Alone In The Dark 4: The New Nightmare -------------------------------------- Final Version. Submitted by Iain Noble (iain.noble@ntlworld.com) With thanks to Hezda (hezda@hotmail.com) the author of the other walkthrough posted here for sharing his information with me and pointing out some fairly glaring errors in my own work. Also to 'Darkworks' who has posted several very useful replies on the GameFAQs message board for this game. Prima have produced an official strategy guide for this game. Alone in the Dark 4: Official Strategy Guide Prima Development Paperback (1 October, 2000) Prima Games; ISBN: 0761533389 A couple of UK Playstation magazines have also published walkthroughs for the game Station Solutions June 20001 has the first part of a very useful guide complete with maps. Solutions for Playstation and PS2 June 2001 has a full walkthrough with lots of screenshots. CONTENTS --------- Introduction & General Ramblings Walkthrough Edward Carnby Scenario Aline Cedrac Scenario Introduction & General Ramblings -------------------------------- I am all for the free exchange of information. I will be flattered if anyone considers this walkthrough good enough to post elsewhere. Some form of acknowledgment would be appreciated. As usual read the manual for an introduction to the game and the characters and for details of the control system. My 'route' is the result of a lot of wandering around and general exploring. As with the various Resident Evil games I am sure there is an ideal path that visits the required areas in the best order and the minimum number of times. Some enemies seem to reappear if you go back to an area or after certain trigger events. When saving in a room the game has a habit of saving the state of the game before you collect the items in that room. On several occasions I left a room thinking I had the keys etc. that I had picked up before I saved only to find they were missing from my inventory when I tried to use them. There are many files, books and other documents to examine in the game. Although they go into your inventory after you read them for the first time, they remain in their original locations. This can become tiresome if you need to recheck an area only to find yourself reading a diary for the umpteenth time. I found the music added nothing to the atmosphere of the game and quickly became very irritating and distracting. I would advise turning it off from the Options screen. I would advise playing the game in a darkened room for maximum visibility and impact. Walkthrough ----------- There are limited charms of saving, first aid kits and ammunition. Use all of these wisely. Use your torch in the gloom and search each area thoroughly as it is easy to miss important items. Anything vital will usually 'shine' in the light of your torch, so use the free view control (left stick) to move the torch around an area. You can choose to play as either Edward Carnby or Aline Cedrac at the start of a new game. Edward's scenario tends to emphasize combat and is probably the shortest and easiest. At least he starts off with some firepower! Aline's scenario is more taken up with puzzle solving and will take longer. She begins with very little in the way of weapons. As I started with Carnby, by the time I played as Aline many of the locations were familiar from the first scenario so I have not described them in such detail. 1. As Edward Carnby. -------------------- Start ----- Go right after landing in the woods. Note the blood on the steps and go into the building to find a mangled man. After leaving the building you hear shots and a scream. Return to find the man gone and a key left behind. Use this to open the gate at the end of the path. You should be able to get from the start to the sewers without firing a shot. First enemies ------------- Collect the magnesium bullets from the wall and then go left through the arch and through the gate to collect some more ammo. In the next area collect a first aid kit from the fountain. Run up the long flight of steps and if possible simply avoid the dogs and go on up the steps. Along to the end and past the nasty 'thing' and down some more steps. If you get through the gate quickly enough it cannot follow. Use the wheel to drain the water and once again try to run around the monster and down the steps into the sewers. Sewer ----- Follow the sewers around until a 'tremor' on your controller warns you of approaching danger. The 'gator' will attack you in the large open area as you try to head for the exit in the top right. It is probably best to take it out as you move very slowly though the water and it will always drag you underwater back to the centre of the area. Pick up the charm of saving before venturing through the door. Then up a ladder, along a corridor and up some steps into the morgue. Search this area thoroughly to find triple barreled shotgun, phosphorus cartridges, magnesium bullets, first aid kit. Examine the coffin, get a nasty surprise and a key. Use the key to open the door to the manor lobby. The Mansion ----------- Lobby ----- Enter the lobby and get a message from Aline. Beware as after your chat with Aline, the lights will dim and another nasty thing will attack you. You have no real choice again but to finish it off. Use the shotgun for preference as a single well aimed shot will kill it, the revolver takes a lot more shots to do the job. Go up the stairs and turn right to find the furniture blocking the door to the room where Aline is trapped. Stand to the right of the chest of drawers and walk towards it whilst pressing X to shift it out of the way. She will also give you a hint about moving the statue in the lobby below to see what is written on the back. Chat to Aline and then help her up into the roof and out of your sight again. Examine the room to find acrobat statue, dictaphone, photo and 'A' diary. Go through the mirror door and down the stairs to the basement. Peek through the spy hole in the sealed door and pick up the charm of saving nearby. Back in the lobby the door opposite the stairs is now open. Check the small table for a charm of saving and notice the clock (for later.) Go through door and encounter Edenshaw the indian. He will give you a charm of saving and clues about the library. General Exploration ------------------- Go right, hear the scream, shots etc. and switch on the lights. Don't go any further in this direction for now as danger lurks in the form of zombies. Hard nuts to kill requiring 3 blasts from your shotgun. Instead go left back along the corridor and pick up the bullets from the chest of drawers. Then take the door next to the staircase and follow them up to the attic to find the grenade launcher and to have another chat with Aline who mentions a trapdoor. Now back down the stairs and take the door to the left at the bottom. Dispose of the zombies and pick up the first aid kit and bullets at the end of the corridor. Retrace your steps and open the door at the beginning of the corridor. Beware of spiders but you can avoid them if you move quickly. One revolver round takes care of them. Examine the display case with the ship, the photo and take the wolf mask, the cartridges and the bullets. Now go all the way back along the main corridor to the east end and open the one unlocked door. Waste the 2 zombies you find there and go through the first open door (the other is locked for now.) In the next room pick up the crow bar, Richard Morton's will (more stuff about the library) Beware the monsters that appear at one point. Read the copy of Science magazine, unlock the door to the lobby, pick up the first aid kit, cartridges, flask, fill the flask at the amphora and examine the 'O' diary and the picture of the stone circle. Now it is back to the room with the display case and use the filled flask on the balance in the display case. This will open one of the 4 portraits in the lobby (the one with the Arctic explorer and the ship.) Beware of zombies as you return to the lobby and pick up the first floor east key from behind the picture. This door is at the end of the zombie corridor to the east of the main corridor outside the lobby. Beware of monsters that spring out at you. Pick up the first aid kit and yet another key (first floor west.) Use the wolf mask on the owl statue. The statue opens to reveal a steel key (2nd floor east.) Back into the main corridor and along to the west until you reach the stairs and the locked door at the top. Use the first floor west key here. As you go through the door you will get another message from Aline with some more Morton family history. Go right and through the first open door. As you approach the bed you are thrown back by the large tentacles that emerge. Shoot the lamp over the bed causing a fire that fries the monster. Pick up the rocket launcher, bullets, first aid kit and charm of saving. Back in the corridor the next set of double doors will lead you back into the lobby balcony. To the far left of the corridor (beware monsters as they keep springing out at you in this area) you will find a room with a raised area reached by a couple of sets of stairs. Pick up the first aid kit in here and also read the 'A' diary. Make your way back to the lobby and look at the portrait furthest to your right on the balcony. Note that it says the person resembles the statue in the lobby below? Go down to the lobby and move the statue so that it is front of the mirror. You will see the letters H M on the back. Enter the code letters H and M on the two dials (H for Harold and M for Morton) and the portrait will open just like the previous one. Go back to collect the small rusty key which reads '3rd floor west' when you examine it. Beware a monster attacks when you get the key. Go up to the attic and use the key on the locked door at the far end. The Attic --------- Beware monsters, some strange sort of armour plated thing with a long tongue. They are scared of the light so you can keep them at a distance with your torch. Search the area for a lighter and some cartridges. Go through the door at the far end of this section of the attic, along the corridor and through the next door. Use the crowbar on the hollow sounding section of the floor to unearth 2 keys (2nd floor office and 3rd floor east.)