Alone in the Dark - Infogrames (Part 1) Walkthrough 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 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. Dressing room To avoid fighting the zombie child which appears almost as soon as you step into this room, close the door behind you. For effect, the dressing table can be pushed against the door! Nothing else in this room - go through into the master bedroom. Master bedroom You will get attacked while in this room - a snappy monster smashes through the window and prepares to bite your legs off. Be ready! There is a strange sort of porta loo in here - I suppose it's a stool but it doesn't look like one! Vase - pick this up and throw it. It will break to reveal a key. This is the key to the chest of drawers in this room - unlock it and throw the key away. Two mirrors - in the chest of drawers. Take them with you. Go out of the door into the upper hallway again. If you stopped the zombie getting into the dressing room, then it will still be out here. It will not attack you, though, so you are safe to cross the corridor into the bathroom (note you are now on the other side of the weak part of the floor). Bathroom Search the bath and sink to note that there is no water in this house! Search the cupboard to reveal a first aid case. Take this, open it to reveal a flask, and take this flask. The flask contains a health reviving liquid - no doubt a drop of the hard stuff! Once you have this, throw the first aid case away. Once consumed, the flask can be thrown away as well. Leave the bathroom and proceed to the end of the hallway. Open the door to lead out onto the landing. Landing Two monsters (harpies?) block the way down the stairs. There are two statues in the corner of the landing, which should give a blatant clue as to what to do as you have two of an object! Keeping well out of range of the monster, walk up to one of the statues and drop/put one of the mirrors. This causes the monster to look at itself, which it does not like at all! Put the other mirror in the other statue to kill both monsters, and go down the stairs into the middle hallway. Middle hallway. Note the suite of armour here - do not annoy it just yet, as it is vicious! The double doors that shut as you descend the stairs cannot be opened yet, so no need to waste time pondering that one. Go to the right of the stairs, where there is a door into a sitting room. Enter! Sitting room Avoid the ghost sat in the seat at all costs! It might be worth saving the game at this point and walking into the chair to see this monster in action! Take the gramophone from the table in the room. Walking carefully round the seat, go to the left side of the fire place to pick up the matchbox. The poker, also available here, does not seem to serve any purpose so leave it here! On your way out, check the wardrobe for a fresh supply of cartridges for the rifle. 'Use' them to reload your gun. Back in the middle hallway, go down the stairs just to your left, onto the lower level of the house. This will just be a quick visit to pick up 3 objects for the next part of the game. Once at the bottom of the stairs, turn to your left and you will see two doors. Open the rightmost of the two and enter the conservatory. Conservatory The focal point of this room is the statue in the middle of the room. The double doors, also here, lead into the dancing hall which we will go into, but later and from another direction. For now, search the statue to discover 3 arrows. Take these and run for it! Spiders descend from the ceiling as soon as the arrows are discovered and they cannot be killed! In the lower hallway, go back up the stairs to the middle hallway, and now go to the left of the stairs leading up. This leads into the servant's quarters. Servant's Quarters The servant's quarters consist of two bedrooms and a bathroom. Go into the first room along the corridor. This takes you into the bedroom Jeremy used until his death. Jeremy's bedroom Jeremy's diary is found in this room on the mantlepiece next to the bed. This room is the bedroom mentioned in the diary. It also explains the events which lead to his suicide. Leave the diary behind, and prepare to face another snappy monster. There is nothing else important in this room, so return to the corridor and go into the next room along. Servant's bathroom There is something nasty in the bath, and speedy movement is required to get the objects in this room. This is also one place where it is essential that you can run at will! Enter the room at a run, and run to the corner of the room to where there is a jug. Pick this up and run out of the room again to avoid having your head bitten off by the creature in the bath! Run back into the room and search the cupboard. This reveals another first aid kit with another flask. Use and discard as before, but don't do this in the bathroom! Run out as soon as you have picked it up. There is nothing else in this room, and no way of killing the monster (that I know of!). Now, with lamp lit (use the matchbox) and held, go into the next room along the corridor - another bedroom. Dark bedroom Drop the lamp on the floor so that your hands are free for searching the room. Take the book (Diary of a Journey) and read then discard. Take the very heavy statuette for later use. Search the bedside table to find some bullets. These are not for the rifle, but for a handgun which will be found later in the game. Now - exit the room, remembering to collect the lamp, and follow the corridor to the door at the end. Go through this into the picture gallery. Picture Gallery Two of the pictures in here enjoy killing you, so beware! The first is right beside you as you enter the gallery. If you walk a distance along the gallery, it throws axes into your back! Solution: walk up to the picture and put the Indian cover over it, so it cannot see you to aim! Look at the pictures as you walk along the gallery, as they are relevant to the story. One of them depicts a location you will see later in the game. Halfway down the gallery there is a set of double doors, leading into the library in darkness. We will be going in there shortly, but for now STOP WHERE YOU ARE. The second dangerous picture is located at the far end of the gallery and it must be destroyed before further progress can be made. Use the bow, and aim down the end of the hall. Fire an arrow at the blob (the picture) and it should die with all the associated rising balls. If it does not, re-aim and try again until it does die. You have 3 arrows to kill the picture, otherwise you will have to restore your game! Once the picture is dead, you can proceed to the end of the gallery in safety, and enter the room located at the end of it. Yet another bedroom This bedroom contains a couple of essential items. The book found on the table is not real! Pick it up and try to read it - it is a false book which we will need shortly. Also, the grandfather clock is movable, so push it away to reveal a hidden recess. Search this for a strangely shaped key and a parchment (the creatures of the night). Read the parchment, digest its information and discard it. Return to the gallery and along the the double doors mentioned previously. The doors lead to the library, and to a brush with the prowler mentioned in the parchment. Save the game, ready the lamp, and prepare to meet the purple blob! Library Drop the lamp just inside the double doors so that the library is lit as you run about. Avoid the prowler at all costs! There are a lot of books to be found in this room (naturally!) but we will ignore these for just now. Run into the room and wait until the prowler appears. Now run to the left of the library to the far wall, and move into the middle of the corridor. There is a false looking piece of wall here - its opening mechanism is further along this same wall. Search the far corner of the corridor, on the same wall as the false bookcase (closest to the 'camera' taking the view of the corridor), and you will find a mechanism. Put the false book here to open the secret door. Now run through it fast before the prowler catches up with you. You are now in the magic room... @~Continued in the next file.