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Old 12-07-2018, 02:29 PM   #292
twillight
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Join Date: Nov 2005
Location: Var, Hungary
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Default Alone in the dark 1, puzzle walkthrough

attic:
- push wardrobe before window: told in background story (Emily)
Btw, according to Edward's backstory he was supposed to start with a .38 revolver.
- you'll hear thumping, but the background music ruins this clue. Fortunately you have time when the trapdoor opens to push on it the chest, even when it is "open".
- Emily's backstory tells you about a secret drawer in the piano. This document is quit useless, only creates atmosphere
- there's another book with the story of Medusa, an indian cover, a rifle with 4 ammo, and an empty oil lamp here.


down the stars:
- there's an oil container (to fill the lamp), and a bow here


first room to the left:
- avoid the carpet as it summons a zombie. There's no indicator on this by the way.
- the local key opens a chest which has the old cutsword (don't use this as weapon)


rooms on the right:
- when enter ASAP close the door. This part is ruined by the stupid camera angles and clumsy controls. (face the door's surface to close it)

- when you pick up the vase containing a key you get attacked by a werewolf. 2 shots from the shotgun shuld do it, though the angle makes it a fuss. The key lets you pick up 2 mirrors (where's the medusa now?).
Oh, and there's no indication you have to smash the vase open.



second room on left:
- firstaid kit (+10 health)
- also a clue: there's no water here (obviously you'll need to find it later, because videogame logic)



top of stairs:
- someone confused succubis with medusas. At least it is obvious this is some kinda puzzle,as those things block your way. Unfortunately to the developers this is not some point-and-click adventure game.


next level: go down and get back to avoid the menacing armor while getting the other side. Enter the room:
- avoid the ghost (obviously), get shotgun shells, matchbook, poker (first constant melee weapon). And look, a picture of Uncle Jeremy (who cares)!



go left (avoid the armor like you did with the ghost - realy missed opportunity from the programers to transport via the stairs back&forth), enter 1st door:
- this room only has a book, so skippable in re-plays. But I aim to know all the clues. When you pick it up you get attacked by a werewolf, and man, this fight is frustrating. Not just for the angle, but also for the monster being able to jump through the bed (while I suspect your bullets are blocked by it). This text says there's a pentagram in the library,and a sacrificial dagger. Something with a fireplace? Is this a clue about avoiding the ghost in the previous room? Too bad you want the ammo from there to make the fight here.



2nd door:

- that thingamajig is invincible (nothing tells you by the way), so step in and search the wardrobe (+20 HP). Get out, wait until things settle, then run in for the jug, then run out. you'll probably be bitten once though (-5 HP)



3rd door:
- to be able to do things here you need a lit lamp (dn't forget to switch action to blow it out when you're done)
- there's a heavy statue and a book. This is the first time you face inventory-problem,so before going in put down stuff if you didn't already (empty containers mostly) to be able to pick up the statue.
The statue by the way destroys the armor. Because Videogame Logic.


one stairs down, door on the right:
- another matchbook, a pot of stew, 2 knives

sideroom 1: a key and a box of biscuits (+5 HP)
sideroom 2: when you enter a zombie spawns. This is ruined by too little distance, and sluggish movement (with good programing you could run tosafe distance and shoot from there). Otherwise you find water (finaly), and lamp oil (another 50 dose)



exit on the other side and enter (dining)room:
- run and put pot of stew on table (Videogame Logic)
next room:
- run in and take lighter, then back out
- run in and aim the other door


at the left side of the stairs by the newestkey youcanget to the cellar:
- there's some revolver ammo visible
- if you run to the other side you can free some barrels (do NOT go in, but this explains how youcanget out later), and a book on the shelves next to them (at the wall). You'll be bitten a bit by the (invincible) rats, but that's life.


Left from the front door (if you try to open it is instant death) is another door:
- kill the pirate with sword (no indication that anything else is ineffective. Unless he is told in one book, which talksa badass pirate,and swords are more badass than guns I assume). This is a VERY clunky fight.
- the pirate leaves a key, and there's another book. The key can be used right here, and provides alternate route to the ballroom.


With another way in (and another locked doors still) go to the sideroom with plants:
- search the statue for 3 arrows, then back away from the room.



Get back to the ashtray-room (which had the lighter), and pour water on the ashtray, because Videogame Logic.


Lacking any other option go up one stairs, go left,and open the remaining dor at the end of the corridor.
- cover the painting with the carpet (there is a semi-hint for this in the books telling the owner painted crazy pictures none wanned to see)
- use the bow to destroy the painting shoting arrows at you from the other end of the corridor. This is based on Videogame Logic.

- pick up the record (and a book, which definitely only exists to makea bridge between this game, and Shadow of the Comet)


There IS a door at the end of the corridor, so keep going. This part is realy shitty design.
- there's the False Book, which I don't get. Why does it matter which book you use? How do you know ADDING a book triggers the mechanism in the library? Aside Videogame Logic I mean.
- either way we found the ancient clock. As you can't search it, push it and grab the l00t. The text here gives you warning of Deep Ones,and a vague clue todefeat the library-monster.


library:
- run to find the secret door, open it with the False Book. Grab the l00t.
One book simply says youshould grab the talisman which you of course did, another whatdagger to use to get out.
- to read the Vermiis Mysteriis stand on the insignia, otherwise you die. The text is latin though, so when the game came out you had fatchance getting any use of it: "In the name of invocatoris, thou hast been sanctified if he does not, be careful. The vermis mysteriis is read and release the ball to the line, you have a great black stars Innominandum standards and ...", aka this is pretty useless anyway. Funy thing is, we find some "clue" (if you can call that) about the Heavy Statue, lol. Actualy, ok, it IS a clue,as conquistadors worn plate armor...
By the way you can find a series of books inside the library, but either do it on the sygil, or don't read the Necronomicon Extract, else you get a hugh damage (10 HP I think).


With the new unused key go to the ashtray-roomand open the door:
- l00t (includes record)

- put old sword up to trigger mechanism



Almost forgot the revolver. Pixelhunting is to get it. It mainadvantage is it has no recoil (handy at the first "bat").


I wonder if you can open the main door of the dance room and I just missed it.
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