326 lines
17 KiB
Plaintext
326 lines
17 KiB
Plaintext
ALONE IN THE DARK II COMPLETE STEP BY STEP WALKTHRU V1.0
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by Richard Liblanc
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with thanks to Hugues Lamy and Frankie McNeil
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- GENERAL HINTS AND TIPS
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o Fighting can be made really easy by always closing on your target and
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punching them as often as you can. Most of the time, they will keep
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shooting toward but behind you. Most of the thompson guys are poor
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aimer and they often fire at some spot on the wall instead of at you.
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Stay close to the walls sometimes (specially true in the garden).
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o There is a strange bug you can use to go through some doors and walls.
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When you have a sword, close on the door and make the "dive attack"
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(when you make one step forward while attacking). You'll be able to
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pass through most of the doors (with VERY erratic results though).
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o This walkthru does not tell you when to drink your vials and when to
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reload your guns. You might spend a lot more ammo than I did so maybe
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you'll have to improvise. Maybe the walkthru wont tell you how to get
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all the storyline elements (books, pictures, etc.). They are pretty
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obvious and I know you will get all the things the dead guys will leave
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behind :).
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o Remember that some weapons seems really weak in attacking power but they
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can be very useful when speed is important (the revolver, the beater and
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the good old punch for example).
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o A rule of thumb : always take everything a dead guy leaves behind. I
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think I forgot some stuff like "take the key" or "take the book" but
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you should be able to figure what to take.
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o Finally, I played the game with the french version and some objects might
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have different names. Sorry for the incovenience and for my bad english.
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I - THE GARDENS
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- Kill the guy with your bare hands and take his thompson, the clip and the
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vial.
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- Run down the alley to the big statue of the anchor, push it and enter the
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gardens. If you make your move fast enough, you should be able to avoid the
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thompson guys.
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- There is someone just behind that corner. Kill him from the corner and take
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the picture.
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- Turn right, get rid of the thompson guy, take the clip and the vial. Go
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where that guy came from.
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- Take the rope, remember you saw a DIAMOND card.
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- Go back where you found the picture, walk to the crossroad. When you'll
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walk past the crossroad, another "hey you" will appear. Fill him with lead
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and take the way to the top of the screen.
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- Now that guy is a real pain. Dont let him close on you. Stick to the left
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wall and fire your thompson at him. If you kill him now, he wont bother you
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again. ( that's the case of most of the bad guys in the gardens, they
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sometimes track you even if you never "met" them). Go the dead end and take
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the clip.
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- Go back to the crossroad and go to the bottom of the screen. There will be
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another tough guy in trench coat. Kill him and continue your way until you
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find the grapplin. Another "hey you" will appear. If you're not fond of
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killing, step on the diamond card. If you intend to step on another card,
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well, save first.
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II- THE CAVE
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- Go straight forward and get rid of that green guy.
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- Go take the vial and forget about the ladder for now. Go to the other part
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of the cave.
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- Push the chest to make the altar raise. Watch out fot the ghost! Dont
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worry, he's thompsonable. Take the pirate's saber.
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- If you have some "friends" waiting for you at the entrance (place with 4
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cards on the ground), it would be a good idea to use the mettalic jack on
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the altar so you can escape via the other trap. If not, forget about the
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jack and get out of the cave.
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III - THE GARDENS AGAIN
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- If both cases, you should make your way to a 3-ways intesection. Go in the
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L-path, be scared by the demonic face and turn left. Shoot the fat 12-gauge
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wielding gangster and proceed. (not turning will get you back near the
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crossroad, geez, you're so curious, trust me a little more!).
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- Cut the weaving branches with your saber and SAVE! See that little brown
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spot behind the trees? That's Shorty Leg and he's quite tough to kill. Best
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way to kill him is to hide behind the statue and use everything you've got,
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especially the revolver.
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Dont worry about spending all your ammo. Just kill him.
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- Take the vial and use the grapplin. Use the grapplin again to make the
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statue's arm move and enter.
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IV - THE BASEMENT
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- Darn! No more weapons! Take everything you see (a nickel, a crank and a
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paper bag).
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- You can cry on Stryker's corpse if you want but take his notes and the
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pipe-pick. (sorry, cant remember the right word for it now...). Pushing
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Stryker off the cliff seems a bad idea but i never did it. Lemme now if it
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changes something later in the game...:)
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- To open the locked door, you need to use the paper under the door then the
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pick. You'll get the key and you'll get inside.
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- There are two ways to get rid of that sitting guy :
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The "nice" way : Get behind the barrel, just beside the lever. Use the
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paper bag twice, wait until the guy raises to his feet and push the lever.
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The "direct" way: Tease the guy, fight with him and try to make him fall
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the cliff...
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- Take the shotgun, the book and the vial. Go right behind the grandfather
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clock and use the crank to open the secret passage. go there and take the
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shotgun shells.
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- To get rid of Musicman, just tear his pact( the paper you used to get the
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key). Dont forget to take the hook.
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- As you might hear now, there is some heavy shooting nearby. Take the beater
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and go to the door. DONT GO UPSTAIRS YET!!!
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- To kill those two guys, stay in the doorway shoot the first guy, go
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backward and wait for the other guy to show up.
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- Those two guys were shooting at some rotating cards. Try to align 4
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diamonds to open the door. 90 degrees rotations are possible, you just have
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to be well positioned.
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- Kill that guy and get into the cellar. Get the vial (i never found any use
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to the whiskey bottle. HINT: save before drinking). Use the nickel in the
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slot machine to get two tokens. You might also take the book in the back of
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the room.
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- Return to the shooting gallery. Kill that guy and take the bag. You can
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also try to get the bag w/o worrying about the guy because he's so drunk
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but he might shows up a while later...
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- Open the bag and put on the Santa suit. Okay, you look silly, but at least
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that little pest upstairs wont alarm everyone.
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V - THE HOUSE
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- Turn right and make your way to the kitchen. Watch out for the statue! Try
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to walk near the door.
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- In the kitchen, take the frying pan and get near the eggs. Listen to what
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T-Bone tells you and get ready to fight him. The pan is the best weapon
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because it will block incoming darts.
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- Take the wine from the stove and the poison beside the dumbwaiter. Use the
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poison with the wine.
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- Get near the door in front of the statue and drop your special wine. Wait
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for results.
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- Big Evil Hint : To get rid of that little pest walking down the hall and to
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remove any danger from the statue, wait until that little fellow walks
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before the statue and start running to trigger the trident.
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Duck in the kitchen and wait for result. Voila!
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- Go through the door you opened with the wine and use your two tokens in the
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juke-box in front of the statue.
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The golden token will make a doublon appear and the wooden token will open
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the door.
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- Get in the new room and take all the war material (bulletproof vest,clip,
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Thompson).
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- Now go just beside the statue with the trident and take the crown. Now go
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upstairs. (i know, i know, there are still two doors left closed, more on
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them later).
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- Kill that laughing zombie first. Best way to do it is too close on him and
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punch, close again, punch, etc. He'll always miss you with his gun and
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you wont have any problems getting rid of him (it will take some time
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though). Open the door and get in the hall. Open the door in the middle
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hall.
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- The guy will throw a derringer. Take it and use it quick. Take the sword.
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There are a scroll and a book to find in the bookshelf. Get back in the
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hall and open the nearest door (the other door at the end of the hall is
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the bathroom, no need to go there).
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- The two ghost arms are protecting the other half of the scroll. It is not
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required to get the scroll but strongly suggested if you want to solve
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the next puzzle by yourself. Use the sword to kill the arms, stay right
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beside the window, hack, get back, hack again and so on.
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- CHESS AND MAGIK (the riddle) : Use the crown on the white statue. Go in
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the magic room and take the amulet. (the door in the magic room is another
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bathroom).
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- Two things to take, a vial and a note. Open the door and go immediately to
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the left and take the thompson with the clip. Stay right where you are and
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get ready to thompson two baddies. If you still have your bulletproof vest,
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there is no problem, otherwise, try to make the gangster fire on the
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karateka. (remember to USE you bulletproof vest though)
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- Take the grenade and the key. Dont open the door yet. Get in the open room
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and use the doublon in the jack-in-the-box. Take the pompon.
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- Now open the door and get inside the room. The only way to get rid of the
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clown is to throw the pompon through the archway. The right position is
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difficult to find. Let the clown go after the pompon and use the grenade
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in the chimney. SAVE!!!. Go down.
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- The grenade killed two of the baddies but there are still a lot of people
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down here. The best way to kill them all is to get out as fast as you can
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and wait for them in the kitchen or the lobby. Slash them when they go
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through the door. The beater is one of the bet weapon because it's so fast.
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You could try the Santa suit again but i'm not sure it will work. If
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someone find an easy way, let me know...
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- Take the red ball from the christmas tree and go upstairs again in the pool
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room.
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- Use the ball on the big box with holes. Use the key on the door and go
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inside. Wait for result and dont panic.
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- Listen to what Jack tells you and when he's done, use the hook to get out
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of here.
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- You can try anything you want but you'll always get captured by Elizabeth.
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The wisest thing to do is to go downstairs and walk toward the kitchen.
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VI - THE CUTE PART : PLAY AS GRACE SAUNDERS!!!
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- If you havent figured out that you're now Grace, well...First thing to do
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is to try all those cute moves (gna gna gna gna). Now push the plank so
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you can get out. Go near the parrot, take the seeds, the sandwich and the
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pepper. Give the seeds to the parrot if you want a clue.
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- Get out of the room and IMMEDIATELY go to your left. Hide in the small
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niche until the pirate stops walking. Go back to the ladder as fast as you
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can. By the way, it's the ladder at the end of the hall, not the middle
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one. You dont have much time until the pirate starts chasing you again so
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make it quick.
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- Dont tease that pirate and climb the other ladder.
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- Now you're going to play hide and seek with the crew. You must find a safe
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way to the open hatch without anyone noticing you. Go behind the sitting
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guy. Make your way to the edge of the ship and get behind the boxes.
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By the way, for a cute moment, try to fall into the Start trap.
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Before going down, take the flint&steel on the deck.
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--------------_
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| Boxes |_| End
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Mast | X Mast
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| X
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_ |
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|_| | Boxes
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Start
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- Take the small cannonfrom the chest, the vase from the shelf and the stick
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next to the bed.
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- Now, position yourself right in front of the door, put down the cannon, use
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the pepper on the cannon. Throw the vase, wait until the pirate comes close
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and use the flint&steel on the cannon. Take the bell and get out the room.
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- Go through the door in front of you. Take the chicken's foot get near the
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blue plate, ring the bell and get inside the dumbwaiter. Take the key.
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- Use the key on the locker in the kitchen and get the molasse and the
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freezer. When you'll try to get out of the kitchen, you'll hear a familiar
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"hey you!". Get back in the kitchen and use the freezer in the doorway.
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- Go upstairs and do the same thing with the molasse. Go to the pool room.
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Get the token if you want (havent the slightiest idea of what to do with
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it). Go into the room with the cell and use the stick behind the desk
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with the broken plate in the corner of the room. You'll find the key and
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another book.
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- The door to the chamber and magic room will now open. Get into the magic
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room and use the stick on the plate. Get back in the kitchen and hope you
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placed the ice at the right spot. Go next to the dumbwaiter and ring the
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bell again.
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- Captured again....
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VII - BACK AS CARNBY : THE REVENGE!
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- Get the key to free yourself and kill that pirate with your bare hands.
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Take the the sword, use it and follow Grace outside. Dont worry if you lose
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track of Grace. Kill anything you encounter.
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- The guy outside will leave the fuse behind. Get it and go through the door
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in front of you. Kill the two guys and get the fire-iron and the pliers as
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well as the key in the corner of the room. Get out.
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- Go through the door next to the niche where Grace hid, kill the guy and
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take all his stuff (gun ammo,chainmail,vial,gun).
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- Push the barrel to the left and get the chainmail.
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- Go through the door at the end of the hallway, close on the pistol pirate
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with your sword, take the ammo and the vial. Dont let anyone get in your
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way to the locked door on that deck. Use the key to get inside.
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- You're in the gunpowder room. think twice before firing your gun. Use the
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sword to kill the swordmaster, get the book and the gunpowder barrel. Get
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on the upper deck.
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- Open all the doors you can, there are two rooms you can enter. A sleeping
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room (dont stay inside too long because you dont want to wake those
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pirates) and a room with a cannon. kill the guy sleeping next to the cannon
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and use the pliers to free the cannon. Now PUSH the cannon to the left
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(this move is difficult, the right position is hard to find). Drop
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the barrel anywhere in the sleeping room( Carnby always places the barrel
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next to the wall).
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- Use the fuse on the cannon and use the fire-iron for a nice show...
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- Go into what's left of the sleeping room. Take the vial and the gold
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pieces.
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- Use the gold pieces near the locked doors and kill the two dwarves. Go
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where they came from, take the vial. Go kill the cook behind the door, take
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the metallic diamond card and use it on the last locked door.
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- Enter and fall (again) under Elizabeth's spell...
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VIII - GRACE AGAIN!
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- And Grace saves the day...Use the stick on the statue, get into the room
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and use the chicken's foot. Bye Bye Elizabeth!
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IX - BACK AS CARNBY : THE END!
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- First, FLEE! that ghost is way too tough for you. Climb the ladder to get
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on the main deck.
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- Kill everyone on the bridge. Get the hook and climb up the mast. Wait for
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the guy, hit him once with your sword to make him fall. Use the hook on the
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rope. Kill the karateka. jump down and take Nichol's sword.
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- Free Grace with the pliers. Run to the cannons to stop the fuse. Now kill
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One-Eye Jack! Dont forget to use Nichol's sword and watch out for fake
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deaths!
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- Guess what? THE END!
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V1.0 (14/1/94)
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Send comments/complaints/gripes/suggestions/corrections/money via e-mail to :
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liblanc@info.polymtl.ca
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Richard Liblanc
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