Alone in the Dark: The New Nightmare - Sinjin's Ultimate Guide to Shadow Island (c)2001 by Mark Smith Text Version - Version 1.0 - Last Update: 7/09/2002 NOTE: The online version of this guide is fully illustrated with more than 80 useful screenshots. This text version may seem confusing at times since this guide relies on those images as well as color coded text. You can view the online guide at www.sinjinsolves.com INTRODUCTION Welcome to Alone in the Dark: The New Nightmare - Sinjin's Guide to Shadow Island. You are about to embark on a terrifying adventure as you explore Shadow Island and the large mansion that occupies the island. You will face vicious monsters, horrible demons, and assorted undead creatures as you try to unlock the dark secrets hidden within the sinister mansion and solve the mystery and murder of Charles Fiske. The New Nightmare looks and play like most other survival horror games. Those of you familiar with the Resident Evil series of games will instantly know what to expect and how to play/control this game. You basically control a 3D-character around 2D-backgrounds. These are often presented from various perspectives to heighten the tension and suspense and to offer an enhanced cinematic experience. You can play as either Edward Carnby, a private eye looking for revenge or Aline Cedrac, a university student specializing in ancient Indian culture. Each character has their own unique adventures on Shadow Island and while they will interact at times, each must rely on their own strengths to solve the puzzles and complete the game. Edward's game relies on weapons and combat and features more monsters while Aline's game consists of more puzzles that require you to use your wits. You can play either character first although for maximum enjoyment I recommend playing as Edward Carnby. He is the stronger of the two characters, and you will learn the layout of the mansion quicker and easier while playing as him. There are no "secrets" or bonus items to be found in this game, but I will detail all the available item pick-ups. I've also included additional sections for Game Tips, Weapons, and Monsters, which should provide some useful information. For those of you playing on console systems, you may find that certain items may appear in different quantities than those listed in my strategy guide. The numbers given in this guide are based on the PC version of the game. The type of item and their locations should remain constant across all formats. WEAPONS Carnby's Customized Revolver This is the weapon you start out with. It is suitable for some of the initial monsters you will encounter. It holds up to 12 bullets, but since it take 2-3 to kill just about anything you will still need to reload frequently. Aline's Revolver This .38 caliber pistol is pretty worthless but it should keep the monsters off your back until you can secure the shotgun. Ammunition is limited, so use this weapon only when absolutely necessary. Triple-barrel Shotgun Don't get too excited. It's only about twice as powerful as the handgun and only holds 9 shells. Its one advantage is that it blasts the target back a few feet so you can gain a few seconds then sidestep and run past. Grenade Launcher One of the more powerful weapons, you need to reserve this for the boss creatures near the end of the game. Ammo is scarce and wasting it on anything less than a boss will probably get you killed. Aline may have better luck with this weapon, as there is more ammo available in her scenario. Rocket Launcher This is another boss weapon with limited ammo. It is also slower and holds less ammo than the Grenade Launcher so make sure you have plenty of time to aim and shoot when using this explosive device. Plasma Cannon This is just a fancy name for a flamethrower. It works off of fuel canisters that you can find and it seems most effective on Zombies. This weapon is also available to Aline but she will be stuck with the initial fuel/ammo, as there is no additional fuel in her scenario. Lightning Gun This is definitely the best weapon in the game and once you get it you will have no reason to switch to anything else. It can kill most creatures instantly and even creates chain lightning to any other nearby targets. Photoelectric Pulsar This is the BFG3000 of Alone in the Dark. Its devastating firepower is seriously hampered by its slow charge-up time, which means that anything you are aiming at can (and will) dodge the attack. If you are lucky enough to hit anything with the energy burst consider it dead. MONSTERS Dogs of Darkness These are some of your earliest encounters and should simply be avoided. Your ammo is better spent on other monsters, so just run past and keep running. You may take the occasional nip on the heel as you retreat, but you should lose them with each screen change. If you insist on killing them then don't use more than a revolver. You will meet their demonic "big brothers" later in the game. Ophtalmicid These creatures are more ferocious than dogs. They warp in (often in pairs) with a flash of light and will pursue you relentlessly. They can be easily avoided, but if you choose to fight plan on spending six shotgun shells (2 blasts) or seven shots from your revolver. Zombies No survival horror game is complete without zombies. They often appear (and reappear) in halls in numbers ranging from two to four. They are very slow and easily dodged, but if you get too close they will grab you and munch on your shoulder. Keep your shotgun ready to blast them back if things get too crowded. Once you get the Plasma Cannon you can light these guys up with no problem. Arachnocid These giant annoying insects drop from the ceiling or spring from the floor and latch onto your head like a face-hugger from Alien. Fling them to the floor and dispose of them with a single shot from your revolver. Photosaurus These creatures resemble the Ophtalmicid but are virtually impervious to normal weapons. You can keep them at bay with your flashlight and kill them with the flick of a light switch. The Lightning Gun is also very effective on these creatures later in the game. Luxrat These annoying monsters are not quite as bad as the Arachnocids. The will swarm in small packs and do minor damage. They can easily be killed with your revolver, but often it's best just to run away. Night Ripper You won't encounter these scorpion-like creatures until near the end of the game. Hopefully you will have the Plasma Cannon by then, otherwise you can expect some very serious and ammo-draining battles. Bosses There are several bosses and special creatures you will encounter throughout the game. Details about them and strategies for defeating them will be given within the text of the walkthrough. STRATEGY and SURVIVAL TIPS Save Often. Even though your saves are limited by the amount of Charms you collect, if you are following my guide you will have more than 100 Charms with which to save your progress for each character. Save smartly, like when entering a new level or an area that is obviously going to be filled with monsters. You only have 4 slots to save your game, so make sure to use them ALL before overwriting the oldest. Do not save over the same game continuously, or you may end up having to restart the entire game if you mess up. WARNING: When you save your game, any actions or items taken in that room will be reset. This means that anything you may have picked up in that room will no longer be in your inventory and you will have to get them again. Run - don't fight! There is nothing cowardly about running and I recommend it highly. Most of the monsters in this game are slow and stupid and you can easily run right past them. They won't follow you into new room, and they often disappear when you return. Save your ammo for the bigger monsters that come later that you cannot escape. Some monsters can even be eliminated with the flick of a light switch. Use the right weapon for the right monster. Basically this means don't use a shotgun to blow away a Beetle when a pistol will do just fine. Save the more powerful weapons for the more powerful monsters. From time to time I will even tell you which weapon to have ready when entering a new area. Also, keep your weapons fully loaded at all times and manually reload during combat. The game will pause while you do this, and it is much faster than having the character do it for you while you get munched on by a Zombie. Always use your Flashlight. Even with the lights on, the flashlight will reveal all the available items in a room that can be picked up or examined. Batteries are not an issue, so just leave the thing on the entire time and make sure to spin around in each room you visit looking for those blue flashes of light. Use your map. The auto-map feature of this game is quite helpful. It will show you doors and rooms that you have yet to explore and should make it easy for you not to get lost. Take everything. This is a basic rule of adventure gaming. Everything that glitters may not be gold, but it probably has some value otherwise it wouldn't be in the game. Some items do not glitter. You will have to manually search places like desks and shelves to find hidden items. Of course I will tell you where these items are throughout the guide. You will also want to examine many items more closely within your inventory and spin them around for additional clues. Read everything. There are plenty of books, papers, and journals scattered about the mansion. It should also be noted that when you read these items that these documents are recorded in your inventory but the actual objects remain in the room. This could cause some confusion until you realize what's going on. Also, any text that appears in these documents in a red font will be important to solving puzzles later in the game. Use your ears. Sounds play a big part of this adventure and not just to scare the crap out of you. Creaking floorboards may reveal a trap door. Moaning Zombies may indicate an ambush around a blind corner. You never know what lies ahead, so keep your ears just as wide open as your eyes. You can also use your Radio to talk to the other character and sometimes even learn helpful information. Work with the camera. While the camera angles for most screens are quite good some are not suited to combat situations. If you are about to engage multiple enemies you may want to retreat to a screen that has a camera angle that will allow you to fight effectively. Follow Directions. Throughout the course of the walkthrough I will make references to RIGHT and LEFT. These directions are ALWAYS given in relation to the direction your character is facing and NOT the screen. I will also use compass directions when you are outside or using a map. North is always the TOP of the screen unless otherwise noted on the map itself. Edward Carnby Walkthrough "Welcome to Shadow Island. We hope you enjoyed your flight and will fly with us..." - Yeah, RIGHT! You're lucky to be alive...or maybe not. Things aren't looking too good even though you managed to land on the ground while Aline is stuck on the roof of the nearby mansion. Follow the path to the fork and exit to Edward's left. The right fork leads to a locked gate that you will return to much later in the game. Follow the twisting path and you will be contacted by Aline. After you exchange a wave of flashlights you can continue under the tree and through the stone arch into the next area. You will automatically note the blood on the ground leading up the stairs into the mausoleum. Head up the steps and enter to meet an injured man and a dead dog. Talk with him to get your traditional "ominous warning" then exit and continue down the path. As you start to leave the screen you will hear a scream and a shot and a flash of light is visible from the door. Return to find the man is now missing. He did leave behind a Small Bronze Key. The path ends at a locked gate that is a perfect match for your new key. Enter and head toward the box of bullets to trigger a disturbing movie of a dog getting mangled by an Ophtalmicid. Grab the bullets and continue through the arch into the next area. The stairs from the movie lead up ahead of you but you may want to check out the gate to your left. Enter and approach the dogs that break free. They are so frightened they run right past you leaving you free to collect the Medkit and 2 boxes of bullets. Return to the stairs and go up. You can go either way at the top. As soon as you move in any direction dogs will attack. Save your ammo and just keep running. Use your map if you need to plan your route as you make your way around and up the stairs at the opposite end of this area. By the time you reach the stairs you will have 4 dogs nipping at your heels. Head up the steps and follow the path with the statues. A branching path leads to a locked gate that blocks your entrance to the mansion. Continue down the path (somebody's watching you from the window) and you will soon arrive at a dead dog being eaten by an Ophtalmicid. Run past this encounter and quickly run down the stairs and through the gate. If you are fast enough the Ophtalmicid will be temporarily trapped on the other side of the gate allowing you plenty of time to turn the valve wheel to the right of the cistern. With the water drained you can quickly run down the stairs and enter the sewer to escape the Ophtalmicid. Wading through waist-high green water, make your way to the large room and prepare to fight your first monster (assuming you've been running from everything else). Your exit is the top-right passage. As you cross the large room a giant aligator will pop out of the water. Quickly turn and fire your pistol to send it back under the surface. Continue walking back and forth to trigger the monster to pop out again. Repeat for a total of six times to kill him, or at least cause him to give up. Now you can head into the passage and climb the ladder at the end. Continue down this next passage and when you spot the door on the left climb onto the short ledge and head toward it. Collect the Charm of Saving from the floor before going through the door. You are now in the basement of the mansion and there is plenty of stuff to get. Collect the medkit, bullets, shells, and the Triple-barrel Shotgun from the left side of the room. Examine the casket and get the Guilded Key which unlocks the gate right next to you. Head up the stairs and go through the hidden door in the mirror. Talk to Aline then get ready to dodge a surprise monster attack when the lights go out. When the creature is dead you can head toward the lantern and flip the light switch to brighten things up. This large room is the hub of your exploration in the mansion. Take the Charm of Saving from the table to the right of the locked doors then head back toward the mirror you entered through and examine the statue and the suspicious scrape marks on the floor. Push the statue to the right and you will see the initials HM in the mirror. Note: This is your first moveable object so let me mention that this is a very "buggy" part of the game. You have to be in some unknown and unseen exact position to push some objects, so if at first you don't succeed, keep moving around and pressing the ACTION button until it finally works. You can now enter these initials into the pedestal and a painting on the upstairs landing will unlock. Climb the stairs to the landing and note the pictures. You will eventually have to unlock all four of them. For now, head to the one on the right next to the cabinet. Aline will talk to you indicating she is on the other side of the door currently blocked by the cabinet. Examine the painting and get the Rusty Key then push the cabinet toward the wall so you can enter the next room. Talk with Aline and give her a boost through the ceiling then search the room. The desk in the corner has an Acrobat Statue and a Tape Recorder with a disturbing message, which proves useful much later in the game. Examine the nightstand to read Alan Morton's Diary. A hidden door in the mirror next to the desk leads to a passage. You can follow this passage down some stairs and through a door. The path eventually ends at a locked door with a spy hole, but your journey is rewarded with a Charm of Saving. Make your way back to the bedroom and back down to the main floor of the large room. Head behind the stairs and go through the door into the next hall to have your first encounter with the mysterious Indian, Edenshaw. He will give you another Charm of Saving then leave you to explore this new passage. Locate the light switch to the left of the statue and use it to turn on the lights. Continue down the hall in the same direction as the switch past the two corner doors. Make a note of the first corner door as it leads to the Library later in the game. The door at the end of this passage is unlocked, so open it and prepare to fight some Zombies. Normally you can avoid these guys but this hall is smaller than most and there are too many of them. Start blasting away with the shotgun to clear a path to the door at the end on the right and enter. Any remaining Zombies won't follow you in, but they will be waiting for you when you leave. You are now in a dark office. Flip the switch to turn on the light then continue around the room until you reach the desk. There are lots of things to get around here starting with the crowbar lying on the crate in the back corner. Search the desk for Richard Morton's Last Will and Testament and read Obed Morton's Notes that are on the shelf. Another shelf holds the Book on Abkanis Indians and a Medkit is in the large cupboard near the other door. When you are done reading you can take the Flask from the table. This causes the lights to go out and a couple of monsters to appear. Quickly duck out the door next to the cupboard then go right back inside. The monsters are gone but the lights are still out. Check out the painting over the chest next to the door. It looks a little different in the dark. Turn the lights back on and head to the back of the room near where you got the crowbar. Locate the large container of water and use it to fill your flask. Now exit this room through the door by the cupboard and go through the main room to the door under the stairs to get back to the hall where you met Edenshaw. This time go left and the hall will angle off. There are stairs leading up to a locked door and a chest of drawers at the end of the hall with some shells that you can get now or later. You will want to enter the first door on the left just before the stairs. There are a couple of Zombies in this hall. You can easily dodge the first one and duck into the first room on the left. Inside this dark room is a large desk and a broken aquarium. Search the desk to get bullets and shells. There is also a Charm of Saving next to the fancy genie bottle. Search the dresser on the other side of the room and look at the picture to get a valuable clue on the next puzzle. You will also want to search the back corner of the room to get the Wolf Mask. When you take the mask and approach the aquarium you will be attacked by Arachnocids that drop from the ceiling and attach to your head. Fling them to the ground and shoot them with your revolver. Finally, use the flask you filled in the previous room on the aquarium to unlock another painting back in the main room. Return to the hall and continue left past another Zombie until you reach the dead end. Do a quick search of the cluttered hall to get a Medkit and some shells. Dodge the Zombies and any other monsters that warp in and make your way back to the main room. Go upstairs to search the new painting and get a Guilded Key for your trouble. Examining the key in your inventory reveals the words "GND F EAST", so return to the ground floor and head east. The quickest and safest way to the next room is back through the first office you explored earlier. Enter through the door by the cupboard and exit out the other door into the Zombie-filled hall. You should be able to make the short dash to the door across the way, unlock and enter. An Ophtalmicid attacks as you enter. When you have killed it you can explore the room to find several items. Get the Small Guilded Key from the table then examine the owl statue. Head to the wall opposite the statue and flip the switch to turn off the lights. Now look at the owl and it has changed into a wolf. Use your Wolf Mask on the morphed statue and it will open to reveal a Steel Key. Leave this room and make your way back to the hall where you first met Edenshaw. Head left again and follow the passage around to the dresser with the shotgun shells (or where they used to be if you already took them). Enter the door to the left of the dresser and begin the long climb up the spiral stairs. At the top you can go through the door to enter the attic. Take the Grenade Launcher that rests on the crate as you enter and talk to Aline for a bit before continue to explore the attic. Use your rusty key to unlock the door and continue. This next room is filled with Photosaurus monsters that are very hard to kill. You can scare them with your flashlight or spend serious ammo to kill them. Get the bullets near where you entered then continue forward until you find a desk in the corner. Take the Lighter from the desk and continue around to the door on the back wall and exit. The first door in this next room is sealed so continue forward until the passage narrows and you hear a creaking as you walk over the off-color floor boards. Whip out your trusty crowbar and pry the boards loose to reveal a Small Key and a Small Guilded Key. Continue to the next door and enter the next dangerous room. Have your pistol ready as there are many Arachnocids in the rafters waiting to drop on your head. Make your way quickly around the perimeter of this room. Collect the bullets and shells from the shelves. A crate in the back corner has a candle that you can light with your new lighter. The flame reveals a strange breeze and a clue. Use the crowbar to pry open the boards on the wall to create a new opening. Hit ACTION to enter. You will be under immediate attack by a pair of Photosaurus monsters. Run past them using your flashlight to keep them at bay. Turn left at the intersection and flip the light switch by the door to kill the monsters. Return to the intersection and continue down the other path until you reach the door on the right. Get the pair of Medkits from the table in the corner before you enter. Talk to Lucy Morton then return to the hall and exit through the door by the light switch. Head down the spiral stairs and exit through the first door on the left. Talk to Aline after you enter the hall then sprint for the first door on the left as an Ophtalmicid attacks. You are now in the second floor study. Take the Medkit from the right as you enter then search the desk. You can read Alan Morton's Journal then use the small key to unlock the drawer and get the Library Key and a Torn Photo. Before you return to the hall you may want to consult the map to plan your next two destinations and also get your shotgun ready. Return to the hall and dodge the monsters as you turn left and run to the intersection. Turn left (Edward's left) and follow the twisting hall to the locked door. Use the steel key to unlock the door and enter. Flip on the lights to scare off the Photosaurus monsters then search the room to get a Charm of Saving, shells, Large Ornate Key, and another Torn Photo. You will also want to read the Letter and Obed Morton's Diary. Return to the hall and have your shotgun ready. All those Ophtalmicids have now been replaced with Zombies and they are stacked pretty tight. Dodge or kill them as you make your way to the far door at the other end of this floor. Enter the large bedroom and get the Charm of Saving from the dresser on the right then check out those shiny objects on the other dresser to the left. As you approach, a giant monster bursts from the bed. Shoot the lamp hanging above the bed to burn the bed and the monsters. You can now get the Rocket Launcher and some shells. Exit the bedroom and dodge the zombies to reach the double door just down the hall. Unlock the door and enter to find yourself on the upper landing with the four paintings. Go downstairs and enter the door under that landing. Turn right and follow the hall to the pair of doors in the corner. Unlock the first door on the left and enter the library. Talk to Aline then turn on the lights with the nearby switch. Read Jeremy Morton's Diary on the table and the Morton Family History on the podium. It's almost 50-pages but has several important clues for later. Locate the stairs and head up to the second floor collecting the box of rockets at the top. Go around this walkway until you reach a small console that requires a 4-digit number. The answer is hinted at in Alan's Diary. Go into your inventory and combine the two pieces of torn picture then rotate the object to get a pair of numbers that must be added together to get the combination. Enter 3926 to open a secret bookcase behind you then enter the secret room. Get the Telescope and read the backward-text clue on the shelf. You can also use your Acrobat Statue to complete the pyramid and open a panel on the wall. Inside is a Abkanis Statue and another puzzle you don't have the code for yet. Exit this room and go up the next flight of stairs. At the top is a ladder leading to a window. Climb out onto the ledge and follow it around to the left. Be prepared to kill a pair of dogs as you near the turret. Climb up the next ladder into the tower and get the Charm of Saving. Mount the telescope in the windows and use it to locate a window with some numbers over it. Use the ZOOM function to get the numbers 1692. This is the code for the box you just opened a few moments ago. Return to the secret room and enter the code to unlock a third painting. Only one painting to go. To unlock the final painting you need to solve a very difficult puzzle. If you look at the last page in Richard Morton's Will you will find a 3D-wireframe map on the final page. It gives you a rough idea of the location of four books hidden in the library that need to be pushed in a certain order. The books also contain symbols on the spines that will help you solve the puzzle if you want to do it yourself. Otherwise, here is the solution along with screenshots for the locations of all four books. Start by climbing all the way to the third level and go to the very end. Push the book that glitters. The next two books are on the ground floor so climb down all the stairs and head for the entrance. Go past the light switch and you should spot the glimmer of the next book to push. Before pushing the third book you need to prepare yourself for a major boss battle. Save your Game for starters then plan your strategy. The final book is naturally on the third floor and a giant Winged Demon is going to try to keep you from reaching it. He's not so tough once you learn his weakness and his pattern. The trick is to find a good camera angle - the wider the angle the better. Locate the book that glitters at the base of the stairs on the first floor and push it. Start up the steps and the Winged Demon will crash through the skylight. Continue forward through two screens to get the best angle then get out your shotgun and fire. When you attack the creature will protect itself with its wings. This gives you a few seconds to switch to either the rocket or grenade launcher. As the demon unfurls its wings to attack it is momentarily vulnerable to explosive attacks. FIRE! If you are successful the demon is blown back across the room. Switch back to the shotgun (or revolver) and repeat the process three more times. After the forth attack the demon vanishes. Continue up to the third floor and head past the ladder you used to climb out onto the ledge. When you get the "zoomed out" view (see image) you should see the sparkle of the final book. Push it to complete the sequence and unlock the final painting. Return to the ground floor and leave the library through the same door you entered. Follow the hallway back to the door leading to the main room and go up the stairs to the landing. You will probably have to kill a few demons along the way. Search the two new painting and get the Plasma Cannon, a Bronze Key, and a Metal Plate. You can examine this plate in your inventory to get four symbols that will unlock a future puzzle. The title plates under each picture now rotate to reveal your next puzzle. You must enter the birth dates of each Morton depicted in each painting. To solve this puzzle you will need to reference the backward-text clue as well as many of the books you have read up to this point. All of the birth dates are given except the first which you must figure out. Here are the answers starting with the left painting: Richard Morton - 1852 Built Shadow Island. Birth date can be calculated by noting that he founded Morton Oil in 1889 at age 37. Archibald Morton - 1874 Famous Explorer Jeremy Morton - 1899 Friend of Edensahw Howard Morton - 1931 Newest painting in the series When you have entered all four correct dates a clock opens up on the table down on the first floor (don't ask me how these are tied together). Head down and search the clock to get an Ornate Bronze Key that unlocks the main door to the manor. Head outside and get ready for action. After you exit the house turn right and circle around to the back of the mansion until you reach the tool shed. Inside you should find a Fuel Canister and 3 Medkits. Return to the front gate and use the small bronze key to open it and prepare to make one long and fast run for your life. Your goal is the locked gate clear back down the other path (you didn't take) where you first started this game. Between here and there is a small army of undead and demonic creatures. You can save lots of ammo by doing a non-stop run past most of them, but you may want to save your game just in case things turn bad. The first part of your run is easy as you make your way through the courtyard dodging the Ophtalmicids. As long as you keep moving they won't catch you. Head through the arch and start down the stairs. A pair of Zombies stagger around at the base of the steps. Move to the left and wait for them to both wander over that way before dashing by on the right. Another Zombie is lurking through the arch and you probably won't see him until its too late after the camera change. Be prepared to shoot if necessary. Go through the doors leading to the forest and watch the disturbing movie. Many Zombies are approaching and the movie prevents you from defending yourself until the very last minute forcing you to shoot. You've saved enough ammo up to this point so start blasting these guys until they are all dead and you have a clear path ahead. WARNING! Do not enter the mausoleum. There is a Zombie inside that I found impossible to target and he did much damage before I escaped. Follow the path to the locked gate and enter the symbol code from the metal plate into the combination lock to open the gate and enter the next area. Note: After you enter CD#3 you need to hit ACTION to regain control of Edward. Search the headless corpse to get a pair of medkits and a Fuel Canister then start across the bridge. Aline will radio you then you will be attacked by a small pack of Luxrats They die easily with a single shot each from your revolver. Continue across the bridge to the next screen and a loud crashing noise comes from behind you. Return to the previous screen to see that the bridge as collapsed into the chasm below. Guess you won't be going back. Return to the last screen and examine the severed head and get the Charm of Saving lying on the ground. Head up the steps. You are now in a circle of ceremonial stones arranged at compass points. You need to locate the stone that is located at the North point. This is the large stone opposite the stairs leading to this area. Go look at this stone and verify that it is the North stone when asked. You will chat with Aline who will start asking you to go to various stones to verify certain symbols on each. You will actually need to use your Radio to give her your findings. When you are done, approach the East stone and repeat the the chant that you heard on the Tape Recorder you found at the beginning of the game. The words are: OGoul'ai - Hypor - Harnis - Koma. A swirling mist appears on the center pedestal and you can collect the Stone Stele and another Abkanis Statue. Leave the stone circle and continue to the follow the path. You will talk to Aline again then head down some steps. A small pack of Luxrats will run away and you can collect the Charm of Saving from the ground. Get your Plasma Cannon ready and enter the narrow cave ahead. You will encounter at least one giant Night Ripper creature as you pass through this area. Along the way you will spot a ladder leading up to a small cave filled with skulls and a box of rockets. You can either make the trip now or wait until later as you will be coming back to this cave later. You will eventually arrive at a swamp that is full of Zombies. You should be able to avoid them as you make your way to the crashed plane located to the west of your starting position. When you locate the plane climb the ladder and get the pair of Medkits just inside the door. You can also get some Wire Cutters and a Blue Lens from the floor and search the seat for 2 boxes of rockets and a Charm of Saving. Enter the cockpit and talk with the pilot. This triggers a 15 second countdown where you must exit the sinking plane or die. Leave the sinking plane and exit the swamp to the north. Keep the Plasma Cannon ready for any Night Ripper creatures that may suddenly appear. One will most likely ambush you as you enter the arch and another attacks near the church. Follow the path north and don't overlook the Charm of Saving off to the side in the grass. Continue forward and take the wooden ramp leading up to a path that ends at a locked gate. You will meet up with Aline who exchange an engraved Morton family ring for your Stone Stele. Return to the church and use your wire cutters to cut the chain on the door and enter. There are several things to get inside the church including a Medkit on the shelf and a box of rockets near the back. There is also a book you can read near the door and a panel on the wall that requires a code to activate. The symbols you need to enter are cleverly hidden on some of the previous screens you have visited. Combine the blue lens with your flashlight and you will now be able to see the dried blood that was used to draw these symbols. Shine your new blue light on the church door to reveal the first symbol. Creepy! Now exit the church and prepare to do battle with more Night Rippers. The other two symbols are located nearby. The first is back up the ramp where you just met with Aline. Locate the symbol on the rock then head for the swamp. Dodge the Zombies and make your way back to the cave that leads to the ladder I mentioned earlier. Inside is the third symbol and those rockets if you didn't get them already. You can now return to the church and enter these symbols on the panel by pressing the Top-Right, Center, and Lower-Right buttons. When the buttons are pressed the altar will slide open revealing stairs leading down. Head down this passage and use the engraved family ring to activate the spinning door and continue into the creepy underground passage. A sinister FMV will play then you can enter the next door that leads to a large room filled with creepy blue lights and many large empty cages. Follow the path around and when you reach the first intersection you can get a Charm of Saving off the stone ledge (see picture). Don't take the branching path just yet. Continue down the initial passage until you arrive at Alan Morton conducting some sort of demonic autopsy. Naturally he escapes locking you in total darkness. Talk with Aline who will give you directional clues to locating three switches you need to activate to open the locked door. Watch out for a fresh batch of Zombies that will try to stop you. These are weaker versions and will vanish with a single shot or after they attack you. The first switch is to the left of the locked door. The second switch is clear back near the door where you entered this room and the third and final switch is down that branching path I mentioned earlier. When you flip all three switches the door will unlock. After flipping the last switch, head through the obvious door to the left and read the pair of letters lying on the table. Cross this room and go through the door Alan escaped through earlier. You are now going to make another one of those long runs past lots of monsters. As long as you keep running you shouldn't take any damage or have to fire a single shot. Dozens of Arachnocids will drop from the ceiling as tremors shake the cavern. At the top of the stairs you will find yourself in a storeroom. The door to the left as you enter is the radio room. Enter this room and play the tape machine to listen to a conversation with Charles Lamb and Oben Morton. You can then return to the previous room and enter the other door. You are now back in the basement from the beginning of this adventure. Walk around the corner and talk with Edenshaw, then you can climb up the ladder and go through the trap door that Aline has unlocked for you. You are now in a large greenhouse, which is naturally full of those vicious Photosaurus creatures. Kill them before proceeding to the center of this area then climb the ladder leading to the catwalk. Locate the statue on the catwalk and push it back towards the ladder until it is near the broken railing then push it off the catwalk. Climb back down and search the broken statue to get another Abkanis Statue and another Morton Family Seal. Explore the rest of the greenhouse (check your map) and you can find a Medkit in the storage shed and shotgun shells on the shelves in the other area. Retrace your steps all the way back to the rotating door under the church. Leave the greenhouse and go back through the basement and make the long run back through the underground cavern. The Arachnocids have been replaced with Ophtalmicids who are faster, but you should still be able to outrun them. Go back through the cage area and when you arrive at the rotating door use the seal to spin the door and enter the next area. You will meet up with Aline who will translate some glyphs on a large stone. You can then follow this passage until you arrive at another passage lit with torches. There is a trap door in the right wall that you can open to reveal a lot of equipment including; Lightning Gun, Battery Charger, 4 Medkits, and 5 Charms of Saving. All of these free goodies must spell certain trouble ahead. Equip your Lightning Gun and you shouldn't need another weapon for the rest of the game. Enter the next room and watch the drama that unfolds. When you are back in control you are now in the demonic underworld that is as dangerous as it is creepy. There is little I can show or tell you to do in the next several areas. The World of Darkness consists of many maps you must cross killing monsters along the way. Keep on the lookout for blue energy crystal and pick them whenever you can. These refill your battery charger, which in turn reloads your Lightning Gun. There are LOTS of monsters ahead, so always keep your gun and battery fully charged. Monsters will respawn infinitely so don't stick around. Clear a path and exit each map as quickly as possible. You will eventually arrive at a narrow ledge with a rope rail you can use to cross. After the encounter with Alan you will be on a new ledge. Explore the cave and find the remains of Archibald Morton. You can read his diary and collect the Flash, and Photoelectric Pulsar weapon. Return to the ledge and climb down the dangling rope. You will meet up with Aline and Alan again as well as Obed who isn't quite himself these days. When the action is over you can head through the door and follow the passage until you arrive at a rope. Climb up to the bridge above. You will get a radio transmission from Johnson. Now check your map and locate the green pool. Enter this cave and fight the giant Night Ripper then fill your empty flasks with the liquid in this glowing pool. This liquid will restore you to full health and can be refilled at any of these springs. There is also a spawning crystal in this room so make sure your weapon and battery are fully charged. Leave this cave and head across the bridge. You will go through more exciting rooms including a very cool volcanic maze full of Night Rippers. Eventually you will arrive in a large cavern. After a quick chat with Aline you can head down the path and a tremor will knock over a column. Use this as a bridge to reach the other side. Another green pool marks your last chance to fill your flasks before the final battle. This is also a good location to save your game. Follow the stone ledge and enter the next door into the torch lit room where you will find many skeletons lying around as well as three statues resting on an altar in front of another stone door. There are three statues and two are missing heads. Aline is coming with one of them so you need to find the final missing head. Locate the rope and climb down to the lower area and enter the large crypt area where you will encounter Alan Morton for the final time. This is pretty easy considering it is a boss battle; not to mention the FINAL boss battle. If Alan manages to grab you he will fling you across the room taking you down to half damage. Make sure to keep yourself fully healed. If you take more than two consecutive hits you are dead. To defeat Alan you need to locate the room with the spear. There are several side rooms but you can only enter one (see image). The first time you enter Alan will be there to greet you and throw you back out. Heal yourself then get your rocket launcher ready. Keep a safe distance and fire several rockets at Alan. After 3-4 hits he will drop to his knees for a few seconds giving you just enough time to reach the spear. Once you touch the spear the game takes over and Alan is vanquished. If Alan blocks your path to the spear you need to be closer to it before firing the final rocket. When you have control of Edward again take the Statue Head and the Abkanis Statue from the center of this room then climb back up the rope to the previous room. Use your statue head on one of the statues and Aline will arrive with the final head. The gate will open and the closing movie begins. CONGRATULATIONS! You have escaped Shadow Island and lived to tell about it. Aline Cedrac Walkthrough Aline's adventure is best played after you have completed Edward's journey. Both games run parallel to each other, but you will overlap at certain sections and movie events. Radio conversations you had with Aline while playing as Edward will now be heard from Aline's perspective. Aline also has access to areas of the manor and surrounding areas of the island that Edwards didn't. From time to time I will be making comparative remarks to the Edward portion of the guide. If you are playing as Aline first then simply ignore these sections of text. Aline didn't have as much luck with her landing as Edward did. Landing high on the roof of the manor, you need to make your way around the narrow ledge. After a quick radio chat with Edward you can enter through the window into the upstairs bedroom of Lucy Morton. Talk to Lucy and she will give you the Small Bronze Key. You can also get the Medkit to the right of the bed and read the Magazine on the table next to the window. As you start to leave a snake-like creature rises from the rug and attacks. Shine your flashlight at it about five times and it will vanish for good. Lucy will encourage you to take the Charm of Saving from the table to the right of the door as you exit to the hall. Plant Monsters attack when you enter the hall. You can repel them with your flashlight as you quickly make your way to the other end of this hall (past the junction) and flip the light switch next to the locked door. This will eliminate any future Plant Monster attacks in this area. Return to the junction and enter the door. This dark room has more Plant Monsters that you need to avoid as you make your way to the left and exit through the door. You are now in the room where Edward lit the candle to reveal the secret passage. Get the Charm of Saving from the barrel then talk to Edward on the radio. Check out the crate with the candles and get the shotgun shells then make your way back to the previous room and follow it around to the left. You will come to another door and another Charm of Saving on the table across from the door. Head through this door and make your way through the shaking and screaming passage to the door at the other end of the hall. You are now in the room where Edward got the Lighter. In this room you can get another Small Bronze Key just as you enter and a Medkit from the other side of the room. Return to the locked door by the light switch and unlock it with your new key. Head down the spiral stairs until you reach the first door on the left. You will overhear a revealing conversation before you finish your trip to the ground floor. Go through the door into the short hall and you will find three more doors, one on each wall. Enter the door on the left and you will be in the trophy room. This is the room where Edward used the wolf mask on the owl statue. Flip the light switch next to the door you just entered and in the darkness you will be able to spot the glowing base of the statue that holds the Revolver. Use the small bronze key to open the base and get the weapon. An Ophtalmicid will spawn into the room. Don't waste any ammo yet. Simply run to the door opposite from where you entered and it will unlock as you approach. As you enter this new hall you catch a glimpse of Professor Morton running away. Follow him into the next passage and dodge the Ophtalmicid that attacks. You are now in the hall where Edward first met Edenshaw. Flip on the light switch next to the statue as you continue to chase Morton down the hall. He ducks through the door just before the stairs. Follow him into this new hall and all the way to the end where you corner him. He will shoot you with a tranquilizer dart and everything goes dark. When you wake up you will find yourself in a nice bedroom and minus your leather jacket. Talk to Edward on the radio then turn on the lights and search the room. Alan Morton's Diary contains nothing new that you didn't read while playing as Edward. Head to the desk in the corner and get 3 Medkits and the Allen Wrench. Head through the mirror/door and down the stairs to get the Triple-barrel Shotgun in the dark corner. Go through the door and down more stairs to the locked door. Get the Medkit and peek through the door to listen to a Oben Morton talking to Lamb. This is the recorded message you heard while playing as Edward and visiting the radio room. Return to the upstairs bedroom and meet Edward. This is a replay of the encounter from Edward's scenario and ends when Edward boosts you through the trap door in the ceiling. In the dark attic you will meet Judas de Certo, a ghostly figure who speaks to you through the nearby mirror. Leave the room and make your way back to the hall outside Lucy's bedroom. The doorknob breaks as you leave so you won't be going back. Head to the door leading to the spiral stairs and go down to the first door where you eavesdropped earlier and enter. The sounds of lurking monsters should send you running for the first door on the left. Enter the study and get the Medkit just inside the door. Before going to the upper area you will want to take the large mirror from the chest. Now you can search the desk and get the Grenade Launcher that is under it and read Alan Morton's Diary that is on it. On your way out, make a note of the strange projector next to the stairs. The passage is filled with Arachnocids, but as long as you keep moving you should be able to avoid serious injury and save your ammo. Head left as you exit the study then turn right at the intersection and go to the door just before the light switch and enter. You are now in the room where the tentacle monster burst through the bed when Edward was here. There is no monster hiding under the bed this time, but there are some creepy sound effects as you collect the Charm of Saving from the mantle on the right and some shell on the dresser to the left. Move behind the changing screen and Judas appears in the mirror inviting you to join him. Save your game then enter the mirror. Judas asks you to return the mirror you collected from the study. You must choose and there is only one right answer but both have interesting movie results, which is why I just told you to save. If you want to see the BAD ending then give him the mirror, otherwise say "No" and Judas will be vanquished for good. Get the Abkanis Statue and chat with Edward. As you leave the bedroom you will have a chat with Edenshaw and another chat with Edward. Return to the hall and quickly duck through the large double doors before the monsters can reach you. You are now on the upper landing of the main foyer. This is the landing with the 4 puzzle paintings from Edward's adventure. Go down the stairs and note the mirror next to the statue. This is the mirror that leads to the basement that Edward used to enter the manor. If you look closely you'll note the top-right corner is missing a decorate piece of molding. Something to keep in mind for later. For now, return through the door under the stairs and turn right when you enter the hall. Follow the passage past the first two doors and go through the last door. You are now in the short hall that leads back to the trophy room only now it is filled with Zombies. Quickly hug the right wall and dodge the undead creatures and enter the door to the right at the end of the short hall. You are now in the office. This is the office where Edward got the Crowbar and Flask. Search the room to get several items including a Medkit from the table where the Flask was in Edward's game. You can read the Book on Abkanis Indians that is on the shelf and get some shotgun ammo from the table. Examine the mirror opposite the shells and note that it is cracked. Fire your revolver three times to shatter the mirror and get the Abkanis Tablet Translation. As you near the cupboard it may appear that someone (or something) is trying to get out. Do NOT open the cupboard. It is empty, but if you do open it the lights go out and a pair of demon dogs attack. When you leave the office you will automatically return to Lucy's bedroom. Listen to more of her ramblings and she will give you a Prism. Leave her bedroom and return to the spiral stairs and exit at the first door leading to the dark hall. Make the first left to find yourself back in the study with the strange projector. Turn OFF the lights as you enter (if they are on) then approach the project. Use the Prism with the projector and then use your Flashlight to watch a short movie. When the film is over you can take a small gold cube from the projector. Before you start having Hellraiser flashbacks, this is only a 3D map of the library that you will use to solve the next puzzle. You now need to go to the library. The shortest path is to exit the study and head down the spiral stairs. Enter the short hall, which now has two Zombies ready to surprise you. Dodge them and go through the opposite door straight ahead. You exit right next to the library door, so turn right and enter. Flip on the lights and explore. The books on the desk and the podium are the same as the ones from Edward's scenario and contain no new information. You may still want to browse them just to enter any valuable info into your log. Don't overlook the box of grenades next to the podium. Now head upstairs to the second floor and enter the secret room behind the open bookcase to get 2 boxes of shotgun shells then move up to the third floor and climb the ladder to go outside to the ledge. Make your way to the tower and collect more grenades. This is the tower where Edward used the telescope. Now make your way back to the ground floor of the library. As you circle the walkway you may note the pattern of the bookcases below resembles the diagram on the 3D cube you recently acquired. Note the location of the white dot on the "map" and head to that section where you will find four fake books that are really a panel. Enter the number "1991" (this is the number that appears on the cube map) into the books to access the secret room. Collect the Abkanis Tablets, 2 Medkits, grenades, and a Charm of Saving then flip the switch to trigger the next sequence of events leading to your first boss encounter. Meet Howard Morton. You will learn to hate this guy really fast. Grenades work best on this beast, but he is only vulnerable to damage during his attacks. You'll know you hit when he growls and gets knocked back. Four or five direct hits will put him down...for now. Check out the broken tank in the center of the library and get the Medallion Piece then leave the library to automatically return to Lucy's room. She will give you the other Medallion Piece, which you can combine to make a complete symbol which looks amazingly like that missing trim from the mirror in the main foyer. Return to the foyer (all paths are filled with monsters so take plan your own route) and use the Medallion on the mirror and enter. Go down the stairs and enter the basement. There is nothing to do or get down here so make your way to the back of this area and locate the ladder leading up to the trap door. Use the Allen Wrench to open the door (this is automatic) and enter the greenhouse. Talk with Edenshaw as you head around the corner then search the NE corner of the greenhouse for some grenades lying on a crate. Now head back toward the trap door and go through the broken door that leads outside. CRASH! Howard is in hot pursuit! RUN! Keep moving and you should easily avoid Howard. You can always fire grenades at him but he will always get back up to pursue you so save your ammo and just run away. Keep running and check your map to plan your escape. When you pass through the gate you will be attacked by a pack of dogs. Depending on how bad you want some shotgun ammo you can make a dash for the dead end and get the box lying on the ground. When you reach the arch prepare for a surprise attack from Howard. Circle around to the north and make your way to the mausoleum. Once you enter you are safe from Howard for the moment. This creepy place has all the tombs for the Morton family. Enter the tomb on the left as you enter marked "Jeremy Morton". Inside you will be able to get the Rocket Launcher, box of rockets, and a Medkit next to the coffin. Make sure to get the Charm of Saving and the Metal Cover resting on the coffin lid and also read the inscription for a valuable clue. Return to the main room and locate the strange pattern of reflective panels in the alcove opposite the entrance. This is your next puzzle and the solution is kind of vague. If you have already played as Edward then you will probably known what to do because you have already seen the Family Ring with the symbol. You will probably need to use your mouse (or analog stick) to get the precision and speed required to complete this puzzle. Combine the Metal Cover with your Flashlight then starting from the lower-left (S) shine your light on each reflector to make it glow. Your goal is to form a glowing "M" by shining your flashlight on each reflector in the proper sequence ending at the lower right (F). When this is done the door to Richard Morton's crypt will unlock and you can enter. Examine the body of Samuel Gibson for a disturbing message from the deceased then head down the passage. Run past the Photosaurus monsters and when you reach the outdoors you can climb down the cliff. As you begin CD#3 you find yourself next to the fence where you met with Edward in the other scenario and traded items. This encounter is yet to come. For now move away from the fence and head deeper into the forest. Follow the path until it splits. You can take either direction as they meet shortly at the long bridge leading to the fortress. The main gates of the fortress are locked but the vines along the right side of the entrance are climbable. Before you begin you may want to follow the path around to the right side of the fortress and collect some shells hidden behind some rocks. When you reach the top of the wall you can follow the ledge around to the left. Make a note of the locked wooden door. This leads to the Workshop and I will be sending you here in a little bit after you get the key. For now, head down the stairs. You can unlock the main doors but don't exit unless you want to fight off a small pack of Luxrats. Continue down more stairs and enter a dark passage with a Medkit at the end. Turn and go down some more stairs. Make a note of the arched entrance in the wall. There is no need to go there just yet. Instead, climb the wall and get the shotgun ammo. Turn sideways to take the box otherwise you will climb down. You can either kill the Photosaurus monsters or run past them up the steps into the next room. A pair of Zombies will try to ambush you if you enter too quickly. Stand in the doorway and wait for them to move together then fire a single grenade to blow them both to bits. You are now in a creepy passage with several options. First, head left up the short stairs and enter the small room where you can finally talk to Obed Morton. When you are done check out the corner of the room to the right of the door and get the Black Metallic Card and the Charm of Saving. Return to the previous room and take the other passage leading down then enter the first door on the left. Head down the first flight of stairs leading to the circular landing then go down the next flight to the ground floor. This large room has several objects scattered about. Simply walk around and shine your flashlight to find them all. You should be able to find a Charm of Saving, rockets, shells, 2 Medkits, and a workbench scatter around the floor and in various alcoves. You can get Blueprints, Wire Cutters, and Perforator Notes from the workbench. The stairs leading up behind this workbench lead to another alcove with the medkits and a box that cannot be opened. Before leaving you will also want to get the Tripod Support and the Mould also located near the workbench. Taking this last item will summon a trio of Ophtalmicids. As long as you took it last you can simply run away and exit this room at the top of the stairs. You now need to head back outside and climb over that broken wall and go through that arched entrance I mentioned earlier. Inside is a locked door, but more importantly is a locked box. Use your wire cutters (they are called Pliers in your inventory) to snap the chain and open the box. Get the Steel Ingot and the Rusty Key. With these items you are ready to return to the workshop located behind that locked door at the top of the fortress. You know the way. Climb back up all those stairs and fight off the monsters that are sure to be there to block your path. Use the key to unlock the door and enter. Head to the right and circle around the dark room. Your flashlight should reveal three items on the table. Get the Stock, Barrel, and Orange Accelerator and make a note of the strange machine and ladder behind you. Continue around the room and read Jeremy Morton's Diary on the workbench in the corner. This book has a very important clue on the last page. Continue around the room and flip the light switch by the exit then keep on going until you reach the locker. Search it to get the Glass Lens then get the pair of Medkits from the nearby alcove. Return to the machine by the ladder and use the Steel Ingot and the Mould to create a Perforator Barrel. Now return to the exit by the light switch and go outside. Use the Glass Lens to repair the telescope then look through it to spot a strange statue in the distance. Ignore the stairs leading down and follow the ledge along the top until it crumbles sending you plunging into the water below. Get your shotgun ready, as a giant alligator is about to attack. Blast him, then follow the water around until you can exit the water. Go through the door and get the shotgun ammo. Climb the ladder to the top ledge and search the box to get Gold, Red, and Silver Metallic Cards then head through the door and up the stairs to return to the telescope. You now get to make the long journey back to the bottom of the fortress. You can be sure the route is filled with fresh monsters. Climb back over the broken wall and go up the stairs. Head down the hall past the door that lead to the large room with all the alcoves and you will come to a locked door with four card slots. It just so happens that you have four cards in your possession. If you remember back to those important words from Jeremy's Diary you will know which card goes in which slot. Silver-Flash, Golden-Star, Red-Sun, Black-Moon. Manipulating the cards is actually more difficult than solving the puzzle. The game seems to pick the cards for you so just insert whichever card it picks into the proper slot. When the door is unlocked you can enter the Planetarium. A quick search of the large room reveals two doors. The east door can be unlocked and leads back to the passage where you cut the chain to open the box earlier. The other door cannot be opened yet, but you will want to get the Metallic Half Ring from the top of the crate near this door. Don't overlook the Plasma Cannon or the Charm of Saving in the small alcove near the door you entered. There is also a Medkit under the stairs near the east door. Head up the spiral stairs to the top of this large room and locate the control panel. Talk with Carnby and after giving him several instructions and making notes of his findings you should have a series of numbers that look like this: "10312001". This is the same radio conversation that played out while playing as Edward when you investigating the circle of stones. These number are actually a date, today's date to be exact. Enter them into the console to calibrate the planetarium display then stand back and watch the spectacular show. When it's over a panel will open on the ground floor revealing a Seal, Small Rusty Key, Large Bronze Key, and an Abkanis Statue. Use the large bronze key to open that locked door by the crates and go outside. Follow the path down to the overlook with the creepy statue you saw through the telescope earlier. Get the grenades and the Charm of Saving then examine the statue and talk with Edward. Turns out you need to meet and swap some items. Dodge or kill the pack of Luxrats that appear and make your way back through the planetarium and through the fortress to reach the main gate. Exit and cross the bridge to have another surprise encounter with Howard. This guy is starting to get annoying. He still cannot be killed so avoid him as you run into the woods and return to the iron gate. Make the swap with Carnby at the fence. This is the same movie that you saw while playing as Edward. When you have the Stone Stela you can return to the woods and will automatically be transported back to the statue. Insert the stone disc into the statue base and get the Abkanis Statue and Abkanis Stone as your reward. You now have everything you need to complete the Perforator Weapon. Refer to your blueprints to assemble the pieces you currently have in your inventory. It goes like this: - Split Tripod to get Metallic Half Ring - Combine Half Ring with other Half Ring to make complete ring - Combine Ring with Energy Stone to create Power Source - Combine Tripod with Barrel - Combine Butt with Orange Accelerator - Combine Butt assembly with Tripod/Barrel assembly for Unpowered Weapon - Combine Unpowered Weapon with Power Source This is all you can do for now. Return to the fortress and enter the workshop at the top of the wall. Climb the ladder next to the machine and enter a large chamber. Flip on the lights with the switch if you wish the climb the next ladder. Flip the lever in the center of this catwalk and watch the movie that should give you a clue as to your next action. Head past this central control lever and locate the ladder set into the far wall. Climb up to the roof and use your Rusty Key to open the padlock. Climb back down and flip that lever again to open the roof hatch and setup the next action. Climb back down to the previous chamber and locate the other machine. Flip the switch to raise the lightning rod and being a two-minute sequence of events. Howard is back and this time you get to finish him off once and for all. Defeating Howard isn't too hard when you know the secret. You have two minutes to finish him off, but if you can't do it in that time limit you can always flip the switch and get two more minutes. Of course Howard will beat on you while you reactivate the machine. To beat Howard, simply run around the perimeter of this room. Your goal is to stay opposite Howard with the lighting device between you. Every few seconds lighting will zap the collector on the roof and filter down to the center of this room. Howard will not jump into the lightning so you need to time it just right that he makes his jump right after a thunderclap so he is in midair when the lightning strikes. It only takes three hits before he is down for good. It's actually quite easier than it sounds. What comes next is actually harder than beating Howard. You now need to flip the switch to put another two minutes on the clock. If you have time left after beating Howard just wait for it to run out. Once you have activated the machine you need to run really fast back to the basement with all the alcoves. Naturally there will be plenty of monsters between here and there but don't stop to fight any of them. There are several paths you can take but the fastest is this: Climb down to the workshop and then run down the stairs to the area with the broken wall. Enter the first arched door and go past the box you opened with the pliers. Enter this door and you are back in the Planetarium (you should have about 50s left on the clock). Run across to the first door to the left (this is the puzzle door with the four cards) and exit to the hall. The door to the basement is right here. Enter and head down the stairs to the ground level with about 30s to spare. Run to the workbench area and move around behind the shield portion of the cannon. Go to your inventory and use the Perforator. Aline will take over from there. With a fresh hole blasted in the wall you have a new area to explore. Enter and get the Photoelectric Pulsar in the corner and read the warning message to the right. Follow the path and climb down the ladder. Run past any monsters (and there will be a lot) and cross the rope bridge into the next area. You will eventually meet up with Carnby in a large tunnel. This is another replay of the same movie you saw in Edward's adventure when Aline deciphered the glyphs on the large stone. After the ominous reading of the glyphs you can both head out of this passage and across the stone bridge. In this next passage you will most definitely want to search the wooden trap door, which conceals enough supplies to finish this game and the next sequel. Get the 5 Medkits, Lightning Gun, Battery Charger, and 5 Charms of Saving. Equip the lightning gun as you won't be needing anything else for the remainder of the game. Proceed into the next area and watch the story unfold just like it did with Edward's game. After everyone is sucked into the gate you can talk with Edenshaw who convinces you to enter the gate as well. The "World of Darkness" is a bit more complicated for Aline than it was for Edward. She has many more objectives but the gameplay is the same. Run across each of the maps avoiding as many monsters as you can and kill the ones that really annoy you with your lightning gun. Collect the blue crystals to keep your battery charger filled which in turn keeps your lightning gun fresh for combat. Keep following the obvious paths shown on the maps and you will soon arrive at the Abkanis Village. Watch out for deadly packs of wild dogs that roam the village. There is a large area with a respawning crystal in the background but many dogs will attack if you attempt to get it. Head up the large flight of steps to the right after you enter the village and enter a very creepy dark area. It's impossible to get lost, so just follow the path and make a note of the pyramid structure with the missing top as you proceed to what appears to be a dead end. Aline opens a secret door that leads into the next room. This next room features a rotating outer wall with a single opening. This opening is currently in position to allow you to enter. The center of the room has seven rings (or switches) that you can flip to rotate the room to six other position. You will need to flip each switch and collect the six unique Stone Seals and documents for each seal. Make a note of the animal symbols on each seal, as these will be used to solve the next puzzle. When you have all six seals you can flip the seventh switch to reveal the stairs. Make your way back through the previous passages and return to the village. At the bottom of the stair you can move off toward the left and locate the building with a ladder. Climb the ladder to reach the roof. A pack of barking dogs will surround the building making your exit a bit more dangerous. Locate the hole in the roof and climb down the ladder. The passage behind you leads to your next objective but your path is blocked with a huge gap in the floor. Return to the main room and get ready to solve the next puzzle. There are six altars in this room. Three are visible on each screen. You need to examine each altar then match the appropriate animal seal with the animal shown on the stone altar. Some of these pictures can be a bit tricky, but you should be able to solve this puzzle quite easily, even if you have to resort to trial and error at each altar. Here is the final answer from left to right if you are totally stuck: Horse - Snake - Bear - Bison - Fish - Bull. When all six seals are in place a stone slab rises up allowing you to go down the previous passage and get the Charm of Saving and the Stone Pyramid. There is also an Indian Skin Flask you can get before leaving. Climb back to the roof and then down to the ground. Avoid the dogs and run back to the stairs and return to the pyramid I mentioned earlier. Place the small pyramid you just got on the top of this one to complete the structure. After an amazing transformation with a speech from unseen power and lots of gold light you can get the Statue Head from the pyramid and leave. Return back to the ladder that Aline climbed earlier and go back down. You will pass through a cool room (actually it's probably very hot) with veins of lava and lots of Night Rippers. Consult your map to get through this area quickly and avoid contact with the giant monsters. Cross the stone bridge and enter the next area. This dark cavern has more monsters and a green pool of water you can use to fill your skin flask. This water will restore you to full health should you run out of medkits. There is also a respawning crystal you can use to charge your weapon and battery charger. Move to the back of this chamber to locate the blue wall that you can climb to reach the next area. You will ultimately arrive at a dead end overlooking a bridge below. You can see Alan running across the bridge and you need to head him off. Make your way back through the previous locations and when you exit the chamber with the green water look out for an ambush by a pack of Luxrats. Note the spine-like formation on the wall and the large boulder with the rope tied to it. Climb down at this point to the area below and follow the path to a meeting with Carnby, Alan, and Obed in a very large room. After Alan and Obed go into the pit Carnby will take off to finish his quest while Aline drops down to the ledge below and collects the Abkanis Statue and the Charm of Saving. After a brief radio conversation with Carnby you can go through the crack in the wall. More Night Rippers await in the next passage and you will get a radio call from Johnson - the "scumbag" who lied to you to get you to come to this island. Exit this room and enter the swamp. This can't be good. Follow the map to the other side and kill the alligator that attack about halfway across - like that was any big surprise. What is surprising is that you can use a lightning weapon while waist-deep in water and not die. Exit the swamp and talk to Johnson some more. You now exit at a high opening in the wall with a couple of Ophtalmicids waiting below. Make sure you have plenty of health, as I couldn't figure out a way to kill them before dropping down. You will most likely take a few hits from these guys before you can target them or simply run away. Head for the exit down the passage opposite this high opening and you will return to the large cavern with the deep chasm and towering spires. An earthquake rocks the cavern and causes a large column to topple over creating a handy bridge to the other side of the chasm. As you cross the bridge you come face-to-face with the hideous mutated form of Obed Morton. Ignore his "Darth Vader" attempts at convincing you he is your father. This is another one of those boss encounters that you cannot win but must avoid. Obed blocks the narrow bridge and in order to get around him you must wait for him to back up then stun him with your lightning gun. In the brief second he is frozen you can run past him and down the path to the left. TIP: If you are quick you can run past Obed right after the initial movie before he even steps onto the bridge. This way you will not have to fight him at all. Rather anti-climactic but it works! Follow the passage into the next room where you will find the three statues, two of which require heads. Move behind the statues and place your head on one of the headless statues. Edward will show up with the other missing head and the gate will open. You can then exit through the large doors behind you and meet up with Edenshaw. HEY! How did Aline get her leather jacket back? After a brief conversation you can run to the chopper and leave this crazy island. Enjoy the closing movie. CONGRATULATIONS! You have escaped Shadow Island and lived to tell about it. CHEATS and CODES PC Cheat Codes Add a Windows shortcut (or modify your existing one) changing LAUNCH.EXE to ALONE4.EXE and add "wizardmaster" to the end. (Example: "C:\Program Files\Infogrames\Alone in the Dark\alone4.exe" wizardmaster) Once in the game, go to your Inventory screen and the Cheat Menu will appear with many cheat options. PC Bug Exploitation: "Infinite Saves" As Carnby, when you leave the lobby of the manor, a cutscene begins and you meet Edenshaw. At the end of the cutscene he gives you a charm of saving. If you save immediately after the cutscene ends, then reload, the cutscene will begin again. Repeat. You will gain 4 saves each time.