Alone in the Dark - Getting Started Sent in by Mark Bradshaw Main hints - learn how to fight without weapons. It is tempting to just use the weapons found around the house, but if ammunition is short, you can end up in a lot of trouble! - learn how to run. Can take a bit of getting used to, but is useful for staying alive at times. - save your game often, as some of the monsters can prove to be very persistent. - none of the books encountered are required to solve the puzzles as such: they are provided to give a background to the story and to suggest the origins and uses of items found around the house. When discovered, books should be read and discarded as you only have a limited amount of carry-space! There now follows the start of a step-by-step walkthrough of the game. It describes all of the rooms and what will happen in them, and gives away all the actions needed to complete the game! Attic This is where you start the game from. There are 2 monsters that will attack you here, and they provide an excellent opportunity to learn how to fight. Alternatively, push the wardrobe across the window to stop the snappy monster entering and push the chest over the trapdoor to halt the zombie. Book - this can be found in the bookcase near the table. It is a fragment of the myth of the golden fleece. Lamp - on the table. Take this. Gun - in the chest. Take it: it is excellent for blowing away annoying monsters! Jeremy's suicide note - in the side of the piano. This is mentioned in the opening text and gives the first clue to what has been going on in the house. Indian cover - in the wardrobe. Take it. Now - the room is done so go through the doorway in the corner of the room near to the rocking horse (walk into that for a bit of a laugh). Store room Bow - next to the shelves. Take this. Oil can - search the shelves to find this. Use the oil can immediately (it will fill the lamp with oil!) and discard the empty can. Saves you carrying it about. Now - go through the door into the upper hallway. Upper hallway Look at the floor. Halfway along, the floor looks different from the surrounding stuff. This is a weak area which breaks when you step on it. Save your game and try to walk on it (dead!). It is amazing how you can walk on this during the intro! Go through door to your immediate left to enter the drawing room. Drawing room Door shuts as soon as you enter the room. The chest is locked, so search the writing table to find the key. Use the key on the chest and discard the key. There is an old cavalry sabre in the chest. DO NOT use this in combat as it will break, and it is needed whole later in the game! Return to the upper hallway. Be ready to fight as when you open the door to leave, a zombie waits! Now go through the door opposite into a dressing room.... @~The full solution will be in the next issue of SynTax.