"This document Copyright 2001-2002 Nathan Norris" ___ ___ \ / _____ ___ ___ ________ \ / | | / _ \ \ /\ / \ ____/ / \ | | | / \ | | \ | | | |____ / / \ \ | | | | | | | |\\| | | ____| / /___\ \ | |__ | \_/ | | | \ | | |____ / _______ \ /_____\ \_____/ /___\/___\ /_______\ /_/ \_\ _______ IN THE ___ \ ___ \ ___ _______ \ / __ | | \ \ \ / \ __ \ | | / / | | | | / \ | |__| | | |/ / | | | | / / \ \ | / | _ \ | |___/ / / /___\ \ | |\ \ | | \ \ /_______/ / _______ \ /___\\__\ /___\ \_\ /_/ \_\ ___ __ __ __ ___ __ __ __ | |__| |__ |\ | |__ | | | |\ | | | _ |__| | |\/| |__| |__| |__ | | | |__ | \| |__ |_|_| | \| | |__| | | | | | | | | \ |__ *********************************************************************** Alone in the Dark: The New Nightmare - PSX Version - Version 1.4 By: Minesweeper (Nathan Norris) Email: minesweeper1@hotmail.com minesweeper2@hotmail.com *********************************************************************** Last Updated: 8/14/02 -Table of Contents- 1: Revision History 2: E-mail Policy 3: Introduction 4: General Strategies 5: Walkthrough 6: Enemies Section 7: Bosses Section 8: Thanks 9: Copyright ----------------------------------------------------------------------- 1: Revision History Version 1.0 11/10/01 - First Edition *********************************************************************** Version 1.1 11/26/01 - I added a new copyright notice entitling psxcodez.com the right to host my guides, and I added the cool ASCII art you saw at the start of this guide. *********************************************************************** Version 1.2 12/26/01 - Hope you all had a good Christmas. Anyway, the purpose of this update is to stamp out an annoying question I am frequently emailed. It concerns the business of the locked LIBRARY doors and the LARGE ORNATE KEYS. Read Carnby's walkthrough near entering the LIBRARY for details. *********************************************************************** Version 1.3 12/29/01 - I'm so embarrased, I accidentally put Capcom instead of Infogames in the Thanks section, glad it's finally corrected. Man I'm such a moron! *********************************************************************** Version 1.4 8/14/02 - I have a small copyright revision today and a new email address. http://faqs.ign.com may now host my guides, and my new email address is minesweeper2@hotmail.com. ----------------------------------------------------------------------- 2: E-mail Policy I have recieved a lot of stupid e-mail in the past, but now it is starting to get ridiculous so I am going to start enforcing what kinds of messages will and will not get answered. Please DO: - read the whole document before sending a question. If you have time to waste your life away on video games, then you have enough time to scan my document for a few minutes for an answer to a problem. - put the name of the game in the message topic. It makes it A LOT easier for me to pick out which messages are on games and which are not. Also if the name is not there, I might accidentally delete it, thinking it is junk mail. - spell correctly. I won't be able to help much with your problem if you send me something like "Hy mn cn u hlp me wth ths 1 prblm, I cnt bt ths 1 lvl ok thnks gby." - send a message in English. I can barely read Spanish, let alone translate Japanese. You wouldn't believe how many messages I have recieved in some foreign languages that I don't even know which continent they are from. - be polite. Any mail with excessive flaming will be instantly deleted. Please DO NOT: - write the title of the message as "About your walkthrough" or something similar to that. - flame. I hate flaming. Especially messages with the f-word or the s-word. These will be instantly deleted. - send advertisements. These will be considered junk mail and will be deleted instantly. - ask me something that is already answered in the walkthrough or the manual. C'mon, would you rather spend a few minutes skimming my guide, or would you rather spend a few hours, days, or even weeks waiting for me to get back to you? - forget to include the name of the game in the message or on the title. I am not a psychic. I cannot tell what game you are after if you do not include the name in it. - send me a message in any language other than English. The only other language I can barely understand at all is Spanish, and even then, I can hardly form simple sentences. So don't send the message in any language besides English or I simply won't be able to help you. ----------------------------------------------------------------------- 3: Introduction I'm back for more survival horror guide-writing. After doing guides for every Resident Evil game released so far, plus Dino Crisis 2, I am going to write another survival horror guide for this game. Alone in the Dark: The New Nightmare is VERY similar to Resident Evil in gameplay, but the story is much more enticing and the acting is a whole lot better. Edward Carnby and Aline Cedrac are going to Shadow Island together, each for their own reasons. Carnby is going to investigate the death of a friend of his, Charles Fiske. He was killed on this island. Aline, meanwhile, is coming to translate some Indian tablets that were found on the island. They take a sea plane there on October 31, 2001, but an unseen creature attacks the plane and the pilot is killed from an explosion in the cockpit. Carnby finds some parachutes and yells at Aline to jump while he shoots through the roof at the creature. She leaps out, followed shortly by Carnby. Aline lands on top of Morton Manor, where she nearly slips off the roof after she is free from the chute. Carnby lands in a tree, and gets a nasty fall as he tumbles to the ground. Now it is up to you who to guide through this adventure. What will happen to our two characters this Halloween night? You will be the one to determine the answer... ----------------------------------------------------------------------- 4: General Strategies ********** CHARACTERS ********** After the opening FMV, you must decide who to play as. Carnby begins with a gun, but he will find fewer FIRST AID KITS at the start of the adventure. His game is has a lot of action. Aline on the other hand, only has her FLASH LIGHT to defend herself with at the start of the game, and has been injured into CAUTION at the start of the game (but this will be fixed shortly after starting, so dont worry). She has more complex puzzles to solve than Carnby. Her adventure is less about action and more about thinking. I would recommend that beginners play as Carnby first, as his game is much simpler. You'll also be able to get a feel of the environment, which will come in handy as Aline will have to run back and forth all over it solving puzzles. ****** SAVING ****** To save, you must find a CHARM OF SAVING. These can only be used once and are quite scarce, so make sure you really need to save before using one. ****** HEALTH ****** As this is an action game, you have a health meter. And like most other games that have a health meter, once the meter's empty, you're dead. You can check your health inside the inventory screen or when you have a weapon equipped. Your health will be OK(blue) at first, but then it will go to FINE(green), then to CAUTION(orange), and last to DANGER(red). If you are in DANGER, the next blow will likely kill you, so be sure to heal as soon as you can! In order to heal yourself, you'll need to find FIRST AID KITS. It takes two of them to heal you completely from DANGER. They are quite rare, so use them wisely. ************ LIGHT & DARK ************ Both of your characters will have a FLASH LIGHT after starting the adventure. Your FLASH LIGHT is VERY important in getting out of this nightmare. You will need it to see in areas where there is no light, plus there are certain puzzles in the game that must be solved with the FLASH LIGHT. Other useful features it performs are scaring away certain monster and pointing out important items by giving them a blue sparkle when you shine the FLASH LIGHT over them. There are also light switches in some rooms. They will sparkle like items when the FLASH LIGHT is shone on them. If you turn on the lightswitch, some enemies are killed outright, and it can perform important roles in solving puzzles. Beware, sometimes enemies also have the ability to shut off the lights on you as well. Don't leave the lights on all the time, as occasionally you'll find a clue by turning the lights off. Try it out if you are stuck. ************ GUNS N' AMMO ************ Like in Resident Evil, you are less mobile when you aim your gun. But unlike Resident Evil, when you had to stop COMPLETELY to shoot, you can now walk while you shoot, but very slowly. You'll also get an ammo meter in the game, telling you how many bullets you have left in the current clip. When you run out of bullets, your character will automatically reload, but the animation leaves them open to attack, as you can't move during that time. It's real frustrating to see dogs rushing at Carnby while he's digging for more rounds to put in the gun. You should only reload automatically if you are for certain all monsters are dead or far away. ALWAYS reload on the inventory screen. Enemies will not be able to attack you while you are on this screen. Everytime you are using the inventory screen, take the opportuninty to reload your gun so you always have a fresh clip. *** MAP *** Until you learn your way around Shadow Island, this will be your best friend. Use L2 to open it. Only corridors you have explored will be on the map. Doors that can be opened are marked as green lines, orange lines means the door is locked, but it can be opened as you have the right key, and red doors mean the door cannot be opened yet or at all. If you check a door and you get the message "The door is sealed up," then don't bother looking for a key to unlock it, as this door is inaccessible for the entire game. Some doors that are sealed up in one character's game will be unlocked in the other character's game. One important thing to point out: in this game, the first floor is referred to as "GRD FLOOR," while the second floor is referred to as "1ST FLOOR," and so on. Hopefully you'll read this and won't whine to me about keys not working on any of the doors on the first floor when they really need to go to the second floor. ***** ITEMS ***** You will find many items over the course of the game, most of which are needed to unlock new areas. Examine items carefully in the inventory screen as they provide many clues, like maybe a photograph. Be sure to examine every key you find, as most keys will have a place name engraved on them. For example one key has "B CELLAR" engraved on it, which means you need to use it on a door in the cellar. ***** RADIO ***** Each character has one of these, which can be used to contact the other character at certain times in the game. If the other character picks up, you'll get to hear a conversation which may provide clues as to what to do next. ********* DOCUMENTS ********* You'll find many documents during your travels. They are there to provide clues for you as to what to do next. Beginners will find them very useful so I am telling you where they are in the game. ******** NOTEBOOK ******** What do we need? Our Handy-Dandy...NOTEBOOK! (ding!) In this, you write down Blue's Clues...err...sumarizations of events that have happened during the game. This NOTEBOOK can be helpful in seeing clues from conversations you have had, in case you missed the hint while your character was conversing. *********** PERSPECTIVE *********** Like most survival horror games, this one has preset camera angles, which can lead to confusion when I say "go thru the right door" or "take the items on the left." So, from now on, when I say go right or left, I mean it from your characters perspective. ----------------------------------------------------------------------- 5: Walkthrough ----------------------------------------------------------------------- ______ _____ _____ _ _ _____ __ __ | ___| | _ | | _ | | \ | | | _ \ \ \ / / | | | |_| | | |_| | | \| | | |_| / \ \_/ / | | | _ | | _ / | | | _ | \ / | |___ | | | | | | \ \ | |\ | | |_| \ | | |_____| |_| |_| |_| \_\|_| \_| |_____/ |_| ----------------------------------------------------------------------- ______ _____ _____ _____ ___ | _ | | _ | | _ | |_ _| /_ | | |_| | | |_| | | |_| | | | | | | ___| | _ | | _ / | | | | - THE WOODS AND GARDENS | | | | | | | | \ \ | | _| |_ |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- FORT/GARDENS PASSAGE After the opening FMV, you are alone...in the dark! Begin by reading FISKE'S NOTEBOOK, as it will give you a background to this mission. You can also examine the MAP OF SHADOW ISLAND if you want to. When you are done reading the documents, walk forward onto the main path and turn right. You will come to a gate. It has a comibation lock on it, so you won't be able to open it right now. Go back down the path again and past the area where you landed after parachuting. Aline will contact you by radio, saying she's extremely scared and wants out of here. Carnby gets her to calm down enough to tell him that she is on the roof on a manor. Aline then asks Carnby to turn on his FLASH LIGHT so she can see where he is. After doing that, Aline turns on her FLASH LIGHT so you can see her. Carnby says he'll get over to the manor as fast as he can to meet her. You will now have control again over Carnby. Walk through the spooky woods and you'll arrive at an open gate. Walk through it and Carnby will see a blood trail on the ground, leading up the steps into a small stone building nearby...naturally you ought to see where this trail will end, so go inside the little stone hut. GUARDHOUSE As you enter, Carnby sees a guy on the floor, with his arm missing. He's still alive and has a gun. He says that Carnby ought to forget about him, as he's believes he's going to die anyway, and raves about beasts and monsters. Carnby tries to get him to change his mind, but to no avail. So, he leaves him some extra ammo. I love the creepy way he says "Run..." after he's done talking. Walk out the door afterwards. FORT/GARDENS PASSAGE Continue on your way down the trail. Suddenly, you see and hear two gunshots being fired inside the hut you just left! Quickly run back inside the house. GUARDHOUSE Oh man...that guy...just vanished! Turn on your FLASH LIGHT and shine it around the area where the was lying down and you'll see a sparkle. Take the SMALL BRONZE KEY and exit the house again. FORT/GARDENS PASSAGE Do what you were originally planning to do and go to the end of the trail. Use the SMALL BRONZE KEY to unlock the gate. Take the gate as there is nowhere else to go anyway. GUARD DOG PASSAGE You can see a box of MAGNESIUM BULLETS on the rail in front of you, but before you can get to them, an FMV occurs. You see a POV shot of something attacking one of the guard dogs. After the dog is mutilated, you'll see the monster. It looks like a strange, oversized bug. It goes up the stairs. When the FMV is over, take the MAGNESIUM BULLETS and walk down the pathway. You will arrive in a square-shaped area that has two large portals, including the one you used to come into this area. Unlock the gate to your left and go down this path. You will see a box of MAGNESIUM BULLETS on the stones, but again before you can reach them, another FMV interrups. The dogs break loose from the chains, but fortunately they run right past you instead of attacking. Take the MAGNESIUM BULLETS, then investigate the area where the dogs came from. You will find a FIRST AID KIT on top of a broken fountain here. Turn around and return to the area with the large portals. Go left and you will see the stairs the bug ran up, along with the mutilated dog... Go up the stairs after the beast. SQUARE GARDEN Prepare to have your first taste of combat here. Turn left and a dog will come from the left. Continue down the path, and remember to zig-zag to evade attacks. You'll go under a covering of sorts, and as you are about to go around the second corner, another dog attacks. Ignore this dog as well and you will come to a set of stairs. Like three hundred dogs will be all over you now, so get up the stairs as they won't be able to follow you there. SCULPTURE GARDEN Go down the path, and when you come to a fork, take the stairs to the right. You will see the gate, and it leads into the front yard of Morton Manor. But, its locked, so you'll need to find another way inside. As you regretfully walk down the stairs, Aline contacts you, yelling about monsters and shadows like the guy back at the GUARD HOUSE did. Carnby asks Aline what she is talking about, but she hangs up. You now see several gunshots being fired inside the house. After going down the stairs, turn right and you'll see a bug eating a dead dog. Then, it vanishes. When you get near the dog, the bug reappears from a magical portal and attacks. Get down the stairs and out the gate at the end of the pathway. Do it fast enough and the bug won't even get the chance to attack. WATER RESEVOIR Turn left after entering and at the end of the short path, you'll come to a valve. Turn the valve and the water inside the resevoir will be drained, giving you access to a path that was previously underwater. Go back the way you came and go down the stairs. Before you can do that, another bug leaps out of a portal. If you go down the stairs, it will become confused and won't be able to follow very well. Take the door at the bottom. SEWERS This is real boring. Go down the long hall in front of you and around the corner. Notice how you can see a second set of ripples behind you... Go into the middle of the big room after the corner, arm your CUSTOM HANDGUN, and start spinning around in circles while aiming. It may sound totally ridiculous, but if you do this it will be very easy to hit the crocodile who pops up in the area. He always appears right behind you, so you'll already be rotating to hit him if you do this. Don't try to exit the area before you kill the crocodile, or you'll be attacked and dragged to the center of the room again. After winning the battle, climb up the ladder through the other door in this room. Jump up out of the waterway, and take the CHARM OF SAVING. Go out through the gate nearby. CELLAR This place is a treasure trove of items, take the PHOSPHORUS CARTRIDGES and the MAGNESIUM BULLETS from the crates to the left, then look near the cabinet for a SHOTGUN and a FIRST AID KIT. As you walk further into the room, you'll see a casket. Examine it and you will be asked if you want to open it. Well, why not? You'll get a quick scare and then you'll find the B CELLAR GILDED KEY. Use it to unlock the gate near the casket, then take that door. Don't bother searching the area to the left; there are no items there and all the doors are locked as well. MIRROR PASSAGE Walk down the short hall and take the door in front of you. ----------------------------------------------------------------------- _____ _____ _____ _____ ____ | _ | | _ | | _ | |_ _| /__ \ | |_| | | |_| | | |_| | | | / / | ___| | _ | | _ / | | / / - THE MORTON MANOR | | | | | | | | \ \ | | / /__ |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- MAIN HALL You'll discover that the door you took is really a secret passage hidden behind a mirror. Aline will radio you before you get a chance to look around. She says she met Obed Morton, and he dragged her into a room somewhere. One door is locked and the other one has something blocking it. Carnby says he will go look for her. Before you can begin searching, POOF! The lights go out. A bug then teleports in and runs for you. Shoot it several times, then go to the green statue that you should be close to. If you examine it, you'll see a mechanism on the base of the statue, but you don't have the code for it. Stand on the left side of it and press X to push it in front of the mirror. You will see the letters "HM" carved on the back-side of the statue. Input these letters into the mechanism to "unlock" a painting upstairs. Next, go to the front of the room where the lantern is and turn on the lights again. Take the CHARM OF SAVING from the desk. Nearby you is the front door. It's the only way out of this house, and as you would expect, the door is locked. We'll be running all over this manor before we are allowed to leave! Turn right and Aline will radio again, saying she can hear your footsteps. Carnby sees that a dresser is blocking the door. Push away the dresser by standing on the right side and pressing X. Before going through the door, check the painting you unlocked, and you'll get the SMALL RUSTY KEY. This will trigger the appearance of a bug. Kill it and then take the door you revealed. ALAN'S BEDROOM Carnby and Aline at last meet up with each other again. Carnby apologizes for bringing her into this. Aline says that she has personal reasons for coming to this island. She says she heard a voice in the room overhead, and that there is a trap door she can use to get inside. After a little debate, Carnby agrees to lift her up to the door. You are alone again. Search the desk near the big mirror and you will find an ACROBAT STATUE and a DICTAPHONE. You'll hear someone say an Indian chant, and then somebody will give verbal notes on a ritual that somebody named Edenshaw performed for him. This won't make much sense until later in the game, so don't worry about it for now. Look at the night stand next to the bed to find ALAN MORTONS'S DIARY. Alan talks about "experiments" and "raw materials," and I have a pretty good feeling of what those "raw materials" are... Exit out the door you used to get into the room. (BTW, if you want to, you can find a secret passage behind the mirror. Simply walk up to it and open it like a door. After walking down some long passageways, you'll come to a boarded-up door with a CHARM OF SAVING in front of it. If you look through the spy-hole in the door, you'll get to see a room you won't be able to visit for a long time. This is all completely unnecessary for Carnby unless you need a CHARM OF SAVING.) MAIN HALL Go downstairs and take the double doors that are unlocked. BLOODY CORRIDOR Here you will run into Edenshaw, the Indian mentioned on the tape in the DICTAPHONE. He says he knows why you are here and that he has been expecting you. Carnby interrogates him about Charles Fiske, but Edenshaw says he has never heard of anyone by that name. He says nobody from the mainland has visited Shadow Island for months. Then he gives you a CHARM OF SAVING and advises that you should visit the library. Edenshaw suddenly disappears, leaving you alone again. Go in the direction Edenshaw went when he walked away, and turn on the lights as you pass by the switch. Take the door in the alcove on the right. RED CARPET HALLWAY You'll meet the zombies for the first time here. They are painfully slow, so you can easily slide around them. Take the first door you see on the right wall. OBED'S OFFICE There are many files around here. Expect to be here awhile reading up on the documents you find. Turn on the lights, then walk forwards. Take the CROWBAR from the crates, then walk around the desk. Take RICHARD MORTON'S WILL AND TESTAMENT from the desk and read it. It's dated April 12th, 1905, so this is a pretty old paper. Richard talks of his "mission" and tells his son Archibald and his descendants to finish it, with a man called De Certo's help. He also talks about the library he built, how he has "ten centuries of human knowledge" in it. He says that all of the books in the library are worthless because they do not talk about the World of Darkness. But, he says he has discovered four books that are worth saving, as they have a special symbol on them representing the Worlds of Darkness and Light. And he says he placed them at opposite ends of the library...blah...blah...blah. Don't worry about the complicated directions, you will only need to do what I say and everything will be okay. Next, look on the stand next to the wall for OBED MORTON'S NOTES. This file seems to be nothing but a jumble of things that are not connected at all. Eventually towards the middle, Obed finally begins to make sense and says he is totally amazed by the language of an Indial tribe called the Aknabis, and that he is terrified by the translations on the tablets he has found. He is wondering what in the world Alan and him are working on. BTW, notice how he says "I pity those fools," in the book, and then look at the statue on his desk. He seems to be obsessed with Mr. T as well as Indians. Next, search on the shelves near the small table. Find the BOOK ON THE ABKANIS INDIANS. You don't need to read it if you don't want to. This book really only provides background information on the Indians Obed loved to study so much. As you proceed farther into the room, you'll see a FLASK on another table. Take it, then turn around and go forward towards where you haven't explored yet. Two bugs will warp in, but for a bizarre reason, if you dart past them and go past the big cabinet, they'll just vanish and won't attack. After you get over that shock, run back to where the cabinet was. If you search inside it, you'll find a FIRST AID KIT. Near the painting on the wall is yet another file. Its the TEXT FROM THE MAGAZINE SCIENCE. This is another unimportant document that you should only read if you are bored. Go back to the area that has the door you used to enter the room. Turn on the lights again, then examine the bowl nearby. Fill your FLASK with the water, then exit the room by using the door near the large cabinet. (BTW, did you notice the picture near the cabinet? It changes completely when you turn off the lights! It's only there to freak you out. Don't worry about it.) MAIN HALL Take the double doors on the ground floor. BLOODY CORRIDOR Turn left and go to the end of the hall where a small cabinet is. Take the PHOSPHORUS CARTRIGES, then take the door to the left of the red-carpeted stairs. ZOMBIE HALL Immediately after entering, sprint down the corridor. When you round the bend, you can see a zombie getting up from a meal. Blow past him while he's standing up and he won't be able to bite you. As you go around the corner, another zombie is rising up from its crouch. Sprint past him as well. Run all the way to the end of the passage. If you poke around in the junk at the end of the hall, you'll find PHOSPHORUS CARTRIGES, and a FIRST AID KIT on a stand nearby. Run back down the hall, past the zombies if possible. The corridor is wide enough to do it. Take the door you passed on the way to the end of the hall. ARCHIBALD'S OFFICE Be careful in this room; there are a lot of spiders on the ceiling that will drop down on your head and sap your strengh. Take the PHOSPHORUS CARTRIGES and the MAGNESIUM BULLETS from the table in the middle of the room, then go past the display cabinet to find the PHOTOGRAPH and the WOLF MASK. Look at the PHOTOGRAPH, and it will show you a picture of a display case. Next, examine the display case in this room, and you'll see its the same case in the PHOTOGRAPH. Only...something's missing... That's right! There is a FLASK in the PHOTOGRAPH, but not one in the case! Place the FLASK inside the case and you'll unlock a portarit in the MAIN HALL. Leave the room. ZOMBIE HALL Turn right and exit out the door over there. BLOODY CORRIDOR Turn right and take the door past the staircase. DARK STAIRWELL Go all the way to the top of the stairs and turn on the lights, then exit out the door nearby. ATTIC CORRIDOR 3 Turn on the lights, then take the GRENADE LAUNCHER off the crate in front of you. DO NOT use this gun until I tell you to, as the only ammunition for it is the five grenades already loaded in it. Walk down the hall, and Aline will radio you, saying there is a trapdoor ahead of you, and it makes a hollow sound when you walk on it. Aline also says she has met with Edenshaw, and that she says he can stop all this madness from continuing...if they do him a favor of course. She says you need to find seven mystical statues that represent animals, then hangs up. Go to the door just ahead of you and unlock it with the SMALL RUSTY KEY. PLANT ROOM 3 Here you meet with the most annoying creatures in the game, the plants. They are extremely resilient to your firepower, so don't try to kill them. Take the PHOSPHORUS SHELLS on the right, then go to the other door in this room, whilst herding aside any plants that get in your way with the FLASHLIGHT. I can already hear some of you yelling at me: "YOU DIDN'T PICK UP THE LIGHTER! YOU WON'T BE ABLE TO..." Relax, okay? Despite what the other guides tell you, you don't need the LIGHTER to open up the secret passageway a few rooms away from here. ATTIC CORRIDOR 2 There is nothing here, as the lanterns are scaring away the plants. Take the door at the other end of the hall. PLANT ROOM 1 Go left, and you will come to a spot in the floor where the wood is a different color, plus it makes a hollow sound. Its in the place where the passageway gets narrow, so you will have to have walked right over it. This is the trapdoor Aline was telling you about. Use the CROWBAR to tear it open, then take the SMALL KEY and the 2ND FLR EAST GILDED KEY. Walk forward and go to the door at the far end of the corridor. PLANT ROOM 2 When you walk forward a little, you'll get a scene of about two hundred spiders crawling about the room. After its over, take the PHOSPHORUS CARTRIGES and the MAGNESIUM BULLETS from the junk in the middle of the room, then run to the end of the passage to collide with a wall. Use the CROWBAR to tear open a gap, then move through the gap. ATTIC CORRIDOR 1 Run until you come to a fork, then turn left and hit the lightswitch near the door you see. This will kill off the plants that are tormenting you. Go back and take the other fork. You'll find a FIRST AID KIT and another door. You don't have to go into that door. It only leads TO LUCY'S BEDROOM, where old lady Lucy will shout and rave at you before sending you away. She serves no purpose in Carnby's game, and she doesn't even have any items for you to take, except for the same issue of Science Magazine you already found in OBED'S OFFICE. Unlock the door near the light switch with the 2ND FLR EAST GILDED KEY and take it. GREEN STAIRWELL Walk down the stairs until you come to a landing, then take the door there. BROWN CORRIDOR Carnby will radio Aline upon entry. Aline says she found out that Alan has been playing with his chemistry set on creatures of darkness. Carnby says he must be stopped, and Aline says there's nothing she could do to help. Carnby tells her to cheer up, then cuts the transmission. As you try to take the door to the left, a bug pops up out of nowhere and attacks. Kill it then take the door. ALAN'S OFFICE Turn on the lights and go up the small set of stairs. Read ALAN'S JOURNAL. He describes his *wonderful* hobby of creating monsters, including the experiment he performed on his father. Even though we've never met him, he *really* creeps me out. Use the SMALL KEY to unlock the desk drawer and you will find a LARGE ORNATE KEY, and HALF OF A PHOTOGRAPH. Exit the room, as there are no more useful items for you here. BROWN CORRIDOR Go left and walk down the hall. When you come to the fork, walk right. Unlock the double doors you come to, but don't enter them. Continue down the hall and you'll find the light switch. Turn on the lights, then take the door to the left of it. Did I mention that the whole time while you are doing this you'll be constantly ambushed by bugs? ALICE ROOM Go past the skylight, and you will see a bed. Take the CHARM OF SAVING from the dresser on the right, then walk past the bed. Before you can do that however, some vines spring out and block off access to the back of the room. Fortunately, there's an oil lamp over the bed, so shoot it and it will kill off the vines, allowing you to take the ROCKET LAUNCHER and three boxes of PHOSPHORUS CARTRIDGES. Exit the room through the door you used earlier. BROWN CORRIDOR Go right and take the double doors. MAIN HALL Check the second portarit from the left to find the GRD F EAST GILDED KEY. Go downstairs and take the double doors there. BLOODY CORRIDOR Turn right and take the door at the very end of the corridor. RED CARPET HALL Kill off the zombies, and use the GRD F EAST GILDED KEY to unlock the door at the end of the hall. SMOKING ROOM Kill the bug, then search the stand near the couches in the middle of the room to find the GRD F WEST GILDED KEY. Next, examine the owl statue. Turn off the lights, and the owl statue suddenly becomes a wolf statue! Use the WOLF MASK on the statue and you'll get the STEEL KEY. Take the door you used to get in. RED CARPET HALL Take the door at the far end of the hall. Watch out for the zombies. BLOODY CORRIDOR Use the double doors at the midway point of the hall. MAIN HALL Go upstairs and take the double doors. BROWN CORRIDOR Turn right and at the fork, go straight. Follow the winding hall to its end where there is a door. Use the STEEL KEY to unlock this door. OBED'S BEDROOM Flip on the light switch next to you quickly so the plant won't get a chance to attack. Check the desk to find the other HALF OF A PHOTOGRAPH. You'll also find a HAND-WRITTEN LETTER addressed to Richard Morton. It was written by Judas De Certo. He claims to be able to give Ricard the power to master the creatures of darkness he fears. All he requires is a hand-written note signed with his blood. After you are done reading, combine the HALF OF A PHOTOGRAPH with the other HALF OF A PHOTOGRAPH to get the REASSEMBLED PHOTOGRAPH. This item won't do you much good for now, so explore the rest of the bedroom. Search the alcove in the back of the room to find a CHARM OF SAVING, a second LARGE ORNATE KEY, and a box of PHOSPHORUS CARTRIDGES. Go to the nightstand next to the bed to find OBED'S DIARY. He talks about his Grandpa Jeremy, Edenshaw, what he was going to do with his career in life, much more like a normal person's journal than Alan's, that's for sure. But, at the end, Obed writes a note about his brother doing something terrible to their father, and that they will go straight to the underworld for Alan's wrongdoing. Leave the room. BROWN CORRIDOR Zombies have invaded the corridor. Go down the hall and at the fork go straight. Run all the way to the end of the passageway where there is a camerashot of two doors. Unlock the one on the left with the 1ST F WEST GILDED KEY. BLOODY CORRIDOR Go downstairs. Turn right and you'll come to a set of double doors you've passed by several times before but haven't been able to unlock. Use one of your LARGE ORNATE KEYS to unlock it. In case you missed one of the keys, you can find one in ALAN'S OFFICE, and the other in OBED'S BEDROOM. NOTE: Okay people, listen up. I have received many irritating emails concerning getting into the LIBRARY. You say your LARGE ORNATE KEY doesn't work, so now I am gonna stamp out this question once and for all. The reason your key isn't working is because there are actually TWO entrances into the LIBRARY. The LARGE ORNATE KEY you have doesn't work because it's supposed to go with the other door. Here is a rough diagram showing where the two entrances are: to GREEN STAIRWELL | | v #---###### # # | # /-------> | LIBRARY ENTRNACE | | # | # # doors into library #---############ | # \ <---to RED CARPET HALL | | BLOODY CORRIDOR\ \-------> | ######## | #### # # # # # # | | - door # - wall # Sorry about this ASCII map's roughness. If your LARGE ORNATE KEY does not work on the door in the BLOODY CORRIDOR, then go upstairs to the BROWN CORRIDOR and go down the GREEN STAIRWELL to find the LIBRARY ENTRANCE room, where the other door is. The single door separating the two entrance rooms should be locked. If it's the other way around with the LIBRARY ENTRANCE door, then come to the BLOODY CORRIDOR. LIBRARY At long last we have gotten into this library that Edenshaw told us about. Its incredible in here, certainly beats out any library I've visited in my life. It's one huge hexagon three stories high, every wall lined with shelves filled to the brim with books. Richard Morton certainly wasn't kidding when he said it was his life's work. You are going to be working in this room for quite awhile, so lets get started! Turn on the lights, and while you are at it, use your other LARGE ORNATE KEY to unlock the second set of double doors, but don't take them. Walk forward and you will find a desk. Search it and you will find JEREMY'S DIARY. He talks about his research on making weapons designed to kill creatures of darkness. After Alan and Obed were born, he got afraid that Alan was going down a path that would have dire consequences. After Jeremy got too old and feeble to oppose Alan, he revealed his plans to fuse together light and darkness and use his creatures to take over the world. He said the day Alan told him his plans, he prayed for the first time in his life. After you are done reading that, check the podium to the right to find the MORTON FAMILY'S BIOGRAPHY, the longest document in the game. It's got 49 freakin' pages! Despite this overwhelming amount of information on the Morton family, the only page that will be truly important to your quest is the last one. It details the Morton family tree for about the last century and a half. Be sure to remember the birth dates of each of the Mortons listed on the left. You will need those dates later. After you have read the highly-detailed and well-written biography IMO, go to the second floor of the library. At the top of the first set of stairs, you'll find ROCKETS for your ROCKET LAUNCHER. Continue down the walkway. You'll see a panel on the railing right before you get to the stairs leading to the third floor. Check the REASSEMBLED PHOTOGRAPH. Rotate it so you are facing the back of the photograph, and you'll see a math problem: 1408 + 2518. Hopefully they taught you arithmetic in school. Add the numbers together and you'll get 3926. Input 3926 so the panel reads: 3 9 2 6 A secret door will open behind you. Take the door. LIBRARY SECRET ROOM Throw the light switch to your immediate left, then take the TELESCOPE from the chest nearby. Go further into the room. When you see a pyramid of Indian statues, use that ACROBAT STATUE you've probably have had forever now. A secret panel will open, showing you the first of the seven statues you and Aline are looking for, the ABKANIS STATUE OF ANTICOALT. There is also a control panel here, but you don't have the code, so don't mess with it. Search the bookcase to the left to find JEREMY'S RIDDLE. It's written in mirror writing, so I will translate it for you: "The key to the portarits is the dates those they were born on." Keep this statement in mind for later. Leave the room. LIBRARY Go up to the third floor. As you pass by a window, a gargoyle will fly through the window, but don't worry, it's nothing but an illusion. Climb out the window the beast appeared from. LIBRARY LEDGE Go along the narrow path to where a tower is. Climb inside it. WATCHTOWER Take the CHARM OF SAVING on the left, then place the TELESCOPE on the tripod in the window. Look through the TELESCOPE and you'll see Shadow Island's fort. Zoom in on the top of the large tower on the right side of the fort. You will see a window that has the number 1692 chiseled in above it. Zoom out and you'll get a scene showing Obed Morton trapped in a cell on the lower part of the fort. Aline radios Carnby and Carnby tells Aline that he found Obed. Aline finally confesses why she is really on this island. She thinks that Obed may be her father, as the dates coincide, and she was shown a photograph. Carnby is disappointed with her, and she also says she came for the tablets. Carnby responds to that with "Tablets my....FOOT!" Ooooh, brave enough to face down a whole island full of supernatual creatures, but not brave enough to say the A-word? Leave the tower. LIBRARY LEDGE Reenter the library. LIBRARY I would recommend you save your game now. Bring out RICHARD MORTON'S WILL AND TESTAMENT. Look at the diagram on the last page. This is a small sketch of the library, showing the locations of four special books. The goal of this difficult puzzle is to find and press each book in the order shown in the diagram. The first book to find is on the third floor at the very end of the walkway. Go there and rapidly tap X until you find the special book. The next book to find is on the ground floor to the left of the entrance. Press the book. The third book is at the foot of the stairs going to the second floor. Press it. Now there is only one book left to find, and its on the third floor. Unfortunately, after you get to the top of the first set of stairs, a gargoyle like the one you saw upstairs will crash through the skylight and attack. This boss is extremely annoying as it seems like when you try to shoot at it your bullets magically pass through the monster. It also has this really irritating electric shock attack that's almost impossible to evade. The way to kill it is to equip your REVOLVER, fire one shot at it when it stops moving and pauses in front of you. You will notice that its wings will fold up and then curl out when you do this. When you see it curl up its wings, equip your GRENADE LAUNCHER (or ROCKET LAUNCHER), make sure Carnby is aiming at the creature, and fire a shot at it. The gargoyle will be knocked across the room with blood all over. Wait for it to come back and repeat the "warning-shot, grenade shot" combo. Do this a few times and you'll defeat the monster. After you kill off the monster, continue your search for the final book. This one is tougher to find than the rest becasue this time there are no landmarks nearby for reference. The best I can say is to look for a camera angle showing the strange statue on the ground floor. The final book is in the corner of the library directly above it. After you press the final book, a portarit in the MAIN HALL is unlocked. You're almost done in the library, all you have to do is solve one more puzzle. Fortunately, the mechanism to unlock it is nearby. Remember the secret room we unlocked on the second floor in here? Go there now. LIBRARY SECRET ROOM Check the secret panel you unlocked in here. Remember the number you read that was carved in the fort, 1692? Well, here is the place to put it to use. Throw the switches marked 1, 6, 9, and 2 and the final portarit will be unlocked in the MAIN HALL. We're almost ready to get out of this house. All that's left to do is check those portarits you unlocked and solve one more little puzzle. Leave the room. LIBRARY Go to the ground floor, and leave through the set of double doors on the right. BLOODY CORRIDOR Take the double doors at the midway point of the hall. MAIN HALL Kill the bug downstairs then go upstairs. If you don't do exactly as I say right here you will become the victim of a horrible bug that WILL FORCE YOU TO RESTART YOUR GAME! Open the third portarit from the left FIRST. Its the one of the guy holding the telescope. You will find the ENGRAVED METTALIC PLATE. Next, activate the first portarit from the left. Inside, you'll find the SMALL BRONZE KEY and, oh baby! You are now the proud owner of a PLASMA CANNON! You have now gotten everything out of the portarits and are almost ready to leave the manor. There is only one more puzzle you must do. Note that the nameplates on the bottom of the portarits have become numbered dials. Remember what JEREMY'S RIDDLE said? It said, "The key to the portarits is the dates those they were born on." Take out the MORTON FAMILY'S BIOGRAPHY and flip to the last page where the family tree is. What you have to do is input the year they were born on. We'll start on the left and work our way to the right. The first portarit we are looking at is of Ricard Morton. He was born in 1852. Proceeding to the next portarit, we have Archibald Morton. He was born in 1874. Next we have Jeremy Morton, who invented that PLASMA CANNON you're packing right now. He was born in 1899. And last in line is Howard Morton, who has become the subject of Alan's experiments recently. He was born in 1931. I will simplify the solution down here for easy reference. From left to right, these are the numbers you must input: 1852, 1874, 1899, 1931 After you have solved that puzzle, a clock on a table downstairs will open up, revealing a key. Go to the clock and take the ORNATE BRONZE KEY. Finally we can unlock the front door and get out of here! Do so at this point. FRONT YARD Walk forward and use your SMALL BRONZE KEY to unlock the door in front of you. But before you leave the manor grounds, turn around and explore the area to the left. You'll follow a long path that curves around the manor. Eventually, you'll come to a small tool shed that has inside it three FIRST AID KITS and a GAS CARTRIDGE for your PLASMA CANNON. Turn around and leave through the front gates, as all the doors further down the path are inaccessible in Carnby's game anyway. SCULPTURE GARDEN Recognize this place? We are now going to retrace our steps to where we started the game in the spooky woods. It won't take you long to notice the route is now overflowing with monsters. Go down the stairs and turn left. Take the stairs you come to. SQUARE GARDEN Go either way at the fork in front of you, they both lead to the same gate you need to take anyways. GUARD DOG PASSAGE Zombies have taken over the territory that formerly belonged to the dogs. Too bad for them that the paths are wide enough for you to easily get around them. Take the left portal at the juncture and you'll arrive at the exit gate. FORT/GARDENS PASSAGE There are now approxiomately three million zombies inhabiting this area. You can kill them if you want to, but I recommend trying to run as you'll never be coming back to this area ever again. Get to the other end of this path. This is the gate you saw a long time ago at the start of the game, but you couldn't open it because of the combination lock. However, you have it with you now. Examine that ENGRAVED METALLIC PLATE you found in the mansion. Look at the symbols on the plate. From left to right, they are a moon pointing left, a moon pointing right, a star, and a sun. Input this combination into the lock to gain access to a new area. END OF DISC ONE AND BEGINNING OF DISC TWO ----------------------------------------------------------------------- ______ _____ _____ _____ _____ | _ | | _ | | _ | |_ _| |___ | | |_| | | |_| | | |_| | | | ___| | | ___| | _ | | _ / | | |___ | - THE SEASIDE PATHS | | | | | | | | \ \ | | ___| | |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- MOORS You should save your game now, you've passed through a very monotonous part of the game. You will notice a dead body clinging to the gate you just used. Search him to find two FIRST AID KITS and another GAS CARTRIDGE. Go across the bridge, and Aline will radio you. Aline says she has found her way to the fort. Carnby says that she is doing remarkably well for being only a university professor. After crossing the bridge, prepare to be confronted by a new menace, the compys. Don't bother to shoot them, they're little more than annoyances. As you go a little farther down the path, you will hear a rumbling. If you go back, you'll see the bridge has collapsed, sealing off all access to the gardens and the manor. No biggie, you've already looted it of all its useful items. When you come to a split in the path, look around a little on the left side of the trail to find a CHARM OF SAVING. Take the left fork, and Carnby will begin thinking and putting stuff together. You have arrived at the circle of stones mentioned in the DICTAPHONE's recording. He thinks to himself that he should contact Aline about his location. Go to the large stele which is the North stele if you check your map's compass. Choose "North" when you examine it. Carnby will radio Aline and says that this is the place where the ritual must be performed. Aline will then send you on a little scavenger hunt, ordering you to run back and forth between steles. Be sure to check the stele before contacting her. If you pick the wrong stele, Aline will repeat the one she wants you to go to. This is so stupid and so BORING. Aline will eventually discover that the steles correspond with today's date, October 31, 2001. She will enter the coordinates into a control panel she found at the fort, and says that the planets of the solar system are lining up facing east. Go to the east stele. Before checking it, listen to Edenshaw's chant on the DICTAPHONE. You must repeat this chant before the east stele to solve the puzzle. Choose these words in this order: O Goul'ai, Hypor, Harnis, Korna Note that the stone in the middle of this place begins to glow with a mysterious light. Search the central stone and you'll receive the STONE STELE and the INDIAN STATUE OF HEMICLES. You may now leave this dull place. Once back at the fork, take the left path. Aline will radio and Carnby will tell Aline that he found the STONE STELE. Aline says she needs that disk right away. Do as Carnby says he will do and head down the stairs towards the fort. SEA CLIFFS I would get my PLASMA CANNON ready if I were you. Along this path, you'll be confronted by another new beast, the scorpion. They absorb a lot of firepower, except for the PLASMA CANNON. Unleash it upon them and these beasts will stand no chance. About halfway down the path, you might see a ladder going up the ledges on the left. Climb it. SKULL CAVE Go down the path and into a little cave from which this place earns its name. Take the ROCKETS and leave. SEA CLIFFS Continue going up the path and you will arrive at a set of stairs going up. SWAMPS Go forward and into the icky water. Zombies will rise up to attack you, but the pathways are wide, allowing you to slip past easily. Immediately turn left and stay to the outer left edge of this area. Eventually you'll come to a new area. PLANE WRECK Hey, its that plane you used to get here, maybe you'll find something useful inside. Let's check it out. PLANE INTERIOR Look to your left to find a FIRST AID KIT, and look on the chairs to find ROCKETS. Search the doorway across the room from the entrance to discover the BLUE LENS and some WIRE CUTTERS. At this point, you will hear Johnson, the man who sent you into this madness, radio the plane. As Carnby runs to check on it, the pilot wakes up, and begs Carnby to get him out. Despite what Carnby says about he will save him, you won't be able to do that. After the scene, the plane will sink lower into the swamp water. Quickly get out before the timer expires or its GAME OVER. PLANE WRECK Leave the area and watch the pilot die as the plane sinks into the mud. SWAMPS Turn left and you will be guided to a stone arch which marks the exit to this area. CHAPEL YARD Walk down the path, and you'll see the chapel in the distance. But before you go there, look on the right side of this area to find a set of stairs. Take them up. FOREST PATH Walk down the path and Aline will almost shoot you because she couldn't clearly see you through a fence blocking the way. She says she has two of the statues. You have two yourself, so that means there are still three left to find. She makes up for her error and gives Carnby OBED MORTON'S SEAL in exchange for the STONE STELE. Go back the way you came as the fence is impenetrable. CHAPEL YARD Turn right and go up to the CHAPEL. Pff, great, there's a chain over the doors. Use the WIRE CUTTERS to remove the obstacle, then step inside. CHAPEL Go to the altar at the front of the room to find ROCKETS, and search the debris on the right side of the room for a FIRST AID KIT. Next, search the area lit by the candle near the entrance. You will find the SACRIFICE RITUAL. You don't need to read it, you'll only get grossed out when you find out how this ritual proceeds. Examine the odd device to the left of the SACRIFICE RITUAL. It is a panel of nine symbols in a square shape. You have no idea what buttons to press, so you'll have to forget about it for now. Before leaving, recall what Carnby said about the BLUE LENS you found in the PLANE INTERIOR. He says its used to detect very old bloodstains. Attach the BLUE LENS to your FLASHLIGHT and you will have a new, blue beam. Point the FLASHLIGHT at the chapel door, and you'll discover your first symbol, a five-pointed star. Leave the room. CHAPEL YARD Follow the blood trail up the stairs to the left. FOREST PATH Point your FLASHLIGHT at the rocks to the left to find your second symbol, a symbol that resembles an upside-down key. Go back down the stairs. CHAPEL YARD Follow the blood trail to the stone arch. SWAMP Get to the other end of the water by sticking to the outer right edge of the area. SEA CLIFFS Follow the bloodtrail to the ladder you used earlier. SKULL CAVE Go inside the cave and shine your FLASHLIGHT on the wall with the skulls to find the last symbol, a trident. Leave the area. You can remove that BLUE LENS from your FLASHLIGHT now. SEA CLIFFS Turn left after descending the ladder and go back into the swamp. SWAMP Stick to the paths on the outer left rim and you will find the stone arch that marks the exit. CHAPEL YARD Reenter the CHAPEL. CHAPEL Go to the strange panel again and press these buttons: the center button, the one on the lower right and the one on the upper right. The altar at the front of the room will slide aside to reveal a set of stairs hidden underneath. Take the stairs. ----------------------------------------------------------------------- ______ _____ _____ _____ _ _ | _ | | _ | | _ | |_ _| | | | | | |_| | | |_| | | |_| | | | | |_| | | ___| | _ | | _ / | | |___ | - THE UNDERGROUND CAVES | | | | | | | | \ \ | | | | |_| |_| |_| |_| \_\ |_| |_| ----------------------------------------------------------------------- SECRET CAVE I recommend you save your game now, as there's a good chance you could become a victim of one of a couple of terrible glitches that haunt the next room that will force you to restart. Walk forward some and you will find a steel wall blocking the passage. Look to the right and you will see something that kind of resembles a light switch. Put OBED MORTON'S SEAL into this device to cause the wall to rotate around, giving you access to a new corridor but blocking off your entrance plus another passageway. Hence the reason the ring you used is called a seal :) As you walk to the end of the passageway, you'll hear the mournful cry of a creature up ahead in the next room. As the steel wall sealed off all escape routes, you have no choice but to venture into the unknown... SECRET LABRATORY This is one of the creepiest rooms in the game. Every available space is filled to the brim with cages, and dismal lighting. When you arrive at the intersection, look on the small platform with a cage for a CHARM OF SAVING. Go left and you will run into this Alan Morton we have been hearing so much about. He is busy conducting experiments on the monsters, and spots Carnby. He says that his "friends" will take care of him, and even after he dies Carnby's corpse will still be useful for more experiments. He then zips out through an exit door, cuts the lights, and locks the doors. Aline will radio you at this time, and says she has found a floor plan of the labratory. She says there's an exit right next to the operating table, which is the same exit you saw Alan run through. Check the door and Aline will give you your next directions. Carnby gets a new idea, and says he'll try turning on the machinery in the room to cause the power grid to overload and short-circuit the locks. Follow the wall in front of you to the left and you will come to a switch. Throw it to turn on an electric arc. Aline will then tell you to continue following the wall to the left until you come to a light switch. Its near the door you used to get in here BTW. Follow the wall till you get to the entrance door and throw the switch to turn on a spotlight. Follow the wall on the right this time until you come to a room where there are pieces of human corpses in tubes! Look for a switch at the back of the room where there's another switch. Activate it to turn on a laser beam. Next, Aline will direct you to take the door to your left. Do so, and you'll enter the office section of the labratory. Check the desk to the left to find OBED MORTON'S LETTER. Its from Christopher Lamb, ordering him to proceed faster in his work in translating the tablets or he will use force to get results. The second letter you see is ALAN MORTON'S LETTER. This one is from Jeremy Morton, who persuades him to translate the tablets also, and tells him to beware Edenshaw. Now that you have collected those files, its time to get out of here. Search the cabinet to the left for two FIRST AID KITS, and if you follow the wall to the right a little more, you will finally find the exit to get out of Creepsville. UNDERGROUND GALLEY This place is no big deal, all you have to do is get to the other end of the long passageway and survive the onslaughts of some spiders. As you begin on your long trek, Aline will tell you what to do after you get to the other end of the passageway: go inside the greenhouse through the manor's cellar. After walking a long way, you will finally get to a chamber with two doors. Take the one on the left. RADIO ROOM This room is more of a little side trip. If you want to, you can listen to a conversation Obed recorded on a tape recorder, but it's not necessary. It does reveal a lot of the plot though. He is talking to Christopher Lamb, and he says that Obed has been making good progress in the past, but is not doing so well as of late. Obed asks for backup to get rid of his brother, but Chris says he is only sending two operatives, which are you and Aline in case you couldn't guess. Obed is not making enough progress to be useful anymore, and Chris has abandoned him on this island. This room serves no other purpose besides the recording, you can leave the room now. UNDERGROUND GALLEY Its kind of hard to see the other door in here, but if you check the map you'll find it. Its outside of the camera's view in the shot that shows the entrance to the tunnel. CELLAR Welcome back to the manor, fortunately we won't be here long. Remember that ladder in the back corner you couldn't use earlier? Well now you can use it. As you try to mount the ladder, Edenshaw will appear out of nowhere and say that the time to stop the apocalypse is approaching. He reveals that he knows everything about why Carnby decided to come here, and that he really is the one who will save the world, because Carnby rushed here on impulse, without asking any questions. As he strides away Carnby begins to accept that fact, and really believes he is the one. He radios Aline and finds out that Obed Morton never really was her father. Carnby cheers her up a little from her letdown, and then hangs up. Take the ladder now. (BTW, don't bother trying to go back inside the manor or down into the sewers. Somebody came through while you were gone and locked back both gates.) GREENHOUSE Turn right, as the left path is a dead end. You will come to a door, but don't bother trying to open it, as its only for Aline's game. Here is where you should run into the plants. Herd them out of the way with the FLASHLIGHT, and turn left when you come to the clearing. At the next juncture, take the left path again. You will find a small area with a hidden box of PHOSPHORUS CARTRIDGES on the shelf. Continue down the path and you'll eventually come to a dead end with another shelf. Here you will find a FIRST AID KIT. Go back down the path to the small clearing again. This time go straight, to the one path you haven't explored yet. You will find a ladder. Climb all the way to the top onto a catwalk. Up here, in Resident Evil 1 fashion, is a texture-mapped statue and a broken railing. If you don't know what to do, I should beat you over the head with a stick. Push the statue off the catwalk, then climb down to retrieve ALAN MORTON'S SEAL and the INDIAN STATUE OF OUPHENOS. BTW, watch out, the bottom of the ladder should be swamped with plants right now. Take the trapdoor out of here. CELLAR Take the door you used to reenter this place recently. UNDERGROUND GALLEY Run all the way down the passage while fighting/fleeing from bugs. SECRET LABRATORY Follow the wall on the right and you will wind up at the exit. Don't worry about zombies, they have all run off somewhere else. SECRET CAVE Walk down the passage until you come to the steel wall again. Use ALAN MORTON'S SEAL on the light switch-like thing in the wall to open up another new passage. REUNION CORRIDOR I call the corridor by this name because this is where you will reunite with Aline again. Aline says they don't have much time, and translates a tablet which tells of what will happen if you don't hurry up. Some stuff about darkness spilling across the earth and eating up all the children of light. Carnby responds to that with, "That doesn't sound good!" You know, that line almost makes me think of the hero character O' Connell in the movie "The Mummy!" Anyway, after the cutscene is over, proceed to the end of the passageway. ABKANIS BRIDGE Go across the bridge over the chasm and take the passageway over there. TREASURE BOX CORRIDOR You will find out shortly why I call this passageway by this name. Go down the hall, and when you see a trapdoor on the right, open it to find a treasure in the form of FOUR (!!!) FIRST AID KITS, FIVE (!!!) CHARMS OF SAVING, the LIGHTNING GUN, the BATTERY CHARGER. I say you should make the LIGHTNING GUN your primary weapon now, as it's just about the best gun in the game and it has lots of ammunition available, infinite really. I also recommend you save your game before proceeding into the next room, as things are gonna get pretty nasty in just few seconds. THE GATE Everything in this room is automatic. Carnby and Aline run into Alan Morton, and he's waving his arms around, like he's performing a ritual...this could be bad... He turns around and sees Edenshaw, and Indian-guy says he oughta stop and forget about his dream. Alan says that he's stupid for trying to stop this thing that he's been planning for decades, and goes on to say that he's afraid of the dark like everybody else. He says that the world will soon feel his darkness, and that they will all obey him. Edenshaw makes a vain attempt to go up and comfort Alan, but he pushes him off the stairs and he lies on the ground. While Aline goes to help him, he goes on to say that they will be the first ones to feel his wrath. He also says he has the final statue with him, and he's going to keep it with him so Edenshaw can't perform the ritual. Alan says an incantation, and it opens the gate. Alan casually strides on in while Carnby is sucked in, leaving Aline alone with Edenshaw. ----------------------------------------------------------------------- ______ _____ _____ _____ _____ | _ | | _ | | _ | |_ _| | ___| | |_| | | |_| | | |_| | | | | |___ | ___| | _ | | _ / | | |___ | - THE WORLD OF DARKNESS | | | | | | | | \ \ | | ___| | |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- CARNBY'S ENTRANCE CHAMBER You will hear a long speech by an Abkanis god, saying that "my battle is your battle!", "I have selected thee to be my fighter!", and a bunch of other stuff like that. After the big speech is over, Carnby will radio Aline, and unbelievably the radio works in this way occult place. She gives you a good hint, there are special springs in this world which provide healing powers. In addition to Aline's advice, I have something more to add. You will see LUMINESCENT CRYSTALS along the pathways. Take these to recharge your LIGHTNING GUN. They regenerate, so you have a virtually unlimited supply of ammo for the LIGHTNING GUN. Good thing, too, because this place is crawling with monsters. This part of the game is also very simple: Try to find the exit in the room while evading/killing monsters. If you use the map a lot, this will be easy to do. The monsters are infinite, so don't stand still trying to kill everything that comes your way. Think of this part as the "battle game" of this game. Proceed through the door. CAVERN 1 The first room is no challenge. All you have to do is get to the other end of the hall while surviving dog onslaughts. CAVERN 2 I bet you are extremely angry with those plants for annoying you to death throughout the game. Well now it's time for payback :) The LIGHTNING GUN zaps them to death really easy. Go right on this passage, then follow the path until you come to another fork. Take the passage to the right. CAVERN 3 Here, scorpions will try to get you. Too bad the LIGHTNING GUN kills them off easy like everything else. Go left, and then go left again at the next fork. Turn right at the next fork, then go right again to find the exit. CAVERN 4 More dogs here. Simply cross the room and exit. CAVERN 5 Proceed down the passage, and you will come to a narrow path, "and now you die!" "ALAN! DON'T!" Here, he will untie the holding rope, causing Carnby to swing down to a conviniently placed ledge below. Carnby will radio Aline, and will say he's starting to believe in this story about the gods of light. Enter the nearby portal. ARCHIBALD'S (PERMANENT) LODGING Go down the small passage, and light the lantern if you want to. You will find the remains of Archibald Morton, the guy you may remember as one of the more adventurous Mortons. It seems his quest for adventure has led him to the World of Darkness, which is a real suidicial place to go looking for excitement. Anyway, search his corpse for the METAL FLASK and the PHOTOELECTRIC PULSAR, one of the most useless guns in the game. Don't bother using it, you will only get pain by doing so. Read ARCHIBALD MORTON'S DIARY next to him, and it details his experiences decades ago in these caverns. It says that he was so badly injured he was ready to just give up and become one of those monsters. Leave the room after you are done exploring. CAVERN 5 Walk to the other end of the ledge, and use the rope that Alan dropped you on to climb down. CAVERN 6 Kill off any bugs that get in your way while traversing the stairs to the exit. Before you exit the room, you'll see Alan running away scared. Chase after him. CAVERN 7 Follow the long passage while killing off scorpions. CONFRONTATION CHAMBER Here, you and Aline will capture Alan, but before you can kill off the fraidy-cat he's become, a monster interrupts. Its Obed Morton, back for revenge. He grabs Alan and they drop down into the pit in this room. I don't know about you, but I almost laughed myself to death when I saw this for the first time! Aline will then slip down into the pit with them, leaving you alone. Take the other passage in this room, and follow it to the end where a rope is. Take it up. DARK BRIDGE Go across the bridge. Johnson will radio you, and say he's been listening on you the whole time. Carnby yells at Johnson to tell him about Fiske, and says he really doesn't know about Fiske. He reveals that he was to infiltrate Lamb's organization, but his cover was blown...blah, blah, blah...lots of stupid spy crud. Enter the passage before you. CAVERN 8 Go down the hall, yawn... CAVERN 9 For a change of pace, you enter a lava cave. Go left, then go straight at the next fork. Go right at the next turnoff to find the exit. CAVERN 10 Johnson fills you in on the bad news about Lamb, and says he wants to open up the gates for his own bosses, and makes up for it by saying that he will get a helicopter over to the island to get you. This is basically here to keep you from falling asleep from the long journey you've made. Go up the stairs. CAVERN 11 ..This is really starting to get boring...wish we could just finish the game already... Take the passage to the right, and climb over the rubble blocking the way. Go left and climb up the ledges here. When you pass what looks like an Indian building, take the passage to the left to get to the exit. CAVERN 12 Walk forward, and an earthquake will conviniently cause a pillar to collapse, allowing passage to the other side of the chasm. After crossing over, go right and you will find the special spring Aline told you about at the beginning of this part. Refill your METAL FLASK and feel free to heal up, as this spring never runs out of water. When you are set, take the door on the left side of the cliff. STATUE HEAD ROOM At the front of the room, you will see a podium with three busts of statues, but two of the heads are missing. Plus, there's a large door behind it. You can't do anything about it right now, so take the door to the right and go down the rope. BTW, now is an excellent time to save your game. CARNBY'S FINAL CONFRONTATION Equip your ROCKET LAUNCHER. Walk through the middle of the room, and you will see the final item you need to finish the game upon the pile of rocks in the middle of the room. Unfortunately, Alan has become a creature of darkness, and will now make your life miserable trying to get to that statue, unless you can figure out a way to kill him. Your weapons will stun him, but they won't kill him completely, so you'll need to do something else. Don't ever let him grab and throw like Mr. T or you'll be knocked down to CAUTION on the first blow! Go right after the battle starts and you should find a cavern with a spear in it, but Alan will teleport in front of the entrance to throw you out again. What you must do is shoot Alan several times with the ROCKET LAUNCHER to stun him long enough so you can run into the cavern and grab the magic spear which Carnby will use to kill him. Take the HEAD OF STATUE from the pile and climb up the rope back out of here. STATUE HEAD ROOM Place your HEAD OF STATUE on the podiums, and Aline will show up here with her own HEAD OF STATUE and put it in place. Take the door to get out of here and finish the game! Aline and Carnby will find their way back to THE GATE and confront Edenshaw. They give him the statues and he orders them to escape quickly as the sun is rising. They exit through a secret passage and get to the beach just as Johnson's helicopter comes in for a landing. Aline pays back Johnson with a slap as they lift off. Meanwhile, Edenshaw conducts the ritual to seal off the World of Darkness. The island is destroyed as Aline and Carnby fly off into the morning sunrise. Later, Christopher Lamb is watching a news report about Shadow Island's collapse, and says that his secretary can send Fishbein his nice reward. ----------------------------------------------------------------------- ______ _ _ _____ _____ __ _ _____ _ _ |_ _| | | | | | ___| | ___| | \ | | | _ \ | | | | | | | |_| | | |___ | |___ | \ | | | | | | | | | | | | | _ | | ___| | ___| | |\ \| | | | | | | | | | | | | | | | | |___ | |___ | | \ | | |_| | |_| |_| |_| |_| |_| |_____| |_____| |_| \__| |_____/ |_| |_| ----------------------------------------------------------------------- ______ _ _ __ _ _____ | _ | | | | | | \ | | | ___| | |_| | | | | | | \ | | | |___ | _ | | | | | | |\ \| | | ___| | | | | | |___ | | | | \ | | |___ |_| |_| |_____| |_| |_| \__| |_____| ----------------------------------------------------------------------- ______ _____ _____ _____ ___ | _ | | _ | | _ | |_ _| /_ | | |_| | | |_| | | |_| | | | | | | ___| | _ | | _ / | | | | - THE MORTON MANOR | | | | | | | | \ \ | | _| |_ |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- WEST ROOFTOP You have landed on the roof of a large mansion. Walk around the corner and Carnby will radio you, asking if you are okay. Aline says she is really scared, and wants Carnby to get over as fast as he can. Carnby calms her down, and tells her to turn on her flashlight so he can see her. Carnby spots her then tells her to get inside through a window or something, and then look for a place to hide. As you are in Caution status because of the nasty fall, use your only FIRST AID KIT to heal immediately. Don't worry, you will get another one VERY soon. Then, take Carnby's advice and enter through the window here. (BTW, you may notice there is a locked gate in the background. I don't know where the key for it is, or even if it has a key at all. If someone knows then email me.) LUCY'S BEDROOM In here you will confront Lucy, Obed's mother. Unlike Carnby, you will need to speak with her a lot more to progress though this first part of the game. But, in return for putting up with this lunatic, you will also get out of the manor much faster than Carnby will. We also have Carnby himself to thank for this, as he's the one running around the manor unlocking all the doors. Anyway, Lucy gives you an ominous warning about not coming here, and says that you must save Obed for her as he is in danger. She says there are "creatures of darkness" on the rampage. Lucy explains a little more, saying the shadows on this island here are alive, that they torment you endlessly. She says you ought to find Obed if you want to know more, and that he gave her a key, which she will now give to you. Lucy also says this key goes to a statue in the SMOKING ROOM. Then, she says to be quiet and listen. Lucy goes a little crazy and moans, "Hoooowarrrd, Hooowarrrd, is that you?" She then says you ought to go into the corridor as she says there's something wrong. Before you do that, take the FIRST AID KIT to the right of the bed, and the SCIENCE MAGAZINE, with its main feature an article on Obed Morton's speech about the Abkanis language. As you head for the exit, you will be confronted by a snake which curls out of the carpet. Shine your flashlight on it several times, as Lucy said it "dispels the shadows." Take the CHARM OF SAVING on the table near the exit. If you don't Lucy will stop you and tell you to take it with you. ATTIC CORRIDOR 1 Right after exiting you'll meet up with the plants. Do as I say in the Carnby walkthough, run straight at the fork and turn on the light switch near the door there to make the plants vanish. Next, explore the other branch of the fork and take the door there. PLANT ROOM 1 Several plants will warp in after you enter. Turn right and take the door there. PLANT ROOM 2 Go around the corners, and Aline will radio Carnby and moan to him about the nightmare he's brought her into. After this useless conversation, take the CHARM OF SAVING nearby and go to the end of the "corridor." Take the PHOSPHORUS CARTRIDGES and leave. PLANT ROOM 1 Walk down the hall and turn right. Go down the corridor until you come to an open space where there are two doors. In the first camera angle, take the CHARM OF SAVING from the desk in the foreground, then take the same door in the shot, as the other one is locked. ATTIC CORRIDOR 2 The lanterns are keeping the plants away, so enjoy you quiet time while it lasts. PLANT ROOM 3 Note the sparkly on the desk next to you. Take the 2ND F EAST GILDED KEY. Run past the plant that appears and go down the corridor. In the foreground of the camera shot you see is a FIRST AID KIT. Take it, then continue going down the passage. In another camera angle's foreground, there is MAGNESIUM BULLETS. Take them and then leave through the door you used to get in, as the other one is locked. ATTIC CORRIDOR 2 Go down the hall to the next door. PLANT ROOM 1 Go right, and take the first door you come to. ATTIC CORRIDOR 1 Use the 2ND F EAST GILDED KEY to unlock the door near the light switch. GREEN STAIRWELL Walk down the stairs and you will come to a landing. Here, you will eavesdrop on a conversation between Obed Morton and somebody else behind a door. They talk about their "research", and "guinea pigs." The unknown man threatens Obed with ominous warnings, then they depart. If you are thinking about rushing in there and shooting them both, don't bother, the door is locked. Go down the stairs and turn on the lights at the bottom. Take the door here. LIBRARY ENTRANCE There is only one door unlocked here, and its on the left side of the hall. Take it. SMOKING ROOM This is the room Lucy told you about, where you need to use her key with a statue here. Before doing that, search the small table near one of the chairs to find three FIRST AID KITS. Next, turn off the lights, and note that a statue's base in this room glows with a strange light. If you examine it closer, you will see there is a gun hidden inside the base. Use LUCY'S KEY to unlock it and get the REVOLVER. At this time, a bug will warp in. Go to the door near the big window that's locked, and you will hear the door unlock. Take it. RED CARPET HALL You'll catch sight of Obed Morton running away. Chase after him. If you try to go elsewhere you'll get stopped by locked doors. BLOODY CORRIDOR Walk past all the doors and turn on the lights. After proceeding onward some more, you'll get a scene showing the door Obed went through. Follow after him. ZOMBIE CORRIDOR Follow the passageway to its winding end, and at long last you will catch up with Obed. However, he's not interested in talking with Aline and will shoot her with a tranquilizer dart. It's beddy-bye time... ALAN'S BEDROOM Aline will wake up on the bed. Her coat is missing for some reason but she's totally okay. Aline will radio Carnby and will tell him to find her as fast as he can, as the doors are all locked. While you're waiting, you might as well explore your prison. Turn on the lights, and search the desk near the mirror. You will get an ALLEN WRENCH, and a FIRST AID KIT. If you check the stool on the other side of the mirror, you'll get a CHARM OF SAVING. And it's not necessary, but you can get ALAN MORTON'S DIARY from the nightstand and read it. He'll talk about "experiments" and "raw materials"... Sound familiar? The guys behind the door were also talking about things like "research" and "guinea pigs"...I guess it's safe to assume that the unknown man was this Alan. Go to the mirror and press X. It turns out to be a hidden passageway. HIDDEN PASSAGEWAY 1 Go down the stairs. Near the door, you will find the TRIPLE-BARRELED SHOTGUN. Take it then use the door here. HIDDEN PASSAGEWAY 2 Go to the end of the hall, and look through the spyhole on the door you can't unlock. You will hear Obed saying something into a radio, then a guy will walk in and knock him out. On the way out, take the FIRST AID KIT nearby. HIDDEN PASSAGEWAY 1 Two bugs will warp in as you reach the top of the stairs, but you'll be long gone before they can even reach the midway point. You'll never be coming back here again so don't bother killing them. ALAN'S BEDROOM Carnby will run in and give Aline her things, then apologizes for bringing her here. She says she has her own reasons for coming, and then asks Carnby to help her to get up to a trapdoor above. Carnby reluctantly agrees and raises you up. DE CERTO'S ROOM Notice the odd blue light radiating from that mirror in the corner... It turns out to be Judas De Certo's ghost, communicating with you through the mirror. I admit this did creep me out the first time I saw it. He says that he can help you find your past, if you bring him a mirror that Edenshaw, the old witchdoctor, stole from him. Well, why not? We're not doing anything important right now (other than surviving that is). Leave out the door here. Don't bother searching, you won't find anything in this room. PLANT ROOM 1 Leave out the second door you see on your way down the corridor. ATTIC CORRIDOR 1 After exiting, the door handle will break. Dosen't matter, you've taken everything useful from there anyway. Go to the door near the light switch. GREEN STAIRWELL Go down the stairs and take the first door you see. De Certo will cast a spell that will allow you to pass though the locked door. Try to take the door at the bottom of the stairs and drop this quest, and De Certo will still warp you to the same hall. BROWN CORRIDOR Take the first door you see. ALAN'S OFFICE Take the FIRST AID KIT to your right, then look around on the lower floor of the room. You will find DE CERTO'S MIRROR on a drawer. While you are here, take the GRENADE LAUNCHER hidden under the desk, and read ALAN MORTON'S JOURNAL. He describes his *wonderful* hobby of creating monsters, including the experiment he performed on his father. Even though we've never spoke to him, he *really* creeps me out. Leave. BROWN CORRIDOR Go left and walk down the corridor. You'll see blood spill out from underneath a door, and worse, you hear "Aline" being repeated over and over in different tones, with the sounds reverberating thoughout the hall. Run right. When you come to the light switch, take the door to the left of it. ALICE ROOM The weird sounds intensify here to where they are almost unbearable. Go through the room. Take the CHARM OF SAVING from the stand on the left wall, and search the stand to the left of the bed for PHOSPHOURS CARTRIDGES. Next, go behind the folding screen on the right of the bed to find De Certo hanging out in the bathroom mirror. He congratulates you on getting his mirror for him, then asks that you come inside the mirror with him. Well, go ahead with it, as you can't leave this room until you get this over with. MIRROR ROOM De Certo will ask for you to give him his mirror. Don't make the same mistake I did on my first game; say no and smash the mirror into a million pieces, sending De Certo's soul back to the underworld where it belongs. You may have bad luck for seven years, but that's a heck of a lot better than being dead. You will recieve the ABKANIS STATUE OF ANTICOALT and Aline will radio Carnby to boast about defeating De Certo's ghost. Leave through the mirror again. ALICE ROOM On your way out, Edenshaw will pop up and give you a high-five for killing off the ghost. He says you should search Obed's office for information, and that it is up to you to help dispel these shadows here before they spread across the world. Edenshaw says you must find the seven statues to stop this from happening, then vanishes when Aline turns her back for a moment. You've already got one, so there are six to go. Aline radios Carnby and informs them of their main objective to find the statues, then cuts off. Use the door next to the one you used to get in. It blends in with the wall so you may need to look a little. MAIN HALL Go downstairs and head for the fireplace to find PHOSPHORUS CARTRIDGES. Next, take the double doors on the ground floor. BLOODY CORRIDOR Go right, and take the door at the very end of the corridor. RED CARPET HALL Dash past the zombies, and take the first door you see. OBED'S OFFICE Switch on the lights, then go to the place where the desk is. Next, look on the stand next to the wall for OBED MORTON'S NOTES. This file seems to be nothing but a jumble of things that are not connected at all. Eventually towards the middle, Obed finally begins to make sense and says he is totally amazed by the language of an Indial tribe called the Aknabis, and that he is terrified by the translations on the tablets he has found. He is wondering what in the world Alan and him are working on. BTW, notice how he says "I pity those fools," in the book, and then look at the statue on his desk. He seems to be obsessed with Mr. T as well as Indians. After that, search on the shelves near the small table. Find the BOOK ON THE ABKANIS INDIANS. You don't need to read it if you don't want to. This book really only provides background information on the Indians Obed loved to study so much. Take the MAGNESIUM BULLETS on the table, and you will see the camera focuses on the mirror behind you. If you examine it you'll notice it's cracked. Shoot the mirror a few times with the REVOLVER to reveal a hidden space. You will find the ABKANIS TABLETS TRANSLATION. If you read it, it seems to be directions for the ritual Edenshaw spoke about to you. After you finish reading, this will cue the arrival of some bugs. Ignore the banging cabinet, its only there to annoy you to death. On the way out, Aline will think to herself that she must go see Lucy about the things she has seen here, and immediately teleports to her room when you leave. LUCY'S BEDROOM Go speak with Lucy at her bed. She asks if you saw Obed, and Aline says yes. She asks if Obed has a kind of twin brother, and that sends Lucy into a crazy fit. She gives you a GLASS PRISM, and moans about what terrible secret this item conceals, then yells about "poor Howard." She then sends you away saying you are "wholly unpleasant." Leave the room. ATTIC CORRIDOR 1 Take the door near the light switch. Go down the stairs and take the door at the first landing. BROWN CORRIDOR Take the first door you see. ALAN'S OFFICE Turn off the lights, then go up onto the raised floor and look around the railing for a "strange projector." Use the GLASS PRISM here, then use the FLASHLIGHT on it. You will view a movie, showing Alan performing an experiment on his father's corpse. He injects some green stuff into the body, saying that Howard is now "reborn, a complete being." After the terrifying movie has ended, you will get the ENGRAVED CUBE. At this point in time, you should be headed towards the LIBRARY. If you tried to go there earlier, the door would be locked. Go out into the corridor. BROWN CORRIDOR Take the door to your right. GREEN STAIRWELL Go to the bottom of the stairs and take the door there. LIBRARY ENTRANCE Take the double doors in this room. LIBRARY Unlike Carnby, you won't have to stay here as long. Turn on the lights, then go forward. If you check the bookstand to the right, you will find the MORTON FAMILY BIOGRAPHY. You don't have to read it as Aline, because after we leave this place, we'll be just about ready to get out of the manor. Next to the bookstand is a BOX OF GRENADES! What you should do now is go upstairs and walk until you find the secret door Carnby unlocked. It's already open, so walk right in. LIBRARY SECRET ROOM If you look near the diagram of ACROBAT STATUES, you will find two boxes of PHOSPHORUS CARTRIDGES. Take them and leave, as there's nothing else here. LIBRARY Continue upward and you will find a ladder leading outside. Take it. LIBRARY LEDGE Walk along the narrow path until you come upon another ladder. Take this one too. WATCHTOWER Inside this room you will find another BOX OF GRENADES if you look at the "lower" end of the room from the camera's view. Leave. LIBRARY LEDGE Go back inside. LIBRARY Go all the way to the ground floor, and stand in the middle of the trianlge-shaped bookcases. Now, examine that ENGRAVED CUBE you found in ALAN'S OFFICE. You will note it's engraved LIBRARY 3D MAP. There are three triangles, like this room, and there are numbers on top of the triangles. They say 1991. Next, note the fact that there is a small white dot on this map. Well, this is a little hint we should examine the spot where the white dot is. Take the fork to the right and examine the bookcase on the right. You will find the panel you are looking for. Input 1991 and the bookcase will open up to reveal another secret room. Go inside and take the ABKANIS TABLETS you've been after for so long, plus three FIRST AID KITS and a CHARM OF SAVING. You will also see there's a lever here. Oh well, its probably a dum idea, but throw the lever anyway. A tank will rise up in the middle of the floor, unleashing the monster Howard Morton has become. He smashes the glass and comes after you. The way to beat him is to hit him while he's running at you, not attacking. If you rapidly hit him with grenades, he will be unable to attack you. Be sure to reload manually through the menu, so you don't get attacked while watching the reload animation. After several shots, he'll die and you will see something on the inside of the tank Howard was trapped in. Take the HALF MEDALLION, then proceed to the ground floor exit. Aline will say to herself that she should visit Lucy again, and goes there automatically after you exit. LUCY'S BEDROOM Speak with Lucy one last time. Aline says that her sons are monsters, then Lucy says the real monster is the island. She says she will just let herself die. Aline says she wants to leave, and that she found half of a medallion. Lucy gives her the other HALF MEDALLION. Aline asks if Obed ever had children. Lucy says that all he ever did was study Indians. Aline says to never mind the question. She says she will bring her Obed, but Lucy protests, saying she will just die. She tells you you must find Obed and leave as soon as you can, then she falls asleep. Leave the room. As you will leave, you'll notice Howard climbing up again and begin stalking about the manor. That could be bad... ATTIC CORRIDOR 1 Take the door near the light switch AGAIN. GREEN STAIRWELL Go all the way to the bottom floor, and take the door there. LIBRARY ENTRANCE I know that Howard must be very close by, as the last place we saw him was in the LIBRARY, but relax, he won't tear down the door or anything when you pass by. Take the door at the opposite end of the corridor. BLOODY CORRIDOR Take the double doors at the midway point in the hall. MAIN HALL Go to the mirror near the statue on the ground floor, and combine the two HALF MEDALLIONS to get the BRONZE SUN. Use it on the mirror, and you will be able to use the secret passage as Carnby did in his game. MIRROR PASSAGE Take the gate at the other end of the hall. CELLAR Go to the ladder in the back corner. Take the ladder, and use the ALLEN WRENCH to unlock the trapdoor. Leave through it. Don't bother searching around, all the other doors are sealed and there aren't any items to find. GREENHOUSE Here you will meet with Edenshaw in a new outfit. He will tell you that Alan is getting ready to open the gate to the world of darkness. Edenshaw then points you to your next objective: go to the fort and uncover anything you can. When he walks away, you can search this area. Look near the shelf that has lights, and you will find a BOX OF GRENADES. There aren't any items, and Aline isn't strong enough to push the statue on the balcony, so you should go. I recommend you save your game now, the next part might prove a little extreme for first time players. Leave out the door you met Edenshaw by. ----------------------------------------------------------------------- _____ _____ _____ _____ ____ | _ | | _ | | _ | |_ _| /__ \ | |_| | | |_| | | |_| | | | / / | ___| | _ | | _ / | | / / - THE FOREST | | | | | | | | \ \ | | / /__ |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- FRONT YARD Hurray! We finally got out of the manor! But before you can celebrate, Howard crashes through the greenhouse windows and comes after you. Don't bother killing him, just take the gate to your right, as there are no items to be had here. Plus if you kill him, Howard will simply get back up again. ROCKY TERRAIN Sprint down the path as fast as you can, because Howard is on the prowl again. CEMETERY Take the right path, because the left fork is a dead end. You will come to an archway. Howard will then jump down right in front of you. Sprint past and go left. Eventually you will arrive at a building, not counting the chapel. Go inside. The first time I played this, if it wasn't for Howard, I would never have found this place as fast as I did :) FAMILY TOMBS Phew, safe at last. Most of the tombs here are sealed shut, but at least JEREMY'S TOMB is open. Go inside it. JEREMY'S TOMB On the floor in front you is a BOX OF ROCKETS, and a ROCKET LAUNCHER, which are there for some unexplained reason. Take the FIRST AID KIT to the left of the casket, then search on top of the casket for a CHARM OF SAVING. You then read an inscription on the front of the coffin. It reads: "Only a symbol of light will open the tomb." Oh great, another one of those whimsical phrases we find everywhere in survival horror games that we have to interpret. Take the METAL COVER and leave the tomb again. FAMILY TOMBS Go to the side of the room opposite the main entrance. Here you will find a diagram of tiny mirrors. You will notice that the mirror on the bottom left corner glows differently from the other ones when you shine your FLASHLIGHT over it, but then the light goes away if you shine it over some of the other mirrors. You should put the METAL COVER on the FLASHLIGHT, so that you will be able to touch only a certain mirror. Wave your flashlight over the mirrors so that you see a giant M, like this: 0 * 0 0 0 0 0 0 * * 0 * 0 Richard's tomb will open up after you do this. Take the METAL COVER off the FLASHLIGHT and go inside. RICHARD'S TOMB The first thing you see upon entry is a corpse. It's Gibson! The guy who was mentioned in the MORTON FAMILY BIOGRAPHY. He left an inscription on the front cover, saying that he curses Richard and all his family because he locked him in here. He's obviously dead, so don't try to help him. Take the door behind the small casket. After evading the plants, it will lead you outside. When you're ready, jump down the cliff. There's no turning back once you leap down. END OF DISC ONE AND BEGINNING OF DISC TWO FOREST PATH You find yourself standing next to a fence. The gate is locked, so don't bother trying to go through it. Run down the trail, and eventually you will come to a small gate, obviously you should go through it. ----------------------------------------------------------------------- ______ _____ _____ _____ _____ | _ | | _ | | _ | |_ _| |___ | | |_| | | |_| | | |_| | | | ___| | | ___| | _ | | _ / | | |___ | - THE FORT | | | | | | | | \ \ | | ___| | |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- FORT OUTSKIRTS Go under the archway, and you will get a cool cinematic showing you the exterior of the fort. Walk across the bridge. If you try to go in the front door, it's locked. You're going to have to find another way in... Well, while you are thinking about it, explore your surroundings. If you take the right branch, you will find a box of PHOSPHORUS CARTRIDGES. On the way back, you may note there are a lot of vines growing on the column next to the entrance...that's it! All we have to do is climb up the vines to get in! Begin climbing and after a looooong time you will finally pull yourself over the top of the wall. SOUTH RAMPART Go down the stairs in front of you and you'll get jumped by a bug. Go right. You will pass by a locked door. Go all the way down the stairs to the center of the fort. INNER COURTYARD I say you should unlock the front gate here, before proceeding down another set of stairs even deeper into the fort. Go through the covered walkway and take the FIRST AID KIT in the corner before leaving the covered part. After going down ANOTHER set of stairs, you arrive at a doorway, which for now leads to a dead end with another door and a chest locked with a chain. What you should do is climb over the wall opposite the stairs, and take the PHOSPHORUS CARTRIDGES on top of the wall. Here you will meet up with the plants again. Get the plants together in a group, then kill them with a few grenades. I think these plants are worth killing as you will be passing through this area frequently. Walk up the stairs here. DUTCH ANGLE ROOM I call the room by this name as it makes heavy use of Dutch Angles, or camera shots with the camera leaned to the side. Kill the zombie to your left, as he is blocking an important room. Go up the steps, then unlock the door around the corner. OBED'S PRISON Here you will meet up with Obed, and he sadly informs you that Alan is almost ready to open the gate, and that the creatures of darkness will spill out, that not even all the armies of the world can kill. Aline asks him about Mary Cedrac, her mother. He says that his memories are driving him insane. She says that he should be her father, to which he assures her is totally impossible. Now that that mess is cleared up, take the CHARM OF SAVING and the BLACK METALLIC CARD, both of which are to the right of the door. Leave. DUTCH ANGLE ROOM Go down the stairs opposite the ones you are on, and take the first one you see. The second door is locked with a complex mechanism. OUTBLIETTES Go down the stairs in front of you, and you'll come to a circular platform where you can see the glowing eyes of three creatures on a platform below you...but don't let that stop you, go down even more stairs to the main floor. This place has a real confusing layout, and the map interface doesn't help a lot either. Lemme see if I can do a rough sketch of the ground level floor plan: __ | r| ___ __ | |/ \ _| |______| || |__ _______| |_| _ | | _|_|_ |s| | |f c / \______| | | |______ | _|__|___| | |_ \_____/ cos | | | | |s|_____ _____ | |____ |___ | |p | |m | | |_____| | |__| |__________| r - BOX OF ROCKETS p - PHOSPHORUS SHELLS f - FIRST AID KIT cos - CHARM OF SAVING s - stairs c - PERFORATOR CANNON m - MOULD _____ _|_|_ - indicate portals under walls Phew! That was a lot of work! After gathering up all the miscellaneous items scattered about, go to the table near the PERFORATOR CANNON. Here you will get the BOLT CUTTERS, JEREMY'S NOTES ON THE PERFORATOR, and a DIAGRAM. If you examine the PERFORATOR CANNON, you will get a TRIPOD SUPPORT, though not without a fight first. Kill off the three bugs that attack, then begin to read. It says that the thing next to you is part of a PERFORATOR, used to drill out walls in a quick time. Unfortunately, Jeremy's weapon was flawed due to the fact that it's barrel falls apart quickly under the extreme temperatures produced by the weapon. The DIAGRAM shows various pictures of what you must do to assemble this weapon. You need to use this weapon to blow down the wall the cannon is facing, so you can access the underground galley that leads to the gate to the world of darkness. Relax, as long as you do as I say, everything is going to be okay. After you do that, try to take the MOULD and you will be attacked by the bugs you saw from the circular platfom. There is also a chest near the MOULD, held shut by a chain. I have tried to open it with the BOLT CUTTERS, but it won't work. After you have everything here, its okay to leave out the door you used to get in. DUTCH ANGLE ROOM Leave out the door in the center of the room. INNER COURTYARD Climb over the wall, and take the portal nearby. Use the BOLT CUTTERS to slice the chain holding the chest closed. You will get a LARGE ORNATE RUSTY KEY and a STEEL INGOT. Leave this little room and go up the stairs nearby. Follow the path to the area where the front gate is. Go up the stairs. SOUTH RAMPART Go up the stairs until you come to the locked door you passed by on the first trip here. JEREMY'S WORKSHOP This is where Jeremy Morton made all of those crazy guns you use in this game. Start searching around, and don't worry about monsters unless you choose to take one optional item here. First, go left, and look in front of a false door of some kind for two FIRST AID KITS. Move on a little further, and you will see a cabinet with the doors slightly ajar. Here is the optional item I warned you about above. If you take the GLASS LENS, dogs will jump you. Move on a little more and you will find an exit door, but don't take it yet. Throw the switch to the right of the portal to get some lights in here. Continue going around the circular laboratory, and you will find JEREMY MORTON'S DIARY. Read it through if you wish (it's...almost interesting), but the only important piece of info is on the last page. It reads: "Silver Flash Golden Star Red Sun Black Moon" Keep this phrase in mind for later, for now, continue your tour of the workshop at the machine on the wall. If you examine the DIAGRAM, you'll notice that this is the machine used to produce the barrel for the PERFORATOR. Place the MOULD in it, then use the STEEL INGOT. You will get the PERFORATOR BARREL. Next, take all the pieces of the PERFORATOR on the table, which include the ORANGE ACCELERATOR, the BUTT, and the BARREL. We have now finally searched this place top to bottom. Leave out the door near the light switch. NORTH RAMPART If you took the GLASS LENS, then you can use it on the telescope to see a strange statue, though this is totally unnecessary. Continue walking along the upper path, and the walkway will collapse beneath your feet and you will fall into the RESEVOIR. RESEVOIR Since you are in water, you can expect to see a crocodile hanging around. After it attacks, spin around in circles, while pausing when he pops up to shoot it. After two hits from the SHOTGUN, it will die. Continue down the waterway until you come to dry land and the exit. SERVICE WELL Take the PHOSPHORUS CARTRIDGES next to you, then climb the ladder. You'll find a chest, and a FIRST AID KIT. Take the FIRST AID KIT, then take from the chest the GOLD METALLIC CARD, the RED METALLIC CARD, and the SILVER METALLIC CARD. Take the door here. NORTH RAMPART Go up the stairs and reenter the WORKSHOP as the walkway is blocked by the hole. WORKSHOP Take the door that down the passage to the right. SOUTH RAMPART Go down the stairs. INNER COURTYARD Remember how to get to the area with the wall you can climb over? Go there, scale the wall, and take the stairs on the other side. DUTCH ANGLE ROOM Take the stairs down to where the door with the "complex mechanism" is. This is where you must make use of what you read in JEREMY MORTON'S DIARY. Remember what color corresponds with what object. Press up and down to put in the cards. The order the cards go in from left to right is: Silver, Gold, Red, Black. If you got it right, the door will unlock. PLANETARIUM Look to the left of the entrance and you will find a PLASMA CANNON and a CHARM OF SAVING. If you look on top of the boxes next to the door with green lights, you'll get a METALLIC HALF-RING. And last, if you look under the spiral stairs, you'll get a FIRST AID KIT. Once you collect all the items, unlock the door next to the small, brown wooden door. After doing all this, you can now walk up the spiral stairs. On the way up, you'll get radioed by Carnby. He will tell you he's found a circle of stones, a kind of Abkanis ritual place. Aline sadly informs him that Obed is not his father. Carnby asks why she thought that in the first place. Aline says that it was Johnson who did, he showed a photograph of them together, the dates matched up perfectly, etc. To change the subject, Carnby says he needs you to find a planetarium for him, and fortunately you are already there. He asks you to find a control panel for him. Aline will then say okay and cut off. Go to the top of the stairs and you will find the panel Carnby asked about. Radio him and he will tell you the numbers of marks he sees on each stele at the circle. If you write down these numbers, you'll come out with 10312001. October 31, 2001...and the numbers on the control panel does kind of look like a date...that's it! Input 10-31-2001 into the control panel, and you'll see all this flashy stuff happening in outer space, planets aligning in a line and all. Aline tells about what she saw to Carnby, and he congratulates her then hangs up. Meanwhile, the little door you saw on the ground floor opened up. Go there and collect the LARGE BRONZE KEY, ALAN MORTON'S SEAL, the SMALL PADLOCK KEY, and the ABKANIS STATUE OF GILAMESH. Use the LARGE BRONZE KEY on the door with the green light. Go through this door. (One small side note: There's a bug on my game, whenever I check the SMALL PADLOCK KEY, I am given the message "A Photoelectric Pulsar designed by Jeremy Morton." This is most certainly NOT the Photoelectric Pulsar! Does anyone else's game do this?) SEASIDE STATUE PATH Take the BOX OF GRENADES next to you, then proceed down the path. You will see the statue you might have looked at through the telescope. Examine it and you will see a large hole in the base. Aline will radio and Carnby will say that he has recovered an Abkanis statue, and a stone disk that is just the right size to fit the hole. They agree to meet each other on the path between the fort and the circle of stones. Go back to the exit. PLANETARIUM Well, just great, its the attack of the plants. Take the door near the small, brown wooden door. INNER COURTYARD Recognize this place? Leave the small room, then take the stairs here. Follow the path to the front gate and go out through that door. FORT OUTSKIRTS As you try to cross the bridge, Howard drops in for a visit. Try to slide around him, its possible to do, and leave out the gate behind him. FOREST PATH Follow the trail back to the place where the impassable fence was, and you'll meet up with Carnby, right after Aline nearly shoots him. After an argument about whether or not they can escape this place, he'll hand over the STONE STELE in exchange for OBED MORTON'S SEAL. Go back towards the fort again. Aline will automatically be teleported to the statue again. SEASIDE STATUE PATH Place the STONE STELE in the hole to receive a LUMINESCENT STONE, and the ABKANIS STATUE OF HELIOPANER. Aline proudly informs her he has three statues, and he says he has three too. They both hope Edenshaw has the last one, and that something big is bound to happen soon. BTW, you have finally collected all the parts necessary to assemble the PERFORATOR! Let's put it together now. The game gives the half assembled pieces weird names, like PHOTOELECTRIC PULSAR WITH ORANGE ACCELRATOR, WITHOUT BARREL, so I will use the general term, in this example, PHOTOELECTIC PULSAR. I will give the steps below: 1 - Split the TRIPOD SUPPORT. This will give you a second METTALIC HALF-RING. 2 - Combine the two METALLIC HALF-RINGS to get a METALLIC RING. 3 - Combine the ORANGE ACCELERATOR with the BUTT. 4 - Combine the BARREL with the PHOTOELECTRIC PULSAR. 5 - Combine the PERFORATOR BARREL with the TRIPOD SUPPORT. 6 - Combine the TRIPOD SUPPORT with the PHOTOELECTRIC PULSAR. 7 - Combine the METTALIC RING with the LUMINESCENT STONE. 8 - Combine the LUMINESCENT STONE with the PHOTOELECTRIC PULSAR to finish the assembly of the PERFORATOR! Great job! Jeremy would be proud! PLANETARIUM Take the door near the small, brown wooden door. INNER COURTYARD Go to the area where the front gate is, and head up the stairs. SOUTH RAMPART Go up the stairs, and take the door at the top. WORKSHOP Next to the machine you used earlier is a ladder. Climb up it. LIGHTNING CONDUCTOR 1 Man did Jeremy Morton have a lot of time on his hands... This place is incredible. Turn on the lightswitch, which is directly opposite the control panel in here. Climb up the second ladder that goes up. LIGHTNING CONDUCTOR 2 Walk across the room to another ladder. TOWER TERRACE You have now reached the highest point in the fort. Use the SMALL PADLOCK KEY on the padlock to unlock the door on top of this tower. Go back inside. LIGHTNING CONDUCTOR 2 Go to the machine in the center of the room and throw the lever here. The door on top of the tower will slide open. Now would be a good time to save your game. Go down the ladder. LIGHTNING CONDUCTOR 1 Turn on the control panel in this room, and the lightning conductor will move to the top of the tower. We now have the electricity running to the PERFORATOR CANNON! Unfortunately, Howard busts in to crash the party again, and this time your weapons won't work on him. There is a way to kill him though. Note that lightning will crash down through the node in the center of the tower on occasion. Also note that Howard sometimes leaps over this machine to chase you. What you must do is get Howard to collide with the lightning bolt. Unfortunately, he's smart enough to not try leaping through the lightning to get you, so you have to time it so he leaps just as the bolt strikes. Also note the timer. This is how long the lightning conductor will stay on top of the tower. When it runs out the conductor will retract, forcing you to start it up again. Watch out, Howard will use the distraction to his advantage. I find this very easy to do if you just constantly run circles around the node. Howard will be too busy playing leapfrog to get you to pay attention to when the lightning is coming. After three hits, he will die. Wait for the timer to run down, then when it does, throw the switch again so you will have a full two minutes to get to the PERFORATOR CANNON. When you do that, head for the ladder and go down. Get ready, you're gonna have to run fast and hard. WORKSHOP Hit the door leading to the SOUTH RAMPART. SOUTH RAMPART Shoot down the stairs. INNER COURTYARD Quickly get to the area where the broken-down wall is and take the door next to it. PLANETARIUM Rush through the room to the door with no light or little door next to it. DUTCH ANGLE ROOM Take the door next to you. OUTBLEITTES Rush down the stairs and head for the PERFORATOR CANNON. Use the PERFORATOR on the PERFORATOR CANNON to blow down the wall so you can access the underground galley. When you do that, a scorpion will walk out, ready to get some. Kill it with the PLASMA CANNON then go through the hole. (BTW, you could have climbed over the wall, but I just barely made it when I took that route. There was literally 1.6 second left! But, when I used this route, I had about 10 seconds left.) UNDERGROUND RIVER Take the PHOTOELECTRIC PULSAR lying on the ground to the left, and proceed to the far end of the pathway. Bugs will try to stop you, but they'll be no big deal. COLLAPSED WELL Go down the stairs to the next door. REUNION CORRIDOR Climb over the rubbleI call the corridor by this name because this is where you will reunite with Carnby again. Aline says they don't have much time, and translates a tablet which tells of what will happen if you don't hurry up. Some stuff about darkness spilling across the earth and eating up all the children of light. Carnby responds to that with, "That doesn't sound good!" You know, that line almost makes me think of the hero character O' Connell in the movie "The Mummy!" Anyway, after the cutscene is over, proceed to the end of the passageway. ABKANIS BRIDGE Go across the bridge over the chasm and take the passageway over there. TREASURE BOX CORRIDOR You will find out shortly why I call this passageway by this name. Go down the hall, and when you see a trapdoor on the right, open it to find a treasure in the form of FIVE (!!!) FIRST AID KITS, FIVE (!!!) CHARMS OF SAVING, the LIGHTNING GUN, the BATTERY CHARGER. I say you should make the LIGHTNING GUN your primary weapon now, as it's just about the best gun in the game and it has lots of ammunition available, infinite really. I also recommend you save your game before proceeding into the next room, as things are gonna get pretty nasty in just few seconds. THE GATE Carnby and Aline run into Alan Morton, and he's waving his arms around, like he's performing a ritual...this could be bad... He turns around and sees Edenshaw, and Indian-guy says he oughta stop and forget about his dream. Alan says that he's stupid for trying to stop this thing that he's been planning for decades, and goes on to say that he's afraid of the dark like everybody else. He says that the world will soon feel his darkness, and that they will all obey him. Edenshaw makes a vain attempt to go up and comfort Alan, but he pushes him off the stairs and he lies on the ground. While Aline goes to help him, he goes on to say that they will be the first ones to feel his wrath. He also says he has the final statue with him, and he's going to keep it with him so Edenshaw can't perform the ritual. Alan says an incantation, and it opens the gate. Alan casually strides on in while Carnby is sucked in, leaving Aline alone with Edenshaw. Edenshaw tells you to go in there, save Carnby, and get the last statue from Alan. He says Carnby is far from dead. He says that Alan wants to get rid of that last statue. Edenshaw also says you will find special springs in the world of darkness that will heal you completely. Aline moans about what she has been through, but she says she has no real choice now but to go ahead with this. Edenshaw says she is the last hope, and tells her to go. Walk through the doors... ----------------------------------------------------------------------- ______ _____ _____ _____ _ _ | _ | | _ | | _ | |_ _| | | | | | |_| | | |_| | | |_| | | | | |_| | | ___| | _ | | _ / | | |___ | - THE WORLD OF DARKNESS | | | | | | | | \ \ | | | | |_| |_| |_| |_| \_\ |_| |_| ----------------------------------------------------------------------- ALINE'S ENTRANCE CHAMBER In addition to Edenshaw's advice, I have something more to add. You will see LUMINESCENT CRYSTALS along the pathways. Take these to recharge your LIGHTNING GUN. They regenerate, so you have a virtually unlimited supply of ammo for the LIGHTNING GUN. Good thing, too, because this place is crawling with monsters. Walk to the bottom of the stairs and Carnby will radio you about a strange dream he had. He says they must get that last statue from Alan, and get that ritual performed. Walk through the door here. CAVERN 12 Go to the other end of the ledge to that door. CAVERN 11 Turn right after entering, and climb over the rubble blocking the way. Follow the path until you see a stone blocking another path. Climb over this one. Turn right at the fork and take the passage there. CAVERN 10 Aline will look out over the abyss and see that the Abkanis have built a gigantic fortress on the edge. Go down the stairs, and Aline will automatically climb up a ladder she sees. CAVERN 13 Go up the stairs to the next passage. ABKANIS FORT The first place you should go is up the huge staircase in the middle of the area. Take the door at the tippy top. CAVERN 14 Go down the passageway to the door at the other end. You will trigger the opening of a secret passage. GODS ROOM This puzzle is a bit confusing at first. There are seven switches on the pedestal in the middle of the room, which rotate the room so you can see a certain god's picture and seal. Press each button and get all six SEALS and their corresponding documents. You don't have to read the documents, they are only there as a vain attempt to keep you interested in the game. Press the southern switch to open the exit again. CAVERN 14 Run back to the other end of the room. Note the little pyramid with no top on the way back. ABKANIS FORT Go down the stairs. If you look at your map, it will indicate a ladder in the area of the bottom of the stairs. Climb up it, then descend through the trapdoor up here. ABKANIS HUT Here is another little puzzle for you, and fortunatley, its the last one. Look at the STONE SEALS, and look at what animals the gods in the pictures look like. From left to right, the order the STONE SEALS go in is this: HORSE SEAL, SNAKE SEAL, BEAR SEAL, BISON SEAL, FISH SEAL, BULL SEAL After doing this, a bridge will pop up to fill the gap blocking the passage behind you. Take the INDIAN SKIN FLASK on the way back there. Take the STONE PYRAMID and the CHARM OF SAVING at the end of the corridor. Leave up the ladder. ABKANIS FORT Climb down the ladder, then go up the huge staircase again. CAVERN 14 Use the STONE PYRAMID on the pyramid that has no top to make it transform into the HEAD OF STATUE while lighting up the whole cave too. Take the HEAD OF STATUE, and the same guy who gave that huge speech in Carnby's scenario will now give you pretty much the same speech. Leave the area through the same door. ABKANIS FORT Go down the stairs again, and leave out the front entrance. CAVERN 13 Go to the ladder at the other end of the walkway. CAVERN 10 Go left and follow the path to the door at the end. CAVERN 9 Turn left, and follow the passage until you come to a fork. Take the right path and then turn right at the next fork to find the exit. CAVERN 8 Follow the path to the end...yawn... CAVERN 7 Go across the bridge. CAVERN 15 Here is where Aline will find her spring of water, but there are plants everywhere, so it can be difficult to refill without having to use it to heal over and over. Continue to the wall at the other end of the passage. When the game asks you to climb, say yes. CAVERN 16 Go to the end of the corridor, and you will get a view of the bridge you crossed before. You'll see Alan quickly tie a rope, then jump down on it. Note that he accidentally dropped his pack on the way down. Run back to the door you used to get in. CAVERN 15 Go back to the door at the other end of the passage. CAVERN 7 Go down the rope our good friend Alan left us to climb. CONFRONTATION CHAMBER Take ALAN MORTON'S HAVERSACK, then go down the hall. Here, you and Aline will capture Alan, but before you can kill off the fraidy-cat he's become, a monster interrupts. Its Obed Morton, back for revenge. He grabs Alan and they drop down into the pit in this room. I don't know about you, but I almost laughed myself to death when I saw this for the first time! Aline will then slip down into the pit with them. CAVERN 17 At long last you'll get the final statue, the ABKANIS STATUE OF HECATONCHIRES, the guy who's been giving the huge speeches here. BTW, if you want to, you buy his lectures at the nearest giftshop of the World of Darnkess. Sadly, there are no giftshops, so you can't get them :) There's no way to get back up so take the door nearby you, and jump down the pit. Walk straight to find the exit passage. Johnson will contact you. Aline really mouths off at you. Johnson says Lamb tricked him into sending you here, saying Lamb wanted you dead. He also says Lamb got the translations long ago. He says he's sending help as soon as possible. Take the door in front of you. CAVERN 18 For a change of pace, we are in a waterway now. Follow the map to the door at the other end...again... CAVERN 11 Johnson contacts you again, and says Lamb is interested in opening the gates of Darkness. The helicopter is on the way. You're almost there. Jump down the ledge, then run straight and you wil find the exit. CAVERN 12 Now would be an excellent time to save your game. Do so, and mount the column bridge. Obed's here to stop you. He's gone pretty psycho since you last saw him. What you must do is get around him so you can finally get to the last room. He's really tough to kill, and its a lot easier just to run. Run straight at him and turn left when you get to him. If you don't make it in time, then retreat until the special camera angle goes away. Wait for the thumps to stop, and try again. Once you do make it, run to the door here. STATUE HEAD ROOM Place the HEAD OF STATUE on the right pedestal at the front of the room, and Carnby will place his head. Take the door behind you and get out. Aline and Carnby will find their way back to THE GATE and confront Edenshaw. They give him the statues and he orders them to escape quickly as the sun is rising. They exit through a secret passage and get to the beach just as Johnson's helicopter comes in for a landing. Aline pays back Johnson with a slap as they lift off. Meanwhile, Edenshaw conducts the ritual to seal off the World of Darkness. The island is destroyed as Aline and Carnby fly off into the morning sunrise. Later, Christopher Lamb is watching a news report about Shadow Island's collapse, and says that his secretary can send Fishbein his nice reward. ----------------------------------------------------------------------- ______ _ _ _____ _____ __ _ _____ _ _ |_ _| | | | | | ___| | ___| | \ | | | _ \ | | | | | | | |_| | | |___ | |___ | \ | | | | | | | | | | | | | _ | | ___| | ___| | |\ \| | | | | | | | | | | | | | | | | |___ | |___ | | \ | | |_| | |_| |_| |_| |_| |_| |_____| |_____| |_| \__| |_____/ |_| |_| ----------------------------------------------------------------------- 6: Enemies Section This section tells about enemies you will encounter in the game. Beware, there are spoilers here so read at your own risk! **** DOGS **** Difficulty - Easy They are A LOT like the dogs in Resident Evil, only colored gray instead of brown. They can outrun you, but if you run in a zig-zag pattern, you can evade their lunges. If you choose to stand and fight, a few shots from the HANDGUNS will kill them. **** BUGS **** Difficulty - Hard These guys are really speedy and quite common throughout the game. Plus they have the added advantage of being able to warp into the room in groups of up to three. Don't let them grab you or you'll take heavy damage. There is one big weakness they have though. They recoil a lot from bullets, so you can kill them with even a REVOLVER if you can jack them up with your shots. Only attempt this feat when being attacked by lone bugs or you'll get swamped. ******* ZOMBIES ******* DIFFICULTY - Easy These guys are extremely stupid and slow. The only reason they are in the game is to waste your ammo, as each one takes up to THREE!!! SHOTGUN blasts before dying. If you are good at dodging, you can run right past them, as they must perform the grab animation before they can take hold of you. ****** PLANTS ****** DIFFICULTY - Hard They are common throughout the game, and absorb about THREE!!! grenade shots to die. Fortunately, you can use your FLASHLIGHT to herd them out of the way, or make them vanish altogether with a lightswitch. Just run from them unless you have the LIGHTNING GUN. ********* SCORPIONS ********* DIFFICULTY - Hard They are real tough, anything but the energy weapons hardly phases them. They will grab you by the head and toss you into walls, and bite at you. Use the PLASMA CANNON, preferrably. Thankfully, in both scenarios, you get this gun before you meet them. ******* LIZARDS ******* DIFFICULTY - Easy Every survival horror game has to have a worthless enemy in it somewhere IMO, and these are those enemies. You should just run past them, all they do is nibble at your feet. Use a weak gun if you must kill them. ******* BEETLES ******* DIFFICULTY - Easy This is another worthless enemy, only they can drop from ceilings. Just shoot them with the REVOLVER, as its about the only creature its good for. ********** CROCODILES ********** DIFFICULTY - Medium You will only meet them when you are in water. They ALWAYS pop up directly behind you, then pause before attacking, so if you spin around in circles, you can get a head start facing them. All that is needed really is 7 REVOLVER shots. ----------------------------------------------------------------------- 7: Bosses Section WARNING! MASSIVE SPOILERS WITHIN THIS SECTION! Most of this information is cut and pasted from the walkthrough, this is only here for reference really. ----------------------------------------------------------------------- ______ _____ _____ _ _ _____ __ __ | ___| | _ | | _ | | \ | | | _ \ \ \ / / | | | |_| | | |_| | | \| | | |_| / \ \_/ / | | | _ | | _ / | | | _ | \ / | |___ | | | | | | \ \ | |\ | | |_| \ | | |_____| |_| |_| |_| \_\|_| \_| |_____/ |_| ----------------------------------------------------------------------- ******** GARGOYLE ******** DIFFICULTY - Medium This boss is extremely annoying as it seems like when you try to shoot at it your bullets magically pass through the monster. It also has this really irritating electric shock attack that's almost impossible to evade. The way to kill it is to equip your REVOLVER, fire one shot at it when it stops moving and pauses in front of you. You will notice that its wings will fold up and then curl out when you do this. When you see it curl up its wings, equip your GRENADE LAUNCHER (or ROCKET LAUNCHER), make sure Carnby is aiming at the creature, and fire a shot at it. The gargoyle will be knocked across the room with blood all over. Wait for it to come back and repeat the "warning-shot, grenade shot" combo. Do this a few times and you'll defeat the monster. *********** ALAN MORTON *********** DIFFICULTY - Hard Your weapons will stun him, but they won't kill him completely, so you'll need to do something else. Don't ever let him grab and throw like Mr. T or you'll be knocked down to CAUTION on the first blow! Go right after the battle starts and you should find a cavern with a spear in it, but Alan will teleport in front of the entrance to throw you out again. What you must do is shoot Alan several times with the ROCKET LAUNCHER to stun him long enough so you can run into the cavern and grab the magic spear which Carnby will use to kill him. ----------------------------------------------------------------------- ______ _ _ __ _ _____ | _ | | | | | | \ | | | ___| | |_| | | | | | | \ | | | |___ | _ | | | | | | |\ \| | | ___| | | | | | |___ | | | | \ | | |___ |_| |_| |_____| |_| |_| \__| |_____| ----------------------------------------------------------------------- *************** HOWARD MORTON 1 *************** DIFFICULTY - Easy The way to beat him is to hit him while he's running at you, not attacking. If you rapidly hit him with grenades, he will be unable to attack you. Be sure to reload manually through the menu, so you don't get attacked while watching the reload animation. After several shots, he'll die. If you are fighting him just outside the manor, then you should run away as he'll just keep getting back up. *************** HOWARD MORTON 2 *************** DIFFICULTY - Easy In this confrontation your weapons won't work on him. There is a another way to kill him though. Note that lightning will crash down through the node in the center of the tower on occasion. Also note that Howard sometimes leaps over this machine to chase you. What you must do is get Howard to collide with the lightning bolt. Unfortunately, he's smart enough to not try leaping through the lightning to get you, so you have to time it so he leaps just as the bolt strikes. Also note the timer. This is how long the lightning conductor will stay on top of the tower. When it runs out the conductor will retract, forcing you to start it up again. Watch out, Howard will use the distraction to his advantage. I find this very easy to do if you just constantly run circles around the node. Howard will be too busy playing leapfrog to get you to pay attention to when the lightning is coming. After three hits, he will die. *********** OBED MORTON *********** DIFFICULTY - Hard What you must do is get around him so you can finally get to the last room. He's really tough to kill, and its a lot easier just to run. Run straight at him and turn left when you get to him. If you don't make it in time, then retreat until the special camera angle goes away. Wait for the thumps to stop, and try again. Once you do make it, run to the door there on the left. ----------------------------------------------------------------------- 8: Thanks - Thanks to my dad for giving me jobs to do to pay for my PS2 and this game! - Thanks to Infogames! - BIG, Big thanks to GameFaqs, THE best video game site on the net! ----------------------------------------------------------------------- 9: Copyright This guide is the sole property of Nathan Norris, author of this guide. Don't rip off this guide in part or whole, or I will be forced to act against you. Don't rip off this guide then alter it to death and claim it as your own. This guide may not be used for ANY profitable reasons whatsoever, even if no money is made. I'm tired of all these websites requesting my guides for their sites, so from now on, these are the only sites which may use my guides: www.gamefaqs.com www.neoseeker.com www.gameadvice.com www.psxcodez.com http://faqs.ign.com This makes it very simple for me to keep track of what state each version is in each site. If you find this guide on some other site, and it is incomplete, go to www.gamefaqs.com. before requesting help from me. Since gamefaqs.com is the first place I send every piece of my work, they are sure to have the most up-to-date version of my guides. Also, if you find this guide on www.cheatcc.com, notify me immediately. They have ripped off of me before and I'm not gonna let them do it again. I bid you farewell. -----------------------------------------------------------------------