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- Date: 03-02-94 (11:00) Number: 6425 of 6626 (Refer# NONE)
- To: ALL
- From: CASINO@POBOX.UPENN.EDU
- Subj: Re: Alone II Walkthrough
- Read: (N/A) Status: PUBLIC MESSAGE
- Conf: csipg.adventu (143) Read Type: GENERAL
-
- Message-ID: <casino-020394110037@mac9.dev.upenn.edu>
- Newsgroup: comp.sys.ibm.pc.games.adventure
- Organization: University of Pennsylvania, News & Public Affairs
-
- In article <2klvpr$rbf@cs.pdx.edu>, scotj@cs.pdx.edu (scot w jebens) wrote:
-
- I'm tired of hearing everyone whine about how hard this game is!!!!
-
- So here's the Walkthrough!!!!!!!!!!!!!!!!!!!!!!!!!!!
-
-
- ALONE IN THE DARK II COMPLETE STEP BY STEP WALKTHRU V1.0
- by Richard Liblanc
- with thanks to Hugues Lamy and Frankie McNeil
-
-
- GENERAL HINTS AND TIPS
-
- o Fighting can be made really easy by always closing on your target and
- punching them as often as you can. Most of the time, they will keep
- shooting toward but behind you. Most of the thompson guys are poor
- aimer and they often fire at some spot on the wall instead of at you.
- Stay close to the walls sometimes (specially true in the garden).
-
- o There is a strange bug you can use to go through some doors and walls.
- When you have a sword, close on the door and make the "dive attack"
- (when you make one step forward while attacking). You'll be able to
- pass through most of the doors (with VERY erratic results though).
-
- o This walkthru does not tell you when to drink your vials and when to
- reload your guns. You might spend a lot more ammo than I did so maybe
- you'll have to improvise. Maybe the walkthru wont tell you how to get
- all the storyline elements (books, pictures, etc.). They are pretty
- obvious and I know you will get all the things the dead guys will leave
- behind :).
-
- o Remember that some weapons seems really weak in attacking power but they
- can be very useful when speed is important (the revolver, the beater and
- the good old punch for example).
-
- o A rule of thumb : always take everything a dead guy leaves behind. I
- think I forgot some stuff like "take the key" or "take the book" but
- you should be able to figure what to take.
-
- o Finally, I played the game with the french version and some objects
- might have different names. Sorry for the incovenience and for my bad
- english.
-
- I - THE GARDENS
-
- - Kill the guy with your bare hands and take his thompson, the clip and
- the vial.
-
- - Run down the alley to the big statue of the anchor, push it and enter
- the gardens. If you make your move fast enough, you should be able to
- avoid the thompson guys.
-
- - There is someone just behind that corner. Kill him from the corner and
- take the picture.
-
- - Turn right, get rid of the thompson guy, take the clip and the vial. Go
- where that guy came from.
-
- - Take the rope, remember you saw a DIAMOND card.
-
- - Go back where you found the picture, walk to the crossroad. When you'll
- walk past the crossroad, another "hey you" will appear. Fill him with
- lead and take the way to the top of the screen.
-
- - Now that guy is a real pain. Dont let him close on you. Stick to the
- left wall and fire your thompson at him. If you kill him now, he wont
- bother you again. ( that's the case of most of the bad guys in the
- gardens, they sometimes track you even if you never "met" them).
- Go the dead end and take the clip.
-
- - Go back to the crossroad and go to the bottom of the screen. There will
- be another tough guy in trench coat. Kill him and continue your way
- until you find the grapplin. Another "hey you" will appear. If you're
- not fond of killing, step on the diamond card. If you intend to step on
- another card, well, save first.
-
- II - THE CAVE
-
- - Go straight forward and get rid of that green guy.
-
- - Go take the vial and forget about the ladder for now. Go to the other
- part of the cave.
-
- - Push the chest to make the altar raise. Watch out fot the ghost! Dont
- worry, he's thompsonable. Take the pirate's saber.
-
- - If you have some "friends" waiting for you at the entrance (place with 4
- cards on the ground), it would be a good idea to use the mettalic jack
- on the altar so you can escape via the other trap. If not, forget about
- the jack and get out of the cave.
-
- III - THE GARDENS AGAIN
-
- - If both cases, you should make your way to a 3-ways intesection. Go in
- the L-path, be scared by the demonic face and turn left. Shoot the fat
- 12-gauge wielding gangster and proceed. (not turning will get you back
- near the crossroad, geez, you're so curious, trust me a little more!).
-
- - Cut the weaving branches with your saber and SAVE! See that little brown
- spot behind the trees? That's Shorty Leg and he's quite tough to kill.
- Best way to kill him is to hide behind the statue and use everything
- you've got, especially the revolver.
- Dont worry about spending all your ammo. Just kill him.
-
- - Take the vial and use the grapplin. Use the grapplin again to make the
- statue's arm move and enter.
-
- IV - THE BASEMENT
-
- - Darn! No more weapons! Take everything you see (a nickel, a crank and a
- paper bag).
-
- - You can cry on Stryker's corpse if you want but take his notes and the
- pipe-pick. (sorry, cant remember the right word for it now...). Pushing
- Stryker off the cliff seems a bad idea but i never did it. Lemme now if
- it changes something later in the game...:)
-
- - To open the locked door, you need to use the paper under the door then
- the pick. You'll get the key and you'll get inside.
-
- - There are two ways to get rid of that sitting guy :
- The "nice" way : Get behind the barrel, just beside the lever. Use the
- paper bag twice, wait until the guy raises to his feet and push the
- lever.
- The "direct" way: Tease the guy, fight with him and try to make him fall
- off the cliff...
-
- - Take the shotgun, the book and the vial. Go right behind the grandfather
- clock and use the crank to open the secret passage. go there and take
- the shotgun shells.
-
- - To get rid of Musicman, just tear his pact( the paper you used to get
- the key). Dont forget to take the hook.
-
- - As you might hear now, there is some heavy shooting nearby. Take the
- beater and go to the door. DONT GO UPSTAIRS YET!!!
-
- - To kill those two guys, stay in the doorway shoot the first guy, go
- backward and wait for the other guy to show up.
-
- - Those two guys were shooting at some rotating cards. Try to align 4
- diamonds to open the door. 90 degrees rotations are possible, you just
- have to be well positioned.
-
- - Kill that guy and get into the cellar. Get the vial (i never found any
- use to the whiskey bottle. HINT: save before drinking). Use the nickel
- in the slot machine to get two tokens. You might also take the book in
- the back of the room.
-
- - Return to the shooting gallery. Kill that guy and take the bag. You can
- also try to get the bag w/o worrying about the guy because he's so drunk
- but he might shows up a while later...
-
- - Open the bag and put on the Santa suit. Okay, you look silly, but at
- least that little pest upstairs wont alarm everyone.
-
- V - THE HOUSE
-
- - Turn right and make your way to the kitchen. Watch out for the statue!
- Try to walk near the door.
-
- - In the kitchen, take the frying pan and get near the eggs. Listen to
- what T-Bone tells you and get ready to fight him. The pan is the best
- weapon because it will block incoming darts.
-
- - Take the wine from the stove and the poison beside the dumbwaiter. Use
- the poison with the wine.
-
- - Get near the door in front of the statue and drop your special wine.
- Wait for results.
-
- - Big Evil Hint : To get rid of that little pest walking down the hall and
- to remove any danger from the statue, wait until that little fellow walks
- before the statue and start running to trigger the trident.
- Duck in the kitchen and wait for result. Voila!
-
- - Go through the door you opened with the wine and use your two tokens in
- the juke-box in front of the statue.
- The golden token will make a doublon appear and the wooden token will
- open the door.
-
- - Get in the new room and take all the war material (bulletproof vest,clip,
- Thompson).
-
- - Now go just beside the statue with the trident and take the crown. Now
- go upstairs. (i know, i know, there are still two doors left closed,
- more on them later).
-
- - Kill that laughing zombie first. Best way to do it is too close on him
- and punch, close again, punch, etc. He'll always miss you with his gun
- and you wont have any problems getting rid of him (it will take some time
- though). Open the door and get in the hall. Open the door in the middle
- hall.
-
- - The guy will throw a derringer. Take it and use it quick. Take the sword.
- There are a scroll and a book to find in the bookshelf. Get back in the
- hall and open the nearest door (the other door at the end of the hall is
- the bathroom, no need to go there).
-
- - The two ghost arms are protecting the other half of the scroll. It is
- not required to get the scroll but strongly suggested if you want to
- solve the next puzzle by yourself. Use the sword to kill the arms, stay
- right beside the window, hack, get back, hack again and so on.
-
- - CHESS AND MAGIK (the riddle) : Use the crown on the white statue. Go in
- the magic room and take the amulet. (the door in the magic room is
- another bathroom).
-
- - Two things to take, a vial and a note. Open the door and go immediately
- to the left and take the thompson with the clip. Stay right where you are
- and get ready to thompson two baddies. If you still have your bulletproof
- vest, there is no problem, otherwise, try to make the gangster fire on
- the karateka. (Remember to USE you bulletproof vest though!).
-
- - Take the grenade and the key. Dont open the door yet. Get in the open
- room and use the doublon in the jack-in-the-box. Take the pompon.
-
- - Now open the door and get inside the room. The only way to get rid of
- the clown is to throw the pompon through the archway. The right position
- is difficult to find. Let the clown go after the pompon and use the
- grenade in the chimney. SAVE!!!. Go down.
-
- - The grenade killed two of the baddies but there are still a lot of
- people down here. The best way to kill them all is to get out as fast as
- you can and wait for them in the kitchen or the lobby. Slash them when
- they go through the door. The beater is one of the bet weapon because
- it's so fast.
- You could try the Santa suit again but i'm not sure it will work. If
- someone finds an easy way, let me know...
-
- - Take the red ball from the christmas tree and go upstairs again in the
- pool room.
-
- - Use the ball on the big box with holes. Use the key on the door and go
- inside. Wait for result and dont panic.
-
- - Listen to what Jack tells you and when he's done, use the hook to get
- out of here.
-
- - You can try anything you want but you'll always get captured by
- Elizabeth.
- The wisest thing to do is to go downstairs and walk toward the kitchen.
-
- VI - THE CUTE PART : PLAY AS GRACE SAUNDERS!!!
-
- - If you havent figured out that you're now Grace, well...First thing to
- do is to try all those cute moves (gna gna gna gna). Now push the plank
- so you can get out. Go near the parrot, take the seeds, the sandwich and
- the pepper. Give the seeds to the parrot if you want a clue.
-
- - Get out of the room and IMMEDIATELY go to your left. Hide in the small
- niche until the pirate stops walking. Go back to the ladder as fast as
- you can. By the way, it's the ladder at the end of the hall, not the
- middle one. You dont have much time until the pirate starts chasing you
- again so make it quick.
-
- - Dont tease that pirate and climb the other ladder.
-
- - Now you're going to play hide and seek with the crew. You must find a
- safe way to the open hatch without anyone noticing you. Go behind the
- sitting guy. Make your way to the edge of the ship and get behind the
- boxes.
- By the way, for a cute moment, try to fall into the Start trap.
- Before going down, take the flint&steel on the deck.
-
- --------------_
- | Boxes |_| End
-
- |
- |
-
- Mast | X Mast
- | X
-
- | X
-
- _ |
-
- |_| | Boxes
- Start
-
- - Take the small cannon from the chest, the vase from the shelf and the
- stick next to the bed.
-
- - Now, position yourself right in front of the door, put down the cannon,
- use the pepper on the cannon. Throw the vase, wait until the pirate
- comes close and use the flint&steel on the cannon. Take the bell and get
- out of the room.
-
- - Go through the door in front of you. Take the chicken's foot get near
- the blue plate, ring the bell and get inside the dumbwaiter. Take the
- key.
-
- - Use the key on the locker in the kitchen and get the molasse and the
- freezer. When you'll try to get out of the kitchen, you'll hear a
- familiar "hey you!". Get back in the kitchen and use the freezer in the
- doorway.
-
- - Go upstairs and do the same thing with the molasse. Go to the pool room.
- Get the token if you want (havent the slightiest idea of what to do with
- it). Go into the room with the cell and use the stick behind the desk
- with the broken plate in the corner of the room. You'll find the key and
- another book.
-
- - The door to the chamber and magic room will now open. Get into the magic
- room and use the stick on the plate. Get back in the kitchen and hope
- you placed the ice at the right spot. Go next to the dumbwaiter and ring
- the bell again.
-
- - CAPTURED AGAIN !! ....
-
- VII - BACK AS CARNBY : THE REVENGE!
-
- - Get the key to free yourself and kill that pirate with your bare hands.
- Take the the sword, use it and follow Grace outside. Dont worry if you
- lose track of Grace. Kill anything you encounter.
-
- - The guy outside will leave the fuse behind. Get it and go through the
- door in front of you. Kill the two guys and get the fire-iron and the
- pliers as well as the key in the corner of the room. Get out.
-
- - Go through the door next to the niche where Grace hid, kill the guy and
- take all his stuff (gun ammo,chainmail,vial,gun).
-
- - Push the barrel to the left and get the chainmail.
-
- - Go through the door at the end of the hallway, close on the pistol
- pirate with your sword, take the ammo and the vial. Dont let anyone get
- in your way to the locked door on that deck. Use the key to get inside.
-
- - You're in the gunpowder room. think twice before firing your gun. Use
- the sword to kill the swordmaster, get the book and the gunpowder barrel.
- Get on the upper deck.
-
- - Open all the doors you can, there are two rooms you can enter.
- A sleeping room (dont stay inside too long because you dont want to wake
- those pirates) and a room with a cannon. kill the guy sleeping next to
- the cannon and use the pliers to free the cannon. Now PUSH the cannon to
- the left (this move is difficult, the right position is hard to find).
- Drop the barrel anywhere in the sleeping room( Carnby always places the
- barrel next to the wall).
-
- - Use the fuse on the cannon and use the fire-iron for a nice show...
-
- - Go into what's left of the sleeping room. Take the vial and the gold
- pieces.
-
- - Use the gold pieces near the locked doors and kill the two dwarves. Go
- where they came from, take the vial. Go kill the cook behind the door,
- take the metallic diamond card and use it on the last locked door.
-
- - Enter and fall (again) under Elizabeth's spell...
-
- VIII - GRACE AGAIN!
-
- - And Grace saves the day...Use the stick on the statue, get into the room
- and use the chicken's foot. Bye Bye Elizabeth!
-
- IX - BACK AS CARNBY : THE END!
-
- - First, FLEE! that ghost is way too tough for you. Climb the ladder to
- get on the main deck.
-
- - Kill everyone on the bridge. Get the hook and climb up the mast. Wait
- for the guy, hit him once with your sword to make him fall. Use the hook
- on the rope. Kill the karateka. jump down and take Nichol's sword.
-
- - Free Grace with the pliers. Run to the cannons to stop the fuse. Now
- kill One-Eye Jack! Dont forget to use Nichol's sword and watch out for
- fake deaths!
- --------------------------------------------------------------------------------
-
- I screen captured this off of Software Creations, (508)368-4137 or 368-7036,
- in an Internet Gaming Conference. All I did was format the text for
- readability and add end of page markers so it would print nice. All of the
- text is original, except for a few grammar corrections. The author(s)
- listed at the top deserve full credit for taking the time to walk us thru
- this difficult game. Enjoy the game!
-
- Greg Hall 8 Mar. '94