Alone In The Dark 2 solution
Note: This game was also titled Alone In The Dark: One-Eyed
Jack's Revenge.
Hints:
Fighting can be made easy by always closing on the target
and punching them as often as possible. Most of the time, the
opponent will keep shooting towards but behind your character.
Most of the opponents with Thompson guns have poor aim and often
fire at some spot on the wall instead of at your character.
Stay close to the walls (especially in the Garden).
Always pick up all objects found on your opponents.
Some weapons seem weak in attacking power but can be very useful
when speed is important (e.g., the revolver and the punch).
Do not use flasks unless your character's health is below 40 points.
Your character has a maximum health of 50 points in the earlier
portion of the game, and flasks always restore a minimum of 10
health points.
Wait until the Thompson is out, or very close to being out of
ammunition before reloading. Ammunition clips for the Thompson
always reload the weapon to 30 rounds, regardless of the previous
amount in the gun.
Carnby: The Garden
Punch out the stunned guard and take the Thompson, the clip and
the flask.
Run down the right side of the walkway towards the house. By moving
quickly rather than shooting, two more guards can be avoided.
Push the large statue of the anchor and enter the garden.
There is someone just behind the first path to the left of the
entry path. Kill him and take the photo. Examine the photo.
Continue down the entry path, turn right and kill another man.
Take the clip and the flask. Go to where that man appeared from.
Take the rope. Note the large diamond card on the ground.
Return to the entry path, and walk to the crossroads. Follow the
path towards the top of the screen. Go to the end of the path
and take the clip that is hidden there.
Return to the crossroads and follow the path towards the bottom
of the screen. Kill the man that will appear. Take and read the
book. Continue along the path until the hook is found. Take the
hook. Step on the large diamond card.
Carnby: Under The Garden
Go straight forward and punch the green zombie.
Walk towards the ladder. Take the flask. Ignore the ladder and
go to the other part of the underground area.
Take the torn notebook. Push the chest to raise the altar. Take
the metallic jack of diamonds. A ghost will appear behind your
character. It can be killed with the Thompson. Take the pirate's
saber.
If there are men waiting at the entrance (location with four cards
on the ground), it would be a good idea to use the metallic jack
of diamonds on the altar and escape by that route. If not do not
use the jack and climb out by the hole your character entered
the underground area.
Carnby: The Garden Again
Either escape route will lead to a three-way intersection. Enter
the L-shaped path. A demonic face will appear in the bushes. Continue
walking to the left. Shoot the fat man carrying a shotgun and
walk to where he appeared from. Not turning will lead back to
the crossroads.
Cut the moving branches with the saber. To minimize damage, attack
by pressing Action + Up, and press Down immediately
after a successful hit. Save the game. The little brown spot behind
the trees to the right is Shorty Leg, and he is tough to kill.
Run to the end of the path and use the left side of the statue
as cover. Use the revolver and the Thompson to kill him. Do not
worry about using all the ammunition.
Take the flask and the newspaper page. Use the hook to attach
it to the rope. Use the hook and rope to make the statue's arm
move. Enter the base of One Eyed Jack's statue.
Carnby: Under The Statue
Your character will fall a long way and lose all his weapons before
landing on a platform. Tap Walk briefly to move in small,
precise steps. Take the nickel, crank, and paper bag from the
platform.
Walk towards the door. Take the notebook and the pipe cleaner
from Striker's corpse. Use the torn notebook to create a detective's
notebook. Read the notebook. To get the key to open the locked
door, use the newspaper under the door, then the pipe cleaner.
Use the key to unlock the door and enter.
Carnby: Basement
A man will be sitting next to a barrel at the far end of the room.
There are two ways to get rid of him.
- Get behind the barrel, just beside the lever. Use the paper
bag to fill it with air. Use the paper bag again to pop it, and
wait until the man rises to his feet. Push the lever and quickly
move to the left.
- Fight the man and try to force him off the cliff.
Take the riot gun, the manuscript, and the flask. Read the manuscript.
Go to the right of the grandfather clock and use the crank to
open the secret passage.
Enter the secret passage and take the book. Read the book. Follow
the passage and take the riot gun cartridges. Enter the elevator.
Carnby: Basement Hallway
To kill Music Man, tear his pact. Take the hook. Sounds from the
shooting gallery will be heard. Enter the door.
Carnby: Laundry Room
Take the battledore and go to the next door. Do not go upstairs.
Carnby: Shooting Gallery
To kill the two men, stay in the doorway and shoot the first man
using one shot (the riot gun cartridges must be saved for the
next section). Walk backwards and wait for the other man to appear.
Kill him with the battledore. Re-enter the shooting gallery. The
two men were shooting at some rotating cards. Try to align four
diamonds to open the door by shooting the rotating cards.
Carnby: Secret Distillery
When the door opens, a man will appear. Kill him and enter the
cellar. Get the flask. Take the whiskey bottle, but do not drink
it. Use the nickel in the slot machine to get two tokens. Take
the book from the back of the room and read it.
Return to the shooting gallery. There are two options here.
- Give the man the whiskey bottle and take his bag without a
fight. He may appear in the guard room later, where he must be
killed.
- Kill the man with the battledore, frying pan, or by punching
him.
Open the bag and put on the Santa Claus costume.
Return to the laundry room, and walk upstairs.
Carnby: Ground Floor Hallway
To get kill the little cook walking down the hall, and to safely
move past the statue, wait until he walks in front of the statue
and start running to trigger the trident. Duck in the kitchen
to avoid being hit. Go to the right side of the statute and take
the crown.
Carnby: Kitchen
Enter the kitchen and take the frying pan and the eggs. Listen
to T-Bone's clue. Use the frying pan to fight with T-Bone; it
will block incoming darts. Eat the eggs to restore health points.
Take the wine from the stove and the poison from the ground next
to the dumbwaiter. Use the poison on the wine.
Carnby: Guard Room
Return to the door in front of the statue, in the ground floor
hallway. Drop the poisoned wine in front of the door to eliminate
the guards.
Go through the guard room door use both tokens in the barrel organ,
which faces the statue. The golden token will make a doubloon
appear on the floor. Take the doubloon. The wooden token will
open the door to the dormitory. Go to that door.
Carnby: Dormitory
Enter the dormitory and take the bulletproof vest, clip, and Thompson.
Do not use the bulletproof vest yet. Do not reload the Thompson;
it will jam in a later section.
Carnby: Second Floor Hallway
Go upstairs and leave the other two doors closed.
Kill Black Hat, the laughing pirate. Use the Thompson until it
jams. Then, close on him and punch, close again, punch, and repeat.
He usually will miss with his gun.
Open the door and enter the hallway. Open the door in the middle
of the hall.
Carnby: Pool Room
The man in this room will throw a derringer. Take it quickly and
use it to kill the man. Take the sword stick. Take the piece of
parchment and the book from the bookshelf. Read the book.
Carnby: Second Floor Bedroom
Return to the hallway and open the nearest door (the other door
at the end of the hall is the bathroom, and does not contain anything
of interest).
Two ghost arms are protecting the other half of the scroll. The
scroll is not required, but is needed to solve the next puzzle
without further assistance. Use the sword stick to kill the arms.
Stay beside the window, hack, get back, hack again and repeat.
The answer to the riddle on the parchment is to use the crown
on the white bust.
Walk to the door to the right of the bust and enter the sorcery
chamber. The door in the chamber leads to another bathroom, and
does not need to be explored. Take the amulet. Your character
will levitate and be teleported.
Carnby: Loft Teleport Room
Take the flask and the note. Read the note. Open the door and
go immediately to the left.
Carnby: Attic Hallway
Take the Thompson and the clip. Use the bulletproof vest. Wait
here and get ready to shoot the two men that will appear. Take
the grenade and the flask. There is a key on the ground, that
may be difficult to see. Take it. Enter the adjacent open room.
Carnby: Attic Junk Room
Use the doubloon on the jack-in-the-box. Take the pompon. Return
to the attic hallway and go to the closed door.
Carnby: Attic Bedroom
Open the door and enter the room. The only way to get rid of the
puppet is to throw the pompon through the archway into the next
room. The puppet will go after the pompon and be killed by snakes.
Enter the next room. Use the grenade next to the chimney. Save
the game. Go down the chimney.
Carnby: Ground Floor Dining Room
The grenade killed two men, but there is still one man remaining.
The best way to kill him, is to run to the kitchen. Shoot him
as he enters the doorway. Take the red pool ball from the Christmas
tree and return upstairs to the pool room.
Carnby: Pool Room
Use the ball on the Chinese billiards table (large box with holes)
to reveal a secret door. Use the key on the door and enter.
Carnby: One Eyed Jack's Secret Room
One Eyed Jack will tell the tale of the Flying Dutchman. When
he leaves, use the hook to open the gate.
At this point your character will always be captured by Elisabeth
Jarret. The quickest way to continue is to go downstairs and walk
towards the kitchen.
Grace: Outside The House
Your character is now Grace Saunders. She will be in front of
the house, in the entry way. Move to the rear of the car. Kick
the trunk by pressing Action + Down. A man will
come out of the house and start the car. Climb in the trunk of
the car when it opens. Take the billiard ball.
Walk, do not run, up to the hook next to the men practicing in
the gazebo. Take the hook. Walk back to the car.
Walk to the left of the screen and find the golf hole. Use the
billiard ball and place it in the hole. A statue will rise out
of the ground next to a tree trunk.
Go to the statue. Use the hook on the statue. A pirate will appear
out of the tree trunk and capture your character.
Grace: Galleon Brig
Elisabeth Jarret will tell her story. After she leaves, press
Action + Up to slide the board on the wall. Enter
the next room.
Grace: Galleon Guard Room
Approach the parrot. Take the seeds, the sandwich and the pepper
pot. Give the seeds to the parrot to receive a clue. Eat the sandwich
to restore health. A map of the ship may be viewed on the wall.
Grace: Galleon Second Level Corridor
Leave the room through the open doorway, and immediately go to
the left. Hide in the small niche until the pirate stops walking.
Run to the ladder at the end of the hall (ignoring the ladder
in the middle of the hall), before the pirate catches your character.
Climb up the ladder to reach the first level corridor.
Immediately climb the ladder in this area to reach the ship's
deck.
Grace: Galleon Deck
Find a safe way to the open hatch across the deck without the
pirates noticing. This is a very difficult section. The best way
to get there is to walk behind the sitting pirate. Then, walk
to the rail of the ship. From there, walk to the right until your
character is across from the hatch. Walk towards the barrel that
is next to the hatch. There is a tinderbox on the deck between
the barrel and the pirates. Move carefully to the tinderbox and
take it. It is important not to move too close to the pirates.
If your character steps past the location of the tinderbox, she
will be captured. Tap Walk momentarily to walk in precise
steps. Climb down the hatch next to the barrel.
Grace: One Eyed Jack's Cabin
Take the small cannon from the chest, the vase from the shelf,
and the captain's staff that is next to the bed. From anywhere
in the room, put down the cannon. Use the pepper pot and move
next to the cannon. Throw the vase and use the tinderbox. Wait
until the pirate stops laughing, and move next to the cannon.
Take the bell and leave the room.
Grace: Galleon Galley
Go through the door across the hallway. Take the chicken's foot.
Take the key from the floor. Get near the blue dumbwaiter door,
ring the bell, and enter the dumbwaiter.
Grace: Kitchen
Use the key, and move next to the cupboard. Take the molasses
and the ice box. When leaving the kitchen, a pirate's shout will
be heard. Return to the kitchen and use the ice box in the doorway
that leads to the statue.
Go upstairs and use the molasses at the top of the stairs. Go
to the pool room. Take the token from the pool table. Enter One
Eyed Jack's secret room. Use the captain's staff on the desk in
the corner of the room. Take the key and the book. Read the book.
Go to the second floor bedroom.
Grace: Second Floor Bedroom
The door to the sorcery chamber will be open. Enter the chamber
and use the captain's staff on the mark on the floor. Return to
the kitchen.
Grace: Kitchen
A man will be in the kitchen. There are two ways to eliminate
him.
- Go back out the doorway into the hall. The man will slip on
the ice. Re-enter the kitchen.
- Go back out the doorway and enter the double doors into the
guard room. Put the teddy bear under the foldaway bed. Move in
between the barrel organ and the wall. Use the token on the barrel
organ. The bed will fall on the man when he looks at the teddy
bear.
Go to the dumbwaiter. Ring the bell. Your character will be captured
again.
Carnby: Galleon Brig
Hold Right to get the key. Use the key to free your character.
Punch out the pirate. Take the sword, use it, and follow Grace
outside. Grace will walk away. Open the door and enter the next
room. Kill the pirate and take the Thompson and the flask. Go
into the hallway. Kill the pirate and take the pistol and the
fuse. Go through the door that is next to your character.
Carnby: Galleon Foundry
Kill the two pirates. Get the poker from the fireplace, the pliers
from the table, and the key from the corner of the room. Leave
the room.
Carnby: Galleon Liquor Storage
Enter the door next to the niche where Grace hid. Kill the Shorty
Leg and take his items (ammunition, chain mail, flask, and pistol).
Push the barrel to the left and take the chain mail and bottle.
Throw the bottle. Read the page. Use the chain mail. Save the
other chain mail for the final battle with One Eyed Jack. Leave
the room.
Carnby: Galleon Hold
Enter the door at the end of the hallway. Attack Black Hat with
the sword. Take the ammunition and the flask. Leave the room and
go to the opposite end of the hallway to the locked door. Use
the key to get inside.
Carnby: Galleon Gunpowder Room
Do not fire the gun in this room. Use the sword to kill De Witt,
the swordmaster. Take the book and read it. Take the gunpowder
barrel. Leave the room and climb the ladder in the hall to reach
the next deck above.
Carnby: Galleon Cannon Room
Open as many doors as possible. There are only two rooms your
character can enter. Find the room with a cannon, being careful
not to stay too long in the sleeping rooms. Kill the pirate sleeping
next to the cannon. Take the ammunition. Use the pliers to free
the cannon. Push the cannon (the correct position is hard to find).
Go to the sleeping room and drop the barrel anywhere inside.
Return to the cannon room and use the fuse on the cannon. Use
the poker on the fuse.
Enter what is left of the sleeping room. Take the flask and the
bag of gold pieces.
Carnby: Galleon Galley
Use the gold pieces near the locked doors and kill the two short
cooks. Enter the galley and take the flask from the shelf. Open
the door and kill T-Bone. Take the metallic jack of diamonds card
and use it on the last locked door in the hallway.
Enter the door and fall under Elisabeth Jarret's spell again.
Grace: The Captain's Room
Use the staff of Loas and move next to the statue. Enter the room
and use the chicken's foot to kill Elisabeth Jarret.
Carnby: The Captain's Room
Run from the ghost. Climb the ladder at the end of the hallway
to get on the top deck.
Carnby: Galleon Deck
Kill Music Man first. Take his hook. Then, ignoring Mister Eye
(the harpoon-throwing pirate), kill the other pirate on the deck.
Carnby: Galleon Lookout Post
Mister Eye will climb the mast. Use the hook and climb up the
mast. Kill Mister Eye. Use the hook on the rope.
Carnby: Galleon Foreyard
Kill Bubble-blade. Use the sword and thrust forward until he is
trapped at the end of the pole. Jump down to the deck and take
Nichol's sword. Use the chain mail. Use all remaining flasks.
Carnby: Galleon Final Combat
Use the pliers to free Grace. Quickly kill One-Eye Jack using
Nichol's sword before the cannons fire. Watch for him to fake
his death during combat.
The ending animation will begin.
Copyright © 1996 Al
Amaloo. All rights reserved.
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