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Retro Game Walkthroughs For
"Alone in the Dark 4"
(PC Games)

Retro Game Walkthroughs for Alone in the Dark 4 (PC Games)
Submitted By: Unknown
Walkthrough playing as Edward Carnby

I haven't completed the female role yet but I will post it in a few weeks as the walkthrough takes ages to type as you can see.

Getting to the manor

Bridge Garden
Exit this first screen.
At the next screen head to Ed's right.
Up ahead is a locked gate.
If you look at the lock it needs symbols to be opened. We'll get those later.
Now head back and go forward this time.
Continue forward until Aline radios you.
Move forward again until the screen changes.
Now turn left, under the fallen tree, and move forward.
Move forward again.
Continue through the archway.
To Ed's left is a set of stairs with blood leading up.
Head up the stairs.
Move forward into the room
There is a man in here. When you are done talking with him exit.
Walk forward until you hear gunshots.
Run back into the room.
The man is gone but a small bronze key remains.
Take the key and exit the room once again.
Continue until you reach a locked gate.
Use your key to open it. To do this, check inventory, select the key and select use. You then need to hit the spacebar again to open it.

East Garden 1
Pick up the bullets on the wall. As you do this you will see a cutscene.
Continue thru the archway.
Once in the next area open the gate to your left.
Two dogs will run past but they won't attack.
Pick up two boxes of bullets.
Continue on and pick up the health kit.
Exit back out and head east up the stairs.

East Garden 2
Once in this area you will be attacked by a dog.
Note:Whenever possible save your ammo. Run away when you can.
Start running.
Head left and continue on to the other side of the area until you reach the stairs.
Climb the stairs. Once in the next area the dogs won't follow.

Terrace Garden
Move forward until you reach a flight of stairs.
Climb the stairs. The gate is locked but on the way down Aline will radio you.
Continue on.
You will witness a gross cutscene. When it's done continue forward until you are attacked. Kill the creature and then walk down the stairs.
Open the gate.

Water Tank
You can't get down the stairs yet so head to the left then right.
When you reach the other side there will be a valve.
Hit the space bar and then 'yes' to activate it. The water will lower allowing you access to the bottom of the tank.
Head back to the stairs. Kill the creature that attacks.
Now head downstairs and thru the opening.

Basement
Follow this passage until it opens into a larger room.
There is an opening on the other side but you won't be able to get to it yet. You will first need to kill the crocodile.
Move around and when he jumps out of the water shoot him with the gun. Be quick about it. You will have just enough time to spin and shoot.It will take about 6 shoots to finish him off. Don't go for the door or he'll take you under the water.
When it is dead continue through the opening.
Continue on until you reach a ladder.
Hit the spacebar and then answer 'yes' to climb it.
Climb up
Continue forward.
The gate ahead is sealed.
Turn left and press the spacebar to climb up.
Open the door here.
Climb the stairs.
Head left.
On a stack of crates is a box of cartridges and bullets.
On the desk is a first aid kit.
Leaning against the cabinet is a shotgun.
Head back past the stairs.
There is a casket and a locked gate. All other doors in the area are locked. There is a trapdoor here but that will be unlocked later.
Open the casket. You will receive a horrible vision.
When it's over take the gilded key.
Use the key to unlock the gate.
Open it and climb the stairs.
At the top hit the spacebar to open the mirror door.
Aline will radio you.

Manor Lobby
Walk forward and you will be attacked. Kill the creature. The lights will go out.
On the desk is a saving charm.
By the double doors is a light switch.
All the doors are locked so head upstairs.

Manor 2nd Floor Landing
Head toward the door to the east and Aline will radio you.
There is a chest blocking this door.
Move to the right side of the chest and push it by holding the spacebar and pressing the up arrow.
Once the chest is moved, open the door. Aline is here.

Bedroom
After Aline takes off through the trapdoor in the ceiling look in the desk.
You will find a dictaphone. Listen to it. It is a clue as to how to solve the stone puzzle. Make note of the first four words. Ogalai, Hypor, Harnis, Korna.
Pick up the acrobat statue.
Read the book on the nightstand.
Exit back to the outer area.

2nd Floor Landing
Notice the portraits on the wall are glimmering.
Check out all the paintings lining the walls. There are locking mechanisms so you will need to figure out how to unlock them.
Opening the four portraits
Portrait #1
All the doors up here are locked so head downstairs.

Lobby
At the bottom there is a bust.
Examine it. There is a place to enter a code that you don't have, yet.
The scratches on the ground are a clue as to what to do with the bust.
Move to the left side and push it out of the way.
Take a look in the mirror. You can see the initials HM.
Put this into the code and you will see one of the paintings unlock.
Run upstairs and examine this picture.
Take the small rusty key.
Head back downstairs.
At the bottom of the stairs, make a right and go forward.
Go through the double doors here.

First floor corridor
Edenshaw will approach you.
When he's done chatting he'll give a saving charm.
Head East. Run past any zombies you encounter. At the very end of this hall open the door.
You are now in another hall.
The zombies here are harder to avoid. Kill them if you have to.
Note:Reload your weapon in inventory. It's much quicker.

East office
Check out the amphora.
Take the crowbar off the crate.
Read the scroll on the desk. This is Richards will and tells you how to solve the library puzzle.
Read the book marked AA on the shelf .
Read the other book marked O on a small shelf across from the larger bookshelves.
Take the flask.
You will eventually be attacked and the lights will go out. The monsters will disappear.
Near the large cabinet is a first aid kit.
You want to leave thru this door but first fill up the flask from the amphora.
Once back out in the larger room head back thru the double doors.
This time head west.
At the very end of this hall are some cartridges and possibly a zombie.
Now open the door here.
Climb the spiral staircase.
Go thru the door at the top.

Attic
Grab the grenade launcher sitting directly in front of you.
Now continue thru the room. Aline will radio you and mention a trapdoor but it's not here and we can't get to it yet so exit back downstairs.
There is also a door up here but it's locked. We need a key.

Corridor
Head back east.
Now enter thru the door marked H.M.
Kill the zombies.
Once they are dead follow this hall around. There is a first aid kit here.
Now go back to the door you passed on the way marked H.M. also.

Enter.
Portrait #2

West office
Check out the display of the ship and scale.
To the right of this display is a saving charm
Pick up the cartridges that are laying around.
Pick up the photo on the table. It is a picture of the ship with the flask sitting on the scale. This is a big clue as to what to do next.
Put the flask on the scale.
Archibalds portrait will now unlock.
Pick up the wolf mask.
Exit back to the portraits.

2nd floor landing
In Archibalds painting is a gilded key.
Now head back to the first floor corridor.

Corridor
Head east.
Go through the door at the end.
You are now in a hall.
Using the gilded key from Archibalds portrait enter the door to the north.
Note: I've noticed that some of the keys don't match the floor on the map. The map labels the floors as 1st and second while the keys say ground and 1st floor.

Smoking Room
You will be attacked when you first enter. Kill off the creature.
There is a first aid kit on the bookshelf.
There is a small gilded key on the table in the center of the room.
Check out the owl statue.
Now turn out the lights and check out the owl statue again. It now looks like a wolf. This is a clue as to what to do.
Put the wolf mask on the statue.
A steel key is revealed.
Take it.
Exit the room. Kill the zombies that attack.
Head back to the attic.

Attic
Once you are back in the attic open the locked door up here with the small rusty key from Howard's portrait.
Enter into the next room.

West Attic
There are two plants in here but you can avoid them and save some ammo.
Move forward and in the south corner is a lighter.
Take it quickly.
Exit thru the door to the east.
You are in a hall.
Exit thru the door on the other side.

East Attic
Once in this room move forward and head to the north.
Listen very closely for a clicking sound inbetween the two areas. On the map it looks like a narrow hall.
When you hear the sound use the crowbar to reveal an opening.
There are two keys inside. A small key and a small gilded key.
Move east then south.
Go thru the door here.

Attic storage
In this next room as you move forward you will witness a cutscene of spiders.
When it's done move forward then make a left.
Search the pile of furniture for bullets and cartridges.
Now continue forward. You can see the spiders hanging from the rafters above you. As you pass under them they will drop. A single gunshot will take care of them.
Continue forward until you see a glimmering candle.
Click on the candle.
Use the lighter on the candle. You will get a clue as to how to get into the next area. It will mention a draft.
If you hit the spacebar on the blocked opening you will hear a clicking sound.
Use the crowbar.
An opening is revealed.
Hit the spacebar to get into the next area.

East loft
There are two plants in here. You can avoid them by running.
Follow the hall until you can go east.
There is a first aid kit on a table.
Open the door here.

Bedroom
There is an old woman in a bed. Speak with her.
Now exit.
Run past the plants and head all the way west.
There is a locked door.
Use the small gilded key to open the door.

West loft
You are now at the top of a spiral staircase.
Head down.
Half way down is a landing
Go thru the door.

2nd floor corridor
Once inside Aline will radio you again.
Move forward and kill the creature that appears.
Now go thru the first door to the east.

First Floor Office
Take the first aid kit sitting to Ed's right.
Climb the stairs to where the desk is.
You can see to glints of light.
One is a locked drawer and the other is a book.
Read the book marked with an 'A'.
Open the desk drawer using the first floor office key.
Inside the desk is a large ornate key.
There is also half a photo in the desk.
Exit the room.

Corridor
Continue Sw down the hall.
Heading east, the first door is sealed.
Continue east following the corridor until it ends in a locked door.
Open the door using the steel key from the smoking room.
Enter.

East Bedroom
Turn on the lights and an creatures in the room will disappear.
Check out the desk.
Pick up the other half of the photo. In inventory combine the two pieces of photos. Check out the back. It says 1408+2518. Add them together and you get the solution to a future puzzle.
Read the scroll
There is a box of cartridges in the bookshelf.
There is another large ornate key on a table.
There is a saving charm also.
On the desk by the bed is another book. Read it.
Exit.

Corridor
Now head west down the hall.
The double doors lead to the landing with the 4 pictures.
Pass this door and enter the next door you reach.

West Bedroom
Cross thru the room.
When you get near the bed you will be attacked by tentacles.
Shoot it with the grenade launcher.
On the dresser is a rocket launcher and 3 boxes of cartridges.
On the fireplace mantel is a charm of saving.
Also on the fireplace is a first aid kit.
Exit.

Corridor
You can unlock the next door with the small gilded key which will take you back to the second floor hall.
The next door after this is sealed.
Head back to the spiral staircase and head to the bottom.
First Floor
Go thru the door at the bottom of the stairs.
As you enter two zombies will be waiting for you.
Open the double doors with one of the large ornate keys.
Portrait #3

Library
Aline will radio you.
Check out the book on the desk
Read the book on the pedestal. This is the Morton family biography and the last page holds an important clue to the portrait puzzle.
When you are done with the book head around to the other side of the room and climb the stairs.
There is a box of rockets at the top.
Now head to the other side of this floor.
Notice the device on the railing.
Click on it.
You need to enter a code. Try the one on the picture. 3926.
A secret room is revealed.
Enter.

Secret room in Library
There is a telescope in here.
Move to the other side of the room.
Examine the niche in the wall with statues similar to the one you have in inventory.
Use your statue on the niche.
A secret panel is opened.
Inside is one of the statues you need.
There is also a puzzle that can't be solved yet.
To the left is a message written backwards that states "The key to the portraits is the dates those they represent were born on."
Exit.

Library
Continue climbing the stairs.
At the top you will see a flying creature but it won't attack, yet.
Climb the ladder here.
Rooftops
Head west around the ledge.
Watch out for dogs.
Climb the ladder when you reach it.

Tower
There is a charm of saving up here.
Look thru the window. You can't see anything yet.
Use the telescope on the tripod to see the fort.
Look to the right. You are looking for a window. When you find it zoom in and look above it. You will see the number 1692.
Head back to the library.

Library
Go back to the secret room.
Enter the number you found on the fort, 1692, into the control panel.
Another picture (Jeremy and Edenshaw) is unlocked. We'll go get what's inside it later.

Portrait #4

Now check Richards will to explain this puzzle.
You need to select 4 books and in the correct order.
Book #1-3rd floor at the very end. Click on it and select 'yes' to push it in. You will then get a hint as to where the next book is.
Book #2-Head down to the first floor and back to the double doors. Pass the doors and click on the very first shelf you come to.
Book #3-Back to the staircase. Click on the shelf at the base of the stairs.
Book #4-Back to the third floor. The book is three screens over. Keep an eye out for the sparkling thing that will tell you where it is.
Unfortunately, before you can get there the bird man comes back. To kill him, use your shotgun or pistol. Shoot at him. You will miss but he will curl up in a ball and then unfurl. When he does shoot him. You need to do this about 10 times to finish him off.
If you didn't select the last book do it now.
The last portrait opens.
Now go check out the two portraits we opened.
Exit the library.

First floor corridor
You will be attacked by two zombies. Take care of them.
Exit through the door opposite the library doors.

Main Entrance
There are two creatures in here. Kill the first.
As you head upstairs there is another one. Kill him and continue up.

2nd Floor landing
Richard's portrait holds a plasma cannon and a small bronze key.
Jeremy's has a metal plate.
After taking the metal plate a message appears. "A mechanism appears at the bottom of each portrait.

The Portrait Puzzle

The solution to solving the portrait puzzle is in Jeremy's riddle. The birthdates are the key. Also, check out the Morton Biography to get the birthdays. Check out the last page.
Each portrait has a place to enter a combination.
Start with the first portrait on the left.
#1-This is Richard-1852.
#2-Archibald the Explorer-1874
#3-Jeremy-1899
#4-Howard-1931
If you did it correctly the clock downstairs will open revealing an ornate bronze key. This key opens the double doors leading outside.
Head downstairs.

Main Entrance
Head over to the double doors to the south.
Use the key from the clock to open it.
Step outside.

Garden
Follow the path to Edward's right.
Keep going until you reach a shed.
Inside are 2 first aid kits and gas cartridges.
Head back to the entrance.
This time move forward.
You will reach a locked gate.
Use the small bronze key from Richards portrait to open it.
This should now look familiar to you.
Your goal is to get back to the gate with the symbols.
You will be attacked so start running.
Head downstairs and left.
Run all the way around to the opening on the other side.
Eventually you will find yourself back near the room where you met the man who killed himself.
There will be a cutscene of zombies.
When you take control again get your rocket launcher ready.
There are 5 of them.
When you are done with them move through the arch.
Continue all the way back to the screen just after the one you started on.
Continue forward.
Head toward the gate.
Check out the gate.
You will need to enter a code.
Look at the metal plate in inventory.
Enter these symbols in the lock on the gate.
Open the gate.

Moor
There is a decapitated person clinging to the gate here.
On his body are 2 first aid kits and a gas cartridge.
Continue forward over the bridge. You'll be attacked along the way. Don't worry about the little creatures.
There is a the head from the decapitated body here.
There is a saving charm nearby on the ground.
Climb the stairs.
Circle of Stones
Stone Puzzle

Check out your compass to find North and then click on the north stone. It is the big one straight ahead.
It will ask which stone it is. Select North.
Aline will now radio you and talk you through the next section.
She will ask if something is carved in this stone.
Click on it.
Radio Aline back.
She then asks you to find the se stone.
Using the compass, find it and click on it.
Radio her.
Now the west stone.
Radio her.
Now sw.
Radio her.
Now east.
Radio her.
Now ne.
Radio her.
Now head to the east stone and cast the spell b clicking on it.
The clue to what words to choose comes from the dictaphone. If you didn't make note of the words earlier they are: Ogoulai, Hypor, Harnis, Korna.
There is now something on the center stone.
Take the stone stele.
Take the statue of the bull.
Now head down the stairs.
At the bottom head left.
Continue on
Aline will radio you. She needs to meet with you.
Move forward and down the stairs.

Shore
At the bottom of the stairs is a saving charm.
Follow the little creatures.
Continue on until you reach the marsh.

Marsh
Consult the map to see where you are going.
Move quickly before the first zombie gets up.
You want to go out the opening at the top.
Work your way in that direction, avoiding the zombies if possible.
When you reach the archway pass through it.

Valley
Each time you pass through this archway you will immediately be attacked. Have your plasma gun ready.
Move ahead until you reach a wooden bridge leading up.
Walk up the bridge.

Forest
Keep moving ahead until Aline appears.
She will give you a seal with the initial O.M. on it.
When you are done head back down.
Up ahead is a chapel that is locked with a chain. You'll need something to open it so just head back to the marsh.

Marsh

Look at the map again.
This time you want to take the exit to the west.
Keeping the bank on your right head toward this exit once again avoiding zombies.

Airplane
When you reach the airplane you will be attacked by a zombie. Kill him.
Climb the ladder.
Once inside, check the back of the airplane for 3 first aid kits.
On the seat is a 2 boxes of rockets.
On the ground is a set of wire cutters.
Also pick up the blue lens which can be combined in inventory with your flashlight.
When you pick them up you will here someone trying to radio the pilot of the plane.
Go to the cockpit and click on him.
When you are done talking to him you will have 15 seconds to get out of the plane before it sinks so get out.

Marsh
Head back to the chapel in the valley.

Valley
Click on the door and you will get a view of the chain.
Use the wirecutters.
Open the door and enter.

Chapel
There is a book to Ed's left you can read if you want.
Check out the puzzle on the wall. You will need to find the 3 symbols to enter.
Move to the front of the chapel.
Pick up the first aid kit to the right.
Climb the stairs and pick up the box of rockets.

Solving the chapel puzzle
The first symbol

If you haven't already, combine the blue lens with the flashlight.
Turn it on.
Aim it at the door.
You will see the first symbol. A pentagram.
The second symbol
To find the second symbol exit the chapel.
Turn your flashlight on and follow the blood.
Head back to the wooden bridge. The blood leads up here.
Take the bridge up to the forest.
Shine the flashlight on the rock.
The second symbol is an upside down cross in a circle.
The third symbol
To find the third symbol head back to the marsh.
Go through the marsh and back to the shore. Look at your map to help guide you back.
Keep going until you reach a ladder. Check the map if you need to.
Climb this ladder and move forward into the little room.
Shine the flashlight on the wall.
The third symbol is a three pronged pitchfork type thing.
Pick up the rockets on the ground.
Now head all the way back to the chapel.

Valley
On the way back to the chapel, keep an eye out on the ground for another charm of saving.

Chapel
Enter the three symbols into the puzzle.
You see a quick view of the alter.
Head over to it and move to the right. It's a tight fit.
Take the stairs down.

Underground Chapel
Move forward.
There is a swinging door blocking your way.
Look at the box to the right.
It has the letters O.M.
Use your seal on it.
The doors will swing.
Walk through as the door moves.
There is a box on this side with the initials A.M.
We need to get the door to swing one more time to open another passage. You'll need to find the other seal to get through here.
Getting out of the lab

Lab
As you enter, note the device to Ed's left. There are three that we need to find. We will pull them in a bit.
Follow the wires along the ground.
As the room forks, head to the right and pick up the saving charm.
Turn back and take the other route now.
Move forward.
Move forward and Edward will take it from here. Alan is in here. He will escape and Aline will radio you.
Click on the door and Ed will note that it is locked.
Move along the wall to the left. The wall will be on Ed's right. If you go the wrong way Aline will radio you and set you on the right path again.
Just keep moving forward.
You will reach a device you can pull.
Pull it.
Now continue on past the table.
There will be an opening to the right and a corridor.
Head down it.
Aline will guide you.
Skip the next left and continue forward following the wires.
This is where you started.
Pull the device here.
Now follow the cable into the room with the final device.
It's in the back of the room.
Pull the device.
Keep the wall to Ed's right.
Exit through the opening in this room.
Follow Alines instructions.
In this area on a table are two letters. Read them.
From here pass the table and out the door.

Lab Underground
Walk down the stairs.
Aline will radio you. She will let you know she opened the greenhouse for you.
Continue to the bottom of the stairs.
Follow the passage and up the stairs on the other side.
Spiders will be chasing you.
At the top, move through the door to Ed's left.

Radio Room
There is a tape recorder in the back of the room.
Listen to it.
When it ends exit the room.
Move through the other doorway in this area.
Open it.
Enter.

Basement
You are back in the basement.
Remember Aline opened the trapdoor for you.
Move to Ed's right toward the trapdoor.
Edenshaw will appear. He tells you to meet him in the sanctuary.
You will then radio aline.
When done, climb the ladder.

Greenhouse
As you enter the greenhouse, you will have 3 plants to contend with.
Take the out then move along the path.
When you reach an intersection head to Ed's left.
Follow this path.
There is a shelf with some cartridges.
Keep moving along this path, past the broken glass.
There is a crate here.
On the crate is a saving charm.
Continue toward the locker.
There are 3 first aid kits in here.
Now head back to the intersection and this time take the other path.
There is a ladder up ahead.
Climb the ladder.
At the top to Ed's left is an object.

Note: The first time I played the game this worked just the way I wrote it. The second time I played I could not get it to work at all. I don't know if it's a bug or just me. I was not able to continue the game from here the second time so if there are any errors in the walkthru please let me know.

Go over and examine it.
Now radio Aline. This may or may not work. You don't necessarily have to do this. It may or may not work.
When she's done talking you can push the object.
Push it towards to break in the rail near the ladder.
It will hit the ground and shatter.
Head down and check it out.
Pick up the seal we were looking for.
Pick up the bear statue.
Now exit the statue the same way we came in.
We are going to retrace our steps all the way back to the swinging door.

Basement
In the basement go thourgh the door on the east side, north wall.

Lab Underground
Once in the lab, move forward.
Pass the desk.
Pass through the door.
Make a right.
Head straight back to the metal door.
Exit through this door.
Follow the corridor back to the swinging door.
Use the seal.
The door will swing.
Follow it into the tunnel.

Abkanis Passage
Move forward.
Aline appears.
When you are done talking look at your map.
Move toward the opening at the bottom.
When you reach it, exit.

Abkanis Bridge
Move forward. There is a bridge ahead.
Cross the bridge.
Pass through the archway when you reach it.

Abkanis Antechamber
Move forward.
Move forward again.
There is a trapdoor here.
Open it.
There is a great stash of goodies inside. A lightning gun, 4 first aid kits, battery charger and 5 charms of saving. Don't be afraid to use them.
Continue on through the passage.
Alan and Edenshaw are here.
You will be sucked through the portal.

End game

World of Darkness
Exit toward the opening.
You will radio Aline.
Go through the opening.
Move forward.
You will start to be attacked. Use your lightning gun on anything that attacks.
Continue through the passage.
At the other side you will see a scene of a plant being born.
Note: There are crystals along the way. Pick them up when you can to recharge your battery. The battery will keep your lightning gun charged.

Nursery
Check your map.
You want to get to the door so start running.
When you get to the doorway go through.
Check the map again and head toward the next exit.

Labyrinth

In this area use your lightning gun to take out the big spiders.
Start heading toward the exit on the other side.

Balcony
In the next area, dogs attack.
Exit through the next opening.
Plants are in this area.
Head toward the narrow opening on the map. There is a rope you can grab.
When you do grab it Alan cuts it and you land on the other side.

Ledge A
Move forward. You will radio Aline.
When done go through the opening.

Cavern C
Move forward and pick up the crystal.
As the cavern opens, Archibald's body is here.
Examine it.
He has a canteen that will replenish your health and a photoelectric pulsar.
Read the book here.
Exit back out and climb down the rope.

Ledge B
Head up the stairs.
At the top Alan is here. He escapes.
There is a charm of saving on the ledge.
Go through the opening.

Tunnel B
Move forward through the opening.
Run through this tunnel.

Ledge C
Move forward.
Aline and Alan are here.
Obed appears and kills Alan but you will see him again.
Look at the map and move through the opening. It's difficult to see so use the map to guide you.
There is a rope in here to climb up.

Natural Bridge
Cross the bridge. Johnson radios you.
When done, move through the opening.

Scream Tunnel
Move through the tunnel. Dogs will attack.

Lava Cave
Look at the map.
Head for the door.

Ledge D
Johnson radios you again.

Cavern B
Start climbing the rocks to get over to the other side.
Exit through the door to the west.

Columns
Aline radios you. You're almost there now.
Move forward.
There will be a tremor and a column will drop allowing you access across the ravine.
Get up on the column and cross.
On the other side head to the right toward the green glowing pool.
Click on it and it will ask if you want to fill your flask.
Say 'yes'.
Replenish your health and refill it if you need to.
Now head back to the column and this time head the other direction.
Exit through the opening.
Exit through the next opening.

Abkanis Necropolis
Move forward.
The room is filled with dead warriors.
Check out the busts on the table.
There is a locked door here.
You will need to find one of the heads. (Aline has the other one).
Exit through the opening in the room.
Finding the head

Necropolis
Climb down the rope.
Move forward. You will not be able to enter any of the rooms except one.
As you approach the head, Alan appears. He is undead now.
You won't be able to kill Alan with any of your weapons but there is one in this area that will take care of him.
Heading away from the statue to the left is a spear.
Start heading toward it, Alan won't let you get it the first time.
He will throw you across the room.
When he attacks again nail him with the rocket launcher.
When he hits the ground go for the spear.
When you get to it, the game takes over. You will kill Alan.
Go get the head.
Now climb back out.
Place the head on the bust.
Aline appears with the other head. When she places it the door opens.
Exit through the door.
Watch the final scene.
Submitted By: Call me Matt
Alone in the Dark: the New Nightmare.
Walkthrough.


========
WEAPONS:
========

Carnby's revolver:
I'm pretty sure the reasoning behind this weapon is
ballistically unsound. Furthermore, I consider it a crime
against my people that Carnby's revolver is no more
powerful than Aline's. It does fire remarkably quickly,
and you find a lot of ammunition for it in the manor, but
it's still only a handgun. Don't rely on it.

Aline's revolver:
A .38 that Lily Morton apparently thought would be in some
way *helpful*, Aline is saddled with this thing because
someone on the development team hates her. There's a period
of time where you'll be running about with nothing but the
revolver, which will probably be empty, to defend yourself
with. This period is referred to in Finnish legend as the
Time of Suck. You'll soon get the opportunity to upgrade
to the shotgun, thankfully.

Triple-barreled shotgun:
It's not as good as it sounds, but really, is that
possible? Three shells' worth of Morton's custom magnesium
ammo packs about as much of a relative kick as one shotgun
shell does in any other horror game you can think of; it
takes at least six shells to drop even the weak hellhounds,
and most creatures will take nine. It doesn't hit an area,
either. Still, a shotgun's a shotgun, and shotguns in horror
games are your basic tools of survival: lots of ammo, a
decent kick, and you can't beat the price.

Unless the custom shells are considerably less powerful
than standard ammunition, firing all three barrels of this
shotgun at once should break both the stock of the gun and
the wrists of the person holding it. This has been another
--WHAM--Useless Fact.

Grenade launcher:
This is more useful for Aline than for Carnby, as Carnby,
in his version of events, forgot to include the part where
he finds more ammunition for the damn thing. This is, when
you get right down to it, another rocket launcher, right
down to its power and relative range. This is not a bad
thing. It is a bosskiller, typically, although with a
little luck, Aline will have enough ammo left over to take
out the occasional troublesome zombie or plant. Grenades
are quite plentiful, and it holds more ammunition than
the rocket launcher, so all in all, this is a good time.

Rocket launcher:
More of a modified flare gun, really, but it's still
explosive, and that's all I need. The rocket launcher
is somewhat inferior to the grenade launcher by dint
of a lower ammunition capacity and rate of fire, but
for Carnby, it's the only game in town. Like the grenade
launcher, you're wasting this unless you're firing it
at a boss.

Plasma cannon:
No, it's not. This thing is a flamethrower. It doesn't
need a poncy name, but yet I find myself noting that it
has one. You'll need to spend some time getting a feel
for the plasma cannon's range before you use it in combat,
but once you do, you'll find it quite useful in Carnby's
scenario. Until you get the lightning gun, you will find
no better weapon to use against zombies and scorpions. The
cannon works on gas cartridges, each one of which is good
for maybe two minutes of continuous fire. Carnby can find
a couple of extra cartridges lying around, but Aline,
sadly, can't. That doesn't mean it's useless for Aline,
but by the time she starts fighting the creatures that are
most vulnerable to plasma, she's already found the
lightning gun and thus made the plasma cannon somewhat
obsolete.

Lightning gun:
Proof positive that Jeremy Morton was the greatest man of
the twentieth century, the lightning gun is obviously a
linear ancestor of Fear Effect 2's Arc Taser. It works
upon similar principles; when an opponent gets close
enough, hold down the fire button to hit both it and any
nearby friends with a bolt of electricity. The lightning
gun is notable for its comparative punch--it can kill
hellhounds and plants in roughly a second each--and its
ease of use. It's the only weapon in the game that you
can fire *as you're readying it*, making it the game's
fast draw champion. It's also the only weapon in the
game which can hit more than one target at a time (that
is, without your putting some serious English on the
shot, a la the grenade launcher). Its only real drawback
is its short field of effect, as the lightning arc won't
connect unless you're standing about a scale foot or so
from your target. Once you've found the lightning gun,
use it exclusively until the end of the game.

Photoelectric Pulsar:
Oh, it's cute and possibly marketable (I'm an American;
gun fetishry is part and parcel of my culture), but this
thing's worthless. It takes a fairly long time to charge
up, and when it does, it fires a single burst of light.
Yes, that burst will horribly maim anything it hits, but
you're not likely to hit. Don't use the Pulsar.

=========
MONSTERS:
=========

Dogs:
Undead versions of the Rottweilers from the beginning of
Carnby's game, the dogs are, initially, weak siblings to
the more powerful hellhound. As you progress, however,
their durability increases. They frequently gate into an
area, and their speed is a potential problem when they do;
by the time you've registered the gate's existence, the
newly arrived dog has already fastened onto your arm.
Dogs don't do a lot of damage, though, and if you can
shoot them once, they'll kick over and lie there long
enough for you to either finish them off or escape.

Hellhounds:
Strange, chitinous things that actually quite resemble
insects, hellhounds are very common. They're deadly in
close quarters, but if you catch one at range, it's a
bad memory after two shotgun blasts or seven to ten shots
from the revolver. They do tend to travel in pairs, so
you'll need to watch your ammunition level as you're
fighting them. They're also sort of stupid, so you can
fake them out and run past with relative ease.

Zombies:
What? They're *zombies*. Slow, stupid, moaning pink things
wearing khakis. The sine qua non of survival horror. They
frequently show up to block narrow hallways, and they are
remarkably durable (three shotgun blasts will kill *one*
of them), but they're more like bleeding barricades than
any sort of actual monster. The plasma cannon, once you
get it, carves through zombies with ease and grace.

Beetles:
Small, but quick, and traveling in swarms, beetles will
spring crude ambushes on you every so often while you're
in the manor. They're the only valid reason to use the
revolver, as a single shot from it will kill a beetle.
Anything else is like swatting flies with a pipe bomb.

Plants:
These little bastards. Plants are ambulatory greenery, and
they almost always show up in groups of two or more. They're
repelled by your flashlight's beam (although they're smart
enough to try and wriggle away from the beam if they can,
and you can only repel one of them at a time), and will be
slain outright if you turn on the lights in the room they're
in. On the bad side, they've got terrifying range and take
*way* too much ammunition to kill with normal weapons; it
takes six good hits with the shotgun, or two grenades, to
take out a single plant. You should run away from plants
most of the time, but once you get the lightning gun, all
bets are off. Lightning + plants = smoked kelp.

Small Lizards:
Little "peep"ing things like Dino Crisis' compys, the lizards
are an annoyance at best. They'll show up in swarms once you're
outside the manor, on Disc 2, and will valiantly attempt to
strip all the flesh off of your ankles. Use up revolver
ammunition on them if you must, but they really aren't worth
fighting. They'd be worth punt-kicking over the nearest cliff,
were that an option, but they aren't worth a bullet.

Scorpions:
These haunt the back roads of Shadow Island, waiting for
Carnby. By the time you run into them, you'll have found
the plasma cannon, which is the best weapon against them.
About two seconds' worth of plasma fire will kill a
scorpion. In wide-open areas, such as in front of the
chapel, you can also safely run around them.

Crocodiles:
There are only three of these in the entire game, but they're
worth mentioning just the same. Arguably among the least
threatening monsters you'll face, their only real asset is
the ability to sneak up on you underwater. However, as they
only show up in watery areas, the ripples in the water will
give them away. Once you see the ripples, ready the shotgun
or revolver and get ready to shoot them as they spring up
behind you.

============
WALKTHROUGH:
============

Edward and Aline's games only slightly coexist. There are
hints, here and there, that they're going through the same
things simultaneously, but as a general rule, your main
character is the definite focus of the scenario you're
playing. In Aline's game, she's the woefully underestimated
protagonist who no one takes seriously (which proves to be
more than one person's downfall); in Carnby's scenario,
she's basically Rebecca Chambers, a damsel in distress who
occasionally pays you back with behind the scenes work.
It's an interesting dichotomy, and I am a frequent guest
in that house.

In any event, I'll begin the walkthrough with Carnby's
scenario, as I recommend that most players should start
with Carnby. If you're looking for Aline's game, you can
scroll down a bit; I'll be with you shortly.

==========================
EDWARD CARNBY: WALKTHROUGH
==========================

You'll start off on a forest path. Going southwest will
bring you to a locked door, the combination to which you
won't find until much, much later. Instead, opt to go
northeast. Aline will radio you, and introduce you to your
first objective: reach the manor.

Continue down this path until you reach a small cabin by
the side of the road. Carnby, being a trained detective,
will note the presence of blood. Enter to receive the
traditional Marvin Branagh Warning (wounded guy, check;
thinks you're doomed, check; ominous warning, check).
Leave, and as you walk away, you'll see and hear a couple
of gunshots. Re-enter the cabin and shine your flashlight
about. The gleaming thing on the floor is the first in a
series of Small Bronze Keys. Grab it.

Your new Key unlocks the wrought-iron door at the end of the
path. Behind it, you'll see a box of bullets lying on the
wall. Walk towards it, and you'll see a cutscene featuring a
very unfortunate dog. (No animals were hurt in the making
of this game, my *entire* ass.) Now, this may seem stupid,
but the chained-up dogs from the cutscene are behind the
gate in the corner. Go say hello. As you get to the end
of the path, the dogs will break free. Don't worry, though;
they'll run right past you, enabling you to get the two
boxes of bullets and the first-aid kit they were hoarding.

Now, go back outside and up the stairs. At their top,
you'll find yourself standing on a garden terrace that's
so Gothic it's dead. Any motion on your part will summon,
as though by arguably predictable dark magic, the thoroughly
unpleasant-looking corpse of one of the rottweilers. Plug
it with three shots from your revolver. Poor little guys.
Just the same, though, you'll have to fight three more
of them before you reach the next set of stairs, so be
careful and be quick.

This next path will lead you to the front gate of the
mansion, and of course, it's locked. Trying to open it
will start two short FMVs and a cutscene, where Aline's
voice actress sorta phones in a performance about how
scared Aline is. Way to go, lady. You can't go through the
front gate, so you'll have to go through the other door
you see on your map, at the other end of the front walk.

Before you do that, you will, of course, encounter
adversity. The end of the walk is occupied by the first of
many hellhounds you'll encounter over the course of the
game. It takes about ten shots from the revolver to drop
a hellhound, so you don't really want to mess with the
little bastards right now. Instead, opt to go straight
through the wrought-iron gate in the foreground.

This encounter illuminates something important about the
game. The monsters in AitD4 will sometimes gate in
without preamble, so you need to be constantly on your
guard. This isn't Resident Evil, where you should be
carefully watching unattended windows at all times.

Past the gate, follow the short path to the gadget that
looks like an ornamental shield. It is, in fact, a
water valve. Turn it to open up your next path, but be
ready to outrun a hellhound on your way down the stairs.

Make your way down the sewer tunnel, into the large
room at its end. Once you arrive there, a large crocodilian
creature will spring up from the water and attack. It's
predictable, but you can't simply outrun it; if you try,
it'll pounce on you at the next doorway and Edward will
resurface in the room's center.

Instead, wait for it with your revolver readied. It'll
always spring up right behind you. Swing around and shoot
it once. It'll fall down, and renew the cycle a few seconds
later by springing up right behind you again. Repeat this
ballistic waltz six times, and the creature will stop
bothering you.

You do, of course, want to climb the ladder at this
passage's end. At its top, in a wrecked access room,
you'll find a Charm of Saving on a ledge by a metal door.

That door, in turn, leads into the treasure trove that is
the manor's basement. On one side, you'll find a box of
bullets, a box of cartridges, a first-aid kit, and your
best friend for the next couple of hours, the shotgun;
on the other, you'll find two locked doors and a casket.
Opening the casket--which is really a profoundly stupid
thing to do, don't you think?--will get you a good scare
and a Gilded Key. Take everything here.

(There is a ladder leading to a locked trap door in the
basement. Don't worry about it for now. Much later on,
Aline will automatically open it for you.)

The Gilded Key will unlock the door closest to the casket.
Enter, and go up the narrow staircase. You'll walk through
a mirror, and find yourself in the front hall of the
Mortons' manor. Aline will radio Carnby, and once she's
done, the lights will go out and a hellhound will arrive
Deal with it in your chosen manner (hint: bullets). If
you'd like to turn the lights back on, the switch is on
the wall behind the stairs.

Take note of the bust near the mirror, and furthermore,
note the skid mark on the floor by it. The bust has a code
gadget on it, but Carnby doesn't know the code... yet.

==========================================================
PUZZLE: Howard Morton's Bust (huh?)

As a general rule, things like this need to get shoved,
and the bust is no exception (no snickering, please, we
should all be adults here). Push it along the floor, and
the reflection in the mirror will tell you the bust's
password: HM. Input it into the bust (I said no snickering!).

This triggers a short scene of a painting, somewhere else,
making a "click" sound. The painting in question is on
the balcony overlooking the front hall. You can reach it
using the stairs by the mirror.
==========================================================

Aline will radio you as you approach the painting you just
"unlocked." First, inspect the painting and activate the
mechanism to get the Small Rusty Key, then push the chest
of drawers out of the way. A hellhound will attempt to
stop you, but I think your shotgun has something to
contribute to that conversation. Go inside for a talk
with Aline.

When she's gone, inspect the room. The roll-top desk in
the corner has an Acrobat Statue and a Dictaphone in the
drawer, and Alan Morton's Diary--a Document of some
importance--is on the nightstand next to the bed. There's
only one new door in this room, and there's nothing of
any real value behind it. You can follow the passage to
its end to collect a Charm of Saving and peek into a room
you'll visit much later, but it's not mandatory. In any
event, go back to the first floor; the only unlocked
door in the front hall is behind the stairs.

I'll be referring to this hallway as "Edenshaw's hallway,"
as here is where you'll make your first wary acquaintance
with the man, and because this hallway is a major landmark
in Carnby's game. In this encounter, Edenshaw will get all
mysterious and Indian on your ass, and give you a Charm of
Saving as he leaves.

You'll be looking east when the cutscene's over. Walk that
way, and you can turn on the light switch en route. The
first two doors you see are both locked; one leads to the
library, and the other leads to a dangerous entry hall to
the library. In either event, you won't be able to open
these doors for a while, so don't worry about them. Go
through the door at the east end of Edenshaw's hallway.

The small sitting room beyond that door is one of the
few totally dark rooms in the manor. The big pink things
in here are zombies, and in these close quarters, they're
nigh-impossible to dodge. (Apparently, these zombies know
their limitations intimately. They'll rarely show up in
any location where there's space to fake them out and
run past.) These particular zombies are guarding two
important rooms to the north and south. The northern
door is locked, so proceed south.

This is Richard Morton's study, and is thus important.
Turn the lights on, and take a Crowbar from the stack
of crates in the corner. The desk holds Richard Morton's
Will and Testament, which is a valuable clue later.
Obed Morton's Notes are on a nearby shelf, and the Book
on the Abkanis Indians is hidden on the shelves next to
the desk. A Flask is on a desk near the shelves, but
taking it will turn out the lights and trigger a gate
ambush by a couple of hellhounds.

Ignore the hellhounds and keep running around the bookcase,
down and away from where you found the Flask. A door next
to a cupboard leads to the front hall. Reenter the study,
and the hellhounds will be gone. This frees you up to get
a first-aid kit from the cupboard, and to peruse the issue
of Science (featuring the lean and sexy Mr. October, Obed
Morton!) on a nearby table. Use the Flask on the amphora
full of water to fill it.

(Note that the painting above the issue of Science is
something else entirely if the room's dark. I think
that's the creepiest bit yet.)

The zombies outside the office have respawned. It may
be safer and faster to use Edenshaw's hallway again.
This time, go west, and through the first door you
see. (If you're running low on ammo, there's a box
of cartridges further down the hall, on a bureau.)

The hallway past this new door is somewhat run-down, and
it, too, is packed to the rafters with the undead. You can
easily run straight past the first one as he's standing up,
and into the first door.

In here, you'll notice something that looks like a
shattered aquarium. It's your next "puzzle."

==========================================================
PUZZLE: Diorama Trick

(The phrase "diorama trick" is TM and (C) 1998 Alfred
Ashford, all rights reserved.)

The Photograph on the dresser across the room offers a
clue as to what can be done here; you need to complete
the diorama. Fortunately, you have a filled Flask with
which to do it.

Unfortunately, beetles will drop on you as you inspect
the aquarium, and again as you take the Wolf Mask in the
corner. A single shot from the revolver will do for either
of them. Use the Flask on the diorama to trigger another
painting mechanism on the front balcony.
==========================================================

In the run-down hallway, you can slay the zombies and
proceed towards a dead end. In the clutter here, you
can find a first-aid kit on top of a dresser, and a
box of cartridges hidden in the clutter.

Invest in this if you like, then go see what you just
uncovered in the front hall. Careful, though--you just did
something right, so naturally, the halls' monster population
is going to explode. Too bad for them.

On the balcony, you'll find a Gilded Key behind the painting
of the explorer.

Examine the Gilded Key. It says "GND F EAST," so you need
to go find a room on the east side of the first floor
that's locked. Fortunately, you know of just such a thing.

Go back through the office, from the front hall, and into
the dark room beyond it. The Gilded Key will unlock the
northern door, which leads to the Mortons' den.

As you walk in, break to Carnby's left as fast as you can;
a hellhound is waiting in ambush. Shoot it down, if only
so you don't have to run around the room like a goof while
you solve the next puzzle.

There's a Small Gilded Key on the table in the center of
this room. Take it, then poke around a little. The owl
statue in the corner seems important. Turn off the lights
to see just how important it can get.

Use the Wolf Mask on the owl statue to get the Steel Key.

Now, head back out to Edenshaw's hallway. Remember the
bureau where you found some shotgun cartridges? Go through
the door next to it. You'll find yourself on a dark spiral
staircase. At its top is the door to the attic, where all
good New Englanders store their grenade launchers. As the
Mortons are no exception, you'll want to relieve them of
theirs.

Aline will radio you now. She'll mention a set of hollow
floorboards. They aren't right here in this room, though
she makes it sound like they are. Use the Small Rusty Key
to unlock the door on the other end of the attic, and enter
a storeroom.

This storeroom is where you'll first encounter the biggest
pains in the ass in the game: the plants. Grab the ammunition
from the foreground, and watch for the blue gleam on a desk
in the corner. That gleam is the Lighter. With those safely
in pocket, get out of here. (Anthony Locascio writes in to
note that there's a kerosene lamp in this room, to your right
upon your initial entry. I never saw it, but if you do, you
could probably use the Lighter on it to kill off the plants.)

In this next room, the first door you'll see is sealed up.
Through the narrow passage to Carnby's right, upon first
entering, you'll find the "trap door" Aline mentioned. You'll
know you're there by the sound of the floorboards under
Carnby's feet, and when the camera angle switches to an
overhead perspective. Use the Crowbar here to receive a
Small Key and a Small Gilded Key.

There's only one other door in here that you can open. Do
so, and you'll find yourself in a beetle-infested
storeroom, complete with what would appear to be the
Tell-Tale Heart lying on the floor. A box of bullets and a
box of cartridges are in storage; liberate them, and go
trigger the beetles' crude ambush. What this means,
really, is that you should run really fast around the
corner, and as they drop, whirl around and ventilate them
with the revolver.

There's a candle on the crate in here. Light it, and the
flame will give you another hint. The boards next to the
crate are loose, so use the Crowbar to make yourself a new
door. Onward!

On the other side of your improvised entrance, you'll
be forced to confront another pair of plants. There's
a light switch in this hallway which will deal with
them nicely; when you reach the opposite end of the
hallway (the camera angle where you can see two
first-aid kits next to a door in the foreground), run
to Carnby's left, into the background. The light switch
is next to that door. Dodge the plants, or herd them
out of your way with the flashlight, and hit the switch
to--ahem--do some weeding.

From here, you've got two possible exits:

-- the door in the foreground, with the first-aid kits,
leads into the sickbed and eventual tomb of Lucy Morton.
Lucy's seen better days (...d'oh!), but her rambling
monologue provides useful plot information. Otherwise,
she's about as useful as a rubber crutch. She doesn't
even have the common courtesy to have easily stolen
medical supplies lying around. Once you're done chatting
with Lucy, all you can do is turn around and leave.

-- the door in the background, next to the light switch,
can be unlocked with one of your Small Gilded Keys.
Past it is another spiral staircase, thus perpetuating
the motif that Shadow Island is swirling down the drain.

Naturally, you'll want to take the stairs if you want to
continue the game.

On the staircase, leave via the first door you see. This
leads to a dark hallway on the second floor, where Aline
will radio you with some useful information. When she's
done, head to the nearest door; a hellhound will gate in
as you do so. Avoid or kill it as you wish, then head inside.

You'll find yourself in another study. A first-aid kit is
on a cabinet near the door, next to the smashed gun rack.
Alan Morton's Journal is sitting on top of the desk at the
other end of the room, and to its left, you'll find a locked
drawer. Your Small Key unlocks it. Inside, you'll find a
Large Ornate Key and half of a Photograph.

Inspecting the Ornate Key reveals that it's a key to the
library, which you've probably wanted to get into for
quite some time. No worries there; it's one of the
locked doors on the east end of Edenshaw's hallway.
Before you go, however, take a bit of a field trip.

Hellhounds are all over the hallway outside the study.
It's worth the risk, as there are two important rooms
in this hall that you've yet to explore. One is to
Carnby's left, all the way at the end of the hall, near
a light switch. Now, the light switch would be enough
to warrant the trip by itself, but the more important
stop is through the nearby door.

In this guest bedroom, you'll note the presence of shiny
things on the nightstand next to the bed, as well as a
Charm of Saving on a dresser. Try to get the shiny things,
and, well, a tentacle demon will express its displeasure.
Fortunately, it's chosen to pop up underneath an oil
lamp--no one ever accused hellbeasts of being real smart,
after all--which means you can set the creature on fire
with a single shotgun blast. When it's gone, grab the
rocket launcher and three boxes of shotgun cartridges
off of the nightstand--w00t!--and go back the way you came.

Your next stop is all the way at the end of the second-floor
hallway. The hall terminates in a locked bedroom door, which
your Steel Key will open. As you enter, you'll notice a
light switch on the wall; turn it on to kill a plant.

You'll find the other half of the Photograph on a desk,
accompanied by a Hand-Written Letter from TV funnyman Judas
de Certo. (Yeah, I'd be sure to accept bargains from a guy
named Judas. I'd also buy real estate from a guy named Barnum.)
Obed Morton's Diary is on the nightstand next to the bed,
and the small alcove next to the door holds a Charm of
Saving, a box of cartridges, and a Large Ornate Key.

You've exhausted the resources of the rest of the manor,
save for two of the portraits in the front hall, which
you'll unlock shortly. The only place left is the library.

There are two ways into the library, one of which is
markedly safer than the other. The first is to go back
into the spiral staircase and take it to the ground floor.
This will let you into a *very* small hallway, haunted by
two zombies. Exterminate them, and use a Large Ornate Key
to unlock the set of double doors.

The alternative is to return to Edenshaw's hallway, probably
leaving the second floor via the front hall balcony (getting
either Ornate Key, as far as I can tell, will trigger a
hellhound ambush in the front hall, so be careful). Of the
two locked doors huddled together in a corner of the hall,
as mentioned above, your Large Ornate Key will unlock the
one on the left.

(Incidentally, I've noticed over the course of this
walkthrough that this is leaving you with an unused key.
This isn't a big deal. The unused Small Gilded Key will
unlock the door at the top of the dark stairs, accessible
from Edenshaw's hallway, and drop you off on the second
floor. It's more an issue of convenience than necessity.)

Once inside the library, Carnby will radio Aline for the
*express purpose* of flirting with her. Oh, those crazy
kids. Once he's done, consult the books stacked on the
table for Jeremy Morton's Diary (which hints at the
development of the Photoelectric Pulsar, and explains
why you're currently carrying enough magnesium to light
up Detroit), and an open book on a nearby podium is
am exhaustive, if phallocentric, history of the Morton
family. The history is an important clue, so be sure to
read it to the end.

On the second floor of the library, you'll note the
presence of a box of rockets and a small console.

==========================================================
PUZZLE: Library Console #1

The console requires a password, and you've already gotten
the clues you need to solve it. Doublecheck Alan Morton's
Diary if you like, and be sure to Combine and Examine the
Halves of the Photograph. You'll wind up with an easy bit
of arithmetic which will give you this console's password.

For the benefit of those of you, such as alert reader Steve
Medlock, who have lousy TVs or bad eyesight, the console
password is 3926.

Enter it into the console to open a secret door directly
behind you.
==========================================================

Inside, take the Telescope from on top of the chest, and
note the presence of a backwards-written clue on the bookcase.
That clue will become a Document, so don't worry too much
about writing it down. Also, the stack of statues inside
the fresco on the wall should look familiar to you; you've
been carrying a similar statue for most of the game.

Use the Acrobat Statue on its brethren to open a secret panel
in the wall, revealing both a console and an Abkanis Statue.

Unfortunately, you don't know the password to this newest
console yet, so it's back outside for you. Go up the
nearby stairs, to the third landing of the library. A
monster will appear, but it'll go away on its own without
any help from you; consider that foreshadowing. Climb up
the ladder, and go along the ledge outside to the
observation tower. Enter it.

Inside, you'll find a mount for a telescope and a Charm of
Saving. Take the latter, and use the Telescope on the
former. You'll be able to observe the fort on the other
side of the island through it. You can zoom in with the X
button, and zoom out with the Triangle button. You should
see, on the fort's right "tower," the number "1692"
engraved above a window. Make a note of that, and hit
Triangle twice to stop using the telescope. When you do,
Carnby will see a man looking out of a window in the fort.
Aline will radio you soon afterward, and then you're back
on your own.

Go back to the library. 1692 happens to be the password to
the secret console in the secret room, and it unlocks
another one of those portrait mechanisms in the front
hall. That, however, leaves you with no more distractions;
it's time for what I consider to be the hardest puzzle in
the game.

==========================================================
PUZZLE: Richard Morton's Book Puzzle

Richard Morton's will contains a handy diagram, but it
isn't as helpful as you'd think. It gives you a slight
idea of where to look in the library, and I wound up doing
a lot of legwork and book-checking anyway. There are four
books that you can interact with on the shelves:

1: all the way at the end of the third landing, on the
last bookshelf.
2: on the bookcase to the left of the light switch, on
the first floor.
3: right next to the stairs on the first floor.
4: on the third "camera angle" of the third landing, on
the left side of the screen. There's a gap between
bookcases, and the book you want is on the left of it.

Now here's where Richard Morton's diagram comes in handy.
Between the diagram and the logo on the spines of the
books, you shouldn't have any trouble figuring out what
order to use them in. In case you do, on the other hand,
I've thoughtfully numbered them, above, in just that order.
Be sure to push each book in once, and only once.
==========================================================

Sadly, though, there are forces in the universe that don't
wish you to complete

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