Alone in the Dark 1

Alone in the Dark 1


To easy kill the zombies,put some fluid on your Bullets:
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Submitted by: Hassona

So when you are gonna fire the zombie will die in one shot!! and sometimes there is 
the large one, to kill this son of the bitch you will have to aim your gun at his head 
and with tow bullets he will die.


Solution:
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Attic 
Push the wardrobe closet in front of the window. 
Push the chest on top of the trapdoor in the floor 
near the piano. Open the chest to get the rifle. 

Open the wardrobe closet to get the old Indian cover. 

Walk over to the table and get the oil lamp. 

Storeroom 
Take the bow from the corner near the door. 
Search the shelves on the right side to get the oil 
can. Use the oil can to refill the oil lamp. Exit the room. 

Upstairs Hallway 
Walk to the first door on the right and enter. Do not walk 
down the hall as it will collapse and kill your character. 

Room 
Search the rolltop desk in the corner to get the key to the 
chest. Use the key to open the chest in the corner next to 
the door to get the old cavalry saber. 
Open the door and fight the Zombie that will walk inside the 
room. The old cavalry saber will break after a short amount 
of use. Exit the room and open the door directly across the hall. 


Dressing Room 
Walk into the room, turn around and fight or shoot the Zombie 
that will walk in the room from the hallway. Exit the room 
through the door near the window. 

Bedroom 
Go to the night stand on the left side of the bed (the side 
opposite the window), and get the vase. 
Fight or shoot the monster that will jump into the room through 
the window. 

Throw the vase and get the key to the dresser that was hidden 
inside. Use the key to open the dresser with the teddy bear 
on top of it. Take the two small mirrors. 

Exit the room through the door near the bed. Walk to and 
enter the door directly across the hall. 

Bathroom 
Open the cabinet and take the first aid kit. Open the first 
aid kit and take the flask. Drink the contents of the flask 
to gain more health points. 
Throw or drop unnecessary items: first aid kit, empty flask, 
chest's key, dresser's key, and empty oil can. Exit the room 
and open the door at the end of the hall. 

Upper Lobby 
Put one small mirror on each small statue at both ends of 
the room. Avoid any contact with the winged monsters by 
staying close to the wall. Walk downstairs. 

Lower Lobby 
Do not touch the suit of armor. 
If the very heavy statuette (found in the Dark Bedroom) 
is in the inventory, stand directly in front of the armor 
and throw the statuette to destroy the armor. Take the sword. 

If the statuette is not in the inventory, walk to the door 
on the right side of the stairs and enter. 

Sitting Room 
Do not touch the ghost figure in the chair. 
Get the gramophone on the table. 

Search the cabinet to get the cartridges. Use the cartridges 
to reload the rifle. 

Get the matchbox from the fireplace mantle. Exit the room 
and go to the door straight ahead on the other side of the 
stairs. 

Hallway 
Follow the hall around and enter the second door that your 
character sees. The first door is directly across from the
 door from which your character entered the hall. 

Bathroom 
Run into the room and get the jug next to the cabinet. 
Ignore the monster in the bathtub as it cannot be killed; 
it will harm your character. 

Open the cabinet and get the first aid kit. Open the kit 
and get the flask. Drink the contents of the flask to gain 
more health points. Exit the room and continue down the hall 
to the next door. 

Dark Bedroom 
Use the matchbox to light the oil lamp. 
Get the very heavy statuette from the table. 

Exit the room and use the open/search command to put the 
lamp away. 

Go back to the Lower Lobby and destroy the suit of armor.
Leave the very heavy statuette there. Walk to either side 
of the stairs and enter the dark opening. 

Front Lobby 
Drop the gramophone here. It will be used later in the game. 
Turn left and enter the right door of two in the corner 
next to the stairs. The left door will be locked. 

Enclosed Porch 
Search the back side of the statue to get three arrows. 
Leave the room quickly to avoid the falling spiders. 
They will not leave the room. Walk to the door on the 
other side of the stairs next to a narrow hallway. 

Kitchen 
Enter the smaller dark brown door nearest to the door 
that was just entered. 
Get the key to the cellar hanging on the wall. 

Search the shelf to and take the box of biscuits. 
Eat the biscuits to gain more health points. 

Drop or throw unneeded items: empty box, first aid kit, 
and the empty flask. 

Search the large cabinet near the table to get the knife. 

Enter the second smaller dark brown door next to a normal 
sized door. After entering the small closet, quickly back 
out. Use the knife to kill the zombie that entered the 
room when your character entered the closet. 

Re-enter the closet and search the pile of coal in the 
corner to get a shoe box. Open the box and get the revolver. 

Get the oil can in the other corner. Use the oil can to 
refill the lamp. 

Use the jug next to the barrel of water to fill the jug. 

Drop or throw unneeded items: empty oil can, empty box, 
and knife. 

Exit the closet and return to the kitchen. Get the pot 
of soup from the fireplace. 

Exit the kitchen through the normal door that is next 
to the closet. Open the door across the small hall. 

Dining Room 
Walk to the right side of the table and put the pot of 
soup on the table. 
Avoid the walking zombie and wait until it sits. Exit 
the room through the door next to the large cabinet. 

Smoking Room 
Run to the other side of the table and stand next to the 
chair. Get the lighter from the table. 
Use the water jug to douse the smoking ashtray on the 
table. Your character will take some damage from the smoke. 

Open the double doors that are not locked and go in to 
the hall. Walk back to the white stairs in the front 
lobby and climb them. Go back to the hallway that led 
to the Dark Bedroom. Continue down the hall to the end 
and open the door. 

Hallway With Paintings 
Walk up to the first painting (a man with an axe) and 
put the old Indian cover over it. 
Walk halfway down the middle of the hall and use the bow 
to fire an arrow at the painting at the far end. Once the 
arrow has hit the painting, purple smoke will appear. 
Enter the door at the far end of the hall. 

Jeremy's Bedroom 
Get the false book from the table. 
Push the grandfather clock aside and search the hole behind 
it to get the key to Jeremy's Study. Exit the room and enter 
the double doors located halfway down the hall. 

Library 
Use the oil lamp. Put the lamp down in the middle of the floor. 
Quickly run down the corridor at the upper left of the 
screen. Follow it around to the right until an indentation 
is seen in the wall of books. Go slightly past this and 
search the books next to the indentation to find a 
mechanism. Use the false book to open the Secret Room 
behind the indentation and quickly enter it. The monster 
chasing your character can only be killed by a certain 
dagger that is found inside the Secret Room 

Secret Room 
Get the talisman from the shelf. 
Search the bookshelves to get the dagger with the curved 
blade. Use the dagger to kill the monster in the Library. 

Get the oil lamp from the floor and open the closed double 
doors. Your character is now in the lower lobby. 

Go through the dark opening, go down the stairs, and 
get the gramophone. 

Use the silver key to open the locked door next to the 
door to the enclosed porch. 

Continue down the big hall and re-enter the Smoking Room. 
Use the key to open the locked double doors. 

Jeremy's Study 
Put the old cavalry saber in the coat of arms on the wall. 
If the saber was broken, put both halves in the coat of arms. 
Search the bookcase in the corner to get the record. 

Exit the room and go back through the Smoking Room, into 
the hall. Enter the doors to the side of the hall (not 
the ones at the end of the hall). 

Pirate's Room 
Use the sword to kill the pirate. The pirate can not be shot. 
Get the key to the Dance Hall from the dead pirate. 
Use the key to open the double doors. 

Dance Hall 
Walk to a corner and use the dance of death record on the 
gramophone. The ghosts will dance. Do not let them touch 
your character. 
Get the key to the pirate's chest from the fireplace mantle. 

Exit the room and go back to Jeremy's Study. 
Walk down the stairs in the floor. 

Bottomless Chasm 
Run across the collapsing bridge. 
Follow the tunnels until a giant worm is seen behind 
your character. 

Run away from the worm until your character can turn 
right into another tunnel. 

Cave 
Fight or shoot the monster that waits for your character 
to enter. 
Continue down this tunnel until the worm is seen again. 
Run back to the place in the tunnel where your character 
turned right and fought the monster. 

Turn right down the tunnel created by the worm. If 
the worm is still there, repeat the previous step 
until the worm moves out of the tunnel. 

Underground 
Step down onto the wooden dock and walk around to 
the right until your character comes to a lighter 
shaded brown section of the wood. Jump 
over this section as it will collapse if stepped on. 
Avoid the monster in the water or kill it. If it is 
killed, more monsters will appear. 

Climb up the ledge to the opening. 

Tunnel 
Fight or shoot the spider monster. Continue down the tunnel. 

Rock Pillar Cavern 
Stand in the opening and shoot the flying monster. 
Jump from rock pillar to rock pillar. Use the pillars 
to the left. 

When the screen view changes, go to the opening on the 
right. Follow the tunnel until it forks. Go right at the fork. 

Large Cavern With Planks 
Walk to the right side of the rock plateau. 
Jump over the light colored wooden planks onto the 
darker ones. 

Jump and climb up rock pillars until your character 
reaches the far side of the room. 

Shoot or avoid the flying creature in the middle of the cavern. 

Go to the chest. 

Pirate's Chest 
Use the key to open the chest and get the gem. 
Push the rock behind the chest to one side. 

Enter the dark opening and follow the rock corridor. 

Step down the ledge and continue forward until it goes black. 

Dark Maze 
Use the oil lamp. 
Walk to the left. Try to wind around to the left until 
your character cannot go that direction any further. 

Turn downwards and go down until it is no longer possible 
to go further. 

Turn to the right of the screen and walk until your character 
comes to a stone door with a hole in it. Use the gem to open 
the door. 

Enter the room and use the open/search command to put the 
oil lamp away. 

End Cavern 
Run and jump off the rock steps. 
Run to the stone altar in front of the tree while dodging 
the fireballs and the monster in the water. Get the hook. 
While in front of the altar, put the talisman on the altar. 
The fireballs will stop. 

Use the lighter to re-light the oil lamp. Throw the oil lamp 
at the tree. 

Run to the right of the cavern and climb onto a different 
rock plateau. 

Climb up to the rock door and use the hook to open the door. 

Turn left and go back into the maze. It will now be visible. 
Turn right and use the hook to open the door. 

Turn left. Your character is now back in the Underground area. 
Walk along the wooden docks and climb to the opening on the 
other side. Turn right and follow the tunnel straight ahead 
until your character comes to a small black opening. 
Enter the opening. 


Basement 
Walk around the wine racks to the other side of the room 
and climb the stairs. Your character is now back in the 
Front Lobby. Walk down the large hall and open the double 
doors at the end.

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