alan's Diary which is next to the bed. There's a Charm of saving on the chair there. Now, enter the mirror door and go down the stair. Watch carefully when you arrive the first door, there's a shotgun lying there and it's kinda easy to miss it. Pick it up and enter the door. Continue going down and proceed near the door. A scene will take place. After that, pick up yet another first-aid kit on the floor there. Go back to the room and you will meet with Carnby. Aline refuse to stick with Carnby and insist to go by herself (why...?). With Carnby's help, you are now in a room on 2nd floor. Manor/ 2nd floor: ----------------- You will found a talking mirror and he tells you to help him to find his mirror. After that, he will disapear. Now unlock the door there and enter. Go find the old lady and talk with her again. After that, go out and enter the door next to the switch. Go down the stair and enter the door which you overheard two men talking inside. It's now unlocked. After that, enter the door on your left. Inside the room, there's a first-aid kit next to the gun rack. Pick up the mirror and a grenade launcher under the table. Go out when you are done. Continue walk straight and you will see blood coming out from a room and then many small creatures which look like some kind of insect dropping down from the ceiling. You can avoid them easily by running so don't waste your bullet on them. Enter the door which on the left side of light's switch. It looks like a bedroom and there are some creppy sounds that keep calling Aline (oooohhhh... spooky...). Anyway, Pick up a box of phosphorus bullets and go to the right side of the bed. Decerto will talk to you again. Enter the mirror and you will be given two choices whether give him the mirror or not. Choose No and you will kill Decerto. If you choose Yes, he will use the mirror to turn Aline into a monster which is mean that you are game over. You will receive an Abkanis Statue. Go out the mirror and you will meet Edenshaw. He will congratulate you for killing Decerto. After the conversation with him, Aline will call Carnby. After that, unlock the door next to the door where you just came in and enter it. Now go back to the lobby. Manor/ ground floor: -------------------- Now enter the door at the back of the staircase. Go to the door at the end of the right and enter. Two zombies waiting for you there, try to avoid them to save bullets 'cause they will keep coming out even though you had killed them. Enter the door on your right. Pick up a box of Magnesium bullets on the round table. You will see a big mirror there, pull out your revolver and shoot the mirror. Read the book inside the mirror. Don't forget to obtain two other books in this room. One is on the table and the other one is in the bookshelf. There's also a scroll next to the mirror you broke just now. Go find the old lady... haa..... again. Note: I had found a terrible bug here. When you exit this room through the other door, you instantly stop at Lucy's room which is the old lady. This is sooo... weird because this door was suppose to go out to the lobby. If you also encounter this weird bug then please let me know. Note: Thanks to Iain Noble telling me this isn't a bug. It will definately happen when you exit that door. But why don't the developer makes it more noticeable. After talking with her she will give you a Glass Prism (wonder why don't she gives it to you earlier) ;) Your next destination now is Library which is located on the ground floor. Enter the door behind the staircase. Go to the right side and you can find the library. Note: Go back to Alan's office and use the Glass Prism on the projector. Manor/ library ground floor: ---------------------------- Switch on the light first. You can read Jeremy Morton's diary on the desk and on the lectern for Morton's family biography. Pick up a box of grenades next to the lectern. Now, it's time to do what you should do here. There are 4 bookcases in the middle of the library. Examine the middle one on the right side. You should found a book which let you enter 4 codes. The code is 1991. Note: I still don't figure out how to obtain this password. I get it from the GameFAQs' forum. I'll try to figure out myself and you can also tell me if you know. Note: I found out how to obtain the password. Use the glass prism that Lucy gave you on the projector in Alan's office. After that, switch on your torchlight, a little FMV will play. After that you will recieve an engraved cube. Examine it for the password. (Thanks to Laurent Franchet from DarkWorks telling me this, I really appreaciate it!) Enter the secret room. Inside you can get the Arkanis Tablets, 3 first-aid kits, a charm of saving and a box of grenades. Pull the switch after you receive those items. A FMV will play. Now be prepared for a boss fight! Boss: This boss looks a lot like the Tyrant in Resident Evil 1. The only different is that his claws aren't as long as Tyrant. The strategy to beat this boss without wasting too much grenades is only attack him when he finish attack you. My plan is, run around the library and after he attacks and misses you, turn back and shoot him with your grenade launcher. Run again and repeat. He should be downed in 5 or 6 shots. After beating the boss check the huge cylinder to receive half of the medallion. Now go up the staircase in the library and enter the secret room behind the bookcase. Pick up 3 boxes of phosphorus bullets on the floor. Continue going up. Climb up the ladder and enter the tower there. There is another box of grenade on the floor. Go back to the library and exit. You'll automatically ended up in Lucy's room. After the conversation, Lucy will give you the other half of the medallion. Combine them. A cut-scene will play, oh my... the boss is awake! Anyway, go back to the lobby and use the medallion on the mirror and you will unlock the mirror door. Enter and go down. You are now in the underground store room. There is a trap door there. Climb up the ladder and Aline will use the allen wrench to unlock the trap door to gain access to the greenhouse. Manor/ greenhouse: ------------------ You will meet Edenshaw again. He will disapear after the conversation (again...). There's a box of grenades on a crate near the locker. After you pick it up, exit the greenhouse. Outside manor/ garden/ cemetery: -------------------------------- The stupid boss you fought in the library just now will jump out from window. You can just ignore him and enter the small gate there directly. The boss will keep chasing you so just run. Enter the gate and keep going straight 'till the end. You can pick up 2 boxes of phosphorus bullets there. Two zombies dogs will come after you. Kill them. Remember to pick up the charm of saving and a box of grenade on the floor. Go back and turn left while avoiding the boss. You will see a small house near the church. Enter it. Finally you can get rid of the boss here. Find the tomb which carved Jeremy Morton and enter it. Pick up a box of rockets and the rocket launcher there. Another first-aid kit near the casket. Pick it up and investigate the casket. You will receive a metal cover. Combine it with your torch light. There is a message carved on the casket which said, "only the symbol of light will open the tomb". Go out and check the wall in front of the door which you just came in. There are total 13 shining things on the wall which should be looked like this. o o o o o o o o o o o o o Use you torch light, which you just combined with the metal cover just now to light up each "button" in the correct order. 3 x o x 7 4x 6x 2 x 5x x 8 o o 1 x o x 9 x = this is the button which you need to light up. number= you need to light up each button in this correct order. If you do this correctly, the tombstone name Richard Morton will unlocked. Enter, check the corpse for another document. Just keep going straight and ignore the monsters. Exit and go over the outcrop. Hooo laaa... you just finished disc 1. Pop in the disc 2 and continue on your journey. Disc 2's puzzles are quite frustrating and long. Disc 2 walkthrough: ------------------- =================== 3.3. Edward Carnby: =================== The moor: --------- First of all, check that disgusting corpse for 2 first-aid kits and a gas cartridge. Now walk across the bridge. Aline will call you. After the conversation continue foward. When you reach the altar, the bridge behind you will collapse. Go up to the altar and check the biggest stele with cross on it. Choose north as the stele direction. Now just follow Aline's order and do as she says. In the end she will tell you that the east stele is the stele that you need to perform the incantation. Select the correct order of the spell words. Note: You need to press R2 to contact Aline. If you at the wrong stele, Carnby will ask Aline which stele he needs to check. If you at the correct stele, Aline will ask you to check the other stele. Hope you will know which direction is east, west... don't mail me asking which one is the west stele. The correct order is O goul'al, Hypor, Harnis, Korna. After that, a blue light appear in the central plinth. Check it to receive a Stone Stele and an Abkanis Statue. Your job here is finished so continue on your journey. Beware of giant scorpion on your way there. Aline will call you eventually and they have to meet right away. Now continue going until you reach a ladder. Climb up, and go in the cave. Pick up two boxes of rockets here. After that, go back down. Continue going until you reach the swamp. The swamp: ---------- Beware of those zombies, there are quite a lot in here. Try to avoid them to save bullet. Keep going to the left, you will see the plane. Finally you found it! Go into the plane. Pick up 3 first-aid kits, a wire cutter and a blue lens. There's also a box of rockets on the seat. Now talk to the pilot (hey, I thought he was already dead...!) and looks like he's already half-mad. After talking with him, the plane will start sinking. You can't save the pilot so don't try this at home. ;) Quickly go out before the time runs out. A FMV will play. (I felt kinda sorry to that pilot, but... it ain't my business right?) :) Go back the swamp and be prepared to fight the hardess boss in the game... just kidding. Nothing really in here, just those dumb zombies. ;) Exit the swamp by going north. When you enter the next area, you will see an abandoned church in front of you. Don't go in there yet. Instead, go left and walk up the wooden stairs. You will meet Aline. She will give you a seal inexchange for the stone disk. Now go back to the church. The door is locked by chain, so use the wire cutter you'd got in the plane on it. Now go inside. The church: ----------- Pick up a first-aid kit on a crate and a box of rockets on the altar. Now read the book on the table. Notice there is a panel next to the door? Check it and you need to enter three correct pictures to activate it. If you want to find out yourself, combine the blue lens with your torchlight and search for the blood symbols. There's one on the church's door. The other two is at the outside, follow the blood trail and you should be able to find them. The panel should looks likes this, I use number to represent the pictures 'cause I can't draw it here :) 1 2 3 4 5 6 7 8 9 Press picture 3, 5 and 9. The altar will move back and reveals a stairs. Go down. Use the seal you got from Aline on the panel to turn the turnstile. Go straight, you will see another panel but you need another seal to activate it so leave it. Enter the laboratory. The underground laboratory: --------------------------- When you are in there, you might wonder why you can't use the switch. Don't worry about that yet. Continue going, you can pick up a charm of saving near a cage. At there, don't turn to left. Instead, continue going straight. A cut-scene will trigger. It's Alan and he's is examining a monster's corpse. Yikes... disgusting! Anyway, he will discover Carnby is there and escape. After that he will turns off the current in the laboratory and locks all the doors. (#@$%*^%... what a tricky old man...) Aline will call and come to save the day... Just follow her instruction and activate all three swichtes in the laboratory. Beware of zombies. The door next to the operation table will now unlock and you can escape now. Before that, remember to read the letter on the table. Aline will tell you that she's already unlock the trapdoor inside the underground store room for you (ohhh... how nice...). So, exit the lab. There's nothing really in this area... except those "friendly" monsters of course. :) So just keep going straight until you reach a room with 2 doors there. Enter the door which is not lock. In there, listen to the tape recorder. You can know the Morton brothers is working with Lamb (of course you knew it already). After that go back out, unlock the other door and enter. Now you are back at the underground cellar. Before you go up the trapdoor, you will meet edenshaw. He will disappear as usual so go up the trapdoor. Now you are inside the greenhouse. The greenhouse: --------------- There's a box of phosphorus bullet in a cupboard. After you pick it up, climb the ladder there. Push down the statue... cough... cough... Resident... Evil... x_x and the statue smashes into pieces. Go back down and check the wreckage to receive a seal and an Abkanis statue. Go all the way back to the secret lab and back to the panel there. Use the seal to turn the turnstile. You are now inside a large cavern. Underground cavern: ------------------- You will meet Aline in there. After the conversation, then head along the passageway. In the next area, head across the bridge and enter the door. There's a trapdoor in the alcove. Open it to receive a lighting gun, four first-aid kits, a battery charger and 5 charms of saving. After the go through the door at the other side. Note: The lighting gun should be your best friend here. It's pretty powerful and it hits multiple enemies in a time if they are close enough with you. You can refill the gun by using the battery charger. You can recharge the battery charger by picking up the crystals along the way. In there, you will meet Alan and Edenshaw. Alan will try to open the gate. Carnby will be pulled into the gate with Alan. Now you are inside an abyss. Be warn that the monsters in here will keep coming out. So try not to waste your ammunition here. Just run if you can. After a short walk, Carnby will call Aline. After the that, keep heading straight. Go in another hole. From now on, your main priority is to find the exit to the next area. It's will getting boring here... In here, avoid those dogs if you can. Kill if necessery. Find the exit, it can be easily located. In the next area, turn left and keep head along the passageway. You can find the exit. In here, you will find big giant scorpion, also kill them if necessery. Keep going until you find the exit. In the next carvern, there are dogs in here. Avoid them and enter hole ahead of you. Turn right here. When Carnby try to climb across the wall, Alan will show up and cut the rope. Don't worry, the hero will never die. :) Enter the hole there. You will find Archibald Morton's corpse there. Pick up the flask and a photoelectric pulsar. After that read the note there. Go back out and climb down the rope. In here, walk up the stairs and you will Alan. Damn... he is still got away #%@#%...! Keep after him till the next area. You will finally catch Alan as Aline come out at the other side. Obed shows up in his mutated form and puch Alan down the cliff. Poor fellow... Enter another hole after that. Head 'till the end and climb the rope. Walk cross the bridge and you will recive a call from Johnson. After that, (phew... so many after that... sorry! :) enter yet another hole... Keep heading straight here until you reach the exit. Enter and you are now in a carvern which is full of lava. Phew.. it's hot! Find the exit here and avoid those anoyning scorpion. In the next area, when you walk across the bridge, Johnson calls again. After that, walk to the upstairs. Keep going and find the exit until you receive a call from Aline. In here, a FMV will play for showing a pillar dropping down Walk across the pillar. There's a spring there and you can refill your flask here. Enter the hole. Here, you will see three statues in front of a door. Two heads are missing and you don't have them. Go to the next area and climb down the rock. You will see a statue on the top of a pile of rocks. When Carnby try to get it, Alan will show up in his mutated form. It's time for the boss fight and the last fight you will have. Boss: You can't kill him with your odinary weapons. You can only kill him by finding the spear. The spear is located in a small passageway in the SW corner. When you try to enter, Alan will always throw you out like toy. The trick is, hit him with whatever you still have until he drop to the ground. Now's your best chance to get the spear. Quicky go in there and you should kill the boss already. After that, pick up the statue and go back up. Use the statue in front of the door. Aline will show up with another one. After she put in the last one, the door will open. Go in and you finish the game! ================== 3.4. Aline Cedrac: ================== Woods: ------ The gate is locked so just keep going deeper into the wood. There are dogs here so just run past them if possible. When you reach the intersection, choose either way because they both lead to the same place. Just keep going until a FMV plays. You are now outside the fort. The main door are locked so you need to find other way to get in. Before that, go right to pick up a box of phosphorus bullets. Climb up the rampart on the right side of the fort's door. You are now at the top of the fort. Fort: ----- Walk down the stair. The door there is locked so ignore it. Down there, you can unlock the main door. There is another stair leading down so go down. Pick up a first-aid kit and keep going down the stair... (Oh my leg...!). There's a wall in the middle and there are 2 monsters waiting for you at the other side. Pick up the phosphorus bullets and go down. Ignore the monsters and go up. Inside there you will find 3 doors. Unlock the door which is down the screen. You will meet Obed there. He has lost his mind and Aline believes that he isn't her father. Pick up the black metallic card and a charm of saving on the floor. Go back up. Walk up the stair and there are two doors there. One is locked so enter the left door. This place is huge. So I draw a map here to let you know the location of all the items in here. ---------------------- \ Magnesium \ \ x -----------\ \ \ \ \ \ \ \ \ \ ------------------------------------ \----- \ \ \ \ \ \ \ \ \ \ --------- \ \ \ \ ----------------- ----- \ \ down <----- \ \ \ ------------\ \ \ --------- \ \ x: Charm -------- \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ -------- \ \ \ \ X: Rockets \ \ \ -------- \ \ --------------- \ \ \ -------> up x: mould \ \ \ ----------- \ \ ---- \ \ \ \ \ \ \ \ X: \ \ \ \ cannon \ \ \ ---- \ \ \ \ \ \---- --------------------------------------- \ \ \ x \ two first-aid kits \ \ ---X--- You can pick up a metallic piece on the cannon. Three monsters will appear so kill them all. Pick up wire cutter on the table and read the document. You will get a blueprint of the perforator. Now go all the way back to the wall which you climbed just now. Climb to the other side and enter the hole there. You will see a chest in there. Use the pliers to cut the chain on the chest. You will receive a large ornate rusty key and a steel ingot. Go all the way back to the top and use the key you had got just now to unlock the locked door. You are now inside the workshop. Fort/ workshop: --------------- Read the book on the table first and pick up the orange accelerator, barrel of weapon, and stock of a weapon. Combine them all into a Photoelectric Pulsar (sounds powerful). It's not a weapon which you can equip though. Pick up 2 first-aid kits on the floor and a glass lens in a locker. You can switch on the light which is next to a passageway which leads to the outside. There's a strange machine next to the ladder. Use the mould and the steel lingot on the machine. You will receive a perforator barrel, combine this with tripod support. Note: I forgot how I get this tripod support. Somehow I forgot to write it down into my note book. If I remember correctly, its original form was combined with other item and you have to split them in order to get it. Note: According to Iain Noble's walkthrough, you can get the tripod support at the same place where you find the blueprint. Pls refer to his walkthrough for more detail explanations. Combine again with the Photoelectric Pulsar and it will become the perforator. But the power source is missing. Forget about it, go out through the door next to the light's switch. You will see a telescope there, use the blue lens on the telescope. You should see a big statue. Forget it. Continue going and a FMV will play. Damn... you dropped down into the reservoir. Now you have to find your way back to the top. Fort/ Reservoir: ---------------- Keep going, beware of the monster which comes out from the water. Two shots from the shotgun should finishes it off. Keep going 'till the end and walk up the ledge and enter the door there. Pick up a box of phosphorus bullets on the floor. Climb up the ladder. Check the chest, you will receive three color cards. Which is the golden, red and silver card. Now you have all the cards! Pick up the first-aid kit on the right. Unlock the door and exit. You are back at the telescope there. Fort: ----- Go all the way to the bottom of the fort. Climb up the wall and go to the other side. Back to the room with three doors in there. Use the 4 metallic cards on the locked door there. The right combination of the card is, Silver, Golden, Red, Black. The door should be unlocked now. Enter, remember to pick up the plasma cannon in a small hole under the wall. It's kinda easy to miss. There's also a charm in this room. Pick up the other half-ring and combine it with the other half. Note: Again, I forgot to record down which items need to be split so you can get the other matallic half-ring. Note: Also taken from Iain Noble's walkthrough, you have to slip the tripod support to get the metallic half-ring. Now, go up the stair. Check the strange machine and you get a map(?). Enter these code into the machine. Which is actually today's date (in game, not in real life...) :-) It is 10 31 2001. This is the date that Carnby and Aline arrived on Shadow Island! A FMV sequence will trigger. Wow, what a powerful machine. All the planets in the Solar System are lining up toward the east (man, what kind of machine is this. It's even more advanced than NASA!) After that, a wall will open. You will receive a large bronze key, a seal, a small rusty key and an Abkanis Statue. Use the key on the locked door in the same room. Exit through it. You are now outside the fort. Pick up a box of grenades there. Check the strange statue which you used the telescope to looked at. You will have a conversation with Carnby. Aline will tell him they have to meet right away. Oh well, go all the way back to where you start at disc 2. Before that, pick up a charm of saving next to the statue. Wood: ----- When you exit the fort and try to enter the wood, the stupid boss will come out from nowhere again (awww... why don't he just gives up. Doesn't he realizes that the game's heroin will never dies?) ;-) When you arrive where you start at disc 2, you will meet Carnby. He gives you the stone stele in exchange for the seal. After that, you will automatically back at the statue there. Put in the stone steler into the statue and you will receive a luminescent stone and an Abkanis Statue. Aline will call Carnby. Now combine the Stone with the ring you combined just now and the perforator. It's time to go back to the workshop. Fort/ workshop: --------------- Climb up the ladder. Go to the top of the workshop. Use the small rusty key to unlock the pad lock. Go down the stair. Activate the machine in the middle to open the trap door first. Go down the ladder again and activate the machine there. Be prepared for a boss fight. Boss: It's that stupid boss again. This time you have to finish him once and for all. You only have 2 minutes. If you run out of time, activate the machine again. The strategy to beat him is when lightning in the middle of the room stop, quickly go to the other side to lure him jumps over to you. If your timing is right, the lightning should strikes down and hits the boss. He won't jump if the lighting are still there. Hit him 3 times with the lighting and he'll will die. Now, turn off the machine and reactivate it. This time you have to be fast. You need to go all the way down to the room with the cannon before the time runs out. You will encounter enemies along the way but ignore them. When you reach there in time, use the perforator on the cannon and a FMV sequence will trigger. Go in the hole and you are now inside an underground cave. Underground cave/ last dungeon: ------------------------------- Pick up the photoelectric Pulsar. Climb down the ledge. Two monsters will rush toward you. Run as fast as you can to avoid them. Walk across the bridge and enter another cave. Now walk all the way down the stair and enter another hole. Keep going down and you will meet Carnby eventually. Just follow him. After that just go through the other cave. There's another bridge there so walk across it. You will see a big building in front of you. Enter through the door. Along the way, there's a trap door on the right side. REMEMBER to open it or else you gonna be sorry. There's a lot of things inside the trapdoor. You will receive 5 first-aid kits, a battery charger, a lighting gun, and 5 charms of savings. After that you won't get any bullets for your shotgun, revolver, rocket and grenade launcher in the next area. The lighting gun now is your best friend. It's powerful and can hits multiple enemies at a time. You need to recharge it by using the battery charger. You can recharge your battery charger by picking up the crystal along the way. There's plenty of them so don't worry about searching for them. Go out the building. You will meet Alan Morton and Edenshaw. It looks like Alan gonna perform the ritual. After that, a FMV sequence will trigger. Damn... Carnby been sucked into the door. After the conversation with Edenshaw, enter the door that Carnby been sucked into it. Keep going down, you will see crystals along the way. There are plenty of them so I'm not gonna tell you the exact locations because they are easy to spot. The monsters in this area will kept respawning so don't waste time to fight them. Just keep running. Of course, kill if necessary. You can read the stone. Other than that, keep going. Now turn left, climb up the higher ground and walk down. Climb up another high ground and keep going. Exit through the hole there. A cut-scene will trigger. After that, just go down. There are dogs here along the way so avoid them. Half way through, Aline will automatically climb up the ladder there. You are now outside the Abkanis Temple. Abkanis Temple: --------------- There are dogs in this place, don't bother killing them 'cause they keep respawning. You will see a ladder leading up there, ignore it first. Now go up the stair and enter the temple. There's only one way here so keep going. After that, a FMV will play. You will see some kind of an altar in the middle of this room. There are total seven switches on the altar. Depending on where you stand, the wall behind you will open if you press the button. Collect 6 seals in here and go out. Back to the ladder which I told you ignored it before. Now climb up the ladder and enter go down the hole. Pick up the Indian Skin Flasks first. You can refill the flask at the fountain which Edenshaw told you before. Notice that there are 6 stones behind the ladder, put each seal into each correct stone. You will know which seal should be put in by looking at the animal on the seal. After you put in all the seals, the hole on the floor which blocked you can now walk over. Pick up a stone pyramid and a charm of saving. Go back to the temple. Inside the temple, use the stone pyramid in front of a huge statue. There a mechanism in front of it and you can spot it easily. Put in the stone pyramid and trigger a FMV sequence. Wow... the views in the temple are gorgeous. You will receive a stone head statue on the mechanism which you put in the stone pyramid. A cut-scene will trigger. Now go back down to the cave. Cave: ----- Continue going down here. You are now inside a room full of lava, Whew... it's hot! :( Keep going until you find the exit which is between the two holes. Just keep going here until you arrive at a bridge. Remember here, you need to come back later. Cross over the bridge and keep going. You should see a strange green fountain at the wall there. You can refill your flasks here. Now scale up the wall and keep going. Another FMV. You see Alan climb down the bridge. So, go back down to the bridge. Climb down the rope. Another FMV. Obed been turned into a monster! He jump to Alan and push him down the cliff. Aline will go down after the last statue. Congratulation! You found the last statue. It's time for final show down. Aline will call carnby, telling him she found the last statue. Now enter the little hole there. Jump down and you will meet the four-legged giant monsters here. Ignore them and keep going. Eventually Johnson will call you. After that, continue going. You are now inside a room full of water. Drop down and go right. Keep going straight here and beware for monsters. Climb up the ledge and Johnson calls again. Jump down. Regconise this place? Go back up. A FMV will play. One of the pillar will drop down. When you try to cross, you will meet Obed which is your last ehhh... cough... cough... x_x "boss". Boss: I can't SAY this guy really is a boss. You can't kill him. He just designed to block your way on the pillar. The way to "beat" him is wait for him to walk far across from you. Now pull out your lighting gun and use it to stun him. Now is your chance to run across him. Easy huh... :-x Note: According to Iain Noble's walkthrough, you can actually kill the boss. So it's obvious enough that you can choose whether to kill the boss or not. It really doesn't matter though, 'cause there's only one ending and both Aline and Carnby share the same ending... :( Go in the hole. In there you will see three statues. Two heads are missing so use one of your statue here. Carnby will show up and put in the last one. The door behind the statues will open and enter it. Hoooo laaaa... you just finished playing as Aline! Enjoy the ending. ====================== 4. Hints: ====================== -Don't waste your ammo easily on the beginning of the game, you will really need them when you get inside the manor. Especially playing as Aline. -The revolver is useful especially against smaller enemies so don't waste your revolver's bullets on bigger enemies like the zombies. -Shotgun is useful against bigger enemies likes the zombies. You can only damage one enemy at a time with the shotgun so don't expect to kill a lot of monsters in one go. -Always switch on the light if there is a switch. Some monsters won't come out if you switch on the light. If you playing as Aline, some puzzles required you to switch off the light in order to solve it. -Only use the charm when you solve a certain puzzles, or else you won't have enough of them. Remember, always make a backup save so you won't have to worry about restarting your game if you make some terrible mistakes like wasting all your bullets and save the game accidentally. You will always have a chance to correct your mistake if you make a backup save. -Always make sure what is your next destination. By this way you can save your precious bullets a lot. -Some monsters can be avoided easily. Don't waste your bullets on them. When you encounter them... RUN. -Sometimes pressing R2 can helps you know the game's story more. -The torch light can makes obtainable items blinking so you can easily spot them. -Always use the examine option in the inventory to examine your key items. It usually will tell you where you should use the item. Ahh... don't forget, you can zoom in and out by pressing L1 and R1. -The notebook for each character can gives you some ideas for where you should go next. -Always recheck the room when you load your saved game if you save in a room. Some items will still remain in their original locations even though you had picked them up before you save your game. -You can actually use the left stick to control the torch light. -The crystals in the last dungeon will respawn after you picked them up. Wait for them to reappear if you run out of it. =========== Secret: =========== There are no secrets in game. Yeah, you will get no bonuses after you beat the game. ================ Gameshark Codes: ================ INF HEALTH :801450D8 0032 INF WEAPONS (NOTE) :80141570 0000 :801452C8 0000 :801452D0 0009 :80145300 0005 :80141570 0005* :801452C8 0005* * = These two codes are for the handgun and revolver. NOTE:THIS CODES IS NOT USE WITH HANDGUN AND REVOLVER BUT IS USE WITH SHOTGUN AND ETC Thanks to CHRISS BENOIT <email@example.com> There's a lot more codes sent in by other readers. I don't know what's the different of heavier cheat devices and normal cheat devices. You can mail him. All these codes is for the normal cheat devices. I lost the previous one so I will try to add in soon. 1 Infinite Health 801450D8 0064 2 Item Enable Code [Note 1] 801451C0 004F Have Weapons 3 Sniper Rifle 8014524E 0063 4 Photoelectric Pulsar 80145250 0059 5 Magnesium Flare 80145258 0065 6 Tripled-Barreled Gun 8014525C 0066 7 Rocket Launcher 80145260 0069 8 Grenade Launcher 80145264 006A 9 Lightning Gun 80145268 006B 10 Plasma Cannon 8014526C 006D Infinite Ammo 11 Sniper Rifle Ammo 8014524C 0017 12 Revolver 801452C8 0063 13 Tripled-Barreled Gun 801452D0 0063 14 Photoelectric Pulsar 801452D8 000A 15 Rocket Launcher 801452E8 0064 16 Plasma Cannon 801452F8 0064 17 Grenade Launcher 80145300 0063 18 Lightning Gun 80145308 007E Note 1: With this code, it must be active for the weapon, items, and document codes to work. PAL Version only: ----------------- Never saved 7431 6BFB 15C8 3431 6BFB 15C9 4 Infinite health 3431 5A0E E430 WEAPONRY 5 Infinite ammo all weapons (Note 1) 8426 1545 8D9D 6 Ammo increases (Note 1) 7426 1541 9D8A 3426 1545 8DBC Have ammo for : 7 Customized revolver 3431 581E D205 8 Triple barreled shotgun 3431 5806 E22D 9 Rocket launcher 3431 583E D2E5 10 Grenade launcher 3431 59D7 D3FC Always at 100% : 11 Plasma cannon 3431 582E E212 12 Photoelectric pulsar 3431 580E E25C 13 Magnesium flare 3431 5836 D274 14 Lightning gun 3431 59DF D3D7 INVENTORY 15 Activation-Code (Must be on) 7431 5B17 D555 3431 5B17 D569 Modifiers 16 Slot 1 3014 51C4 00?? 17 Slot 2 3014 51C8 00?? 18 Slot 3 3014 51CC 00?? 19 Slot 4 3014 51D0 00?? 20 Slot 5 3014 51D4 00?? 21 Slot 6 3014 51D8 00?? 22 Slot 7 3014 51DC 00?? 23 Slot 8 3014 51E0 00?? 24 Slot 9 3014 51E4 00?? 25 Slot 10 3014 51E8 00?? 26 Slot 11 3014 51EC 00?? 27 Slot 12 3014 51F0 00?? 28 Slot 13 3014 51F4 00?? 29 Slot 14 3014 51F8 00?? 30 Slot 15 3014 51FC 00?? 31 Slot 16 3014 5200 00?? 32 Slot 17 3014 5204 00?? 33 Slot 18 3014 5208 00?? 34 Slot 19 3014 520C 00?? 35 Slot 20 3014 5210 00?? 36 Slot 21 3014 5214 00?? 37 Slot 22 3014 5218 00?? 38 Slot 23 3014 521C 00?? 39 Slot 24 3014 5220 00?? 40 Slot 25 3014 5224 00?? 41 Slot 26 3014 5228 00?? 42 Slot 27 3014 522C 00?? 43 Slot 28 3014 5230 00?? 44 Slot 29 3014 5234 00?? 45 Slot 30 3014 5238 00?? 46 Slot 31 3014 523C 00?? 47 Slot 32 3014 5240 00?? 48 Slot 33 3014 5244 00?? 49 Slot 34 3014 5248 00?? 50 Slot 35 3014 524C 00?? 51 Slot 36 3014 5250 00?? 52 Slot 37 3014 5254 00?? 53 Slot 38 3014 5258 00?? 54 Slot 39 3014 525C 00?? 55 Slot 40 3014 5260 00?? 56 Slot 41 3014 5264 00?? 57 Slot 42 3014 5268 00?? 58 Slot 43 3014 526C 00?? 59 Slot 44 3014 5270 00?? 60 Slot 45 3014 5274 00?? 61 Slot 46 3014 5278 00?? 62 Slot 47 3014 527C 00?? 63 Slot 48 3014 5280 00?? 64 Slot 49 3014 5284 00?? 65 Slot 50 3014 5288 00?? 66 Slot 51 3014 528C 00?? 67 Slot 52 3014 5290 00?? Infinite 68 All slots B411 0AE2 C470 1431 5B1D D500 69 Slot 1 3431 5B11 D53C 70 Slot 2 3431 5B1D D500 71 Slot 3 3431 5B19 D504 72 Slot 4 3431 5B05 E528 73 Slot 5 3431 5B01 E52C 74 Slot 6 3431 5B0D E530 75 Slot 7 3431 5B09 E534 76 Slot 8 3431 5B35 D518 77 Slot 9 3431 5B31 D51C 78 Slot 10 3431 5B3D D5E0 79 Slot 11 3431 5B39 D5E4 80 Slot 12 3431 5B25 E508 81 Slot 13 3431 5B21 E50C 82 Slot 14 3431 5B2D E510 83 Slot 15 3431 5B29 E514 84 Slot 16 3431 58D4 D2FF 85 Slot 17 3431 58D0 D2C3 86 Slot 18 3431 58DC D2C7 87 Slot 19 3431 58D8 D2CB 88 Slot 20 3431 58C4 E2EF 89 Slot 21 3431 58C0 E2F3 90 Slot 22 3431 58CC E2F7 91 Slot 23 3431 58C8 E2FB 92 Slot 24 3431 58F4 D2DF 93 Slot 25 3431 58F0 D2A3 94 Slot 26 3431 58FC D2A7 95 Slot 27 3431 58F8 D2AB 96 Slot 28 3431 58E4 E2CF 97 Slot 29 3431 58E0 E2D3 98 Slot 30 3431 58EC E2D7 99 Slot 31 3431 58E8 E2DB 100 Slot 32 3431 5894 D2BF 101 Slot 33 3431 5890 D283 102 Slot 34 3431 589C D287 103 Slot 35 3431 5898 D28B 104 Slot 36 3431 5884 E2AF 105 Slot 37 3431 5880 E2B3 106 Slot 38 3431 588C E2B7 107 Slot 39 3431 5888 E2BB 108 Slot 40 3431 58B4 D29F 109 Slot 41 3431 58B0 D263 110 Slot 42 3431 58BC D267 111 Slot 43 3431 58B8 D26B 112 Slot 44 3431 58A4 E28F 113 Slot 45 3431 58A0 E293 114 Slot 46 3431 58AC E297 115 Slot 47 3431 58A8 E29B 116 Slot 48 3431 5854 D27F 117 Slot 49 3431 5850 D243 118 Slot 50 3431 585C D247 119 Slot 51 3431 5858 D24B 120 Slot 52 3431 5844 E26F INDEX FOR INVENTORYMODIFIERS Weapons 17 - Ammunition for the sniper's rifle 27 - Revolver 59 - Photoelectric pulsar 5A - Battery charger 5E - Customized revolver 65 - Magnesium flare 66 - Triple-barreled gun 67 - Laser rifle 68 - Disk launcher 69 - Rocket launcher 6A - Grenade launcher 6B - Lightning gun 6C - Stun pistol 6D - Plasma cannon 6F - Box of 9mm magnesium bullets 70 - Box of phosphorus cartridges 74 - 15 kW battery 75 - Case of rockets 76 - Case of grenades 77 - Gas cartridge Objects 03 - Small steel key (3rd F west) 04 - Archibald Morton's flask 05 - Crowbar 06 - Reassembled photograph 07 - Bronze key (1st F east) 08 - Wolf mask 09 - Steel key (2nd F east) 0A - Large ornate key (1st F library) 0B - Bronze key (1st F west) 0C - Archibald Morton's lighter 0D - Small grey metal key (2nd F office) 0E - Small steel key (2nd F east) 0F - Half of a photograph (1) 10 - Large ornate key (1st F library) 11 - Half of a photograph (2) 12 - Photoelect. pulsar w/o barrel, with yellow acc. 13 - Perforator barrel Mould 14 - Photoelect. pulsar w/o barrel, with orange acc. 15 - Sniper's rifle 18 - Acrobat statuette 19 - Small bronze key 1C - Golden metal key 1D - Stone stele 1E - Red accelerator 1F - White photoelectric pulsar 20 - Tripod support 21 - Tripod support with perforator barrel 22 - Obed Morton's seal 23 - Blue lens 24 - Photoelectric pulsar w/o barrel, with red acc. 25 - Small steel key (3rf F east) 26 - Glass prism 28 - Metallic ring w. Abkanis energy stone (1st F east) 2B - De Certo's mirror 2C - Abkanis statue of anticoalt 2D - Glass prism 2E - Engraved cube (Library) 2F - Abkanis tablets 30 - Half medallion (1) 31 - Half medallion (2) 32 - Allen wrench 33 - Cover for flashlight 34 - Golden metallic card 35 - Metallic pliers 36 - Metallic half-ring (1) 38 - Large steel key 39 - Metallic half-ring (2) 3A - Glass lens 3B - Red metallic card 3C - Silver metallic card 3D - Black metallic card 3E - Alan Morton's seal 3F - Large steel key 40 - Photoelectric pulsar w/o barrel 41 - Indian statue of Gilamesh 42 - Abkanis energy stone 43 - Butt 44 - Barrel 45 - White accelerator 46 - Yellow accelerator 47 - Orange accelerator 48 - Tripod support 49 - Bronze sun 4A - Indian statue of Heliopaner 4B - Indian statue of Melacanthe 4C - Indian statue of Hemicles 4D - Indian statue of Ouphenos 4E - Indian statue of Hecatonchires 4F - Flashlight 50 - Metallic ring 51 - Steel lingot 53 - Photoelectric pulsar with orange accelerator 54 - Perforator barrel 55 - Photoelectric pulsar with yellow accelerator 56 - Photoelectric pulsar with Red accelerator 57 - Perforator w/o Abkanis energy stone 58 - Perforator with energy stone 5B - Stone pyramid 5C - Stone Abkanis seal (1) 5D - Stone Abkanis seal (2) 5F - Stone Abkanis seal (3) 60 - Stone Abkanis seal (4) 61 - Stone Abkanis seal (5) 62 - Stone Abkanis seal (6) 63 - Small golden key 64 - Engraved metallic plate 6E - Walkie-talkie 71 - Small rusty key (B cellar) 72 - First aid kit 73 - Amulet of protection 7B - Photograph 7C - Energy crystal 7E - Safeguard amulet 7F - Flashlight with cover Documents 02 - Fiske's notebook 16 - Jeremy's riddle 1B - Dictaphone 29 - Abkanis tablets translation 2A - Book on the Abkanis indians 37 - Diagram 52 - Sheet of paper 78 - Hand-written letter 79 - Richard Morton's last will and testament 7A - Archibald Morton's diary 7D - Jeremy Morton's diary 80 - Frederick Johnson's letter ATTENTION: Never ever ask me how to use these codes. I just copied and pasted it from the mail into my walkthrough. The contributer told me that the codes start with 801 are for the NTSC version. His mail is pretty confusing so I don't understand what he said most of the times. You can mail him for further details. Other than that, some of the codes are mixed up so I don't know why. I will not update this walkthrough anymore. Thanks! Thanks to nicky huys <firstname.lastname@example.org> I didn't try the code because I don't have a Gameshark so the code may not be working. You can contact Chriss for more detail about the codes. Some people claimed that the codes didn't work on the PAL version so I supposed it's only work on the NTSC version, but if you are able to make it works on the PAL version then pls tell me. ============ 5. Credits: ============ -Thanks God for everything! -Thanks to DarkWorks for making this great game. -Thanks to Infogrames for publishing this game. -Thanks to GameFAQs and Game Revolution for posting my walkthrough. -Thanks to myself for putting a lot of efforts in this guide. -Thanks to Iain Noble (email@example.com) for telling me the old man is Edenshaw. I already knew it but thanks anyway. :) Also thanks to him for letting me use some of his information for this great game to put in my walkthrough. You can get his walkthrough at www.gamefaqs.com too! Thanks to him too for made a spell check for me. :) -Thanks to Laurent Franchet from DarkWorks for telling me how to obtain the password to use in the library when playing as Aline. I NEVER imagine the developer of Alone In The Dark would read my walkthrough. Thanks! -Thanks to Chriss Benoit <firstname.lastname@example.org> for sending me those Gameshark codes! -Thanks to Simon Mitic <email@example.com> for telling me there's no basement, 1st, and 2nd floor in US. -Thanks to Peter <PGliesmann@t-online.de> for telling me that I forgot to point out that you need to use the torchlight after you put in the glass prism into the projector. -Thanks to Toussaint 'spyro' Guglielmi for telling me how to beat the flying boss in the library more easily. -Thanks to Budi <firstname.lastname@example.org> and Frantic Illusion <email@example.com> for the free charm tip! -Thanks to nicky huys <firstname.lastname@example.org> for the huge codes list.
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