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The Third Floor[edit]

The map of the third floor

Your journey begins in the mansion's attic. As soon as you can move your character, immediately go get the empty oil lamp on the table in front of you. It will be of great help later in the game. If you stay too long in the room, two monsters will appear and start to attack you : the first one comes through the window after ~1 minute and the second through the trap door near the piano ~20 seconds after the first monster. If you don't feel like fighting them, you can prevent them to enter the room. For the first monster, run to the window and PUSH the cupboard in front of it to prevent it to go through. For the second, run to the chest and PUSH it on the trap door. Now, you can investigate the room without being disturbed.

If you SEARCH on the side of the piano, you will find Jeremy's suicide letter. Read it if you want to know why he killed himself. OPEN the cupboard to find an old indian cover, and the chest to get the rifle with 4 ammos in it. At last, if you SEARCH in the library at the back of the room, you will find an extract from Perseus' Golden Fleece. Read it and you will be given a hint for an upcoming puzzle. Now, you can get out of the attic by taking the stairs next to the rocking horse.

In the next room, take the bow placed against the shelf, then SEARCH in the latter to find an oil can. USE it in order to fill the lamp, then discard the empty can. Open the door to access the corridor. DO NOT TRY TO CROSS IT, or the floor will break halfway and you will fall to your death doing so. You have to skirt it by going through the neighbouring rooms.

First, take the door to your left to enter the study. If you go in the middle of the room, the door will shut behind you, and a monster will appear behind it when you open it. Luckily, you can prevent this to happen if you stay close to the wall. The chest at the entrance is locked. Walk along the wall to the desk, then OPEN it to find a key. Get back to the chest, then USE the key on it to get the old cavalry saber. Do not try to fight with it, as it will break after two or three hits. If this happens, pick up the broken blade and keep the two pieces in your inventory as it will be mandatory later in the game.

This demon keeps you from going down the stairs.

Now, return to the corridor and open the second door. As soon as you enter the room, a monster will appear behind you. To prevent it to come in, CLOSE the door. Next, go the bedroom. A monster will appear through the window if you wait for too long (~1 minute), if you leave the bedroom then enter again, or immediately after you take the Vase on the nightstand. This time, you will have no choice but to fight it. Take the rifle, then shoot at it twice; this will be enough to kill it. Throw the vase anywhere in order to find a key in it. Use it on the dresser to get two small mirrors. Now leave the bedroom taking the door.

You're now on the other side of the corridor. Enter the door opposite to enter the bathroom. OPEN the cupboard to find a first aid case. OPEN it, then DRINK the flask it contains to gain 10 HP. Now, you can leave the bathroom and exit the corridor by taking the door at its far end. You arrive at the top of the staircase, but the latter is blocked by two demons. They will attack you if you get too close, and are impervious to any of your attacks. The only way to get rid of them is to use the mirrors you acquired earlier. Remember the book ? PUT each small mirror on the statue that faces each demon, and the shine of the moon coming from the windows will reflect in the mirrors and blind the demons, killing them in the process. Now, you can take the stairs and access the lower floors.

The First Floor[edit]

The map of the first floor

When you arrive in the second floor, the library's door will close in front of you. Don't come too close to the armor or it will start moving and attack you. For the moment, just go downstairs, you will be able to do everything in the second floor later only.

At the entrance to the first floor, take the door to your right to enter the kitchen. Take the pot of human flesh soup to your left, then go to the larder to your right. There, you will find a key as well as a biscuit box if you SEARCH in the drawers, which you can EAT to gain 5 HP. Don't forget to discard the empty box after this. Back to the kitchen, if you OPEN the closet, you will find two knives. While they can be useful if you're out of ammo, they will take up space in your inventory for not much, so don't take it. On the other hand, you will find a matchbox in the drawers opposite. Take it, unless you already took it in the living room on the second floor. After investigating the kitchen, enter the storage room in the corner next to the window. As soon as you'll enter it, a monster will appear behind you. Take the rifle, and shoot it twice. Now, you're out of ammo, but luckily, you will find a box of shoes in the pile of coal in the corner if you SEARCH in it. OPEN it, and you will find a loaded revolver. DROP the now-empty shoe box, take the oil can and use it to fill the lamp up to 100.

There are three arrows hidden under the statue.

Now leave the kitchen, and get back to the entrance to the first floor. You can access the cellar with the key you picked in the kitchen. Its entrance is located directly to the right of the staircase. Note that you can't do that much down there. The only items you can get are ammos for the revolver on the crate at the back behind the stairs, as well as a book if you SEARCH in the shelf in the far end of the room, which will allow you to learn more about the lore. You can also take the block at the foot of the barrels in order to access the giant worm's lair; however, it will instantly kill you if you touch it, so it is not a very bright idea to go here for now. Three unkillable rats roam around the cellar and will attack you if they see you. Just run away from them, and once you got all the items, go back upstairs.

Enter the terrace taking the door just next to the entrance to the cellar, and SEARCH at the foot of the statue to find three arrows. As soon as you take them, an army of spiders will enter the terrace. As you can not kill them, just run out of the room. Now you can go back to the second floor.

The Second Floor[edit]

The map of the second floor

Take the door at your right to enter the living room. A ghost is sitting on an armchair in the middle. YOU ABSOLUTELY MUST NOT GET TOO CLOSE OF IT, or it will turn into an huge, undestroyable conglomerate of spheres that will chase you and kill you at the slightest contact. Stay as close as possible to the wall when you navigate here. First, go to the cupboard to your right and OPEN it to find cartridges for the rifle. Next, go the table and take the gramophone. Finally, if you have not got the matchbox yet, take it. It is at the other end of the room, on the fireplace. You can also get a poker, which has no other purpose than to be thrown at monsters to deal little-to-no damages to them. Don't take it in other words, it is useless. Once you got everything, leave the room like you entered it, without awakening the ghost.

Now, head to the other end of the room, and enter the hallway. Open the first door to access the bedroom, then take the notebook on the fireplace. As soon as you take it, a monster will appear from out-of-bound inside the room. USE the rifle and shoot him twice. Finally, read the notebook to discover Jeremy's diary. Note that this entire room is optional if you don't care about the lore. Now go back to the hallway and open the second door to enter the bathroom. An unkillable, octopus-like monster rests in the bathtub and will attack you as long as you stay in the room. Run to the jug next to the locker and take it. You can also find another first aid kit containing a flask if you SEARCH into the closet. Once you got everything, quickly go out of the room before the monster attacks you. You can just as well get everything in two trips by exiting and coming back to the room after the monster stopped to attack, which is probably a safer strategy.

Keep walking along the hallway and open the next door. Once you enter the room, you will be plunged into darkness. USE the lamp then USE the matchbox to light it. Now you can see where you are. Take the book on the table and read it if you want to learn about some lore. Leave the heavy statuette here for the moment as you can't take it. Exit the door, and head to the end of the hallway.

Behind the door lies a long corridor that leads to the library. However, if you try to cross it, the picture behind you will throw axes at you, preventing you to go further. To continue, simply PUT the old indian cover on it. This will not be enough though, as another picture at the far end of the corridor will shoot arrows at you once you're halfway. To destroy it, USE the bow and give it a taste of its own medicine. With the three arrows you collected earlier, you have three shots here, even though one is enough to get rid of the trap. Once you hear the cloud of smoke effect, you can start moving along the corridor again. Discard your bow and remaining arrow(s) by the way, as you will not need them anymore now.

The entrance to the library is halfway the corridor. However, before going in there, go to the end of the hallway and enter the guest room. Take the false book on the chest of drawers, and PUSH the clock to unveil a hole in the wall. SEARCH inside to find a key and a parchment. Read the latter if you want some hints about what awaits you in the next room.

Go to the library. You will be immersed in the dark once again at entering. DROP the oil lamp to light the room, then quickly run to the aisle to your right, as the Vagabond mentioned in the parchment will chase and attack you as soon as you enter the library. In the far right aisle, look for the empty space in the lowest row of books, PUT the false book in it then enter the freshly-opened secret room. Now you're safe from the Vagabond. Take the noisy talisman on the desk, then SEARCH in the shelf to find lots of stuff : three different daggers, two parchments and two books. Read them, but ONLY when standing on the pentacle engraved in the floor. You'll understand why by reading it. The first parchment will hint you about the beneficial properties of the pentacle, while the second will tell you how to kill the Vagabond. As for the books, the first one will warn you about how some documents are able to harm you, while the second one will basically kill you if you are not standing on the pentacle.

You need to stand on that pentacle before reading the library's cursed books.

Based on the second parchment, USE the dagger with the sinusoidal blade and attack the Vagabond with it to definitely get rid of him. Now you can explore the library after discarding the now-useless daggers. SEARCH every bookshelf to find four books that will teach you even more about the lore as well as giving you some hints for later. If you want to read them all, keep standing on the pentacle in the secret room in order to not get hurt by any of them. Upon leaving by taking the second door, don't forget to take the lamp back as you will still need it later.

Having read the documents, you can now guess the answer to the next puzzle. Go back to the dark room in the West hallway and take the heavy statuette. Return afterwards to the entrance to second floor where you just exited the library, and THROW the statuette at the armor. Just like the conquistadors in one of the book, it will collapse and you will be able to collect the sword it held. Now go back downstairs to the first floor.

Back to the First Floor[edit]

Go back to the kitchen and head to the storage room. Inside, USE the jug on the barrel of water in order to fill it. Once this is done, enter the neighboring room. You will end up in a dining room full of monsters. As soon as you'll move a little too far, the door will lock behind you and the monsters will start attacking you one by one. You have two options here: either you fight each monster until there are none left, or, if you took the pot of soup in the kitchen, you can PUT it on the table, making the monsters to stop caring about your presence unless you hit them afterwards—which you are not stupid enough to do, I guess. In both cases, the outcome is the same: the doors unlock and you can get out of the living room. If you choose the first option though, I recommend you to use the sword as it has a fairly good range and is undestructible.

Next, open the door at the left and enter the lounge room. As soon as you come in, run to the ashtray and USE the water jug on it in order to extinguish it before it fills the room with toxic smoke. After this, discard the jug and take the lighter on the table. SEARCH inside the buffet to find a fine record of Chopin as well as a book that will give you even more lore.

Go to the backdoor and USE the key you acquired in the guestroom to open it. Once inside the room, head to the shelf and SEARCH inside to find another record—Saint-Saëns' Dance of Death—and another lore book. Now go to the entrance hall by opening the second door of the lounge room. DO NOT OPEN THE FRONT DOOR, or you will get eaten by an eldritch horror that prevents you from leaving the mansion. For now, head to the door opposite to access the art room. As you enter, a pirate will approach and attack you. He dodges every bullet you fire at him and has a better range than most of your weapons, so the only option you have to fight him back is the sword you got from the armor. Equip yourself with the USE button, and get ready for the only true boss battle of the game.

You must fight this boss to progress. Ready for a sword fight ?

His only strategy is to get close to you and wave his sword in a desperate attempt to hit you. Be smarter than him ! Hit the body parts he doesn't protect with the sword by pressing LEFT or RIGHT when attacking. After one hit, he will step back breaking his guard, allowing you to strike him several times in a row if you are fast enough. After five hits, he will go down and give you a key upon disappearing. Take it in order to open the next door. If you're interested, also pick the book hidden behind the canvases.

Enter the dance hall. Right at the entrance, you will find a record of Johann Strauss. Take it if you like classical. On the fireplace stands a key guarded by three couples of ghosts that, just like the one from the living room, will kill instantly if you touch them. To get rid of them, USE one of the three records you got so far to distract them. Note that you must have the gramophone in your inventory in order to play the music. If you do not have it, go back to the living room at the second floor to pick it up. Out of the three records, they will not react to Johann Strauss (blue disk) and Chopin (red disk) but will start dancing when you'll play Saint-Saëns. As soon as the ghosts get away from the fireplace, run towards it and take the key. Now you must exit the room without touching the dancing ghosts. Go the center of the room and wait for the couple to clear the way to the exit. Once you manage to leave the room with the key, the ghosts will disappear.

Now, you have everything needed to enter the last area of the game. Head back to the study next to the lounge room, and PUT the saber you collected at the beginning of the game on the emblem on the wall. If you broke your saber in the meantime, just PUT the two pieces one after the other. It will unveil an hidden staircase to the mansion's underground. Before going down, check if you do have the talisman, the dance hall's key, the lighter as well as a full lamp as they will all be mandatory later. Once you're sure, you can access the final area of the game.

The Underground[edit]

The map of the underground

Upon entering the mansion's undergrounds, you have to cross a bridge that will crumble under your steps. Just run across it to reach the other side. Now there's no way back. You enter the giant worm's tunnel. At passing in front of him, he will starts chasing you. Just run to the right entrance as the left one is blocked by a stone. From here, the worm will stop chasing you. Kill the monster you encounter with the rifle or the revolver if you don't have any bullets left. Continue to progress in the tunnel until you reach the end. If you were fast enough, you'll be able to pass before the giant worm arrived to block your path. Otherwise, don't panic ! Double back up to the intersection, and take the now-open left entrance dug by the worm. The latter will now be out of the path and you will be able to access the next room.

Hidden passage
There is a hidden passage in the water.
You can skip most of these challenges by taking a shortcut at the beginning of the lake area. It requires to go in the water, though, so you ought to be sure you will not need the rifle anymore. When your enter the room, go in the water and run under the pier just before its broken part. You will find a hidden path that will lead you to the pillars area. Taking care not to be hit by the Deep One, keep running through the waters until you reach the second hidden pathway that will make you access the platforming section. Run to the farthest pier and climb it to reach the treasure chest at the other end.

As soon as you enter the lake area, a Deep One will appear out of the water and start chasing you. Keep running along the pathway until you reach the broken pier midway. It you step on it, it will break and you will fall in the water, leaving you unable to use your rifle and matchbox anymore. If you check your inventory now, you'll realize you have been given the ability to JUMP upon entering the caves. So JUMP over the broken pier and run towards the next entrance. Your character will automatically cling to the edge when you approach it.

In the next room, a giant monster will start approaching you. You have to kill it to continue. Take your rifle or your revolver if you fell in the water, and shoot it. Once it is on its back, take the sword and keep stabbing it until he is defeated. The next challenge will be to cross a pool jumping from one pillar to another, while taking care not to be hit by a dragonfly-like creature. If it hits you, you will be pushed into the water and be attacked by the Deep One. If you do not want to deal with this pain, take the rifle or the revolver and shoot it down by firing at it twice. Now you can focus on the platforming part. Just JUMP from pillar to pillar until you reach the next entrance. Keep progressing in the gallery until you reach another intersection. Take the right path. If you go left, you'll encounter an invincible, giant spider coming out from a deadly hole, so you really have nothing to do here.

At the end of the path, you'll end up in front of another, huge platforming area. You must choose the right way, or you will fall in the water and have to restart all over again. Here is the best path : go to the right, then continue to the right. Hang on the edge, then continue straight taking care of the dragonfly (don't hesitate to kill it like the previous one if it bothers you), then climb down to your right. At this moment, a Deep One will appear to attack you, so quickly go up to the edge to shelter. At last, while taking care not to fall in the water, calmly head to the treasure chest that lies at the end of the road.

Now, USE the key you collected in the dance hall on the chest to find inside a gem as well as a book that will reveal you who the villain of the game is—if you did not guess it yet. Then, push the rock behind the chest in order to reveal a hidden room. Keep progressing along the corridor until you are alone in the dark. USE the oil lamp and, if you fell in the water earlier, USE the lighter to light it. You will find out that you are in a maze. Your only goal now is to find the exit before the lamp goes off—nothing to be worried about though if it is fully filled. Look at the map to find your way out of the labyrinth.

Once you reach the door, PUT the gem inside to open it. Behind is located the ultimate room of the game. You will find Pregzt's body inside a tree in the middle of the room. Run to it dodging the fireballs it throws at you and taking care not to be hit by the Deep One, and take the hook on the altar. Then, quickly PUT the talisman on the latter; it will prevents Pregzt to keep shooting at you. Now, USE the lighter again to light the lamp if it had been extinguished by the water, and THROW it at the tree. It will catch fire and the place will start to collapse. All monsters in the mansion will be gone from now on. While dodging the falling rocks, run to the door at your left and USE the hook on it to open it. You will return to the maze area. Take the door at your right opening it with the hook, then run all the way back to the now-vanished giant worm's tunnel. Take the path it was guarding when you first came here in order to return to mansion's cellar. Go upstairs (the door will open even if you did not unlock it earlier), then run to the front door. You can now escape Derceto. Well done, you beat Alone in the Dark !