Alone in the Dark Walkthrough

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"This document Copyright 2001-2002 Nathan Norris" ___ ___ \ / _____ ___ ___ ________ \ / | | / _ \ \ /\ / \ ____/ / \ | | | / \ | | \ | | | |____ / / \ \ | | | | | | | |\\| | | ____| / /___\ \ | |__ | \_/ | | | \ | | |____ / _______ \ /_____\ \_____/ /___\/___\ /_______\ /_/ \_\ _______ IN THE ___ \ ___ \ ___ _______ \ / __ | | \ \ \ / \ __ \ | | / / | | | | / \ | |__| | | |/ / | | | | / / \ \ | / | _ \ | |___/ / / /___\ \ | |\ \ | | \ \ /_______/ / _______ \ /___\\__\ /___\ \_\ /_/ \_\ ___ __ __ __ ___ __ __ __ | |__| |__ |\ | |__ | | | |\ | | | _ |__| | |\/| |__| |__| | __ | | | |__ | \| |__ |_|_| | \| | |__| | | | | | | | | \ | __ *********************************************************************** Alone in the Dark: The New Nightmare - PSX Version - Version 1.4 By: Minesweeper (Nathan Norris) Email: [email protected] [email protected] *********************************************************************** Last Updated: 8/14/02 -Table of Contents- 1: Revision History 2: E-mail Policy 3: Introduction 4: General Strategies 5: Walkthrough 6: Enemies Section 7: Bosses Section 8: Thanks 9: Copyright -----------------------------------------------------------------------

description

Alone in the Dark Walkthrough

Transcript of Alone in the Dark Walkthrough

"This document Copyright 2001-2002 Nathan Norris"

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\ / | | / _ \ \ /\ / \ ____/

/ \ | | | / \ | | \ | | | |____

/ / \ \ | | | | | | | |\\| | | ____|

/ /___\ \ | |__ | \_/ | | | \ | | |____

/ _______ \ /_____\ \_____/ /___\/___\ /_______\

/_/ \_\

_______ IN THE ___

\ ___ \ ___ _______ \ / __

| | \ \ \ / \ __ \ | | / /

| | | | / \ | |__| | | |/ /

| | | | / / \ \ | / | _ \

| |___/ / / /___\ \ | |\ \ | | \ \

/_______/ / _______ \ /___\\__\ /___\ \_\

/_/ \_\

___ __ __ __ ___ __ __ __

| |__| |__ |\ | |__ | | | |\ | | | _ |__| | |\/| |__| |__| |__

| | | |__ | \| |__ |_|_| | \| | |__| | | | | | | | | \ |__

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Alone in the Dark: The New Nightmare - PSX Version - Version 1.4

By: Minesweeper (Nathan Norris) Email: [email protected]

[email protected]

***********************************************************************

Last Updated: 8/14/02

-Table of Contents-

1: Revision History

2: E-mail Policy

3: Introduction

4: General Strategies

5: Walkthrough

6: Enemies Section

7: Bosses Section

8: Thanks

9: Copyright

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1: Revision History

Version 1.0 11/10/01 - First Edition

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Version 1.1 11/26/01 - I added a new copyright notice entitling psxcodez.com

the right to host my guides, and I added the cool ASCII art you saw at the

start of this guide.

***********************************************************************

Version 1.2 12/26/01 - Hope you all had a good Christmas. Anyway, the

purpose of this update is to stamp out an annoying question I am frequently

emailed. It concerns the business of the locked LIBRARY doors and the LARGE

ORNATE KEYS. Read Carnby's walkthrough near entering the LIBRARY for

details.

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Version 1.3 12/29/01 - I'm so embarrased, I accidentally put Capcom instead

of Infogames in the Thanks section, glad it's finally corrected. Man I'm

such a moron!

***********************************************************************

Version 1.4 8/14/02 - I have a small copyright revision today and a new

email address. http://faqs.ign.com may now host my guides, and my new email

address is [email protected].

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2: E-mail Policy

I have recieved a lot of stupid e-mail in the past, but now it is starting

to get ridiculous so I am going to start enforcing what kinds of messages

will and will not get answered.

Please DO:

- read the whole document before sending a question. If you have time to

waste your life away on video games, then you have enough time to scan my

document for a few minutes for an answer to a problem.

- put the name of the game in the message topic. It makes it A LOT easier

for me to pick out which messages are on games and which are not. Also if

the name is not there, I might accidentally delete it, thinking it is junk

mail.

- spell correctly. I won't be able to help much with your problem if you

send me something like "Hy mn cn u hlp me wth ths 1 prblm, I cnt bt ths 1

lvl ok thnks gby."

- send a message in English. I can barely read Spanish, let alone translate

Japanese. You wouldn't believe how many messages I have recieved in some

foreign languages that I don't even know which continent they are from.

- be polite. Any mail with excessive flaming will be instantly deleted.

Please DO NOT:

- write the title of the message as "About your walkthrough" or something

similar to that.

- flame. I hate flaming. Especially messages with the f-word or the

s-word. These will be instantly deleted.

- send advertisements. These will be considered junk mail and will be

deleted instantly.

- ask me something that is already answered in the walkthrough or the

manual. C'mon, would you rather spend a few minutes skimming my guide, or

would you rather spend a few hours, days, or even weeks waiting for me to

get back to you?

- forget to include the name of the game in the message or on the title. I

am not a psychic. I cannot tell what game you are after if you do not

include the name in it.

- send me a message in any language other than English. The only other

language I can barely understand at all is Spanish, and even then, I can

hardly form simple sentences. So don't send the message in any language

besides English or I simply won't be able to help you.

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3: Introduction

I'm back for more survival horror guide-writing. After doing guides for

every Resident Evil game released so far, plus Dino Crisis 2, I am going to

write another survival horror guide for this game. Alone in the Dark: The

New Nightmare is VERY similar to Resident Evil in gameplay, but the story is

much more enticing and the acting is a whole lot better.

Edward Carnby and Aline Cedrac are going to Shadow Island together, each for

their own reasons. Carnby is going to investigate the death of a friend of

his, Charles Fiske. He was killed on this island. Aline, meanwhile, is

coming to translate some Indian tablets that were found on the island.

They take a sea plane there on October 31, 2001, but an unseen creature

attacks the plane and the pilot is killed from an explosion in the cockpit.

Carnby finds some parachutes and yells at Aline to jump while he shoots

through the roof at the creature. She leaps out, followed shortly by

Carnby.

Aline lands on top of Morton Manor, where she nearly slips off the roof

after she is free from the chute. Carnby lands in a tree, and gets a nasty

fall as he tumbles to the ground. Now it is up to you who to guide through

this adventure. What will happen to our two characters this Halloween

night? You will be the one to determine the answer...

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4: General Strategies

**********

CHARACTERS

**********

After the opening FMV, you must decide who to play as. Carnby begins with a

gun, but he will find fewer FIRST AID KITS at the start of the adventure.

His game is has a lot of action.

Aline on the other hand, only has her FLASH LIGHT to defend herself with at

the start of the game, and has been injured into CAUTION at the start of the

game (but this will be fixed shortly after starting, so dont worry). She

has more complex puzzles to solve than Carnby. Her adventure is less about

action and more about thinking.

I would recommend that beginners play as Carnby first, as his game is much

simpler. You'll also be able to get a feel of the environment, which will

come in handy as Aline will have to run back and forth all over it solving

puzzles.

******

SAVING

******

To save, you must find a CHARM OF SAVING. These can only be used once and

are quite scarce, so make sure you really need to save before using one.

******

HEALTH

******

As this is an action game, you have a health meter. And like most other

games that have a health meter, once the meter's empty, you're dead. You

can check your health inside the inventory screen or when you have a weapon

equipped. Your health will be OK(blue) at first, but then it will go to

FINE(green), then to CAUTION(orange), and last to DANGER(red). If you are

in DANGER, the next blow will likely kill you, so be sure to heal as soon as

you can!

In order to heal yourself, you'll need to find FIRST AID KITS. It takes two

of them to heal you completely from DANGER. They are quite rare, so use

them wisely.

************

LIGHT & DARK

************

Both of your characters will have a FLASH LIGHT after starting the

adventure. Your FLASH LIGHT is VERY important in getting out of this

nightmare. You will need it to see in areas where there is no light, plus

there are certain puzzles in the game that must be solved with the FLASH

LIGHT. Other useful features it performs are scaring away certain monster

and pointing out important items by giving them a blue sparkle when you

shine the FLASH LIGHT over them.

There are also light switches in some rooms. They will sparkle like items

when the FLASH LIGHT is shone on them. If you turn on the lightswitch, some

enemies are killed outright, and it can perform important roles in solving

puzzles. Beware, sometimes enemies also have the ability to shut off the

lights on you as well.

Don't leave the lights on all the time, as occasionally you'll find a clue

by turning the lights off. Try it out if you are stuck.

************

GUNS N' AMMO

************

Like in Resident Evil, you are less mobile when you aim your gun. But

unlike Resident Evil, when you had to stop COMPLETELY to shoot, you can now

walk while you shoot, but very slowly.

You'll also get an ammo meter in the game, telling you how many bullets you

have left in the current clip. When you run out of bullets, your character

will automatically reload, but the animation leaves them open to attack, as

you can't move during that time. It's real frustrating to see dogs rushing

at Carnby while he's digging for more rounds to put in the gun. You should

only reload automatically if you are for certain all monsters are dead or

far away.

ALWAYS reload on the inventory screen. Enemies will not be able to attack

you while you are on this screen. Everytime you are using the inventory

screen, take the opportuninty to reload your gun so you always have a fresh

clip.

***

MAP

***

Until you learn your way around Shadow Island, this will be your best

friend. Use L2 to open it. Only corridors you have explored will be on the

map. Doors that can be opened are marked as green lines, orange lines means

the door is locked, but it can be opened as you have the right key, and red

doors mean the door cannot be opened yet or at all.

If you check a door and you get the message "The door is sealed up," then

don't bother looking for a key to unlock it, as this door is inaccessible

for the entire game. Some doors that are sealed up in one character's game

will be unlocked in the other character's game.

One important thing to point out: in this game, the first floor is referred

to as "GRD FLOOR," while the second floor is referred to as "1ST FLOOR," and

so on. Hopefully you'll read this and won't whine to me about keys not

working on any of the doors on the first floor when they really need to go

to the second floor.

*****

ITEMS

*****

You will find many items over the course of the game, most of which are

needed to unlock new areas. Examine items carefully in the inventory screen

as they provide many clues, like maybe a photograph.

Be sure to examine every key you find, as most keys will have a place name

engraved on them. For example one key has "B CELLAR" engraved on it, which

means you need to use it on a door in the cellar.

*****

RADIO

*****

Each character has one of these, which can be used to contact the other

character at certain times in the game. If the other character picks up,

you'll get to hear a conversation which may provide clues as to what to do

next.

*********

DOCUMENTS

*********

You'll find many documents during your travels. They are there to provide

clues for you as to what to do next. Beginners will find them very useful

so I am telling you where they are in the game.

********

NOTEBOOK

********

What do we need? Our Handy-Dandy...NOTEBOOK! (ding!) In this, you write

down Blue's Clues...err...sumarizations of events that have happened during

the game. This NOTEBOOK can be helpful in seeing clues from conversations

you have had, in case you missed the hint while your character was

conversing.

***********

PERSPECTIVE

***********

Like most survival horror games, this one has preset camera angles, which

can lead to confusion when I say "go thru the right door" or "take the items

on the left." So, from now on, when I say go right or left, I mean it from

your characters perspective.

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5: Walkthrough

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| ___| | _ | | _ / | | | | - THE WOODS AND GARDENS

| | | | | | | | \ \ | | _| |_

|_| |_| |_| |_| \_\ |_| |_____|

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FORT/GARDENS PASSAGE

After the opening FMV, you are alone...in the dark! Begin by reading

FISKE'S NOTEBOOK, as it will give you a background to this mission. You can

also examine the MAP OF SHADOW ISLAND if you want to. When you are done

reading the documents, walk forward onto the main path and turn right. You

will come to a gate. It has a comibation lock on it, so you won't be able

to open it right now. Go back down the path again and past the area where

you landed after parachuting.

Aline will contact you by radio, saying she's extremely scared and wants out

of here. Carnby gets her to calm down enough to tell him that she is on the

roof on a manor. Aline then asks Carnby to turn on his FLASH LIGHT so she

can see where he is. After doing that, Aline turns on her FLASH LIGHT so

you can see her. Carnby says he'll get over to the manor as fast as he can

to meet her.

You will now have control again over Carnby. Walk through the spooky woods

and you'll arrive at an open gate. Walk through it and Carnby will see a

blood trail on the ground, leading up the steps into a small stone building

nearby...naturally you ought to see where this trail will end, so go inside

the little stone hut.

GUARDHOUSE

As you enter, Carnby sees a guy on the floor, with his arm missing. He's

still alive and has a gun. He says that Carnby ought to forget about him,

as he's believes he's going to die anyway, and raves about beasts and

monsters. Carnby tries to get him to change his mind, but to no avail. So,

he leaves him some extra ammo. I love the creepy way he says "Run..." after

he's done talking. Walk out the door afterwards.

FORT/GARDENS PASSAGE

Continue on your way down the trail. Suddenly, you see and hear two

gunshots being fired inside the hut you just left! Quickly run back inside

the house.

GUARDHOUSE

Oh man...that guy...just vanished! Turn on your FLASH LIGHT and shine it

around the area where the was lying down and you'll see a sparkle. Take the

SMALL BRONZE KEY and exit the house again.

FORT/GARDENS PASSAGE

Do what you were originally planning to do and go to the end of the trail.

Use the SMALL BRONZE KEY to unlock the gate. Take the gate as there is

nowhere else to go anyway.

GUARD DOG PASSAGE

You can see a box of MAGNESIUM BULLETS on the rail in front of you, but

before you can get to them, an FMV occurs. You see a POV shot of something

attacking one of the guard dogs. After the dog is mutilated, you'll see the

monster. It looks like a strange, oversized bug. It goes up the stairs.

When the FMV is over, take the MAGNESIUM BULLETS and walk down the pathway.

You will arrive in a square-shaped area that has two large portals,

including the one you used to come into this area. Unlock the gate to your

left and go down this path. You will see a box of MAGNESIUM BULLETS on the

stones, but again before you can reach them, another FMV interrups.

The dogs break loose from the chains, but fortunately they run right past

you instead of attacking. Take the MAGNESIUM BULLETS, then investigate the

area where the dogs came from. You will find a FIRST AID KIT on top of a

broken fountain here. Turn around and return to the area with the large

portals. Go left and you will see the stairs the bug ran up, along with the

mutilated dog... Go up the stairs after the beast.

SQUARE GARDEN

Prepare to have your first taste of combat here. Turn left and a dog will

come from the left. Continue down the path, and remember to zig-zag to

evade attacks. You'll go under a covering of sorts, and as you are about to

go around the second corner, another dog attacks. Ignore this dog as well

and you will come to a set of stairs. Like three hundred dogs will be all

over you now, so get up the stairs as they won't be able to follow you

there.

SCULPTURE GARDEN

Go down the path, and when you come to a fork, take the stairs to the right.

You will see the gate, and it leads into the front yard of Morton Manor.

But, its locked, so you'll need to find another way inside. As you

regretfully walk down the stairs, Aline contacts you, yelling about monsters

and shadows like the guy back at the GUARD HOUSE did. Carnby asks Aline

what she is talking about, but she hangs up. You now see several gunshots

being fired inside the house.

After going down the stairs, turn right and you'll see a bug eating a dead

dog. Then, it vanishes. When you get near the dog, the bug reappears from

a magical portal and attacks. Get down the stairs and out the gate at the

end of the pathway. Do it fast enough and the bug won't even get the chance

to attack.

WATER RESEVOIR

Turn left after entering and at the end of the short path, you'll come to a

valve. Turn the valve and the water inside the resevoir will be drained,

giving you access to a path that was previously underwater. Go back the way

you came and go down the stairs. Before you can do that, another bug leaps

out of a portal. If you go down the stairs, it will become confused and

won't be able to follow very well. Take the door at the bottom.

SEWERS

This is real boring. Go down the long hall in front of you and around the

corner. Notice how you can see a second set of ripples behind you... Go

into the middle of the big room after the corner, arm your CUSTOM HANDGUN,

and start spinning around in circles while aiming. It may sound totally

ridiculous, but if you do this it will be very easy to hit the crocodile who

pops up in the area. He always appears right behind you, so you'll already

be rotating to hit him if you do this.

Don't try to exit the area before you kill the crocodile, or you'll be

attacked and dragged to the center of the room again.

After winning the battle, climb up the ladder through the other door in this

room. Jump up out of the waterway, and take the CHARM OF SAVING. Go out

through the gate nearby.

CELLAR

This place is a treasure trove of items, take the PHOSPHORUS CARTRIDGES and

the MAGNESIUM BULLETS from the crates to the left, then look near the

cabinet for a SHOTGUN and a FIRST AID KIT. As you walk further into the

room, you'll see a casket. Examine it and you will be asked if you want to

open it. Well, why not? You'll get a quick scare and then you'll find the

B CELLAR GILDED KEY. Use it to unlock the gate near the casket, then take

that door.

Don't bother searching the area to the left; there are no items there and

all the doors are locked as well.

MIRROR PASSAGE

Walk down the short hall and take the door in front of you.

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| _ | | _ | | _ | |_ _| /__ \

| |_| | | |_| | | |_| | | | / /

| ___| | _ | | _ / | | / / - THE MORTON MANOR

| | | | | | | | \ \ | | / /__

|_| |_| |_| |_| \_\ |_| |_____|

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MAIN HALL

You'll discover that the door you took is really a secret passage hidden

behind a mirror. Aline will radio you before you get a chance to look

around. She says she met Obed Morton, and he dragged her into a room

somewhere. One door is locked and the other one has something blocking it.

Carnby says he will go look for her. Before you can begin searching, POOF!

The lights go out. A bug then teleports in and runs for you. Shoot it

several times, then go to the green statue that you should be close to.

If you examine it, you'll see a mechanism on the base of the statue, but you

don't have the code for it. Stand on the left side of it and press X to

push it in front of the mirror. You will see the letters "HM" carved on the

back-side of the statue. Input these letters into the mechanism to "unlock"

a painting upstairs.

Next, go to the front of the room where the lantern is and turn on the

lights again. Take the CHARM OF SAVING from the desk. Nearby you is the

front door. It's the only way out of this house, and as you would expect,

the door is locked. We'll be running all over this manor before we are

allowed to leave! Turn right and Aline will radio again, saying she can

hear your footsteps. Carnby sees that a dresser is blocking the door. Push

away the dresser by standing on the right side and pressing X.

Before going through the door, check the painting you unlocked, and you'll

get the SMALL RUSTY KEY. This will trigger the appearance of a bug. Kill

it and then take the door you revealed.

ALAN'S BEDROOM

Carnby and Aline at last meet up with each other again. Carnby apologizes

for bringing her into this. Aline says that she has personal reasons for

coming to this island. She says she heard a voice in the room overhead, and

that there is a trap door she can use to get inside. After a little debate,

Carnby agrees to lift her up to the door.

You are alone again. Search the desk near the big mirror and you will find

an ACROBAT STATUE and a DICTAPHONE. You'll hear someone say an Indian

chant, and then somebody will give verbal notes on a ritual that somebody

named Edenshaw performed for him. This won't make much sense until later in

the game, so don't worry about it for now.

Look at the night stand next to the bed to find ALAN MORTONS'S DIARY. Alan

talks about "experiments" and "raw materials," and I have a pretty good

feeling of what those "raw materials" are... Exit out the door you used to

get into the room.

(BTW, if you want to, you can find a secret passage behind the mirror.

Simply walk up to it and open it like a door. After walking down some long

passageways, you'll come to a boarded-up door with a CHARM OF SAVING in

front of it. If you look through the spy-hole in the door, you'll get to

see a room you won't be able to visit for a long time. This is all

completely unnecessary for Carnby unless you need a CHARM OF SAVING.)

MAIN HALL

Go downstairs and take the double doors that are unlocked.

BLOODY CORRIDOR

Here you will run into Edenshaw, the Indian mentioned on the tape in the

DICTAPHONE. He says he knows why you are here and that he has been

expecting you. Carnby interrogates him about Charles Fiske, but Edenshaw

says he has never heard of anyone by that name. He says nobody from the

mainland has visited Shadow Island for months. Then he gives you a CHARM OF

SAVING and advises that you should visit the library. Edenshaw suddenly

disappears, leaving you alone again.

Go in the direction Edenshaw went when he walked away, and turn on the

lights as you pass by the switch. Take the door in the alcove on the right.

RED CARPET HALLWAY

You'll meet the zombies for the first time here. They are painfully slow,

so you can easily slide around them. Take the first door you see on the

right wall.

OBED'S OFFICE

There are many files around here. Expect to be here awhile reading up on

the documents you find. Turn on the lights, then walk forwards. Take the

CROWBAR from the crates, then walk around the desk. Take RICHARD MORTON'S

WILL AND TESTAMENT from the desk and read it. It's dated April 12th, 1905,

so this is a pretty old paper. Richard talks of his "mission" and tells his

son Archibald and his descendants to finish it, with a man called De Certo's

help.

He also talks about the library he built, how he has "ten centuries of human

knowledge" in it. He says that all of the books in the library are

worthless because they do not talk about the World of Darkness. But, he

says he has discovered four books that are worth saving, as they have a

special symbol on them representing the Worlds of Darkness and Light. And

he says he placed them at opposite ends of the library...blah...blah...blah.

Don't worry about the complicated directions, you will only need to do

what I say and everything will be okay.

Next, look on the stand next to the wall for OBED MORTON'S NOTES. This file

seems to be nothing but a jumble of things that are not connected at all.

Eventually towards the middle, Obed finally begins to make sense and says he

is totally amazed by the language of an Indial tribe called the Aknabis, and

that he is terrified by the translations on the tablets he has found. He is

wondering what in the world Alan and him are working on. BTW, notice how he

says "I pity those fools," in the book, and then look at the statue on his

desk. He seems to be obsessed with Mr. T as well as Indians.

Next, search on the shelves near the small table. Find the BOOK ON THE

ABKANIS INDIANS. You don't need to read it if you don't want to. This book

really only provides background information on the Indians Obed loved to

study so much.

As you proceed farther into the room, you'll see a FLASK on another table.

Take it, then turn around and go forward towards where you haven't explored

yet. Two bugs will warp in, but for a bizarre reason, if you dart past them

and go past the big cabinet, they'll just vanish and won't attack.

After you get over that shock, run back to where the cabinet was. If you

search inside it, you'll find a FIRST AID KIT. Near the painting on the

wall is yet another file. Its the TEXT FROM THE MAGAZINE SCIENCE. This is

another unimportant document that you should only read if you are bored.

Go back to the area that has the door you used to enter the room. Turn on

the lights again, then examine the bowl nearby. Fill your FLASK with the

water, then exit the room by using the door near the large cabinet.

(BTW, did you notice the picture near the cabinet? It changes completely

when you turn off the lights! It's only there to freak you out. Don't

worry about it.)

MAIN HALL

Take the double doors on the ground floor.

BLOODY CORRIDOR

Turn left and go to the end of the hall where a small cabinet is. Take the

PHOSPHORUS CARTRIGES, then take the door to the left of the red-carpeted

stairs.

ZOMBIE HALL

Immediately after entering, sprint down the corridor. When you round the

bend, you can see a zombie getting up from a meal. Blow past him while he's

standing up and he won't be able to bite you. As you go around the corner,

another zombie is rising up from its crouch. Sprint past him as well. Run

all the way to the end of the passage. If you poke around in the junk at

the end of the hall, you'll find PHOSPHORUS CARTRIGES, and a FIRST AID KIT

on a stand nearby.

Run back down the hall, past the zombies if possible. The corridor is wide

enough to do it. Take the door you passed on the way to the end of the

hall.

ARCHIBALD'S OFFICE

Be careful in this room; there are a lot of spiders on the ceiling that will

drop down on your head and sap your strengh. Take the PHOSPHORUS CARTRIGES

and the MAGNESIUM BULLETS from the table in the middle of the room, then go

past the display cabinet to find the PHOTOGRAPH and the WOLF MASK.

Look at the PHOTOGRAPH, and it will show you a picture of a display case.

Next, examine the display case in this room, and you'll see its the same

case in the PHOTOGRAPH. Only...something's missing... That's right! There

is a FLASK in the PHOTOGRAPH, but not one in the case! Place the FLASK

inside the case and you'll unlock a portarit in the MAIN HALL. Leave the

room.

ZOMBIE HALL

Turn right and exit out the door over there.

BLOODY CORRIDOR

Turn right and take the door past the staircase.

DARK STAIRWELL

Go all the way to the top of the stairs and turn on the lights, then exit

out the door nearby.

ATTIC CORRIDOR 3

Turn on the lights, then take the GRENADE LAUNCHER off the crate in front of

you. DO NOT use this gun until I tell you to, as the only ammunition for it

is the five grenades already loaded in it.

Walk down the hall, and Aline will radio you, saying there is a trapdoor

ahead of you, and it makes a hollow sound when you walk on it. Aline also

says she has met with Edenshaw, and that she says he can stop all this

madness from continuing...if they do him a favor of course. She says you

need to find seven mystical statues that represent animals, then hangs up.

Go to the door just ahead of you and unlock it with the SMALL RUSTY KEY.

PLANT ROOM 3

Here you meet with the most annoying creatures in the game, the plants.

They are extremely resilient to your firepower, so don't try to kill them.

Take the PHOSPHORUS SHELLS on the right, then go to the other door in this

room, whilst herding aside any plants that get in your way with the

FLASHLIGHT.

I can already hear some of you yelling at me: "YOU DIDN'T PICK UP THE

LIGHTER! YOU WON'T BE ABLE TO..." Relax, okay? Despite what the other

guides tell you, you don't need the LIGHTER to open up the secret passageway

a few rooms away from here.

ATTIC CORRIDOR 2

There is nothing here, as the lanterns are scaring away the plants. Take

the door at the other end of the hall.

PLANT ROOM 1

Go left, and you will come to a spot in the floor where the wood is a

different color, plus it makes a hollow sound. Its in the place where the

passageway gets narrow, so you will have to have walked right over it. This

is the trapdoor Aline was telling you about. Use the CROWBAR to tear it

open, then take the SMALL KEY and the 2ND FLR EAST GILDED KEY. Walk forward

and go to the door at the far end of the corridor.

PLANT ROOM 2

When you walk forward a little, you'll get a scene of about two hundred

spiders crawling about the room. After its over, take the PHOSPHORUS

CARTRIGES and the MAGNESIUM BULLETS from the junk in the middle of the room,

then run to the end of the passage to collide with a wall. Use the CROWBAR

to tear open a gap, then move through the gap.

ATTIC CORRIDOR 1

Run until you come to a fork, then turn left and hit the lightswitch near

the door you see. This will kill off the plants that are tormenting you.

Go back and take the other fork. You'll find a FIRST AID KIT and another

door. You don't have to go into that door.

It only leads TO LUCY'S BEDROOM, where old lady Lucy will shout and rave at

you before sending you away. She serves no purpose in Carnby's game, and

she doesn't even have any items for you to take, except for the same issue

of Science Magazine you already found in OBED'S OFFICE.

Unlock the door near the light switch with the 2ND FLR EAST GILDED KEY and

take it.

GREEN STAIRWELL

Walk down the stairs until you come to a landing, then take the door there.

BROWN CORRIDOR

Carnby will radio Aline upon entry. Aline says she found out that Alan has

been playing with his chemistry set on creatures of darkness. Carnby says

he must be stopped, and Aline says there's nothing she could do to help.

Carnby tells her to cheer up, then cuts the transmission. As you try to

take the door to the left, a bug pops up out of nowhere and attacks. Kill

it then take the door.

ALAN'S OFFICE

Turn on the lights and go up the small set of stairs. Read ALAN'S JOURNAL.

He describes his *wonderful* hobby of creating monsters, including the

experiment he performed on his father. Even though we've never met him, he

*really* creeps me out.

Use the SMALL KEY to unlock the desk drawer and you will find a

LARGE ORNATE KEY, and HALF OF A PHOTOGRAPH. Exit the room, as there are no

more useful items for you here.

BROWN CORRIDOR

Go left and walk down the hall. When you come to the fork, walk right.

Unlock the double doors you come to, but don't enter them. Continue down

the hall and you'll find the light switch. Turn on the lights, then take

the door to the left of it. Did I mention that the whole time while you are

doing this you'll be constantly ambushed by bugs?

ALICE ROOM

Go past the skylight, and you will see a bed. Take the CHARM OF SAVING from

the dresser on the right, then walk past the bed. Before you can do that

however, some vines spring out and block off access to the back of the room.

Fortunately, there's an oil lamp over the bed, so shoot it and it will

kill off the vines, allowing you to take the ROCKET LAUNCHER and three boxes

of PHOSPHORUS CARTRIDGES. Exit the room through the door you used earlier.

BROWN CORRIDOR

Go right and take the double doors.

MAIN HALL

Check the second portarit from the left to find the GRD F EAST GILDED KEY.

Go downstairs and take the double doors there.

BLOODY CORRIDOR

Turn right and take the door at the very end of the corridor.

RED CARPET HALL

Kill off the zombies, and use the GRD F EAST GILDED KEY to unlock the door

at the end of the hall.

SMOKING ROOM

Kill the bug, then search the stand near the couches in the middle of the

room to find the GRD F WEST GILDED KEY. Next, examine the owl statue. Turn

off the lights, and the owl statue suddenly becomes a wolf statue! Use the

WOLF MASK on the statue and you'll get the STEEL KEY. Take the door you

used to get in.

RED CARPET HALL

Take the door at the far end of the hall. Watch out for the zombies.

BLOODY CORRIDOR

Use the double doors at the midway point of the hall.

MAIN HALL

Go upstairs and take the double doors.

BROWN CORRIDOR

Turn right and at the fork, go straight. Follow the winding hall to its end

where there is a door. Use the STEEL KEY to unlock this door.

OBED'S BEDROOM

Flip on the light switch next to you quickly so the plant won't get a chance

to attack. Check the desk to find the other HALF OF A PHOTOGRAPH.

You'll also find a HAND-WRITTEN LETTER addressed to Richard Morton. It was

written by Judas De Certo. He claims to be able to give Ricard the power to

master the creatures of darkness he fears. All he requires is a

hand-written note signed with his blood.

After you are done reading, combine the HALF OF A PHOTOGRAPH with the other

HALF OF A PHOTOGRAPH to get the REASSEMBLED PHOTOGRAPH. This item won't do

you much good for now, so explore the rest of the bedroom. Search the

alcove in the back of the room to find a CHARM OF SAVING, a second LARGE

ORNATE KEY, and a box of PHOSPHORUS CARTRIDGES.

Go to the nightstand next to the bed to find OBED'S DIARY. He talks about

his Grandpa Jeremy, Edenshaw, what he was going to do with his career in

life, much more like a normal person's journal than Alan's, that's for sure.

But, at the end, Obed writes a note about his brother doing something

terrible to their father, and that they will go straight to the underworld

for Alan's wrongdoing. Leave the room.

BROWN CORRIDOR

Zombies have invaded the corridor. Go down the hall and at the fork go

straight. Run all the way to the end of the passageway where there is a

camerashot of two doors. Unlock the one on the left with the 1ST F WEST

GILDED KEY.

BLOODY CORRIDOR

Go downstairs. Turn right and you'll come to a set of double doors you've

passed by several times before but haven't been able to unlock. Use one of

your LARGE ORNATE KEYS to unlock it. In case you missed one of the keys,

you can find one in ALAN'S OFFICE, and the other in OBED'S BEDROOM.

NOTE: Okay people, listen up. I have received many irritating emails

concerning getting into the LIBRARY. You say your LARGE ORNATE KEY doesn't

work, so now I am gonna stamp out this question once and for all. The

reason your key isn't working is because there are actually TWO entrances

into the LIBRARY. The LARGE ORNATE KEY you have doesn't work because it's

supposed to go with the other door. Here is a rough diagram showing where

the two entrances are:

to GREEN STAIRWELL

|

|

v

#---######

# #

| #

/-------> | LIBRARY ENTRNACE

| | #

| # #

doors into library #---############

| # \ | ########

| ####

# #

# #

# #

|

| - door

# - wall

#

Sorry about this ASCII map's roughness. If your LARGE ORNATE KEY does not

work on the door in the BLOODY CORRIDOR, then go upstairs to the BROWN

CORRIDOR and go down the GREEN STAIRWELL to find the LIBRARY ENTRANCE room,

where the other door is. The single door separating the two entrance rooms

should be locked.

If it's the other way around with the LIBRARY ENTRANCE door, then come to

the BLOODY CORRIDOR.

LIBRARY

At long last we have gotten into this library that Edenshaw told us about.

Its incredible in here, certainly beats out any library I've visited in my

life. It's one huge hexagon three stories high, every wall lined with

shelves filled to the brim with books. Richard Morton certainly wasn't

kidding when he said it was his life's work. You are going to be working in

this room for quite awhile, so lets get started!

Turn on the lights, and while you are at it, use your other LARGE ORNATE KEY

to unlock the second set of double doors, but don't take them. Walk forward

and you will find a desk. Search it and you will find JEREMY'S DIARY. He

talks about his research on making weapons designed to kill creatures of

darkness. After Alan and Obed were born, he got afraid that Alan was going

down a path that would have dire consequences. After Jeremy got too old and

feeble to oppose Alan, he revealed his plans to fuse together light and

darkness and use his creatures to take over the world. He said the day Alan

told him his plans, he prayed for the first time in his life.

After you are done reading that, check the podium to the right to find the

MORTON FAMILY'S BIOGRAPHY, the longest document in the game. It's got 49

freakin' pages! Despite this overwhelming amount of information on the

Morton family, the only page that will be truly important to your quest is

the last one. It details the Morton family tree for about the last century

and a half. Be sure to remember the birth dates of each of the Mortons

listed on the left. You will need those dates later.

After you have read the highly-detailed and well-written biography IMO, go

to the second floor of the library. At the top of the first set of stairs,

you'll find ROCKETS for your ROCKET LAUNCHER. Continue down the walkway.

You'll see a panel on the railing right before you get to the stairs leading

to the third floor. Check the REASSEMBLED PHOTOGRAPH. Rotate it so you are

facing the back of the photograph, and you'll see a math problem: 1408 +

2518. Hopefully they taught you arithmetic in school. Add the numbers

together and you'll get 3926. Input 3926 so the panel reads:

3 9

2 6

A secret door will open behind you. Take the door.

LIBRARY SECRET ROOM

Throw the light switch to your immediate left, then take the TELESCOPE from

the chest nearby. Go further into the room. When you see a pyramid of

Indian statues, use that ACROBAT STATUE you've probably have had forever

now.

A secret panel will open, showing you the first of the seven statues you and

Aline are looking for, the ABKANIS STATUE OF ANTICOALT. There is also a

control panel here, but you don't have the code, so don't mess with it.

Search the bookcase to the left to find JEREMY'S RIDDLE. It's written in

mirror writing, so I will translate it for you:

"The key to the portarits is the dates those they were born on."

Keep this statement in mind for later. Leave the room.

LIBRARY

Go up to the third floor. As you pass by a window, a gargoyle will fly

through the window, but don't worry, it's nothing but an illusion. Climb

out the window the beast appeared from.

LIBRARY LEDGE

Go along the narrow path to where a tower is. Climb inside it.

WATCHTOWER

Take the CHARM OF SAVING on the left, then place the TELESCOPE on the tripod

in the window. Look through the TELESCOPE and you'll see Shadow Island's

fort. Zoom in on the top of the large tower on the right side of the fort.

You will see a window that has the number 1692 chiseled in above it.

Zoom out and you'll get a scene showing Obed Morton trapped in a cell on the

lower part of the fort. Aline radios Carnby and Carnby tells Aline that he

found Obed. Aline finally confesses why she is really on this island. She

thinks that Obed may be her father, as the dates coincide, and she was shown

a photograph.

Carnby is disappointed with her, and she also says she came for the tablets.

Carnby responds to that with "Tablets my....FOOT!" Ooooh, brave enough to

face down a whole island full of supernatual creatures, but not brave enough

to say the A-word? Leave the tower.

LIBRARY LEDGE

Reenter the library.

LIBRARY

I would recommend you save your game now. Bring out RICHARD MORTON'S WILL

AND TESTAMENT. Look at the diagram on the last page. This is a small

sketch of the library, showing the locations of four special books. The

goal of this difficult puzzle is to find and press each book in the order

shown in the diagram. The first book to find is on the third floor at the

very end of the walkway.

Go there and rapidly tap X until you find the special book. The next book

to find is on the ground floor to the left of the entrance. Press the book.

The third book is at the foot of the stairs going to the second floor.

Press it. Now there is only one book left to find, and its on the third

floor.

Unfortunately, after you get to the top of the first set of stairs, a

gargoyle like the one you saw upstairs will crash through the skylight and

attack. This boss is extremely annoying as it seems like when you try to

shoot at it your bullets magically pass through the monster. It also has

this really irritating electric shock attack that's almost impossible to

evade.

The way to kill it is to equip your REVOLVER, fire one shot at it when it

stops moving and pauses in front of you. You will notice that its wings

will fold up and then curl out when you do this. When you see it curl up

its wings, equip your GRENADE LAUNCHER (or ROCKET LAUNCHER), make sure

Carnby is aiming at the creature, and fire a shot at it. The gargoyle will

be knocked across the room with blood all over. Wait for it to come back

and repeat the "warning-shot, grenade shot" combo. Do this a few times and

you'll defeat the monster.

After you kill off the monster, continue your search for the final book.

This one is tougher to find than the rest becasue this time there are no

landmarks nearby for reference. The best I can say is to look for a camera

angle showing the strange statue on the ground floor. The final book is in

the corner of the library directly above it. After you press the final

book, a portarit in the MAIN HALL is unlocked. You're almost done in the

library, all you have to do is solve one more puzzle.

Fortunately, the mechanism to unlock it is nearby. Remember the secret room

we unlocked on the second floor in here? Go there now.

LIBRARY SECRET ROOM

Check the secret panel you unlocked in here. Remember the number you read

that was carved in the fort, 1692? Well, here is the place to put it to

use. Throw the switches marked 1, 6, 9, and 2 and the final portarit will

be unlocked in the MAIN HALL. We're almost ready to get out of this house.

All that's left to do is check those portarits you unlocked and solve one

more little puzzle. Leave the room.

LIBRARY

Go to the ground floor, and leave through the set of double doors on the

right.

BLOODY CORRIDOR

Take the double doors at the midway point of the hall.

MAIN HALL

Kill the bug downstairs then go upstairs. If you don't do exactly as I say

right here you will become the victim of a horrible bug that WILL FORCE YOU

TO RESTART YOUR GAME! Open the third portarit from the left FIRST. Its the

one of the guy holding the telescope. You will find the ENGRAVED METTALIC

PLATE. Next, activate the first portarit from the left. Inside, you'll

find the SMALL BRONZE KEY and, oh baby! You are now the proud owner of a

PLASMA CANNON!

You have now gotten everything out of the portarits and are almost ready to

leave the manor. There is only one more puzzle you must do. Note that the

nameplates on the bottom of the portarits have become numbered dials.

Remember what JEREMY'S RIDDLE said? It said, "The key to the portarits is

the dates those they were born on." Take out the MORTON FAMILY'S BIOGRAPHY

and flip to the last page where the family tree is.

What you have to do is input the year they were born on. We'll start on the

left and work our way to the right. The first portarit we are looking at is

of Ricard Morton. He was born in 1852. Proceeding to the next portarit, we

have Archibald Morton. He was born in 1874. Next we have Jeremy Morton,

who invented that PLASMA CANNON you're packing right now. He was born in

1899. And last in line is Howard Morton, who has become the subject of

Alan's experiments recently. He was born in 1931.

I will simplify the solution down here for easy reference. From left to

right, these are the numbers you must input:

1852, 1874, 1899, 1931

After you have solved that puzzle, a clock on a table downstairs will open

up, revealing a key. Go to the clock and take the ORNATE BRONZE KEY.

Finally we can unlock the front door and get out of here! Do so at this

point.

FRONT YARD

Walk forward and use your SMALL BRONZE KEY to unlock the door in front of

you. But before you leave the manor grounds, turn around and explore the

area to the left. You'll follow a long path that curves around the manor.

Eventually, you'll come to a small tool shed that has inside it three FIRST

AID KITS and a GAS CARTRIDGE for your PLASMA CANNON. Turn around and leave

through the front gates, as all the doors further down the path are

inaccessible in Carnby's game anyway.

SCULPTURE GARDEN

Recognize this place? We are now going to retrace our steps to where we

started the game in the spooky woods. It won't take you long to notice the

route is now overflowing with monsters. Go down the stairs and turn left.

Take the stairs you come to.

SQUARE GARDEN

Go either way at the fork in front of you, they both lead to the same gate

you need to take anyways.

GUARD DOG PASSAGE

Zombies have taken over the territory that formerly belonged to the dogs.

Too bad for them that the paths are wide enough for you to easily get around

them. Take the left portal at the juncture and you'll arrive at the exit

gate.

FORT/GARDENS PASSAGE

There are now approxiomately three million zombies inhabiting this area.

You can kill them if you want to, but I recommend trying to run as you'll

never be coming back to this area ever again. Get to the other end of this

path. This is the gate you saw a long time ago at the start of the game,

but you couldn't open it because of the combination lock.

However, you have it with you now. Examine that ENGRAVED METALLIC PLATE you

found in the mansion. Look at the symbols on the plate. From left to

right, they are a moon pointing left, a moon pointing right, a star, and a

sun. Input this combination into the lock to gain access to a new area.

END OF DISC ONE AND BEGINNING OF DISC TWO

-----------------------------------------------------------------------

______ _____ _____ _____ _____

| _ | | _ | | _ | |_ _| |___ |

| |_| | | |_| | | |_| | | | ___| |

| ___| | _ | | _ / | | |___ | - THE SEASIDE PATHS

| | | | | | | | \ \ | | ___| |

|_| |_| |_| |_| \_\ |_| |_____|

-----------------------------------------------------------------------

MOORS

You should save your game now, you've passed through a very monotonous part

of the game. You will notice a dead body clinging to the gate you just

used. Search him to find two FIRST AID KITS and another GAS CARTRIDGE. Go

across the bridge, and Aline will radio you. Aline says she has found her

way to the fort. Carnby says that she is doing remarkably well for being

only a university professor. After crossing the bridge, prepare to be

confronted by a new menace, the compys. Don't bother to shoot them, they're

little more than annoyances.

As you go a little farther down the path, you will hear a rumbling. If you

go back, you'll see the bridge has collapsed, sealing off all access to the

gardens and the manor. No biggie, you've already looted it of all its

useful items. When you come to a split in the path, look around a little on

the left side of the trail to find a CHARM OF SAVING. Take the left fork,

and Carnby will begin thinking and putting stuff together. You have arrived

at the circle of stones mentioned in the DICTAPHONE's recording. He thinks

to himself that he should contact Aline about his location.

Go to the large stele which is the North stele if you check your map's

compass. Choose "North" when you examine it. Carnby will radio Aline and

says that this is the place where the ritual must be performed. Aline will

then send you on a little scavenger hunt, ordering you to run back and forth

between steles. Be sure to check the stele before contacting her. If you

pick the wrong stele, Aline will repeat the one she wants you to go to.

This is so stupid and so BORING.

Aline will eventually discover that the steles correspond with today's date,

October 31, 2001. She will enter the coordinates into a control panel she

found at the fort, and says that the planets of the solar system are lining

up facing east. Go to the east stele. Before checking it, listen to

Edenshaw's chant on the DICTAPHONE. You must repeat this chant before the

east stele to solve the puzzle. Choose these words in this order:

O Goul'ai, Hypor, Harnis, Korna

Note that the stone in the middle of this place begins to glow with a

mysterious light. Search the central stone and you'll receive the STONE

STELE and the INDIAN STATUE OF HEMICLES. You may now leave this dull place.

Once back at the fork, take the left path. Aline will radio and Carnby

will tell Aline that he found the STONE STELE. Aline says she needs that

disk right away. Do as Carnby says he will do and head down the stairs

towards the fort.

SEA CLIFFS

I would get my PLASMA CANNON ready if I were you. Along this path, you'll

be confronted by another new beast, the scorpion. They absorb a lot of

firepower, except for the PLASMA CANNON. Unleash it upon them and these

beasts will stand no chance.

About halfway down the path, you might see a ladder going up the ledges on

the left. Climb it.

SKULL CAVE

Go down the path and into a little cave from which this place earns its

name. Take the ROCKETS and leave.

SEA CLIFFS

Continue going up the path and you will arrive at a set of stairs going up.

SWAMPS

Go forward and into the icky water. Zombies will rise up to attack you, but

the pathways are wide, allowing you to slip past easily. Immediately turn

left and stay to the outer left edge of this area. Eventually you'll come

to a new area.

PLANE WRECK

Hey, its that plane you used to get here, maybe you'll find something useful

inside. Let's check it out.

PLANE INTERIOR

Look to your left to find a FIRST AID KIT, and look on the chairs to find

ROCKETS. Search the doorway across the room from the entrance to discover

the BLUE LENS and some WIRE CUTTERS. At this point, you will hear Johnson,

the man who sent you into this madness, radio the plane. As Carnby runs to

check on it, the pilot wakes up, and begs Carnby to get him out. Despite

what Carnby says about he will save him, you won't be able to do that.

After the scene, the plane will sink lower into the swamp water. Quickly

get out before the timer expires or its GAME OVER.

PLANE WRECK

Leave the area and watch the pilot die as the plane sinks into the mud.

SWAMPS

Turn left and you will be guided to a stone arch which marks the exit to

this area.

CHAPEL YARD

Walk down the path, and you'll see the chapel in the distance. But before

you go there, look on the right side of this area to find a set of stairs.

Take them up.

FOREST PATH

Walk down the path and Aline will almost shoot you because she couldn't

clearly see you through a fence blocking the way. She says she has two of

the statues. You have two yourself, so that means there are still three

left to find. She makes up for her error and gives Carnby OBED MORTON'S

SEAL in exchange for the STONE STELE. Go back the way you came as the fence

is impenetrable.

CHAPEL YARD

Turn right and go up to the CHAPEL. Pff, great, there's a chain over the

doors. Use the WIRE CUTTERS to remove the obstacle, then step inside.

CHAPEL

Go to the altar at the front of the room to find ROCKETS, and search the

debris on the right side of the room for a FIRST AID KIT. Next, search the

area lit by the candle near the entrance. You will find the SACRIFICE

RITUAL. You don't need to read it, you'll only get grossed out when you

find out how this ritual proceeds. Examine the odd device to the left of

the SACRIFICE RITUAL. It is a panel of nine symbols in a square shape. You

have no idea what buttons to press, so you'll have to forget about it for

now.

Before leaving, recall what Carnby said about the BLUE LENS you found in the

PLANE INTERIOR. He says its used to detect very old bloodstains. Attach

the BLUE LENS to your FLASHLIGHT and you will have a new, blue beam. Point

the FLASHLIGHT at the chapel door, and you'll discover your first symbol, a

five-pointed star. Leave the room.

CHAPEL YARD

Follow the blood trail up the stairs to the left.

FOREST PATH

Point your FLASHLIGHT at the rocks to the left to find your second symbol, a

symbol that resembles an upside-down key. Go back down the stairs.

CHAPEL YARD

Follow the blood trail to the stone arch.

SWAMP

Get to the other end of the water by sticking to the outer right edge of the

area.

SEA CLIFFS

Follow the bloodtrail to the ladder you used earlier.

SKULL CAVE

Go inside the cave and shine your FLASHLIGHT on the wall with the skulls to

find the last symbol, a trident. Leave the area. You can remove that BLUE

LENS from your FLASHLIGHT now.

SEA CLIFFS

Turn left after descending the ladder and go back into the swamp.

SWAMP

Stick to the paths on the outer left rim and you will find the stone arch

that marks the exit.

CHAPEL YARD

Reenter the CHAPEL.

CHAPEL

Go to the strange panel again and press these buttons: the center button,

the one on the lower right and the one on the upper right. The altar at the

front of the room will slide aside to reveal a set of stairs hidden

underneath. Take the stairs.

-----------------------------------------------------------------------

______ _____ _____ _____ _ _

| _ | | _ | | _ | |_ _| | | | |

| |_| | | |_| | | |_| | | | | |_| |

| ___| | _ | | _ / | | |___ | - THE UNDERGROUND CAVES

| | | | | | | | \ \ | | | |

|_| |_| |_| |_| \_\ |_| |_|

-----------------------------------------------------------------------

SECRET CAVE

I recommend you save your game now, as there's a good chance you could

become a victim of one of a couple of terrible glitches that haunt the next

room that will force you to restart. Walk forward some and you will find a

steel wall blocking the passage. Look to the right and you will see

something that kind of resembles a light switch. Put OBED MORTON'S SEAL

into this device to cause the wall to rotate around, giving you access to a

new corridor but blocking off your entrance plus another passageway. Hence

the reason the ring you used is called a seal :)

As you walk to the end of the passageway, you'll hear the mournful cry of a

creature up ahead in the next room. As the steel wall sealed off all escape

routes, you have no choice but to venture into the unknown...

SECRET LABRATORY

This is one of the creepiest rooms in the game. Every available space is

filled to the brim with cages, and dismal lighting. When you arrive at the

intersection, look on the small platform with a cage for a CHARM OF SAVING.

Go left and you will run into this Alan Morton we have been hearing so much

about.

He is busy conducting experiments on the monsters, and spots Carnby. He

says that his "friends" will take care of him, and even after he dies

Carnby's corpse will still be useful for more experiments. He then zips out

through an exit door, cuts the lights, and locks the doors. Aline will

radio you at this time, and says she has found a floor plan of the

labratory. She says there's an exit right next to the operating table,

which is the same exit you saw Alan run through. Check the door and Aline

will give you your next directions.

Carnby gets a new idea, and says he'll try turning on the machinery in the

room to cause the power grid to overload and short-circuit the locks.

Follow the wall in front of you to the left and you will come to a switch.

Throw it to turn on an electric arc. Aline will then tell you to continue

following the wall to the left until you come to a light switch. Its near

the door you used to get in here BTW. Follow the wall till you get to the

entrance door and throw the switch to turn on a spotlight.

Follow the wall on the right this time until you come to a room where there

are pieces of human corpses in tubes! Look for a switch at the back of the

room where there's another switch. Activate it to turn on a laser beam.

Next, Aline will direct you to take the door to your left. Do so, and

you'll enter the office section of the labratory. Check the desk to the

left to find OBED MORTON'S LETTER. Its from Christopher Lamb, ordering him

to proceed faster in his work in translating the tablets or he will use

force to get results.

The second letter you see is ALAN MORTON'S LETTER. This one is from Jeremy

Morton, who persuades him to translate the tablets also, and tells him to

beware Edenshaw. Now that you have collected those files, its time to get

out of here. Search the cabinet to the left for two FIRST AID KITS, and if

you follow the wall to the right a little more, you will finally find the

exit to get out of Creepsville.

UNDERGROUND GALLEY

This place is no big deal, all you have to do is get to the other end of the

long passageway and survive the onslaughts of some spiders. As you begin on

your long trek, Aline will tell you what to do after you get to the other

end of the passageway: go inside the greenhouse through the manor's cellar.

After walking a long way, you will finally get to a chamber with two

doors. Take the one on the left.

RADIO ROOM

This room is more of a little side trip. If you want to, you can listen to

a conversation Obed recorded on a tape recorder, but it's not necessary. It

does reveal a lot of the plot though. He is talking to Christopher Lamb,

and he says that Obed has been making good progress in the past, but is not

doing so well as of late. Obed asks for backup to get rid of his brother,

but Chris says he is only sending two operatives, which are you and Aline in

case you couldn't guess. Obed is not making enough progress to be useful

anymore, and Chris has abandoned him on this island. This room serves no

other purpose besides the recording, you can leave the room now.

UNDERGROUND GALLEY

Its kind of hard to see the other door in here, but if you check the map

you'll find it. Its outside of the camera's view in the shot that shows the

entrance to the tunnel.

CELLAR

Welcome back to the manor, fortunately we won't be here long. Remember that

ladder in the back corner you couldn't use earlier? Well now you can use

it. As you try to mount the ladder, Edenshaw will appear out of nowhere and

say that the time to stop the apocalypse is approaching. He reveals that he

knows everything about why Carnby decided to come here, and that he really

is the one who will save the world, because Carnby rushed here on impulse,

without asking any questions.

As he strides away Carnby begins to accept that fact, and really believes he

is the one. He radios Aline and finds out that Obed Morton never really was

her father. Carnby cheers her up a little from her letdown, and then hangs

up. Take the ladder now.

(BTW, don't bother trying to go back inside the manor or down into the

sewers. Somebody came through while you were gone and locked back both

gates.)

GREENHOUSE

Turn right, as the left path is a dead end. You will come to a door, but

don't bother trying to open it, as its only for Aline's game. Here is where

you should run into the plants. Herd them out of the way with the

FLASHLIGHT, and turn left when you come to the clearing. At the next

juncture, take the left path again. You will find a small area with a

hidden box of PHOSPHORUS CARTRIDGES on the shelf. Continue down the path

and you'll eventually come to a dead end with another shelf. Here you will

find a FIRST AID KIT.

Go back down the path to the small clearing again. This time go straight,

to the one path you haven't explored yet. You will find a ladder. Climb

all the way to the top onto a catwalk. Up here, in Resident Evil 1 fashion,

is a texture-mapped statue and a broken railing. If you don't know what to

do, I should beat you over the head with a stick. Push the statue off the

catwalk, then climb down to retrieve ALAN MORTON'S SEAL and the INDIAN

STATUE OF OUPHENOS. BTW, watch out, the bottom of the ladder should be

swamped with plants right now.

Take the trapdoor out of here.

CELLAR

Take the door you used to reenter this place recently.

UNDERGROUND GALLEY

Run all the way down the passage while fighting/fleeing from bugs.

SECRET LABRATORY

Follow the wall on the right and you will wind up at the exit. Don't worry

about zombies, they have all run off somewhere else.

SECRET CAVE

Walk down the passage until you come to the steel wall again. Use ALAN

MORTON'S SEAL on the light switch-like thing in the wall to open up another

new passage.

REUNION CORRIDOR

I call the corridor by this name because this is where you will reunite with

Aline again. Aline says they don't have much time, and translates a tablet

which tells of what will happen if you don't hurry up. Some stuff about

darkness spilling across the earth and eating up all the children of light.

Carnby responds to that with, "That doesn't sound good!" You know, that

line almost makes me think of the hero character O' Connell in the movie

"The Mummy!" Anyway, after the cutscene is over, proceed to the end of the

passageway.

ABKANIS BRIDGE

Go across the bridge over the chasm and take the passageway over there.

TREASURE BOX CORRIDOR

You will find out shortly why I call this passageway by this name. Go down

the hall, and when you see a trapdoor on the right, open it to find a

treasure in the form of FOUR (!!!) FIRST AID KITS, FIVE (!!!) CHARMS OF

SAVING, the LIGHTNING GUN, the BATTERY CHARGER.

I say you should make the LIGHTNING GUN your primary weapon now, as it's

just about the best gun in the game and it has lots of ammunition available,

infinite really. I also recommend you save your game before proceeding into

the next room, as things are gonna get pretty nasty in just few seconds.

THE GATE

Everything in this room is automatic. Carnby and Aline run into Alan

Morton, and he's waving his arms around, like he's performing a

ritual...this could be bad...

He turns around and sees Edenshaw, and Indian-guy says he oughta stop and

forget about his dream. Alan says that he's stupid for trying to stop this

thing that he's been planning for decades, and goes on to say that he's

afraid of the dark like everybody else. He says that the world will soon

feel his darkness, and that they will all obey him.

Edenshaw makes a vain attempt to go up and comfort Alan, but he pushes him

off the stairs and he lies on the ground. While Aline goes to help him, he

goes on to say that they will be the first ones to feel his wrath. He also

says he has the final statue with him, and he's going to keep it with him so

Edenshaw can't perform the ritual. Alan says an incantation, and it opens

the gate. Alan casually strides on in while Carnby is sucked in, leaving

Aline alone with Edenshaw.

-----------------------------------------------------------------------

______ _____ _____ _____ _____

| _ | | _ | | _ | |_ _| | ___|

| |_| | | |_| | | |_| | | | | |___

| ___| | _ | | _ / | | |___ | - THE WORLD OF DARKNESS

| | | | | | | | \ \ | | ___| |

|_| |_| |_| |_| \_\ |_| |_____|

-----------------------------------------------------------------------

CARNBY'S ENTRANCE CHAMBER

You will hear a long speech by an Abkanis god, saying that "my battle is

your battle!", "I have selected thee to be my fighter!", and a bunch of

other stuff like that. After the big speech is over, Carnby will radio

Aline, and unbelievably the radio works in this way occult place. She

gives you a good hint, there are special springs in this world which provide

healing powers.

In addition to Aline's advice, I have something more to add. You will see

LUMINESCENT CRYSTALS along the pathways. Take these to recharge your

LIGHTNING GUN. They regenerate, so you have a virtually unlimited supply of

ammo for the LIGHTNING GUN. Good thing, too, because this place is crawling

with monsters.

This part of the game is also very simple: Try to find the exit in the room

while evading/killing monsters. If you use the map a lot, this will be easy

to do. The monsters are infinite, so don't stand still trying to kill

everything that comes your way. Think of this part as the "battle game" of

this game. Proceed through the door.

CAVERN 1

The first room is no challenge. All you have to do is get to the other end

of the hall while surviving dog onslaughts.

CAVERN 2

I bet you are extremely angry with those plants for annoying you to death

throughout the game. Well now it's time for payback :) The LIGHTNING GUN

zaps them to death really easy.

Go right on this passage, then follow the path until you come to another

fork. Take the passage to the right.

CAVERN 3

Here, scorpions will try to get you. Too bad the LIGHTNING GUN kills them

off easy like everything else. Go left, and then go left again at the next

fork. Turn right at the next fork, then go right again to find the exit.

CAVERN 4

More dogs here. Simply cross the room and exit.

CAVERN 5

Proceed down the passage, and you will come to a narrow path, "and now you

die!" "ALAN! DON'T!" Here, he will untie the holding rope, causing Carnby

to swing down to a conviniently placed ledge below. Carnby will radio

Aline, and will say he's starting to believe in this story about the gods of

light. Enter the nearby portal.

ARCHIBALD'S (PERMANENT) LODGING

Go down the small passage, and light the lantern if you want to. You will

find the remains of Archibald Morton, the guy you may remember as one of the

more adventurous Mortons. It seems his quest for adventure has led him to

the World of Darkness, which is a real suidicial place to go looking for

excitement. Anyway, search his corpse for the METAL FLASK and the

PHOTOELECTRIC PULSAR, one of the most useless guns in the game. Don't

bother using it, you will only get pain by doing so.

Read ARCHIBALD MORTON'S DIARY next to him, and it details his experiences

decades ago in these caverns. It says that he was so badly injured he was

ready to just give up and become one of those monsters.

Leave the room after you are done exploring.

CAVERN 5

Walk to the other end of the ledge, and use the rope that Alan dropped you

on to climb down.

CAVERN 6

Kill off any bugs that get in your way while traversing the stairs to the

exit. Before you exit the room, you'll see Alan running away scared. Chase

after him.

CAVERN 7

Follow the long passage while killing off scorpions.

CONFRONTATION CHAMBER

Here, you and Aline will capture Alan, but before you can kill off the

fraidy-cat he's become, a monster interrupts. Its Obed Morton, back for

revenge. He grabs Alan and they drop down into the pit in this room. I

don't know about you, but I almost laughed myself to death when I saw this

for the first time! Aline will then slip down into the pit with them,

leaving you alone.

Take the other passage in this room, and follow it to the end where a rope

is. Take it up.

DARK BRIDGE

Go across the bridge. Johnson will radio you, and say he's been listening

on you the whole time. Carnby yells at Johnson to tell him about Fiske, and

says he really doesn't know about Fiske. He reveals that he was to

infiltrate Lamb's organization, but his cover was blown...blah, blah,

blah...lots of stupid spy crud. Enter the passage before you.

CAVERN 8

Go down the hall, yawn...

CAVERN 9

For a change of pace, you enter a lava cave. Go left, then go straight at

the next fork. Go right at the next turnoff to find the exit.

CAVERN 10

Johnson fills you in on the bad news about Lamb, and says he wants to open

up the gates for his own bosses, and makes up for it by saying that he will

get a helicopter over to the island to get you. This is basically here to

keep you from falling asleep from the long journey you've made. Go up the

stairs.

CAVERN 11

...This is really starting to get boring...wish we could just finish the

game already... Take the passage to the right, and climb over the rubble

blocking the way. Go left and climb up the ledges here. When you pass what

looks like an Indian building, take the passage to the left to get to the

exit.

CAVERN 12

Walk forward, and an earthquake will conviniently cause a pillar to

collapse, allowing passage to the other side of the chasm. After crossing

over, go right and you will find the special spring Aline told you about at

the beginning of this part. Refill your METAL FLASK and feel free to heal

up, as this spring never runs out of water. When you are set, take the door

on the left side of the cliff.

STATUE HEAD ROOM

At the front of the room, you will see a podium with three busts of statues,

but two of the heads are missing. Plus, there's a large door behind it.

You can't do anything about it right now, so take the door to the right and

go down the rope. BTW, now is an excellent time to save your game.

CARNBY'S FINAL CONFRONTATION

Equip your ROCKET LAUNCHER. Walk through the middle of the room, and you

will see the final item you need to finish the game upon the pile of rocks

in the middle of the room. Unfortunately, Alan has become a creature of

darkness, and will now make your life miserable trying to get to that

statue, unless you can figure out a way to kill him. Your weapons will stun

him, but they won't kill him completely, so you'll need to do something

else.

Don't ever let him grab and throw like Mr. T or you'll be knocked down to

CAUTION on the first blow! Go right after the battle starts and you should

find a cavern with a spear in it, but Alan will teleport in front of the

entrance to throw you out again.

What you must do is shoot Alan several times with the ROCKET LAUNCHER to

stun him long enough so you can run into the cavern and grab the magic spear

which Carnby will use to kill him. Take the HEAD OF STATUE from the pile

and climb up the rope back out of here.

STATUE HEAD ROOM

Place your HEAD OF STATUE on the podiums, and Aline will show up here with

her own HEAD OF STATUE and put it in place. Take the door to get out of

here and finish the game!

Aline and Carnby will find their way back to THE GATE and confront Edenshaw.

They give him the statues and he orders them to escape quickly as the sun

is rising. They exit through a secret passage and get to the beach just as

Johnson's helicopter comes in for a landing.

Aline pays back Johnson with a slap as they lift off. Meanwhile, Edenshaw

conducts the ritual to seal off the World of Darkness. The island is

destroyed as Aline and Carnby fly off into the morning sunrise.

Later, Christopher Lamb is watching a news report about Shadow Island's

collapse, and says that his secretary can send Fishbein his nice reward.

-----------------------------------------------------------------------

______ _ _ _____ _____ __ _ _____ _ _

|_ _| | | | | | ___| | ___| | \ | | | _ \ | | | |

| | | |_| | | |___ | |___ | \ | | | | | | | | | |

| | | _ | | ___| | ___| | |\ \| | | | | | | | | |

| | | | | | | |___ | |___ | | \ | | |_| | |_| |_|

|_| |_| |_| |_____| |_____| |_| \__| |_____/ |_| |_|

-----------------------------------------------------------------------

______ _ _ __ _ _____

| _ | | | | | | \ | | | ___|

| |_| | | | | | | \ | | | |___

| _ | | | | | | |\ \| | | ___|

| | | | | |___ | | | | \ | | |___

|_| |_| |_____| |_| |_| \__| |_____|

-----------------------------------------------------------------------

______ _____ _____ _____ ___

| _ | | _ | | _ | |_ _| /_ |

| |_| | | |_| | | |_| | | | | |

| ___| | _ | | _ / | | | | - THE MORTON MANOR

| | | | | | | | \ \ | | _| |_

|_| |_| |_| |_| \_\ |_| |_____|

-----------------------------------------------------------------------

WEST ROOFTOP

You have landed on the roof of a large mansion. Walk around the corner and

Carnby will radio you, asking if you are okay. Aline says she is really

scared, and wants Carnby to get over as fast as he can. Carnby calms her

down, and tells her to turn on her flashlight so he can see her. Carnby

spots her then tells her to get inside through a window or something, and

then look for a place to hide.

As you are in Caution status because of the nasty fall, use your only FIRST

AID KIT to heal immediately. Don't worry, you will get another one VERY

soon. Then, take Carnby's advice and enter through the window here.

(BTW, you may notice there is a locked gate in the background. I don't know

where the key for it is, or even if it has a key at all. If someone knows

then email me.)

LUCY'S BEDROOM

In here you will confront Lucy, Obed's mother. Unlike Carnby, you will need

to speak with her a lot more to progress though this first part of the game.

But, in return for putting up with this lunatic, you will also get out of

the manor much faster than Carnby will. We also have Carnby himself to

thank for this, as he's the one running around the manor unlocking all the

doors.

Anyway, Lucy gives you an ominous warning about not coming here, and says

that you must save Obed for her as he is in danger. She says there are

"creatures of darkness" on the rampage. Lucy explains a little more, saying

the shadows on this island here are alive, that they torment you endlessly.

She says you ought to find Obed if you want to know more, and that he gave

her a key, which she will now give to you. Lucy also says this key goes to

a statue in the SMOKING ROOM.

Then, she says to be quiet and listen. Lucy goes a little crazy and moans,

"Hoooowarrrd, Hooowarrrd, is that you?" She then says you ought to go into

the corridor as she says there's something wrong. Before you do that, take

the FIRST AID KIT to the right of the bed, and the SCIENCE MAGAZINE, with

its main feature an article on Obed Morton's speech about the Abkanis

language.

As you head for the exit, you will be confronted by a snake which curls out

of the carpet. Shine your flashlight on it several times, as Lucy said it

"dispels the shadows." Take the CHARM OF SAVING on the table near the exit.

If you don't Lucy will stop you and tell you to take it with you.

ATTIC CORRIDOR 1

Right after exiting you'll meet up with the plants. Do as I say in the

Carnby walkthough, run straight at the fork and turn on the light switch

near the door there to make the plants vanish. Next, explore the other

branch of the fork and take the door there.

PLANT ROOM 1

Several plants will warp in after you enter. Turn right and take the door

there.

PLANT ROOM 2

Go around the corners, and Aline will radio Carnby and moan to him about the

nightmare he's brought her into. After this useless conversation, take the

CHARM OF SAVING nearby and go to the end of the "corridor." Take the

PHOSPHORUS CARTRIDGES and leave.

PLANT ROOM 1

Walk down the hall and turn right. Go down the corridor until you come to

an open space where there are two doors. In the first camera angle, take

the CHARM OF SAVING from the desk in the foreground, then take the same door

in the shot, as the other one is locked.

ATTIC CORRIDOR 2

The lanterns are keeping the plants away, so enjoy you quiet time while it

lasts.

PLANT ROOM 3

Note the sparkly on the desk next to you. Take the 2ND F EAST GILDED KEY.

Run past the plant that appears and go down the corridor. In the foreground

of the camera shot you see is a FIRST AID KIT. Take it, then continue going

down the passage. In another camera angle's foreground, there is MAGNESIUM

BULLETS. Take them and then leave through the door you used to get in, as

the other one is locked.

ATTIC CORRIDOR 2

Go down the hall to the next door.

PLANT ROOM 1

Go right, and take the first door you come to.

ATTIC CORRIDOR 1

Use the 2ND F EAST GILDED KEY to unlock the door near the light switch.

GREEN STAIRWELL

Walk down the stairs and you will come to a landing. Here, you will

eavesdrop on a conversation between Obed Morton and somebody else behind a

door. They talk about their "research", and "guinea pigs." The unknown man

threatens Obed with ominous warnings, then they depart.

If you are thinking about rushing in there and shooting them both, don't

bother, the door is locked. Go down the stairs and turn on the lights at

the bottom. Take the door here.

LIBRARY ENTRANCE

There is only one door unlocked here, and its on the left side of the hall.

Take it.

SMOKING ROOM

This is the room Lucy told you about, where you need to use her key with a

statue here. Before doing that, search the small table near one of the

chairs to find three FIRST AID KITS. Next, turn off the lights, and note

that a statue's base in this room glows with a strange light. If you

examine it closer, you will see there is a gun hidden inside the base. Use

LUCY'S KEY to unlock it and get the REVOLVER.

At this time, a bug will warp in. Go to the door near the big window that's

locked, and you will hear the door unlock. Take it.

RED CARPET HALL

You'll catch sight of Obed Morton running away. Chase after him. If you

try to go elsewhere you'll get stopped by locked doors.

BLOODY CORRIDOR

Walk past all the doors and turn on the lights. After proceeding onward

some more, you'll get a scene showing the door Obed went through. Follow

after him.

ZOMBIE CORRIDOR

Follow the passageway to its winding end, and at long last you will catch up

with Obed. However, he's not interested in talking with Aline and will

shoot her with a tranquilizer dart. It's beddy-bye time...

ALAN'S BEDROOM

Aline will wake up on the bed. Her coat is missing for some reason but

she's totally okay. Aline will radio Carnby and will tell him to find her

as fast as he can, as the doors are all locked. While you're waiting, you

might as well explore your prison.

Turn on the lights, and search the desk near the mirror. You will get an

ALLEN WRENCH, and a FIRST AID KIT. If you check the stool on the other side

of the mirror, you'll get a CHARM OF SAVING. And it's not necessary, but

you can get ALAN MORTON'S DIARY from the nightstand and read it. He'll talk

about "experiments" and "raw materials"... Sound familiar? The guys behind

the door were also talking about things like "research" and "guinea

pigs"...I guess it's safe to assume that the unknown man was this Alan.

Go to the mirror and press X. It turns out to be a hidden passageway.

HIDDEN PASSAGEWAY 1

Go down the stairs. Near the door, you will find the TR