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PRIMA Offi cial Game Guide
Prima Games
An Imprint of Random House, Inc.
3000 Lava Ridge Court, Ste. 100
Roseville, CA 95661
www.primagames.com
Written by Fletcher Black
The Prima Games logo is a registered trademark of Random
House, Inc., registered in the United States and other countries.
Primagames.com is a registered trademark of Random House,
Inc., registered in the United States.
Table of Contents
© 2008 by Prima Games. All rights reserved. No part of this
book may be reproduced or transmitted in any form or by
any means, electronic or mechanical, including photocopying,
recording, or by any information storage or retrieval system without written
permission from Prima Games. Prima Games is an imprint of Random House, Inc.
CHAPTER 1: BUMP IN THE NIGHT .............................2
CHAPTER 2: SURVIVING CENTRAL PARK ...................6
CHAPTER 3: WALKTHROUGH ....................................18
EPISODE 1 ..................................18
EPISODE 2 ..................................28
EPISODE 3 ..................................44
EPISODE 4..................................61
EPISODE 5 ..................................75
EPISODE 6 ..................................87
EPISODE 7 ..................................97
EPISODE 8.................................107
SPECTRAL POWER ......................128
CHAPTER 4: EXTRAS ............................................141
Product Manager: Todd Manning
Editor: Alaina Yee
Editorial Assistance: Kate Abbott
Design & Layout: In Color Design
Manufacturing: Stephanie Sanchez
© 2008 Atari Interactive, Inc. All Rights Reserved. [Distributed by Prima Games
under license by Atari, Inc.] Atari and the Atari logo are trademarks owned by Atari
Interactive, Inc. Alone in the Dark is a registered trademark owned by Infogrames
Entertainment SA in the US and other territories. The ratings icon is a registered
trademark of the Entertainment Software Association. All other trademarks are the
property of their respective owners.
All products and characters mentioned in this book are trademarks of their
respective companies.
Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” “M,” “AO,”
and “RP” are trademarks owned by the Entertainment Software Association, and
may only be used with their permission and authority. For information regarding
whether a product has been rated by the ESRB, please visit www.esrb.org. For
permission to use the Ratings icons, please contact the ESA at esrblicenseinfo.com.
Important:
Prima Games has made every effort to determine that the information contained in
this book is accurate. However, the publisher makes no warranty, either expressed
or implied, as to the accuracy, effectiveness, or completeness of the material in
this book; nor does the publisher assume liability for damages, either incidental
or consequential, that may result from using the information in this book. The
publisher cannot provide any additional information or support regarding gameplay,
hints and strategies, or problems with hardware or software. Such questions
should be directed to the support numbers provided by the game and/or device
manufacturers as set forth in their documentation. Some game tricks require precise
timing and may require repeated attempts before the desired result is achieved.
Fletcher Black has been playing video games since his parents fi rst set an Atari
2600 down on the orange shag carpet of their suburban paradise. Since then, he
has numbed his thumbs on everything from the Vectrex to the Dreamcast to the
Nintendo DS. When not waist-deep in a video game, Fletcher enjoys writing, movies,
travel, and shepherding his animal army. His Prima guides include Super Mario
Galaxy, The Legend of Zelda: Phantom Hourglass, Perfect
Dark Zero, and Super Paper Mario.
Also, he likes cake.
We want to hear from you! E-mail comments and
feedback to fblack@primagames.com.
ISBN: 978-07615-5650-3
Library of Congress Catalog Card Number: 2007942622
Printed in the United States of America
08 09 10 11 GG 10 9 8 7 6 5 4 3 2 1
W W W
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C O M
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F F I C I A L
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U I D E
UNDERFOOT
When the soil of Manhattan was sealed beneath steel and concrete, it wasn’t in the name of progress. It was in the hopes of survival.
Buried under the sidewalks that grid the island and the streets that guide taxis from Wall Street to the Bronx is an evil older than
the feeble human concept of time. And now that evil is pushing through the strata of cobblestones and asphalt to take hold of the
surface. Tendrils of evil crack the streets, overturning taxis as if they were playthings. Skyscrapers are buckling as the unstable wall
between this world and the unspeakable beyond starts to give. And something has taken over the unfortunate citizens, turning them
into slavering zombies capable of terrifying violence.
The City that Never Sleeps is facing an unending nightmare.
What New York needs right now is a savior, somebody with the skills and knowledge to not only push back against this
evil, but also to extinguish it for the remainder of days. That mantle falls on an unlikely hero: Edward Carnby. But Edward is at a
disadvantage. He has no idea who he is. He has no clue about his true role in this eruption of evil. All he knows, when he wakes
from a strange slumber, is that two men are holding him hostage in a midtown hotel. Through bleary eyes and muddled ears, he
knows something is very wrong. Whatever these two men have done, whatever they are responsible for, the situation has escaped
their clutches and taken control of its own destiny.
2
What Edward can be certain of, though, is that he is
now somehow expendable. And the two captors are about
to dispense with him up on
the roof of the hotel. Edward’s
rescue comes in an unexpected
form. Monsters are monsters
by nature—they feed off chaos.
They cannot be controlled.
And whatever these men have
wrought, it quickly turns against
them. The fi ssures that are
starting to rip the city apart consume one of the men whole, swallowing him like
a shark might gulp down a tuna. No mercy. Edward knows that’s not going to be
enough to save his skin. Or the city. He must stumble through the madness overtaking
Manhattan and connect with the only sympathetic fi gure he knows in this entire horror
show: Theo. Is he a paranormal expert? Just a museum curator? Or is he working with
Edward’s former captors? That’s a risk Edward must take if he wants the truth.
If the sun is ever to rise over the city again, Edward must
cut to the source of this evil. He must be ready for every answer
to spawn more questions. Who is he? What happened to his
memories? Why is there a scar on his face?
What does an ancient stone have to do with
this chaos? And, fi nally, why does this trail
of terror lead to the heart of Central Park,
the oasis of lush greenery in the heart of the
busiest city in America? Just what is down
there, buried under centuries of earth and
stone? And can it even be stopped?
T
HE
C
AST
E
DWARD
C
ARNBY
The man at the center
of this event doesn’t
even know who he is.
Whatever ceremony he
unwillingly took part in
has erased his memories,
leaving him to rely on
the word of people
whom he probably
shouldn’t even trust.
What Edward can be sure
of, though, is that he is handy with a pistol and incredibly adept at crafting makeshift weapons out of everyday objects. He has a
resourcefulness that he cannot explain, but is certainly grateful to possess. By the end of this evening, many mysteries about Edward
will be solved—but can he survive long enough to learn the core truth about his very existence?
3
T
HEO
Theo is a researcher
and something of an
expert on the occult.
The old man is somehow
linked to Edward, and
that bond may not be
entirely healthy. There is
something about Theo
that inspires trust. He
seems to have genuine
concern for Edward. And
after two thugs fl ippantly decide to shoot Edward on a roof, a little sympathy goes a long way. Theo holds the key to the fi rst door in
this maze of mysteries. If Edward can just crack that fi rst door, maybe he can shoulder through the rest.
W W W
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ARAH
4
While Edward tries
to escape from the
crumbling buildings
surrounding Central
Park, he meets Sarah, an art dealer trapped in the middle of a nightmare. Is she connected to what’s happening? Edward cannot be
sure, but she certainly seems as scared as he is. At least she is as loyal as she is scared, sticking by Edward’s side even as the world
around them turns to ash.
C
ROWLEY
Crowley is the sinister
fi gure at the center
of this explosion of
evil. He is a madman
obsessed with unlocking whatever horror was buried under Central Park, but even he is taken aback by how quickly the situation
spirals out of control. Crowley seems to be very familiar with Theo and Edward. If anybody can give Edward an answer about who he
is, it’s Crowley—but something says he won’t give that information away. He may be willing to trade it, though, for whatever power
Edward might have over the evil consuming the city.
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