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    FAQ/Walkthrough by TWilde

    Updated: 03/08/02 | Search Guide | Bookmark Guide

    Alone in the Dark: the New Nightmare
    A walkthrough about the love
    by Thomas Wilde
    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.
    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.
    -- 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.
    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
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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
    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.
    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_
    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.
    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
    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
    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
    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 obedÊactually
     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
    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.
    For the record, Aline and Carnby's scenarios have the same
    ending. Where did Aline's jacket come from, anyway?
    None o' those here. Go home.
    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:
    [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

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