Alone in the Dark

Alone in the Dark

13.10.2013 21:29:10
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Alone In The Dark Walkthrough
by Nikolay Kaleyski
1.Contents
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1.Contents
2.Items and weapons
3.Enemies
4.Hints
5.Walkthrough
6.Contacts
7.Statements - IMPORTANT!

2.Items and weapons
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Important items (common items, NOT used in puzzles)
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Medical kits - contain flasks
Flasks - restore health
Biscuits - restore health
Books - help solve puzzles or explain part of the storyline
Cartridges(ammo) - bullets for the shotgun/revolver
Scrolls - same as books
Oil cans - add oil to the oil lamp
Oil lamp - used in dark places

Weapons
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Shotgun - powerful weapon, found in the begining of the game. Also
throws you back a bit when fired. Old cartridges, must be kept out
of water
Revolver - another good weapon, but takes some time to load it. It
is found later in the game. Cartridges are water proof.
NOTE : Try to save ammo for these weapons - aim carefully
Sword - very good weapon - it's long(hit enemies before they hit
you) and powerfull.
Sabre - same as sword, except that it can be broken. After that it's
still better than a knife or dagger
Knives - very bad weapon
Daggers - same as above, however some of them have special abilities
Bow - not a very effective weapon, slow and you'll have maximum two
arrows for it

3.Enemies
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Zombies - very weak, very easy, very common
Furry monsters - a little difficult if you're not good
Rats - weak, but you can't kill them
Spiders - same as above
Pirate - pretty hard, good thing there's only one in the game
Ghosts - very powerful, cannot be destroyed
Chthonian - same as above
Deep ones - quite powerful, but can be avoided
Bird-like things - weak, but hard to hit
Spider - weak AND slow
Pregzt - final enemy, practically cannot be harmed*
NOTE : Most fights can be avoided

4.Hints
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1.Take everything you can
2.Save ammo
3.Avoid fights
4.Read everything
5.Drink flasks and eat biscuits once you get them
6.Load bullets once you get them
7.Throw unneeded items
8.Practise the double tapping thing

5.Walkthrough
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NOTE : If you can't carry enough items at a time, drop something.
You can pick it up later.
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Move the chest over the trapdoor and the cupboard in front of the
window to avoid some fights. Search the chest for a shotgun. Search
the cupboard for an indian cover. Get the oil lamp. Search the piano
for a letter. Search the shelves for a book. Time to read. Go down
the stairs.
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Search the shelves for an oil can, get the bow and exit through the
door.
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Go through the door on the left.
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Search the desk for a key. Use the key to open the chest and get the
sabre. Open the door and kill the zombie with the sabre. Go to the
opposite room and proceed to the bedroom.
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Take the vase and get out your shotgun(especially if the sabre is
broken). Shoot the monster. After you hit it once it will sit on the
ground. Either shoot it again or take out the sabre and finish it
before it gets up. Throw the vase and get the key that was inside.
Use it to unlock the drawer and get the mirrors from there.
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Go through the opposite door. It's a bathroom. Search the cabinet to
find a medical kit. Open it and drink the flask. Fill the oil lamp
with oil from the oil can and throw away the empty box, flask and
oil can. Exit and enter the door straight ahead(only door left).
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Put the mirrors on the statues and the monsters will die. Go down
the stairs to the 3rd floor.
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Go to the right of the stairs, open and enter the door. There is a
ghost sitting in an armchair here. Don't mind him, search the
cupboard for some cartridges and load them. Get the matches, but be
careful not to disturb the ghost. Get the gramophone and get out of
here.
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Go to the right of the stairs and enter the next door.
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Enter the first door here.
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There's only a notebook here AND you'll have to fight a monster to
get it, but it contains much valuable information. So, get the
notebook, kill the monster and it's reading time.
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Enter the 2nd door, the bathroom.
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There is a monster here, but it can't be defeated. So, start running
and get the jug. If you have time, also search the cabinet for
another medical kit. Open it drink the flask and throw away all the
garbage.
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Enter the next door.
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It's dark here. Use the matches to light the oil lamp. Put it on the
floor. Get the statue and book from the table. Search the cabinet
for some bullets for a revolver. You can't use them yet, because you
don't have a revolver. Never mind the last door. Go to the lower
floor.
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Enter the door on your right(not the double doors), which is the
kitchen.
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In the main room you'll find a box of matches, some knives and a pot
of stew. You only need the pot. Enter the door opposite to the sink.
Prepare for a fight. After that, fill the jug with water from the
barrel. Search under the pile(of something) for a shoe box. Open it
and get the revolver. Load the bullets. Go into the main room and
go through the other small door. Get the key and search the cupboard
for some biscuits. Eat them and throw away the box. Go out and into
the hallway and enter the first door.
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You are in a dining room FULL of zombies, so unless you want to
fight them all, put the pot of stew on the table and they'll leave
you alone. You can still kill them, so if you have a few spare
bullets, practise your shooting. Enter the single door.
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This room is full of deadly smoke. Use the jug with water to put out
the cigars in the ashtray. Get the lighter. Search the cabinet for
a book and a record. Read the book. Now, go in the door opposite to
the kitchen.
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You should be in a sort of a garden. Search the statue for a few
arrows and leave. Quickly.
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You should have noticed a suit of armor in the house. Go back to it
and walk near it. It will attack you. To kill it, throw the heavy
statue at it. Get the sword. It won't break, unlike the sabre. Go
back to the corridor on the 2nd floor(the one with the dark room)
and enter the last door.
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Cover the painting of the warrior with the indian cover, it will
throw axes at you if you don't. Walk throgh the corridor until the
indian painting at the other side starts shooting arrows. Take out
your bow and shoot back. If you save any arrows, the bow can be used
as a weapon. Enter the door at the end of the corridor.
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Get the book from the desk and try reading it. It's a false book.
Push the clock and get the parchment and key from the opening. Read
the parchment and leave. Enter the double doors in the middle of the
corridor.
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It's dark here, so light the oil lamp and put it on the ground. A
ghost will come after you, so RUN! Go to the left of your starting
place. Look for a part of the shelves that looks strange. That's a
secret door. There should be an empty space for a book to the right
of it, place the false book there and enter the passage. Here, take
the talisman and search the shelves for a few daggers and LOTS of
things to read. Have in mind that one of the books is curesed and
you can safely read it only on the pentageam on the floor here. Read
about the sacrificial daggers, equip yourself with the one that's
supposed to send a creature back to it's own world and go get the
ghost! Throw away the other daggers and books, you won't need them.
Leave the library and go to the 1st floor. Enter the door opposite
to the one with the cigars.
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Use the sword, kill the pirate and get his key. There's a book lying
around here too. Go back to the room with the cigars. Unlock the
other door there and enter.
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Search the shelves for a book and a record. Put your sabre in it's
place(if it's broken, place the handle and then the blade). A
secret passage will open, but ignore it for now. Go back to the
pirate room and unlock the doors there. Go inside.
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Play the last record you found on the gramophone. While the dancers
are dancing(that didn't sound too good), get the key. Avoid them at
all cost. Go back to the door leading to the garden and unlock and
enter the other door near it.
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You're in a cellar. Look around for some bullets for the revolver.
Load them. At the other end of the cellar there are some barrels.
Get the block that's holding them, but be careful not to get hit by
the barrels. Throw away the block. Search the shelves for a book.
Read it and go down the secret passage in the study.
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The bridge will fall once you step on it, so RUN! Walk through the
tunnels until you see the Chthonian. Now's a very good time to RUN!
You'll reach a furry monster. I suggest you shoot it with the rifle.
Continue through the tunnels. You'll reach an area with water, but
the Chthonian will be blocking your way. After it comes after you,
run back across the tunnels until you see a passage to the right.
Run through it and you'll safely reach the above mentioned area.
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Walk to the other end of the bridge(or dock, or whatever). There are
some Deep Ones in the water, but never mind them. You'll come to a
section of the bridge that will fall in the water. Jump over it and
proceed to the end. Climb into the tunnel.
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Kill the spider and go to the other end. Get out your revolver and
if you can, shoot the bird-like thing. Now just jump from pillar to
pillar to the other end of the room. You're in the tunnels again.
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However there's no Chthonian this time. Follow the tunnel and at the
intersection go right.
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You should be in a room with wooden bridges. There is one of those
birds here and some Deep Ones in the water. Never mind them, if you
are attacked, get out a weapon and kill the attacker. It may seem
hard(it IS!), but get to the other end of the room and unlock the
chest with the key from the dance hall. You'll get a gem and a VERY
interesting manuscript. Push the stone behind the chest and enter
the passage. Proceed until you are in a dark place.
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This is a giant maze. It's dark. Light the lamp. Find the exit. It's
a locked door on the right side of the maze, but you'll have to go
through the whole maze to get to it. Unlock the door with the gem.
Enter.
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Pregzt(or Pickford) is here. He's that tree-like thing. Jump in the
water. The matches and rifle won't work anymore and the lamp will go
out. Also, Deep Ones appear and Pregzt starts shooting fireballs at
you. Ignore everything, get to the altar beneath Pregzt and place
the talisman on it. Light the lamp with the lighter and throw it at
Pregzt. No more enemies! Get to the other door(not the one you came
in through) and trigger the mechanism with the hook. Enter the maze
(it's lit now) and open the nearest door with the hook.
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Go back to the first tunnels and find your way out. It's in the
tunnel that you first saw the Chthonian in. Good thing you removed
the barrels, eh?
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It turns out that the rats were servants of Pregzt too...
Just get to the front door and get out of here.
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THE END

6.Contacts
====================================================================
You can email me at jimnic@abv.bg OR jimnicbg@yahoo.com

7.Statements
====================================================================
1.You can
-----------------------------
1. Read and distribute this file without changing it or without
removing anything
2.Read and distribute both in electronic or printed format
3.Copy or quote something, as long as I'm informed
4.Use this file as a model for writing

2.You can't
-----------------------------
1.Distribute only a part of this file
2.Change this file
3.Copy or quote something if I'm not informed
4.Sell the file

Copyright 2003 Nikolay Kaleyski



 
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