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Introduction
There may not be a haunted mansion, and Cthulu is no where to be found, but Edward Carnby is back, and that's all that
really matters. Atari's latest revival isn't too worried about aping the Resident Evil formula like their last try. This time
Eden Games has thrown in the kitchen sink to create a completely original take on survival horror.
There's a lot of nastiness lurking around in the shadows, and not a lot of help going your way. There's even a lot of
those old fashioned adventure game puzzle we missed so much. When you're back's to the wall and your flashlight is
flickering, you know where to turn: IGN Guides.
In this Alone in the Dark strategy guide you'll find:
Basics: Get adjusted to the new Central Park with our general strategies.
Items: We show you how to improvise your way through unexpected fights with our item guide.
Walkthrough: Solutions to every puzzle and tips for all those tense combat situations.
Guide by: Tavis Fahs
¨ 2008 IGN Entertainment, Inc.
Page 1
Alone in the Dark Basics
Fight or Flight: In the tradition of the classic Alone in the Dark series and its many imitators, ammo conservation is a
major issue. In early parts of the game where you have plenty of supplies and the path is fairly linear, it's not as much of
a concern, but in later free-roaming parts where supplies are scarce it's best not to kill everything you see. You can often
get away with hit and run tactics when taking out roots, and enemies will lose interest pretty quickly if you run away.
Check your pockets: Inventory management was a big part of the 1992 original and it has an even bigger part here
since your jacket is compartmentalized. Sprays, bottles, and glow sticks fit on the right side, and ammo, bandages,
blood, tape, and handkerchiefs go on the left. Permanent items like the lens and lighter will cut into your left side real
estate, too.
Glowsticks are generally a waste of time. In the rare occasions where they are useful they tend to be available, so
there's little incentive to hang on to them. Likewise for tape, though this depends on your fighting style somewhat.
Bandages can be important when you get a severe wound, but this tends to be rare, and won't carry over if you hit a
save point and load, so when you need to compromise further bandages can usually go with no major consequence. On
the right hand side, it's usually good to keep two health sprays and two explosive bottles of either type when you can.
This should get you through most tough times.
Finish him: Enemies will continue to get up when knocked down. The only way to destroy them (apart from ratz, which
can be killed with physical attacks) is with fire. You can douse the ammo in your loaded gun with flammable liquid, you
can use a spray and a lighter as a flamethrower, or just wave around a burning stick, but those enemies aren't going
anywhere until you toast them appropriately.
Attack weak point for massive damage: It's not so important with wimpier enemies, but more powerful enemies can
deal with a lot of fire bullets and you'll burn through ammo quick if you aren't efficient. Rather than headshots, you need
to attack the fissures on your enemies' bodies. If you have Spectral Vision you can close your eyes to illuminate them. A
couple fire bullets in a fissure will take down an enemy several times more quickly.
Drive to survive: In the later half of the game you'll be doing a lot of driving through Central Park. Enemies can attack
you while you're in your car. You can run over normal human enemies, but they can leap onto your car as well. A
sudden change in direction or speed as they land will mess up their footing and spare you the effort of having to shake
them off. Driving at high speeds is also a good way to keep enemies off your tail (or roof, as it were). They can't keep
their footing once you get going fast enough.
¨ 2008 IGN Entertainment, Inc.
Page 2
Alone in the Dark Items
Inventory real estate may be limited, but most items in Alone in the Dark can be used in a number of ways, giving you a
lot of room to improvise. Here are the most common pick-ups and how to use them.
Explosive Bottles: There are two kinds of explosive bottles: glass and plastic. These are largely the same for most
purposes, but glass bottles will break on impact when thrown. You can combine bottles with your loaded gun to create
fire ammo. You can then equip a bottle and a gun at the same time and lob the bottle to detonate it in midair. How full
the bottle is will affect how powerful the explosion is.
It's possible to take an empty bottle (or empty any bottle you have) and fill it with gas from a car to replenish it as long as
you have a knife. For this reason you may wish to hold on to your depleted bottles when playing outdoor parts.
If you find yourself with two half-full (or partly full) bottles, you can also combine them with each other to free up space in
your jacket or refill the resulting empty.
Health Sprays: These are your only proper health pick-up. Sprays are unique from other video game health items in
that you can choose how much to use or save for later. Despite this, it's generally good to use them as you get injured,
because being badly injured can make things worse. They can also double as a flamethrower when equipped alongside
a lighter, but this will, of course, deplete their healing potential. You can use them as a thrown explosive similarly to
explosive bottles as well.
Mosquito Sprays: Other sprays are generally not as valuable. They can be used as a flamethrower or explosive, but
they can't make fire ammo, nor can they be used to make a Molotov.
Bandages: Bandages are only useful if you suffer a deep wound where you begin rapid blood loss. If you find yourself
in such a situation, a bandage will set you right, and with ten in a roll, they go a long way.
Handkerchief: These serve only one purpose: to fix Molotov cocktails. Combine with an explosive bottle of either type,
and then equip it with the lighter. Throw it quickly; it'll mess you up if you take too long. Because handkerchiefs are
useless on their own, we recommend combining them with bottles right away; the bottles can still be used to refuel your
bullets and everything else they normally would, and you'll free up the space in your left pocket.
Tape: Double-sided adhesive tape can be useful in certain situations. It can be combined with an explosive bottle or
spray to make it stick to an enemy, wall, or any other surface. This can then be detonated with a fire bullet. Even better,
tape can be used with a Molotov to create an improvised sticky grenade.
Glowsticks: These can be used to illuminate dark places and can occasionally be useful in repelling the light-fearing
black gunk that you'll come across. Combine with tape to make them stick.
Batteries: Found in packs of eight, which should last a long time, these are used to power your flashlight and nothing
more. Combine them with the light to replace.
¨ 2008 IGN Entertainment, Inc.
Page 3
Alone in the Dark Walkthrough
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When you first come to, you're going to be feeling a bit underpowered. You'll have to blink manually to bring your vision
into focus, and it's all you can do to stumble around like a zombie. Make two left turns to get to the stairwell entrance. If
you go the wrong way your keeper will let you know.
When you get to the top of the steps something uncanny happens, and you'll find yourself in the dark passages below.
It's a linear path, so you can't get lost. You'll come to a mirror, after which you'll finally get to switch to third person view.
Walk down the path and hop on top of the elevator car to watch a brief cut scene. Now, take the walkway around to the
ladder, release the rope at the end of the catwalk, and repel down. It'll take a little practice to get used to the controls
here.
You'll come to a large dangling electrical box that is electrifying the metal grating below. Swing back and forth and push
the box so the dangling cable gets caught on the protrusion to the left and continue down. Near the bottom of the rope, a
door will burst open, giving you access to a hallway. Two ways are blocked by fire, so head through the door.
¨ 2008 IGN Entertainment, Inc.
Page 4
There's a woman panicking by a locked door. Someone is trapped inside. Head into the darkened room just past her.
Grab the desk and drag it out of the doorway and head into the next room. Grab the extinguisher and use it to put out
the flames. You'll meet the trapped man, but you still can't open the door. Use the extinguisher as a battering ram to
break the door down.
You'll have to head down the fiery hallway now. Use the extinguisher to put out the flames and take the first right turn.
There's a gap where the floor has broken away. Leap across. Off to the right there's a dead man and a gun nearby.
Grab the gun, equip it and shoot out the lock of the nearby door.
In the nest room there's a cabinet off to the left with some supplies (tape, first aid spray, ammo). Get them, and then as
you start to head back, the room will begin collapsing. Run back to the part of the room that had the supplies (you'll need
to jump) and the floor will give way and you'll find yourself clinging for life, followed by a scenic view of the park.
¨ 2008 IGN Entertainment, Inc.
Page 5
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