Alone in the Dark FAQ ******************************************************************************* Alone in the Dark Walkthrough/FAQ By Exodist ******************************************************************************* _ _ _ _ _ ____ _ / | | ___ _ __ ___ (_)_ __ | |_| |__ ___ | _ __ _ _ __| | __ / _ | |/ _ | '_ / _ | | '_ | __| '_ / _ | | | |/ _` | '__| |/ / / ___ | | (_) | | | | __/ | | | | | | |_| | | | __/ | |_| | (_| | | | < /_/ __|___/|_| |_|___| |_|_| |_| __|_| |_|___| |____/ __,_|_| |_|_ **************** GAME INFORMATION **************** Title: Alone in the Dark Developer: Infogrames Publisher: Infogrames Platform: PC Release: 1992 (very old!) Genre: The first ever Survival horror/Adventure game ******************** DOCUMENT INFORMATION ******************** Document by: Exodist/Ryan Haighton Document size: 31KB Document version: 1.000 (final) Document hosted by: Gamefaqs (Gamefaqs.com) Document written: Started 13th May, latest version 13th May ******** CONTENTS ******** CHAPTER 1 - INTRODUCTION CHAPTER 2 - STORY CHAPTER 3 - CONTROLS CHAPTER 4 - WALKTHROUGH CHAPTER 5 - ITEMS AND WEAPONS CHAPTER 6 - MONSTERS CHAPTER 7 - FAQ CHAPTER 8 - VERSION HISTORY CHAPTER 9 - END OF DOCUMENT ************************ CHAPTER 1 - INTRODUCTION ************************ Alone in the Dark was the first survival horror game, which inspired the famous Resident Evil series. This may of been the first survival horror game, but it isn't the best. Resident Evil was far more successful, and is actually better. But what we have here is still a classic game, it's quite good, it has decent graphics, music and has quite a couple of scares in it! It's also set in a mansion... Are you ready to be alone in the dark? Anyways, the game isn't that scary, but it doesn't matter. So why write a guide for a game thats 14 years or so old? Well, illegally, you can download it as abandonware, although this is kinda illegal. But hey, if you want to download it, do it at your OWN risk. Although no one is going to turn up at your door to arrest you. ***************** CHAPTER 2 - STORY ***************** Artist Jeremy Hartwood has died mysteriously, and now his mansion Derceto lies empty, silent. Almost too silent. It is believed that Jeremy took his own life. But why? And what are the lights that can be seen through the house's windows by nightfall? You go in to check it out and... well, now you can't leave. EMILY HARTWOOD'S STORY The attorney's letter came as a deep shock to me. My unlce Jeremy died by his own hand! The coroner's report was uneguivocal: he hanged himself in the loft. My intial suprise and distress past, I considered the new; it seemed clear that Derceto had exercised a thoroughly morbid unfluence on my uncle's mind. That creaking old mansion, with its unusual tales, its secret library door, the ancient upstairs clock, all those occult books that my unlce could not resist reading, in spite of his fragile nerves... Fat had pointed its finger. Derceto had trapped its prey. Mr MacCarfey, the family lawyer suggested selling the old house; I immediately opposed the idea. My duty is clear: I must go to Derceto. I tremble at the thought of those dark corridors, those brooding portraits. Yet I am convinced that uncle Jeremy left a note, a letter of some kind, explaining his fateful decision. I remember his voice saying, "Look at the piano Emily... Look harder." Maybe the secret drawer will yield up an explanation. I have the feeling things will not be so simple. Life is a myster, containing more mysteries. Jeremy taught me that much. Now is the time to confront the mysteries. Derceto is waiting for me. I pray that my fear is nothing more than the fruit of my imagination. Nothing will ever persuade me that my unlce was insane. But why did he, according to the police report, block the loft window with the old wardrobe? EDWARD CARNBY'S STORY On my door, a dull brass plate says "Private detective". The few friends I have call me Carnby; the others call me the Reptile. I don't care to think what my banker calls me. These days, I leave my letters unopened; bills and threats to send in the receivers just ruin my day. When an antigue dealer called Gloria Allen contacted me, I slipped into my best shirt, holstered my .38, and got to her shop as fast as I could. I was expecting something sordid: blackmail probably. Boy, was I wrong! What I was asked to do was visit a property called Dercreto and find a piano in the loft. It was an old piano, with secret drawers; hte kind people buy stuff in antigue stores go crazy over. The Derceto house is supposed to be piled high with classy junk: furnitire, books, paintings. It looked like whoever owned Derceto was about to get cleaned out. I was going to bring up the subject of money when Gloria Allen handed me $150 and a key. I kept myself from grinning at the thought of my banker's surprise. He doesn't like his victims getting away. I looked over a copy of the police report. The former owner of Derceto, a guy called J. Hartwood, had hanged himself in the loft. The coroner concluded it was a clear-cut case of suicide. I promised Gloria Allen I'd give the place a look-over. My report will be ready in a couple of days. I've been reading up on the history of the old house; it's the kind of place ghosts run away from in terror. Grisly murders, curses, lunacy... Luckily, devil-worship makes me smile, so this is my idea of a paid vacation. ******************** CHAPTER 3 - CONTROLS ******************** This section has the game controls, which are very simple to say the least. Movement - Use the arrow keys to move. If you press the right arrow key, your character will move to THEIR right, abit like in Resident evil. It's pretty simple. By tapping the up arrow key, you can start running (you have to press it then press it once more very quickly then hold it, it doesn't always work though). Menu - Press the ENTER key to bring up the menu. The box at the top shows all your inventory items. The bottom left box shows the item. The box to the bottom right shows all the commands for the item you have highlighted. To make your character do stuff, make sure Actions is highlighted in the items section. You should see your character spinning around. The number shows your health, which is 20 max (I think). Then, pressing Enter again, will move onto the items commands. For Actions, select a comman using enter again. Then, hold down the space bar. Your character will go into a stance. Then, using the arrow keys, you can perform the command. Combat - So then, you have Fight selected as your characters action? Well, hold down the space bar, then press any arrow key to punch or kick. OR, if you have a weapon equipped, use the left and right arrow keys to aim, then hold up to use it. Hold it, and your character should attack. A message will come up if you don't have enough ammo for it (if it needs ammo). Options menu - Pressing esc will bring up another menu. Here, just use the arrow keys to highlight something, then press enter to confirm. NOTE ON RUNNING!: I think if you hold the up arrow key, then very, very quickly press it again and hold it, you will start to run. It's very hard, so you should spend time getting it right for when you really need it. *********************** CHAPTER 4 - WALKTHROUGH *********************** NOTE: From what I know, Edward Carnby's and Emily Hartwoods adventures are both the SAME. They just have different reasons for going to the mansion, thats all. I don't know if the characters have different statistics though. Anyways, let the game begin! For those weak hearted, there isn't a scare for this opening. Anyways, you will see which ever character you chose driving upto the mansion. For some reason, you can see a frog jump across the road. Anyways, your character gets out, and starts walking towards the mansion, and you can see that the attic light is on. The view changes, and you can see from the window. And there's some boney arms holding onto the window frame. Creepy. Your car then drives off, but the character keeps on walking, as if nothing happened. You will then see them walk up to the attic in the mansion. Thats it. Then you get control. THE LOFT: OK, you will be in the loft. Quickly push the cupboard in front of the window and the chest over the trapdoor. If you don't, a zombie comes through the trap door, and another monster comes through the window. Anyways, once you have done that, open the chest for a rifle. Then, open the cupboard to find an Old Indian cover. Walk to the piano, and check it from the side of it, to find a letter. Walk over to the chest, and you should see a bookcase in the background, but it only goes up to your waist. Search this for a book. Then, take that oil lamp you saw at the start. Then go down the stairs to the store room. STORE ROOM: Here, take the bow. Then, search the right shelves for an oil can, so use it when you get it to fill your oil lantern up. Don't forget to read the book too you got from the loft. Also, read the letter. Then open the door and go into the hallway. !!!START OF SPOILERS!!! THE LETTER: They are coming. I have freed hellish forces and now the price must be paid. Derceto is the prey of evil. The sun has set. They will find my body but will not have my soul. I can imagine the master's fury and the terror in the hearts of his slaves. I hear their footsteps. Some may understand what I have done. May God forgive me. Farewell. Jeremy Hartwood. THE BOOK: Fragment of the Myth of the Golden Fleece * Translation: Edouard de Vielban Hesperides Publications * Then Perseus came across Ichios, who had been turned into stone. He spoke to his companions and said, "Beware of the Medusa. He who looks into their eyes is doomed to the same fate as that which befell poor Ichios and will never more set eyes on Seriphos." "Must we go blindfolded?" asked Ymelops. "Take up your bronze shields and polish them until they flash in the sun," answered Perseus. "Fill your hearts with courage. May Artemis guide us as though we were an arrow from her quiver." But Ymelops was not satisfied. "Why do that, Perseus? Is three inches of sharpened metal not enough to destroy these accursed creatures? " The Perseus drew his sword, which shone and glittered in the sun, and with it he dazzled Ymelops. "Now what can you see?" The companions of Zeus' son laughed. "Let us set to work, so that our shields may shine like mirrors." !!!END OF SPOILERS!!! SECOND FLOOR HALLWAY: Don't walk across the hall, at one point, you will fall and die because the floor suddenly collapses. Instead, go into the room on the right (thats the door to your characters left when you first enter the hallway). ROOM: Here, go into the corner and search the rolltop desk for a key. Use this key on that chest you saw to get a Old Cavelry Sabre. Then, open the door to see 2 long, green arms! AHHHHH, its a zombie. Well, it's not actually scary. But anyways, equip the Sabre, then hold down Space, then the up arrow key to hack the to hack the zombie to bits. It will take about 3 hits. Be warned, the sabre will break soon. Head through the hall into the next room. DRESSING ROOM: Here, walk in, then wait. A zombie will then walk through the door, so kill it using your sabre or shooting it, or simply using the FIGHT action. Then, walk into the next room. BEDROOM: Here, walk to the right side of the bed, and collect the vase. Throw it on the floor, then try to pick it up. Don't pick up the remains, instead, pick up the key after that. Quickly move from this spot, then kill the monster that comes through the window. It's a pain in the ass when the pick up vase thing comes up when your trying to fight a monster! With the key, open the drawers (with the teddy bear on it) to get 2 small mirrors. Take them both. Then, go into the hallway, and into the next room along. BATHROOM: Here, open the cabinet to find a first aid box. Take it, then open it and take the flask. Drink from it to gain more health (it goes over 20). Then, drop the flask, the first aid box, both the keys, the sabre if it's broken, the empty oil canister. Then exit the room, and go through the door at the end of the hallway. SECOND FLOOR LOBBY: Here, you will see a winged demon blocking the stairs. Don't touch these. Instead, hug the wall, and walk to the statue. Then, place a small mirror on the statue, then do that to the other one, which is at the other side of the room. It will kill the demon, move onto the screen with the other demon so that one dies too. Then, walk downstairs. Now that didn't make me jump, but it wasnt expected. FIRST FLOOR LOBBY: Here, don't touch the statue just yet. When you have the Very Heavy Statuette, stand in fron the the suit of armour. Then, throw the statuette so it drops the sword. The sword is like the Sabre, but it doesn't break after 5 hits. Anyways, go to the right of the stairs, and go through the door you see. SITTING ROOM: You will most probably notice that ghost sitting in the chair. What ever you do DO NOT GO INTO CONTACT WITH THAT CHAIR! If you do, the ghost gets up, turns into loads of coloured circles, then kills you. Instantly. Then you see a zombie carry you to your death bed. So anyways, search the cupboard for a cartridge, and use them with your Rifle for more ammo. Then, pick up the Gramophone. Then, walk past the chair, and pick up the Match box. Exit this room, and walk to the other side of the stairs, and through that door. HALLWAY: Here, you will come into a hallway. Walk to the left, and enter the second door you see. BATHROOM: F*****G HELL!!! Now that did make me jump. Bloody hell. Quickly search the cabinet for a first aid box, then run out the room. The purple monster cannot be killed. Open the first aid box, then drink from the flask. Drop both items after that. In the hall, head further down, and enter the dark room. Make sure you also have the Jug from next to the cabinet. DARK ROOM: Here, use the matches to turn the lamp on, and the room will lighten up, allowing you to see. Pick up that red statue from the table, then walk back into the hallway. Here, search/open to put the lamp away. Go back to the statue in the lobby to get the sword! Also, from picking the statue up, you will also get a book. !!!START OF SPOILERS!!! A Brightness From Afar By Lord Beoleskine An account of his celebrated voyage to New England 1824 A leister Publications. Cambridge. Following a splendid journey, the sunny harbour came into sight. The locals were much impressed with one's arrival in their midst. Once had time to sketch several of them and notice signs of degeneracy. Some children showed one their guerr hands that would inspire uneasiness. Upon the promise of a few coins, a child has undertaken to reveal to one a most "prodigious phenimenon: of a natural order. One admits to being sceptical as to the prodigiousness of the marvel, whatever it may be; indeed, one suspects it to be little more than an evening stroll to some charming wooded hut situated in hte forest hereabouts. One will nonetheless go, for it is always well to submit to such local enthusiasms. Once admits to being somewhat flabbergasted! The Milky Way shone like the fires of the Apocalypse from the inky celestial vault. Certain distant stars, normally naked to the invisible eye, were clearly visible, glittered indeed with a strange intensity. The heavy clouds that had settled above the village had no hold over that place. It would be pointless to offer here the names of the constellations one perceived in utter clarity; apart from the interminable length of such a list, one might conceivably risk being charged with exaggeration! The cross cast its shadow on the ground. The sea, in the distance, was dead calm. Tonight one will return to that spot, and draw those stars. Tomorrow night, one will at last see Halley's comet in all its brilliance. The youngster will carry torches. Despite ones developed sense of direction, honed by years of travel, one feels incapable of finding one's way through the dark forest unaided. The drawings will, one is convinced, set light to the souls of men! Such a moon! One lost count of the craters, so sharply was their definition. Loath as one is to seem excessive in ones appraisal, one cannot but fell that the forest is clearing is indeed a place outside the common laws of time and space. Surely it is not an hallucination! How strange to consider that idle conversation, some research in the British Museum and a voyage to this backward village should culminate in so astounding a discovery. It may be that others have noticed the extraordinary nature of that place; how else may one explain the presence of that cross? NOTE: As you can see, that book has nothing to do with the game, but it's there none the less. !!!END OF SPOILERS!!! Once you have the sword, go to the door leading to the sitting room. Walk to the right of the door, into the next lobby like place. You can drop the gramophone if you want to, you don't need it now. Then, from the stairs, walk to the left, so you can see 2 doors. Take the right one, into a porch like place. ENCLOSED PORCH: Check behind the statue to get 3 arrows for your bow. Then, turn around and quickly run back into the lobby, some small spiders drop down to get you. You cant kill these ones. In the lobby, enter the other door directly across the room. KITCHEN: Here, go through the smaller door to the left of where you entered. Take the cellar key on hte wall, and search the shelf for a box of biscuits. Eat them to raise your health more. Drop any items you dont need, then go into the kitchen again. Search the cupboard next to the table to get a Knife. Turn around, and go through another small door. Then, your attack by a zombie, so turn around and cut him down to size with your knife. Or you can use a sword, which ever you want. Search the pile of black stuff to find a shoe box. Open this to find a revolver. There is some more ammo for it back in the dark room. Then, use your jug on the barrel to fill it up. Then pick up the oil can in the corner, and fill up your lamp. Go back into the kitchen, pick up the pot of soup, then go through the big door which you haven't been through. Then, go through the next one you see. DINING ROOM: Here, you will see LOTS of zombies. Either you kill them all, OR, you put the pot of soup down on the table. If you do that, all the zombies will sit down, on the chairs, and won't bother you. See that cabinet? To the left of it, is a door. SMOKING ROOM: Go through it. Here, quickly run to the table get the lighter. Then use the jug of water to put the smoking ashtray out. If you don't, your health will go down fast. Do it fast enough to avoid getting any damage at all. Go all the way back to the hallway with the bathroom and the dark hallway. In this hall, go to the end into another room. For a faster way, go through the double doors, into the first hallway. DON'T TRY TO LEAVE the mansion, a giant green monster thing will suck you up. Ouch. PAINTING HALLWAY: Now that we have the Revolver, you might want to get some more ammo. Go back to the Dark room, and get the oil lamp out. Put it down onto the floor, then check the cabinet to find some ammo. Pick the oil lamp back up, then go back to the painting hallway. See that big painting with a guy holding an axe? Stand in front of it, and put the old Indian cover over it. Then, start walking down the hallway. When the screen changes so that you can see the whole hallway, use an arrow so it hits the painting at the end. Some purple smoke like stuff will then come out. Walk down, and go through the door into Jeremys bedroom. JEREMYS BEDROOM: Here, pick up the book on the table. Read it to realise, ITS A FAKE BOOK! Dun dun dun! Then, push the big clock and search the hole in the wall. You will get a key and a piece of parchment. Read it. !!!START OF SPOILERS!!! The Creatures of Night By Hurbertus the Bald translated from Latin by his brother in prayer Fratre Johaqn Markus Of Monstrasity You who read me, know that night engenders monsters and that night creatures exist. The accursed book of Abdul Al Azred is clear on this matter: "That is not dead which can eternal lie." Unhappy he who knows that book. Unhappy he whose eyes alight upon that foulest of texts. Unhappy he who implores the standing stones. For he will free the powers of darkness. Of the Pit Stagnant waters are like the memory of men. Beneath the surface calm, clawed beasts away and are known to initiates as the Deep Ones. Awaiting his prey, the Deep One seizes him and drags him to the abyss where Dagon the cruel god swims and reveres him whose name may not be pronounced. Of libraries Unhappy he who frees the prowler. Unhappy he who meets the prowler erring among the books. He generates the vagabond that comes from other spheres. He believes the vagabond does not exist. He will feel the embrace of death for, in the eyes of the vagabond, books are no more than dreams, stone no more than wind. The vagabond knows how to take the breath of the reckless. Of strife He who speaks does not know and believes he is able to kill the creatures of the night. Folly. Evil is conjured up by science and secrecy. He who prowls among books will perish by the blade. He who flies in the dark caverns will scream in fear. He who swims in the depths will evaporate. But he who believes he knows knows nothing. He who knows says nothing. P#J#JOf death. There are domains more terrible than death. That is not dead which can eternal lie. Each creature is conjured up and is not dead but returns to the origins. A monster, a science. Stell kills the vagabond who never dies. Translator's note. + + Here ends the manuscript of Hubertus, who died in the library of the convent of Jaroella in the year of Our Lord 1666. Reguiescat in pace. + + + !!!END OF SPOILERS!!! Now, go outside the room, and go through the double doors in the hallway. LIBRARY: First, get your oil lamp out. Then, walk into the middle of the room, and put it down. And run away from that purple monster, because you can't kill it yet. Once you have put the lamp down, run to the corridor at the lop left of the room. Then, you will see an a part of the book case that looks different. Walk a little past it, and search the books. Then, use the false book to open up another room. Run inside. SECRET ROOM: Here, take the talisman, then search the shelf. ONLY take the dagger with a curved handle. Equip it, and go back into the library. Kill the purple monster with it, it only takes one hit, if it doesn't die, you picked up the wrong dagger. Then, pick up the oil lamp. Then, go through the double doors to end up in the lobby again where you got the sword. Then, go pick up the Gramophone. Then use the silver key to unlock the door next to the enclosed porch door. It leads to the cellar, but you don't need to go down. Then, go back to the smoking room. Here, you will find some double doors (not the ones across the hallway!) so use the other key to open it. Go through. JEREMYS STUDY Here, see that coat of arms? Put the old cavelry sabre in it, if its borken, just put both pieces in. Then, the table moves to reveal a secret room! Don't walk down them though. Search the book case for a record, then go through the smoking room into the lobby. Then, go through the other double doors. PIRATE ROOM: Here, there is the only pirate in the game! You will have to use your Sword to kill it, because shooting it doesn't work. This can take awhile, because it blocks most of your attacks. You will want to wait for him to swing, then try to get him strait afterwards for a hit. He will take about 5 or so hits to kill him. After you have killed him, pick up his key. Use the key to unlock the double doors you can see. DANCE ROOM: Go to the corner of the room, then use the record you found. Make sure you have the gramophone in your inventory. All of the ghosts will start to dance. Make sure you don't touch them! Then go back to Jeremys study and go down the stairs to the next part. CASM: Here, you will see a bridge. Make sure your running before moving across, other wise you will fall and die. At the end, keep going through the tunnel, and run again when you see a giant worm chase you. Soon you will see a tunnel to the right to hide in. Go inside to escape the worm. CAVE: Kill the monster waiting here. Then go down the cave. You will see the big worm again, so turn around, and run back. Then, go to the right and through the new tunnel the worm made, and jump down onto the wooden dock. SMALL DOCK: Here, avoid the water monster, and make sure you don't go into the water, your more likely to be killed by the monster. Keep following the wooden dock and be sure to jump over the light brown part, otherwise it will collapse, and you will fall into the water. Your lamp will go out, and your cartridges will get all wet. Climb up into the next area. TUNNEL: Kill the spider enemy, then run into the next area. To kill the spider with your sword, wait for it to attack you before hitting it, then hack it to bits when its stuck on its back. PILLAR CAVERN: Here, jump onto the first pillar, then pull your sword out. Wait for it to fly near you, then hack it to bits. Then, keep on jumping, aiming for the right side of the room when the screen changes. Then, keep running through the tunnel until your at the fork. Don't go down, go left. Going down leads to a dead end, and a spider too. CAVERN: This part is simple. You will have to make your way across the room by jumping across the wooden platforms. Go to the one of the right, and jump when your in the middle of it, because it will collapse. Then, go right, and walk until you have to climb up onto a pillar. Here, you should see a platform in the bottom left of the screen. Jump to it, then just run to the end. Use the pirates key on the chest and take the gem. Then push the big rock out of the way. Go through, until your in a dark room. DARK MAZE: Use the oil lamp to find yourself in a maze. Here, you must go to the left, but make sure your at the top of the screen. Keep going, then eventually you will have to go down, then to the right. It's not hard, and you will find a stone door soon. Put the gem inside the door, then go into the next room. FINAL CAVERN: This is it. The very last part of the game. Open/search to put the lamp away, then run and jump into the water. Run to the alter thats in front of the tree (its the one you see when you die from that ghost in the sitting room!). Take the hook, the put the talisman on it to stop the tree firing fireballs at you. Remember to avoid the water monster. Now, use the lighter on the oil lamp, and throw it at the tree! Then, run back, and climb to the left. Use the hook on the big stone door, and go through. You will then appear at the start of the maze. Anyways, head all the way back to the small dock area, then go through the place the big worm was at. At the end is a small hole, go through. CELLAR: You will be in the cellar, so run to the other side, and go up the stairs. Now, run to the end of the lobby, and through the double doors to outside. CONGRATULATIONS, you have completed Alone in the Dark! There isn't really an ending. When THE END comes up, press Enter to go back to the main menu. Well done, although I didn't think the game was very long/hard. ***************************** CHAPTER 5 - ITEMS AND WEAPONS ***************************** ITEMS: Medical kits - It has a flask in it, drink from the flask to raise your health. Biscuits - Raise your health. Books - Help you with the story line. Ammo - Ammo for your weapons. Parchment and scrolls - Help you with the story line. Oil can - Fill up your oil lamp. Oil lamp - See in dark areas. WEAPONS: Rifle - Powerful, and throws you back when fired. It can be found at the start of the game, and uses cartridges. It must be kept out of water. Revolver - A good weapon, but it takes time to reload it. It can be found about the middle or so of the game. It's waterproof. Sword - Most probably the best weapon in the game in my opinion, and the most used weapon. It's not the strongest thing, but its range is long, and you don't need ammo for it! It can be found early in the game. Sabre - It's the same as the sword, apart from it breaks after 5 uses. Also, you need it for a puzzle. Knives - Crap. Daggers - They are the same as knives, but some do different things, like the dagger that you use to kill a monster in the library. Bow - To be honest, a really rubbish weapon that I NEVER used once. Becuase its crap. You can only have 2 arrows for it, because you need 1 for hitting a painting with. ******************** CHAPTER 6 - MONSTERS ******************** Zombies - The main monster of the game really, they are slow, and weak. Kill them with your sword, there's no reason to waste your ammo on them. Brown monsters - These jump through windows at you usually, although some of them don't. These aren't that hard, just shoot them with your rifle. Rats - You can't kill them, they are weak though. Spiders - Weak, and you can't kill them. Pirate - Not too hard, they just take ages to kill because you can't shoot them and they block most of your attacks. They take about 5 or so hits to kill with your sword. Ghosts - Invincible. They will leave you alone though, unless you touch them. As soon as you touch them, they anihilate you. Honest, you can't kill them. Deep Ones - These are strong, but you can avoid them, so do so! Birds - These are weak, although hard to shoot. If you can, use your sword to kill them! Pregzt - The last enemy, just throw a lit lamp at him to kill him. He will fire fireballs at you until you place a talisman on an altar. *************** CHAPTER 7 - FAQ *************** Q. So you definately can't kill the ghosts? A. Nope. Q. Where's the secrets section for this guide? A. Well, there isn't any secrets for the game. Q. Why do I keep finding useless books around? A. Read them, they will relate to the game somehow. Q. I can't do the running thing! Any tips at all? A. Keep trying, it pisses me off too. Q. The last boss is easy isn't it? A. Well, it's not much of a hard game either is it? Q. Where can I download this game? A. That would be illagal. If your desperate, google it. Q. There are some books you missed out in your guide. A. I know, because I either can't be bothered to write them out, OR I didn't get them on my walkthrough play through. Q. Is there any difference between Emily and Edward? A. Nope, not what I know of. *************************** CHAPTER 8 - VERSION HISTORY *************************** Version 1.000 - The final version, every thing is in the guide. It's done. *************************** CHAPTER 9 - END OF DOCUMENT *************************** This FAQ/walkthrough is copyright (c) 2006 Ryan Haighton. Do NOT steal it, as that would be stealing (well duh) and it can't be had. You must ask permission for hosting my guide on any of your websites. Thanks for not stealing, if you don't that is. END OF DOCUMENT