************************************************* ALONE IN THE DARK ************************************************* Walkthrough for PS2 version (US) by Artemis72 Disclaimer: Please do not reproduce this walkthrough, in whole or in part, without permission. This document is the sole property of the author and is for personal use only. Version 1.0: Episodes 1-4 completed Version 2.0: Episodes 5-10 completed, some typos fixed Version 3.0: Yet more typos/formatting fixed, strategy for 5.1 "Blood Sucking Chase" expanded Version 4.0: Suggestions/alternate strategies added for melee fighting, hotwiring, Light Progression puzzle Last revised 8-7-08 ______________________________________________ TABLE OF CONTENTS A. Introduction B. Frequently Asked Questions C. Walkthrough Episode 1: The Nightmare Begins 1.1. Wake Up 1.2. Vertigo 1.3. Fire Escape 1.4. Collapsing World Episode 2: Close Encounters 2.1. Don't Look Down! 2.2. Off the Beaten Path 2.3. Lifeless Reception 2.4. Car Park Nightmare Episode 3: Dark Central Park 3.1. Flat Out on 59th Street 3.2. Life Line 3.3. Blood Thirsty Rampage 3.4. Skyride Assault Episode 4: Sewage Refuge 4.1. Deadly Underground 4.2. Draft to Survival 4.3. Flaming Episode 5: Unexpected Expeditions 5.1. Blood Sucking Chase 5.2. Monstrous Hitchhike 5.3. Mind the Gap Episode 6: The Manic Museum 6.1. Playground Peril 6.2. Egyptian Art... Or Disaster 6.3. Terror Exhibition 6.4. No Forkin' Brakes! Episode 7: Seeking Room 943 7.1. The Maze of Antiquities 7.2. A Medieval Execution 7.3. Deeper Underground 7.4. Darkness in Room 943 Episode 8: Location is Key 8.1. Air Crash Survival 8.2. Dead End Track 8.3. The Belvedere...Free Entry 8.4. Astronomical Revelation Episode 9: Concealed by the Park 9.1. Alchemists on our Tail! 9.2. Beat Around the Bush 9.3. Come to Light Episode 10: The Light Carrier 10.1. Light Initiation 10.2. Light Progression 10.3. Light Confirmation 10.4. Revelation D. Contact Information E. Credits A. Introduction This is my first walkthrough. I am not really a hard-core gamer and I am usually the one depending on these guides as I play. However, there are currently no guides for the PS2 version, and there seemed to be some need for one, so I thought I'd take a crack at it. The goal of this walkthrough is merely to get readers through the game and help with sticky spots, as this game is not always intuitive about what your goals are at any given point in time. It may also be relevant to note that I am totally unfamiliar with the earlier games in this series, aside from the original game's fame of being the first survival horror game, which is what prompted me to buy this game when I saw it at the store. So I made up my own names for the enemies, which may annoy long- time fans of the series if they are familiar from earlier games. Hopefully not too much. :) B. Frequently Asked Questions Q: Is this game the same as the X360 version? A: No. And if you try to use a walkthrough for the nextgen versions of the game, you will only further confuse and frustrate yourself. Thus prompting me, a mere casual gamer, to attempt a walkthrough of my own. :) So here we go. C. Walkthrough: EPISODE 1: The Nightmare Begins 1.1. Wake Up This is basically an expository chapter. Listen to the discussion, and use R3 to blink your eyes if you want to watch the scene. You have to keep pressing R3 periodically. One guy manhandles you a bit, a third guy comes in, and after a little more discussion, you get control of Carnby. Move forward through the door, then try to turn right (I seem to get stuck here; maybe it's a product of you just being groggy; in a few seconds, your perspective is reset and you can proceed forward). Turn left, then right into the open door. Proceed up the stairs, pressing R3 as needed to clear your vision. Turn right, as instructed, then up more stairs. When you get to the end of the hall, a cutscene will start. After the cutscene, enter the door on your right and proceed down the hall past the fencing and turn right around a corner. Again, when you get to the end of the hallway, you'll see a table and a sink on the far wall. Walk toward the sink and another cutscene will start. The game then tells you that pressing O (circle) toggles your viewpoint. I generally prefer 3rd person, but hey, whatever works for you. At certain points, the game forces you into one or the other view. Go through the open door on your right. 1.2. Vertigo Proceed out onto the catwalk. An elevator will ascend from below. When it's level with the catwalk, walk onto it. Yet another cutscene... (This cutscene can be skipped by pressing X.) After the cutscene, move Carnby along the ledge and over to the ladder. Press X when prompted to climb. Go forward and press X near the fire hose and it will be lowered, forming a ropey thing you can climb down (press X to grab hold). Move down, and you'll come to a couple of fans. If you try to go past them, you'll get blown off the hose, so do what the game suggests and push off the wall by pressing []. (It's easiest if you're right above the fans before you do this.) Once you're hanging out there, push down, and you'll slide down the hose, past the fans. At this point, debris will fall from above. Move left or right to dodge. Your destination is an open doorway below and to the right. Swing over to it and you'll automatically jump inside. 1.3. Fire Escape Run to your right into the open door. A woman will whine on and on about her husband who is trapped in the other room. This is another checkpoint, but unfortunately, this cutscene is not skippable. When she's (finally) done, enter the room straight ahead. Turn left into the hallway and into the room up ahead. Against the wall on your right will be a fire extinguisher on the ground. Pick it up (X) and carefully walk over to the flames on your left. The game will explain how to use the extinguisher: press R1 (auto switching you into 1st person view) and move the right analog stick to put out the flames. Once the fire's out, go through the now accessible doorway, and watch another cutscene. You've reached the husband, but now Anna is behind the locked door. The hallway has become blocked, so you can't go back that way, so you need to break the door down. Walk up to it and the game will tell you to hold L1 and move the right stick toward the door. This can be a little tricky; make sure you're right up against the door. The husband will inform you that the way out is down the burning hallway to the right. Luckily, you have your handy fire extinguisher. Make your way down the hall, and turn into the hall on your right. As you enter the hallway, the floor in front of you will collapse, and you'll be prompted to jump the gap by running up to it and pressing [] to jump. (You cannot jump while holding the fire extinguisher; if you didn't automatically drop it when the floor collapsed, drop it with the triangle button.) Turn to your left and then right into a doorway. 1.4. Collapsing World As far as I can tell, the only thing to do is run around these two rooms until the building starts to crumble around you. Keep running around, and eventually a cutscene will start of you falling and grabbing onto a gargoyle. Cue opening credits. EPISODE 2: Close Encounters [Note: if you choose a chapter from the chapter select menu beyond the first, you will get a little review of the previous chapter, which can be skipped by pressing X.] 2.1. Don't Look Down! You find yourself on a balcony. Press X to grab the cable and climb up. Swing over to the ledge on your left, and hit triangle to release and (hopefully) fall on to it. As you move gingerly across the ledge, debris will fall and you will find yourself hanging on the broken remnants. Move back right, and use [] to pull yourself up when you get to the end. Again, debris will start to fall from above, but it's much ado about nothing. Keep moving left until you're over a ledge. Press triangle to release. To the left at the end of the ledge is another cable. Use square to push off, and swing left, releasing at the apex of your swing onto the little ledge fragment to your left. A piece of wall to your right will fall away, creating a little crevice above you. Jump up and grab the narrow ledge above you with square and move along it even as the wall begins to fall outward until you find yourself on another balcony. Run straight ahead into the next room and toward the back wall. Jump up to the ledge on your left and use square again to pull yourself up. Follow the little path up and out the archway, back outside. Grab on to the cable here, and keep climbing up. You'll see a woman yelling out a window; ignore her and just keep climbing. The cable is hooked at various point, and as you climb, the cable will dislodge. Just keep going. Finally you should see a balcony on your right. Swing over to it. Enter the angled doorway right ahead of you and go through the broken window. 2.2. Off the Beaten Path Pick up the trashcan (or the globe) and use it to break down the door to your left. Run straight ahead and the floor will give way and fall a little. Pull/push the table until it's under the upper section of floor. Climb onto the table (square) then grab the floor above you and pull up. A man will call over to you to find some light source. Grab the chair or the sawhorse thingy and use the nearby flames to set it alight. Carefully make your way along the twisty floor path until you get to the open door. Drop your "torch". More floor sections will fall away, and a miraculously pendulum-shaped piece of building begins swinging in front of you. Time a jump over the gap (the pendulum seems to hang out longer on the left side, so maybe wait until it's over there). Fall down into the next gap and release from the ledge with triangle. Grab the nearby fire extinguisher and use it to break down the elevator doors. Cutscene. 2.3. Lifeless Reception Walk over to the woman, and use X to boost her up. Then jump and pull yourself up. (It may help to use 1st person view to orient yourself under the opening.) Walk toward the ledge to your right and back to see a cutscene. You'll pick up a flashlight off the ground near the corpse automatically. To access your inventory, press [select]. The flashlight will be in the right side pockets. Move around using the analog sticks, and as you pass over an item, it will pop out of its pocket a little. To choose it, press X. Toggle the flashlight off and on by pressing up on the D-pad. Move up the debris to your right and fall into the gap. Move forward into the doorway and you'll see a cutscene. Oh boy, here we go. You'll come out of the brief scene magically holding a chair. Run up to the zombies and press L1 and move the left analog stick left and right to swing the chair at them. Velkyn_df offers this tip for melee fighting: "Zombie fighting with a melee weapon - This one had to be a bug, but it is fun as hell to use. I found this in the subway section when I picked back up the extinguisher after finding myself out of ammo (oops) If you hold the melee attack button down, press both sticks towards each other then away back and forth in a relatively fast rhythm, you can make Carny swing it seemingly inhumanely fast. I recommend trying it before you are too close to the zombies just to see if you can get it down. When you down one, drop it, pull the pistol, Hold R3 and aim for the glow for the coup de gras. On a side note, If you are still in the rhythm, you might beat it back on his feet. (not good, btw)" Run ahead and around the reception desk into the door behind it. Ew! A corpse! Yay! A gun! Pick it up, use L1 to enter aiming mode and aim with the right stick. Use R1 to shoot. Let's try a little target practice on that nearby locked cabinet, shall we? Aim for the padlock and fire away. Inside are 2 shiny new ammo clips. (Use L3 to check ammo and while in check mode, use X to reload.) By now your zombie pals will have recovered. Take them out again, either with your gun or using the trusty chair method. Run across to the alcove where your female companion is cowering. There is a lock next to the door, with some bloody fingerprints on it. 492 opened it for me, I don't know if it's random or not. Try random combinations of bloodied keys until the door opens. (Beedo123 on the message boards also mentions that you can just shoot the panel under the keypad and hotwire the door open by flipping the wires around with the right and left sticks, then pushing them together until you get sparks.) Proceed down the stairs and she will follow you. At the bottom of the stairs, go left and into the parking garage for another cutscene. 2.4. Car Park Nightmare Your goal is to find a driveable car and get back to Paddington and the woman. Run across towards the exit sign and through the door on the wall there. Turn left. There should be a doorway on the left near the first zombie you see. Go through it, down the stairs, and through the door on the bottom. (I didn't bother dealing with the zombies in the garage; they're pretty easy to avoid for the most part. Just keep moving.) This part blows. You'll see a cutscene of one of these 'fissures' everyone's blathering on about. It will continually chase you around in this area, and if you fall in, it will pull you along. As you pass by cars, the little pylon things, etc., an X will appear over them. Hit X to grab hold and then [] to pull yourself out. It's hard to give directions, since you'll get all turned around in the fissures, but if you head all the way to the right from the entryway, there will be a car the end that you can enter (X). There's an ammo clip in the glove compartment. At the end of the road to the left is another car. This one also has an ammo clip in the glove comparment. Get in, and you'll exit on the other side. Lots of zombies around, so look out! Follow the road as it wraps around to the right, and partway down the next aisle on the left is a shiny car, complete with keys in the visor! Grab 'em and start driving. R1 = accelerate L1 = brake/reverse D-pad up = toggle headlights left stick = steer Go to your left and keep driving along the road until you see a flaming car ahead. Drive toward it, and look for the open doorway to the right of it. Get out of the car and hurry through that doorway. Grab the fire extinguisher to your right and head back through the door and put out the car fire. Now push the car out of the way so you can access the door behind it. Yikes. It's locked. Well, we know what to do with padlocks, don't we? Use your gun to blast it off and the door opens. Drive through it and to the left along the winding path, and through the flames at the end back to the starting point and your pals will hop in. Now follow the exit signs to get out of this nightmare parking structure. Immediately ahead and to your right is another closed door. Get out and go through the people-sized door to the left. Blow the padlock on this side of the door and head back to the car and drive through. Go left, and then follow the road around to the right until you come to another big door near an exit sign. (The crazy lady passenger will yell "No, not there!" but just ignore her.) This door you can just ram through. Run into the door, back up and ram it again, and another cutscene will start. CHAPTER 3: Dark Central Park 3.1. Flat Out on 59th Street Yipe. Luckily, the opening cutscene can be skipped as this may take you a couple of tries. This part can be really annoying. You'll be driving in this chapter, and your jacked car handles none too well. KEEP MOVING FORWARD. The fissures will be chasing you all along the way, and if you get hung up on a parked car or piece of debris and have to back up to get around it, it's game over, so try to keep forward momentum at all costs. You can slow down at crucial times to avoid obstacles, but whenever possible, keep your finger on the R1 button. No matter how hard you accelerate, the fissures will periodically get close and shake the car, so try not to let it distract you. There are gaping crevices on either side of the road so stay to the middle whenever possible and don't veer too far left or right when dodging obstacles. Pass between two cars, and then you'll see a car come past you on the left. Just keep to the middle until you see a car up in front of you. Another car is coming up behind you, so go around the parked car close to its right side, allowing the car behind to come up on your right. (Often, if you're too far to the right, the car will hit you from behind and knock you out of control.) Try to hold your position and muscle the car over to the right a little if necessary. Another car will be approaching toward you on the left. Pass another parked car to your left, and then two cars will cross in front of you. Usually, they'll be across by the time you get there, but you may need to slow a little to allow them time to get out of your way. Now debris will start falling from above into the street. For now, you can stay pretty much in the middle. Up ahead you'll see another car stalled in the middle of the road. Pass it to the left and keep going straight ahead. A large piece of crap will fall, blocking the whole left side of the road. Pass to the right, but you'll want to slow a little, as there are two cars rather close together that you have to pass between just beyond it. Then you'll see an overturned car; I prefer to pass this one just to its left. You'll come to a roundabout. Go left and follow the circular path to the right, avoiding an oncoming car as you approach the spun-out car on the right. You'll come to a ramp-like piece of heaved-up road. Drive up and off of it for a cutscene. 3.2. Life Line You're leaking blood like crazy, and if you dally too long, you'll die. Run past the tire and then down to the left into the ravine. You'll see a crashed car with a dead woman next to it. Run over there and pick up a clip. Turn right and run past some zombies and up a slope to the right. Run past a couple of trees and another overturned car and you'll see a whitish cement structure ahead. That's the public restroom. Head in there. Cutscene. Pick up the dead cop's ammo. Use the gun to shoot open the door to the right of the stalls. Run toward the medicine cabinet. Cutscene. Press down on the D-pad to enter healing mode. Follow the on-screen directions to clean and bandage your wound. Run back into the main room and grab the trashcan and use it to break through the back wall. Drop the can and jump and grab the cable to your left and climb down it. Swing right, and release the cable, quickly pressing X to grab the next cable. This one is hung up in two places, so you'll need to push off the wall and swing a little bit to work them free. Climb up until you're just past the broken ledge, then swing all the way over to the right and release the cable, landing back in the park. 3.3. Blood Thirsty Rampage You'll be plagued by bats along the way here; ignore them and keep running or they'll grab you and suspend you from these tentacle-like appendages. I don't think you can break free from this, so that's game over. Run foward and to the right and into the bus. There's a first aid kit in here, in case you're still drippy. Run out the back of the bus and to the right. At the first building with an open door, go left around it into the cemetery and the straight to the next building with a door. Cutscene. Well, that relationship didn't last long. Before you leave, make sure to pick up the spare clip on the ledge to the left of the door, and the first-aid kit propped up against a box on the floor. Run back out and behind the building. 3.4. Skyride Assault You should see a pickup truck on the road, but the poor guy is stalled. Get behind and push the truck until it starts, then run up and jump in the passenger side (right). Press R2 to draw your gun. The bats will lift the truck with their tentacles, so shoot them, reloading when necessary. When you've shot enough of them, they'll drop the truck. Your driver has probably been grabbed by the bats, so holster your gun, move over to the driver's seat and stop the truck by the man near the construction markers. Be sure to check the glove comparment for some ammo. Exit the truck and head over to the open manhole. Descend the ladder. Move ahead slightly for a cutscene. CHAPTER 4: Sewage Refuge 4.1. Deadly Underground You're stuck in 1st person view for this sewer part. Move left out of the alcove and keep going foward. At the corner, go right, keeping to the right side of the sewer. There's a door on your right. Go in and fall into the hole, picking up the ammo clip on the ground to the right first. This level is thick with zombies, so watch out. You can save some ammo by selecting your alcohol spray from your inventory, automatically bringing up a lighter. Pressing L1 and R1 simultaniously will produce a jet of fire. This has the added benefit of killing them for good, rather than just knocking them out briefly, as opposed to shooting or pummeling them into submission. It's also much faster. It has the negative side effect of using up your healing spray, however. Go straight. Take a right, then your first left. Then a right and left again. Go straight for a while past some tunnels, then go left at the end, and right. You should see 2 gates ahead of you, a closed one on the left, and an open one on the right. Go through the right one. You'll come upon two zombies, which you may want to take out, either with your fire or your gun. Grab the med kit ahead of you in the corner to the right, then go left and drop down the hole. 4.2. Draft to Survival It's dark down here. When I tried to pull out my flashlight, it immediately ran out of batteries, so Carnby pulls out his lighter instead. Hey, it works. Go straight and you'll see a branching path, the left has a kind of skylight over it, the right one is dark. Take the left path to a grate. Go right until you come to a pipe. Turn left and go forward between the cement ledges through an opening in the grate. Go left and continue until you come to some kind of half-submerged water tank. Go right to a lighted intersection. Take the right path and go through the open gate on the right and up the ladder. Ahead of you on the ground is a clip. Go forward and fall down in to the room below. The game instructs you to hold down R3 to keep your eyes closed. I'm not sure what this accomplishes. A werewolfish looking guy will attack. Shoot him until he falls, and/or you may want to burn him to finish him for good. Run in the open gate to the left and hit square to jump up and pull down the ladder. Climb up. Go straight and there's a med kit in the alcove on your left. And to your right - tada! An axe. Since you're probably out of ammo at this point, it's very handy. Hold L1 and use the right stick to swing it, like the chair. Pushing down on the stick gives you an overhead swing, good for breaking say, padlocks. Pushing right or left gives you a cross swing. Use an overhead swing to break the lock on the gate. Go right at the intersection and sever the sparking wire with an overhead swing. Move ahead and go right at the corner. On your right will be a gate. Drop the ax and pick up the clip in front of the gate. Shoot the blue button on the lefthand wall inside the gated room to open the door. Grab another clip and a medkit. Continue to your right and follow the path around until you come to a ladder. Go up. Push the red button in the box on the lefthand wall to open the gate, then go up the next ladder. 4.3. Flaming Desire Whoot! The construction site! Run back around the manhole and past the worker and the shiny car which you can't get into. Run straight back and into the building. Grab the trashcan and knock down the door. Run into the back room and grab the blue oxygen tank. Use it over the open burner and create a flamethrower. Set fire to the wall and floor under the window ahead of you on your left. It will eventually spread to the neighboring wall, burning through it. There are some bats and a zombie outside, so be careful as you run out. Run around back here for a while, and eventually an ambulance will crash through the fence in the back. Run up to it to trigger a cutscene. EPISODE 5: Unexpected Expeditions 5.1. Bloodsucking Chase Well, you finally got some much needed medical attention, but the night ain't over yet. You start out riding in the ambulance with an EMT and Sarah, your lady friend from the car ride earlier. The driver will start freaking out, and eventually the back door will open. Pull your gun and start shooting at the bats. After the first swarm of bats, a giant MotherBat will join them. When you run out of ammo, turn to the EMT and "X Ammo" will appear on the screen. Hit X and he'll hand you a couple clips. You can also grab bottles of alcohol and bags of blood from the boxes on your right and throw them in the air with L1, then shoot the bottles of alcohol (there is a brief period of slow-motion after you throw something). The bottles of alcohol burst into flame when shot; the bloodbags draw off the smaller bats briefly so you can focus on Mama. Sometimes, she'll fly really close, exposing her tender underbelly. Unload on her at close range to make her squeal. Try to only shoot the little bats when they're relatively close. Your aim is much more accurate, and this might reduce the time you have to waste grabbing ammo and reloading, as well as giving you more time to focus on the Mama. Whenever possible, try to time your ammo grabs when the Mama is either alone or the little bats are all far away. 5.2 Monstrous Hitchhike After quite a while of shooting wave after wave of bats, you'll hear the driver scream something like "get them off my windshield" and "climb up the hatch". This is your cue to turn back inside, look up, and hit the X button to pop out the sunroof. Again, keep shooting, turning back down into the vehicle to grab ammo as needed. After a while not only will you have the flying monsters to deal with, but creepy ghouly things will start climbing up the sides of the ambulance, so you'll have to be on the lookout for them and shoot them down before they get to you. Eventually, the MamaBat will fall, and that will trigger a cutscene. 5.3. Mind the Gap Run forward and Sarah will suggest using the tow truck. You can shoot the lever in the back so the ramp drops and the car comes down, but you can't get in it. Do it anyway, and you may want to push the car off to the side so you can drive past it more easily later. Then run to the left past the tow truck and all the way to a chasm with a car in front of it. This car is open, but you'll have to hotwire it. Look down and slightly to the right until you see the prompt "X Open Panel". Do so and you'll grab 6 wires, 3 in your left hand and three in your right. You can rotate them with the sticks, then push the sticks towards each other to bring the wires together. Rotate around, bringing different combos together until you get some sparks. The watch under the "Close" prompt until a "R1 Start" prompt flashes briefly. Hit R1 when you see that and the car will start. [Velkyn_df points out that you can just hold R1 throughout the hotwiring process, and the car will automatically start when R1 appears. That way you don't have to worry about watching for the prompt.] Drive the car forward toward the tow truck ramp, accelerate as you approach, then drive up the ramp to trigger a cutscene. EPISODE 6: The Manic Museum 6.1. Playground Peril Turn to your left and run down the path and through a gate near the building on the right. Oh boy, it's fissure time - again! Turn right and run as far as you can until you're in front of the area with the gazebo, facing the chasm. You should see a cable ahead of you with a square prompt. Turn around and run back to the metal support to get a good running start, then jump toward the cable. You'll slide down to the other side. Climb up the slope to your left and approach the yellow box. Press X and you'll lower the elevator. Run down to the open gate on to the elevator, then run back toward the box and you'll see an X prompt. Press it and the elevator with go up. Exit through the gate and run into a swanky bathroom. See that "corpse" lying on the ground? Looks suspicious, non? Approach it anyway, and it will jump up and attack you. (Surprise, surprise.) Somehow, I had a knife in my hand I don't recall ever picking up, so stab away at the monster (hold L1, move right stick back and forth to swipe at it). Run in the adjoining room and grab the medkit from the cabinet. Grab a trashcan to ram open the door out and to the right. Then drop the can and pick up the blue oxygen tank from the other room, then exit the bathroom. 6.2. Egyptian Art... or Disaster Run left to the flames and make your flamethrower (hold L1+R1) and kill the zombie. In the little room to the right you can grab a clip. Exit the room and head straight down toward Sarah. Set fire to the wood pile to the right and let it burn down. Now you can run past it. Run straight, then right, toasting zombies as you go. There's an elevator at the end. Drop your tank and press the button. Board the elevator when it arrives. Inside the elevator, hit X on the panel to your right. The elevator will move and then the doors will open. Head out to the new area and move foward for a cutscene. 6.3. Terror Exhibition Sarah ditches you. You need to find room 943. A fissure will appear, and one of the ghouly monsters (I'm sure they have a real name, but oh well) will appear. Grab the pipe propped up against the left wall next to the tree-entwined ladder and beat it to death. (Or shoot it, if that's how you roll.) You can toast these guys with your spray/ligher combo, but they take a while to die. It's still the most efficient way, though. There are also some alcohol bottles in the back right corner on a cabinet that you can throw and shoot to make fire bombs, if you're a better shot than I am. You can use your med spray and lighter, or an alcohol bomb if you can make that work, to set the tree limbs blocking the ladder on fire. Once it's free, climb up. There's a werewolf guy up here, so torch him with your lighter and spray. There's a medkit to your left next to the pile of debris. Head back toward the right and into the door. Torch the tree blocking the door in front of you and when it falls to ashes continue forward. Go left down the stairs. Pick up the ammo clip on the landing before the last set of stairs. Follow the hall as it turns, until you reach the cafeteria. Today's special: chairs! All you can eat. But before you grab a chair, enter the kitchen and swipe the clip on the counter to your right, medkit on your left. There are some molotov cocktail bottles on your right (use R1 with lighter equipped to light it), or you can grab another oxygen tank from the far corner. (Although there's no handy place to light it, so I'm not sure it's much use, except as a blunt instrument.) The molotovs can be stashed in your jacket, so you might want one for the road. Exit back through the caf and down the hall until you emerge in a large exhibition hall. Another fissure ghoul will emerge from the floor. There are 4 clips of ammo laying around the octagonal desk thing with the vase in the center of the room, so use your lighter/spray combo or just shoot him a buncha times til he's dead. Now run over to the door about halfway down on the left side (from where you entered). There's a sign on it that says "23". There is a painting in one of the alcoves numbered 23, and it has the name "MATT" written on it. So go back to the elevator and spell Matt using the keypad (6288). The doors will open, revealing a corridor. Run down it and into the next area. Run to the gate to the left and try to use the hand scanner, which alerts the guard. Cutscene. Go through the open gate and across the next room toward the large cargo doors. Use the panel to the right to open them and bring the elevator. The panel to lower the elevator is to the left. 6.4. No Forkin' Brakes! When you leave the elevator, you're in the basement. There is a clip in a box on the ground to your right. Head to your left and you'll see a forklift. Continue past the fork lift along the shelves, and you'll find another clip. Board the forklift. There are 3 tall boxes blocking a large door on the back wall. Lower the lift all the way down using the D-pad, then run into one. Push up on the D-pad to raise it, then back it up out of the way and lower it again. Repeat until all 3 boxes are moved (you actually only need to move 2 to make an opening big enough to drive through). Now drive your forklift into the newly opened door and through the fire. Drive down the hall, first on the right side, then swerving left, then left and right again, avoiding the holes in the floor. If you get stuck somewhere, you can start over by pressing X and resetting the lift. Keep proceeding down the corridor, avoiding obstacles. The lift has quite a kick, and keeping your camera view pointing straight ahead can be a challenge. Avoid using the right stick. Velkyn_df makes this observation: "The forklift responds amazingly like a forklift would in several ways. Lowering the forks periodically while driving down the path will provide makeshift brakes. Not sure if this was a bug or a stroke of programming genius. I'm leaning towards the first, but who knows for sure?" Personally, I found it easier to just use L1 for brakes, as having the forks raised blocked my vision, so they were always in the down position already. But others might find it useful. Up ahead there will be a flaming box you could move out of your way, or barrel past. Continue forward, and there are a series of holes to zig zag through again. First go left, then right, etc. until you're through. Phew! Get out of the lift and run down the stairs on the right. Run down the wide aisle to your left, and there's a medkit sitting on a box on the left at the far end. Go back out toward the stairs and go left. Run onto the recessed area at the end, and there's a clip on the box there. Climb the ladder and there are two molotovs across from you on the shelves. Go right and through the door. Pick up the sledgehammer lying in front of the box ahead. Run down the hall to your left and in the next room you'll encounter some skittering crab-like enemies. It might seem like the sledgehammer's just the thing, but it's slow and I found it difficult to make contact. There's a shovel leaning up against a box to the left, and a pipe on the ground to the right. You may want to try these. Or try launching a lit molotov at them when their all clumped up. They spray some kind of acid gook on you, so don't get too close if you can avoid it. Run to the back and use the panel on the right to open the doors. Board the elevator and use the panel inside to go up. EPISODE 7: Seeking Room 943 7.1. The Maze of Antiquities Another sledgehammer awaits you just ouside to the left of the elevator. Run through the door on the right and two zombies are waiting in the hallway. The sledgehammer works nicely on them, but once they're down, move on, because unless you burn them, they keeping getting up and coming after you again. A gate will raise on your left so enter the burning room, but stop just over the threshold. There are laser beams in this room which will set off the alarm if tripped. Unfortunately, our detour is blocked by fire. Ah well. Run forward and set off the alarm. Great, now we're trapped. Grab the medkit from the floor in the middle of the room, then run to the back wall and get the fire extinguisher there. Put out the fire with the extinguisher. You may also notice that the extinguisher renders the lasers visible as it passes over them. Once the fire's out reset the alarm using the red button to the right of the door you entered from. There's a laser not far from that door, so let's go right. Walk directly foward to the wall hanging on the back wall, then turn left. Walk around the perimeter of the room, turning left again when you reach the far wall. Go through the door. Walk straight foward past the pedestal with the big orange trashcan looking thingy on it and walk around the far side of it. Then you can go through the door. Crap. More lasers. Some of these move back and forth so you can time a run past them. If you spring the alarm, the shut off is the red button to the right of where you entered. The first laser is right in front of you and seems unavoidable. If you trip a laser and then turn the alarm off, though, it seems to stay off, or at least it resets which are active, so it could be different each time through. Use your extinguisher liberally. There's a laser in front of you between two pedestals. It's a vertical laser moving side to side. Run past when it's clear. Keep spraying, moving left and toward the back of the room. Look out for lit circles of light on the sides of the pedestal. This seems to indicate active lasers. You have to scoot really close alongside one of the pedestals as there's a long laser going down the left side of the room. But if you're careful, there's enough room to squeeze between the pedestals and the laser beam. Once past the pedestals, go right to center yourself. You should be in the clear. Walk through the door ahead. 7.2. A Medieval Execution Drop the extinguisher (yay!) and jump the gap in the floor and go right into the next room. There's a clip on the floor next to the dead guy, if you need it (4 clips seems to be the max you can carry). Continue through this room into the next. Ignore the hand scanners and go through the open gate. A fissure ghoul will attack, followed by 3 or so zombies. There's a clip and a med kit in the middle of the floor near a corpse. And the statue right in front of the long fence is holding an ax. Once you kill all the zombies, and walk toward the corpse, a cutscene will start. Stand at the corpse's feet facing his head and hack off his hand with an overhead swing. Blech. Pick up the severed hand and go back to the little room with the 2 locked gates. Use your newly acquired appendage on the biometric locks. The far one on the right is a storage room with two medkits. Then enter the left one. Follow the linear path into an elevator with an opening in the floor. 7.3. Deeper Underground Grab yet another medkit from the box here, and DON'T go into the hole in the floor. Instead, look up. There's also a hole in the ceiling. Jump up and pull up. Look for a panel on the ground with a coil of cable on top. There's a latch on the right side. Shoot it open. Now go back down in to the elevator and you can climb down the hole in the floor. You'll hear some weird squishy sounds as you descend, but no worries (yet). Just don't fall into the gross looking water. When you get to the door, push off the wall, and you'll break through feet first. Move forward to trigger a cutscene. The slime monster will ooze forward; if it touches you, it's game over, so just stay put. After a few seconds, it will retreat back into the alcove, so quickly run past it into the next room to the right. 7.4. Darkness in Room 943 Run over to the panel around the catwalk to the right and move the dial back and forth with L1 until all the lights on the indicator are lit. (It's random which direction you need to turn it each time, so just mess around with it until you get it.) Then before you exit this view, hit X to turn them on. Now you can go down the ladder and access the next panel. Same deal, but turn around as soon as you're done, because they'll get pushed back to you. Run quick around the edge of the room towards Sarah. This third panel you have to hotwire first. Look down in the panel view to open panel. Flip the wires until you get sparks. There's no R1 here, so once you've held them for a second or two you should have enough juice. Now just do the dial and X thing one more time and when the slime retreats, follow Sarah to the small door ahead on the right. Shoot the padlock off and enter. The room will shut behind you and Sarah will rant for a while. Not much to do but wait. Then she'll freak out, and start talking like the place is haunted. Xs will appear at various places around the room so push them. Mine went pictures on the back right wall, phonograph, mask behind the open door, perfume bottle on the shelves next to that. You might be able to get some hints of where to go by using R3. Eventually, though, Sarah will hit you over the head. Cutscene. Next I got an X by the round brick wall, then the box on the back wall. You open it and take out something which reveals a secret door. There's an envelope or something on the ledge to the right in the secret room, so take it. Go back into the other room, and you'll find one of the blocked doors is opened. Climb up the ladder there. Cutscene. EPISODE 8: Location Is Key 8.1. Air Crash Survival You'll find yourself hanging from the helicopter on a rope. Keep trying to climb up. Rocks will fall down, but if you keep trying to climb, you should be ok. As you get near to the helicopter, the blades will slow, and the pilot will yell out to you. Then it will shift, allowing you to climb down toward a train car below you to your left. Get about even with it, then run over toward it, release the rope and hit square to (hopefully) grab on to the car. Pull up and you'll see an opening in front of you. Move toward the opening, and another cutscene will start. Drop into the opening, and move forward. Whoops! Now climb up and out of the train car. There are 3 werewolf guys out here. Shoot or torch them, (or run past), then make your way left. Go up the stairs on the right to the platform. There is a trashcan here. Go into the tunnel on your right and at the corner there is a clip near a large crate. 8.2. Dead End Track Continue on and ahead there is a medkit on the ground just past the next turn. Shortly after you turn, you'll be assaulted by some more of those little crab monsters. I used the trashcan to smush them. (Although when I had to restart from here, the trashcan was gone and I couldn't go back to get it, so I had to use the gun or the spray torch. They are hard to target with the gun once they get up close to you, so the spray works better, but make sure you spare a little if you choose this method.) As you move farther down the hall, another crab and a ghoul will attack. If possible, torch the ghoul; it takes a while for him to succumb, but it's still the quickest way to kill him. The best course of action, however, may be just to run by them. There are a LOT of enemies here, compared with what's come before, and supplies aren't really plentiful. Go through the dark stretch of tunnel ahead and you'll see yet another crab lying in wait in front of a subway car. There's an extinguisher just around the corner to the left, if you'd prefer to bash it, or you can shoot it from a distance. To the right at the end of the platform is an open box with a medkit on it. Grab the extinguisher if you haven't already, enter the subway car and go left. At the end, you'll see a banged-up door on your right. Use the extinguisher to ram it open. Drop down out of the car and go right between the trains. There are 2 werewolf guys patrolling here. Unless you torch them, they'll just keep getting up to torment you, so if you have spare spray, you can torch them, or you can try running past them. Head into the darkness of the tunnel ahead. Climb up on the platform on the right, and then down the other side. Here is yet another werewolf and a few crabs. I just ran past into the red car ahead on the left. Midway through the car, look up and you'll see an open hatch in the ceiling. Jump and pull up, and run down the car and fall off the other end. There's an open car here. First, look between the two train cars and shoot the lead car loose from the other car. Grab the clip just up the stairs on your way into the front car. Walk to the end and you'll see some controls with an X. Hit X and use the left stick to drive the car forward. After a while, the car will crash. Exit the car and walk down onto the broken track. Look to your right behind the train to see a cable hanging there. Jump and hit X to grab the cable. Climb all the way up the rope and out of the subway. 8.3. The Belvedere...Free Entry Run up the path and up the stairs. There's a clip on the ground to the right of the lamppost up ahead right in front of the building. Your path into the Belvedere is blocked by a slime monster. Look up on the wall to the left. There are three lights there. Shoot just underneath them at the supports to knock them down. This make the ooze retreat so you can make it to the door. Here you seem to be forced into 1st person view. Go up the spiral stairs; you have to climb them to the left, where they are widest. Grab the extinguisher at the landing and put out the fire blocking the next flight. Ascend and break through the door with the fire extinguisher. 8.4. Astronomical Revelation Go over to the viewfinder around the building to the left. Look through it and line the sight up with the moon. This will trigger a cutscene. EPISODE 9: Concealed by the Park 9.1. Alchemists on our Tail! Run back toward the door and you should see a rope on the wall. Climb down and run to the car. Hotwire it and start driving down the road. You only have a short time to do this before they catch you. Pull ahead and go left. Basically, just follow the road and try not to hit anything. It REALLY helps to use 3rd person here. At a few points, there will be a fork where one way is blocked by barricades. Just follow the open road, until you get to a point after a really sharp left curve where you have to break through the barricades and go offroad for a while. There's kind of a path along the cliff here. Keep going and eventually you'll find the road again. Shortly thereafter, you'll get a cutscene. 9.2. Beat Around the Bush Follow the dirt path up into the woodsy area. Look for a narrower path branching off to the right. This will lead you to some stairs. Go up and enter the building. Cutscene. 9.3. Come to Light Look up at to the right of the Latin sign. You should see a glowing line of light. Shine your flashlight on it, and "draw" the light along the track with your flashlight, until you reach the end. This will trigger another cutscene. EPISODE 10: The Light Carrier 10.1. Light Initiation Just run through the tunnel until you come to a cavern. Run down the path and get on the elevator. It will start moving on its own. Get off when it stops and you'll come to a white beam of light. You have to block the beam to open the door, so run over to the pillar on the other side of the beam and push it over to block the beam. Go through the door slowly. This part is pretty unforgiving. If you don't jump exactly to the game's liking, you'll fall to your death, so take it slow. Jump over to the ledge to Carnby's right. Then jump down to the ledge below and to the left. This one can be tricky. Sometimes it seems to help to push the analog stick firmly to the left while he's jumping. Then the jump to the ledge below to the right. Jump down two more times and then jump over to the narrow ledge along the right wall. Then jump across to the doorway. Here is another light puzzle. There's a platform up near a doorway. When you push the pillar into the beam, the platform lowers, but if you take the pillar out, it rises too fast for you to jump on. But in the center area between the beam emitters, when you block the light not only does the platform lower, but a pedestal emerges from the wall, pushing the pillar. So make sure you block the beam where the pedestal can push the pillar, then quickly release the pillar and run over to stand on the platform. Voila. Enter the new area up here. 10.2. Light Progression You'll come to another cavernous room. First, drop off this ledge on the right side. Turn around and there's a cable. Walk to the edge while hitting X and grab the rope. Climb all the way down, then release. Normally, you'll just land on a ledge, but depending on how you fall, sometimes you'll grab the edge of a ledge above. If that happens, just drop. Now drop over the right side again, and run down the ramp. To your left is another rope. Climb down and look for another rope to your right. Get close and release and grab that rope. Climb a little ways down and there should be a door to your right. Make sure you're near the top of the door, walk toward the door, release the rope and push the stick to the right, and hopefully you'll land on the ledge in front of the door. Go through. In this next light puzzle, you need to connect the beam of light from its starting position on the right wall, up over the ceiling, down onto the left wall, and finally to the box that controls the door across the catwalk. If you look carefully at the catwalk, there are 3 pairs of beams, and suspicious- looking holes in the floor. Pick up the podium in front of you. This will trigger a large pendulum to start swinging (not sure how these two items are connected, but there it is), which causes spikes to shoot up out of those holes and then retract whenever the light stream is broken. First head up to the first set of beams. Block the beam of light, and you'll see a square gearlike section of the wall rotate. Each of these "gears" has a section of the conduit that you have to connect to allow the light to travel along it. After the gear rotates, watch the light as it travels. If you see it continue all the way up and over to the next pair of beams, then you're golden. If not, stick the podium into the beam again and rotate until the light travels all the way to above the next set of beams. As you move the lights, the spikes will be turned on and off. Approach the holes and wait about 10 seconds. If you don't see spikes in that time, you should be okay. If you do, just wait until they come up, then as SOON as you see them start to move, push forward and run as fast as you can across them. The next set, same thing. If you have spikes going, you should still be able to trigger them without stepping on them. If you can't seem to, just wait until the spikes go down, run in, turn the gear, then get out. Watch for the light to travel onward. Do the same with the final gear and once you connect the lightstream all the way to the door, it will open. Velkyn_df offers this strategy: "In the tunnel with the rotating light paths and the spikes on the floor, I found it easier to disable the spikes then work on the last one til it looks like the light will flow all the way to the door. One locked in... the first one as you come in seems to either be right or wrong.. remember you want the light to pass through. When you get the first and third in line there is no confusion on the middle one... Either way you are only a maximum of three moves to the same way to get it lined up." Now you'll be in a room with yet another podium and a long beam of light. Pick up the podium and stand on the small stone platform. You'll be in a fixed position facing the camera. Hit X to start moving to the left, and before you get to a crack in the wall, hit X again to stop. A large ax will swing out. Once it's past, hit X again to continue. You'll have to do this several times before you get to the other side. Run across the narrow bridge and down the spiral path. Then cross another bridge. 10.3. Light Confirmation In the next room, push the pillar over onto the bloody floor switch. The pillar will be ignited. Once it's on fire, pull it back to block the light beam. This will open the door behind you. Release the pillar and run into the now open alcove. The pillar will magically transport out of the beam and cause the elevator you're in to lift. Go through the door, then down the ramps until you see a cable on your right. Climb down and release onto another ledge. Go down more ramps to another cable, climb down to another ledge. Inside you'll find a room that seems to have no floor with three vertical beams of light. Use R3 to reveal a series of walkways through the room. First, go to the end of the little path in front of you, then jump to the platform to your right. Your path across the room inevitably takes you through the first beam, which causes the ceiling to start to lower. Quickly run over to the beam on the left hand side of the room. Stand there to raise the ceiling back up. Then quickly make your way to the door before the ceiling can fall again. Go across another bridge and enter the next area. 10.4. Revelation Now you'll get trapped in a round room with a pillar in the center on a large gear. Around the room are strange symbols carved into the walls. There are 2 symbols that look the same, kind of like a question mark with a plus sign on top. Take out your flashlight, and hold them up to each of these symbols for about 5 seconds until they glow intensly and you hear a tone. (You may have to enter 1st person view to do this.) A beam of light (normal light, this time, not laserstreams) is coming from the pillar. Now you can climb onto the gear and you'll see an X prompt near the pillar. This allows you to rotate the pillar. Shine the light on the left door and it should open. Cross the bridge and pick up the podium. Just to the left of the podium is a cracked piece of wall. Break it using the podium and enter the room there for the final sequence. Cutscene. During this final cutscene, there will come a time when you'll draw your gun. If you do nothing, the game will end one way, if you press R1 to shoot during this sequence, you'll get a different ending. Honestly, I'm not even sure if one ending is supposed to be a better outcome than the other. Since it doesn't take much to redo that chapter, you may want to just play it both ways and decide for yourself. No, really. That's it. It's over. The end. Go to sleep. Eat something. D. Contact Information You can email me at artemisx1972 (at) yahoo (dot) com. I would be happy to hear of any items missed, improved strategies for dealing with enemies, etc. Please limit criticism to the constructive kind, and bear in mind that I am just a walkthrough noob. E. Credits Special thanks to TheTeaCakes over at YouTube for his video clips of the early part of the game, which helped me tweak some of the finer points of this walkthrough, and Vivox and Beedo123 on the message boards, with helpful posts about hitting X WHILE in panel view to turn on the damn lights, and an alternate method to opening the door in the reception hall, respectively. THANK you. Big thanks to Velkyn_df for offering several suggestions/alternate strategies for various points in the game. Also a general, though no less heartfelt, shout-out to the authors of all the great and often very amusing walkthroughs I have read and enjoyed in the past, thereby greatly reducing the amount of hair ripped from my scalp, controllers thrown across the room and all-around gaming-induced stress. THANK YOU ALL!!!