Alone in the Dark 2

Alone in the Dark 2


Alone In The Dark II
Save your position regularly. Keep your guns loaded. Drink from the flasks, don't drink the whisky. You can eat the fried eggs and the sandwich.

Room descriptions
The Maze
Kill the zombie and get the Thompson gun, clip and flask. You can use the flask to regain health. Reload the thompson by using the clip. There are 4 zombies near the house. After killing them, push the stone block (the one with the anchor on it) to gain access to the maze. The first zombie has a photo, the next leaves a clip and flask when killed. Get the rope lying nearby. At the cross-road junction, there are zombies down two of the lanes, one ahead and the other to the right. Kill the zombies, the one from the right turn leaves a book. Take the left lane and turn right, kill the zombie, turn left and get the clip at the dead-end (at the bottom left of the maze in our diagram). Go back to the cross-roads and continue on before turning right (top right of maze). Get the grappling hook and touch the ace of diamonds on the ground, this opens up to lead down. Don't touch the other cards, they kill you.
Beneath the maze go right, kill the zombie, get the torn notebook. Push the chest and get the metallic jack playing card. A ghost shadow-like creature will comes towards you; shoot the ghost and it leaves a sabre. Go to the 'altar' which has just risen and use the card at the 'altar'. Go the ladder opposite the altar and climb up and out (the trapdoor is unlocked by using the card on the altar) - you get out where the rope and other ace of diamonds were.
Head back towards the cross-roads, turn right, left, right to reach the zombie at the bottom middle of the maze. This zombie leaves a flask. Use the sabre to chop the vines. Go forward but watch out for the peg-leg. Kill him and he leaves a newspaper, which you need for later. Now use the rope/hook and they will be combined, stand in front of the statue and throw the hook. Watch the animation, the statue opens up and you go down to the next stage.

Secret passage under the statue
You will lose your weapons. Save often, as you may need to do this a few times - you can easily fall. Go back towards where you came down and get the nickel. Get the crank on the plank and get the paper bag. Continue forwards and you will reach Striker's body. Get the other half of the notebook (use notebook to join them together) and the pipe cleaner from the body. Go to the locked door and use newspaper at the door. Watch the animation and the door is opened. You can save here.
In the storeroom, go to the lever and save here just in case. Use the paper bag (the bag gets blown up) and then use it again (you pop the bag). The zombie will then get up and go towards you. When it is opposite the opening in the wall, push the lever and a hanging barrel should knock it over the cliff, out into the sea.
Get the book, flask and riot gun. Go to the side of the grandfather clock and use the crank there to move the crates to reveal the secret passage. Get the book and cartridges, and go in the lift to the next level.

Basement area
Tear the Dead man's pact (which used to be the newspaper) in front of the zombie and the music man should die. Get the hook he leaves behind, go through the door and get the battledore on the floor, but DO NOT GO UPSTAIRS YET !!!. Instead, go through the doors into the next room.

Shooting gallery and connected room
Shoot the two zombies in the room, and get the cartridges on the table by the door. Use the battledore to turn the blocks/rotating cards at the end of the room. Just whack the cards to rotate the faces by two. For one rotation, stand with your back to them and use the up cursor key and space to whack it.
When all the faces showing are diamonds, the nearby door will open and another zombie will come out. Go inside the room, get the books, whisky and flask (don't drink the whisky), and use the nickel on the slot machine for the 2 tokens.
Leave the room and check the far wall near the coat rack and cards on the wall. Shoot the zombie (if you put the whisky in front of the zombie, he will drink it and won't be able to shoot straight). Get and open the sack to get the Santa suit. Wear this suit before going upstairs.

Ground floor of house
I suggest saving the game here. Don't try shooting or killing the little cook/chef. Don't go upstairs yet but follow the little chef's footsteps into the kitchen. If you don't follow the correct squares on the floor, the statue of Neptune will throw his harpoon at you. This harpoon follows you so there's no escape from it.

Kitchen
In the kitchen, get the fried eggs (which you can eat) and the frying pan. Wait until you hear the ping and the large chef will head to the dumb waiter. Kill the big chef with the frying pan. Get the poison and wine, use the poison to end up with poisoned wine.

Room with organ
Go to the double doors opposite the Neptune statue (be careful not to set the harpoon off), and put the poisoned wine at the hatch of the door. Step away from the door (be careful where you step) and two zombies should open the doors, come out and die (poisoned by the wine). Use both the tokens at the front of the organ, which causes the door at the far end of the room to open and a doubloon to appear near you. Get the doubloon and go through the door that you have opened. Get the bullet-proof vest and clip. The thompson will jam later on, so don't use the clip; save it for later (you will find another thompson).
Get the crown from the top of Neptune statue and go upstairs. Don't go to the other rooms on the ground floor yet. Kill the zombie at the top of the stairs. Go through the door.

Billiard room
Go to the door in the opposite wall through to the leisure room. Kill the zombie near the billiard table. You may need to use the derringer to kill it (the zombie threw it when you came in). The zombie leaves a sword-stick. You can get the book and half a parchment from the bookshelves. Go out the room and turn left into the:

Bedroom
Use the sword-stick to get rid of the two arms on the wall opposite the door you entered by. Get the other part of parchment, use parchment to join them together. Use the crown on the white bust near the other door of the room. Go into the connecting room and get the amulet. This transports you to the attic.

Attic
Get the flask and message. Leave the room, go left and go to the small chest round the corner. You are given a thompson and a clip when you open the chest. Kill the two zombies, get the grenade and key. Go through the opening to what looks like a store room. Use the doubloon on the Jack-in-the-box. Get the pom-pom. Go through the door in the other room, and stand in front of the opening to Carnby's right. Throw the pom-pom into the observatory, and move out of the way of the opening. The 'Jumping Jack' will go after the pom-pom into the observatory, where the snakes will kill him. Go into the observatory, stand in front of the chimney and throw the grenade into it. This will eliminate a zombie downstairs. Use the bullet-proof vest, and get your Thompson ready for some heavy use. Now go down the chimney.

Room with a Piano
You tumble down out of the chimney to a hostile welcome. There are three zombies with Thompsons. Get the red billiard ball from the Christmas tree. If you quickly leave the room, you don't have to kill the zombies. Head upstairs to the room with the Billiard table.

Billiard room
Insert the red billiard ball into the Billiard Game machine, to do this you have to be standing in front of the game's front glass panel. You should see the ball go down. Then a secret door is revealed to you. Unlock this door using the key you took from the Attic. Go in....

How to get captured
It's so dark you can't see your hand in front of your face. You hear some noise, you feel someone pushing you. You don't have time to fight, you stumble, you hear what sounds like a rusty door. The lights come on, you are now a prisoner of One-eyed Jack, well done. You see One-eyed Jack and Grace, the one you have come to rescue, so near but so far. He tells you his story, (boring - I'd rather watch Neighbours), Grace makes a run for it. One-eyed Jack (or Patchie to his friends) goes in pursuit; leaving you to your fate. Wait a minute, what about using the hook from the music man to pick the lock (Face it, he won't be needing it). Yes, success it opens, you're free. Now head down stairs to the statue of 'Neptune'. Everything's fine until you go past the stairs; Elisabeth comes in from the front doors; you take your chances and make a dash for it. No good, she uses voodoo.

Brig
You come around chained up in the brig of One-eyed Jack's ship.Elisabeth tells you her life story (Yawn, she always wanted a captive audience). She goes off. You now become an innocent eight year-old girl, Grace; strange world huh??
First things first, get her to push the boards out of the way. Go through to where you find a parrot. Take everything, feed the parrot by using the bird seed. It tells you where to find the Captain's staff, in the Captain's cabin. This is a good place to save the game, if you haven't done so already. Poke your head out the door, you hear some foot steps so you quickly go back inside. Once you see the guard go past, you can quickly go out and turn right. You see a ladder which you scramble up before the guard turns back. There is another ladder right next to the hole you come from. Climb this ladder to the deck.

Top Deck
Once you get to the top deck, you see you have come across what looks like a party. (This is not the time to join in!!). Save here. If you fail the next part you can load up from here. Take Grace around the Pirates, take the route around the barrels so you goto the far side of the deck. Go all the way, you should see a opening on the deck and something on the deck. Pick this up and you find out it is a Tinder-box. Be careful not to go too forward. Head for the opening and climb down.

Captain's Cabin
You end up in the Captain's Cabin. Look in the small chest and take the small cannon. Get the vase and the Captain's staff from the side of the bed. Put the small cannon down. She will put it down in the correct place. Use the pepper pot on the small cannon. Then throw the vase to attract the attention of the guard from outside. Use the Tinder box when the guard opens the door. He should sneeze and die, a bell is left behind. Go and pick it up and head for the galley which is directly opposite the Captain's Cabin.

Galley
Get the chicken foot from the table, ring the bell, and climb into the dumb waiter, make sure you get the key from the dumb waiter.

Kitchen
Use the key to open to cupboard by the door. Get the molasses and ice box. Go out through the door near the kitchen table (where the small chef went in and out). You will be spotted by a zombie (off screen) and it will come towards you. Use the icebox near the doorway and go back into the kitchen, so that the zombie will follow you and slip on the ice. After the zombie's dead, head upstairs to where Carnby was first captured (How to get captured - previous page). There's a zombie on the landing. Use the molasses so it walks into it and gets stuck - he's no threat after that.

Captain's room
Go to the captain's desk in the far left corner of the room, and use the staff on it. You should now be able to get a book and the keys to the irons (As seen in Elisabeth's flashback, yawn). Now head to the room where Carnby got the amulet.

Amulet room
Use the staff on the square marked on the floor. You should end downstairs, near the stairway/hall. The captain's staff is now changed into a Loa staff. Head for the kitchen, where there's another zombie waiting. Walk back out into the hallway and the zombie will follow and slip on the ice (0.1 for technical merit!!!). Ring the bell for the dumb waiter and get in again, you end up in the ship's galley and get caught (you're becoming quite an expert aren't you!).

Brig
You're back control of Carnby again, use the right cursor key to control your arms, to reach the key beside you. Grace makes a run for it while you fight unarmed with the zombie. Get the sword left by the zombie and go into the next room. Here you have the option of chatting with the parrot or practising your sword skills with the zombie (I know which one I would choose - option c, run!!). Kill the zombie and get the flask. The Thompson is not effective against the zombies in their pirate forms.

Bottom deck of ship
When you go out into the passageway, you're attacked by another zombie, which leaves a pistol and short fuse. Head towards the end of the passageway with the door at the end (the zombie in this room will shoot at you, and leaves ammo for the pistol when dead). Go to the room next door.

Room with barrels
Kill the peg-leg zombie and get the coat of mail (chain mail), flask, ammo and pistol. Save the game. Push the barrel to the left, so that you can get the bottle and another chain mail (on the shelf). If you pushed the barrel incorrectly, you could reload and try again. Throw the bottle to get the parchment from it. Go to the room with the forge.

Forge
Kill the two zombies and get everything in the room. There's a quite useful key in the corner, a poker in the fire, and a pair of pliers on the counter in another corner. Use the quite useful key to unlock the door opposite the forge to the armoury.

Armoury
You may need to use the chain mail to kill this zombie as he's quite tough. He leaves a keg of powder and an opuscule (book). Go up the ladder to the next deck.

Room with a cannon
Kill the zombie, which leaves ammo. Use the pliers on the chain linking the cannon to the wall. Push side of the cannon to move it away from the wall, then push the cannon again to flip the barrel over. Use the short fuse on the cannon. Go through the opposite door to the next room.

Sleeping quarters
Put/drop the keg of powder so that it is directly in line with the cannon in the other room. Go back to the cannon and use poker on the cannon (plugging ears with fingers optional). Go back to the sleeping quarters to search the rubble. Get the pouch of gold coins. There is also a flask on the floor. Use the gold coins to attract the two little chefs out from the galley. Kill these two chefs. This allows you go into the galley.

Galley Get the flask on the shelves, then go into the storeroom. Kill the big chef and get the metallic Jack of Diamonds which he leaves behind. Use this to get into the Captain's cabin, which is directly opposite the galley.

Captain's Cabin
Go inside and experience weightlessness... over to Grace. As Grace, use the Loa staff on the statue of Captain Nichols to open the door. Go through and head for Elisabeth. Use the chicken foot and watch the pyrotechnics. Back to Carnby. As Carnby, get the hell out of the room and head not for the nearest ladder, but the one at the other end of the corridor. Don't bother with the 'Arnie' zombie, as he can't be killed. Climb up to the top deck.

Top deck
The chain mail may come in handy here. Kill the music man and get his hook. Kill any other zombies. Save here. Climb up the mast and deal with the harpooner. Use the hook to slide down to the other mast. Save here. Kill the acrobatic zombie and follow him when he keels over. Don't fall down before you kill the zombie or you'll lose the game. Back down on the deck, get the sword there (Captain Nichols' sword). Now rescue Grace with the pliers to free her from the main mast. After that, go to the cannon pointing to the mast and this will stop it from firing. Now using Captain Nichols' sword, hack One-eyed Jack to death, to death (he will die twice). Now sit back and watch the ending.

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