Alone in the Dark the New Nightmare Prima Official eGuide

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    After you speak the incantation,you hear faint breathing, and abrilliant green light washes overthe central altar stone in thecircle. Pick up a Stone SteleDisk and an Abkanis Statuerepresenting Hemicles, the bull.The mystical light fades.

    p r i m a g a m e s . c o m66

    The southwest stele has onemark. Aline instructs you tohead to the east stele.

    You find two marks on this stele. Radio in, and Alinetells you to head to the northeast stele.

    The northeast stele has no marks, and neither doesthe southeast stele. The final stele, the southwest,has one mark. Aline discovers that the stelae have

    given out todays date1, 0, 3, 1 , 2, 0, 0, 1; orOctober 31, 2001. Tonight the Gate can be opened!Inputting the numbers into the Planetarium controlpanel causes the mechanical planets to move andalign to the east, go to the east stelae to utter theincantation.

    Move to the east stele, take out the Dictaphone, andplay the incantation to memorize it. Cast the spell,saying O Goulai Hypor Harnis Korna. If youutter the words in a different order, nothing occurs.

    Exit the standing stones and headeast. Aline radios in, and when youmention the items you secured, Alinesays she needs the disk you found, soyou arrange to meet. Head for theFort, and continue to the Shore.

    Shore

    STEPS UPTO MOOR

    GROTTO

    CASE OFROCKETS

    LADDER TOGROTTO

    STEPS UP TOMARSH

    START

    CHARMOFSAVING

    SHORE

    FINISH

    At the bottom of the stone steps, fiveLuxrats scurry around. Take a coupleof potshots at them as they disappearinto a cave. You find another Charmof Savinguse it.

    Enter the cave, continuing to the

    right until you exit the other side.Equip your Rocket Launcher Pistoland carefully walk on.

    When youre three steps out of thecave, a Night Ripper forms. Fire tworockets in quick succession. ThePlasma Cannon also stops Rippersdead in their tracks.

    SACRIFICIALSYMBOL

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    The plane is sinking andthe pilot panicshis legsare stuck and hes badlywounded. If you try tohelp him, he grabs you,forcing you to retreat.

    As you head toward the cockpit,you hear Johnson radioing in onthe planes receiver. Take a Box of

    Rockets and a Charm of Savingfrom the seats to the right of thecockpit. You spot the pilot.

    Enter the sea-plane carefullyitcould sink into the mire at anymoment. Find three First Aid Kits,a pair of Wire Cutters, and a BlueLens for a Flashlight.

    Equip your Rocket Launcher Pistol.Three Hybrids rise from the deep.Dispatch each with a single rocket andmove steadily along the left path.

    You emerge near themarsh marked on Johnsonsmap. This Swamp has twoexits and a number of routes.Pay attention to the map toreduce time spent knee-deep

    in stagnant water.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 67

    Edward Carnbys D

    Tip Use rockets to kill thesecreatures as soon as theystart to form. If youre sur-

    prised by a Night Ripper, it can pick you up, causingserious damage. As soon as the Night Ripper forms,plug it with rockets or a plasma stream.

    Continue exploring the Shore. You find another cave. It contains noitems, but you see numerous ritualistic scratchings and find anotherset of stone steps.

    Climb the ladder, then move around a series of carved steps andinto a small grotto. Pick up two Boxes of Rockets and climb downthe ladder.

    Marsh and AirplaneMARSH STEPSDOWN TO

    SHORE

    LADDERTO PLANEINTERIOR

    PILOT

    CHARM OFSAVING,CASE OFROCKETS

    FIRST AID KIT (3)

    BLUE LENSSEA PLANE

    WIRE CUTTERS

    EXIT TOVALLEY

    START

    ENTRANCETO SEAPLANE

    FINISH

    Stay to the left of the Swamp so youcan take the left exit. Otherwise, youmay get lost. Emerging from the leftSwamp exit, you spot the downedplane. Tackle the Hybrid with a singlerocket after it stands up.

    A timer starts as the plane sinks six feet, givingyou 14 seconds to exit the plane. If you fail, youand the pilot drown. You cant help the pilot andmust continue into the Swamp.

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    Valley and Forest

    Jog down the Valley to spot the Chapel in the distance.Two Night Rippers scuttle toward you. Launch four rockets (ora constant spray of plasma).

    p r i m a g a m e s . c o m68

    Back in the Swamp, three more Hybridsappear, one dangerously close. Retaliatewith rockets. Dispatch one zombie andleave the rest to fester in peace. Theother two deviants are in the top rightand middle left areas of the Swamp. Inthis enclosed space your rockets areaccurate only at close range. After thearea is clear, head north to the secondexit. This leads to the Valley.

    FOREST

    CHAPEL

    VALLEY

    EXIT TO FORTBRIDGE

    START

    LOCKED ENTRANCETO CHAPEL EXIT TO MARSH

    LARGE BOULDER

    ENTRANCE TOMORTON CRYPT

    LARGE BOULDER

    SACRIFICIALSYMBOL

    TREE STUMP

    SEAL OF OBED MORTON

    SEALED IRONGATE ANDFENCE

    FINISH

    Under the brick archway,a Night Ripper warps in.Unleash two rockets.

    Run to the Chapel. The door ischained shut. Equip the WireCutters, cut the chain, andunlock the arched wooden door.

    Move up the stone steps near the twolarge boulders. Approaching a rust-ing gate and iron fence, yourealmost shot by Aline, who approach-es from the Forest. She recovered theAbkanis Tablets and two statues, butshe needs to head back to the Fort.Give her the Stone Stele you foundon the standing stones altar, and she

    gives you Obed Mortons Seal.

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    Shine your Flashlight onthe ground and follow thetrail of blood up the stepsto the Forest. It leads to arock with the symbol of an inverted amulet daubedonto it. One more symbolto find!

    You have two moresymbols to find, butthey are not daubed onthe Chapel walls.Return to the Valleyand stop at the junctionof steps leading to theForest. A Night Ripper

    is advancingtake care of it with rockets or a sprayof plasma. There are blood splatters on the ground in

    both directions.

    Edge toward the right of the entrance door to spot nine buttonscarved into the wall. Each button has a symbol on it. From left toright theres a demon with pincer-like horns, a hand with an eye inthe palm, an inverted amulet, a horned devil head, a pentagram, a

    goblet, a skull, a ritual dagger, and a trident. Theres also a tomedetailing ritual sacrifice.

    Chapel

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 69

    Edward Carnbys DFIRST AID KIT (2)

    CASE OF ROCKETSSACRIFICIAL RITUAL

    BUTTON PAD

    SACRIFICIALSYMBOL

    EXIT TO VALLEY

    COFFIN

    START

    FINISH

    Although the Morton Family Chapel is in a terrible state of disre-pair, candles still burn. Grab the two First Aid Kits and a Box of Rockets. The rockets are perched on a coffin. Could this be thesecret entrance you read about?

    The symbols hold the key to asecret tunnel to the Manor.Combine the Blue Lens with yourFlashlight to create a dim illumi-nation that reveals dried blood.

    There is a large pentagram drawnon the Chapel door!

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    Once inside the Chapel, press thebutton marked with the invertedamulet, pentagram, and trident. The

    symbols activate a mechanism thatslides the coffin. Run up and aroundto the right, and enter the ChapelsUnderground Passage.

    p r i m a g a m e s . c o m70

    The other trail of blood leads up the Valley and into the Swamp.Wade into the stagnant mire. Hybrids rise from the murk. Takethem out with rockets and go out of the Swamp to the Shore.

    Run down the stone steps, spotblood splatters on the ground,and run through the cave. Stopat the ladder leading to theGrotto. Two scurrying Luxratsimpede your progress. Equipyour Colt Revolver and makeshort work of them, then climbthe ladder to the Grotto.

    The steps to the Grotto arepeppered with blotches of blood.After youre inside, shine yourFlashlight on the wall of skulls.The third symbolthe trident

    is in the space surrounded by theskulls. Trek to the Chapel.

    Blue Light Special

    the BeatenOffPath

    Although theres no reason to,you can traverse the Moors allthe way back to the standingstones to check for more blood.If you do return to the stones,the Ophtalmicid and Luxratsare waiting for you.

    One of the rocks that youshined your Blue LensFlashlight on is actuallya bald-headed goblinwith a long thin nose

    and a two-fanged mouth.

    Simulacra Corner

    On your way back from the Grotto, a Night Ripper appears in theShore area immediately before the steps to the Swamp. Back upquickly and launch two rockets (or unleash plasma gas). AnotherNight Ripper awaits after you emerge from the Swamp.

    Chapels Underground Pass

    CHAPELS UNDER-GROUND PASSAGE

    STEPS UP TO CHAPEL

    EXIT TO ABKUNDERGROUPASSAGE

    THIRD PLEVEL

    EXIT TO CHUNDERGROPASSAGE

    SEPOLE

    DISSECTTABLE

    SPLIG

    FIRPOWLEV

    FIRST AID KIT,GAS CANNISTER

    LASEREQUIPMENT

    CHARM OF SAVING

    LABORATORY

    LETTER FROMCHRISTOPHER LAMBTO OBED MORTON,

    LETTER FROM JEREMYMORTON TO ALANMORTON

    THIRDPOWER LEVER

    EXIT TOLABORATORYSUNDERGROUNDPASSAGE

    ALAN MORTON(INITIAL LOCATION)

    GAP IN WSWITCH

    SWITCH

    START

    START

    FINISH

    FINISH ARETURNFROMGREENH

    SWITCH

    MECHANICALDOOR

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    Switch on your Flashlight and edgeto the left. If you move too far in thewrong direction, Aline radios in tolet you know. A Hybrid falls nearlyon top of you. React with Shotgunfire and continue.

    Head for a table next to the leftwall, locate a lever, and push itdown. This starts an electricaldischarge. Aline recommendsheading back to the entrance andfinding the light switch.

    Aline radios in, telling you to headstraight. You must switch your

    Flashlight back on after almostevery conversation. AnotherHybrid staggers into view; gun itdown quickly.

    Back at the entrance,pull the lever. Theprojector spotlightsputters on, but theoverload doesnt occur.Aline suggests headingdown the side cham-ber and locating more

    levers. Another Hybrid emerges. The lights weakenthese creatures, and a shove or one Shotgun roundis enough to dispel this zombie.

    Follow her advice and head to thedoor near the operating area.However, Alan has locked the doorfrom the outside. You and Alinecome up with a plan to power upall the generators and overload thecircuit, thus opening the door.

    You can continue down the maincorridor and through a stone door-way or explore the generator rooms.However, time is of the essence.

    Enter the dim chamber. There is alarge, elaborate lever that cannot bemoved yet. And your map doesntshow this floor plan.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 71

    Edward Carnbys DAs you head down the stone steps, amechanical door blocks your path. Aswitch is on the massive rock to theright of the door. Equip ObedMortons Seal and push it into theswitch.

    Obed Mortons Seal disappears, but the door rotates open. Stepthrough. Note an identical switch on the opposite stone outcrop.Youll return here with another Seal later. Head down the corri-dor, turn a corner, and check a gap in the wall (through whichyou can see a human-sized cage) and a shut doorthis is the doorto Alans Laboratory!

    Pass dozens of empty cages, eachone lined with fluorescent lightingpresumably to keep foul creatures atbay. Near a split in the passage lies aCharm of Saving. Use it.

    Through the stone doorway andinto the main Laboratory itself, youspot Alan dissecting something .Creep forward and listen to Alansexperiment. Alan continues until hespots you. He runs for a nearbydoor, bolts it, and powers down the

    lighting! Aline radios in, says shes found a floor plan, andattempts to guide you to safety.

    Locate the branchingcorridor, take a right, andfollow the passage to theleft. Another Hybridattacks you. This crittertakes three blasts to kill.

    No sooner have you moved overthe sand-colored ground to thestone doorway than anotherHybrid lurches into view with a

    gurgling screech. Equip theShotgun, blow away the mutation,and continue up the passage withthe cages.

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    p r i m a g a m e s . c o m72

    As per Alines instructions, hug the left wall, and continue past twolarge green containers filled with human remains. Battle two moreweakened Hybrids, then pull the lever. It starts a red laser beam.

    The power overload unlocksthe door Alan ran through

    and opens the door to the leftof the red laser, next to thepower generator. Speedthrough it to arrive to theright of where Alan was con-ducting the autopsy.

    Glance around the main Laboratory area. To the right of the dooryou came through is a table with two letters on it. To the left of the door, a large cupboard hides a First Aid Kit and a GasCartridge. Pocket these, then exit the Laboratory via the once-bolted door.

    Laboratorys Underground PassageSTART

    START AFTER RETURNINGFROM GREENHOUSE

    EXIT TOLABORATORY

    WOOD ANDELECTRICALLIGHT

    SEALED SPYHOLEDOOR TO ALANSSECRET DUCTS

    TRAPDOOR ANDLADDER TOGREENHOUSE

    CELLAREDENSHAW SEALED DOOR TOBASEMENT

    SEALED GATE TOMIRROR DOORAND LOBBY

    MIRROR DOOR TOLOBBY

    SPYHOLE DOOR TOCELLAR

    DOOR TO RADIO ROOM

    RADIO

    RADIO ROOM

    FINISH

    LABORATORYSUNDERGROUNDPASSAGE

    Descend into a long pas-sage that travels south andto the Manor.

    Aline radios in, checking your whereabouts. Tell Aline youllarrive in the Manor Cellars, and she opens a trapdoor for you.

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    To the right of the

    ladder on this walk-way are three crates;but to the left, aftera gap in the railing,is a heavy stoneAbkanis Indian god

    statue. Move to the right of the statue and push ittoward the ladder twice.

    You appear inside the Greenhouse.Travel south past a sealed door andto the open courtyard where threePhotosauri run around. Unleashrockets until the light from theblasts destroys them.

    Heading north, run arounda small clump of ferns tospot a Box of PhosphorusCartridges on a shelf.

    You reach in the Radio Room, a smallchamber filled with equipment, whichyou spotted through another spyhole.The sealed door, leading to the secretpassage from Alans Bedroom,confirms this location.

    Finally, you reach a south area adjacentto the Cellaryou may remember

    peering at the pieces of wood andelectrical lighting from a spyhole inthe Cellar. Take the east door.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 73

    Edward Carnbys D

    The winding passageway widens slightly, just as Arachnocidesdrop from the ceiling. Keep running to avoid them (if you make itto the stairs, then return, the critters have dissolved into the dark).Or, equip your Colt Revolver and shoot the six Arachnocides inthe straight corridor before the steps.

    Another six Arachnocides dropfrom the ceiling as you climb themassive spiral stairs. Outrun andignore them.

    Move to a tape recorder and radiotransmitter, and play the last messageit received.

    Unlock the riveted Cellar door. Insidethe Cellar, all the doors are locked, soyou must use the trapdoor ladder.However, Edenshaw stops you.

    Alan Morton is about to perform the Gate-opening ritual, andEdenshaw needs the last of the statues to stop Alans progress.When you meet at Edenshaws Gate sanctuary, he quickly explainsthat he has been waiting for this day, and you were divinely sentto aid him. Reach for the ladder and climb through to the trap-door, emerging in the Greenhouse.

    Greenhouse

    START

    FINISH

    TRAPDOORTO CELLAR

    SEALED DOOR TO STEPGARDEN

    CRATESLADDER TO WALKWAY

    BROKEN STATUE PIECES(AFTER STATUE FALLS) STONESTATUE

    POTTINGAND MAT

    CRATE

    SEALEDTO ARCPASSAG

    BOX OF PHOSPHORUSCARTRIDGES

    SHELVES HOLDING GARDENING MATERIALS

    SHRUBS

    WALKWAY

    GAP INRAILING

    Head down the middle pathto the south until you spot along red ladder leading to abalcony. Climb to the top.

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    p r i m a g a m e s . c o m74

    The hollow statuehoused another Sealand an Abkanis Statueof a bear. Quicklyreturn down thetrapdoor to the Cellar.

    Push the statue off the ledge and itsmashes into severalpieces. Descend theladder and inspectthe pieces.

    Underground Passage

    START

    FINISH

    ENTRANCE TOABKANISUNDERGROUNDPASSAGE

    TRAPDOOR AND LADDER TOGREENHOUSE

    EXIT TO LABORATORY

    CHAPELS UNDERGROUNDPASSAGE

    SWITCH

    CELL

    RADIO ROOM

    LABORATORYSUNDERGROUND

    PASSAGE

    EXIT TO CHAPELSUNDERGROUNDPASSAGE

    CHAPELS

    UNDERGROUNDPASSAGE

    LABORATORY

    Hike to the Underground Passage under the Chapel. Head out of the Cellardoor, down the stone steps of the Laboratory Underground Passage, andstraight past the congealing Ophtalmicid. Ignore a second fiend, and returnto Alans Laboratory.

    In the initial passage, walkforward to the revolving door.Equip Alan Mortons Seal,activate the door, and slip downa passage to the right.

    In the Laboratory, turn left, remem-bering the route Aline taught you.Head along the passage with theempty experiment cages, past thelight lever, and through the ornatearched door to the ChapelsUnderground Passage.

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    P r i m a s O f f i c i a l S t r a t e g y G u i d e 75

    Edward Carnbys DAbkanis Underground Passage

    Abkanis BridgeCrossing the Chasm

    SEALED EXIT TOCOLLAPSED WELL

    ALINE

    ABKANIS STONE STELE

    STELES OF THEABKANIS GODS

    ABKANISUNDERGROUNDPASSAGE

    START FINISH

    FINISH

    START

    EXIT TO CHAPELSUNDERGROUND PASSAGE

    EXIT TO ABKANISUNDERGROUND PASSAGE

    EXIT TO ABKANISUNDERGROUND GATEWAY

    Youre in a small passage tothe east of the main Abkanistunnel. Run forward to spotAline walking in from thenorth.

    Ask Aline to translate anAbkanis stele lying in thetunnel. She does, and thenews about the Gate ritualisnt good. Continue south.

    Head out of the Abkanispassage and onto a mam-moth stone bridge. Runacross the bridge to the caveentrance on the other side.

    Abkanis Antechamber and

    FINISH

    START

    GATE ROOM

    ANTECHAMBER

    ALINES FINALLOCATION

    EDENSHAWSFINAL LOCATION

    ALAN MORTONSINITIAL LOCATION

    GATE TO THE WORLD OF DARKNESS

    TRAP DOOR TOCUBBYHOLE

    EXIT TO ABKANIS BRIDGE

    You and Aline arrive in a long thinpassage dotted with Abkanissymbols and ritual torches.

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    p r i m a g a m e s . c o m76

    Halfway down the antechamber is an alcove in the east wall. Openthe trapdoor to reveal a small cubbyhole. It contains a LightningGun, four First Aid Kits, an odd-looking Battery Charger, and fiveCharms of Saving.

    You and Aline emerge at the Gate. Alan isin full ritual fervor, and Edenshaw attemptsto reason with him. Alan shoves Edenshawback violently and continues his derangedincantations. The Gate opens. A shriekingstorm of dust sucks Alan through thethreshold, and youre violently takenthrough the Gate, as well.

    World of Darkness

    LEDGE

    LEDGE

    LEDGE

    BALCONY

    CAVERNKEROSENE LAMP

    ARCHIBALDMORTONS DIARY

    ARCHIBALDMORTON (DECEASED)

    START

    SEALED EXIT TOGATE ROOM

    BRIDGE AWAKENING

    BLACK TUNNEL

    NURSERY

    LABYRINTH

    BLACK TUNNEL

    LUMINESCENT CRYSTALS

    LUMINESCENT CRYSTALS

    SEALED HOLEDOWN TOABKANIS TOMB

    MUTATED OBEDAPPEARANCE

    ALAN MORTONAPPEARANCE

    ALINEAPPEARANCE

    ROPE UP TONATURAL BRIDGE

    ABKANIS STELES

    ROPE GRIP

    ROPE UPTO LEDGE

    ALAN MORTONAPPEARANCE,ROPE DOWNTO LEDGE

    ALAN MORTONAPPEARANCE

    CHARM OFSAVING

    LUMINESCENT CRYSTALS

    METAL FLASK,PHOTOELECTRIC PULSAR

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    Call Aline. She says that thestatue Alan took must be found.She also mentions a healingwater. Exit the chasm chamber.

    Step forward into a longenclosed passage, only to be

    greeted by a Hound of Tindalos. Four more beaststeleport in.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 77

    Edward Carnbys D

    LEDGE

    ALCOVE OF LAVA

    FINISH

    DEAD-END CAVERN

    NATURAL BRIDGE

    STONE STELES

    LAVA CAVERN

    CAVERN OFDARKNESS

    TUNNEL

    POOLOF LAVA

    ALCOVED SPRING OF

    MAGICAL WATER

    ROPE DOWNTO LEDGE

    SEALED WALL TONARROW GALLERYLUMINESCENT CRYSTALS

    LUMINESCENTCRYSTALS

    ENTRANCE TONECROPOLIS

    FALLENROCKS

    SEALEDEXIT TOLEDGE

    LUMINESCENTCRYSTALS

    LUMINESCENTCRYSTALS

    SEALED ENTRANCELADDER UP TOABKANIS FORTRESS

    SLAB OF STONE

    UNREACHABLEENTRANCE TOABKANIS FORTRESS

    ALCOVED SPRING OFMAGICAL WATER

    CIRCULARROCK FLOOR

    COLUMNEDCAVERNS

    FALLEN COLUMN(AFTER CARNBY REACHESMIDDLE OF CAVERN)

    FLAT LEDGE

    You have a dream in whichHecatonchires, the Abkanis Godof Gods, speaks to you. You are awarrior, and son of the Abkanispeople, born on the day theGods son passed into the eternallight. You wake on a giganticstone outcrop over a precipice.

    TipEquip the Lightning Gun and fire con-stantly until the Hound is defeated.Load up with Crystals for an unlimitedsupply. Memorize the warp pointswhere Hounds of Tindalos are likelyto appear, and run through the pas-

    sage, stopping only to take down a Hound when one appears. Being overrun is a seriousproblem, so equip the Lightning Gun when one or two dogs are seen.

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    Entering the Labyrinth, youreattacked by two Night Rippers. Fireshort sharp bursts from theLightning Gun or use the PlasmaCannon. Pick another Crystal fromthe wall to the left of the entrance. If you head right, another Ripperappears in this passage to the mainmiddle chamber.

    Head west to discover a small roundalcove that looks like the NightRippers lair. Continue to a largejunction and take the left path.

    78

    You come to a wide chamber in themiddle of the Labyrinth. Head southdown a narrow passage. AnotherNight Ripper forms behind you.Quickly turn and blast sharp bolts of lightning (or Plasma Cannon gas).

    After another encounter with aNight Ripper (all the Rippers appearat a particular spawning point), youarrive at the final junction and seethe exit to your right. Head for theexit arch.

    You arrive in a balcony room andthree Hounds of Tindalos charge you.A quick shower of lightning attacksall three Hounds simultaneously.Exit through the archway in theopposite wall.

    Step forward onto a large ledge. TwoPhotosauri are ahead. Tackle them

    with electricity.

    A thin ledge with a rope grip is theonly way to continue. As you shimmyacross, Alan Morton appears and cutsthe rope, sending you plummetinginto the darkness!

    Walk up the steps, and notice an electric-blue mineral deposit growing out of the rock. This is a Luminescent Crystal, and i tautomatically reloads the Battery Charger that powers yourLightning Gun.

    Enter the second part of the

    long passageway, take anotherCrystal, blast warping Hounds,and head to the passage exit.

    You enter what can only be described as a Nursery andsee a Photosaurus born from the living rock. Makesure your Lightning Gun is fully loaded, and check themap to locate the exit. Two Photosauri form out of thedark. Destroy them and pick another Crystal from analcove to your left.

    Continuing around theNursery, you spot morePhotosauri forming. Pushthem back, striking only thosethat block your path.

    At a fork in the path, hug theleft wall and continue aroundto the south. The other pathconnects. Race to the exit,stopping only to clear the wayof Photosauri. Take anotherCrystal to the right of the exitchamber, and leave.

    The NurseryIf you take the right path,you see pulsating sacsembedded into the groundand walls of the Nursery.The right path is a longerpath to the exit. Keep themap in almost constant

    view, and dont get spun around.

    the

    BeatenOffPath

    p r i m a g a m e s . c o m

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    While Aline descends after the statueand the mutant brothers, push yourway through the north tunnel brim-ming with Photosauri. Fight to the

    northeast part of the tunnel, thenclimb the rope.

    You are at one side of a NaturalBridge, next to a tunnel entrance.Enter the tunnel.

    Kill the advancingNight Ripper, then step

    into the well-lit Dead-End Cavern. Grab theCrystal and move fromthe bright entrance intothe unlit area.

    [The end of the tunnel spawnsmore monstrosities. Equip theRocket Launcher Pistol to downthem, then sprint for the exit.

    You land on the dark steps of theBlack Ledge. Whirl to face a chargingOphtalmicid. Press and release thePulsar bolt as the creature leaps.Dispose of another Ophtalmicid, thencollect a Crystal.

    Alan Morton waits at the top. He seesyou, and quickly flees the BlackLedge. Pausing only to snap the twoCrystals from their base and grab aCharm of Saving, follow Alan throughthe Ledge exit. Save your game.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 79

    Edward Carnbys DYou land safely on a ledge below.Call Aline to let her know theGuardian of Light is protectingyou. Inspect the rockyentrance here.

    Once through that doorway, you arrive in a Cavern. Grab a Crystal,then light the old kerosene lamp. By its light you spot ArchibaldMortons Diary. Lying next to it is whats left of Archibald himself.There is also a Metal Flask and a Photoelectric Pulsar. Take anotherCrystal, head to the ledge, and climb down the rope.

    In a second tunnel, three Night Rippers halt your chase. Demolishthem with electricity (or gas), pick up the two Crystals growing onthe tunnels left side, and move on. Unleash electrical damage onthree more Night Rippers. Time is of the essence, so run.

    Take on the two Photosauri guarding the entrance to thismassive cavern. You spot Alanrunning and see Aline drawingher Revolver and aiming it athim. Alan is cornered! Alanlaughs off his capture. Suddenly, acreature lands behind Aline and

    Alan. The fusing of human and dark creatures, this unspeak-able being roars in anguish and grabs Alan. They topple intothe hole. Alan drops the statue he was carrying! The remainsof Obed were embedded in that creature.

    Farther up the ledge, two moreOphtalmicides appear. Equip theLightning Gun (you cannot raise thePulsar high enough to aim effectively,and the power build up takes toolong). Continue up the vastBlack Ledge.

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    p r i m a g a m e s . c o m80

    In an alcove north of the main chamber, isa spring full of phosphorescent water. Takeout the Metal Flask, drink, and top off theFlask. Pocket the Flask, pick a secondCrystal, and return to the Natural Bridge.

    As you cross the bridge, Johnson radios in. Listen tohim, then continue through thesouth Natural Bridge exit.

    In a third tunnel, equip your Lightning Gun. Youface at least 10 Hounds of Tindalos as you runthrough. On the way, pick up four sets of Crystals.You cannot decipher the Abkanis writing tabletsembedded in the walls. Run and exit quickly.

    You arrive inside a giant LavaCavern. Take down a chargingNight Ripper with gas, rockets,or electricity. Finish anotherRipper, then take a tunnel to thesouth, engaging yet anotherRipper.

    Lava Cavern Tunnel

    A second, longer tunnelwraps around and joinsthe route to the LavaCaverns exit. You can graba Crystal here, but a NightRipper appears at the tun-

    nels exit junction, and its difficult to kill due to thecamera angle.

    the BeatenOffPath

    Passing the junction, continue west,

    tackling two more Night Rippers onthe way. Blast them only after theyhave fully formed, as they flicker inand out of existence. Another Crystal

    grows in an alcove of bubbling lava.

    Turn the corner and race for theexit, encountering the last twoNight Rippers.

    Emerging in a Cavern of Darkness,run immediately to your right,around a natural stone plinth, andhead east. Falling rock has recentlyblocked the remaining area.

    You appear at the bottom of another giant ledge with a chasm. Johnsonradios in again. A rendezvous point isagreed upona helicopter will pickup you and Aline from the beach inabout an hour.

    Run down the passage until you come to a giant stone slabblocking the exit. Clamber over the slab, then turn left andhead northwest to another area of fallen rocks.

    Sprint up the ledge to the exit at thetop without being bitten by the Luxratswarping in from all directions. Whenyou spot Luxrats, electrocute themyou can hit several at once. Runningpast a ladder that you cannot climb,

    you reach the top and findanother Crystal.

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    On the other side, a green glowilluminates a small grotto in thenortheast. Its another spring of water. Equip your Metal Flask, take acouple of gulps, and refill the Flask.

    As you round the corner, a columncollapses over a deep chasm. Thepassage to the southwest is blocked,so scoot up onto the horizontalcolumn and cross the chasm.

    Your map shows two exits at thefirst junction, but you cant reach theeastern one. Race west to the dimblue exit archway. As you near thedoor, three Hounds of Tindalosappearzap them with lightning.

    Enter the Columned Cavern and grabthe Luminescent Crystal. Aline

    radios inyoure almost atEdenshaws sanctuary!

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 81

    Edward Carnbys D

    Turn northeast and leap atop the flat ledge in front of you. Cross

    the ledge and jump down onto the other side, running northwest.

    At the column, move west, crossing the column and stepping ontoa giant circular piece of rock floor. Shine your Flashlight at thenorth wall to spot an alcove. You are about to enter the Necropolis,the Abkanis sanctuary, and face the final confrontation.

    Destiny in the DarknessField photography showing Edward Carnbysstruggle against the shocking abomination thatwas once Alan Morton is tucked away in theback of this guide. It must be viewed only bythose with a high tolerance for the grotesque,or by those wishing to know the ultimatesecrets of Shadow Island.

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    Your Flashlight is useful forshedding light on a situationand keeping certain darkcreatures such as thePhotosaurus at bay. Use it bypressing O .

    Your Walkie-Talkie has arange of several miles. Youcan correspond with Carnbyat any time by pressing r .

    Johnson is the only othercharacter with this frequency.

    Finally, you have a First AidKit, containing bandages,disinfectant, anda small bottle.It can healwounds.

    p r i m a g a m e s . c o m82

    Aline Cedracs DarkAline Cedracs DarkInventoryWeapons

    You commence yourimpromptu rooftopexploration without anyweapons whatsoever.

    Objects

    Manor Rooftops

    You land precariously on the east-ern ramparts of a gothic Manor.

    You were wounded during thefrantic bailing of the sea-plane, andneed medical attention. Equip theFirst Aid Kit and heal up. Thenwalk around the narrow ledge.

    FINISH WINDOW TO LUCYSBEDROOM

    SEALED IRONGATE

    MANORROOFTOPS

    START

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    As you move, the old woman startles awake. She rambles on madly,then pushes a Small Gilded Key into your hands and tells you tohead for the Smoking Room. She then slips back into delirium.

    Running past the lit window, headnorth to check the iron gate; but itslocked. You must clamber throughthe Attic window.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 83

    Aline Cedracs DFlick on the Flashlight and movealong the roof gutter. Carnby radiosin to check your well-being. He canspot your Flashlight, and he tellsyou to find an entrance into theManor.

    Manor Attics

    Youre in a tiny cramped AtticBedroom. To your left aredozens of lit candles. An oldwoman dressed in a night-

    gown sits in a four-posterbed. She seems blind.

    Check the south-west corner of theroom, to the right of Lucys bed, to dis-cover a First AidKit. Then, turn andspot a magazine ona small dresser nearthe window.

    Heading for the door to the north, you movetoward a strangely patterned rug. Suddenly,the image in the rug writhes, then burstsout and forms a snake-like beast.

    CHARM OFSAVING

    BOX OF PHOSPHORUSCARTRIDGES

    WEST ATTICDOOR WITHUCARVED INTO IT

    ODD WOODEN GARGOYLE

    SEALED WOODPARTITION

    SEALED DOOR TO EASTATTIC CORRIDOR

    CHARM OFSAVING

    BOX OF 9MM

    MAGNESIUMBULLETS

    FIRST AID KIT

    SMALL GILDED KEY

    LOCKED DOOR TOSOUTH ATTIC

    EAST ATTIC

    FIRST AID KIT

    SCIENCE MAGAZINE

    CHARM OF SAVING

    EAST STAIRCASE

    EAST ATTIC CORRIDOR

    LUCYS BEDROOM

    FINISH

    START, WINDOW TO MANORROOFTOPS

    LOCKED DOOR TOEAST STAIRCASE

    LIGHT SWITCH

    LUCY MORTON,SMALL GILDED KEY

    (SECOND FLOOR)CONVERSATIONOVERHEARD

    STAIRS DOWN TOSECOND AND FIRSTFLOOR CORRIDORS

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    Return to the corridor near LucysBedroom. Using the Small GildedKey, unlock the northeast door nearthe light switch and enter the EastStaircase.

    Look out the first window you seeand spot a Fort on the other side of the island. Then continue down tothe Second Floor Landing.

    At the landing, listen tothe tense conversationon the other side of aSecond-Floor door.

    The Second-Floor door islocked. Continue down thestairwell and press thelight switch at the bottom.To the left of the switch isa thick wooden door. Itopens, leading to theManor First Floor.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 85

    Aline Cedracs DRun down the south wall of theWest Attic and spot a First Aid Kiton a cabinet, then run around to thewest wall, claiming a Box of Magnesium Bullets. The northwestdoor is locked, so return to theEast Attic.

    Manor First Floor

    You appear in a small, enclosed portion of the First Floor Corridor.To the west is a firmly locked pair of doors, and to the south, anotherlocked door. This leaves a door to the east, which leads to theSmoking Room.

    FIRST AIDKIT (3)

    ALAN MORTONSDIARY

    ALAN SBEDROOM

    ALLEN WRENCH,FIRST AID KIT

    TRIPLSHOT

    DOOR TO EASTSTAIRCASE

    FIRST

    SED

    STAIRS UP TO SECONDFLOOR CORRIDOR ANDEAST ATTIC CORRIDORLOCKED DOOR TO

    LIBRARYALANMORTONSBED

    MORTON FAMILYMEMBER WITHTRANQUILIZER

    WEAPON

    LOCKED DOOR TOARCHIBALDS STUDY

    LOCKED DOORTO WESTSTAIRCASE

    LOCKED DOUBLE DOORSTO THE LOBBY (UNDERTHE BALCONY)

    LOCKED DOOR TO FIRST FLOORCORRIDOR (UNLOCKED BYMORTON FAMILY MEMBER)

    STATUE ONSTONE SOCLE,REVOLVER

    EASTSTAIRCASE

    SMOKINGROOM

    LOCKED DOOR TO FIRSTFLOOR CORRIDOR

    CRIMSON CARPETED STAIRS UPTO LOCKED DOOR LEADING TOSECOND FLOOR CORRIDOR

    MIRRORED DOORTO SECRET DUCT

    FRAMED PICTUREOF EDENSHAW

    SEALED DOSPYHOLE TRADIO ROO

    TRAPDOOR IN CEILINGTO SOUTH ATTIC

    LOCKED DOOR TOOBEDS STUDY

    DOOR TO

    LOBBYBALCONY

    START

    START

    LIGHT

    SWITCH

    LIGHTSWITCH

    FINISH

    FINISH

    TO ALANS

    BEDROOMARCHIBALDSCORRIDOR

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    Inspect the writing desk near thelarge mirror to find an AllenWrench and a First Aid Kit.

    Flick the light switch to the right of the bed, then check the large

    bookcase. You see a photograph of an Indian posing in front of anunderground door. Around the leftside of the bed, you find AlanMortons Diary.

    p r i m a g a m e s . c o m86

    The lights are already on, so quickly searchthe room. The southeast door is locked, asare the windows. However, you do findthree First Aid Kits. Investigate the nativestatue on the northwest wall.

    This Indian statue has a base made from a strangestone. Switch out the lights and the stone becomestransparent. A handgun is hidden inside it! Flickthe lights back on, then unlock the base with theSmall Gilded Key you got from Lucy, and retrieve aSilver Revolver.

    As soon as you grab the Revolver, an Ophtalmicidcharges. Equip the Revolver and plant six bulletsinto the creature before it leaps. Reload from yourInventory, and blast four more times to fell the

    beast.

    You step into the main First Floor Corridor.All the doors are locked. Flick the lightswitch near a disfigured statue, and follow theblood-stained linoleum floor to a wood-paneleddoor in the southwest.

    As you near the southeast door,you hear it unlock. Quicklyopen the door and you spot a

    gentleman who must be ObedMorton. He runs past you andexits the corridor you steppedinto. Give chase.

    You awake on a bed in a dark bed-room. Youre fine, but your jacket ismissing. Call Carnby and tell himthat Obed has drugged you andlocked you in a bedroom. He sayshes on his way.

    Obed Morton waits for you aroundthe corner. You just want to talk tohim, but he shoots you with a tran-quilizer dart.

    You emerge in a dank butilluminated passage. You pass ablack door marked A. M. Itslocked, so continue.

    The large mirror opens to reveala hidden set of steps and a hid-den duct. Descend two sets of damp mossy stairs, and you see adoor and a weapon. Grab theTriple-Barreled Shotgun.

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    Retreat back up the steps.

    When you enter theBedroom, Carnbyappears and says youneed to find a safe hidingplace. He helps you upand through a trapdoorin the ceiling.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 87

    Aline Cedracs D

    Head through the door and down the stairs. You appear in a longduct with a rusted door at one end. Pick up the First Aid Kit, thenpeer through the spyhole in the door.

    Almost at the secret doorto the Bedroom, two moreOphtalmicides warp in.Either run through the

    door or shoot twoShotgun rounds intoeach Ophtalmicid.

    Manor Attics

    In the secret room, an imageappears in a mirror in the southeastcorner. The entity, the spirit of a

    gentleman called Judas De Certo,tells you that you can speak to themirrors. If you locate a similar-looking mirror that Edenshaw stole

    from De Certo, hell raise the veil of your past. Switch the light on, search the room, and exit viathe north door.

    FINISH

    CHARM OFSAVING

    DE CERTOSMIRROR

    EASTSTAIRCASE

    EAST ATTICCORRIDOR

    BROKEN WINDOW

    LUCYS

    BEDROOM

    START

    SEALED TRAPDOOR DOWN TOALANS BEDROOM

    DOOR TO WESTATTIC

    SEALED WOODPARTITION

    MAELSTROM OF LIGHT (SECONDAND FIRST FLOORS)

    SEALED DOOR TO/FROMEAST ATTIC

    SEALED WINDOWTO MANORROOFTOPS

    LIGHT SWITCH

    SEALED DOOR TO EASTATTIC CORRIDOR

    WEST ATTIC

    SOUTHATTIC

    EASTATTIC

    EAST ATTIC

    HOLLOWFLOORBOARDS

    LIGHTSWITCH

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    Walk up a shallow stairwell to a large mahogany desk, inspect theunderside, and discover a Grenade Launcher. On top of the desk is AlanMortons Journal. Read it, inspect an old projector, use a Charm of Saving, and leave the Office with your Revolver drawn.

    Flick the light switch to theright of the door. On the

    doors left are a First Aid Kitand an empty gun rack.

    p r i m a g a m e s . c o m88

    Enter the East Attic and check the floor near where you found aCharm of Saving to find another. Then run over the hollow-soundingfloorboards, around the corner, and head for the east exit. As youstep through, the door handle breaks, and the door seals behind you.

    A Shadow FiendOptionally you can return toLucy. Lucy says she knowsyou met the ghost behindthe mirror and tells you tobeware of its promisesbecause it uses its powers

    for evil. Then Lucy dozes off. Invoke theCharm of Saving.

    the

    BeatenOffPath Descend the East Staircase andattempt to enter the Manor FirstFloor. A maelstrom of whirlingblue light sucks you into a void anddeposits you in a dark corridor!The same vortex appears shouldyou try the Second Floor door.

    Manor Second Floor

    Stumbling forward, younotice a doordaubed withan orange square and lineon your left on the southeast

    wall of the Second FloorCorridor. Enter Alan MortonsOffice.

    In the middle of the Office, spot a mirror matching the one De Certo appeared in.The image of a giant Phocomelus fills the room before dissipating. Grab the mirror.

    FIRST AID KIT

    DE CERTOSMIRRORSTART

    GRENADELAUNCHER,ALANMORTONSJOURNAL

    CHARM OFSAVING

    BOX OFPHOSPHORUSCARTRIDGES

    OBED MORTONSDIARY, FINISH

    LIGHT SWITCH

    ABKANISSTATUE OFANTICOALT

    HAND- WRITTENLETTER

    LOCKED DOOR TOEAST STAIRCASE

    MIRROR TOLOST ROOM

    BED

    EDENSHAWMEETING(AFTER DE CERTOIS MET)

    SEALED DOOR TO WEST STAIRCASE

    DOOR TO LOBBYBALCONY(UNLOCKSAFTER DE CERTOIS MET)

    SEALED DOOR TOALANS BEDROOM

    DOOR TO OBEDSBEDROOM

    (UNLOCKS AFTERDE CERTO IS MET)

    DOOR WITHORANGE PAINTEDSQUARE TO ALANMORTONS OFFICE

    LOCKED DOOR TOCRIMSONCARPETED STAIRS

    DE CERTOSSPIRIT

    EMPTY CABINETBUST OFRICHARDMORTON

    SEALED DOORTO LOBBY BALCONY(UNLOCKS AFTERDE CERTO IS MET)

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    Devilish Dealings

    the BeatenOffPath

    Raise the mirror above your head and smash it. DeCerto shrieks and is sucked into demise. After bothCarnby and Lucy warned you not to make deals witha devil, you werent about to grant him your soul! Youfind an Abkanis Statue in the shape of a bison skull,then radio Carnby the good news.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 89

    Aline Cedracs DVenture a little farther down thecorridor. Two Arachnocides dropfrom the ceiling and scuttle towardyou. Plant a bullet into each of them.

    As you run east, five Arachnocidesdrop behind you and close in. Spotthe light switch to the right of thedoor in the corridors southwestcorner, and choose this spot to plantbullets into the Arachnocides,aiming at the ground and the ceiling.

    Almost all the doors in this corridor aresealed, except the one leading to AlanMortons Office. While attempting toexit the corridor, you are captured in avortex and returned to the corridor.Check the remaining unlocked door inthe southwest.

    Youre in the Matrimonial Chamberof the West Bedroom. Unlock adisguised door to the right of theentrance. When you attempt to walkthrough, youre caught in a vortexand land back at the disguised door.

    Step under the ornate skylight andcontinue into the West Bedroom.

    Pocket a Charm from the cabinetand a Box of Phosphorus Cartridgesfrom the dresser to the left of the bed, then move past adividing screen.

    As you round the corner, De Certos ghost appears and beckons to you.Passing a broken sink, step intothe mirror.

    You enter the Lost Room. De Certomust have been imprisoned here,perhaps by Edenshaw. De Certodemands the mirror.

    Should you give De Certos mirror to him, heshows you the futureyour imminent death!As De Certos power grows, you collapse whilehe feeds off your soul.

    Radio Carnby, who is exploring the Attic, andinform him about Edenshaw. Resolve to lookfor the seven statues, and then choose an exit:either the secret door to the Manor Lobby orthe exit to the Second Floor Corridor.

    As you walk to the West Bedroom exit, an oldIndian with long white hair approaches. Heintroduces himself as Edenshaw, and tells you to

    go to Obeds Office to find out more. Seven stat-ues must be found, and Edenshaw must prevail.You agree to help and Edenshaw vanishes.

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    At the northwest corner of the Study,

    check a grand antique cupboard. Just as you close it, two Hounds of Tindalos attack. It takes three Shotgunrounds to down each one.

    Unlock the door leading back to theLobby (next to the fireplace). To theleft of the door is the same issue of Science magazine that you perused inLucys Bedroom.

    Farther down the north wall of theStudy, you spy a photograph of ObedMorton as a child in front of a monu-mental stone door.

    Arrive through the south door in Obeds Study. Switch on the lights.Check a bookcase on the right and examine an anthropology diplomafrom the University of Boston in the name of Obed Morton.

    Manor First Floor

    p r i m a g a m e s . c o m

    Head toward the Lobby, past the door, down a narrow south passage,then north to a door on the far east.

    The room behind this door isObed Mortons Bedroom.Hearing a Photosaurus, quicklyflick the light switch to theright of the door. The beastdissipates into the shadows,leaving you free to explore.

    TipYou have to locate Obeds Studyon the first floor, and there aremultiple paths. The easiest routeis to take the northeast exit tothe East Staircase, follow the

    steps down to the First Floor door, enter it, and prepare for vicious combatwith Hybrids.

    Once the Hybrids haveeaten three Shotgun roundseach, exit to the Smoking Room(via the east door) or the FirstFloor Corridor (via the southdoor). The Smoking Roomroute is best.

    If you exit to the First FloorCorridor, you meet twoOphtalmicides and must expendfour Shotgun rounds to killthem. Turning east, you enter the

    Corridor to the south door and must face another two Hybrids to reach theStudy door.

    The other way to Obeds Study is via the Manor Lobby. From the secretdoor in the West Bedroom or the double doors in the Second Floor Corridor,enter the Lobby Balcony.

    An Ophtalmicid roams usu-ally on the First Floor, but it canclimb the stairs. Dispose of it,enter the Lobby, run across to thekerosene lamp in the southwestcorner, and switch on the lights.

    After a thorough inspection of the First Floor, you dis-cover a mirrored door with a missing ornament near a

    green marble bust. A Box of Phosphorus Cartridges ishidden to the left of the fireplace near a chair. Thenearby door (that leads to Obeds Study) is locked, andthe only exit is the pair of double doors on the First

    Floor, leading to the First Floor Corridor and the two Ophtalmicides. Fromthere, head east to a confrontation with the two Hybrids.

    A picture of Champollion(decipherer of the RosettaStone) stands on the cornerbookcase. Moving around theroom, you discover ObedMortons Diary on the dresserto the left of Obeds bed, and

    a hand-written letter on thedesk to the left of the door.

    90

    SCIENCE MAGAZINE

    FIRST AID KIT (2) OBED MORTONSNOTES

    BOOK ON THEABKANIS INDIANS

    BOX OF 9MMMAGNESIUMBULLETS

    ABKANIS TATRANSLATIOCRACKED M

    CUPBOARD

    OBED MORTOANTHROPOLODOCTORATE

    DOOR TO FIRSTFLOORCORRIDOR

    DOOR TFLOORCORRID

    DOOR TOLOBBY

    STRANGEPAINTING

    START

    LIGHTSWITCH

    FINISH

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    Move to the rooms southwest cornerand inspect a table to the right of awindow to uncover two First AidKits. Heal if necessary and wear aCharm of Saving before continuing.

    As you step to collectthe hidden object, thelights blink out. TwoOphtalmicides appearand simply charge off.Take the book ontranslating AbkanisTablets.

    Move back to the mirror,aim your Revolver at it,and fire, cracking the

    glass. With one moreshot the entire mirrorshatters, revealing anobject in a hidden com-partment behind it. Use

    Magnesium Bullets and the Revolver because it takesfour Shotgun blasts.

    To the right of the book-shelf, find a Box of 9mmMagnesium Bullets on around table. Inspect thelarge cracked mirror, then

    check the desk and nearbyanthropological items.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 91

    Aline Cedracs D

    You notice a rather odd-looking painting. If the room is electricallyilluminated, the painting shows a megalithic sitea series of standingstones (or stelae) with a cylindrical object in the middle. However, if the only illumination comes from your Flashlight, the painting depicts ared-robed shaman.

    Manor Attics

    GLASS PRISM,LUCY MORTON

    SEALED DOOR TO WEST ATTIC CORRIDOR LIGHT SWITCH

    START

    FINISH

    BROKENFLOORBOARDS LIGHT SWITCH

    BROKEN PARTITION

    SEALED WINDOW

    TO MANOR ROOFTOPS

    Continuing to the area by Obedsdesk, check a small bookcase nearthe window and uncover ObedMortons personal notes. Then moveto the main bookcase to remove aresearch book on Abkanis IndianHistory.

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    p r i m a g a m e s . c o m92

    Exit Obeds Study from either door andyou automatically appear in LucysBedroom.

    Lucy Morton rants beforehanding over a Glass Prismand falling back asleep.

    Once Lucy has finished her rant,explore the Attic. A wall in thesoutheast has been brokenthrough (possibly by a Crowbar),and a piece of hollow flooring inthe East Attic has been removed.

    Return to the East Attic andleave by the East Staircase.Pondering where the Prismcould be used, remember theprojector in Alans Office, andhead for the Second Floor.

    Manor Second Floor

    As you enter via the EastStaircase, fire a couple of Shotgun rounds into twolurking Ophtalmicids. Thenmove quickly to the door withthe painted orange square.

    You need light, so unhook yourFlashlight, and position it in theholder on the projector. Of course, tosee the film, you must turn out thelights. Trot down to the switch, thenback up to place the Flashlight again.

    PROJECTOR,ENGRAVED CUBE

    UNLOCKEDLIBRARY DOOR

    UNLOCKEDLIBRARY DOOR

    STAIRS UP TOSECONDFLOOR

    FINISH

    START

    The lights remain on in thischamber, allowing you to quicklyrun up to the raised study areaand inspect the strange machineequipped with a lens. Positionthe Prism inside the projector.

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    With Cube in hand, flee the Office,heading back to the East Staircase.Descend the steps, bolt into theenclosed First Floor Corridor,and deal with the two Hybrids.The Library door is unlocked.

    With the Flashlight in place, the makeshift projector flickers tolife. Watch as Alan Morton rambles on about creating the ultimatehybrid of human and darkness. Then the film corrodes and melts.An Engraved Cube pops out of the projector.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 93

    Aline Cedracs D

    Library

    JEREMYMORTONSDIARY

    MORTONFAMILYBIOGRAPHY

    BOX OFPHOSPHORUSCARTRIDGES (3)

    ABKANIS TABLETS,FIRST AID KIT (3),BOX OF GRENADES (3)

    HALF MEDALLION

    END OF BALCONYVANTAGE POINT

    JEREMY MORTONS DIARY

    STAIRS DOWN TO SECONDFLOOR BALCONY

    ENTRANCE TOSECRET CHAMBER

    COMBINATION LOCK(NOT USED)

    STAIRS UP TOSECOND FLOORBALCONY

    ABKANIS STATUEUNLOCKEDLIBRARYDOORS

    STAIRS UP TO THIRDFLOOR BALCONY

    STAIRS DOWNTO SECONDFLOORBALCONY

    SECRETCOMPARTMENT

    LEVER TO RAISECENTRAL CHAMBER

    HYBRID ELDER

    LIGHTSWITCH

    FINISH

    START

    FIRST FLOOR

    SECOND FLOOR

    THIRD FLOOR

    SECRETCHAMBER

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    p r i m a g a m e s . c o m94

    Move to the central areto find Jeremy MortonsDiary. Across from thisbook is a lectern withthe complete MortonFamily Biography. Neathat is a statue.

    Examine the Engraved Cube.Note that it says 1991. Whenthe Cube is viewed at a certainangle, it looks like the Libraryitself from above

    Scale the Library steps to finda better vantage point tocomplete this puzzle. You spotan opened secret door in abookcase just before the secondset of steps. Enter the SecretChamber, and find threePhosphorus Cartridges.

    Run all the way to the top floor of theLibrary, pass a white ladder, and jogto the far end where you can peer overand see the entire Library. The fourmassive bookshelves, hexagonal platedmiddle, and ancient Abkanis statueare all visible. Comparing the Cube

    map to your view, notice that the white cross on the Cube corre-sponds to the south side of the western bookshelf.

    Stride into theLibrary. Call Carnby,telling him about theCube. He tells you totrust your intuition.Spot the lights to theleft of the doors andswitch them on.

    Manor Rooftops

    BOX OFGRENADES

    ENTRANCE TO LIBRARYTHIRD FLOOR BALCONY

    CRUMBLING LEDGE

    WINDOW TOFORT

    STARTFINISH

    MANOR ROOFTOPS

    TOWER

    DEAD END

    LADDER TOTOWER

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    p r i m a g a m e s . c o m96

    Manor Attics

    Manor First Floor

    Appear once more in Lucys Bedroom for a finalconversation with Lucy Morton. After sharing more

    ramblings, Lucy gives you another Half Medallion. Youhave a vision of Howard rising from the dead.

    Head back to the EastStaircase and descend. Asyou near the First Floor, aterrible roar echoes:Howard is on the prowl.

    Opening the door to thesmall First Floor Corridor,attack the two waitingHybrids with the Shotgun.

    LOBBY

    START

    FINISH

    HALF MEDALLION

    LUCY MORTON

    MARBLE BUST

    START

    FINISH

    MIRRORDOOR SEALED DOORS TOSTEPS GARDEN

    DOUBLE DOORS TOLOBBY (UNDER BALCONY)

    STEPS DOWN TOBASEMENT

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    Just as youre about to putthe medallion together,Carnby radios in. He hasspotted Obed Morton in acell in the Fort to thenorth.

    Joining the medallionpieces reveals a bronzesun. Standing in themiddle of the mirroreddoor, place the medal-lion in the ornamentalhole, and try the handle.The door opens, and

    you step through into the Manors Cellar, hopingHoward isnt lurking in the darkness.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 97

    Aline Cedracs DStepping into the main First FloorCorridor, you are attacked by twoOphtalmicides; respond with tworounds of Shotgun pellets.

    In the Lobby, head west and battleanother Ophtalmicid. Then turnyour attention to the mirrored dooron the west wall near the marblebust. Its missing an ornament.

    Cellar

    Head down the steps, open a barreddoor, and enter the Cellar. After inspect-ing an empty casket that you feelstrangely drawn to, check the doors. Allare sealed.

    Passing crates from the Boston University of Astronomy,you reach an iron ladder leading to an open trapdoor.Climb the ladder and use the Allen Wrench to unlock thetrapdoor.

    EMPTY CASKET

    CRATES

    START

    FINISH

    TABLE WITHFORMALINRESIDUE

    TRAPDOOR ANDLADDER UP TOGREENHOUSE

    SEALEDMIRROR DOORTO LOBBY

    LOCKED GATE TOLOBBY STEPS

    SEALED DOORTO BASEMENT

    SEALED DOOR TOLABORATORYSUNDERGROUNDPASSAGE

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    Run north, away from the Tool Shed. If you runsouth, you have to pass Howard and risk amangling. Theres no point in running to theManor entrance or East Garden gatethere areno items, and both exits are locked. Instead,head past the Greenhouse to a narrow gate.

    p r i m a g a m e s . c o m98

    Greenhouse

    Step Garden

    As you emerge from the Cellar ladder, you spotEdenshaw. He tells you that six statues are stillmissing, and time is short. Then he tells you to

    go to the Fort.

    Before you leave the Greenhouse, rummagearound and find a Box of Grenades in theeastern area near the potting shed. Exit via

    the battered door near the trapdoor.

    You enter the Step Gardenthe perimeter path around theGreenhouse, Mansion, andEast Garden, and a route tothe north of the island and theMorton Cemetery. Howardspots you and breaks out of the Greenhouse!

    NoteYou can stand and fight Howard, pumping another 15 Shotgunrounds or 7 Grenades into his mutated hide just after heswings his claws. Once this occurs, Howard drops and liesprone, and you can escape to a gate leading to Rocky Terrain.Alas, when you arrive, Howard rises and continues his relent-less pursuit. You might as well just keep running from Howarduntil you reach the Cemetery.

    BOX OF GRENADES,CRATE

    TRAPDOOR ANDLADDER DOWN TOCELLAR

    START

    FINISH

    WAL

    EDENSHAWAPPEARANCE

    POTTINGSHED AREA

    CRATESLADDER UP TO WALKWAYSTATUE

    (IMMOVABLE)

    DOOR TOSTEPGARDEN

    START

    FINISH

    GATE TOROCKYTERRAIN

    SEALED GATE TO TERRACE GARDEN

    SEALED ENTRANCEDOORS TO MANOR

    TOOL SHED

    DOOR TOGREENHOUSE

    HYBRID ELDERSAPPEARANCE

    SHELVES OFGARDEN MATERIALS

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    Take in the view, then descendthe steps to inspect a numberof decayed wooden barrelsblocking your path to the west.As you turn around, anOphtalmicid arrives. Rip threeShotgun rounds into it.

    Head to your left, east-ward along the SouthRampart to a narrowledge leading north. Atthe end of this shortparapet is a lockedwooden door. Headaround the Tower.

    Carefully negotiate a longset of steps. When youreach a small landing,turn and continue downthe second flight of stone

    stairs to reach the FortsInner Courtyard.

    South Rampart

    The vines are Virginia creeperable to support your weight.You can climb to the top. Carefully grab the vine and move upthe wall, continuing for 50 feet or so until you clamber up andonto the South Rampart.

    The giant Fort door is firmly locked.Move back, run around to the right,and continue up a rocky path onto asmall grassy mound. Just as you can

    go no farther, you notice a Box of Cartridges.

    Jog back and around to the otherside of the Fort, and continuearound to the left side. You dont findany more items, so return to the vineto the right of the Fort door.

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 103

    Aline Cedracs D

    Save your game, then step slowlyforward, moving past a tangle of vinesand small ferns to a large stonearchway. This is the entrance to theinfamous Fort of Shadow Island.

    Note a main fortified area and a taller

    tower structure. Then, carefully crossthe narrow footbridge and arrive atthe Forts outer area.

    PARAPET TO VINEAND FORTOUTSKIRTS

    LOCKED DOOR TO WORKSHOP

    BARRELS

    STEPS DOWN TO INNERCOURTYARD

    START FINISH

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    Inspect a corner of the Cell and find a strange Black Metallic Cardand a Charm of Saving. Return to the Corridor and descend theshort flight of steps, stopping dead in your tracks as Hybrids appearin a flash of lightning, only to disappear a second later.

    Fort Interior

    Oubliette

    P r i m a s O f f i c i a l S t r a t e g y G u i d e 105

    Aline Cedracs D

    Move up into the cramped FortCorridor connecting the Cells andDungeon to the outside. You seeand hear Hybrid activity, so wait inthe entryway and equip yourShotgun. Blast the two Hybrids andstep into the Corridor.

    There are two sets of steps, onedescending, the other ascending upand around to a Cell. Head up to therusting Cell door. Turn the handle,unlock the door, and step into theForts Prison Cell and Torture

    Chamber.

    The door scrapes open, and youface Obed Morton, who starts tobabble. Obed is crazed, and helaughs at the mention of being afather, collapsing in a heap.

    There are two doors in

    this area: one at the farend of the passage andthe other on the oppositewall near the steps. Thefar door is locked with abizarre and intricate

    mechanism. The other, a steel stronghold entrance,leads to the Forts Dungeon.

    BLACK METALLIC CARD,CHARM OF SAVING

    EXIT TO INNERCOURTYARD

    CELL DOOR

    START

    FINISH

    FORTINTERIOR

    OBEDMORTON

    LOCKEDCOMBINATIONDOOR TOPLANETARIUM

    CELL WINDOW

    DOOR TO OUBLIETTE

    SEALEDDOOR

    MOULD

    FIRST AIDKIT

    FINISH

    START

    BOX OF PHOSPHORCARTRIDGES

    CHSA

    SEALED WALLEXIT TO FORT INTE

    RED-EYEDBEASTS

    ARCHWAYS (UNDER STEPS)

    MOBILE WORKBENCH,TRIPOD SUPPORT, PLIERS,JEREMY MORTONS NOTES ONTHE PERFORATOR, DIAGRAM

    SHIELDING

    STEPS UP TOOUBLIETTE EX

    STEPS UPTO ALCOVE

    BLOCKED WALL TO UNDERGROUND RIVER

    CELL

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    Youve finished surveying the dreaded Dungeon, so locate the mainsteps leading back to the Fort Corridor. As you open the Dungeondoor, two Hybrids advance! Its hard to aim your Shotgun on thestairs, so wait for the Hybrids to shamble into the small recess nearthe two doors, then destroy them quickly and efficiently. After theattack, head outside, avoiding the Photosauri, clamber over thecollapsed wall, and head toward the Annex.

    Around the corner and into the archway, you spot an object glintingoff your Flashlight beam. As you move to inspect it, another monsterstrikes. Pulverize the creature with buckshot and pick up a Mould.

    The final area of exploration in the Oubliette is the stone staircasenear the Mobile Workbench. Ascending the steps, head south, thenturn east and hug the ledge heading for the archway. Youre jumpedby two Ophtalmicidesfight back with Shotgun shells.

    Move from the Mobile Workbench(which you notice is attached to alength of tubing) to a bricked uparchway in the Oubliettes northeastcorner. This Corridor connects theDungeon to a subterranean passageto the Gate. Alas, the archway can-not be dismantled yet.

    Now move into the longer passageto the left of the blocked archwayand run to an old wooden door atthe end. It cannot be opened, buta First Aid Kit is lying on thefloor nearby.

    p r i m a g a m e s . c o m106

    Step down to the central column of theOubliette (or Dungeon) and notice anarchway below filled with crimson-eyedcreatures, just waiting to pounce on theunwary. Take the second flight of stepsand head east, then north to theOubliette floor.

    Now in the northeast part of the Oubliette, make your way

    clockwise around the giganticchamber, inspect a collapsedarchway to the north, thenhead south, to the right of thesteps, and around to claim aCharm of Saving on the

    ground nearby.

    Heading back to the east wall,continue south. Almostimmediately you locate a tallarchway leading to a largealcove in the Dungeons south-

    east corner. At the first corner,stop to pick up a Box of Phosphorus Cartridges, thencontinue along the south wall.

    Continue stumbling aroundin the dark, following thealcove passage all the wayaround until you exit. Now inthe southern part of theOubliette, continue, huggingthe wall and looking for itemsas you go.

    At the corner, your progress is stopped by a stonestairwell, so turn north and run toward an odd-looking contraption. It looks like the protectivecasing and armor plates for a World War IImachinegun. This Mobile Workbench holds a num-

    ber of objectsa Metallic Piece (a Tripod Support),some Wire Cutters, notes by Jeremy Morton, andblueprint Diagrams of an odd-looking weapon.

    As soon as the Metallic Piece(or Tripod) is picked up, threeOphtalmicides teleport in.Back up and fire well-placedShotgun rounds until thespindly fiends are shattered.

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    Leave the Telescope and set off along the North Rampart. When youstep on a piece of loose stone, the entire corner gives way, and youhurtle down to the Forts foundations. You recover from the fall, butyoure now waist deep in freezing murky water.

    North Rampart

    Farther around the Workshop,turn your attention to a steelcupboard draped in chains.Inside, you find a Glass Lens.Immediately after pocketingthe object, you are savaged bytwo Hounds of Tindalos. Back

    up, and fire a salvo of rockets until they dissipate.

    p r i m a g a m e s . c o m108

    Continue around, leaving an alcove and spotting an exit to another partof the Forts ramparts. To the right of the exit is a large lever. Pull it,and the Workshop lights flicker on.

    Returning to the recess to the

    left of the strange machine, grab Jeremy Mortons notes.Sift through the text beforecontinuing past the exit to theunexplored ramparts.

    A final sweep of the Workshopreveals two First Aid Kits in anarrow arched alcove near acage set into the wall and sur-rounded by luminous tubelighting. Farther around is atable of incomprehensibleplans and the door leading

    back to the South Rampart. Head out the northentrance near the light switch. Produce the Glass Lens and affix it to the end of the Telescope, then

    peer through it again. This time, you immediately spot a massiveAbkanis Indian Totem standing against the ocean. Magnifying theview, you make out a number of Abkanis hieroglyphsmake amental note of them.

    FINISH

    START

    UNSTABLEBATTLEMENTS

    TELESCOPE ANDVIEW OF TOTEM

    EXIT TO WORKSHOP

    LOCKED DOOR TOSERVICE WELL

    Run along the North Rampart andspot a set of steps heading down anda Telescope bolted onto a parapet.Head down the steps to find a lockeddoor. While trekking back up, lookthrough the Telescope, notice that the

    view is terribly blurred.

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    You appear in the south entrance of a large circular chamber. Runclockwise around the perimeter.Skirting the walls foundation, spottwo objects in a small inlet in thesouthwest area. Grab a large weaponknown as a Plasma Cannon and aCharm of Saving.

    Continuing around, you spot a doorto the north, but its firmly closed andlocked. Turn around to procure theSmall Metal Half-Ring from the topof a group of crates and a First AidKit from the shadows of the crates.

    Planetarium

    p r i m a g a m e s . c o m110

    Exiting the steel door from the Service Well,you find yourself back in the North Rampartat the foot of the steps near the Telescope. Afaint growling alerts you to a prowling Houndof Tindalos; gun it down with a Shotgun blastor three. Running back along the Rampartitself, you see where the foundation gave way,

    and you cant proceed to the north area of the Fort. But, you may have the necessary items to unlock themechanism in the combination lock on the door near the Oubliette.

    Enter the Workshop and headright, around to the oppositeside and out the wooden door.Now on the South Rampart,blast the Ophtalmicid withyour Shotgun.

    Run down the two flights of

    steps into the Inner Courtyard,past the Forts entrance, down thesteps to the alcoved walkway, andinto the two shadowy chambers.Hop over the collapsed wall, andspot the two Photosauri skulkingin the second open chamber. Hop

    down to the lower ledge and launch three grenades at the creatures, and they disperse.

    Head up the curved steps, intothe interior corridor, and tothe door locked with the oddmechanism. Review your doc-uments, and remember JeremyMorton writing: Silver Flash,Golden Star, Red Sun, Black

    Moon. Take the first Cardyou found in Obeds Prison Cell, and the otherthree Cards from the chest in the Service Well, andpress 8 after selecting the appropriate Card andsymbol. Open the door and enter a huge domedroomthe Planetarium.

    PLASMACANNON,CHARM OFSAVING,SMALL INLET

    FIRST AID KIT

    COMBINATIONDOOR TO FORTINTERIOR

    BOX OFGRENADES

    PLANETARIUMCONTROLPANEL, SHEETOF PAPER

    CRATES,SMALLMETAL RING LOCKED DOORTO OUTCROP

    LOCKED DOOR TOANNEX

    LOCKEDINLET

    EXIT DOOR TOPLANETARIUM

    ABKANIS TOTEM POLENERGY STONE (ON RABKANIS STATUE OF H(ON RETURN)

    START

    FINISH

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    P r i m a s O f f i c i a l S t r a t e g y G u i d e 113

    Aline Cedracs DConsult the Diagram of blueprints,then take the Orange Acceleratorand clamp it to the Butt of theweapon. Eureka! The result is aPhotoelectric Pulsar without aBarrel, but with an OrangeAccelerator. Attach the Barrel to themain weapon. You have created aPhotoelectric Pulsar with an OrangeAccelerator!

    Next, split apart the Tripod Supportto release the other Metal Half-Ring.Combine the Metal Half Rings andadd the completed ring to theAbkanis Energy Stone. The newobject is the power conduit for theweapon, and it slides into theweapons base.

    The Perforator may becomplete, but it stillneeds a huge amount of power, and Jeremysnotes mentioned elec-tricity. Climb up theladder and into theTower. Head around the

    junk next to the Strange Machine and proceed into

    the Lightning Conductor Room First Floor.

    The fabled weapon istaking shape! Take theTripod Support andadd the PerforatorBarrel to form a TripodSupport withPerforator Barrel. Takethe Orange Pulsar part

    and add the Tripod and Barrel. Finally, slide in theEnergy Stone to create the Perforator itself!

    Lightning Conductor RoomsLADDER UP TOLIGHTNINGCONDUCTORROOM 2F

    ACTIVATION SWITCH

    LIGHTNING CONDUCTOR ROOM 1F

    LIGHTNINGCONDUCTORMACHINE

    START

    FINISH

    LIGHTNING CONDUCTOR ROOM 3F

    CONTROLPANEL

    LIGHTNINGRECEIVER

    HYBRID ELDERAPPEARANCE(ONCE CONTROLPANEL IS ON)

    EXIT LADDERDOWN TO WORKSHOP

    LADDER DOWN TOLIGHTNING CONDUCTORROOM 1F

    LADDER UP TOLIGHTNING CONDUCTORROOM 3F

    LIGHTNING CONDUCTOR ROOM 2F

    EXIT LADDERDOWN TOLIGHTNINGCONDUCTORROOM 2F

    TRAPDOOR

    PADLOCK

    LIGHTNINGCONDUCTORFOCUSER

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    Howard the Hybrid Elder lands right next to you and advances.While the lighting strikes the Focuser, sending a massive bolt of electricity through the middle of the room, Howard attacks. Hesmore powerful than ever, and any of your weapons only drop him tohis knees. He seems impervious to harm!

    Run to the Control Panel and pull the lever, to release ahuge pointed Lightning Conductor and Focuser into theheavens. A timer starts counting down; you have oneminute and 50 seconds before the Focuser descends intothe Tower. Then comes a sudden and portentous thud.

    p r i m a g a m e s . c o m114

    [In the Lightning Conductor Room FirstFloor, you see a huge receiver on the

    ground. Nearby is a Control Panel, with thenumber 110 etched onto it. When you pullthe lever, a rusting cover on the roof rattles.It must be released, so continue to asecond ladder.

    Go into the Lightning Conductor Room on theSecond Floor, then cross the gantry to see a largeelectrical conducting device in the center. When youpull the lever, the creaking cover on the roof rattlesand a few sparks fly out of some machinery, but thesystem still isnt operational. Continue around theconductor and up another ladder.

    Now on the Tower Terrace, you are at the highestpoint on Shadow Island and could see the Mainecoastline if it werent for the fog. Act quickly, releas-ing the trapdoor using the Small Padlock Key. Thecovering trapdoor will now release.

    Climb down to the Second Floor, run across the gantry, face the electrical conductor unit, and pullthe lever, mechanically releasing the trapdoor.Quickly head to the ladder and the First Floor.

    Dispatching HowardThis isHowards laststandeitherhe dies or youdo! As thetimer ticksdown, stop

    firing at Howard, and instead attempt to coax him into a shardof lightning as it bolts down the Focuser into the receptacle.Howard is doggedly chasing you, and hell leap at you over thereceptacle when you move to the opposite side of it.

    Lightingstrikes every10 seconds,and Howardonly takesdamage whenhe leaps into

    a bolt. You must predict when the lighting will strike, keepnear Howard (but not close enough to be hit), and then acouple of seconds before the lightning strike, you must runaround to the other side of the lightning receptacle.

    To coaxHoward intoleaping at the

    correct time,run in a tightcircle aroundthe receptacle.

    If you circle the rooms perimeter, Howard runs around thereceptacle rather than bounding over it. You need three bolts of electricity to release Howard Mortonhe lets out a small gruntwhen he draws his last breath.

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    Once youve placed all theSeals in the correct symbols, alarge stone slab rises from thepit in the antechamber nearby,allowing access to the object

    that was hidden in the alcoveand impossible to reach. It is aStone Pyramid. You also find aCharm of Savingtake the hint.

    The fifth symbol shows Heliopaner, the God of Radiance.Take the Sculpted Stone Seal representing a fishs head andslot it into the stele.

    The sixth and final symbol shows Hemicles, the God of Starlight. Take the Sculpted Stone Seal representing a bullshead and slot it into the stele.

    p r i m a g a m e s . c o m122

    Once in the Engravings Chamber, turn right and head to the firststele with an symbol engraved into it. At the foot of each symbol is acircular hole, just the right size for a Seal.

    The first symbol shows Melacanthe, the God of Blinding Light. Take the Sculpted Stone Sealrepresenting a horses head and slot it into the stele.

    The second symbol shows Gilamesh, the God of Sovereign Light. Take the Sculpted Stone Sealrepresenting a snakes head and slot it into the stele.

    The third symbol shows Ouphenus, God of the Lightof Fear. Take the Sculpted Stone Seal representing abears head and slot it into the stele.

    The fourth symbol shows Anticoalt, God of OriginalLight. Take the Sculpted Stone Seal representing abisons head and slot it into the stele.

    Climb out of the Engravings

    Chamber and backtrack all theway to the Temple of Hecatonchires. At the pyramid-shaped altar, slot the Stone ontothe altar. The room is bathed in abright light, and a strange StoneHead appears on the altar.

    Hecatonchires himself then speaks to you, wishing you victoryin the cosmic battle to come!

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    p r i m a g a m e s . c o m126

    The Ultimate AboEntering the NecroThe Ultimate AboEntering the Necro

    The Dark Journey of Edward CarnbyNecropolis Entrance ChamberMummys the Word

    Entering from the ColumnedCavern, Carnby creeps past atorch (hopefully lit by Edenshaw)and almost trips over thecrumpled form of a long-deadand mummified Abkaniswarrior holding a spear.

    He passes another bandagedentity, and another, steppingslowly over the sacred ground.All around the walls, nativecarvings ward off the evil of darkness. Inspecting the twosmall antechambers, Carnby

    finds another mummy and a rockfall blockingfurther progress.

    Carnby continues pasta small stele to anelaborate but ancientdoorway, illuminatedwith an orange glow.Ropes are tied to thedoor, but it cannot beopened, and the cordsdisappear into the wall.

    On a rudimentary table made fromslates are three Abkanis Indianbusts of once-proud warriors. Theright warrior has a head, the othertwo do not. Pondering why, Carnbymakes a sudden discovery to theright of the orange-hued door.

    Stepping between two Abkanismummies, Carnby enters a largerocky archway and appears highabove the Necropolis itself.Dangling in front of him is a longrope. With some reluctance, hedecides to clamber down.

    Carnby lands inside the Necropolis,looking at the intricate rockcarvings and various Abkanis steles.Although he could climb back upthe rope, he continues east into theNecropolis interior.

    As Carnby inspects the variousopenings in the Necropolis, hediscovers that every single one issealed and cannot be entered. Noneof the doorways and archways withinky blackness behind them canbe explored.

    UPPER NECROPOLISCHAMBER

    LOWERNECROPOLISCHAMBER

    STONE HEAD, LARGE STONE ALTAR

    EXIT TOCOLUMNEDCAVERN

    STONE TABLE WITH HEAD

    ORANGE EXITDOOR

    ARCHWAY TO UPPERNECROPOLIS CHAMBER

    ARCHWAY TOLOWER NECROPOLISCHAMBER

    ROPE

    INITIAL APPEARANCEOF ALANSHAD

    ABKANISTRANSFORMATIONALCOVE

    APPEARANCE OFALINE (AFTERALANSHADDEFEATED)

    START

    FINISH

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    P r i m a s O f f i c i a l S t r a t e g y G u i d e 127

    The Ultimate AbominationsEnter

    AlanShadThe Ultimate Hybrid of Unspeakable EvilHeight: 2.30 mWeight: 90 kgStrengths: Almost indestructible, sanity-sapping to viewWeaknesses: Slow, susceptible to arcane weaponryWeakened with: Photoelectric Pulsar, Ceremonial Spear

    As Carnby strides into the main Necropolis arena, he spots anancient altar, on top of which rests the head of one of the busts he

    saw in the Abkanis sanctuary. Before he can reach it however, azombified figure clad in a bloody ceremonial robe drops down fromthe roof. It seems Alan Morton has become the latest one infectedwith darkness, creating a slow but incredibly strong Hybrid.AlanShad has risen! Ia!! Ia!!

    Carnbys first action is to equip thePhotoelectric Pulsar. This weapon,more than any other, actually affectsAlanShad when aimed correctly,and it can be charged while moving.However, Carnby needs to keep hisdistance long and his aim true.

    AlanShad has a number of movesusing his brute strength andunimaginable power. Clad intattered cloth, he walks with abent-over shuffle, but this walk isas fast as a human can run, andAlanShad always keeps upwith Carnby.

    Should Carnby venture too close,AlanShad is likely to pick him up bythe head, swing him viciouslyabout, and toss him back 10 or sofeet like a rag-doll. As expected, thisfeat of inhuman brutish strength ishighly damaging.

    Carnby cannot survive more thanthree of these throws without someform of sustenancethankfully afull Metal Flask works wonders andcan even be selected from theInventory during AlanShads headthrow. After the throw, AlanShadstands and bellows proudly.

    AlanShad also has aless damaging slap.Raising his left hand,he brings it downhard across the uppertorso of Carnby,

    causing him to reelslightly and staggerif it connects. Carnby can spot the upswing of thisattack and turn to move away.

    Ridding the world of Alan Mortons newform is initiallydifficult, but notimpossible. Combatstarts with Carnbywaiting untilAlanShad raises his

    hand to strike, then turning and running out of

    the way.

    Once a reasonabledistance existsbetween Carnby andAlanShad, Carnbyturns and powers upthe PhotoelectricPulsar. He fires ablast into AlanShads

    ches