1. Hack:
=======
Bump up your life points to a healthy
200 with this handy tip. Edit the savegame
file (called sav0.itd) and, at
the relative sect 0047 place FF at the location
0056.
<pre>
<b>ALONE IN THE DARK II COMPLETE
STEP BY STEP WALKTHRU V1.0 </b>
by Richard Liblanc
with thanks to Hugues Lamy and
Frankie McNeil
- GENERAL HINTS AND TIPS
o Fighting can be made really easy
by always closing on your target and
punching them as often as you can.
Most of the time, they will keep
shooting toward but behind you.
Most of the thompson guys are poor
aimer and they often fire at some
spot on the wall instead of at you.
Stay close to the walls sometimes
(specially true in the garden).
o There is a strange bug you can
use to go through some doors and walls.
When you have a sword, close on
the door and make the "dive attack"
(when you make one step forward
while attacking). You'll be able to
pass through most of the doors
(with VERY erratic results though).
o This walkthru does not tell you
when to drink your vials and when to
reload your guns. You might spend
a lot more ammo than I did so maybe
you'll have to improvise. Maybe
the walkthru wont tell you how to get
all the storyline elements (books,
pictures, etc.). They are pretty
obvious and I know you will get
all the things the dead guys will leave
behind :).
o Remember that some weapons seems
really weak in attacking power but they
can be very useful when speed is
important (the revolver, the beater and
the good old punch for example).
o A rule of thumb : always take
everything a dead guy leaves behind. I
think I forgot some stuff like
"take the key" or "take the book" but
you should be able to figure what
to take.
o Finally, I played the game with
the french version and some objects might
have different names. Sorry for
the incovenience and for my bad english.
I - THE GARDENS
- Kill the guy with your bare hands
and take his thompson, the clip and the
vial.
- Run down the alley to the big
statue of the anchor, push it and enter the
gardens. If you make your move
fast enough, you should be able to avoid the
thompson guys.
- There is someone just behind
that corner. Kill him from the corner and take
the picture.
- Turn right, get rid of the thompson
guy, take the clip and the vial. Go
where that guy came from.
- Take the rope, remember you saw
a DIAMOND card.
- Go back where you found the picture,
walk to the crossroad. When you'll
walk past the crossroad, another
"hey you" will appear. Fill him with lead
and take the way to the top of
the screen.
- Now that guy is a real pain.
Dont let him close on you. Stick to the left
wall and fire your thompson at
him. If you kill him now, he wont bother you
again. ( that's the case of most
of the bad guys in the gardens, they
sometimes track you even if you
never "met" them). Go the dead end and take
the clip.
- Go back to the crossroad and
go to the bottom of the screen. There will be
another tough guy in trench coat.
Kill him and continue your way until you
find the grapplin. Another "hey
you" will appear. If you're not fond of
killing, step on the diamond card.
If you intend to step on another card,
well, save first.
II- THE CAVE
- Go straight forward and get rid
of that green guy.
- Go take the vial and forget about
the ladder for now. Go to the other part
of the cave.
- Push the chest to make the altar
raise. Watch out fot the ghost! Dont
worry, he's thompsonable. Take
the pirate's saber.
- If you have some "friends" waiting
for you at the entrance (place with 4
cards on the ground), it would
be a good idea to use the mettalic jack on
the altar so you can escape via
the other trap. If not, forget about the
jack and get out of the cave.
III - THE GARDENS AGAIN
- If both cases, you should make
your way to a 3-ways intesection. Go in the
L-path, be scared by the demonic
face and turn left. Shoot the fat 12-gauge
wielding gangster and proceed.
(not turning will get you back near the
crossroad, geez, you're so curious,
trust me a little more!).
- Cut the weaving branches with
your saber and SAVE! See that little brown
spot behind the trees? That's Shorty
Leg and he's quite tough to kill. Best
way to kill him is to hide behind
the statue and use everything you've got,
especially the revolver.
Dont worry about spending all your
ammo. Just kill him.
- Take the vial and use the grapplin.
Use the grapplin again to make the
statue's arm move and enter.
IV - THE BASEMENT
- Darn! No more weapons! Take everything
you see (a nickel, a crank and a
paper bag).
- You can cry on Stryker's corpse
if you want but take his notes and the
pipe-pick. (sorry, cant remember
the right word for it now...). Pushing
Stryker off the cliff seems a bad
idea but i never did it. Lemme now if it
changes something later in the
game...:)
- To open the locked door, you
need to use the paper under the door then the
pick. You'll get the key and you'll
get inside.
- There are two ways to get rid
of that sitting guy :
The "nice" way : Get behind the
barrel, just beside the lever. Use the
paper bag twice, wait until the
guy raises to his feet and push the lever.
The "direct" way: Tease the guy,
fight with him and try to make him fall
the cliff...
- Take the shotgun, the book and
the vial. Go right behind the grandfather
clock and use the crank to open
the secret passage. go there and take the
shotgun shells.
- To get rid of Musicman, just
tear his pact( the paper you used to get the
key). Dont forget to take the hook.
- As you might hear now, there
is some heavy shooting nearby. Take the beater
and go to the door. DONT GO UPSTAIRS
YET!!!
- To kill those two guys, stay
in the doorway shoot the first guy, go
backward and wait for the other
guy to show up.
- Those two guys were shooting
at some rotating cards. Try to align 4
diamonds to open the door. 90 degrees
rotations are possible, you just have
to be well positioned.
- Kill that guy and get into the
cellar. Get the vial (i never found any use
to the whiskey bottle. HINT: save
before drinking). Use the nickel in the
slot machine to get two tokens.
You might also take the book in the back of
the room.
- Return to the shooting gallery.
Kill that guy and take the bag. You can
also try to get the bag w/o worrying
about the guy because he's so drunk
but he might shows up a while later...
- Open the bag and put on the Santa
suit. Okay, you look silly, but at least that little pest upstairs wont
alarm everyone.
V - THE HOUSE
- Turn right and make your way to
the kitchen. Watch out for the statue! Try
to walk near the door.
- In the kitchen, take the frying
pan and get near the eggs. Listen to what
T-Bone tells you and get ready
to fight him. The pan is the best weapon
because it will block incoming
darts.
- Take the wine from the stove
and the poison beside the dumbwaiter. Use the
poison with the wine.
- Get near the door in front of
the statue and drop your special wine. Wait
for results.
- Big Evil Hint : To get rid of
that little pest walking down the hall and to
remove any danger from the statue,
wait until that little fellow walks
before the statue and start running
to trigger the trident.
Duck in the kitchen and wait for
result. Voila!
- Go through the door you opened
with the wine and use your two tokens in the
juke-box in front of the statue.
The golden token will make a doublon
appear and the wooden token will open
the door.
- Get in the new room and take all
the war material (bulletproof vest,clip,
Thompson).
- Now go just beside the statue
with the trident and take the crown. Now go
upstairs. (i know, i know, there
are still two doors left closed, more on
them later).
- Kill that laughing zombie first.
Best way to do it is too close on him and
punch, close again, punch, etc.
He'll always miss you with his gun and
you wont have any problems getting
rid of him (it will take some time
though). Open the door and get
in the hall. Open the door in the middle
hall.
- The guy will throw a derringer.
Take it and use it quick. Take the sword.
There are a scroll and a book to
find in the bookshelf. Get back in the
hall and open the nearest door
(the other door at the end of the hall is
the bathroom, no need to go there).
- The two ghost arms are protecting
the other half of the scroll. It is not
required to get the scroll but
strongly suggested if you want to solve
the next puzzle by yourself. Use
the sword to kill the arms, stay right
beside the window, hack, get back,
hack again and so on.
- CHESS AND MAGIK (the riddle)
: Use the crown on the white statue. Go in
the magic room and take the amulet.
(the door in the magic room is another
bathroom).
- Two things to take, a vial and
a note. Open the door and go immediately to
the left and take the thompson
with the clip. Stay right where you are and
get ready to thompson two baddies.
If you still have your bulletproof vest,
there is no problem, otherwise,
try to make the gangster fire on the
karateka. (remember to USE you
bulletproof vest though)
- Take the grenade and the key.
Dont open the door yet. Get in the open room
and use the doublon in the jack-in-the-box.
Take the pompon.
- Now open the door and get inside
the room. The only way to get rid of the
clown is to throw the pompon through
the archway. The right position is
difficult to find. Let the clown
go after the pompon and use the grenade
in the chimney. SAVE!!!. Go down.
- The grenade killed two of the
baddies but there are still a lot of people
down here. The best way to kill
them all is to get out as fast as you can
and wait for them in the kitchen
or the lobby. Slash them when they go
through the door. The beater is
one of the bet weapon because it's so fast.
You could try the Santa suit again
but i'm not sure it will work. If
someone find an easy way, let me
know...
- Take the red ball from the christmas
tree and go upstairs again in the pool
room.
- Use the ball on the big box with
holes. Use the key on the door and go
inside. Wait for result and dont
panic.
- Listen to what Jack tells you
and when he's done, use the hook to get out
of here.
- You can try anything you want
but you'll always get captured by Elizabeth.
The wisest thing to do is to go
downstairs and walk toward the kitchen.
VI - THE CUTE PART : PLAY AS GRACE SAUNDERS!!!
- If you havent figured out that
you're now Grace, well...First thing to do
is to try all those cute moves
(gna gna gna gna). Now push the plank so
you can get out. Go near the parrot,
take the seeds, the sandwich and the
pepper. Give the seeds to the parrot
if you want a clue.
- Get out of the room and IMMEDIATELY
go to your left. Hide in the small
niche until the pirate stops walking.
Go back to the ladder as fast as you
can. By the way, it's the ladder
at the end of the hall, not the middle
one. You dont have much time until
the pirate starts chasing you again so
make it quick.
- Dont tease that pirate and climb
the other ladder.
- Now you're going to play hide
and seek with the crew. You must find a safe
way to the open hatch without anyone
noticing you. Go behind the sitting
guy. Make your way to the edge
of the ship and get behind the boxes.
By the way, for a cute moment,
try to fall into the Start trap.
Before going down, take the flint&steel
on the deck.
- Take the small cannonfrom the
chest, the vase from the shelf and the stick
next to the bed.
- Now, position yourself right
in front of the door, put down the cannon, use
the pepper on the cannon. Throw
the vase, wait until the pirate comes close
and use the flint&steel on
the cannon. Take the bell and get out the room.
- Go through the door in front
of you. Take the chicken's foot get near the
blue plate, ring the bell and get
inside the dumbwaiter. Take the key.
- Use the key on the locker in
the kitchen and get the molasse and the
freezer. When you'll try to get
out of the kitchen, you'll hear a familiar
"hey you!". Get back in the kitchen
and use the freezer in the doorway.
- Go upstairs and do the same thing
with the molasse. Go to the pool room.
Get the token if you want (havent
the slightiest idea of what to do with
it). Go into the room with the
cell and use the stick behind the desk
with the broken plate in the corner
of the room. You'll find the key and
another book.
- The door to the chamber and magic
room will now open. Get into the magic
room and use the stick on the plate.
Get back in the kitchen and hope you
placed the ice at the right spot.
Go next to the dumbwaiter and ring the
bell again.
- Captured again....
VII - BACK AS CARNBY : THE REVENGE!
- Get the key to free yourself and
kill that pirate with your bare hands.
Take the the sword, use it and
follow Grace outside. Dont worry if you lose
track of Grace. Kill anything you
encounter.
- The guy outside will leave the
fuse behind. Get it and go through the door
in front of you. Kill the two guys
and get the fire-iron and the pliers as
well as the key in the corner of
the room. Get out.
- Go through the door next to the
niche where Grace hid, kill the guy and
take all his stuff (gun ammo,chainmail,vial,gun).
- Push the barrel to the left and get the chainmail.
- Go through the door at the end
of the hallway, close on the pistol pirate
with your sword, take the ammo
and the vial. Dont let anyone get in your
way to the locked door on that
deck. Use the key to get inside.
- You're in the gunpowder room.
think twice before firing your gun. Use the
sword to kill the swordmaster,
get the book and the gunpowder barrel. Get
on the upper deck.
- Open all the doors you can, there
are two rooms you can enter. A sleeping
room (dont stay inside too long
because you dont want to wake those
pirates) and a room with a cannon.
kill the guy sleeping next to the cannon
and use the pliers to free the
cannon. Now PUSH the cannon to the left
(this move is difficult, the right
position is hard to find). Drop
the barrel anywhere in the sleeping
room( Carnby always places the barrel
next to the wall).
- Use the fuse on the cannon and use the fire-iron for a nice show...
- Go into what's left of the sleeping
room. Take the vial and the gold
pieces.
- Use the gold pieces near the locked
doors and kill the two dwarves. Go
where they came from, take the
vial. Go kill the cook behind the door, take
the metallic diamond card and use
it on the last locked door.
- Enter and fall (again) under Elizabeth's spell...
VIII - GRACE AGAIN!
- And Grace saves the day...Use
the stick on the statue, get into the room
and use the chicken's foot. Bye
Bye Elizabeth!