Alone in the Dark: The New Nightmare Walkthrough :
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Walkthrough - Alone In The Dark: The New Nightmare Aline Cedrac FAQ/WalkthroughALONE IN THE DARK: THE NEW NIGHTMARE Aline Cedrac’s adventure Complete Walkthrough for the Playstation / Playstation 2 Written by Amanda “Serial Zero” Hooker E-Mail: serialzero@yahoo.com TABLE OF CONTENTS 1. Legal Information 2. Walkthrough Information 3. Adult Warning 4. Introduction 5. Walkthrough Section A. The Roof B. Lucy Morton’s Bedroom / Attic Area C. Smoking Lounge D. Alan Morton’s Bedroom E. Decerto’s Mirror F. Alan Morton’s Office G. Decerto’s Bedroom H. Obed Morton’s Office I. The Library / Library Tower J. Morton Beast K. Main Lobby L. Mansion Outskirts M. Cemetary N. Forest Area / Fort Morton O. Oubliette / Peforator Cannon P. Workshop Q. Underground Reservoir R. Planetarium S. Morton Beast II T. Underground River / Abkanis Tunnels U. Gate Room V. World Of Darkness W. Abkanis Fortress X. Lava Caves Y. Underground Reservoir II Z. Obed Beast / Final Area 6. Personal Credits 7. News And Updates 8. Final Note 1. LEGAL INFORMATION This walkthrough is strictly for personal use. Any attempts to duplicate this walkthrough in part or in whole without permission is not recommended. Using this guide for promotional or financial gain is also prohibited. Remember; Karma can be a bitch. Any requests to post this walkthrough on another website can be e-mailed directly to me. Provided the walkthrough is not altered in any fashion, permission will most likely be granted. Questions regarding the walkthrough are more than welcome. Suggestions and contributions can also be e-mailed directly to me and will be appropriately credited to the authors if added to the guide. Alone In The Dark: The New Nightmare and all of the characters contained within the game are copyrighted. Rip off any of this information on pain of severe legal opposition by Infogrames, DarkWorks, Bruno Bonnell and Sony. You have been warned. 2. WALKTHROUGH INFORMATION This is my first walkthrough / FAQ guide ever. It is my fond hope that many gamers will find this guide not only useful, but mildly entertaining. I have attempted to create the “perfect” guide by playing the game through to the end several times in order to accurately note the location of objects and monsters and to successfully test run boss encounter strategies. My goal is to not only flawlessly map out the entire game, but to add my own madcap, irreverent sense of humor into the mix to make for a unique run through this great survival horror title. There is also a follow-up walkthrough for Edward Carnby’s half of the adventure in the works. I have decided to forego character and inventory descriptions. In my opinion, the in-game storyline should take care of itself as far as character development goes, and the walkthrough should take care of battle and puzzle complications. Any other information can be accessed from either the official Alone In The Dark: The New Nightmare instruction booklet that comes with the game or the in-game documents that both player characters Aline and Carnby encounter during their adventure. Additional Information: There are two features of my own design that I have included in this walkthrough. Conversation Synopsis / At several points in the game there will be conversations going on between the main characters and the non-player characters. I have created miniature scripts that sum up what in my view is the basic gist of the conversation in question. This is my attempt at humor. Please don’t hate me. Gander Spots / These are little side notes that describe something funny to look at or something interesting to note. Most of these will be things that your characters can examine with the action (X) button. 3. ADULT WARNING This walkthrough contains dubious language. Gamers under 15 probably shouldn’t be reading this. With that said, I don’t want to hear any complaining from parental-type peoples. 4. INTRODUCTION Gloucester, Massachusetts. October 30th, 2001. 9:00 PM. It’s a dark and stormy night. I had taken a creative writing course. The camera pans down between two well-muscled statues locked into an Atlas position. Inside, detective Edward Carnby shuffles listlessly. An avalanche of papers stare down at him from the office corkboard. Carnby has a problem. Six days ago his partner Charles Fiske was found dead on Shadow Island. Quite a few years before that when he was a bit dumpier, had much shorter hair and wasn’t half as attractive his partner Stryker was murdered in Hell’s Kitchen, California (Alone In The Dark 2: One Eyed Jack’s Revenge). This, incidentally, took place in 1924. That makes Carnby at least 77. I’m not kidding. The answering machine groans out an old message from Fiske. Apparently he was looking into somebody named Obed Morton and investigating the existence of the Abkanis Writing Tablets. With weapon locked and loaded, Carnby sets out to avenge his old partner (again). Somewhere in the United States. October 31st. 6:43 PM. Edward’s associate Frederick Johnson discusses the Abkanis Writing Tablets with uncle Baldo, better known as Lamb. It seems that they’re duping a young woman named Aline Cedrac into thinking that Obed Morton is her father, but to what end? A flashback. A freaky little daydream. A walk in the park with daddy, if daddy happened to be the elephant man in a 3-piece suit. Aline Cedrac jolts back into reality. She and Carnby are already well on their way to Shadow Island via airplane. The two discuss their respective reasons for wanting to come to the island. Aline is claiming scientific research, and Carnby is proclaiming revenge. Suddenly, the plane is attacked by something BIG. Our heroes grab their parachutes and bail out. Aline lands on the roof of the mansion. Carnby lands somewhere on the island outskirts. Their mission begins. 5. ALINE CEDRAC / WALKTHROUGH A. THE ROOF Starting Inventory: Flashlight Walkie Talkie First Aid Kit Map Of Shadow Island Frederick Johnson’s Letter Abkanis Stone Polaroid Black & White Photo of Obed Morton and Marie Cedrac The Roof The rough landing from the parachute jump leaves Aline moderately damaged. Use the First Aid Kit in your inventory to heal her. If you decide to save the Kit for later, be extremely aware of your health meter when dealing with some of the creatures in the early part of the game. A few accidental hits at this juncture could cause you to have to restart your game. From your initial position on the roof, walk forward towards the outer edge. Carnby radios Aline on the Walkie Talkie. They signal each other as to their locations by using their flashlights. Aline: “I’m scaaaaaaared!” *WHINE* Carnby: “Hold your wad! I’ll be there in a minute!” Walk around the edge of the rooftop until you reach a lit window. Use the action button to climb through. B. LUCY MORTON’S BEDROOM / ATTIC AREA From the window, walk forward. Aline automatically enters into conversation with the strange old lady lying in bed. Lucy: “My son Obed is in trouble! For the love of all that is holy, PLEASE HELP!!!” Aline: “Oh yeah?” Lucy: “And there are some freaky critters running around here too.” Aline: “I want some of whatever you’re smoking, lady.” When the conversation concludes, Lucy hands Aline a Small Gilded Key. Then she starts hallucinating and asks Aline to find out where the voices in her head are coming from. Read the Science Magazine sitting on the nightstand to the left of the window you came in through. Then grab the First Aid Kit to the right of Lucy’s bed. Head away from the bed and towards the door. As you near the exit, a coiling serpent with two stubby arms suddenly springs forth from the rug. Rug Serpent Walk forward slowly, until the camera angle changes so that you can see the creature clearly. Using the left analog stick, sweep your flashlight back and forth across the belly of the beast. Continue doing this until it disappears and remember not to get too close. Head once again towards the door. Something nasty is screeching outside in the hallway. Lucy interrupts your progress to give you something else. When she’s done talking, grab a Charm Of Saving from the table to the right of the exit. Gander Spot: Check out the stove in this room with the X button. He’s very unhappy. Once you’re finished, leave Lucy Morton’s bedroom. Attic Hall One As you turn to Aline’s left, you will spot a strange plant-like creature disappear into the left-hand hall branch. Quickly dash forward, past the left- hand branch and down the hall. Dodge around a second Photosaurus, and use the action button to flip on the light switch to the left of the door you come to. The light instantly kills both Photosauri. This will come in handy in a few areas. Remember that light is your best friend here. Anytime you enter a new room or leave an old room, make sure the light is kept on. Radio Carnby using the R2 button. Aline: “I’m going to the smoking lounge. I could use a cigarette.” Carnby: Stay put, dammit!” Aline: “No way! This lady is freaky, yo!” Carnby: “#@!$*%!!!” The door next to the light switch is locked, so ingore it for the moment. Backtrack and head down the left-hand hall branch. Enter the door to Aline’s right. Attic Main Two Photosauri appear in front of Aline. You can try scaring them away with your flashlight, but that’s risky. No time to dally. Instead, turn to Aline’s left and push past them, heading towards the bottom of the screen. You will come to a door with a horseshoe decoration. Enter the door quickly. Attic Hall Two Once inside, radio Carnby. Aline: “Dude, this sucks!” Carnby: “Told you so.” Head forward and around the corner. Pick up a Charm Of Saving from the top of a barrel. Continue heading around the next corner. Carnby automatically radios Aline again. Aline: “This is all YOUR fault, you know!” Carnby: “Nuh-uh!” Aline: “What the HELL is going on, anyway?!” Carnby: “Beats me.” Keep going until you reach the end of the room. Get a Box Of Phosphorus Cartridges from the top of the crate. Backtrack out of this room, through Attic Hall 2 and into Attic Main. Attic Main Push the Photosauri back with your flashlight until you see a good opening between them. Run past them, hook a left, then take another left at the corner. Grab the Charm Of Saving on the table across from the door you come upon. Enter the door quickly, the Photosauri are on your tail. Attic Hall Three Run to the door at the end of the hallway. Attic Storage Turn and head to Aline’s left. Another Photosaurus appears. Shine it away with your flashlight. Grab a Small Gilded Key from the top of the table. Head around the corner. Get a First Aid Kit from another table near the bottom of the screen. Keep heading around the corner and grab a Box Of Magnesium Bullets from a third table on the left. The door Aline comes to is locked. Backtrack to Attic Hall One. Attic Hall One Use the Small Gilded Key you acquired on the doorway next to the light switch. Spiral Stairway Descend the staircase. When you reach the first landing, Aline stops to eavesdrop on a conversation going on behind the door. The Morton brothers seem to be at odds. Obed: “We’re in BIG trouble!” Alan: “Correction. YOU’RE in big trouble!!!” Radio Carnby. Aline: “Obed’s here!” Carnby: “Neato. Hey, you wanna get his autograph for me?” Aline: “Smart-ass.” Carnby: “Bitch.” Descend to the bottom of the staircase. Turn on the light switch near the door if you feel like it, but it really isn’t necessary here. There are actually two or three places in the game where dummy lights like to hang out. Why do they mock me? When you’re finished hating the light fixture, head through the door. Hallway Crossroad Move forward and enter the door to Aline’s left. C. SMOKING LOUNGE As soon as you enter the room, flick on the light switch next to the door. Radio Carnby. Aline: “This shit is WILD!” Carnby: “Look, I know you’ve got this weird hard-on for Obed but could we focus, please?!” Aline: “Fine. What do you suggest?” Carnby: “Try flicking the lights on and off.” Aline: “Are you high?” Gander Spot: Check out the drink cart to Aline’s left with the X button. Somebody’s got a hobby. Explore the area. Get a Box Of Magnesium Bullets from the bookcase on the left side of the room. Near the bookcase you will find an Indian Socle. This is completely optional, but you can turn the room lights off and the Socle will turn phosphorescent, revealing your first weapon. With the lights off, the Owl Statue in the opposite corner of the room will also transform. Just make sure you turn the lights back on after your investigation. Use the Small Gilded Key you received from Lucy on the Indian Socle. You will receive the Revolver. Immediately after getting the Revolver, a strange reptilian creature suddenly appears at the back of the room. If you decide to stay and fight this Opthalmicid, you’ll only end up wasting a lot of ammo as well as putting your health at risk. A small glitch in the game is on your side during this situation. As soon as the Opthalmicid appears, turn around and retreat from the room. Make sure the lights are ON when you leave or this trick won’t work. Re-enter the room. If this is done correctly, the Opthalmicid should be stuck spinning around in a circle near the Indian Socle. Fabulous. Now ignore the Opthalmicid and head to the rear of the room near the double doorway. You will hear a faint ‘click’ when you reach this area. The small door to the right of the double doorway is now open. Head on through. Lounge Hallway Aline spots Alan Morton hauling ass around the corner. Follow him down the hallway and enter the doorway at the end. Library Hallway Aline hears footsteps, and then a door closing. Ignore the first two doors you come across and head around the corner. Hit the light switch on Aline’s left near the wall niche. Continue forward and on past a set of double doors. Follow the trail of blood on the floor to another door just shy of the stairwell. Head through the door. Junk Hallway Ignore the red door and continue on to the end of the hallway. Aline confronts Alan. Alan: “Who the HELL are you?!” Aline: “I’m here to talk.” Alan: “Hmmph. Talking is for losers.” Aline: “But-” *Thunk* Alan pulls something out from underneath his jacket and fires it at Aline. Our brave heroine is knocked unconscious. Once again, she dreams of her mutant father. D. ALAN MORTON’S BEDROOM Aline awakens to find that elves have mysteriously stolen her jacket. It should also be noted that Aline has ‘ghetto booty’. As soon as she’s fully conscious, she radios Carnby. Aline: “HEY!!!” Carnby: “WHAT?!?!” Aline: “This still sucks! I wanna go home!” Carnby: “One word; PILLS.” Explore the room. Read Alan Morton’s Diary on the desk to the right side of the bed. Grab a Charm Of Saving from the table to the right of the mirror. Search the desk to the left of the mirror for an Allen Wrench and three First Aid Kits. You can also examine the portrait on the cabinet to the right of the mirror. Radio Carnby. Aline: “I need to get out of this room! Help me!” Carnby: “Calm down! I said I was coming, didn’t I?” Aline: “Forget it. I’m gonna check out the mirror.” Carnby: “You do that.” There is a not-so-secret passageway behind the mirror. Use the action button to enter it. Secret Passage Descend the stairs until you reach a door. Grab the Triple-Barreled Shotgun sitting in the corner. Head through the door. Secret Passage Two Continue down the stairway until you reach the bottom again. Get the First Aid Kit to the right of the door you come to. Use the action button to examine the door. Aline spots Obed inside. Obed: “Lamb? Lamb?! LAAAAAAAAAAMB!!!” Lamb: “I’m sorry, but Lamb’s not home right now.” Alan Morton appears and takes Obed out with a rather weak-ass punch. After the cut-scene is over, backtrack up the stairs. You’ll be returning to Alan’s Bedroom. Secret Passage As you near the exit to this area, two Opthalmicids will materialize at the bottom of the stairway. Ignore them and head through the door. Alan Morton’s Bedroom Walk forward. Carnby appears from another secret door next to the bed. Carnby: “I found you!” Aline: “Neat. You want a medal?” Carnby: “No, I want you to stick with me now!” Aline: “Sorry. Can’t. I gotta chase down Obed’s doppelganger and have a chat with the voices coming from the ceiling.” Carnby: “I see.” Carnby helps hoist Aline up through a trap door. He feverishly wishes she had worn a skirt on this trip. E. DECERTO’S MIRROR Mirror Attic As soon as Aline gets her bearings, a ghostly figure appears inside the mirror and speaks to her. Ghost: “Hey Babe. If you get a second, could you help me find my mirror?” Aline: “HOLY MOTHER OF CHRIST!!!” There is nothing else of importance in this room except for the light switch next to the door. Flip it on if you feel like it. Again, the light switches mock me. Exit through the doorway. Attic Main From here, find your way back to the Spiral Stairway. Spiral Stairway Once you reach the door at the first landing of the stairway, press the action button. Instead of heading straight through the door, Aline will be mysteriously teleported inside. Dark Hallway Enter the first door on Aline’s left. F. ALAN MORTON’S OFFICE Before you do anything in this room, make sure you turn on the light switch to the right of the door. Otherwise, you could be in very serious trouble. Grab the First Aid Kit sitting on top of the box pile to the left of the door. Head forward and get the Mirror from the top of the desk. As you near the back of the room, a large serpentine shadow flashes in and out. This is what Aline would have had to tangle with had she not turned on the light. Remember: Light Is Cool, Kids (or LICK for short). Climb the set of steps next to the first desk and head up into the upper section of the office. Check the area behind the larger desk here to find a Grenade Launcher. Also, read Alan Morton’s Journal, located on top of the desk. Exit the office. Dark Hallway Turn to Aline’s left and proceed down the hallway. As you near a junction towards the end, something smashes up against a door to Aline’s left. Blood begins to seep out from underneath. Strange voices start whispering Aline’s name. Then, to top it all off, weird spider-like creatures are now dropping from the ceiling. The instant the cut-scene with the Arachnocids ends, turn quickly to Aline’s left and run to the end of the hall you just came from. With your back to the door, use your Pistol to take them out. One shot should suffice for each Arachnocid. Also, be wary of extra Arachnocids dropping from other sections of the ceiling should some of them not swarm after you right away. When they’ve all been cleared out, head back to the hallway junction. Ignore the bloody door for now. Instead, take a right and proceed down the hall. Head around the corner and hit the light switch on the wall. Enter the doorway to the left of the light switch. G. DECERTO’S BEDROOM The voices are getting louder now. Head through the room, under the skylight and straight on until you reach a bed. Grab a Charm Of Saving from the dresser to Aline’s right. Get a Box Of Phosphorus Cartridges from the stand to the left of the bed. Gander Spot: Check out the bed with the X button. NAUGHTY!!! Walk around the right side of the bed and past the fold-up divider. DeCerto’s Ghost appears once more. Ghost: “You know Alice In Wonderland?” Aline: “No, but maybe if you hum a few bars...” Ghost: “Oh, just come in!!!” Walk through the mirror. Mirror Interior Ghost: “Alright, now GIMME!” Aline must choose whether or not to return the mirror to DeCerto. Select “NO”. Aline: “NO! PISS OFF!” Aline smashes the mirror into tiny, tiny, tiny pieces. DeCerto’s Ghost explodes into even teenier pieces. Then all the pieces got together and started a punk band. Aline receives the Abkanis Bison Statue. She radios Carnby with the news. Aline: “I ROCK!” Carnby: “Good for you.” Aline: “So can we go home now?” Carnby: “Probably not.” Exit Mirror Interior. Mirror Bedroom Head back through the room and to the Skylight. A strange man suddenly appears and talks to Aline. Edenshaw: “You’re one tough broad, yo.” Aline: “Thanks. Now where’s Obed?” Edenshaw: “Cookin’ up some bad mojo.” Aline: “Great! What are we gonna do?!” Edenshaw: “Go find me some cool animal stuff.” Edenshaw disappears. Aline radios Carnby. Aline: “Hey, I need you to help me find some cool animal stuff.” Carnby: “You hanging out with freaky Native Americans?” Before you leave the bedroom, unlock the secret door to the right of the original door if you feel like it. It leads into the Main Lobby, should you ever need a quick shortcut there. Dark Hallway Return to the hallway junction, head past the bloody door and all the way around the corner to a dead end door. Enter. Obed Morton’s Bedroom As soon as you’re inside, turn to Aline’s left and flip on the light switch to kill the Photosaurus. Read Obed Morton’s Diary on the shelf to the left of the bed. Read the Hand-Written Letter on the desk to the left of the door. Exit Obed’s Room. Dark Hallway Backtrack once again to the Spiral Stairway. Spiral Stairway Descend the stairs and enter the doorway at the bottom. Hallway Crossroad There are new occupants in this hallway now. Two Shadow Zombies will be right on top of you as soon as you come through the door. Sacrifice one or two grenade launcher shots to take them out quickly, or they will latch onto Aline. Enter the door to Aline’s left to return to the Smoking Lounge. Smoking Lounge Head to the back of the room once again and enter the door. Bent Hallway Immediately dash forward and enter the door in front of you. You can completely bypass the two Shadow Zombies lurking in the hall to Aline’s right. H. OBED MORTON’S OFFICE Turn on the light switch to the left of the door. Head to Aline’s right. Read Obed’s Diploma sitting on the top of the bookshelf to Aline’s left. Examine the Photograph Of Obed hanging on the wall to Aline’s right. As you round the first corner, you will come to a cabinet that has something banging around inside it. DO NOT OPEN IT!!! This will only unleash an unpleasant pack of Shadow Hounds. Just keep moving around the room. Examine the Painting on the wall to Aline’s left. Read the Science Magazine sitting on the table to Aline’s left. Continue around the next corner and grab two First Aid Kits sitting on a table to the left of some crates. Keep circling the room until you reach a mirror. Grab a Box Of Magnesium Bullets from the table across from the mirror. Read Obed Morton’s Notes from the shelf to the right of the mirror. Once you’re finished exploring the entire room, radio Carnby. Aline: “I get to break more glass! Weeeeeeeeee!!!” Carnby: “How come you get all the fun jobs?” Arm your pistol and shoot the mirror around three times. The glass shatters, revealing something hidden inside. Read the Abkanis Tablet Translation sitting there. The lights go out. Quickly turn to Aline’s left and RUN. The moment Aline starts to bolt two Opthalmicids appear from opposite corners of the room. Simply avoid them and head around the room until you reach the door next to the light switch. When you exit the room you are instantly transported to Lucy’s Room. Lucy Morton’s Bedroom Walk over to the bed and talk to Lucy. Lucy: “Didn’t I tell you that there was some freaky shit going on?!” Aline: “You sure did. What you DIDN’T tell me is that your other son is a jerk.” Lucy: “I plead the fifth.” Lucy gives Aline a Glass Prism. Leave Lucy’s Bedroom and backtrack to Alan’s Office. Alan Morton’s Office Turn off the light switch when you enter the room. Climb the steps at the back of the room. Examine the Projection Machine in front of the larger desk. Head into your inventory and use the Glass Prism on the projector. Once the prism is in place, go into your inventory again and use the flashlight on the projector. One of Alan Morton’s screwed up home movies plays onto the wall. It seems he’s been doing some experimentation. When the movie finishes, Aline receives an Engraved Cube from the projection machine. Exit the office. Backtrack to the bottom of the Spiral Staircase. Enter the door. Hallway Crossroad Aline’s Shadow Zombie friends have returned. Since these pesky guys are in such close proximity to you from the moment you enter the room, take them out quickly. I suggest that if you don’t want them to sneak in at least one munch, you sacrifice a grenade or two for the cause. Enter the lettered doors to Aline’s right. I. THE LIBRARY / LIBRARY TOWER Head forward. Read Jeremy Morton’s Diary on the desk to Aline’s left. Read the Morton Family Biography on the desk to Aline’s right. Grab a Box Of Grenades from the floor next to the desk on Aline’s right. Travel around the left-hand wall of the library until you reach a stairway at the back. Ascend the steps and onto the first landing. Run around the landing until you come to a secret doorway that has been slid open. There is a panel to the right of this door, but Aline cannot use it. This panel is only important in Carnby’s half of the game, which he has already been kind enough to operate in order to open up this area for Aline. Enter the secret nook. Bookcase Nook Grab two Boxes Of Phosphorus Cartridges on the right side of the room. You may notice that there is an odd acrobat configuration with a piece missing on the wall to Aline’s right. Pay no attention to this puzzle, as it is only important for Carnby’s half of the adventure. Other than that, there’s nothing else in this room. Exit the secret nook. Library Head left and ascend the stairway to the second landing. Run around and past the ladder to the very end of the landing. Use the action button to see an overhead view of the entire library. Access your inventory and examine the Engraved Cube. Zoom in on the cube and rotate it until it matches what you saw over the railing. Note the location of the white dot on the cube map. This corresponds to a secret door you must open. Also note the number sequence 1991 from each of the four main bookcases on the cube map. This corresponds to a code you must use in order to open up the secret door. Head back to the ladder you passed on this landing. Use the action button and select “Yes” to climb up. Tower Ledge Turn to Aline’s right and head around the ledge until you reach another ladder. Climb it. Tower Grab the Box Of Grenades to Aline’s immediate left. There is absolutely nothing else of import in this room, so backtrack to the bottom floor of the Library. Library From the bottom of the stairway, head forward and take the first left you come to in between two bookshelves. Check the bookcase to Aline’s left to find four books with number slots built into them. Use the up and down arrow buttons on the directional pad to input the 1991 code sequence from the Engraved Cube. A secret panel will open up. Enter the secret nook. Bookcase Nook Two Inside, Aline spots a strange machine tucked into the corner. From the top of the device, get an Abkanis Tablet, a First Aid Kit and a Charm Of Saving. Before you pull the lever on the machine, radio Carnby. Aline: “I found some neat stuff in the library!” Carnby: “Nerd.” Saving your game is strongly suggested at this point. The next encounter is your first official boss fight. Arm your Grenade Launcher and as soon as you’re ready, activate the machine lever. Library A hatchway opens up in the middle of the library floor and sends out a rather large bio-tank with something nasty suspended inside. Naturally, Aline heads over for a little peek, shaking that rear of hers the entire way. She obviously has not been privy to any alien flicks because she decides that it would be a lovely idea to shove her dome real close to the tank. The creature inside awakens and breaks through the glass. It sure doesn’t look like he’s friendly. J. MORTON BEAST The Morton Beast is an irritating, hulking gorilla. He has two main attacks. If you try to run away from him he will pursue you relentlessly while attempting to tackle you from behind. This is the Launch Attack. You do NOT want to get caught running around in circles on the bottom floor of the library with Morton hot on your heels. There is too great a risk of becoming hung up on some random object lying around and then getting cuffed in the back of the head. You need to stand your ground somewhere safe from obstruction. The moment the cut scene ends, draw your Grenade Launcher. Stand your ground until you see him crouch down for a launch. This is the ONLY time he is vulnerable to attack, so attempting to fire on him when he’s simply walking will result in wasted ammo. Fire your weapon to foil his initial jump. While he’s reeling from your first attack, turn around and run in the opposite direction. It’s time to find your battleground. Hook a right around the bookshelves and head upstairs to the first landing. Morton will naturally be in hot pursuit, so keep your finger on the run button. This is a narrow landing, but it is the only straightforward path you have to avoid most of the dangerous obstructions and odd angles of the ground floor. When you get around the first corner and there is sufficient space between you and Morton, turn around quickly and prepare to fire. This is important: you want to keep BACKING UP while you fire at the beast. If you do not move, Morton will surely hit you. When he crouches down to jump at you, fire the Grenade Launcher. After his Launch Attack fails, he will attempt his Swipe Attack. However, if you keep walking in reverse constantly while you fight, his Swipe Attack should miss you completely. Be careful not to back up too close to either side of the landing or you could get hung up on something. Every second counts while you are retreating. Keep up the pattern and Morton should be defeated before you reach the second landing stairway. Afterwards, you will notice a strange medallion sitting where the beast first appeared. Note: I have personally tested this strategy several times and not ONCE did the Morton Beast ever lay a claw on me. When I tried out all the other dodge- weave strategies I’ve read into, they only ended in severe health drain. If you cannot get the hang of this tactic the first time around, simply restart your game and try again. Usually, the game will drop you back onto the first landing ladder when you do this, so head back to the bookcase and input the 1991 code to get the battle rolling once more. Library Head back downstairs to Morton’s tank. Grab the Half Medallion from the bottom of it. Exit the library through the main doors. Aline will automatically go straight to Lucy Morton’s Bedroom. Lucy Morton’s Bedroom Walk over to the bed and talk to Lucy. Aline: “Your kids suck.” Lucy: “Thanks for the heads up.” Aline: “This island sucks.” Lucy: “Tell me about it.” Aline: “Oh yeah, and you suck the biggest, roundest ones of all.” Lucy: “That’s OK. I’ll be dead soon anyway.” Lucy gives you another Half Medallion. Backtrack to the Main Lobby. There will be two Opthalmicids to dispatch on your way there. You will also notice that a certain friend of yours is making a comeback. Hooray. K. MAIN LOBBY Take out the Opthalmicid roaming around the bottom floor of the lobby. Head around the room until you come to a light switch. Flick it on and you will hear a frightening roar. Head around the room again until you come to a mirror with a statue next to it. Approach the mirror and Carnby has a chat with Aline. Carnby: “Obed Morton can munch on my backside!!!” Aline: “Take it back! Take it back!” Carnby: “What is your malfunction, anyway?” Aline: “He might be my dad, OK?” Carnby: “Figures.” Access your inventory and combine the two medallion halves. They form the Bronze Sun. Use the Sun Medallion on the mirror. This will unlock the secret door built into the mirror. Enter the mirror and descend the staircase to the bottom. Basement The coffin lying to Aline’s left marks the area where Carnby had a horrifying hallucination during his romp around the island. Best not to speak of it. Head to Aline’s right, past the door and straight on until you reach a ladder. Use the action button to climb it and Aline will automatically use the Allen Wrench to open the trap door at the top. L. MANSION OUTSKIRTS Greenhouse Walk forward and Edenshaw appears. Edenshaw: “We still need more animal stuff.” Aline: “Jeez. Thanks for all your help.” Edenshaw: “I do what I can.” Aline: “I was being sarcastic.” Ignore the door directly behind Aline for now. Run forward, hook a left and continue on past some shelves and all the way around the corner until you come to an open cabinet. Grab a Box Of Grenades from inside. Backtrack to the door and head on through. Steps Garden Turn to Aline’s right and prepare to haul ass. The second you start to run, the Morton Beast crashes through a window and onto the path behind you. Keep going until you reach a gate and head through it quickly. Rocky Terrain Continue to haul buttocks. Stop on pain of gorilla molestation. M. CEMETARY Draw your weapon as soon as you get through the second gate. Two Shadow Hounds will appear out of nowhere and attack. When they have been defeated, turn to Aline’s right and run around the corner until you come to an archway. The moment you begin to cross underneath, Morton drops down in front of you. Note: Many strategies suggest that you are required to fight Morton at this point. Screw that. You can avoid him altogether. Hook around the left side of the beast and keep following the path, past the church and around to the front of a crypt. Run up to the entrance and get inside quickly. Crypt Interior Walk down the steps and enter the second door to Aline’s left. Jeremy Morton’s Crypt There are a lot of goodies to be had here. From the corner to Aline’s left you can grab a Case Of Rockets and a Rocket Launcher. On the floor to the left of the coffin is a First Aid Kit. Finally, from the top of the coffin you will receive a Charm Of Saving and a Metallic Cover. When you are finished gathering everything, exit Jeremy’s Crypt. Crypt Interior Head to Aline’s left and you will notice a square frame with an X configuration in the middle. Radio Carnby. Aline: “I found this thing here, but I don’t know what to do with it.” Carnby: “You’re making this too easy for me.” Access your inventory and combine the Metallic Cover with your Flashlight. This will narrow the light beam. While standing directly in front of the X Square, use the left analog stick on your controller to move the flashlight around. Starting at the bottom left, trace an “M” over the reflector dots. You will hear a door unlock. Enter the first door on Aline’s right. Richard Morton’s Tomb Walk forward and quickly examine the corpse leaning against the coffin to read the Gibson Text. Defeat the two Photosauri waiting in the corridor beyond. Continue on down the tunnel until you reach the outside. There will be an outcrop at the end. Press the action button to climb down. N. FOREST AREA / FORT MORTON Forest Outskirts The gate to Aline’s right is locked, so ignore it for now. Quickly arm your weapon and prepare for a Shadow Hound ambush. Once the hound is defeated, continue on down the forest path until you reach a small wooden gate. Enter. Fort Outskirts Head forward. Aline spots Fort Morton. The main door of the fort is locked for now, so ignore it. Take a right, and run all the way around the side until you reach a dead end. Pick up a Box Of Phosphorus Cartridges from the ground. Backtrack to the front of the fort. Walk up to the vine-covered pillar to the right of the main door. Use the action button to climb all the way to the top. South Rampart Radio Carnby. Aline: “I’m lonely.” Carnby: “I thought you needed some spaaaaaaaaaace.” Aline: “That’s it! I’m breaking up with you!” Carnby: “You can’t break up with me, I QUIT!” Head down the stairs in front of you. An Opthalmicid appears. Kill it and move on. Take a left around the corner and go down another stairway to the left of the door. This door is locked for now, so ignore it. Descend the stairs until you reach the bottom. Inner Courtyard The main entryway to Aline’s left can be unlocked now, but don’t bother heading through it. It only leads back into the fort outskirts. Head past it for now until you reach yet another stairway. Go down to the bottom. You will enter a short hallway. Run to the end and grab a First Aid Kit to the right of the hallway exit. Continue on down the next set of steps. If you decide to enter the archway to Aline’s right, you will be bombarded with scary noises. You will also find a locked door and a box with chains on it. Neither one of these can be opened right now, so ignore them and head back out into the courtyard. The opposing wall here has a breach at the top. Aline needs to do some climbing, so use the action button twice to hoist her up to the top. Grab a Box Of Phosphorus Cartridges at the top of the wall. Use the action button two more times to descend the other side. Push past the two Photosauri here and run through the archway to Aline’s right. Go up the steps and through the door at the end. Fort Interior Two Shadow Zombies are lurking here. Kill them and head up the stairs to Aline’s left. Enter the door tucked into the left side of the hallway. It’s a bit hard to see. Prison Cell Aline finds Obed. Obed: “Hoo boy! Are we all in some trouble, or what?” Aline: “Yeah, yeah, yeah. So, are you my daddy?” Grab the Black Metallic Card and a Charm Of Saving to the right of the prison door. Radio Carnby. Aline: “So like, I found this box, and I can’t get it open.” Carnby: “If I were you, I’d get a big tool.” Aline: “And if I were you, I’d BE a big tool.” Carnby: “ * CENSORED * “ When you’re finished, exit the prison. Fort Interior Head back down the stairs. Run past the door you originally came through and on down the hall. More Shadow Zombies flash in and out. I HATE IT WHEN THEY DO THAT!!! Now, enter the first door on your left. O. OUBLIETTE / PERFORATOR CANNON Descend the stairs all the way to the bottom. Head to Aline’s right, around the stairs and through a narrow hallway. You will come out to the right of an archway. Grab a Charm Of Saving from the ground to the right of the arch. Continue forward, towards the bottom of the screen. Take the first tunnel to Aline’s left. Grab a Box Of Phosphorus Cartridges from the first corner you come to. Keep going around until you emerge from the tunnel, to the right of the original. Head to Aline’s left, to the bottom of the screen. You’ll find more stairs. Ascend to the top with weapon drawn. Three Opthalmicids await. Proceed until you reach another chain box. Grab the Mould from the top of the box. Head back down the steps. Go forward, past the cannon and down the tunnel to Aline’s left. The door at the end is locked, but you can grab a First Aid Kit to the left. Head back to the cannon and examine the table to the right. Read JM’s Perforator Notes and the Blueprints. Grab the Wire Cutters from the table and the Metallic Piece from the cannon. Immediately after grabbing the last item, three Opthalmicids appear around the cannon area. Defeat them quickly. Once they have been dispatched, head around the table and to the top right section of the screen. Take the first tunnel to Aline’s left and grab the Box Of Rockets waiting there. Exit the tunnel and head to Aline’s left. Climb back up the stairs. Radio Carnby. Aline: “I need to blow up a wall.” Carnby: “Have fun.” Exit the Oubliette. Fort Interior Backtrack to the archway area where you spotted the first chained box. Use the Pliers to remove the chains. Grab a Large Ornate Rusty Key and a Steel Ingot from inside the box. Now, backtrack even further to the top of the fort where you spotted the first locked door. Use the Large Ornate Rusty Key to open the door. Enter. P. WORKSHOP Once inside, radio Carnby. Aline: “Hey! Ummm... actually, you know what? Forget it. You’ll probably just give me some smart-ass answer.” Turn to Aline’s left and head around the corner. Grab a First Aid Kit from the nook to the right of the metal bars. Keep going around the corner until you reach an open cabinet. Grab the Glass Lens from inside. The instant you grab the Lens, two Shadow Hounds will attack from behind. Turn around and take them out quickly. Continue forward and ignore the hallway to Aline’s left for now. Read Jeremy Morton’s Diary on the desk in the corner. Keep going until you come to a strange machine next to a ladder. Grab the Orange Accelerator, Barrel Of A Weapon, and the Stock Of A Weapon from the table across from the machine. Walk up to the machine. Access your inventory and use the Mould on the machine. Then, use the Steel Ingot. Select “Yes” to activate the device. When it is finished, you will receive the Barrel Of A Weapon (COMPLETE). Backtrack to the open hallway and head into it. North Rampart Walk over to the telescope on the edge of the rampart. Access your inventory and use the Lens on the telescope. You’ll hear even more scary noises. Examine the telescope and select “Yes” to look through it. Press the action button to zoom in on the totem-like object that appears. You will notice strange carvings and an indentation at the bottom. When you are finished, press the cancel button to stop using the telescope. Turn to Aline’s left and head past the stairs. You will fall through the floor and down into another area. Q. UNDERGROUND RESERVOIR Head forward through the water. Immediately you will notice ripples following Aline. Attempt a zig-zag pattern to try and escape an initial attack. If Aline is pulled under, simply wait until she resurfaces and arm your weapon. Sewer Serpent A serpentine shadow will rise up from the water. This is the same monster that Carnby fights at the beginning of his adventure. Face the creature directly and plug it with one shot. It will fall back into the water. Rotate Aline until it resurfaces, face it again and shoot. Continue doing this until it is defeated. Underground Reservoir Head straight on through the reservoir until you reach a set of steps. Ascend the stairs and enter the door at the top. Service Well Grab the Box Of Phosphorus Cartridges on the floor to Aline’s right. Climb the ladder sitting in front of you. At the top, make sure you get the Gold Metallic Card, the Red Metallic Card and the Silver Metallic Card from the box to Aline’s left. There is also a First Aid Kit on the floor to the right of the door. Once you’ve gotten everything, head through the door. North Rampart Ascend the stairs and defeat the Shadow Hound waiting towards the top. Backtrack to the Fort Interior. Head past the door that leads to the Oubliette and to the black door on Aline’s right with the elaborate locking mechanism. Check out the door, then radio Carnby. Aline: “I need help!” Carnby: “Big surprise.” Access your inventory and use one of the metallic cards on the door. It doesn’t matter which one you choose, because they will all show up when you’re ready to do the puzzle. The code goes as follows; Golden Sun / First Card / Slot Two Red Sun / Second Card / Slot Three Silver Flash / Third Card / Slot One Black Moon / Fourth Card / Slot Four You must press down to place a card, and then the action button to confirm the code. When the door has unlocked, head on through. R. PLANETARIUM Head to Aline’s left and grab the Plasma Cannon and a Charm Of Saving from the niche in the wall. Continue around the wall until you reach a door. Get the Ring Half from a crate to the left of the door. This door is locked for now, so keep going around the room. Grab a First Aid Kit from behind a pile of crates. The next door you come to will lead back into the archway area with the first chained box. Unlock it for now, but do not head through. Proceed to the middle of the Planetarium and ascend the spiral staircase. Carnby will radio Aline halfway up. Aline: “My world is crumbling!” Carnby: “This is no time for a mid-life crisis!” Continue to the top of the stairs. Examine the machine. Radio Carnby. Aline: “I need some numbers to form a date.” Carnby: “You can have my number anytime, baby.” An extremely interesting conversation ensues and eventually Carnby will bark out a series of numbers that form the date 10-31-2001. Enter this date into the machine you examined. The star globe will flicker into life, illustrating a planetary alignment of some sort. This will also cause a secret recess to open up in the wall, which you should be able to see from the platform. Head down the stairs and towards the recess. There are all sorts of goodies inside. Grab the Large Bronze Key, the Seal, the Small Rusty Key and the Abkanis Serpent Statue. Next, head to the left, past the first door and to the locked door near the crates. Access your inventory and use the Large Bronze Key to unlock it. Head through the door. Outside Planetarium Pick up a Box Of Grenades to Aline’s right. Run forward until you reach the Totem you spotted through the telescope earlier. Examine it with the action button. When you’re finished, Carnby radios. Carnby: “I found something neat!” Aline: “Me too! Trade ya!” The moment you’re finished chatting, a pack of small, rodent-like creatures appears behind Aline. Arm your Revolver and take them out. One shot should suffice for each Luxrat. Head back through the door. Planetarium Three Photosauri occupy the planetarium now. Take them out. Head to Aline’s right and enter the door near the secret recess. Inner Courtyard Backtrack up to the Main Gate of the fort. Exit the fort. Fort Outskirts Another pack of Luxrats are waiting out here. Use your Revolver once again to take them out. Run forward and across the bridge. The moment you reach the exit archway, your old friend Morty jumps down in front of you. Blow past him and enter the wooden gate at the end of the path. Forest Path Don’t worry about being followed by Morty here. Simply proceed all the way to the end of the forest path. Aline encounters Carnby. Aline: “FREEZE, MUTHAFUCKA!!!” Carnby: “Hey, hey, hey! Don’t shoot, it’s me!” Aline: “I know.” Carnby trades Aline a Stone Stele for her Seal. Head back up the path and Aline will automatically zip back to the Totem area. Outside Planetarium Access your inventory and use the Stone Stele on the Totem. Grab the Luminescent Stone and the Abkanis Fish Statue that appear. As soon as you have both objects, radio Carnby. Carnby: “I believe our cool animal stuff collection is complete!” Aline: “HUZZAH!” Backtrack up to the Workshop. I suggest taking the door near the secret recess in the Planetarium, it’s much quicker. Workshop Head over to the ladder near the Mould Machine. Before going up, take a minute to put together your new toy. You’re going to combine a lot of the |
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Another Alone in the Dark: The New Nightmare Walkthrough :
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