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Alone In The Dark: The New Nightmare: Official Strategy Guide Note: This is a Publish Guide |
Alone in the Dark: The Official Strategy Guide (Secrets of the Games) Note: This is a Publish Guide |
Alone in the Dark (Official Strategy Guide) -Europe- Note: This is a Publish Guide |
Alone in the Dark: The New Nightmare (Official Strategy Guides) -Europe- Note: This is a Publish Guide |
Alone in the Dark: the Official Strategy Guide -Europe- Note: This is a Publish Guide |
Note: This represents all the actions
needed to beat the game, in chronological order. Some of this may be done
in a different order, so this solution is listed by area.
Attic - Push the wardrobe closet in front of the window. Push the chest
on top of the trapdoor in the floor near the piano. Open the chest to get
the rifle. Open the wardrobe closet to get the old Indian cover. Walk over
to the table and get the oil lamp.
Storeroom - Take the bow from the corner near the door. Search the
shelves on the right side to get the oil can. Use the oil can to refill
the oil lamp. Exit the room.
Upstairs Hallway - Walk to the first door on the right and enter. Do
not walk down the hall as it will collapse and kill your
character.
Room - Search the roll top desk in the corner to get the key to the
chest. Use the key to open the chest in the corner next to the door to get
the old cavalry saber. Open the door and fight the Zombie that will walk
inside the room. The old cavalry saber will break after a short amount of
use. Exit the room and open the door directly across the hall.
Dressing Room - Walk into the room, turn around and fight or shoot
the Zombie that will walk in the room from the hallway. Exit
the room through the door near the window.
Bedroom - Go to the night stand on the left side of the bed (the side
opposite the window), and get the vase. Fight or shoot the monster that
will jump into the room through the window.
Throw the vase and get the key to the dresser that was hidden inside. Use
the key to open the dresser with the teddy bear on top of it. Take the two
small mirrors. Exit the room through the door near the bed. Walk to
and enter the door directly across the hall.
Bathroom - Open the cabinet and take the first aid kit. Open the first
aid kit and take the flask. Drink the contents of the flask to gain more
health points. Throw or drop unnecessary items: first aid kit,
empty flask, chest's key, dresser's key, and empty oil can.
Exit the room and open the door at the end of the hall.
Upper Lobby - Put one small mirror on each small statue at both ends
of the room. Avoid any contact with the winged monsters by staying close
to the wall. Walk downstairs.
Lower Lobby - Do not touch the suit of armor. If the very heavy
statuette (found in the Dark Bedroom) is in the inventory, stand directly
in front of the armor and throw the statuette to destroy the armor. Take
the sword. If the statuette is not in the inventory, walk to the door on
the right side of the stairs and enter.
Sitting Room - Do not touch the ghost figure in the chair. Get the
gramophone on the table. Search the cabinet to get the cartridges. Use
the cartridges to reload the rifle.
Get the matchbox from the fireplace mantle. Exit the room and go to the
door straight ahead on the other side of the stairs.
Hallway - Follow the hall around and enter the second door that your
character sees. The first door is directly across from the door from which
your character entered the hall.
Bathroom - Run into the room and get the jug next to the cabinet. Ignore
the monster in the bathtub as it cannot be killed; it will harm your
character.
Open the cabinet and get the first aid kit. Open the kit and get the
flask. Drink the contents of the flask to gain more health points. Exit
the room and continue down the hall to the next door.
Dark Bedroom - Use the matchbox to light the oil lamp. Get the very
heavy statuette from the table. Exit the room and use the open/search
command to put the lamp away.
Go back to the Lower Lobby and destroy the suit of armor. Leave the very
heavy statuette there. Walk to either side of the stairs and enter the
dark opening.
Front Lobby - Drop the gramophone here. It will be used later in
the game. Turn left and enter the right door of two in the corner
next to the stairs. The left door will be locked.
Enclosed Porch - Search the back side of the statue to get three
arrows. Leave the room quickly to avoid the falling spiders. They
will not leave the room. Walk to the door on the other side of the stairs
next to a narrow hallway.
Kitchen - Enter the smaller dark brown door nearest to the door that was
just entered. Get the key to the cellar hanging on the wall. Search the
shelf to and take the box of biscuits. Eat the biscuits to gain more
health points. Drop or throw unneeded items: empty box, first aid kit, and
the empty flask. Search the large cabinet near the table to get the
knife.
Enter the second smaller dark brown door next to a normal sized door.
After entering the small closet, quickly back out. Use the knife to kill
the zombie that entered the room when your character entered the
closet. Re-enter the closet and search the pile of coal in the corner to
get a shoe box. Open the box and get the revolver.
Get the oil can in the other corner. Use the oil can to refill the
lamp. Use the jug next to the barrel of water to fill the jug. Drop or
throw unneeded items: empty oil can, empty box, and knife. Exit the closet
and return to the kitchen. Get the pot of soup from the fireplace.
Exit the kitchen through the normal door that is next to the closet. Open
the door across the small hall.
Dining Room - Walk to the right side of the table and put the pot
of soup on the table. Avoid the walking zombie and wait until it sits.
Exit the room through the door next to the large cabinet.
Smoking Room - Run to the other side of the table and stand next to
the chair. Get the lighter from the table. Use the water jug to douse the
smoking ashtray on the table. Your character will take some damage from
the smoke. Open the double doors that are not locked and go in to the
hall. Walk back to the white stairs in the front lobby and climb them. Go
back to the hallway that led to
the Dark Bedroom. Continue down the hall to the end and open the door.
Hallway With Paintings - Walk up to the first painting (a man with an
axe) and put the old Indian cover over it. Walk halfway down the middle of
the hall and use the bow to fire an arrow at the painting at the far end.
Once the arrow has hit the painting, purple smoke will appear. Enter the
door at the far end of the hall.
Jeremy's Bedroom - Get the false book from the table. Push the
grandfather clock aside and search the hole behind it to get the key to
Jeremy's Study. Exit the room and enter the double doors located halfway
down the hall.
Library - Use the oil lamp. Put the lamp down in the middle of
the floor. Quickly run down the corridor at the upper left of the
screen. Follow it around to the right until an indentation is seen in the
wall of books. Go slightly past this and search the books next to the
indentation to find a mechanism. Use the false book to open the
Secret Room behind the indentation and quickly enter it. The
monster chasing your character can only be killed by a certain dagger that
is found inside the Secret Room
Secret Room - Get the talisman from the shelf. Search the bookshelves to
get the dagger with the curved blade. Use the dagger to kill the monster
in the Library. Get the oil lamp from the floor and open the closed double
doors. Your character is now in the lower lobby. Go through the dark
opening, go down the stairs, and get the gramophone. Use the silver key to
open the locked door next to the door to the enclosed porch. Continue down
the big hall and re-enter the Smoking Room. Use the key to open the locked
double doors.
Jeremy's Study - Put the old cavalry saber in the coat of arms on
the wall. If the saber was broken, put both halves in the
coat of arms. Search the bookcase in the corner to get the record. Exit
the room and go back through the Smoking Room, into
the hall. Enter the doors to the side of the hall (not the ones at the end
of the hall).
Pirate's Room - Use the sword to kill the pirate. The pirate can not
be shot. Get the key to the Dance Hall from the dead pirate.
Use the key to open the double doors.
Dance Hall - Walk to a corner and use the dance of death record on
the gramophone. The ghosts will dance. Do not let them touch your
character. Get the key to the pirate's chest from the
fireplace mantle. Exit the room and go back to Jeremy's Study. Walk
down the stairs in the floor.
Bottomless Chasm - Run across the collapsing bridge. Follow the tunnels
until a giant worm is seen behind your character. Run away from the worm
until your character can turn right into another tunnel.
Cave - Fight or shoot the monster that waits for your character to
enter. Continue down this tunnel until the worm is seen again.
Run back to the place in the tunnel where your character turned right and
fought the monster. Turn right down the tunnel created by the worm. If
the worm is still there, repeat the previous step until the worm moves out
of the tunnel.
Underground - Step down onto the wooden dock and walk around to
the right until your character comes to a lighter shaded
brown section of the wood. Jump over this section as it will collapse if
stepped on. Avoid the monster in the water or kill it. If it is
killed, more monsters will appear. Climb up the ledge to the opening.
Tunnel - Fight or shoot the spider monster. Continue down the tunnel.
Rock Pillar Cavern - Stand in the opening and shoot the flying
monster. Jump from rock pillar to rock pillar. Use the pillars to
the left. When the screen view changes, go to the opening on the right.
Follow the tunnel until it forks. Go right at the fork.
Large Cavern With Planks - Walk to the right side of the rock
plateau. Jump over the light colored wooden planks onto the darker
ones. Jump and climb up rock pillars until your character reaches the far
side of the room. Shoot or avoid the flying creature in the middle of
the cavern. Go to the chest.
Pirate's Chest - Use the key to open the chest and get the gem. Push the
rock behind the chest to one side. Enter the dark opening and follow the
rock corridor. Step down the ledge and continue forward until it
goes black.
Dark Maze - Use the oil lamp. Walk to the left. Try to wind around to
the left until your character cannot go that direction any further. Turn
downwards and go down until it is no longer possible to go further. Turn
to the right of the screen and walk until your character comes to a stone
door with a hole in it. Use the gem to open the door. Enter the room and
use the open/search command to put the oil lamp away.
End Cavern - Run and jump off the rock steps. Run to the stone altar in
front of the tree while dodging the fireballs and the monster in the
water. Get the hook. While in front of the altar, put the talisman on
the altar. The fireballs will stop. Use the lighter to re-light the oil
lamp. Throw the oil lamp at the tree. Run to the right of the cavern and
climb onto a different rock plateau. Climb up to the rock door and use the
hook to open the door. Turn left and go back into the maze. It will now
be visible. Turn right and use the hook to open the door.
Turn left. Your character is now back in the Underground area. Walk along
the wooden docks and climb to the opening on the other side. Turn right
and follow the tunnel straight ahead until your character comes to a small
black opening. Enter the opening.
Basement - Walk around the wine racks to the other side of the room and
climb the stairs. Your character is now back in the
Front Lobby. Walk down the large hall and open the double doors at the
end. |
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