Alone in the Dark - Infogrames (Part 2) Walkthrough sent in by Mark Bradshaw @~Continued from the last file. Magic room Be careful with the books in this room - one of them is deadly if it is not handled with extreme care! Take the talisman (the round thing with circling spheres) and search the bookcase. You will find: - a sacrificial dagger (curved blade) - a normal dagger (useless) - a large dagger (useless) - a parchment (signs and rituals) - a parchment (the sacrificial dagger) - a normal book (Reflexions on the power of the verb) - a yellow book (De Vermis Mysteriis) Before you look at the items, stand on the pentagram on the floor - it gives protection from the evil in the yellow book! Now read all books and parchments and discard. Only the talisman and the sacrificial dagger are needed. Now 'use' the curved blade and return to the library. Approach the prowler and stab him with the sacrificial dagger to kill him. Now drop the blade, search the rest of the library for books which tell you further about the game (and one which sends you mad with spectacular results!), pick-up your lamp and exit through the other double doors into the middle hallway again. Middle hallway (second visit) Time to deal with the suit of armour. Use the very heavy statuette which has magical powers against suits of armour, as described in one of the books you will have read by now. Throw this at the armour, watch him die and take his sword. Now proceed to the lower level using the stairs. Lower hallway (second visit) To the right of the stairs is a closed door which leads to the kitchen. Go through this door, and prepare to do battle. Take the pot of soup off the stove - it is human flesh so don't eat it! Search the drawers next to the stove to find another matchbox (not really needed). Now open the door next to the kitchen's entrance to enter the small storeroom. In here you will find a key and a biscuit box. Eat the biscuits to increase your health, and leave the box behind. Exit the storeroom to return to the kitchen. The large cupboards in the kitchen contain another 2 useless knives, so ignore these and move over to the other end of the kitchen. In the corner there is another doorway into another storeroom. Enter this storeroom, then exit immediately to meet the zombie who has appeared out of nowhere! In this storeroom you will find a barrel of water. Use the jug with this to fill it with water. Search the coal pile to reveal a shoebox. Open the shoebox to find a revolver. Take this and discard the shoebox. Take the oil can and exit the room. Now exit the kitchen by the unused door into a narrow hallway. Take the door immediately opposite to enter the dining room that is stuffed with zombies. Dining room Now you have a choice - mass carnage or escape unscathed! To do the latter, place the bowl of soup on the table and run out of the room, using the single door opposite to the wall you came through. The zombies shouldn't bother you now! The door leads to... Smoking room In the centre of this room, an evil cigar burns furiously. Run up to the table, take the lighter and use the jug. This will douse the cigar with water and put it out. Search the small cabinet next to the double doors to reveal a record (useless) and another book. This one is called "Memories". Read and discard. To the right of the door you entered by there is a set of double doors. Use the strangely shaped yellow key to gain access to Jeremy's study... Jeremy's study We will be in here more than once! This room includes the means to enter the caves mentioned in Jeremy's notebook. There is a shield and sword on the wall. Put the old cavalry sabre here to move the desk and reveal stairs going down... Don't go yet! Search the large bookcase to uncover another record and a book. This time the record will be of use, so keep it. The book is entitled "The tale of Captain Norton", and tells the tale of the man you will shortly kill! Throw the book away and exit the study through the double doors. Cross the now non-smoking room and open the double doors opposite to enter the lobby. Lobby The doors to your immediate right are the main doors to the house. Don't open these yet, or you will meet your final demise. Cross the lobby and open the double doors opposite. Now enter Jeremy's studio. Jeremy's studio Here is Captain Norton! He can only be killed by skilled use of the sword pinched off the suit of armour. You must push him into a corner with deft use of the sword and hack him to pieces. This can required many attempts but I assure you that it can be accomplished! Try to run to meet him before he advances too far down the hall so that you don't have so far to push him backwards. Pick up the gold key that he leaves behind, and the book hidden against the canvases. Read it (Demonia Particularis) and discard. Now open the double doors at the end of the room using the key Captain Norton dropped, and enter the ballroom. Ballroom In the ballroom, there are some dancers. Do not walk into them, or you shall die! Use the record and it shall be played. It is Saint-Saens' Dance of Death (very apt) and the dancers all start milling around to the music. Run between them and pick up the key on the mantlepiece. Taking care not to hit any of them, run out the room again through the open doorway you entered by. Once the large key leaves the ballroom, all the dancers die (as you might expect???!!!). Now, return to Jeremy's study and prepare to go underground! Underground In Jeremy's study, take the steps leading down, and into the caves we go! Run across the bridge and follow the twisting passage until you see the worm waiting for you. Now prepare for a difficult bit - save the game and whip out your revolver checking that there is ammo in it first! Then run in front of the worm and round the corner (noticing on the way that there is an odd bit of wall), where you will come face-to-face with a snappy thing. Shoot it quickly, making sure it does not hit you as you will be pushed back into the path of the worm. Once this is dead, continue following the passage until you hear the worm round the corner. Turn round and run back down the passage to the odd looking bit of wall. The worm will have eaten its way through this and this new passage should now be followed. It will take you onto a ledge above some water, the first of many. Pool Jump down from the ledge onto the wooden walkway. You will receive the attention of one of the deep ones, but run past it and follow the wooden walkway around the pool. Jump over the collapsible part of the walkway, and you will come to another ledge. Jump up onto this and continue into the stone passage. Shoot the crawly thing and continue up the passage until you reach another ledge, high above a second pool of water. The second pool This room is full of stone pillars which you can use to jump across the pool onto a ledge at the other side of the room, However, this is a long route in comparison to the short cut I will take you on, and the short cut is easier too! Fall off the ledge into the water, making sure that you avoid the Deep One. The lamp will go out, and the rifle's cartridges will get wet and become useless, but this does not matter. Now run to your right through a small passageway which will lead you into a very large underground cavern. Large underground cavern Jump up onto one of the low platforms at the far side of the room. This makes the journey across the platforms easier, as you cover much of the ground in the water! Now simply jump over/run across the platforms until you reach the chest. Use the strange key you got out of the ballroom to unlock the chest, and discard it. The chest contains a gem and a book (Memories of a Lost Soul). Read and throw the book away, keep the gem and approach the stone block at the back of the ledge we are standing on. Push the block out of the way to reveal a doorway. Go through the door and continue down the passages, ignoring the sealed doorway until you come to a large room in darkness. Light your lamp and use it to show you the way. The Labyrinth Take the following directions: Follow the right-hand outside wall (ignoring the little dead end) until you come to the bottom of the screen. Go off the bottom of the screen and take the first turning on the left. Follow this passage, taking another left turn when it presents itself. Follow this passage until you come to a T junction. Go right, then left, then right again and you will find yourself at a closed door. Put the gem into this door to unlock and open it and go through into the final underground chamber. Underground chamber This is the showdown with the evil one! Jump into the water and run across to the tree in the middle of the pool. Run up to the altar, dodging the fireballs and pick up the hook which is lying there. Put the talisman on the altar to stop the fireballs. Now, save the game in case you botch the next bit! Light the lamp, take a couple of steps backwards so that the view changes to the whole room again. Throw the lamp at the tree and watch the swine burn! Now run for your life, out of the room! There is a door out of here to the left of the room, which can be opened using the hook. Run through here and you should recognise the passage you are in. Turn left to re-enter the labyrinth, which will now be mysteriously lit-up! Turn right to the closed door, and use the hook again to open it up. Go through this door and you will be in the stone passageway again. Turn immediately left to drop into the first pool room and run round the side of the pool to the ledge. Jump up here and take the passage way you came down in. Don't worry about any of the monsters now - they are all dead! Run up the passageway until you get to the fork where the worm was previously waiting for you. Take the right hand passageway and run up it until you reach the cellar. The cellar This is a room I have missed out in my walkthrough thus far as it is not really necessary to enter until this stage. However, it contains some bullets on a table at the right hand corner if these would be useful. There is also a book (The Trial of Captain Pregzt) to be found in the bookcase to the left of the barrels which should be read and thrown away as normal. If you do choose to enter the cellar before this stage of the game, you will find 3 rats which must be dodged and cannot be killed! Continue up the cellar stairs and you will find yourself in the lower hallway. Continue down it into the lobby and open the front doors. Step out to freedom!