Your health is not shown with any icons or health bars, but is actually shown on Edward himself. As you receive more damage, Edward will appear to have more wounds and cuts. When he reaches his final stages, a count-down timer of seven minutes will appear to the bottom left of the screen with your heart rate. You can take damage from enemies, falling, fire, or the environment. To heal yourself you have to enter the healing mode which can be accessed by pressing the left or right button on the direction pad.
It won't work by selecting the healing spray or bandage from your inventory jacket , since they'll be used for different purposes there. In the healing mode, you'll view each of Edward Carnby's wounds and cuts. Your bandages can be used until the entire box is used up, and your spray until the spray percentage reaches zero. Looking into your inventory is a very, very cool and unique action. Not only can you only carry a realistic amount of items, you actually look down into your jacket by opening it and selecting items from your pouches, pockets, holders and the like.
Do access your inventory, press the down button on your direction pad. You can then use the direction pad to slowly cycle through your available equipment, while pressing A will allow you to select an item.
There will be a picture of two hands above your inventory as well, which indicates which items you've got in which hand. Pressing Y will allow you to drop the item but you will still be prompted once more before confirming the drop. Press X for weapons that can be combined to start combining, then select another item to combine it with.
Quick scrolls can be done by directly swinging your left thumbstick in semi- circular motions left or right. You can also give direct orders of selecting something by directly pointing the thumbstick at the item, though this is a bit harder to hand when there are too many items in your jacket. Your jacket only gets full when it's literall full, but note how each side of your jacket is used for different purposes, so plan ahead before you store stuff.
Finally, holding the up button while in your inventory will bring up the favourites mapper. So you can then hold up on the d-pad and select the item whenever in the future. The nicely designed environments of Alone in the Dark is not only crisp for most of the times, it's also shone upon with dynamic lighting. This means all the light is realistic, reacts right, and moves as you move it around. Meaning if you take a lighted glow stick around, it will illuminate different areas so the "light" isn't scripted in one place.
Because of this you can easily toss glow sticks and the like to corners in order to light things up a bit. When areas get dark and more gloomy, you can also always use your flashlight provided that it has got batteries left to light your way. The light emitted from the flashlight is very decent and realistic, which in my opinion is some of the best lighting effects I've seen in a game. Like you can see from the quote below the chapter title, the characters deliv- er some spectacular lines and performance here and there.
They aren't the best characters ever, but many of them are strong and help the story build in an interesting way. They really allow you to 'tune in' to the game. These more interesting characters are included in this section..
Watch out for spoilers though. Gruff, wimpy, old, wicked, funny and spooky. These are just some personalities of the characters from Alone in the Dark. There's truly a wide range, and each person has a unique voice actor which makes the game great to listen to. It should also be noted that all characters look unique and interesting in there own regards.
They are listed below with their personal information. At the start he completely forgets about what had happened to him and who he is- heck, he didn't even remember his own name.
But things started to make sense as he made his brave escape to the city streets and uncover the mysteries of Central Park. He an amazing character, both cool and humourus at times. He has that sense of presense and is often calm, making you feel good playing as some kind of great dude instead of a no-name stranger that's weak.
He's apparantly not afraid of anything, as he spoke the quote under the title of this chapter to one of the 'evils'. He was the one waking you up and trying to shine a torch in your eyes at the start of the game. His boss, Crowely, orders him to bring you to the roof and kill you.
It's only a matter of time before the deadly fissures get to him though.. She's smart and all, but she isn't that helpful and likes to complain about every thing.
However she's a good companion when you have her around, and whoever voiced her did a good job of capturing her character. She's a paint dealer, though obviously she's more intelligent than average paint dealers, due to the tactics she suggests at times.
She gets more important as the story moves along. He appears to have the sacred stone that has caused all this mess, but it also appears that you had it in the first place and Theo came to save you and the stone.
What's behind this stone though, and what's your relation between Theo other than you use to be friends? The story will unfold as you play. Other than this, Theo is an old guy that is intelligent but also mysterious on the outside and inside.
Aside from trying to get it from Edward once, almost killing him, he's trying to rule the city. How though, you will discover as you play. He even offers Edward deal so that he can acquire this stone.
This dude is kind of old, and very creepy. He's also got all the thugs and henchmen you can imagine, but that's not his only strength. You'll discover what he's capable of later on in the story. He's the one that picks up the first time you dial Doesn't offer much help, but still told you where first aid kits could be found or you would have been a goner.
Later on he helps a bit more, but the results you can see for yourself. Nearly all games have enemies of some sort, even strategy games where you just build stuff or simulation racing games. The "enemies" are your opponents in this case. Anyways, in Alone in the Dark there's no short of enemies, there's actually quite a few different types.
Among the types are a few very interest- ing ones that made me shout "oh snap! The ragdoll physics are also perfect, especially when you bash them around or send them flying by hitting them with a car. This section will basically talk about the general tactics for killing the different foes in the game, and also list all of them with descriptions for each.
Now, enjoy. This section provides a simple list of tactics that can be used against all enemies and in general. Learn to use it, but also save some ammunition by pairing it up with fuel-filled stuff to defeat enemies rather than shoot them unconcious.
Light fuels on fire to burn areas or make explosions, light flammable melee weapons to finish off enemies quickly, and lead enemies into fire to say your goodbye's with them. In the certain areas which you have very little or no light, use this flashlight to light your way, in order to actually SEE the enemies.
They are fun to hack and bash enemies, but you might start using fire stuff right away to deal with enemies quicker but that's not always the best way. If you knock an enemy unconcious with a melee weapon they don't get up for quite a while.
It's around minutes I think, and in that time if you're insecure then get some fire and burn at your own leisure. Sure beats doing it when they're moving around. Deals tremendous damage, and for most of the time it's a one-hit-ko. These are much more effective to defeat enemies than pistols. However spray cans only last for a limited amount of time, and avoid using medical sprays except in emergencies since it runs out quick and in return you can't heal yourself with it if you use it up.
This saves your ammo, health sprays, and items. And once you run out of a enemy's personal area, they'll stop chasing you. In this section each of the enemy groups and variations will be explained in detail for you. Not only that, they'll have some statistics you can think about when you play the game. These are: health, attack, fire-kill, and difficulty.
Health is the rating given to the enemy's health level out of Attack is the rating given to the attacks and damages the enemy dishes out, also rated out of Fire-kill is a yes or no, if yes it means the enemy needs to be defeated with fire.
Finally, difficulty is a total mark out of 10 which is general sum-up of the enemy's stats. Also there will be a description with each enemy, for obvious purposes. Individually they're dead simple to kill- one or two shots of the 9mm Pistol should do it. They often appear in swarms though, and later on they appear from their nests forever until you destroy their nests. While small groups can cause problems, for most of the time it's easy to pick them all off.
Their attack method is to leap onto you or bite you from close range, which only deals minimal damage. One advantage for them is their quick speed an agile jumps. They look like mutated big black spiders that have slimy layers over them. They look the same except they have green layers of slime over them, and have dark green skin. They take a one or a couple more shots than usual to take down, but with the.
They can use their toxic spit attack to hurt and blind you temporar- ily, where you have to blink to clear your vision.
These Ratz Nests produce a few Ratz after every couple of seconds, making it hard to concentrate on solving puzzles or staying completely healed. They produce those low-damaging critters, but in swarms they cause slight problems. That's why it's got an attack of 4- because it can produce unlimited amounts of Ratz. They look like blobs of black plant and slimy material, shooting out Ratz from the top of it's hole.
Be wary about certain Ratz Nests, as they may produce Toxic Ratz as well. They look like humans except for their eyes and fissure markings. They can jump quite high and whack you pretty hard. They've got quite a bit of health as well, making it hard to knock them unconcious. Use fire to defeat them for good, and use good combinations for faster results. The spray and lighter combo is great for taking these guys out, so bring a spray around if you would like to deal with any Humanz.
It should also be said that they know a blinding attack which is to shoot blood from their mouths to you, blinding you. Blink to blink off the blood, but if you're in first person it'll be no problem. They appear bigger and even more ability to jump high up, and can sometimes just two storeys high just to get on your car.
Their long range attack doesn't blind you now, but actually damage you. They'll stick out a long tongue-like thing to hit you from afar so beware.
Usually found pushing stuff around and messing about with the environment. Some of these Elite Humanz are patrolling certain locations, for some reason. They prove as one of the more interesting enemies in the game- not even a thrown fuel bottle that's then shot at his face enough to take one out.
And on a side note, when they hit you afar with their tongue attack it'll knock out any melee weapon you have in hand. If you touch it, just merely even, you'll get caught and it will consume you. God knows what it is, but it is still a pretty interesting foe. All you have to do is shine a flashlight at it to make it evaporate and squeeze away from the light, while you work your way around to where there isn't any Black Liquid.
In certain areas there is a lot of this in a single wide-spread area, forcing you to either use different forms of light to get past as well. You can't kill any of it. They move incredibley fast and suck you into the ground.
After that they roam around damaging you considerably, and you can only keep tapping A or some other thumbstick combinations to get out of their grasp. That's how they got the "7" for attacks. They're actually sent out by the Evil Roots. When they do appear however, be prepared for a tough fight or a item-wasting one.
You can try defeating one immediately by throwing two to three explosive bottles and shooting it, or spray a whole bunch of fire.
If you choose the latter, it's not going to be easy. The spiker humanz not only have strong melee attacks hard strikes that knockdown a lot , they also have a ranged attack which allows them to toss spikes. And no, it's not like the normal Humanz or Elite Humanz with a limited range attack, the spikes travel until they hit something, and they can throw loads of spikes continuously. They deal less damage, but they can disrupt your attacks and the damage soon builds up anyways.
This makes it not only difficult to approach them, you'll have to be careful when tossing a bottle as well. They dish out more damage though only slightly and attack much faster.
They are harder to hit as well, but when you do they only take one pistol shot to take down. Many swarms of these critters is the most annoying, since they can even pick up your car and make you crash to your death by working together. When you're on a vehicle and they're around, move fast and avoid slowing down. Make slight crashes to get them off you if there's too many, otherwise just keep speeding away.
Always take Vampirz out first before continuing your business because they tend to get in the way a little too much. The vampirz nest, and the only one in the game, is much tougher than a Ratz nest. They have loads of vampirz in them, creates a hand with a bunch of vampirz by making a shape of a hand , and then either toss things at you or send out loasd of vampirz.
They deal moderate damage, but you'll need at least three fuel bottles of some sort, and they have to explode dead-on to defeat it. Don't worry about this boss though, as it's the game's easiest and you have plenty of items that can be found around you. Welcome to the bread and butter of this guide, and your game.
The single player is the only mode available to play in Alone in the Dark unfortunately, but many great single player games are like this. Don't worry though as it's deep and intriguing, contained with many moments and entertainment for a fair amount of hours. You can also go back and play through again to make things clearer, and maybe see the other ending there are two endings.
There are a few optional 'side goals' shall we call them, and those can lengthen your travels if you wish to take them on. Most importantly take your time and enjoy the game, that way you will get the most out of it. If you're fast at games and rush this, you'll probably be done in around 8 hours. If however you play this game normally without rushing, a solid ten hours of quality game play awaits you. Actually the number of hours will vary from , depending on how much time you spend collecting items, exploring, and such.
This chapter sums up how to get through all of the Episodes in the game and all of the Sequences. There are a huge amount of Sequences basically they are 'levels' spread across 8 Episodes and largely varied objectives, puzzles and areas to go through.
Many of the sections excellently allow you to choose how you'd like to progress or take on enemies, so I suggest you only follow half my guide. If you see a chance to explore, go for it. If you need more light than fire power, go search for light resources other than weapons I might tell you to look for. My walkthrough is straighforward, but some areas I've tried to list the different possibilities as well as I can.
I'll also be including the paragraph of Edward's notes beside each sequence in the sequence select screen with each sequence so you can catch up with the story. As with the in game cut scenes, I will try to desribe and explain each of them for you. Now go enjoy the game, and master it with my walkthough! I'm not alone. Two mean soundi- ng guys are talking about something wierd that came out of me. The- re's an old man that calls me "Edward".
The boss comes in, wants me dead- I don't even know why They'll talk about how a strange thing came out of you, and if whether you're still concious or not. An old man gets up from a bed and calls your name- "Edward" but he gets smacked down by one of the guys. You'll be lying to your side, until the guy comes over to check your conciousness. He makes you sit properly, but you'll be looking down to your chair. Note that from the start of the scene you could move your head and look where ever you want with the right thumbstick.
Now the guy will tell you to look at him. Simply use the right thumbstick to do so. He'll shine a flashlight in your eyes, and the game will teach you how to blink to clear your vision. This is an awesome touch to the game, just press the right thumbstick button to blink and your vision will become cleared. After that the boss of the two guys will enter the room, warning them not to kill the old man since he will be the only one that knows anything about the stone once we're dead.
He then orders Mr. Scoff to take you to the roof and kill you. Darn bald guy. You'll be pulled up to your feet, and gain control of walking and looking around. You'll feel very weak though, and your vision will become blurry after every few seconds. Just blink to clear your vision again. Eden Games did a great job at making you feel powerless and hopeless during this part. Just follow the thug Mr. Scoff's instructions to exit the room, turn left into the corridors, then right through the door and up the stairs.
When ever he says "wait" or to let him do something, listen to him. If you don't, he'll soon kill you. If you go the wrong way, he'll punch and kick you.
When you reach the top of the stairs, fissure marks start appearing along the walls as if it was ready to hunt someone down.
Scoff will piss off and ask if it's 'your work', but before he can do anything the fissures wind down below him and sucks him in. Hmph, serves him right for treating us like that. Head through the door that he was standing in front of, and you'll find a corridor. Head to the end of this corridor where the mirror is and a cutscene will ensue, bringing you to the next sequence. Inside, the boss threatens the old man he calls "Paddington". The old man's stone starts gleaming and then..
I feel like I'm standing on a bird cage hung by a ha- ir over a 22 storey drop. Then the cage starts shaking Who the hell am I..? After the brief cutscene you will regain control with the third person camera, which is actually the main camera for this game. You can switch back to first person with the Y button if you want to, though. Make a turn around the bend and get on top of an elevator to activate another cutscene. In the cutscene you'll find the bad guy boss, his remaining thug, and the old man.
The boss calls the old man 'Paddington' and demands for his 'stone'- the one that's on his necklace. The stone will then suddenly shine and a fissure will appear as they panic. They'll run off as you regain control. Follow the walkway to the ladder, and press A to get onto it. The game should be providi- ng enough helpers here, so no worries. Climb the ladder to the top and then get off.
Here you'll find a rope which you'll have to send down. Send it down and then rappel down. Try getting use to the rappeling controls, as you get quite many chances to rappel down structures and cliffs. Press the X button to jump over any obstacles, which are basically the strong fans here. Near the bottom you'll find a large electrical box that's conducting electric- ity to the metal grating below. If you continue you will get shocked to death, so like the in-game tip suggests you have to sometimes move things with your body.
In this case, wall run left and right to get some speed, then speed to the left and push the electrical box to the protrusion so it gets caught there and stays there for good. Then continue rappeling down, soon a door will burst open from an explosion giving you access to the area behind it. Jump off the rope with the B button and enter the hallway, then through the door since the other ways are all blocked by the amazingly realistic fire.
Fire is spreading everywhere. I meet Anna. She's panic- ing; a man is trapped in his office. Trying not to think about the black screen of my mind, I'm figthing the flames that dance crazily around us Wait- trapped?!
Ok, maybe that's important. Note the clear and nice voice acting, the developers really went and found some nice voice actors. Also remember that you can swap to first person for a better perspective for examining things, should you want to do that.
You'll hear a guy yelling inside a door next to the lady, who's called Anna the nervous and annoying one. You'll have to help the man now, as he's trapped. Head through the doorway beside Anna, and you'll find a sizable room with broken fragments and things on the floor everywhere.
You can pick up things around here as melee weapons, just press A when the melee weapon icon appears. However you don't need them yet, so procceed with saving the man first.
Enter the dark area behind the table and you'll find a door that's on flames. There will be a fire extinguisher nearby, so grab it and switch to first person view.
In this view you can actually use the estinguisher! Pull the right trigger to fire CO2 foam to clear the door. Make sure you get every last flame or the fire will spread again and eventually start burning the entire door again. Head through the door to find the man after you're done. The door behind you will get sealed after, so you need to save the man another way. The door beside him is stuck, but you can break it open with a little help from a fire estinguisher. And no, you don't shoot foam at it.
Switch to your third person view where you can then use the estinguisher as a melee weapon. Should you have left the previous estinguisher behind, there's one near the door in this room. Smash the door by using your right thumbstick, pull in one direction, then push to the other to smash the door. Smash it enough times and then push your way through.
Hold on to the estinguisher still though. The two people Anna and the man will talk about some stuff and then argue. The man also mentions how we need the corridors cleared or we can't get out. The halls will be flaming with fire, so use your estinguisher to take care of it. Slowly work your way to the end of the corridor, turn right after going through the doorway, clearing the fire as you go. Anna and the man will be following close behind you. You'll then find a hole on the floor, with ground on the other side.
The game teaches you how to jump, so it's rather obvious what you have to do here. Take the BOW from the corner near the door. Exit room. Upstairs hallway 1. Walk to the first door on the right and enter.
Do not walk down the hall as it will collapse and cause death. Room 1. Open the door and fight the Zombie that will walk in. Exit the room and open the door directly across the hall. Dressing Room 1. Exit the room through the door near the window. Bedroom 1. Go to the nightstand on the left side of the bed side opposite the window , and get the VASE. Exit the room through the door near the bed. Walk to and enter the door directly across the hall. Bathroom 1.
Exit the room and open the door at the end of the hall. Upper Lobby 1. Avoid any contact with the winged monsters by staying close to the wall. Walk Downstairs. Lower Lobby 1. Do not touch the suit of armor. Walk to the door on the right side of the stairs and enter. Sitting Room 1. Do not touch the ghost figure in the chair.
Exit the room and go to the door straight ahead on the other side of the stairs. Hallway 1. Follow the hall around and enter the second door you come to. The first door is directly across from the door you entered the hall through. Ignore the monster in the bathtub as it cannot be killed- it will hit you. Exit the room and continue down the hall to the next door. Dark Bedroom 1. Go back to the lower lobby and destroy the suit of armor as in room 9. Walk to either side of the stairs and enter the dark opening.
Front Lobby 1. Turn left and enter the right door of two in the corner next to the stairs. The left one will be locked. Open the chest to get another Thompson this one won't get jammed and a loading clip. Also, get the grenade. Go through the open door. Use the doubloon on the one-eyed Jack to get a pompon. Now enter the door on the wall opposite to the chest. Throw the pompon in the area with the snakes behind the passage. The clown will follow it and get killed.
Go there yourself avoiding the snakes, of course. If you haven't already used it, put on the vest, throw the grenade in the chimney and jump down there yourself.
Second floor Finish the gangsters and get the ball from the tree. Go back upstairs. Third floor Go in the billiard room where De Witt was. Drop the billiard ball in the machine to the left of the billiard table and go to the now revealed door. Unlock it with the gunman's key and enter. Go back to the second floor and try to go to the kitchen for example. Elisabeth will enter and uh After that The Flying Dutchman You play as Grace now and you must get the key to the irons.
Anyway, move the board and go through the passage. Get the bag of seeds, the sandwich and the pepper pot. Give seeds to the parrot and it'll give you some loose information. Go out. Since you can't fight the guards, run left or right, the direction the guard is walking in and when you can, go behind the wall, wait for the guard to pass, and then run the other way.
Anyway, make your way to the deck in other words, go up two times. Hide behind the fat guy drinking beer and then run behind the boxes and barrels until you reach the final one. Be fast! Get the tinderbox, then go down the rope that's to the left of the last barrel. You'll now be in the captain's cabin. Open the chest to get a small cannon. Get the crystal vase from the cabinet and the captain's staff from the dresser near the bed.
Face the door to the right of the bed. Put down the cannon and put pepper in it. Throw the vase and when the guard opens the door, use the tinder box to light the cannon. Go out and get the bell. Enter the open door. Get the chicken's foot from the table. Stand near the elevator, ring the bell and get in. You'll get a key. Second floor Use the key to unlock the cupboard and get an icebox and a pot of molasses.
Go to the main hallway. A guard will see you. He'll die from falling on the floor? Go up the stairs. Third floor Get rid of the guard by using the pot of molasses. Its just like the ice, except the guard won't die. He won't be able to move, though. Go to the billiard room. Get the token from the billiard table I didn't find any use for it and enter Jack's bedroom where Carnby was captured.
Go behind the chair and use the staff on the grid. You'll get a key and a book. Go to the place where Carnby picked up the amulet earlier and use the staff on the slab. You'll get a Loa staff and will be transported to the second floor. Second floor Go in the kitchen. Your ice is still working, so lure the guard here to it and he'll die as well. Go to the elevator, ring the bell and get in. You'll be captured. The Flying Dutchman You're Carnby again.
Press and hold right the arrow key until you get the key. Use it to free yourself and kill the guard. Get his sword. The guard here has a Thompson and a flask. Go out in the corridor. The guard here has a pirate pistol and a short fuse. Go through the door near the left ladder, kill the guards and get the poker, the pliers and a key its in a corner of the room. There are two more doors to the left. Behind the first one is a guard who has a coat of mail, ammunition, another pistol and a flask.
Behind the other one there is just a guard. He has a barrel of gunpowder and a book. Go up the ladder. Find the room with the cannon. Kill the sleeping guard and use the pliers to cut the cords that hold the cannon. Back away from the cannon, run towards it and push. You should place it so it faces the door.
Go through the opposite door the one the cannon's pointing at and put down the barrel. Go back, place the short fuse on the cannon and use the poker to fire it. Go to the quarters the room you blew up and get the pouch of gold coins. Back in the hallway, go to its other end and use the pouch. Kill the two cooks and go in the newly opened room. Get the flask and go in the door near the sink.
Now, leave the room. Go through the second door in the hallway to access another bathroom. It is invincible, and will attack you as soon as you enter the room, so you have to ignore it and quickly do everything you need to do in this room before leaving. The monster cannot leave the bathtub, but it has long tentacles that can hit you anywhere in the room. There are two items to get here: a first aid kit and a jug. The first aid kit is optional but is a great help, while the jug is not entirely mandatory either but is still strongly recommended and it is easy to pick up.
First of all, open the cabinet to find the first aid kit. It works just like the one you found in the upper bathroom open it and take the flask inside, then drink the flask , except this one increases your energy by a whopping 20 units. Drop the empty items afterwards. Next, pick up the jug resting near the cabinet. It is pretty difficult to grab both items and escape the room without getting hit even once, so the best way to avoid getting hit at all is to run inside the room and grab one of the items, run out, then run back in again and grab the other one.
Getting hit once is entirely acceptable, so you can grab both items at the same time. However, consider reloading your game if you get hit too many times. Even though it is not mandatory to complete the game, you should still grab the first aid kit because it will very likely cover whatever wounds you sustained while obtaining it, and give you a lot more energy on top of that!
When you are all done, quickly leave the room. Keep walking down the hallway and go through the next door you see. Use your matchbox to light your lamp, which you have previously filled with oil. You can now see inside the room. Walk to the table and pick up the very heavy statuette. It is very heavy, as its name implies, and will greatly encumber you. However, if you have followed my instructions so far, you will be able to carry it without having to drop anything.
Next, search the night table to find some revolver bullets 6 of them. You do not currently have a revolver, but you will find one later. You will need it again later! There is one other door at the end of the hallway, but it is not yet time to go there, so backtrack and go back to the lobby. Face the armour and just throw your statuette.
The armour will disappear and leave its sword behind, which is a good weapon for you. It works exactly like the old cavalry sabre, except it will not break. Pick up the sword, and leave the statuette there. Go through either of the dark openings in the passages left or right of the library room to climb down a stairway leading to the ground floor.
The left one leads to the cellar, but it is locked. Go through the right one instead. You will find three arrows. Take them all. They can be used with your bow, but you need them for a specific encounter later on, so do not shoot any of them right now.
As soon as you take the arrows, spiders will fall down from the ceiling. They are weak but they are also impossible to kill, so just quickly go back through the door where you came from ignoring the double doors. The spiders will not pursue you outside of this room, but they will still be there if you come back and will prevent you from going further.
This time, go to the other side of the stairway. There, you will see an open passage and a closed door. Go through the door to enter the kitchen. You cannot eat it as it is human flesh, but you will soon find people who will enjoy that.
I recommend that you pick it up. The smaller cupboard here contains another matchbox, but you already have one, so there is no point in taking this one. The larger cupboard contains two knives, which can be used as weapons, but you already have a sword which is much better, so there is no need to take them either.
Go through the small dark brown door next to the door you used to come in here. You will find a key hung on the wall there, take it. Still in this room, search the shelf to find a biscuit box. Drop the empty box afterwards. Now, go back to the kitchen proper. On the other side of the room is another one of these small dark brown doors. Go through it to access a coal room. Move to the back of the room so you have some space, and then fight it and kill it.
I recommend you use your sword here, it will do wonders. You will see another oil can here, take it and use it to fill your lamp some more, then drop the empty can. Use the jug you collected earlier with the water barrel. You now have a jug filled with water. Next, search the coal pile to find a shoe box. Open the box and you will find a revolver inside, loaded with 6 bullets. You can throw the empty box away afterwards. Reload your revolver with the bullets you found in the living room so that it now carries Note that the revolver bullets are water proof, but the rifle cartridges are not, and you will get a chance to get wet at some point.
Therefore, if you are going to use a firearm, start by using your rifle and save the revolver for when you are out of ammo for your rifle. You will arrive in a hallway. Go through the door immediately in front of you. You can either avoid this fight thanks to the pot of soup you picked up from the kitchen, or you can just fight and kill all the zombies.
The first option is preferable as it makes you avoid fighting. The zombie who had started moving will just grab a seat and sit down. The other zombies will not move. That is all there is to it, you are now free to go. They will get up and attack you one by one. Dispose of them any way you see fit. The sword is a good choice. Therefore, if you are going to shoot them, save some bullets by shooting the zombies that are still sitting. Once you have gotten rid of the zombies, either by feeding them or by killing them, you will be able to leave through the doors normally.
Go through the door located to the right of the shelf the normal door, not the double doors and be prepared to act quickly. The smoke is harmless at first, but you will cough and lose energy if you get exposed to it for too long. Run to the table, face the cigar, and use the jug filled with water to extinguish it. The cigar will then disappear and the room will become safe.
Grab the lighter from the table. It has the same use as the matchbox to light up the oil lamp but, unlike the matches, it will still be usable after getting wet. You will need that later on. The book just contains some more background story, and you can play the record on the gramophone to hear a nice piece of music, but neither of these have any use game-wise.
Exit through the double doors next to that small cupboard the other set of double doors is locked. Leave all the doors alone for now and go through the hallway to find yourself in front of the stairway you used to come down here. Climb it back up. Go through it. If you keep walking into the room, the painting will come alive and throw the axe at you.
To prevent it from doing that, face it and put the old Indian cover on it. There is another aggressive painting we need to get rid of before the room will be safe. You should save your game now in case you screw up. On the other side of the room is the painting of an Indian that will shoot arrows at you when you approach it. Walk up the room until you are standing near the green painting. From this distance, the Indian will not shoot yet but you will be able to attack him.
If you successfully hit him, he will disappear in a cloud of smoke. You can use the three arrows in your inventory to succeed, but if you miss with all of them, you will need to reload your game because you cannot get the arrows back, and you cannot find other arrows anywhere either. It is also possible to destroy the Indian by simply throwing an arrow at him, without using the bow. The arrows you throw can be picked up again, unlike the arrows you shoot with the bow.
However, if you missed and needed to go pick up your arrows to try again, you would need to approach the Indian from up close and be exposed to his deadly fire, so missing is still not a good idea. Once that painting has been dealt with, you no longer need the bow or any remaining arrows you may have, so you may as well drop them the bow and arrows may be used as a weapon, but you should have enough fire power with your rifle and your revolver.
Go to the end of the room and go through the door there. It is a false book, so you cannot read it, but it will have a purpose later. Push the clock to reveal a hiding place. Search this hole to find a key as well as a parchment. Take the key. The parchment reveals some background story and a vague hint about the monster you will soon meet in the library. Now, exit this room and go back to the middle of the paintings room.
There is a double door there, which leads to the library. It is possible to die in there so you may want to save your game just in case. You will need to use other items here while still being able to see, so drop your lamp on the floor.
This way, the room will remain lit but your hands will be free; you will get your lamp back when you are done. Note that as long as your lamp is sitting there, it is burning oil!
You should have a lot of it by now, but that is no reason to waste it because you still NEED it for later, so keep that in mind and try to hurry. From the entrance, go to the upper left passage until you cannot go any further. There, you should see a book shelf that looks a little strange: it is a secret passage, but you need to find a way to open it. Go to the right of this passage and search the shelves. If you are standing at the correct place, you will be told there is a mechanism to trigger.
Put the false book you just picked up in there, and the secret passage will open. Enter it. Search the bookshelf and pick up the dagger with the curved blade the first one you find. You can leave the two others. Optionally, there are also two parchments and two books there. Now that you have the talisman and the dagger, exit the secret passage and go back to the library. Just hit it once with the dagger to send it back to its dimension and be rid of it.
Note that disposing of this monster is not mandatory to win the game, but it is so easy to do that there is no reason not to do it. Your lamp is still burning oil while you are searching for books, so game-wise it is NOT worth the investment.
If you are curious, the three harmless books are found within the bookcases near the secret passage, while the fourth one is found on the other side of the library. You may now leave the library, after picking up your oil lamp you left on the floor. Hopefully, like I suggested, you did not take too long and did not end up burning too much of your oil.
Go through the double doors you had not yet opened here, and you will arrive at the first floor lobby. Climb down the stairway to go to the ground floor. Alternately, you can also backtrack to the paintings room, but the way I explained is shorter.
At the bottom of the stairway, take a left. This time, go through the left door, which you can unlock with the key you found in the kitchen earlier. This door leads to the cellar. They are invincible though, so just stay away from them.
When you first get to the cellar, you should notice a small item on top of a shelf almost under the stairway. Go there to find 6 bullets for your revolver, which you can take and load immediately. Everything else is optional, so if you want you can leave the cellar already and technically, finding the bullets was optional as well, but some extra ammo is always nice. Go to the other side of the room until you see two big red barrels. There is a wooden block on their right side to prevent them from moving.
It would be a good idea to save your game before you take the block to avoid any accidental crushing. Once the barrels have moved, you can drop the block. A secret passage has been revealed, but you will only be able to visit it briefly as you will soon come face to face with a deadly worm creature. Run away from it immediately or it will kill you. What was the point of all this? There was absolutely none, as previously mentioned. Contrary to popular belief, you will be able to escape the underground caves later on even if you have not removed the wooden block beforehand.
Optionally, you can also search the shelf next to the barrels to find a book containing some lengthy background information. When you are done, leave the cellar by taking the stairway back up, and head back to the smoking room. Searching it reveals there is a mechanism to trigger. Take the record. The book, as is often the case, simply contains some background story. You should probably save your game because there is a fight coming.
His movements are quite slow, but he is invulnerable to anything other than your own sword and the old cavalry sabre, but as I have told you before, that will break after only a few hits, and is thus extremely inconvenient to use here. Shooting the pirate or throwing things at him just makes him do a back flip. So, pull out your sword and attack him with it.
The key here is to push him back and to use different swinging motions, because if you keep using the same one the pirate will probably repeatedly block your blows. I recommend you try to push him into a corner, then just use different kinds of attacks and you should end up killing him rather quickly. Take the key he leaves behind him. Optionally, you can also find a book on the floor, containing background info.
Go through the closed double doors here, which you can unlock with the key you have just found. Do not, at any time, touch them, or you will die! You can probably see a big key resting on the chimneypiece, but you cannot reach it because the ghosts are in the way, and as I have just mentioned, you will die if you touch them.
They will still kill you if you touch them, and this time they will be moving, making them a lot more dangerous and quite difficult to avoid. Wait for an opening and go grab the key on the chimneypiece. Then, leave through the door you came from.
The ghosts are unpredictable so there is no perfect movement strategy. Do not bother picking up the gramophone again as you will no longer need it. Once you have managed to safely escape the room but only if you took the key , the ghosts will disappear, but that is of no interest to you since you no longer need to go back to this room. Put the old cavalry sabre on the shield hung on the wall or both pieces of it if you broke it , and the desk will rotate, revealing an underground passage.
Make sure you have all the items I told you to get before you go down, because you will NOT be able to come back. When you are ready, go down the stairway. You can die a lot, in pretty much every room you will visit.
From this point on, remember to SAVE often. I will trust you to remember it. When you arrive, you will be facing a wooden bridge, which will crumble as soon as you step on it. You need to RUN not walk to the other side. If you walk, you will fall down and die. At one point, you will see a giant worm behind you. Ignore it and run away from it, because it can kill you extremely quickly this is why I told you to keep running, if you just walk the worm will catch you. Just keep running through the only path you can take.
You will soon arrive in an area where there is a tunnel to the left and another to the right, but the left one is blocked by a rock, so take the right one. There, one of those annoying bird monsters will be waiting for you. Dispatch it any way you like. I recommend you shoot it with your rifle.
You are safe from the worm in this area, because it went through the left tunnel, destroying the rock in the process.
Immediately run away from it and go back to the intersection where the left tunnel was previously blocked by the rock. If you did everything like I instructed you to, the path will be cleared and the worm should no longer be there if it is still there, come down to face it again and turn back. Go through the empty left tunnel until you arrive in a cave with a wooden dock.
Drop down to the dock. Run around the dock quickly, there is only one path you can take. If the monster is getting too close and is impeding your progress, go away so that it follows you, then quickly run back to the desired direction. It is moving slower than you so you can easily trick it that way.
If you fall into the water, you can climb back up, but your rifle cartridges will be wet and unusable if you still have any, not to mention you will become an easier target for the monster. At one point you will be facing some sort of bridge in a lighter shade of brown.
Climb up to the other side to reach a brown tunnel. NB: Instead of doing things as I explained, experienced players may want to jump right away into the water and use two more or less hidden underwater passages to quickly reach Underground Cave 3 and find a spot to climb back up from there.
This is the fastest way but should only be attempted if you are already very familiar with the game. Just shoot it until it dies, and go through the passage.
This room is tricky, so the save and reload function will be your friend here.
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