PC | C64 | SATURN | PS2 | NINTENDO 64 | GAMEBOY | MOBILE |
ALONE IN THE DARK 4: THE NEW NIGHTMARE (Walkthrough) WALKTHROUGH/FAQ The following work was created in June 2001 by Iain Noble, who may be reached via email to iain.noble@ntlworld.com. Alone In The Dark 4: The New Nightmare -------------------------------------- (Revised) Final Version. Submitted by Iain Noble (iain.noble@ntlworld.com) With thanks to Hezda (hezda@hotmail.com) the author of the other walkthrough posted here for sharing his information with me and pointing out some fairly glaring errors in my own work. Also to 'Darkworks' who has posted several very useful replies on the GameFAQs message board for this game. Prima have produced an official strategy guide for this game. Alone in the Dark 4: Official Strategy Guide Prima Development Paperback (1 October, 2000) Prima Games; ISBN: 0761533389 A couple of UK Playstation magazines have also published walkthroughs for the game Station Solutions June 20001 has the first part of a very useful guide complete with maps. The July issue completes the guide. Solutions for Playstation and PS2 June 2001 has a full walkthrough with lots of screenshots. CONTENTS --------- Introduction & General Ramblings Walkthrough Edward Carnby Scenario Aline Cedrac Scenario 'Darkworks' Messages Introduction & General Ramblings -------------------------------- I am all for the free exchange of information. I will be flattered if anyone considers this walkthrough good enough to post elsewhere. Some form of acknowledgment would be appreciated. WARNING! SPOILERS AHEAD This step by step walkthrough, if followed slavishly, will significantly reduce the time taken to complete the game, it will spoil the sense of achievement and satisfaction that comes from solving puzzles on your own and finally, it will remove the thrill of exploring the unknown, not knowing what will leap out of the shadows next (but then you knew all this anyway.) This is to try to stop people posting stupid messages like: "That walkthrough should never had been posted on this site or any other site for that matter. Why? Because that is what gives this game a bad name. No wonder it dosent last long :( Sorry if it sounds like im moaning, im not, as I really like this game :) But this game was designed to be solved all by yourself, hence why it is so short. I know people want to find out the ending as quick as posible, I havent yet, due to exams. But I read the messages and it seems that you are all trying to encourage people to use the walkthroughs. Please, please if someone asks for help, dont tell them to refer to walkthrough.As it is tempting to read the whole thing, and spoil the story. Thanx for reading. :) Sorry if its hard to understand. --- (Insert any grammatical corrections, you feel suitable)" Please note that I have played this game, written the walkthrough, traded it in at my local video games store and moved onto other things. Whilst my memory and enthusiasm last, I will be happy to try to answer any questions you may have. However I reserve the right to lose my memory or enthusiasm over time and to ignore any messages I don't feel like answering. As usual read the manual for an introduction to the game and the characters and for details of the control system. My 'route' is the result of a lot of wandering around and general exploring. As with the various Resident Evil games I am sure there is an ideal path that visits the required areas in the best order and the minimum number of times. Some enemies seem to reappear if you go back to an area or after certain trigger events. I understand that a 'speed walkthrough' is being written. Look out for it at GameFAQS. When saving in a room the game has a habit of saving the state of the game before you collect the items in that room. On several occasions I left a room thinking I had the keys etc. that I had picked up before I saved only to find they were missing from my inventory when I tried to use them. There are many files, books and other documents to examine in the game. Although they go into your inventory after you read them for the first time, they remain in their original locations. This can become tiresome if you need to recheck an area only to find yourself reading a diary for the umpteenth time. I found the music added nothing to the atmosphere of the game and quickly became very irritating and distracting. I would advise turning it off from the Options screen. I would advise playing the game in a darkened room for maximum visibility and impact. Walkthrough ----------- There are limited charms of saving, first aid kits and ammunition. Use all of these wisely. Use your torch in the gloom and search each area thoroughly as it is easy to miss important items. Anything vital will usually 'shine' in the light of your torch, so use the free view control (left stick) to move the torch around an area. You can choose to play as either Edward Carnby or Aline Cedrac at the start of a new game. Edward's scenario tends to emphasize combat and is probably the shortest and easiest. At least he starts off with some firepower! Aline's scenario is more taken up with puzzle solving and will take longer. She begins with very little in the way of weapons. As I started with Carnby, by the time I played as Aline many of the locations were familiar from the first scenario so I have not described them in such detail. Every video game seems to have one particular area or problem that generates most questions. This game appears to have two. The library and the winged creature you need to defeat there as Edward, plus the stone circle puzzle that you have to solve as Edward. I have tried to include as much information about these as possible. 1. As Edward Carnby. -------------------- Start ----- Go right after landing in the woods. Note the blood on the steps and go into the building to find a mangled man. After leaving the building you hear shots and a scream. Return to find the man gone and a key left behind. Use this to open the gate at the end of the path. You should be able to get from the start to the sewers without firing a shot. First enemies ------------- Collect the magnesium bullets from the wall and then go left through the arch and through the gate to collect some more ammo. In the next area collect a first aid kit from the fountain. Run up the long flight of steps and if possible simply avoid the dogs and go on up the steps. Along to the end and past the nasty 'thing' and down some more steps. If you get through the gate quickly enough it cannot follow. Use the wheel to drain the water and once again try to run around the monster and down the steps into the sewers. Sewer ----- Follow the sewers around until a 'tremor' on your controller warns you of approaching danger. The 'gator' will attack you in the large open area as you try to head for the exit in the top right. It is probably best to take it out as you move very slowly though the water and it will always drag you underwater back to the centre of the area. Pick up the charm of saving before venturing through the door. Then up a ladder, along a corridor and up some steps into the morgue. Search this area thoroughly to find triple barreled shotgun, phosphorus cartridges, magnesium bullets, first aid kit. Examine the coffin, get a nasty surprise and a key. Use the key to open the door to the manor lobby. The Mansion ----------- Lobby ----- Enter the lobby and get a message from Aline. Beware as after your chat with Aline, the lights will dim and another nasty thing will attack you. You have no real choice again but to finish it off. Use the shotgun for preference as a single well aimed shot will kill it, the revolver takes a lot more shots to do the job. Go up the stairs and turn right to find the furniture blocking the door to the room where Aline is trapped. Stand to the right of the chest of drawers and walk towards it whilst pressing X to shift it out of the way. She will also give you a hint about moving the statue in the lobby below to see what is written on the back. Chat to Aline and then help her up into the roof and out of your sight again. Examine the room to find acrobat statue, dictaphone, photo and 'A' diary. Go through the mirror door and down the stairs to the basement. Peek through the spy hole in the sealed door and pick up the charm of saving nearby. Back in the lobby the door opposite the stairs is now open. Check the small table for a charm of saving and notice the clock (for later.) Go through door and encounter Edenshaw the indian. He will give you a charm of saving and clues about the library. General Exploration ------------------- Go right, hear the scream, shots etc. and switch on the lights. Don't go any further in this direction for now as danger lurks in the form of zombies. Hard nuts to kill requiring 3 blasts from your shotgun. Instead go left back along the corridor and pick up the bullets from the chest of drawers. Then take the door next to the staircase and follow them up to the attic to find the grenade launcher and to have another chat with Aline who mentions a trapdoor. Now back down the stairs and take the door to the left at the bottom. Dispose of the zombies and pick up the first aid kit and bullets at the end of the corridor. Retrace your steps and open the door at the beginning of the corridor. Beware of spiders but you can avoid them if you move quickly. One revolver round takes care of them. Examine the display case with the ship, the photo and take the wolf mask, the cartridges and the bullets. Now go all the way back along the main corridor to the east end and open the one unlocked door. Waste the 2 zombies you find there and go through the first open door (the other is locked for now.) In the next room pick up the crow bar, Richard Morton's will (more stuff about the library) Beware the monsters that appear at one point. Read the copy of Science magazine, unlock the door to the lobby, pick up the first aid kit, cartridges, flask, fill the flask at the amphora and examine the 'O' diary and the picture of the stone circle. Now it is back to the room with the display case and use the filled flask on the balance in the display case. This will open one of the 4 portraits in the lobby (the one with the Arctic explorer and the ship.) Beware of zombies as you return to the lobby and pick up the first floor east key from behind the picture. This door is at the end of the zombie corridor to the east of the main corridor outside the lobby. Beware of monsters that spring out at you. Pick up the first aid kit and yet another key (first floor west.) Use the wolf mask on the owl statue. The statue opens to reveal a steel key (2nd floor east.) Back into the main corridor and along to the west until you reach the stairs and the locked door at the top. Use the first floor west key here. As you go through the door you will get another message from Aline with some more Morton family history. Go right and through the first open door. As you approach the bed you are thrown back by the large tentacles that emerge. Shoot the lamp over the bed causing a fire that fries the monster. Pick up the rocket launcher, bullets, first aid kit and charm of saving. Back in the corridor the next set of double doors will lead you back into the lobby balcony. To the far left of the corridor (beware monsters as they keep springing out at you in this area) you will find a room with a raised area reached by a couple of sets of stairs. Pick up the first aid kit in here and also read the 'A' diary. Make your way back to the lobby and look at the portrait furthest to your right on the balcony. Note that it says the person resembles the statue in the lobby below? Go down to the lobby and move the statue so that it is front of the mirror. You will see the letters H M on the back. Enter the code letters H and M on the two dials (H for Harold and M for Morton) and the portrait will open just like the previous one. Go back to collect the small rusty key which reads '3rd floor west' when you examine it. Beware a monster attacks when you get the key. Go up to the attic and use the key on the locked door at the far end. The Attic --------- Beware monsters, some strange sort of armour plated thing with a long tongue. They are scared of the light so you can keep them at a distance with your torch. Search the area for a lighter and some cartridges. Go through the door at the far end of this section of the attic, along the corridor and through the next door. Use the crowbar on the hollow sounding section of the floor to unearth 2 keys (2nd floor office and 3rd floor east.) Go though the next door and watch the cut scene showing the spiders scuttling over the beams. Search for the bullets and the cartridges. Note the blood on the floor and use the 'free look' (L1 and R1) to locate and shoot the spiders on the beams with your revolver. Find the candle and use the lighter on it to reveal a draft from the partition. Use the crowbar on the partition to open up the next area. Beware monsters! Locate the first aid kit and go through the door into the bedroom. Cut scene of an old lady who strongly reminded me of the grandmother from 'Ello 'Ello. She directs you to burn the library. As a librarian I find the anti-library prejudice that runs through this game most objectionable! :-) Exit the bedroom and use the gilded key on the next locked door. Go down the long spiral staircase and on your way unlock the door to the 2nd floor. At the bottom flick the light switch and go through the door. Beware monsters (2 big zombies.) Unlock the door there and go along the 1st floor corridor to the stairs to the second floor. Locate the office (room with stairs and desk area) and use the small key on the desk drawer. Collect the torn photo (examine the back to see the number 2518) and collect the 1st floor library key. The Library ----------- Now go down the long flight of spiral stairs to the first floor (beware the zombies are back!) Use the ornate key on the large locked door and enter the library. Now this is what I call a library! After the cut scene you will get another call from Aline. Now go to the desk and read Jeremy Morton's diary and then go to the lectern and read the Morton biography. Go all the way to the right and up the stairs (pick up a box of rockets on the way.) Once you reach the next level of the library look for a control panel with 4 dials and tell tale scuff marks on the floor from a hidden panel. Enter the code 3926 which you get from adding the numbers on the two halves of the torn photograph - 2518 + 1408 = 3926 [The other half is in the 2nd floor east room (at the end of the corridor with the bust of Richard Morton.) Beware monsters. Another large key (to the other library door) charm of saving, second half of the photo with the number 1408 plus a scroll, 'O' diary and bullets.] Inside switch on the light and check for a pyramid of statuettes with one missing. Place the acrobat statue in the final place to open up a wall panel with a set of switches numbered 1-0. Enter the code 1692 on the control panel to open another portrait (you get this number from the tower room using the telescope - see below) Get the Bison statue inside here. Pick up the telescope. Also check the shelves for Jeremy Morton's 'riddle' which reads in 'mirror writing' THE KEY TO THE PORTRAITS IS THE DATES THOSE THEY REPRESENT WERE BORN ON This would give (moving from left to right along the 4 portraits in the lobby) Richard Morton 1852 Archibald Morton 1874 Jeremy Morton 1899 Howard Morton 1931 To get the code for the control panel go to the very top of the library (nasty flying thing which you will meet later.) Go up the ladder and along the ledge to the left (beware monster!) Up the next ladder into a turret room. Pick up the charm of saving. Put the telescope on the bracket and look at the fort (use X to increase the magnification.) At the highest magnification you will see the date 1692 carved over a window. Cut scene of Obed Morton? in the fort and message from Aline in which she reveals (shock horror) that she maybe Morton's daughter. Back in the library you need to locate the 4 books mentioned in Richard Morton's will and push them into place in the order given in the diagram Light/Dark/Dark/Light The two 'light' books are on the top floor - one at the very end of the walkway and the other further back behind a pillar. The other 2 are on the bottom floor, one at the bottom of the steps and one behind the ancient statue. The order is that given in the diagram in the will. Once the last book is in place the final portrait opens and the nasty flying creature (gargoyle?) comes back for real. It is very difficult to kill and uses lightning attacks. The best way to fight it is to stand in one place and try to hit/stun him when he is charging up for another lightning bolt. You will use up most of your stock of ammo defeating him/her/it. See the 'Darkwing' messages for a potential bug here. Back to the Lobby ----------------- Return to the lobby balcony to retrieve the metal plate (examine this for the signs that will open the combination padlock on the cemetery gate) a plasma cannon and an 'anonymous' key. Now the blank name plates at the base of each portrait will be replaced by 4 number wheels. From left to right set them to the birth dates of the featured people: 1852 - 1874 - 1899 - 1931 (press X at the end of each setting and you will get the 'good' sound if they are correct.) This opens the clock in the lobby below from which you get the large, ornate mansion key. Use this on the final locked set of double doors in the lobby. Outside the Mansion ------------------- Go to the right after leaving the Mansion and find a garden shed with 3 first aid kits and a gas cartridge for the plasma cannon. There is nothing else along this path, so retrace your steps and unlock the gate with the bronze key. Beware monsters! Now you need to go back to where you started the game and then carry on along the path to the gate with the combination lock. Beware of monsters and zombies along the way. Examine the engraved metal plate to find the code for the combination lock and go through. Examine the corpse impaled on the gate to find first aid kits and another gas cartridge. The Moors. ---------- Cross the bridge and get another message from Aline. Kill the creatures and feel a tremor as the bridge collapses behind you. Find a severed head. Go up the stairs to your left and go to the large stone stele at the top of the screen. Identify it as the North stele. Now following Aline's messages go to North, South East, West, South West, East, North East. Aline will tell you that the gate can be opened tonight and so you need to chant the ritual incantation right now. Go to the East stele and then consult the dictaphone to find out the order for the words in the spell. These change each time you play the game. This message from one of the Darkworks developers may make this section a little clearer? "When you first enter the circle of stones, the game will display some on-screen text to give you some hints (supposedly these are Carnby's thoughts). There should be 3 successive on-screen texts. After that, you can go to any stele and press [ACTION] (Cross button). This is the first part of the puzzle when you have to orient yourself in the circle of stone. Go either to the East, North or West stele and validate the correct option. Then call Aline with the radio and she tells you to go to the North Stele. Press [ACTION] on the North stele. A close up of the stele should appear. Return to the game and call Aline once again. She will tell you to go to the South East stele, etc. Repeat this operation until you have examined all the steles. If you leave the circle of stones, the puzzle is reinitialized." A blue light appears on the central plinth, go over and collect the stone stele and the bull statue. Descend the stairs and continue left along the path. Aline will arrange to meet you as she needs the stone stele. Go down the stairs ahead and through the caves to reach the shore. Beware giant scorpion! The Shore --------- Go to your left and up a ladder to get a box of rockets. Then back down again and on through the caves and up some stairs to enter the swamp. The Swamp --------- Zombies! Keep left until you see the crashed plane. Inside pick up 3 first aid kits, pliers, blue lens, charm of saving and box of rockets. Chat to the pilot but get ready for a quick exit as you only have 15 seconds before it sinks into the swamp. Note that you cannot save the pilot. Go back through the swamp until you come to an archway. Giant scorpion! Combine the blue lens with the torch so that you can see the blood trail. Follow this until you get to a fence. Meet up with Aline. Get Obed Morton's seal. Examine the large rock nearby to see a symbol in blood. Now go down the ramp to the chapel (you have heard its bells for some time.) Use the pliers on the chains on the door. Giant scorpion! The Chapel ---------- Inside pick up a first aid kit and a box of rockets. Use the torch plus lens on the door to see another symbol in blood. Examine the pad next the door and the sacrifice ritual book nearby. Press the symbols on the pad that you have seen revealed by the torch - top row right - middle row centre - bottom row right (I got this one by trial and error as I did not spot it anywhere.) The altar moves back and you can go down into the secret laboratory. The Laboratory -------------- Use the seal to operate the turnstile. Examine the other switch to see that you need Alan Morton's seal to operate it. Cut scene with nasty noises off. Proceed along the passageway until you come to an iron door and enter the lab. Notice several switches in the lab, empty cabinets, power generator, tubes of human remains, lab bench and locked door (everything you would expect in your average mad scientist's workplace.) Eventually you stumble on Alan Morton doing a little research. He escapes and locks you in the lab without any power. Chat to Aline and discover that she has a map of the lab and can guide you to the switches required to overload the power supply and open the locked door. Follow her directions to find the switches (killing any zombies that leap out at you along the way.) After you have found all 3 switches the door opens and you can leave the lab. Aline tells you about the trapdoor she has opened to the greenhouse from the manor cellar. Underground Passageway ---------------------- Go down a lot of stairs and along a long passageway and up a whole heap of stairs. Ominous noises, spiders and assorted monsters along the way. Run as much as possible to avoid them. Open the first door at the top of the final flight of stairs and operate the tape recorder to listen to Obed Morton and Lamb exchanging pleasantries. Then go through the other door to find yourself back in the manor cellar. The Manor Cellar ---------------- Edenshaw appears in his usual mysterious way and warns you that Alan is about to perform the ritual. Go up the ladder and through the trapdoor (which is now unlocked) into the greenhouse. Now everyone knows that no greenhouse in a survival horror game is just going to have a nice selection of pot plants, and this is no exception. Several nasty creatures that you can keep at bay with your torch whilst you shoot them. Explore to find some bullets and then climb the ladder to get to a gangway above the greenhouse. Push the statue along the gangway and then through the gap in the railings so that it falls to the floor below and smashes. Examine the wreckage to find Alan Morton's seal and a bear statue. Now it is ALL THE WAY BACK to the turnstile at the start of the secret lab. Use the AM seal on the switch and pass through to a large cavern. Antechamber ----------- Meet up with Aline and let her decipher the inscription on the stone tablets in the cavern. Then head along the passageway, over the bridge and through the door at the end. You will see a trapdoor in an alcove in the wall shortly afterwards. Open it to reveal all sorts of goodies. Lightning gun, first aid kits, battery charger and charms of saving. Now go through the door on the other side where you will see Alan opening the gate. He will knock Edenshaw over before opening the gate and pulling Edward through with him. The World of Darkness --------------------- Carnby starts on a ledge above an abyss in a landscape heavily influenced by H.R. Giger and Alien. As usual Aline chimes in and then you can go through the door ahead. The lightning gun should be your weapon of choice here, not least because you can refill the battery charger used to reload it from the blue crystals dotted around the walls. This area is a real pain as the monsters just keep on coming so keep moving and only stop and fight when absolutely necessary. I can't help feeling that the developers ran out of time or inspiration here, and instead of including some more novel problems or enemies, they just decided to rack up the monster count. It is very easy to become disoriented in this area as there are few distinguishing features and you have to run around to avoid the monsters. I would be very grateful to anyone who can come up with a clearer description of how to get through here. Go down the passageway taking out any 'dogs' as required. In the next cavern keep to the left and try to avoid the re-spawning monsters. You should look out for a small entrance and duck inside. Beware as a giant scorpion thing is waiting for you and once again they just keep on coming. In the large passageway head around to your left and keep going until you get to a small exit. Watch out for more 'dogs' and go through the cave on the other side of the room. In the next area avoid the monsters and go right to find a rope which you can climb. Alan will appear and cut the rope letting Carnby drop to a ledge below. Go into the cave nearby and examine the body inside. Read the journal and collect the Photoelectric Pulsar and the Metal Flask. Leave the same way you came in and climb down the rope on the left. Go up the stairs (monsters, monsters, monsters) and see Alan again when you reach the top. Pursue him. After many more monsters and several passages and caverns Carnby and Aline corner Alan. Then a 'mutated' Obed appears and shoves him into a HUGE cavern. After viewing the cut scene, go into the small cave in front of you. Follow the passageway and climb another rope. Ignore the cave entrance at the top and go straight on and through the cave at the other side of the bridge. Another passageway and another entrance on the other side. Now you are in a large cavern full of lava (beware monster!) and go around to your left. Continue left until you get to the exit. Then walk over the bridge and you will get a message about Lamb and the imminent arrival of a helicopter. Go forwards and go to the top of the staircase. Then through the cave at the top, go left, up the passageway and over the rock at the end. Drop down, turn left and run forwards. Follow the cave around, climb up onto a ledge at the end and drop down again. Run forwards and at the junction go left and through the cave at the end. Another large cavern. Message from Aline encouraging you. As you move forward a large column falls down. Climb onto it and run across to the other side. Turn right and fill the metal flask with water from the pool. Turn around and run directly forwards. When you get to the large stone disk turn right and go through the cave. You should be in a small cave full of mummies with an altar and a large stone door. Go right and climb down the rope. Walk forwards to see a stone head on a pile of rocks. As you get near it Alan Morton in 'mutated' form will attack you. Before you fight him you need to find the weapon you will use to kill him. It is a spear which is in a small passageway in the sw corner. You can't get it as Alan blocks your path and throws you out of the passageway. Now hit him with everything left in your arsenal. You won't be able to kill him but if you keep hitting him and running away, eventually he will drop to the ground. As soon as he does this run and grab the spear. Carnby is changed into an indian warrior and kills Alan with the spear. Then he changes back again. Now run to the pile of rocks and collect the stone head. Go up to the altar and place the stone head there. Aline appears with another head. The door behind you opens. Go through and Edenshaw tells you to leave. Carnby and Aline run out of the caves. End sequence. 2. As Aline Cedrac ------------------ The Manor --------- Aline lands on the roof of the manor armed with ..... well armed with her trusty torch! Edward contacts her and tells her to hide. Go through the lighted window and meet old Mrs. Morton. She gives you a key and then asks you to check out the corner of the room. A 'snake' emerges from the rug. As you are armed only with your torch, flash it in the creature's face until it vanishes. Pick up charm of saving on the table and first aid kit in the corner by the bed. As soon as you leave the room run over to the door on the other side to switch on the light to make the monsters disappear. The door is locked (it is the 3rd floor east) and you need to find the key. Go back to the junction and take the left turn and go through the door on your right. Ignore any creatures as you have nothing with which to fight them. In the room with 2 doors find a charm of saving and go through the door on the right again. Go up the corridor and through the door at the end. In the next room there are more monsters, try to keep them at bay with your torch whilst you look for the key on the table to your left. Now retrace your steps and unlock the door and go down the spiral staircase. Halfway down pause at the door and eavesdrop on the conversation. Then continue to the bottom of the stairs and enter the only unlocked door in the lobby. In the museum turn off the lights to see the hidden revolver in the base of the statue. Use the key given to you by Mrs. Morton to unlock the base. Be ready for a quick exit through the other door as a monster appears. Catch a glimpse of Obed Morton and pursue him until you find him at the dead end of the corridor by the staircase. He will drug you. You wake up on a bed in a darkened room. Switch on the light and chat with Edward. Search the room to find an allen key, some first aid kits and a charm of saving. Go through the mirror door and down the steps collecting the shotgun at the bottom. Continue on until you reach a sealed door with a peephole. Collect the first aid kit on your way. Peer through to see Obed talking to Lamb and then being punched out by a 'mystery man' (Alan Morton of course.) Back to the bedroom (ominous noises and monsters appearing) where Edward will join you. After your chat he will help you through the trapdoor into the attic room above. De Certo materializes in the mirror and makes a deal to reveal Aline's past if she returns his mirror stolen by Edenshaw. Leave the room and make your way back to corridor outside Mrs. Morton's bedroom. The handle breaks off the door as you close it. Go down the stairs again but this time when you try the door on the first landing you 'teleport' through in a blue light. Enter the study immediately on your left and pick up the mirror then go up the stairs to collect the grenade launcher off the desk. Leave the room and go along to the end of the corridor. Cut scene of blood flowing out from under a door and nasty creatures appearing on the ceiling. Go right and run to avoid the creepy crawlies. Go through the second door on your left. Look around for a charm of saving and some bullets. Then go round the side of the bed into the washroom. De Certo will appear in the mirror and talk to you. Go through the mirror and he will ask you to give him the other mirror you picked up. If you say Yes, he kills you, game over. If you say No, you smash the mirror and kill him. I will leave you to work out the best answer! You will get a bison statue and a call from Carnby. As you go back through the bedroom you encounter Edenshaw and you have another chat with Carnby. Go through the door on the right into the lobby and down the stairs and through the double doors at the back into the corridor. On your way examine the mirror in the lobby to see that one of the decorations is missing and watch out for various nasty creatures that attack you. Go right and along to the end of the corridor and through the door to Aline's right into Obed Morton's office. Make your way round the room to a large mirror which you notice is cracked when you examine it (hint, hint.) Shoot the mirror (I think it takes 3 shots) until it smashes. Retrieve the journal from behind the mirror and a reminder to contact Lucy Morton again. Once you leave the office you are 'transported' to her bedroom where she gives you a glass prism. Go back to the study where you picked up the grenade launcher and the mirror, use the glass prism on the projector, then use your torch on the projector plus prism to receive an engraved cube. Examine this to see the code 1991. Note this for later use. Now go back the main staircase and go through the door at the bottom and then through the door on the right to enter the library. Turn on the light and read the two documents to your left (on the desk) and your right (on the lectern.) Go over to the second bookcase to your left and activate the switch on it. You will see 4 books with number dials in their spines. Enter the code number 1991 you obtained earlier to open the secret door. Inside take the Abkanis tablets, first aid kits and charm of saving. Now would be a good time to use the charm! Pull the lever on the wall to raise a plinth in the centre of the library. Inside is a nasty creature which breaks out and attacks you. First encounter with the 'shadow demon.' ---------------------------------------- This 'boss' is very reminiscent of Nemesis in Resident Evil (and just as tough!) When he is trying to attack you, he is invulnerable so try to dodge the attack, run away and then hit him with your most powerful weapons. It will take about 30 shotgun bullets or 5/6 grenades. Once he is 'dead,' check the plinth to find a half medallion and yet another hint to visit Old Mrs. Morton. Before you do, go up through the library visiting the secret alcove to pick up some bullets and the turret room outside to collect some grenades. Once you leave the library you are back in Lucy Morton's bedroom again and she will give you the other half of the medallion. Combine the two pieces and then go back to the lobby and use the complete medallion on the mirror to open the door into the manor cellar. Ominous FMV of the shadow demon rising from the 'dead.' Manor Cellar ----------- Once in the cellar head to the right where the crates are stored. Climb the ladder and open the trapdoor with the allen key. Once in the greenhouse have another talk with Edenshaw and explore to find some more grenades. Leave the greenhouse and prepare to meet the 'shadow demon' yet again. Just keep running until you get through the door at the end of the path leading into the cemetery. The Cemetery ------------ Keep running as the shadow demon is still chasing you! Go through the door at the end and be ready to take out 3 'dogs' that attack you. Turn to the right and go down path. As you follow the path our old friend pops up again. Keep running along the path until you pass a large crypt. The Morton Crypt ---------------- Enter Jeremy Morton's crypt to collect a box of rockets and the launcher. Walk up to the crypt to find a charm of saving and the metal cover. Leave Jeremy's tomb and go to the far side of the crypt. You will see a metallic rail with 'diodes' on. If you combine the metallic cover with the torch to narrow the beam you can use it to spell the letter M on the wall. The other walkthrough file here has an excellent diagram on how to do this, but basically start at the bottom left and trace out the letter. This will open Richard Morton's tomb (far left) and inside you will find a corpse and a document. Now enter the cave on your left and follow it around to the end, climb over the outcrop. Forest ------ Follow the forest path keeping to the right. When you come to a small wooden gate go through to reach the fort. The Fort -------- Run over the bridge and then walk to the right side of the gate. Because the gate is locked you need to climb up the rampart on the right. At the top go around the ledge and go down to the main gate and unlock it. Go down the stairs and through a small tunnel. Climb up onto the small ledge to the left and go over the wall. Drop down the other side and go up the stairs into the next room. Go left and up the stairs to enter the cell at the end of the path. Encounter Obed Morton. After chatting to him pick up the Black Metallic Card and the Charm of Saving. Leave the cell and go through the passage in the other side of the room and through the door on your left at the bottom. All the way to the bottom of the stairs and turn left. At the other side get the Wire Cutters, Blueprints, Tripod Support and the Journal and go up the stairs behind you. Go around the platform (beware monsters!) and collect the Mould next to the chest. Leave and climb back over the wall and go into the cave on the other side. Go to the locked chest and use the Wire Cutters to open it. Collect the Large Ornate Rusty Key and the Steel Ingot. Go to the top of the fort and the door you saw when you climbed the rampart earlier. Open it with the key and enter the lab. Go left and collect the Weapon Butt, Orange Accelerator and the Weapon Barrel. Go to the machine behind you and put the Mould into it. Then use the Ingot to make the Perforator Barrel. Split the Tripod Support to get a Metallic Half Ring, Carry on round the lab and examine the cupboard to get the Glass Lens inside. Go out onto the battlements and use the Glass Lens in the telescope and look through it. As you walk along the battlement they will crumble and drop you into the sewers. Go through the sewers and climb out on the other side. Through the door, up the ladder and get the Golden, Red, and Silver Metallic Cards. Unlock the door and up the stairs back into the lab. Exit the lab and go down to the bottom, over the wall and into the room next to Obed's cell. Go down the small passageway until you reach a door with 4 card slots and symbols on. Read Jeremy Morton's journal and on the last page you will see the colours for each symbol on the door. Put the cards into the correct slots to unlock the door. Go through the door and turn left (Plasma Cannon, Charm of Saving.) Carry on and find the Metallic Half Ring on the crate. Up the spiral staircase and get a message from Carnby about the stone circle. At the top collect the diagram from the machine and then call Carnby again. He gives you the numbers from the stele as Aline calls them out. Transfer the numbers into a date and input them into the machine. The date is '10-31-2001' The planets will realign and show you that tonight is when the gate can be opened. Chat to Carnby again and then go downstairs (Large Bronze key, Alan Morton's Seal, Small Padlock Key and Snake Abkanis Statue.) Go to the back of the room and use the Bronze key to open the door. You are back outside. Look at the totem at the end of the cliff. Call Carnby and he tells you about the Stone disk he has found. You need this so go back to where you started in the forest and talk to Carnby. He gives you the disk. Return to the totem and use the disk to get an abkanis energy stone and a fish statue. Now you need to assemble the Peforator (combine the 2 metallic half rings to get the metallic ring, combine the tripod support with the barrel, the orange accelerator with the butt, the photoelectric pulsar without the barrel with the orange accelerator with the barrel, the metallic ring with the abkanis energy stone, the photoelectric pulsar with orange accelerator with tripod support with perforator barrel, and then finally the perforator without the abkanis energy stone with the metallic ring with abkanis energy stone. You should now be the proud owner of a complete perforator with energy stone.) Make your way to the lab and climb up the ladder next to the machine. Switch on the lights and go up the 2nd ladder on your left. Go along the platform and go up the 3rd ladder on the other side. You are now on the roof of the fort. Go to the door on the floor and use the padlock key to open it. Go down the ladder and activate the switch on the gantry to open the hatch for the electric conductor. Go down the ladder behind you and down into the main room below. Use the switch to turn on the conductor and a timer will start. You need to go all the way down to the basement (where you got the wire cutters) and use the perforator on the stand to blast a hole in the wall. All this before the timer runs out. BUT just as you use the switch your old enemy the shadow demon returns and you have to kill him before you can go down the ladder. Weapons are no good. You have to make him jump at you through the electric current. Wait until the charge is about to go down the pylon and then run away from the demon. 2/3 jolts should finish him off. Wait until the timer runs out and then start it up again. Now you can blast your escape hole into the Abkanis ruins. Abkanis Antechamber ------------------- As you walk forward pick up the Photoelectric Pulsar. Turn right and go down the path and climb down the ladder to the river. Go along the bank, around the edge of the cliff cross the bridge and through the cave on the other side. You should be at the edge of a huge drop. Go down the stairs to your left and go into the cave at the bottom. Descend the next set of stairs and go along the passage until you meet Carnby. Follow him and read the stone tablets. When you have finished translating leave the cave, cross the large bridge and through the cave on the other side. About halfway up the passage is a trapdoor concealing lots of goodies - first aid kits, battery charger, lightning gun and charms of saving. Go through the opening and witness the opening of the gate and Carnby being sucked through. After talking to Edenshaw go through the gate yourself. The World of Darkness --------------------- Go right and down the stairs, cross the bridge and then descend a 2nd set of stairs. Speak to Carnby and then collect the luminescent crystal and go into the cave ahead. You are in a big cavern with lots of stalactites and another long drop. Go along the ledge and into the cave on the other side. Go left and try to avoid all the creatures and climb up onto the ledge at the end. Jump down and continue around the cave climbing over the small ledge round the corner. Go left and through the entrance on the other side. You will see the Abkanis Fortress. Go down the stairs and then climb the ladder to reach the fortress. Abkanis Fortress ---------------- Beware monsters! Go up the stairs to the courtyard. Go up the larger staircase to the right and go into the shrine at the top. Go forwards and around to the right and go into the cave at the end. Walk towards the circular table in the middle of the area and see the 7 buttons. Press each button in turn to swivel the entrance to reveal a stone seal. Collect all 6 seals each of which represents an animal. Once you have all of them exit the shrine and go down the stairs into the courtyard. Go right at the bottom climb up the ladder at the edge of the little building. When you are on the roof climb through the skylight. Collect the Indian Skin Flask. If you turn around you will see 6 stone steles. You need to put the seals into the steles. They are arranged in the correct order in your inventory looking from left to right. Now go down the small corridor opposite the ladder and find the Stone Pyramid and Charm of saving. Now leave the building and go back to the Abkanis Shrine. Go up the steps and around the ledge until you find a large statue with a funny looking base. Use the Stone Pyramid on the plinth and it will change into a Stone Head. The 'god of gods' will speak to you and then you can leave, go down the stairs and leave the fortress using the ladder on the right. World of Darkness ----------------- Now go down the stairs and into the cave at the bottom. In the lava room go to the right. Go through the cave at the end into a large passage. Go to the end and out the other side and over the bridge. Beware monster! Use the Flask on the Pool to your right. Go around to the left and climb the wall at the end. Beware 3 'dogs!' Go along the passage and climb the steps at the end. Go around the ledge and up the stairs. At the top you will see Alan making his escape. Go back the way you came until you get to the bridge Alan was on. Go down the rope and go forwards to corner Alan. A 'mutated' Obed drops down and knocks Alan into the abyss. Climb down and collect the Eagle statue and then contact Carnby. Go through the small opening behind you and drop down the hole. You are in an embalming chamber. Go round the cave and talk to Johnson. He asks you to finish the ritual. Go through the opening into a sewer. Jump into the water and go right. Climb out the other side and go through another small opening. Talk to Johnson again. Now drop off the ledge and run for the cave entrance ahead. You are back in the big cave except this time one of the stalactites has dropped down to create a bridge. Go across to meet Obed, the final boss. Use the Photoelectric Pulsar and wait for Obed to get close to you. Then shoot him which pushes him backwards. Keep doing this until he is defeated and smashes the bridge dropping the monsters and himself into the pit. Now go towards the large stone disk on your left and go through the cave in front of it. You will be in a room filled with indian mummies. Go to the altar at the back and use the stone head on the plinth. Carnby comes in with the 3rd head and the door opens behind you. Edenshaw tells you to leave. Carnby and Aline run out of the cave. End sequence. 'DARKWORKS' MESSAGES I found these messages posted on the GameFAQs AITD4 message board from one of the developers at Darkworks interesting and informative, so I thought I would 'preserve' them here. -------------------------------------------------------------------------------- [In reply to a comment about the lack of replay value] Well, I must confess that we never really bother about the replay value of AITD:TNN. In our opinion, an adventure-action game is pretty much like a movie or a book. It is mainly meant to tell the player a story. Of course, if you start all over again, you get the same story. We felt like adding replay value would be to add a bonus character with another scenario. You would not believe how time consuming it would be to implement such a bonus scenario and how many assets (graphics, voices, animations, ...) we would have to produce. Beside, there is no room left on the cds. Our main goals were: - most of the players finish the game (and are addicted enough to do so) - most of the players play both characters Someone mentionned on the board that a B scenario had been implemented in RE2, but on the other hand you must admit that playing with Claire is not to different from playing with Leon. We created two different storylines, one for each character, and most players agree that playing Carnby or Aline are two totally different experiences. I think that many of you finished the game at least with one character. Some people argue that the game is too short. It is longer than RE or Silent Hill, actually. But I think that it undoubtedly means that they were not bored. So we take it as a compliment. Nevertheless, it is very interesting to read your comments as we are now drawing the concepts for our next projects. -------------------------------------------------------------------------------- [In reply to a question about different costumes for Edward and Aline] We have considered the possibility of including bonus outfits for both characters that would become available when you finish the game. Unfortunately, the way we handle the character ressources is different from what Capcom does in Resident Evil. Basically, all ressources for the hero character are loaded into the main psx memory each time the players enters a level. This means that the graphic ressources, including the outfit of the characters, are encapsuled in the level datas. Capcom uses a different technique: the graphic ressources for the hero character are loaded only once into the main memory, at the very beginning of the game (before the intro cgi movie actually). This allows them to include bonus outfits or even bonus characters. -------------------------------------------------------------------------------- [In reply to the 'FAQ' - Why can't I kill the monster in the library?'] We have noticed that this problem of "immortal Triceraptor" (the monster in the library) may occur when you save inside the secret room of the library (on the 1st floor) when the triceraptor has already appeared. The best solution would be to reload your last saved game before you entered the library (or at least before the apparition of the triceraptor). -------------------------------------------------------------------------------- [In reply to the other 'FAQ' - How do I solve the puzzle of the stone circle?'] We can give you some details: When you first enter the circle of stones, the game will display some on-screen text to give you some hints (supposedly these are Carnby's thoughts). There should be 3 successive on-screen texts. After that, you can go to any stele and press [ACTION] (Cross button). This is the first part of the puzzle when you have to orient yourself in the circle of stone. Go either to the Est, North or West stele and validate the correct option. Then call Aline with the radio and she tells you to go to the North Stele. Press [ACTION] on the North stele. A close up of the stele should appear. Return to the game and call Aline once again. She will tell you to go to the South East stele, etc Repeat this operation until you have examined all the steles. If you leave the circle of stones, the puzzle is reinitialized. -------------------------------------------------------------------------------- [In reply to comments that AITD4 is just another RE clone] Actually, Alone in the Dark, definitely the father of the survival-horror genre, was released by Infogrames in 1992, on PC. It featured flatshaded non textured real-time 3D characters, monsters and objects on fixed backgrounds. The backgrounds were not CGI renderings as in most fixed backgrounds games but 2D paintings. This game was created by Frederic Raynal and set up, in the first room (the attic), most of the gameplay of survival-horror: - a monster behind the window which suddenly crosses it - pushing crates and furnitures - a zombie crawling through a trapdoor - etc Before that, Delphine Software had released in the late 80's a game called 'Cruise for a corpse', featuring a flatshaded non textured real-time 2D character on painted 2D backgrounds, which obviously inspired Frederic Raynal. After the released of Alone in the Dark, Frederic Raynal left Infogrames and teamed with Delphine Software to create Adeline Software. -------------------------------------------------------------------------------- <-- Back to PlayStation Index | |
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