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Alone in the Drak

This is a discussion about Alone in the Drak within the Xbox 360 Discussion section, where you will Talk about your Xbox 360, Xbox 360 parts, and compatiblies here.; i need a freaking walkthrough for this game , its pissing me off , anyone ?



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Old 06-20-2008, 08:48 AM   #1 (permalink)
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Alone in the Drak

i need a freaking walkthrough for this game , its pissing me off , anyone ?

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Old 06-20-2008, 11:55 AM   #2 (permalink)
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I'm not sure if this is what you are talking about but this is what google got me.
Quote:
1 - Attic
1. PUSH the wardrobe closet in front of the window.
2. PUSH the chest on top of the trapdoor in the floor near the piano.
3. OPEN the chest to get the RIFLE.
4. OPEN the wardrobe closet to get the OLD INDIAN COVER.
5. Walk over to the table and get the OIL LAMP.
2 - Storeroom
1. Take the BOW from the corner near the door.
2. SEARCH the shelves on the right side to get the OIL CAN.
3. USE the OIL CAN to refill the OIL LAMP.
4. Exit room.

3 - Upstairs hallway
1. Walk to the first door on the right and enter.
2. Do not walk down the hall as it will collapse and cause death.

4 - Room
1. SEARCH the rolltop desk in the corner to get the KEY TO THE CHEST.
2. USE the KEY to open the chest in the corner next to the door to get the OLD CAVELRY SABER.
3. Open the door and fight the Zombie that will walk in.
4. The OLD CAVALRY SABER will break after limited use.
5. Exit the room and open the door directly across the hall.

5 - Dressing Room
1. Walk into the room, turn around and FIGHT or SHOOT the Zombie that will walk in the room from the
hallway.
2. Exit the room through the door near the window.

6 - Bedroom
1. Go to the nightstand on the left side of the bed (side opposite the window), and get the VASE.
2. FIGHT or SHOOT the monster that will jump into the room through the window.
3. THROW the VASE and get the KEY TO THE DRESSER hidden inside.
4. USE the KEY to open the dresser with the teddybear on top of it and get two SMALL MIRRORS.
5. Exit the room through the door near the bed.
6. Walk to and enter the door directly across the hall.

7 - Bathroom
1. OPEN the cabinet to get the FIRST AID KIT.
2. OPEN the FIRST AID KIT to get the FLASK.
3. DRINK the FLASK to gain more health points.
4. THROW or DROP unecessary items: first aid kit, empty flask, chest's key, dresser's key, empty oil can.
5. Exit the room and open the door at the end of the hall.

8 - Upper Lobby
1. PUT one SMALL MIRROR on each small statue at both ends of the room.
2. Avoid any contact with the winged monsters by staying close to the wall.
3. Walk Downstairs.

9 - Lower Lobby
1. Do not touch the suit of armor.
2. When you get the VERY HEAVY STATUETTE", stand directly in front of the armor and THROW the
STATUETTE to destroy the armor and get the SWORD.
3. The STATUETTE is in room #13.
4. Walk to the door on the right side of the stairs and enter.

10 - Sitting Room
1. Do not touch the ghost figure in the chair.
2. Get the GRAMOPHONE on the table.
3. SEARCH the cabinet to get the CARTRIDGES.
4. USE the CARTRIDGES to reload the RIFLE.
5. Get the MATCHBOX from the fireplace mantle.
6. Exit the room and go to the door straight ahead on the other side of the stairs.

11 - Hallway
1. Follow the hall around and enter the second door you come to.
2. The first door is directly across from the door you entered the hall through.

12 - Bathroom
1. RUN into the room and get the JUG next to the cabinet.
2. Ignore the monster in the bathtub as it cannot be killed - it will hit you.
3. OPEN the cabinet and get the FIRST AID KIT.
4. OPEN the KIT and get the FLASK.
5. DRINK the FLASK to gain more health points.
6. Exit the room and continue down the hall to the next door.

13 - Dark Bedroom
1. USE the MATCHBOX to light the OIL LAMP.
2. Get the VERY HEAVY STATUETTE from the table.
3. Exit the room and OPEN/SEARCH to put the lamp away.
4. Go back to the lower lobby and destroy the suit of armor as in room #9.
5. Leave the VERY HEAVY STATUETTE there.
6. Walk to either side of the stairs and enter the dark opening.

14 - Front Lobby
1. DROP the GRAMOPHONE here until it is needed later.
2. Turn left and enter the right door of two in the corner next to the stairs. The left one will be locked.

15 - Enclosed Porch
1. SEARCH the back side of the statue to get three ARROWS.
2. Leave the room quickly to avoid the falling spiders. They will not leave the room.
3. Walk to the door on the other side of the stairs next to a narrow hallway.

16 - Kitchen
1. Enter the smaller dark brown door nearest the door just entered.
2. Get the KEY TO THE CELLAR hanging on the wall.
3. SEARCH the shelf to get the BOX OF BISCUITS.
4. EAT the BISCUITS to gain more health points.
5. DROP or THROW uneeded items: empty box, first aid kit, empty flask.
6. SEARCH the large cabinet near the table to get the KNIFE.
7. Enter a second smaller dark brown door next to a normal sized door.
8. After entering the small closet, quickly back out and USE the KNIFE to kill the zombie that enters as
soon as you enter the closet.
9. Re-enter the closet and SEARCH the pile of coal in the corner to get a BOX OF SHOES.
10. OPEN the BOX and get the REVOLVER.
11. Get the OIL CAN in the other corner.
12. USE the OIL CAN to refill the LAMP.
13. USE the JUG next to the barrel of water to fill the jug.
14. DROP or THROW uneeded items: empty oil can, empty box, knife.
15. Exit closet into kitchen and get the POT OF SOUP from the fireplace.
16. Exit the kitchen through the normal door next to the closet.
17. Open the door across the small hall.

17 - Dining Room
1. Walk to the right side of the table and PUT the POT OF SOUP on the table.
2. Avoid the walking zombie and wait until it sits down.
3. Exit the room through the door next to the large cabinet.

18 - Smoking Room
1. RUN to the other side of the table and stand next to the chair.
2. Get the LIGHTER from the table.
3. USE the WATER JUG to douse the smoking ashtray on the table.
4. You will take some damage from the smoke.
5. Open the double doors that are not locked and go in to the hall.
6. Walk back to the white stairs in the front lobby and climb them.
7. Go back to the hallway that led to the dark room where you got the STATUETTE.
8. Continue down the hall to the end and open the door.

19 - Hallway with paintings
1. Walk up to the first painting (a man with an axe) and PUT the OLD INDIAN COVER on it.
2. 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.
3. Enter the door at the far end of the hall.

20 - Jeremy's Bedroom
1. Get the FALSE BOOK from the table.
2. PUSH the grandfather clock aside and SEARCH the hole behind it to get the KEY to Jeremy's Study.
3. Exit room and enter the double doors located halfway down the hall.

21 - Library
1. USE the OIL LAMP.
2. PUT the LAMP down in the middle of the floor.
3. Quickly RUN down the corridor at the upper left of the screen.
4. Follow it around to the right until you see an indentation in the wall of books.
5. Go a little ways past this and SEARCH the books next to the indentation to find a mechanism.
6. USE the FALSE BOOK to open the secret room behind the indentation and enter it quickly. A monster
will be chasing you and can only be killed by a certain dagger that is found inside the secret room.

22 - Secret Room
1. Get the TALISMAN from the shelf.
2. SEARCH the bookshelves to ge the DAGGER with the curved blade.
3. USE the DAGGER to kill the monster in the library.
4. Get the OIL LAMP from the floor and open the closed double doors. You are now in the lower lobby.
5. Go through the dark opening, down the stairs, and get the GRAMOPHONE.
6. USE the silver KEY to open the locked door next to the door to the enclosed porch.
7. Continue down the big hall and re-enter the smoking room #18.
8. USE the KEY to open the locked double doors.

23 - Jeremy's Study
1. 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.
2. SEARCH the bookcase in the corner to get the RECORD.
3. Exit the room and go back through the smoking room, into the hall. Not the ones at the end of the hall.

24 - Pirates Room
1. USE the SWORD to kill the pirate. You cannot shoot the pirate.
2. Get the KEY TO THE DANCEHALL from the dead pirate.
3. USE the KEY to open the double doors.

25 - Dance Hall
1. Walk to a corner and USE the RECORD (dance of death). You must have the GRAMOPHONE.
2. The ghosts will dance. Do not let the ghosts touch you.
3. Get the KEY TO THE PIRATE'S CHEST from the fireplace mantle.
4. Exit the room and go back to Jeremy's Study.
5. Walk down the stairs in the floor.

26 - Bottomless Chasm
1. RUN across the collapsing bridge.
2. Follow the tunnels until you see a giant worm behind you.
3. RUN away from the worm until you can turn right into another tunnel.

27 - Cave
1. FIGHT or SHOOT the monster that waits for you to enter this cave.
2. Continue down this tunnel until you see the worm again.
3. Then RUN back to the place in the tunnel where you turned right and fought the monster.
4. Turn right down the tunnel created by the worm. If the worm is still there, repeat steps 2 and 3 until the
worm moves out of the tunnel.

28 - Underground
1. Step down onto the wooden dock and walk around to the right until you come to a lighter shaded brown section of the wood.
2. JUMP over this section as it will collapse if stepped on.
3. Avoid the monster in the water or kill it. If you kill it, more will appear.
4. Climb up the ledge to the opening.

29 - Tunnel
1. FIGHT or SHOOT the spider monster.
2. Continue down the tunnel.

30 - Rock Pillar Cavern
1. Stand in the opening and shoot the flying monster.
2. JUMP from rock pillar to rock pillar. Use the left ones.
3. When the screen view changes, go to the opening on the right.
4. Follow the tunnel until it forks-go right.

31 - Large Cavern With Planks
1. Walk to the right side of the rock plateau.
2. JUMP over the light colored wooden planks onto the darker ones.
3. JUMP and climb up rock pillars until you reach the far side of the room.
4. Shoot or avoid the flying creature in the middle of the cavern.
5. Go to the chest.

32 - Pirate's Chest
1. USE the KEY to open the chest and get the GEM.
2. PUSH the rock behind the chest to one side.
3. Enter the dark opening and follow the rock corridor.
4. Step down the ledge and continue forward until it goes black.

33 - Dark Maze
1. USE the OIL LAMP.
2. Walk to the left and try to wind around to the left until you cannot go that direction any further.
3. Turn downwards and go down until it is no longer possible to go further.
4. Turn to the right of the screen and walk until you come to a stone door with a hole in it.
5. USE the GEM to open the door.
6. Enter the room and OPEN/SEARCH to put the OIL LAMP away.

34 - End Cavern
1. RUN and jump off of the rock steps.
2. RUN to the stone altar in front of the tree while dodging the fireballs and the monster in the water.
3. Get the HOOK.
4. While in front of the altar, PUT the TALISMAN on the altar. The fireballs will stop.
5. USE the LIGHTER to re-light the OIL LAMP.
6. THROW the OIL LAMP at the tree.
7. RUN to the right of the cavern and climb onto a different rock plateau.
8. Climb up to the rock door and USE the HOOK to open the door.
9. Turn left and go back into the maze. It will now be light.
10. Turn right and USE the HOOK to open the door.
11. Turn left and you are now back in the underground # 28.
12. Walk along the wooden docks and climb to the opening on the other side.
13. Turn right and follow the tunnel straight ahead until you come to a small black opening.
14. Enter the opening.

35 - Basement
1. Walk around the wine racks to the other side of the room and climb the stairs.
2. You are now back in the front lobby.
3. Walk down the large hall and open the double doors at the end - End of Game.
Hope this helps
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Old 06-20-2008, 03:34 PM   #3 (permalink)
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thx for the effort dude , but this is not from the latest alone in the dark game
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Old 06-20-2008, 04:29 PM   #4 (permalink)
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What's the new one called?
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Old 06-20-2008, 05:12 PM   #5 (permalink)
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Click the image to open in full size.

came out a few days ago
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Old 06-21-2008, 02:48 AM   #6 (permalink)
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If it's Alone in The Dark: The New Nightmare, this is what I got. Sorry if it's wrong
Quote:
Getting to the manor
  • Bridge Garden
  • Exit this first screen.
  • At the next screen head to Ed's right.
  • Up ahead is a locked gate.
  • If you look at the lock it needs symbols to be opened. We'll get those later.
  • Now head back and go forward this time.
  • Continue forward until Aline radios you.
  • Move forward again until the screen changes.
  • Now turn left, under the fallen tree, and move forward.
  • Move forward again.
  • Continue through the archway.
  • To Ed's left is a set of stairs with blood leading up.
  • Head up the stairs.
  • Move forward into the room
  • There is a man in here. When you are done talking with him exit.
  • Walk forward until you hear gunshots.
  • Run back into the room.
  • The man is gone but a small bronze key remains.
  • Take the key and exit the room once again.
  • Continue until you reach a locked gate.
  • Use your key to open it. To do this, check inventory, select the key and select use. You then need to hit the spacebar again to open it.
East Garden 1
  • Pick up the bullets on the wall. As you do this you will see a cutscene.
  • Continue thru the archway.
  • Once in the next area open the gate to your left.
  • Two dogs will run past but they won't attack.
  • Pick up two boxes of bullets.
  • Continue on and pick up the health kit.
  • Exit back out and head east up the stairs.
East Garden 2
  • Once in this area you will be attacked by a dog.
Note:Whenever possible save your ammo. Run away when you can.
  • Start running.
  • Head left and continue on to the other side of the area until you reach the stairs.
  • Climb the stairs. Once in the next area the dogs won't follow.
Terrace Garden
  • Move forward until you reach a flight of stairs.
  • Climb the stairs. The gate is locked but on the way down Aline will radio you.
  • Continue on.
  • You will witness a gross cutscene. When it's done continue forward until you are attacked. Kill the creature and then walk down the stairs.
  • Open the gate.
Water Tank
  • You can't get down the stairs yet so head to the left then right.
  • When you reach the other side there will be a valve.
  • Hit the space bar and then 'yes' to activate it. The water will lower allowing you access to the bottom of the tank.
  • Head back to the stairs. Kill the creature that attacks.
  • Now head downstairs and thru the opening.
Basement
  • Follow this passage until it opens into a larger room.
  • There is an opening on the other side but you won't be able to get to it yet. You will first need to kill the crocodile.
  • Move around and when he jumps out of the water shoot him with the gun. Be quick about it. You will have just enough time to spin and shoot.It will take about 6 shoots to finish him off. Don't go for the door or he'll take you under the water.
  • When it is dead continue through the opening.
  • Continue on until you reach a ladder.
  • Hit the spacebar and then answer 'yes' to climb it.
  • Climb up
  • Continue forward.
  • The gate ahead is sealed.
  • Turn left and press the spacebar to climb up.
  • Open the door here.
  • Climb the stairs.
  • Head left.
  • On a stack of crates is a box of cartridges and bullets.
  • On the desk is a first aid kit.
  • Leaning against the cabinet is a shotgun.
  • Head back past the stairs.
  • There is a casket and a locked gate. All other doors in the area are locked. There is a trapdoor here but that will be unlocked later.
  • Open the casket. You will receive a horrible vision.
  • When it's over take the gilded key.
  • Use the key to unlock the gate.
  • Open it and climb the stairs.
  • At the top hit the spacebar to open the mirror door.
  • Aline will radio you.
Manor Lobby
  • Walk forward and you will be attacked. Kill the creature. The lights will go out.
  • On the desk is a saving charm.
  • By the double doors is a light switch.
  • All the doors are locked so head upstairs.
Manor 2nd Floor Landing
  • Head toward the door to the east and Aline will radio you.
  • There is a chest blocking this door.
  • Move to the right side of the chest and push it by holding the spacebar and pressing the up arrow.
  • Once the chest is moved, open the door. Aline is here.
Bedroom
  • After Aline takes off through the trapdoor in the ceiling look in the desk.
  • You will find a dictaphone. Listen to it. It is a clue as to how to solve the stone puzzle. Make note of the first four words. Ogalai, Hypor, Harnis, Korna.
  • Pick up the acrobat statue.
  • Read the book on the nightstand.
  • Exit back to the outer area.
2nd Floor Landing
  • Notice the portraits on the wall are glimmering.
  • Check out all the paintings lining the walls. There are locking mechanisms so you will need to figure out how to unlock them.
Opening the four portraits
Portrait #1
  • All the doors up here are locked so head downstairs.
Lobby
At the bottom there is a bust.
Examine it. There is a place to enter a code that you don't have, yet.
The scratches on the ground are a clue as to what to do with the bust.
Move to the left side and push it out of the way.
Take a look in the mirror. You can see the initials HM.
Put this into the code and you will see one of the paintings unlock.
Run upstairs and examine this picture.
Take the small rusty key.
Head back downstairs.
At the bottom of the stairs, make a right and go forward.
Go through the double doors here.
First floor corridor
  • Edenshaw will approach you.
  • When he's done chatting he'll give a saving charm.
  • Head East. Run past any zombies you encounter. At the very end of this hall open the door.
  • You are now in another hall.
  • The zombies here are harder to avoid. Kill them if you have to.
Note:Reload your weapon in inventory. It's much quicker.
East office
  • Check out the amphora.
  • Take the crowbar off the crate.
  • Read the scroll on the desk. This is Richards will and tells you how to solve the library puzzle.
  • Read the book marked AA on the shelf .
  • Read the other book marked O on a small shelf across from the larger bookshelves.
  • Take the flask.
  • You will eventually be attacked and the lights will go out. The monsters will disappear.
  • Near the large cabinet is a first aid kit.
  • You want to leave thru this door but first fill up the flask from the amphora.
  • Once back out in the larger room head back thru the double doors.
  • This time head west.
  • At the very end of this hall are some cartridges and possibly a zombie.
  • Now open the door here.
  • Climb the spiral staircase.
  • Go thru the door at the top.
Attic
  • Grab the grenade launcher sitting directly in front of you.
  • Now continue thru the room. Aline will radio you and mention a trapdoor but it's not here and we can't get to it yet so exit back downstairs.
  • There is also a door up here but it's locked. We need a key.
Corridor
  • Head back east.
  • Now enter thru the door marked H.M.
  • Kill the zombies.
  • Once they are dead follow this hall around. There is a first aid kit here.
  • Now go back to the door you passed on the way marked H.M. also.
  • Enter.
Portrait #2
West office
  • Check out the display of the ship and scale.
  • To the right of this display is a saving charm
  • Pick up the cartridges that are laying around.
  • Pick up the photo on the table. It is a picture of the ship with the flask sitting on the scale. This is a big clue as to what to do next.
  • Put the flask on the scale.
  • Archibalds portrait will now unlock.
  • Pick up the wolf mask.
  • Exit back to the portraits.
2nd floor landing
  • In Archibalds painting is a gilded key.
  • Now head back to the first floor corridor.
Corridor
  • Head east.
  • Go through the door at the end.
  • You are now in a hall.
  • Using the gilded key from Archibalds portrait enter the door to the north.
Note: I've noticed that some of the keys don't match the floor on the map. The map labels the floors as 1st and second while the keys say ground and 1st floor.
Smoking Room
  • You will be attacked when you first enter. Kill off the creature.
  • There is a first aid kit on the bookshelf.
  • There is a small gilded key on the table in the center of the room.
  • Check out the owl statue.
  • Now turn out the lights and check out the owl statue again. It now looks like a wolf. This is a clue as to what to do.
  • Put the wolf mask on the statue.
  • A steel key is revealed.
  • Take it.
  • Exit the room. Kill the zombies that attack.
  • Head back to the attic.
Attic
  • Once you are back in the attic open the locked door up here with the small rusty key from Howard's portrait.
  • Enter into the next room.
West Attic
  • There are two plants in here but you can avoid them and save some ammo.
  • Move forward and in the south corner is a lighter.
  • Take it quickly.
  • Exit thru the door to the east.
  • You are in a hall.
  • Exit thru the door on the other side.
East Attic
  • Once in this room move forward and head to the north.
  • Listen very closely for a clicking sound inbetween the two areas. On the map it looks like a narrow hall.
  • When you hear the sound use the crowbar to reveal an opening.
  • There are two keys inside. A small key and a small gilded key.
  • Move east then south.
  • Go thru the door here.
Attic storage
  • In this next room as you move forward you will witness a cutscene of spiders.
  • When it's done move forward then make a left.
  • Search the pile of furniture for bullets and cartridges.
  • Now continue forward. You can see the spiders hanging from the rafters above you. As you pass under them they will drop. A single gunshot will take care of them.
  • Continue forward until you see a glimmering candle.
  • Click on the candle.
  • Use the lighter on the candle. You will get a clue as to how to get into the next area. It will mention a draft.
  • If you hit the spacebar on the blocked opening you will hear a clicking sound.
  • Use the crowbar.
  • An opening is revealed.
  • Hit the spacebar to get into the next area.
East loft
  • There are two plants in here. You can avoid them by running.
  • Follow the hall until you can go east.
  • There is a first aid kit on a table.
  • Open the door here.
Bedroom
  • There is an old woman in a bed. Speak with her.
  • Now exit.
  • Run past the plants and head all the way west.
  • There is a locked door.
  • Use the small gilded key to open the door.
West loft
  • You are now at the top of a spiral staircase.
  • Head down.
  • Half way down is a landing
  • Go thru the door.
2nd floor corridor
  • Once inside Aline will radio you again.
  • Move forward and kill the creature that appears.
  • Now go thru the first door to the east.
First Floor Office
  • Take the first aid kit sitting to Ed's right.
  • Climb the stairs to where the desk is.
  • You can see to glints of light.
  • One is a locked drawer and the other is a book.
  • Read the book marked with an 'A'.
  • Open the desk drawer using the first floor office key.
  • Inside the desk is a large ornate key.
  • There is also half a photo in the desk.
  • Exit the room.
Corridor
  • Continue Sw down the hall.
  • Heading east, the first door is sealed.
  • Continue east following the corridor until it ends in a locked door.
  • Open the door using the steel key from the smoking room.
  • Enter.
East Bedroom
  • Turn on the lights and an creatures in the room will disappear.
  • Check out the desk.
  • Pick up the other half of the photo. In inventory combine the two pieces of photos. Check out the back. It says 1408+2518. Add them together and you get the solution to a future puzzle.
  • Read the scroll
  • There is a box of cartridges in the bookshelf.
  • There is another large ornate key on a table.
  • There is a saving charm also.
  • On the desk by the bed is another book. Read it.
  • Exit.
Corridor
  • Now head west down the hall.
  • The double doors lead to the landing with the 4 pictures.
  • Pass this door and enter the next door you reach.
West Bedroom
  • Cross thru the room.
  • When you get near the bed you will be attacked by tentacles.
  • Shoot it with the grenade launcher.
  • On the dresser is a rocket launcher and 3 boxes of cartridges.
  • On the fireplace mantel is a charm of saving.
  • Also on the fireplace is a first aid kit.
  • Exit.
Corridor
  • You can unlock the next door with the small gilded key which will take you back to the second floor hall.
  • The next door after this is sealed.
  • Head back to the spiral staircase and head to the bottom.
First Floor
  • Go thru the door at the bottom of the stairs.
  • As you enter two zombies will be waiting for you.
  • Open the double doors with one of the large ornate keys.
Portrait #3
Library
  • Aline will radio you.
  • Check out the book on the desk
  • Read the book on the pedestal. This is the Morton family biography and the last page holds an important clue to the portrait puzzle.
  • When you are done with the book head around to the other side of the room and climb the stairs.
  • There is a box of rockets at the top.
  • Now head to the other side of this floor.
  • Notice the device on the railing.
  • Click on it.
  • You need to enter a code. Try the one on the picture. 3926.
  • A secret room is revealed.
  • Enter.
Secret room in Library
  • There is a telescope in here.
  • Move to the other side of the room.
  • Examine the niche in the wall with statues similar to the one you have in inventory.
  • Use your statue on the niche.
  • A secret panel is opened.
  • Inside is one of the statues you need.
  • There is also a puzzle that can't be solved yet.
  • To the left is a message written backwards that states "The key to the portraits is the dates those they represent were born on."
  • Exit.
Library
  • Continue climbing the stairs.
  • At the top you will see a flying creature but it won't attack, yet.
  • Climb the ladder here.
Rooftops
  • Head west around the ledge.
  • Watch out for dogs.
  • Climb the ladder when you reach it.
Tower
  • There is a charm of saving up here.
  • Look thru the window. You can't see anything yet.
  • Use the telescope on the tripod to see the fort.
  • Look to the right. You are looking for a window. When you find it zoom in and look above it. You will see the number 1692.
  • Head back to the library.
Library
  • Go back to the secret room.
  • Enter the number you found on the fort, 1692, into the control panel.
  • Another picture (Jeremy and Edenshaw) is unlocked. We'll go get what's inside it later.
Portrait #4
  • Now check Richards will to explain this puzzle.
  • You need to select 4 books and in the correct order.
  • Book #1-3rd floor at the very end. Click on it and select 'yes' to push it in. You will then get a hint as to where the next book is.
  • Book #2-Head down to the first floor and back to the double doors. Pass the doors and click on the very first shelf you come to.
  • Book #3-Back to the staircase. Click on the shelf at the base of the stairs.
  • Book #4-Back to the third floor. The book is three screens over. Keep an eye out for the sparkling thing that will tell you where it is.
  • Unfortunately, before you can get there the bird man comes back. To kill him, use your shotgun or pistol. Shoot at him. You will miss but he will curl up in a ball and then unfurl. When he does shoot him. You need to do this about 10 times to finish him off.
  • If you didn't select the last book do it now.
  • The last portrait opens.
  • Now go check out the two portraits we opened.
  • Exit the library.
First floor corridor
  • You will be attacked by two zombies. Take care of them.
  • Exit through the door opposite the library doors.
Main Entrance
  • There are two creatures in here. Kill the first.
  • As you head upstairs there is another one. Kill him and continue up.
2nd Floor landing
  • Richard's portrait holds a plasma cannon and a small bronze key.
  • Jeremy's has a metal plate.
  • After taking the metal plate a message appears. "A mechanism appears at the bottom of each portrait.
The Portrait Puzzle
  • The solution to solving the portrait puzzle is in Jeremy's riddle. The birthdates are the key. Also, check out the Morton Biography to get the birthdays. Check out the last page.
  • Each portrait has a place to enter a combination.
  • Start with the first portrait on the left.
  • #1-This is Richard-1852.
  • #2-Archibald the Explorer-1874
  • #3-Jeremy-1899
  • #4-Howard-1931
  • If you did it correctly the clock downstairs will open revealing an ornate bronze key. This key opens the double doors leading outside.
  • Head downstairs.
Main Entrance
  • Head over to the double doors to the south.
  • Use the key from the clock to open it.
  • Step outside.
Garden
  • Follow the path to Edward's right.
  • Keep going until you reach a shed.
  • Inside are 2 first aid kits and gas cartridges.
  • Head back to the entrance.
  • This time move forward.
  • You will reach a locked gate.
  • Use the small bronze key from Richards portrait to open it.
  • This should now look familiar to you.
  • Your goal is to get back to the gate with the symbols.
  • You will be attacked so start running.
  • Head downstairs and left.
  • Run all the way around to the opening on the other side.
  • Eventually you will find yourself back near the room where you met the man who killed himself.
  • There will be a cutscene of zombies.
  • When you take control again get your rocket launcher ready.
  • There are 5 of them.
  • When you are done with them move through the arch.
  • Continue all the way back to the screen just after the one you started on.
  • Continue forward.
  • Head toward the gate.
  • Check out the gate.
  • You will need to enter a code.
  • Look at the metal plate in inventory.
  • Enter these symbols in the lock on the gate.
  • Open the gate.
Moor
  • There is a decapitated person clinging to the gate here.
  • On his body are 2 first aid kits and a gas cartridge.
  • Continue forward over the bridge. You'll be attacked along the way. Don't worry about the little creatures.
  • There is a the head from the decapitated body here.
  • There is a saving charm nearby on the ground.
  • Climb the stairs.
Circle of Stones
Stone Puzzle
  • Check out your compass to find North and then click on the north stone. It is the big one straight ahead.
  • It will ask which stone it is. Select North.
  • Aline will now radio you and talk you through the next section.
  • She will ask if something is carved in this stone.
  • Click on it.
  • Radio Aline back.
  • She then asks you to find the se stone.
  • Using the compass, find it and click on it.
  • Radio her.
  • Now the west stone.
  • Radio her.
  • Now sw.
  • Radio her.
  • Now east.
  • Radio her.
  • Now ne.
  • Radio her.
  • Now head to the east stone and cast the spell b clicking on it.
  • The clue to what words to choose comes from the dictaphone. If you didn't make note of the words earlier they are: Ogoulai, Hypor, Harnis, Korna.
  • There is now something on the center stone.
  • Take the stone stele.
  • Take the statue of the bull.
  • Now head down the stairs.
  • At the bottom head left.
  • Continue on
  • Aline will radio you. She needs to meet with you.
  • Move forward and down the stairs.
Shore
  • At the bottom of the stairs is a saving charm.
  • Follow the little creatures.
  • Continue on until you reach the marsh.
Marsh
  • Consult the map to see where you are going.
  • Move quickly before the first zombie gets up.
  • You want to go out the opening at the top.
  • Work your way in that direction, avoiding the zombies if possible.
  • When you reach the archway pass through it.
Valley
  • Each time you pass through this archway you will immediately be attacked. Have your plasma gun ready.
  • Move ahead until you reach a wooden bridge leading up.
  • Walk up the bridge.
Forest
  • Keep moving ahead until Aline appears.
  • She will give you a seal with the initial O.M. on it.
  • When you are done head back down.
  • Up ahead is a chapel that is locked with a chain. You'll need something to open it so just head back to the marsh.
Marsh
  • Look at the map again.
  • This time you want to take the exit to the west.
  • Keeping the bank on your right head toward this exit once again avoiding zombies.
Airplane
  • When you reach the airplane you will be attacked by a zombie. Kill him.
  • Climb the ladder.
  • Once inside, check the back of the airplane for 3 first aid kits.
  • On the seat is a 2 boxes of rockets.
  • On the ground is a set of wire cutters.
  • Also pick up the blue lens which can be combined in inventory with your flashlight.
  • When you pick them up you will here someone trying to radio the pilot of the plane.
  • Go to the ****pit and click on him.
  • When you are done talking to him you will have 15 seconds to get out of the plane before it sinks so get out.
Marsh
  • Head back to the chapel in the valley.
Valley
  • Click on the door and you will get a view of the chain.
  • Use the wirecutters.
  • Open the door and enter.
Chapel
  • There is a book to Ed's left you can read if you want.
  • Check out the puzzle on the wall. You will need to find the 3 symbols to enter.
  • Move to the front of the chapel.
  • Pick up the first aid kit to the right.
  • Climb the stairs and pick up the box of rockets.
Solving the chapel puzzle
The first symbol
  • If you haven't already, combine the blue lens with the flashlight.
  • Turn it on.
  • Aim it at the door.
  • You will see the first symbol. A pentagram.
The second symbol
  • To find the second symbol exit the chapel.
  • Turn your flashlight on and follow the blood.
  • Head back to the wooden bridge. The blood leads up here.
  • Take the bridge up to the forest.
  • Shine the flashlight on the rock.
  • The second symbol is an upside down cross in a circle.
The third symbol
  • To find the third symbol head back to the marsh.
  • Go through the marsh and back to the shore. Look at your map to help guide you back.
  • Keep going until you reach a ladder. Check the map if you need to.
  • Climb this ladder and move forward into the little room.
  • Shine the flashlight on the wall.
  • The third symbol is a three pronged pitchfork type thing.
  • Pick up the rockets on the ground.
  • Now head all the way back to the chapel.
Valley
  • On the way back to the chapel, keep an eye out on the ground for another charm of saving.
Chapel
  • Enter the three symbols into the puzzle.
  • You see a quick view of the alter.
  • Head over to it and move to the right. It's a tight fit.
  • Take the stairs down.
Underground Chapel
  • Move forward.
  • There is a swinging door blocking your way.
  • Look at the box to the right.
  • It has the letters O.M.
  • Use your seal on it.
  • The doors will swing.
  • Walk through as the door moves.
  • There is a box on this side with the initials A.M.
  • We need to get the door to swing one more time to open another passage. You'll need to find the other seal to get through here.
Getting out of the lab
Lab
  • As you enter, note the device to Ed's left. There are three that we need to find. We will pull them in a bit.
  • Follow the wires along the ground.
  • As the room forks, head to the right and pick up the saving charm.
  • Turn back and take the other route now.
  • Move forward.
  • Move forward and Edward will take it from here. Alan is in here. He will escape and Aline will radio you.
  • Click on the door and Ed will note that it is locked.
  • Move along the wall to the left. The wall will be on Ed's right. If you go the wrong way Aline will radio you and set you on the right path again.
  • Just keep moving forward.
  • You will reach a device you can pull.
  • Pull it.
  • Now continue on past the table.
  • There will be an opening to the right and a corridor.
  • Head down it.
  • Aline will guide you.
  • Skip the next left and continue forward following the wires.
  • This is where you started.
  • Pull the device here.
  • Now follow the cable into the room with the final device.
  • It's in the back of the room.
  • Pull the device.
  • Keep the wall to Ed's right.
  • Exit through the opening in this room.
  • Follow Alines instructions.
  • In this area on a table are two letters. Read them.
  • From here pass the table and out the door.
Lab Underground
  • Walk down the stairs.
  • Aline will radio you. She will let you know she opened the greenhouse for you.
  • Continue to the bottom of the stairs.
  • Follow the passage and up the stairs on the other side.
  • Spiders will be chasing you.
  • At the top, move through the door to Ed's left.
Radio Room
  • There is a tape recorder in the back of the room.
  • Listen to it.
  • When it ends exit the room.
  • Move through the other doorway in this area.
  • Open it.
  • Enter.
Basement
  • You are back in the basement.
  • Remember Aline opened the trapdoor for you.
  • Move to Ed's right toward the trapdoor.
  • Edenshaw will appear. He tells you to meet him in the sanctuary.
  • You will then radio aline.
  • When done, climb the ladder.
Greenhouse
  • As you enter the greenhouse, you will have 3 plants to contend with.
  • Take the out then move along the path.
  • When you reach an intersection head to Ed's left.
  • Follow this path.
  • There is a shelf with some cartridges.
  • Keep moving along this path, past the broken glass.
  • There is a crate here.
  • On the crate is a saving charm.
  • Continue toward the locker.
  • There are 3 first aid kits in here.
  • Now head back to the intersection and this time take the other path.
  • There is a ladder up ahead.
  • Climb the ladder.
  • At the top to Ed's left is an object.
Note: The first time I played the game this worked just the way I wrote it. The second time I played I could not get it to work at all. I don't know if it's a bug or just me. I was not able to continue the game from here the second time so if there are any errors in the walkthru please let me know.
  • Go over and examine it.
  • Now radio Aline. This may or may not work. You don't necessarily have to do this. It may or may not work.
  • When she's done talking you can push the object.
  • Push it towards to break in the rail near the ladder.
  • It will hit the ground and shatter.
  • Head down and check it out.
  • Pick up the seal we were looking for.
  • Pick up the bear statue.
  • Now exit the statue the same way we came in.
  • We are going to retrace our steps all the way back to the swinging door.
Basement
  • In the basement go thourgh the door on the east side, north wall.
Lab Underground
  • Once in the lab, move forward.
  • Pass the desk.
  • Pass through the door.
  • Make a right.
  • Head straight back to the metal door.
  • Exit through this door.
  • Follow the corridor back to the swinging door.
  • Use the seal.
  • The door will swing.
  • Follow it into the tunnel.
Abkanis Passage
  • Move forward.
  • Aline appears.
  • When you are done talking look at your map.
  • Move toward the opening at the bottom.
  • When you reach it, exit.
Abkanis Bridge
  • Move forward. There is a bridge ahead.
  • Cross the bridge.
  • Pass through the archway when you reach it.
Abkanis Antechamber
  • Move forward.
  • Move forward again.
  • There is a trapdoor here.
  • Open it.
  • There is a great stash of goodies inside. A lightning gun, 4 first aid kits, battery charger and 5 charms of saving. Don't be afraid to use them.
  • Continue on through the passage.
  • Alan and Edenshaw are here.
  • You will be sucked through the portal.
End game
World of Darkness
  • Exit toward the opening.
  • You will radio Aline.
  • Go through the opening.
  • Move forward.
  • You will start to be attacked. Use your lightning gun on anything that attacks.
  • Continue through the passage.
  • At the other side you will see a scene of a plant being born.
Note: There are crystals along the way. Pick them up when you can to recharge your battery. The battery will keep your lightning gun charged.
Nursery
  • Check your map.
  • You want to get to the door so start running.
  • When you get to the doorway go through.
  • Check the map again and head toward the next exit.
Labyrinth
  • In this area use your lightning gun to take out the big spiders.
  • Start heading toward the exit on the other side.
Balcony
  • In the next area, dogs attack.
  • Exit through the next opening.
  • Plants are in this area.
  • Head toward the narrow opening on the map. There is a rope you can grab.
  • When you do grab it Alan cuts it and you land on the other side.
Ledge A
  • Move forward. You will radio Aline.
  • When done go through the opening.
Cavern C
  • Move forward and pick up the crystal.
  • As the cavern opens, Archibald's body is here.
  • Examine it.
  • He has a canteen that will replenish your health and a photoelectric pulsar.
  • Read the book here.
  • Exit back out and climb down the rope.
Ledge B
  • Head up the stairs.
  • At the top Alan is here. He escapes.
  • There is a charm of saving on the ledge.
  • Go through the opening.
Tunnel B
  • Move forward through the opening.