92 lines
4.6 KiB
Plaintext
92 lines
4.6 KiB
Plaintext
|
Alone In The Dark solve
|
|||
|
|
|||
|
For starters, the house has 5 floors, you start from the attic, next below is
|
|||
|
2nd floor, then 1st floor, ground floor, and finally cellar. I won't say
|
|||
|
anything about the books since you don't really need them, but you can gather
|
|||
|
quite a story from them. And you can't read the "De Vermiis Mysteriis" anywhere
|
|||
|
else, except on the pentagram in the secret room in the library.
|
|||
|
|
|||
|
Attic
|
|||
|
|
|||
|
Run to cabinet and push it in front of the window. Push chest on trapdoor. Open
|
|||
|
chest, take rifle. Take lamp from desk. Open cabinet, take rug. For readings,
|
|||
|
search piano's side and the bookshelf. Exit to 2nd floor.
|
|||
|
|
|||
|
2nd floor
|
|||
|
|
|||
|
Search shelf for oil for the lamp, take bow.
|
|||
|
1st door left, search desk for key, open chest with key, take sabre.
|
|||
|
1st door right, close door after you to get rid of one zombie. Go to 2nd room.
|
|||
|
(Don't use hallway, the floor just collapses).
|
|||
|
2nd room right, take vase, throw vase, get key. (Shoot the furball with rifle)
|
|||
|
Use key on cabinet, take 2 mirrors.
|
|||
|
2nd room left, open cabinet, take 1st aid kit, open kit, take bottle & drink.
|
|||
|
Drop kit & empty bottle.
|
|||
|
Top of stairs, put mirrors on statues, exit down to 1st floor.
|
|||
|
|
|||
|
1st floor
|
|||
|
|
|||
|
Go right and carefully open cabinet and take bullets. Take matches and record-
|
|||
|
player without disturbing the ghost on the chair.
|
|||
|
|
|||
|
Ground floor
|
|||
|
|
|||
|
Go left to the two doors, open right door to statue.
|
|||
|
Search statue for three arrows, avoid spiders & exit from where you came.
|
|||
|
Return to 1st floor.
|
|||
|
|
|||
|
1st floor (revisited)
|
|||
|
|
|||
|
Go left across hallway, open 2nd door in corridor to bathroom. Run in, take jug,
|
|||
|
run out.
|
|||
|
Open 3rd door, recharge lamp with oil, use matches to light lamp. Take statue,
|
|||
|
search drawer for bullets.
|
|||
|
Open 4th door of winding corridor, put rug on painting of a man with axe.
|
|||
|
Shoot at the painting on the opposite side of hall from the covered painting
|
|||
|
with bow and arrows.
|
|||
|
Go to the door beside the indian picture at the end of the hall. Go in, take
|
|||
|
fake book, push grandfather's clock to get key. Return to long hall, exit at
|
|||
|
the middle to dark library. Light lamp and put in on the floor. Avoid monster
|
|||
|
and go left, you'll notice an obvious hidden door on the book-shelf. Put fake
|
|||
|
book in shelf on the right and get in. Take talisman and daggers from the shelf.
|
|||
|
Use the curved blade on the librarian (the purple blob walking thru shelves).
|
|||
|
Return to lamp, take lamp and exit via the closed doors. Back at hallway.
|
|||
|
Throw statue at armor. Take sword. Go to ground floor.
|
|||
|
|
|||
|
Ground floor (again)
|
|||
|
|
|||
|
Go to kitchen to the right. Get key from closet, soup from fireplace, more oil
|
|||
|
from other closet. Search coals for shoebox, open shoebox, get gun, drop box.
|
|||
|
Fill jug from water-barrel. (Shoot zombie sometime.) Exit from other door.
|
|||
|
Go in to dining room with zombies. Go to end of table, put soup on table.
|
|||
|
Don't go to hallway, exit from 3rd door.
|
|||
|
Take lighter from smoking table, use filled jug on cigars. Use key on locked
|
|||
|
door. Get in Jeremy's study, search shelves for a record. Go back to hallway.
|
|||
|
DON'T OPEN THE FRONT DOOR! Go fight with pirate on the third door (use sword).
|
|||
|
Open ballroom doors with key from pirate, use record with recordplayer (Dance
|
|||
|
Of The Dead). Avoid dancers and get the key on the fireplace.
|
|||
|
Go back to Jeremy's study, and put the sabre beside the other sabre & shield.
|
|||
|
Go down the stairs to the cellar.
|
|||
|
|
|||
|
Cellar
|
|||
|
|
|||
|
Run across bridge, avoid the worm. Fight the furball, and try to get behind the
|
|||
|
worm so you'll get to the room with water. Get across room (if you fall in water
|
|||
|
your matches and shotgun bullets will get wet, but you'll still have your
|
|||
|
lighter and pistol. Shoot the spider, get to pillar room, and shoot bird.
|
|||
|
Jump on pillars to get to the other side. Go in tunnels 'til you find a cave
|
|||
|
with wooden bridges. Get to other side and use key on chest. Take jewel.
|
|||
|
Push big stone aside. Exit from passage. Nevermind the locked door, go to dark
|
|||
|
maze (use lamp). On the other side of maze is a door. Use jewel on door to open
|
|||
|
it. Now you are in a room with a fireballs-spewing tree (and watermonsters).
|
|||
|
Get to altar beside tree, take hook. Put talisman on altar, throw lighted lamp
|
|||
|
at tree. (Get the hell out!). Use hook on side door to get out. Return to dark
|
|||
|
maze (it's lit now), and use hook on the nearest door on the right. Get back
|
|||
|
to tunnels with worm and try to find an exit to winecellar. Rats should be gone
|
|||
|
now and you can exit throgh the front door.
|
|||
|
|
|||
|
WHEW, I played this through with the french version, and got the
|
|||
|
english version 2 hours after finishing the game. I used my savegames
|
|||
|
to read the books and then I wrote this (from memory, sorry if I missed
|
|||
|
something vital.) - <20>ҷ<EFBFBD><D2B7><EFBFBD><EFBFBD> guru
|