174 lines
5.7 KiB
Plaintext
174 lines
5.7 KiB
Plaintext
Alone in the Dark 'Walk'
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Specific things to do.
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Attic
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Run to cabinet and push it in front of the window.
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Push chest on trapdoor.
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Open chest, take rifle.
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Take lamp from desk.
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Open cabinet, take rug.
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For readings, search piano's side and the bookshelf.
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Exit to 2nd floor.
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2nd floor
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Search shelf for oil for the lamp,
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Take bow.
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1st door left, search desk for key,
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Open chest with key,
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Take sabre.
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1st door right,
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Close door after you to get rid of one zombie.
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Go to 2nd room.
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(Don't use hallway, the floor just collapses).
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2nd room right, take vase,
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Throw vase,
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Get key. (Shoot the furball with rifle)
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Use key on cabinet,
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Take 2 mirrors. (Don't let them break!!)
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2nd room left,
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Open cabinet, take 1st aid kit.
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Open kit.
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Take bottle & drink.
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Drop kit & empty bottle.
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Top of stairs, put mirrors on the statues,
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Exit down to 1st floor.
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1st floor
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Go right and carefully open cabinet and take bullets.
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Take matches and record-player (don't get close to it)
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Without disturbing the ghost on the chair.
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Ground floor
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Go left to the two doors,
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Open right door to statue.
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Search statue for three arrows,
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Avoid spiders & exit from where you came.
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Return to 1st floor.
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1st floor (revisited)
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Go left across hallway,
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Open 2nd door in corridor to bathroom.
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Run in, take jug, run out.
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Open 3rd door, recharge lamp with oil,
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Use matches to light lamp.
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Drop it so you could go around and search.
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Take statue,
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Search drawer for bullets.
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Open 4th door of winding corridor,
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Put rug on painting of a man with axe.
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Shoot at the painting on the opposite side of hall from the covered painting
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with bow and arrows.
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Go to the door beside the indian picture at the end of the hall.
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Go in, take fake book,
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Push grandfather's clock to get key.
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Return to long hall, exit at the middle to dark library.
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Light lamp and put in on the floor.
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Avoid monster and go left
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You'll notice an obvious hidden door on the book-shelf.
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Put fake book in shelf on the right and get in. (Remember RIGHT of the
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hidden door)
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Take talisman and daggers from the shelf.
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Use the curved blade on the librarian (the purple blob walking thru shelves).
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Return to lamp,
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Take lamp and exit via the closed doors.
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Back at hallway.
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Throw statue at armor.
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Take sword. Go to ground floor.
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Ground floor (again)
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Go to kitchen to the right.
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Get key from closet, soup from fireplace, more oil
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from other closet.
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Search coals for shoebox,
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Open shoebox, get gun,
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Drop box.
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Fill jug from water-barrel. (Shoot zombie sometime.)
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Exit from other door.
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Go in to dining room with zombies. (you have two choises, one blast the wind
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out of the zombies or
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Go to end of table, put soup on table).
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Don't go to hallway, exit from 3rd door.
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Take lighter from smoking table, use filled jug on cigars.
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Use key on locked door.
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Get in Jeremy's study, search shelves for a record.
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Go back to hallway.
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DON'T OPEN THE FRONT DOOR! Go fight with pirate on the third door
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(use sword).
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Open ballroom doors with key from pirate, use record with recordplayer
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(Dance
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Of The Dead).
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Avoid dancers and get the key on the fireplace.
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Go back to Jeremy's study.
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Put the Sabre to the other sabre & shield (if the saver is broken do not worry
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about this put the two broken saver on t.he shield)
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At this point the desk will move and showing a secret passage.
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Go down the stairs to the cellar.
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Cellar
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Run across bridge, avoid the worm.
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Fight the furball, and try to get behind the
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worm so you'll get to the room with water.(At this point you should get used
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to save alot , save)
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Get across room (if you fall in water)
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your matches and shotgun bullets will get wet
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You'll still have your lighter and pistol.
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Shoot the spider,
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Get to pillar room,
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Shoot bird.
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Jump on pillars to get to the other side (there is jump in the action menu).
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Go in tunnels 'til you find a cave with wooden bridges.
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Get to other side and use key on chest.
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Take jewel.
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Push big stone on the back aside.
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Exit from passage.
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Nevermind the locked door, go to dark maze (use lamp).
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On the other side of maze is a door.
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Use jewel on door to open it.
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Now you are in a room with a fireballs-spewing tree (and watermonsters).
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The best way is to avoid is to run fast past the monster to the tree.
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Get to altar on front of the tree,
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Take hook.
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Put talisman on altar,
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After when you are quiet back throw lamp (lit it before you throw!!!!)
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at the tree. (Get the hell out!).
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Go to the side door.
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Use hook on side door to get out. Use hook on the nearest door on the right.
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Return to dark maze, now you have to go back to the place you came from,
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and yes all the way.
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Get back to tunnels with worm except all the monsters will be gone!
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Try to find an exit to winecellar.
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Rats should be gone now.
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You can now exit through the front door.
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(The ending is a bit strange but hey you finished it right?)
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Docs done by Kyosuke Young
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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