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FAQ/Walkthrough by TheGum

Version: 1.0 | Updated: 07/04/08



				*Alone in the Dark*

Alone in the Dark FAQ/Walkthrough
For XBox 360
Version 1.0 (7/4/08)
Written by Brad Russell "TheGum"
Email: lunatic_252000@yahoo.com
Website: www.thechaosuniverse.com

Version 1.0 - finished walkthrough completely.

Table Of Contents
Use Ctrl + F to quick find in this guide.

	Section:	Code:

1. A Brief Foreword
2. Controls		( CON2222 )
3. Starter Tips		( TIPS333 )
4. Walkthrough		( FAQ4444 )

	Episode 1 - Wake Up

		Sequence : Wake Up
		Sequence : Vertigo
		Sequence : Fire Escape
		Sequence : Don't Look Down!
		Sequence : 24th Floor

	Episode 2 - Questions

		Sequence : Unexpected Meeting
		Sequence : Reception Hall
		Sequence : Do I Know You?
		Sequence : Parking
		Sequence : 59th Street

	Episode 3 - Painful Answers

		Sequence : Call 911
		Sequence : Down the Fissure
		Sequence : Filthy Waters
		Sequence : Stitches and Truth

	Episode 4 - Fight Back and Loss

		Sequence : Ride to the Museum
		Sequence : The Nest
		Sequence : The Kidnapping
		Sequence : Fight the Living Scar

	Episode 5 - Not Alone Anymore

		Sequence : Bring Her Back
		Sequence : Museum's Visitors
		Sequence : The Huge One
		Sequence : One Step From the Truth

	Episode 6 - The Truth

		Sequence : Room 943
		Sequence : An Ancient Path
		Sequence : Light From the Sky

	Episode 7 - The Path of Light

		Sequence : Hang On!
		Sequence : Subway Station
		Sequence : Reach the Old Castle
		Sequence : The Eye of Central Park

	Episode 8 - The Light Bringer

		Sequence : Evil Roots
		Sequence : Find the Key
		Sequence : The Final Gate
		Sequence : Choose for All

5. Roots of Evil	( ROO5555 ) 
6. Items		( ITEM666 ) 
7. Achievements		( ACH7777 )
8. Author Info / Copyright

* 1. A Brief Foreword                                                         *

So this game is, eh, not the best, that's for sure. It's also not the worst.
I would say it's like one of my stories that has a good concept, just not good
execution. Keeping the writing metaphor, this game is like a good story with
bad grammar and a terrible ending. All that in mind, it's worth the reading...

The game shines in places, but the game is suffering a severe case of identity
crises, or split personalities or some other crazy disease. It's like all the 
good pieces from other games have been tossed on the table and there's a 
story to tie them together, it's just that none of the bugs have been worked 
out. And it's not like the game is unplayable, it's just not smooth and some
strange things happen every now and then. The controls are not bad, it's just
the camera and some control schemes aren't too well thought out.

It's a game worth playing, but it's not worth buying. Just drive to the video
store and rent it or borrow from a friend.


PS - This guide is about the 360 version only. I know there is a PS2 and Wii 
version out now, and a PC and PS3 version out later. I know the PS2 and Wii 
ones are like a normal game be released on the DS under the same name. I hear
the stories are even different and the characters and changed. I would just 
stay away from those two versions if I were you.

* 2. Controls ( CON2222 )                                                     *

XBox 360

A - use, pick up, run
B - drop item, reload
X - jump
Y - change from first person to third person camera
RB - holster gun, unholster
LB - change left-hand item
RT - shoot gun, toss object, kick with nothing in hand
LT - lock on
RS - look, swing object
LS - move
START - pause game, change options, save/load, view episode progress
BACK - open the PDA
D-PAD - DOWN to open jacket for items, UP to set items to the quick menu, 
	LEFT & RIGHT to look at wounds and use sprays

* 3. Starter Tips ( TIPS333 )                                                 *

#1. Sprays are all combustible, and putting tape to make them stick is just 
optional. Of course sprays that are used are nowhere near as effective as 
full sprays. If anything, have health sprays and explosive bottles as those are
your best items to have in the right side of your jacket.

#2. Enemies are not dead until their bodies are wasted away. This means 
knocking an enemy out and then setting them on fire; a chair on fire as a 
weapon is about as good as it gets to be honest. Later on when you have the 
lighter and a spray, you can use that for the "flamethrower" combo to light
bodies up when fire is not near.

#3. When you reach Central Park you'll need to constantly pick up cars. They
are not free, usually. Some have keys already in them; some must be hotwired;
and are rare car or two may have a key in the sun visor. When in a car and not
being under attack, you need to first look over to the passenger's seat and 
check the glove box for any items. Then if there is no key you should look at
the sun visor over the driver's seat for a key. If no key, and there 99% of
the time isn't, you need to hotwire the car. To hotwire, the red wires (the
first ones) are usually for the lights, so make the other wires touch and wait
for the guage and then press the gas when the guage gets to the green.

#4. If a demon is jumping to your car, try to slow down just a bit. Doesn't 
work all the time, but it may make him just fall off as soon as he touches the

#5. You need to keep a fair amount of items in the right side of your jacket.
If you have no other option, then go all of one kind of item. But if you have
some items to choose from, have two bottles of explosives and two sprays. 
Health sprays take priority over the other kinds as they double as weapons and
health. Plastic bottles of explosives are better than alcohol bottles because 
the plastic can be dropped without breaking. If you have four spray cans, 
consider picking all of them up and just one bottle of explosive liquid.

#6. You can skip scenes in the pause menu, and skip way far ahead, but there is
no reason. It's just like cheating. Sure, if you cannot pass a chunk of the 
game, fast forward and try that part later. But again, I would not advise,
especially if on the 360 if you want the achievements.

#7. The only way to kill off monsters is to burn the bodies. You can do this
by shooting fire bullets in the fissures on their bodies, or by knocking them
out and then burning them with any fire. Once you have the spectral vision, 
close your eyes to see their fissures better.

#8. When driving, avoid any items and especially curbs. Yep, one of those 
glitchy things.

#9. You have a map, the GPS, in your cell phone. Handy when finding roots of
evil and when just getting around Central Park.

* 4. Walkthrough ( FAQ4444 )                                                  *

Alone in the Dark Walkthrough

Before you start, make sure your brightness settings are about up to max,
because this is one dark game; not dark like gloomy, but dark as is in you
can hardly see anything.

Episode 1 - Blackout

Sequence 1: Wake Up

*NOTE: If you are on the 360, try to get through this without blinking for 
a free achievement. It's not that hard.*

You can press pause during this interactive scene if you want to adjust 
brightness now, and sadly there are no subtitles. 

*NOTE: You can press Pause and check the progress of this episode by pressing
over to bring up the "video player," and the little lines along the time bar
are key moments. The small lines are events, and the big lines mark a new
sequence. So if you look at the bar for this episode you'll see 4 more marks
between the beginning and end, so there are 5 sequences.*

Just look around and blink when told, and you can keep blinking to see the 
scene unfold; you can basically just keep tapping the blink button at a 
casual pace. When it's time to get up, walk through the door, go left, then 
turn left again, and through the door on the right. Keep walking up, and keep
blinking, and when you hit the next door you will lose your pal.

Now just follow the hallway to the end until you hit the scene, and you will
move onto the next sequence.

Sequence 2: Vertigo

You can keep blinking out of habit if you wish, but you don't have to. You 
can keep it in the third person camera, but it's probably best you switch back
to first person. Turn and get on top of the elevator for a scene.

After the scene, follow the walkway and then up the ladder. Now go over and 
send down the fire extinguishing line, and then rappel down. You need to just
hop over the fans, and when you hit the spot where the fence is electrocuted,
you need to move the hook with the line as far to the left as you can so the
line gets caught and stays there, then keep going. When near the end of the 
rope, a guy will be calling to you, and then he is chased away. Come back up
a bit, a door opens on the right, and then you need to jump in.

Sequence 3: Fire Escape

Turn around to the right and open the door. Listen to the lady babble on about
her woman troubles, then go through the doorway. You can pick up some things
on the ground and figure out how to swing them, but you just need to grab the
table and pull or push it out of the way. It's dark, but look to the left and
soon the fires will take the door. In the corner you will see the fire 
extinguisher, so go grab it. Enter first person and put out that fire, which
will take a while, but you'll get it. Then go meet the guy, there is another
extinguisher in here, and then enter third person view to use your extinguisher
to smash the door open.

You can start putting out the fires in your path as the two are talking, then
come back and listen. Now go into the hallway with them following, and you may
need to smash the door if it closes, and just start putting out the flames in
your way of going down the right path. When it's clear, drop your can and then
get the jump button ready. Move toward the gap and press it to leap over. Turn
around (using the quick turn), and watch as you lose your friends. Now look
around on your side to find a gun off the dead cop. You can equip it by opening
your jacket.

Use the gun to shoot the doorknob and go through the door. Just watch and you
will luck out. Go into the next room and into the left side. There are two
drawers to open, one under a TV and the other across the room. There are four
items in total and when you have the spray, use it on one of your two wounds,
or maybe more or less. Then the room starts to crack up. Stay on this side,
and if you do by chance get on the other side, jump back over the gap. Head 
toward the back of the room when a guy opens the door, then just watch and 

Sequence 4: Don't Look Down!

Your friend will drop down a cable for you to climb up. Go up and then press
over and the jump button to get on the ledge with him. Just stay behind him
and hopefully you will grab the ledge. Then move to the right, but watch out
for when a car is blown up from the street, so let it hit and then move. Keep
going right and then pull yourself up. Now jump up to grab the ledge above
you and then go left, and though none of the debris seems to hit you, just
keep an eye out for the falling stuff. At the end and when the ledge is below
you, drop down.

Grab the cable and then move up and then keep moving to the left to free the 
cable from the gargoyle. Then hop over to the ledge, and then jump up to keep
shimmying along. This is when the brick wall starts to crumble, but don't 
panic, just keep going and then jump down when you are over the balcony. Go
in through the doorway.

Now you have to figure out how to get up to the balcony above you. Go to the 
right side and look over the pit. On the left is a ledge you can use to get 
back out of the pit, and above it and toward the middle is a cable hanging down
that you can jump to. This cable pulls a lift on the other side of the room.
What you need to do is jump into the pit and grab the fire extinguisher, then
drop it onto the lift. Now climb back up and jump to the cable which should 
toss the extinguisher onto the upper level. 

Grab the extinguisher (I'm really getting tired of typing that word), and 
go put out the fire in the corner. Once it's out, drop it and then jump up
and climb through the hole. Go out onto the balcony and start climbing the 
cable. All you can do is keep pulling yourself up, so keep going up even when
you are falling all over the place, but once the end of the cable is above you,
just climb up and jump onto the balcony with that lady.

Sequence 5: 24th Floor

Go inside and pick up the trash can and use it to smash open the door. Just go
through and move to the pit to trigger the scene - so sad. Go grab the table 
and push it to the nearby wall. Jump on and then jump up. Shimmy to the left
until you are past the wall and into the destroyed room. Climb up and then 
go to the corner to get near the switch. Pull it and then jump down and go
up the slope.

Move foward and pick up a chair. Walk to the wall and then go directly up to 
the flame that is blowing down from the ceiling, not the one by the wall
where you got the chairs. Go up and put the chair into the flame to light it.
Look right and you'll see the path. You don't have forever, as when the 
chair is getting too hot you will toss it away. The path is a sorat "S" shape
and when you get to the end, just jump toward the security guy. Scene and 
then end the episode. Be sure to save.

Episode 2 - Questions

Sequence 1: Unexpected Meeting

Okay, so she isn't gone. You need to beat her up. You could use the gun, but
even better to use is a big spoon. You'll find them nearby and you can just 
swing them around and you'll eventually get her. You need to knock her down
twice and then go drag her to a fire somewhere to get rid of her for good.

After the fight, go back to the corner of the room and jump to the cable. Climb
up and some kind of swinging pendulum will start swinging through the hallway.
Just jump over when it's goes by (big duh), and then hop down the hole. Grab
the fire extinguisher and then smash open the door nearby to trigger a scene.

Sequence 2: Reception Hall

After the crash, try to pry open the doors. Then turn around and help her up,
then you jump up. Just move to the other elevator lift and hop in, Sarah will
jump in soon after. Go out and grab the flashlight and ammo box from the dead
cop, then go right into a stairwell. All you can do is grab the items, then
come back out and head up the hall, and have the gun equipped.

*NOTE: If your flashlight dies or gets dim, you should have a few batteries in
your jacket.*

A few little critters will attack, so shoot them down or they'll mess you up.
Once they are gone, go up and to the right to hit a door that you cannot 
open. Across from the door is a room with the switch, as well as a locker with
some items; leave the baton there. Go to the power box and move the wires
near each other to get the power on. A scene will trigger dumping a demon
in the area. Pick up and use the baton to take him down, or use the one axe
down by the fire. It could be best to use the axe because you want to light a
chair and burn the demon after you knock him down. 

Before you go through the door, you can grab the fire extinguisher and go back
to the stairs and put out the fire to grab a mosquito spray. Then take the axe
as you go over to the door. You need to input a code at the keypad. Just enter
943, which is somehow smaller blood splats to larger - opposite of what you
would think. Leave the axe here by the door before you go down the steps.

You have to fight one more demon. Use the axe to pound him, then go get some 
fire when he's down and burn him. Then you can go down the steps and use 
the extinguisher here to put out the fire and go into the parking lot for a 

Sequence 3: Do I Know You?

After the scene, go to the car and shoot out or smash open the windows. Get in
and then look around to see demons incoming. They'll pull you out, so get up
and quickly run to the burning car to the right. Pick up the long metal pipe
and use it to knock out the demons. When all three are out, pick up the 
baseball bat, set it on fire, and then go drop it over each demon to set them
on fire; you could even try to burn them with the bat outright.

Once they are taken care of, get back in the car, turn on the lights, and 
then look around until the wire icon appears and enter the hotwire game.
You need to switch until you have the green wires on top, them push them
together. A gauge will pop up and when the line reaches green, press the gas
button (the shoot button). 

Sequence 4: Parking

Now you are driving (for better or worse). Move up and turn left until you fall
through a hole. Drive around and up to the ramp to get back on the level you
fell from. Up the ramp you'll see another ramp, so make sure all the debris is
out of the way, then charge forward to jump over. Now quickly go around this
corner and make your way straight ahead until you crash. 

After, turn on the flashlight to see and then turn around and go into the 
utility room. Pick up the batteries on the shelf, then put one from your (not
from a battery box of 8) and put it in your flashlight. Then drop a battery
box (not a full one), and then grab the lighter off the shelf. Equip it and 
go over to the car to find the gas trail. Light the end of it and the car will
blow, opening the path.

Go through and just head down to the end, you'll see a demon commit suicide.
Head over to the corner where the fire is and light the chair on fire, then
take it to the right and toss it to the wooden boards. As you wait there is a 
fissure that will come after you. All you can do is run and when the front is
close to you, turn and run in another direction (I hope you know the use 
button is to run). Just run for a little while and then the fissure goes after
someone that just appeared.

The boards should be mostly burnt, so just go through. There is a health spray
by the dead woman, so pick it up (may need to temporarily drop something in
your jacket), and use the spray to heal most of your wounds. Then head for
the cab to trigger the scene. Get in the driver's seat and turn the key.
Go through the door, then turn right and smash the next one.

Sequence 5: 59th Street

*NOTE: If you go into first person on the 360 and manage to do this scene,
you get an achievement. It's not easy, so maybe come back to this later.*

Go around and up the ramp to hit the street. After the scene, speed forward.
Take a left, then run forward and go right, the right, over the jump, then go
left, but stay on the right side of the road to avoid cars. Keep avoiding the
cars, go left around the building piece, keep going, go straight through the
next piece of skyscraper, then stay to the left to go around the hole. Then
avoid the burning car, hang a left, stay to the left as you zip down this 
street, try to go right so you can avoid the cracks in the road (you have a 
lot of time if you get stuck, and then zoom down this straight road.

Hang a right and get on the sidewalk, go through the swingset and take the
road to hang another right. Down this straight road go through the platform
of pipes and dodge the cars and when you get to the end go right. Inside the 
building go up the steps. Head straight, go over the pipes, and then ramp to
a spectacular crash.

Episode 3 - Painful Answers

Sequence 1: Call 911

You can pick some things off of the dead guy. Go toward the bridge and you see
an ambulance on the bridge. Turn around and help Sarah up, then go pick up the
phone by Theo's body. After the call, press the PDA button. You can check the
messages, documents, whatever, but then open up the phone tab. Input 911
and press the call button. After that, turn around and head toward Theo's
body to trigger a scene.

Run around the bats and head for the bathroom up the hill. Go in and the door
closes behind you. To the right is a room with a medical box. Grab the spray
and the bandages. You get a message telling you what to do. Just press the 
"look at wounds" button to look at your gash and press the shoot button to 
wrap yourself up. 

Now turn around and shoot down the wire by shooting the holding thing above
the doorway. Go out to see the cracked wall. Open your jacket and let's make 
a bomb. You have explosive bottles and handkerchiefs in the locker. You can
combine the two and set it on fire for a molotov, or just toss the bottle at
the crack and shoot it, your choice. 

*NOTE: Feel free to set combinations of items and set them to your quick
menu for when you need them in combat. Such as the lighter and mosquito spray
as a flamethrower, or ready another bomb. 

Sequence 2: Down the Fissure

You can hang over the ledge and just drop down if you want. When you do reach
this ledge, shoot the glass in the floor and drop down, then drop down another
opening. Then look to the other side and jump across the gap, then another.
Now go around the other side of the bus, maybe switch to third person view,
and then jump up to the bus. Now, the back of the bus cannot fall, so just grab
the body in the middle and drag it to the back, then quickly do the same for 
the third body toward the front. Now you can go to the front of the bus and 
open the door.

Step out and go forward and jump to the platform below. Look to the left and 
grab the chair in anticipation of the demons. Go set the chair aflame and 
chase down all five demons and burn them; the last one is big, but one touch of
fire and he melts just the same. If your chair is tossed, use the lighter and 
one of your sprays as a flamethrower. After the big guy is gone, jump down to 
the lower platform.

*NOTE: If you have an explosive bottle, feel free to combine it with your 
gun to make fire bullets, which are just as effective against demons.*

Feel free to pick up this health spray (even dropping those glowsticks if you
have batteries for the flashlight). Jump up to the ledge and shimmy over. When
across the beam, hop down. Look up with the gun equipped and shoot the knob
of the door to drop down a rope. Climb it to the top, then turn around and 
jump down to find ammo and a spray. Feel free to toss the mosquito sprays as
the health sprays double as being usable for the flamethrower combo. Go back

Move forward and then look right and jump to a ledge. Shimmy all the way up 
and then tap the button to pull yourself up. Get in the car and get into the 
middle of the backseat, then push up to get in the passenger's seat. Open the
glove box and swap out this new spray for one that isn't new. Now get in the 
driver's seat and get out. The car drops, then climb the rope to get into the
sewer opening.

Hopefully you have a bottle. Equip it and the gun. Toss the bottle at the 
cocoon and shoot it to burn it; there are more bottles and some ammo in the
pit, ammo on the right side. Jump down and then climb the ladder.

*NOTE: There is a goldfish in the water at the start of this sewer, under the 
cocoon. Aside from burning it for an achievement, shoot the goldfish for 
another. 360 only of course.*

Sequence 3: Filthy Waters

Just go forward until you hit a call - Edward is your name. Move forward after
and an explosion will electrify the water. Go to the right and then hop over
the water to get to the power box. Grab the wires and you'll see the two 
lights turn on and off. What you need to do is bring the wires close when the 
green light is on, but don't touch the wires. That should overload the power
and clear the water.

Go through and you'll see more dangerous waters. Go to the right, kill the 
critter, and then get out the wires of the power box on the wall. The green 
light is more unpredictable, but just press one wire toward the other, and when
you see the green light, bring the other wire close to overload the power.
One little monster as you come back up. 

Continue and you'll hit another pool of water. Seems like you're stuck, but
jump to the right and you should grab the metal bar along the ceiling. Some 
steam valves will blow and cause some hazards for you, so just move and wait
for the steam to subside before moving. 

Now your goal is to move that wire out of the water so you can get to the door.
Go into the side room and there are a ton of items on the shelves and in the 
locker. First you need to grab the paddle or a pipe and come to the water. 
Swing the paddle/pipe so that you can hook the wire onto the broken pipe along
the railing. Once it is there, go back into the room and grab one of those 
canisters, or make a bomb. Come back into the water and use your explosive to
blow the door open; if you go back to the room with the items, expect to fight
a lone demon.

So go through the door and proceed until you hit a scene. This enemy is just 
a black goo on the ground. You need to equip your flashlight, hopefully with
plenty of power, and aim it at the goo to make it retreat. First, get into the 
pit and at this end there is a light that keeps the goo away from this end. 
Now hold the flashlight at the goo until it backs up as far as it can go. You
just keep holding it far away and move forward because the goo is not behind
you, you just have to make sure you get it all. Just move it all to the other
end and then jump to the opening on the right.

Now a puzzle that has a little bit of everything. First, go forward to the 
flame and turn the valve on the wall to turn off the gas. Feel free to get more
items if you need them. Now come back to the water area and you'll see a nest
for these things (called they are called Ratz). Again, I say combine the 
explosive bottle with the gun to make fire bullets, then shoot at the nest to
take it out, then clear up the ratz (what a stupid name). Now go to where the 
nest is and pull the wire from the water. Then get in and go turn the valve to
turn off the fire by the ladder; not sure what those little mounds are in the 
water, so avoid.

Go back to the room with all the items and grab a chair. Set it aflame with the
leaking gas. You will use this chair to walk through the black goo as you walk
to the ladder, be sure to drop the chair near the ladder so you can safely 
climb up. 

Just go flip the switch on the power box and note that the wire will fall down.
Go up to the fence and see the bats clinge to it. Now go back and turn the
power back on, then pick up the wire and touch it to the fence to fry them.
Open the door and go up the ladder.

Sequence 4: Stitches and Truth

Read a message you get from Crowley, if you want. Now, finally we are in 
Central Park. No, you are not held to just one path. You have many ways to get
to the destination marker. But, there kinda is just one way you can go.

For one, you had better make some fire bullets now to fend off the bad guys 
that attack you at the start. Follow the road down and you'll see some humanz
down there. But before you go down there, notice the cart near you. It's being
held up by a body under the wheels, so move that body, drop it, and then 
quickly pull out your gun and fire and maybe you can get all three in one hit,
otherwise just waste them with fire bullets. Take the steps to the bottom and 
go right to find a trash can with some items and ammo, then come to the right
for more items and a few ratz.

Keep going down this right path and you'll hit a cart. Get in and drive it 
back the way you came. Follow the road and you will pass by some ratz and a 
car, and you can get the car if you work fast enough, and it may be best. 
Either way, keep going and you'll turn to go left, but down the way is a big
enemy. Can't run him over, so either get out and fight him or just keep going
and hope he jumps off, even try crashing; it's just best to go around him 
though. Then just keep going until you get close to the marker.

You need to get over this ramp, but there are more than just cars in your way.
It say get out of the car and quickly hop over the debris and make your way to
the car on the ramp. It will fall and at some point two big demons will come 
out of the ground. If you have an explosive bottle or health spray, get it 
ready and stay on the ramp. You're here for two reasons: one is to have moved
the car on the ramp, and the other is so the enemies can move the debris on
the ramp. When they move some of it, toss a bottle and blow it on them. If you
only get one, run past him and look to the vending cart for another canister.
Lure the enemy (or both) to this canister, stand back, and blow them both at

Now you have a few options. For one, there are two cars nearby, on the right
side, and each has some items in the clove box. Use the health sprays to heal
yourself and make sure all your sprays are fresh; and if you brought the car 
from before, don't forget to check it's clove box too. 

*NOTE: Remember, use the lighter and a spray to set bodies on fire if there is
no fire nearby.*

*NOTE: This next little section is completely optional. If you feel like
it, just ramp to end the episode.*

Roots of Evil (3)

Secondly, notice that on your radar there is a weird marker to the right. You
can go over there and fight three big demons at the gate, and there are some
items behind the dead bodies on the bench, some explosives in the grass. Kill
them and drive through the gate. There are enemies sprinkled all over, and a 
little bit of looking will likely lead to you finding some explosives and 
sprays near each. However, you don't have to go inside the building here, you
can just go back and ramp off.

If you wish, go to the front of the big building and go in. Go down the steps
and at the bottom are some items to grab. Go toward the doorway and look across
the room to see the ratz nest. Shoot some fire bullets over there, or find 
another way to burn it. Then kill the ratz before going to face the first 
Root of Evil. It actually can't harm you, so just burn it with a flamethrower

Notice the power box on the wall. Go to the opposite corner behind where the 
root was and press the button. Now come back to the box and get the blue wires
in hand. You don't hold them too close, just barely move them toward each other
and the circuit will be complete. The elevator will open so get in and take it
up. Have a flamethrower ready.

Once you step out a fissure will attack. Hopefully you can just burn it with
one good hit, you be sure to stay moving too. There is also a canister to 
blow up nearby and you can make your own bombs. Once the fissure is burnt, 
go to the right and burn the Root in the little hallway. There are items in the
next room, and if you come back there is another room by the elevator that 
has more items; don't go out onto the balcony just yet.

Now go to the left of the elevator and there is just another Root in a corner.
There is a locker near it, but that's pretty much it. Now go to the balcony,
grab the water line, and rappel down to get out of this place. The building is
all clear and nothing left for you to do here. Probably no cars nearby, so 
you'll have to run back, and there are two bridges on either side if you want
to run back to the ambulance from here.


This little bit is in case you skipped on the roots.

As for the ramp, just make sure there is absolutely no debris at the bottom of
the ramp. This is crucial because even the tiniest of debris can throw you
off balance. Once stuff is cleared out, back up down the road a good ways,
about a 100 yards or so, and then charge straight at the ramp. If you make it,
you'll trigger the scene. 

Episode 4 - Fight Back and Loss

Sequence 1: Ride to the Museum

Last chance to go for the roots. Just run up the marker at the building nearby
and go inside through the doorway at the other side. Go in and there will be
some rumblings, so get out either a flamethrower or fire bullets. This is 
called a Vampirz, and you just need to burn it. Grab a spray or two and then
run back out and to the car. Just get in and turn it on.

*NOTE: Whoever made this section of the game was clearly on crack, or they
just thought that having no sense to this segment made sense.*

Now is a very bad riding sequence. You can either go fast or hit something
to shake the vampirz off, but don't think about crashing. As the ride starts,
go straight down this road, and then you have to turn as the road ends, so 
go a bit down the way and then cut through the grass to get back on the main
road. Blaze down and then hang a right.

Go forward and a car will go in front of you. Just follow it until you can
pass it, and soon after you'll need to cut into the grass again. And again,
quickly cut back to the left to get back on the main road. Just follow it and
through the rubble, and hopefully you can see through the smoke coming out of
your engine (maybe switch to first person). And then you're on the home 
stretch. Just take it easy, avoid the curbs and anything that can mess you up,
and when you get to the falling tree you have survived.

Sequence 2: The Nest

Well, so much for surviving. This is a boss, I guess, but it's not that hard.
You need to toss four explosives into the base of this thing and blow them up
with a bullet; maybe you could tape up four bottles and toss them at once, but
I wouldn't advise that. For your protection there are just two walls to hide
behind on either side from where you start. You can't stay here forever, but
you can heal yourself while hiding here. 

More importantly there is an almost endless supply of explosive bottles for you
to pick up. The plan is to have one, equip it and the gun, then run to the
left side of the base, get close but not beyond the columns, toss the bottle
and hold the button to enter slow mo, and then blast it. There is a second-long
mini scene and then you need to quickly run back to your cover as the batz
monster will start throwing more debris at you. Just repeat this three more
times and it will go up in flame. 

Just go up and during the scene you will read a message. Now you can free-roam
a bit more. Get in a car and head toward the marker on the radar. After getting
pegged by a few enemies, if you follow the road you should eventually see 
another static spot on the radar.

Roots of Evil (2)

Go to the right side of the Lakehouse with fire bullets in the gun. There are 
four, quick humanz here, so take them out. Now go in and burn the two roots,
and you get another message about your improving spectral vision. Collect
any items as you exit the way you came. Reunite with Sarah and get in a car to
continue on.


Sequence 3: The Kidnapping

Now head for the destination marker. You'll see that you need to jump a gap,
but there is no ramp. Turn around and you'll see a tow truck. Get it and 
drive it toward the gap, the open part; Sarah tells you where to put it (yeah,
I wish). Then get out and press the button on the side, and then go to the back
and shoot off the two locks to let down the ramp. Head for a car and on the
way you will lose Sarah. After she is gone, quickly go to a car and head up
the ramp before the enemies get you.

Sequence 4: Fight the Living Scar

Go shoot the lock off and go through the gate. Have a molotov, flamethrower, or
some fire bullets in the gun. This fissure is much faster than the last, so 
you'll need to be quick. You can light a molotov and drop it and hope the 
fissure runs into it, that is an option. Otherwise you'll need to aim quick
and burn thing. 

*NOTE: Maybe try taking cover on the playground.*

After you take it out, go to the pipes in the fissure and jump over. Go to the
power box and either shoot or knock off the metal cover with the bat nearby. 
Grab the wires and bring the red ones close until the power is on. Pick up
the call and then get on the lift when it arrives. Press the button to go up 
one level. Get out and go into the closet on the right for some health and 
explosive bottles. Use them to make some fire bullets. Now come out and head
toward the other door for a fissure to come out. You can shoot it with fire
bullets and hopefully hit it quickly. 

*NOTE: You can get back on the lift and go up one more level, but it's only 
got a spray bottle if you even need it.*

Before you go through the door, go pick up the fire extinguisher in the closet
and bring it with you. Use it to put out the fire in the hallway and then 
hit a call. After, you can turn around for some items by a little kitchen 
area, make sure you are full up on explosive bottles, then head down the hall.
When you turn the corner you will run into a big demon, bigger than the big 
ones from before. You need to use the "toss the bottle and shoot it" trick, 
but then you have to toss another to quickly burn the body; you have like 
five seconds to burn the body. You can wait behind the table for the fire to go
out, or go back around the corner, and this may be best as there is another one
that appears and you can get both at once. You should run up close, toss a 
bottle, hit it, then toss another once you've confirmed they are down. If you
for any reason run low on explosives, there are more at the kitchen, even some
in a cupboard.

Once you take them out, go back to the kitchen area and grab the gas tank.
You need this to blow off the door at the end of the hall, but maybe you can 
just drop it by the door and it will knock it open. Either way, go through
the door and you see what has become of Sarah.

Episode 5 - Not Alone Anymore

Sequence 1: Bring Her Back

Grab the axe and swing it under her to drop her down. Now you need to revive
her. To perform CPR, watch the heartrate line and you need to time the button
presses with then a beat goes by. Do this 8 times to do mouth to mouth, which
is just holding the button down. Repeat once more and she'll be back. 

There are a few items in the cupboards, but you can't dally around for too
long because there is a pretty much endless stream of ratz in the main room.
You can go out and shoot some nests, but there are more that you can't hit 
from here. From where you came out of the snack room, go over the web of red
stuff and look up to the left to see a wire. Shoot the two things holding it
up and then shoot off the ratz. Climb up and pop the nest up here. Shouldn't
have to worry about any critters attacking, but be on alert just in case. 

You'll see some wooden boards from where the nest was, so blow some fire onto
it and then just wait for the fires to die out and clear a path. Go through and
follow the path down some stairs where you see some sacks. Just burn them by
tossing a bottle. If you want, you can move the rock in the hall to open the 
door and go get supplies if you need them.

Sequence 2: Museum's Visitors

When you go around the corner you see a body on the lasers. Those lasers need 
to hit their points on the wall in order for the door to open. You should move
the body and quickly try to run through or else the ratz could get in the way.
If they do, pull the body back and hope they go after it. If not, then you'll
have to kill the ones on the lasers and jump through the door.

Go down the hall and you see a ton of ratz and some nests in a room. Go left
and into the kitchen and grab materials to make a molotov (either a tissue 
or bandage and some kind of explosive) as there are plenty of the items you
need all over. Combine the cloth and bottle to make the molotov and equip it
and the lighter. From the kitchen door, go forward to the cracked wall and look
up to see the opening. You need to light the molotov, then toss it through the
opening, and then just wait for the door on the left to open up. 

*NOTE: You can set bodies and those seem to distract the critters for a while.*

Run through and you'll hit another door that shows another puzzle. You can go
back to the kitchen to grab more molotov materials and the double-sided tape 
in the locker. Come back to the door and kill any ratz that are not using the
vent; there should be just one that uses the vent to go back and forth. Now 
make a molotov and also put some tape on it. You need to hold both in hand and
wait for the rat to just come to the blood puddle, maybe light the molotov
just before he arrives, and then tag him as he shows up. If you were just 
early enough in lighting the thing, when he goes back he will burn the nest
and open the path.

*NOTE: Before you go through, make sure you have as many sprays as possible,
then fill the rest out with explosive bottles.*

Go through and you will hit one frustrating section, especially if you're low
on health and low on flammable items. There are two demons waiting for you,
but so long as you stay back you can pop them from afar. Just use fire bullets
and if you can close your eyes to see their fissures, that helps. Shoot them
and when you come out there will be four more enemies dropped into the area.

You need to quickly run to the right and there is one bottle at the doorway 
and hopefully there is another on the shelf (it could be there, and then it
may not); don't worry about the medical box in here, it just has bandages. 
Now run out and you can choose to either toss the bottles and blow them up,
or maybe use some sprays you have, or whatever, just take out these four 
enemies as quickly as you can. There is a fire source at the other end of the
room, as well as a sword and some ammo, but if you have no items on you, you'll
have to use that fire and the chair and hurl it at your enemies (toss with the
shoot button, maybe). 

So once you kill the enemies, aside from the weapons and ammo, there is nothing
else to grab on this level. When you go upstairs, be ready for three more 
big enemies. One is at the top of the steps and the others are down the side
walkways. If you have bottles or a flamethrower, good. If not, you'll have to 
go around the upper walkway to the left to hit the fire source up here. There 
are two more chairs up here you can use to burn and then toss, but the big 
guys move strangely around; they could jump right to you, but if you stay in
the corner of the fire, they seem to glitch up and just jump around. So you'll
have to run out of that corner to lure them out. But again, if you have items,
use those.

Once all seven enemies are dead, go to the left side of the stairs to meet the 
guard calling to you. He eventually opens the gate and you may pass. Go down
the stairs with your flashlight ready. Follow the path to a laser grid which
goes away if you get close. There is more of that goo in this hallway, but 
now you have some lights to help you out. The idea is the same as last time,
hold the light to keep the goo at bay, but this time there will be goo behind

For this first light, get in the corner and then look down the hall. Hold the 
goo back and then wait for the moving light to get close and get in it to the
other side. Jump on the pedestal just in case. Again, hold the light back with
your light, then run to the standing light. Hold the goo back and run to the 
next light. From here just clear the goo to the doorway and then jump.

Go to the panel on the left and try to use it. Turn around and head back the 
way you came, but thankfully a guard will show up in a cutscene to let you
through. After that, go in, open the elevator, get in and try to go down.
You'll get stuck, so get out and then head back to where you came in.

Sequence 3: The Huge One

Okay, a boss battle with some challenge, especially since you probably have no
health sprays and there are none in this arena. As soon as the battle starts 
you need to quickly run to the left, behind the pillar, and hopefully he 
doesn't get you. 

Now, stay here until he is down throwing his daggers, which you can either 
barely peek around the pillar or just wait for the impacts to stop. If you
already have fire bullets in the gun, great; if you can make some, even better;
if you have none and no way to make any, sucks for you. There are fire bottles
in the corners of this room. From where you you are you'll have to run to the 
corner on this side, and there is only one bottle. You'll have to run in
between the daggers to be safe. 

Here is a map of the arena from where you start. The (*) are the bottles 
sources. I am not sure if there are 3 at the bottom one, but I got two from 
there and then there was another after. There is even ammo around the two 
opposite corner sources.

	|*	  *|
	|	   |
	|	   |
	|	   |
	|	   |
	|	  *|
	|	   |
	|	 3*|

Once you have fire bullets, wait for his daggers to stop and then pop out and 
shoot at the three flame spots on his upper body. Now retreat to behind a 
pillar, within the lines of white light as this means you'll be safe. You stay
here until he get close and then he will crush the pillar, so when you are no
longer protecting your head, just run to a pillar. 

Now you need to toss explosive bottles at him in between dagger flurries. You
will toss when he is charging up, and make sure your tosses don't fall short. 
After each hit retreat to a pillar and run when he is close. Then make your 
way to more bottles if you need them. Connect three hits, avoid getting hit 
too much yourself, and it should be a little easy to take him down. Again,
just make sure each toss makes it to him; even run toward him to close 
distance if too far away.

Sequence 4: One Step From the Truth

If you need more bottles, feel free to check the spots for more. Then go to
the panel on the opposite side and test it out. No good, but of course the
"key" is sitting right behind you. First, shoot down the sword to the left of
the door, then go over to the right side of the dead guard. Hold the sword 
over your head and then drop it down. If the arm is cut, pick it up and take
it to the panel. 

Drop it, if you would, and go through the next door to finally hit some more
items. You got a health spray in the med kit and more items in the locker.
After you stock up and heal, head down the hall to hit an elevator. Open the 
lift and then shoot the thing holding the wire. Now go down the rope to the 
bottom, then go into first person and press the holster button to whip out the
gun. Shoot the lock and then jump through (reload button, maybe). 

You can go right for an axe. Go left and at the very end you'll run into two
big demons by the door. DO NOT SHOOT THE GAS TANK NEAR THEM!!! You need that 
to open the door because I believe you are stuck if you have no explosives. So
just make some fire bullets and use them to take out the demons, or use one of
the many tools to kill them. After they are gone, pick up the tank and set it 
in front of the door. Stand back and shoot it to open the path. 

Go in and down the ladder and approach the door for a scene. 

Episode 6 - The Truth

Sequence 1: Room 943

It starts as a scene, then it becomes a sorta investigation. After it's dark,
move away from Sarah and then get close to trigger the next part. Now you 
light should be flashing, so close your eyes and look at the desk to see a 
ghost pointing at a paper on the wall. Look at it. Then the music starts, so
close your eyes to see him pointing at the record. Go look. Then turn around
and close your eyes again to see the ghost point to something. Look at that 
and the mystery is almost complete. Look toward the bathroom and blink again
to see him pointing at a bottle. Go look and then the puzzle is solved.

After the scene, blink and look to the metal locker. Open it, stand back, and
then look at it until the path is opened. Go in for a scene and some messages.
Read them and then exit to see the strange room. Drop an item in the left side
of your jacket, tape or bandages, and then grab the lens. Go back to the room,
equip both lens and flashlight, and then point the beam at the red symbol on
the wall to open the path.

Sequence 2: An Ancient Path

Just head straight, ignoring the side alcoves that have nothing, and then use
any fire source to burn the ratz nests. If you don't have fire bullets, there
is a fire source and some wood, but you can't jump across the gap. Even better
than using crude tools, go to the left and get in the forklift. Take it down 
the ramp and use the lift to push up the bridge. Now you can cross that bridge
to burn the nests, and then use the forklift to crush the little beasts.

No more enemies, so just get in the vehicle and drive it down the hallway and
into the next area. There are no items, so don't bother looking. Stay in the 
lift and drive it to the right of the raised surface. If you look closely, 
there is a space under a beam that extends toward the wall. You can lift that
beam up and you'll make a ramp, just make sure there is space to get in and out
of the lift. Raise the ramp up and then get out. If you don't have fire, grab
one of the wooden objects down the room and bring them near the fire. When
you pull the switch by the torch, be ready for one demon. Now get in the lift,
drive up the ramp, and move the containers out of the way.

There is a locker to the left that you want to raid, but there is also a spray
can over the fence on the right. It takes way more effort than it's worth, but
you'll need to stack these containers (which I will call crates) so that you
can get over the fence. Just knock down one crate from a stack of two, place it
in the middle of the fence, and then take one of the two stacks and place it
on the left side of the fence. Use the crates to jump over and get the can.
Now to get back you have to use the locker things on the right and then jump
to the one to the left and then hop over.

Go into the next room for a message, then make some fire bullets and shoot the
two nests, one above you and one across the way. Some of the ratz may not pose
a threat to you, but you can shoot them all if you want. 

Now the puzzle is to stack up the crates so you can get to the upper walkway.
Simply grab a two stack and carry it not as far to the left as you can take it,
which is by the ladder, but a little bit short. Then take a single and set it
next to the stack. Jump on them, look to the platform above and jump to it.
Flip the switch and then jump down. Drive over the raise platform and then get
out to flip the switch by the door on the right. Of course it doesn't just open
all the way, so just use the forklift to raise it up. 

Get out and head down the long tunnel. Use the lift at the end to go up, then
through another switch to breathe the fresh air.

Sequence 3: Light From the Sky

All you can do is go forward to trigger a scene. Now comes another one of those
trial and error spots. Do not go into first person, it doesn't help. Just stay
in the beam and run when you are falling behind. You have a little bit of 
room to get in the black goo, but you can't be in too long. The best advice I
can give you is to stay in the front of the light, and when the beam is toward
the wall be ready to turn. It's just two trips around the pit until the scene.

That's it, pretty short episode.

Episode 7 - The Path of Light

Sequence 1: Hang On!

Start climbing and stuff will fall. The bigger pieces you don't need to 
worry about, but when a single rock falls down the middle, move to the side to 
avoid being hit. All you can do is keep going up as the chopper slowly starts
to fall over. You'll need to regain your balance many times if you are hit,
and when a beam falls try to jump away to avoid it. When the chopper is just
about over, the gas lines will burn, so avoid those. Soon after you'll be 
forced to climb on the left side, and you need to get even with the train car
and then jump over before the chopper falls; you have a few tries, but you 
don't have forever. 

When you make it to the train, hop in the hole and then head up, but the train
falls over. There is a rope when you drop, so get on and climb yet again. You
need to be in first person and you need your gun unholstered as you climb.
When you see ratz, shoot them down quickly; if they get you you need to regain
your balance quickly, then worry about blinking, but you will most likely have
to start from the bottom. Just be sure to hit them as they appear. You'll need
to hit two waves as you get up, then one more wave when you reach the top, but
when you see a ton of ratz all over, the train will fall and you'll be safe
from them.

Sequence 2: Subway Station

Keep climbing and then head to the front of the train. You see some normal
people in a train car, but you need to worry about the ton of demons coming
after you. 

There are just four, then another group of four, and then a big one; also there
are ratz all over (no nests, so if you have the fire bullets to spare, shoot
them). What you want to do is run forward and the enemies appear, but ignore
them and run to the right of the stairs and into the bathroom. Head into the 
utility room and stock up on plenty of items. You can use sprays on the first
two waves of enemies, but you should use a bottle as an explosive on the last
big guy. If you need health, jump through the open vent and follow it to the 
other side, use the pipe to open this vent and hop down for another utility 
room of health items. This room is on the other side of the stairs, and just
to be clear, you don't need to come here unless you really need health.

Now that you have items to fight with, come out and use the flamethrower to 
kill the first few waves of demons. Use fire bullets on the ratz that are 
around whichever end you are, but you should probably be in the area in front
of the stairs as the enemies spawn down the tracks. Spray or fire bullet the 
lesser demons, and once they are gone keep an eye down the tracks for the 
appearance of the big guy. Remember, he throws daggers, so hide behind cover,
wait for him to get close, or approach when he doesn't realize you are there,
and toss a bottle and shoot it to burn him up.

*NOTE: You also get a message when you go into the bathroom, so you can 
either read it when you get it or later.*

After the fight, refill in the two bathrooms and heal up, killing any ratz.
Then come to the train and lady will let you in. Jump in and follow, but of
course it's not that easy. Just wait until the short ride stops. Then go to 
the wall, look up and to the left, and then start shooting down the ratz (no
need for fire bullets). Then jump to the rope, climb up a bit, jump to the 
other one, and climb into the... thing. 

Sequence 3: Reach the Old Castle

Just move along and you will climb your way out and back into the park. Read
the two messages and then head for a nearby car (you just climbed out of that
bit bat, FYI). You'll need to hotwire it, so touch same colored wires until 
there is power. 

Now, you can go to the old castle right now, but all that does is give you the
message that you need enough Spectral Vision to solve the puzzles. That is all
this section is about.

However, let us now go on a hunt for the needed amount of Roots of Evil. You
need a 30 Spectral Vision rating, and you can see your total in the GPS, along
with a few marked root locations. We will take the ones that are marked on this
map. If you need help finding them, refer to the Roots of Evil section of this
guide for more. Get 30 SV points and then head to the castle.

Sequence 4: The Eye of Central Park

When you show up, hopefully you have a spray can and you can burn the fissure
that attacks; there are a lot of bottles to the north and west of the castle,
on the steps. 

Now, you need to find six symbols and shine your light on them. First go into
the castle by breaking or burning the door. Remember, close your eyes to see
them, and then equip the lens and flashlight combo (the flashlight needs to be
on). You need to shine the light on the symbols at the same size, then hold it
for long enough for the scene to trigger and put the symbol on a floor. Also,
you need to close your eyes for long enough for the symbol to stay on the wall
for a while.

1. A painting is behind the counter. Knock it down with a chair and then shine
your light.

2. Now come back outside the door, blink, and you should see the symbol at
the corner of the building.

3. Another is to the northeast, at the patio thing, on the south side wall, by
the fire.

4. At the southwest side of the castle on the outside, there is another.

5. Now head to the south of the castle and take some steps to the side of the 
castle, but two demons pop up so handle them. The symbol is right above where 
they appeared.

6. Now go back into the castle, and make sure to have some fire bullets in the
gun combine any liquids, keep the full bottles, drop the incomplete ones, and
then grab as many bottles from the area and in the locker inside the building;
don't forget to stock up on the other items around the counter. Look into the 
room and you'll see the black goo. You have glow sticks that you can use, but
all you need are two chairs. Light one on fire and toss it to the upper right
corner of the room and hopefully it doesn't land anywhere directly in front
of the symbol (if it does quickly go in and pick it up and move it to the right
of the symbol). Now get the other chair, light it, and carry it to the upper
corner and drop to the left of the symbol, more along the middle of the wall
and not directly in the corner. Hold your eyes close to light up the symbol, 
stand back a bit from the wall, and then light it up. After that, jump on the 
counter to be safe.

*NOTE: The cable is reachable from outside the castle if you come around to
the east side and from the north jump to it. Just in case you fall.*

From here, head to the window and jump out to the rope; of course only if you
got the other 5 symbols. Climb up until you are level with the roof and jump
towards it, make sure you are facing the roof. After the call, either burn
or blow up the big guy and make sure you burn the body quickly; there is an axe
inside if you really need it. After that, go in, pick up the fire extinguisher,
put out the fire, and then go up the stairs. Two messages to read, then on
the lift. Get on the telescope thing, look to the moon, point put the moon in
the circle, and I believe you press the shoot button or just hold it there to
end the episode.

*NOTE: There are two moons, but you want the one up high and the one that seems
to not be giving off much light.*

Episode 8 - The Light Bringer

Sequence 1: Evil Roots

Get off the scope and now you may notice there are a ton more roots on the 
GPS. You can go to the marker way to the east, but there is little reason to
as you can't see nothing. You now need to seek out more roots until your 
Spectral Vision is to 75. Again, if you need help, see my Roots of Evil section
for more.

*NOTE: I thought it was only 50, but people have suggested it's around 70
or so.*

*NOTE: The only reason to get all 100 SV is if you want the achievement on the 
360. Sure, you can have blink and have the enemy fissures stay visible for 
much longer, but it's not like you can't see the fissures and it's hard to hit
them anyway.*

Once you have 75, head east, way east to reach the Secret Entrance. There is a
shield all around it, so close your eyes to see it. In front of the building
are items in the path. Use those to make a molotov and toss it over as far as
you can. Just wait a bit and hopefully the scene of the root thing burning 
will play. Go in, look to the right, close your eyes to reveal the symbol on
the wall, and then shine the lens on it. A hole opens in the corner. You can't
just fall down. Look to the pole in the middle of this room, shoot the ring
holding the rope, and then use the rope to climb down the hole.

When you get to the end of the rope, jump to the left so you fall on the ledge
below. Walk into the edge so you grab it and then shimmy to the left and drop
onto the ledge. Pick up the rope, jump to get down quicker, and then take the
call. Then head all the way down the tunnel to a scene.

Sequence 2: Find the Key

Take the side path all the way down to the lift. Use the lens to light the 
symbol. After the ride, go into the room, pick up the post thing with the 
symbol on it, and drop it in front of the beam of light. Go through the open 
door and take the rope down. 

In the next room you have a nice little puzzle. First, you grab the box with
your main button, and you drop the box with your shoot button. Grab the box and
take it to the right corner of the room. Leave it on the light, let go, and 
then run to the left corner of the room. Get on the platform when it lowers,
and then after a while there is a block that will push the box out of the 
way and thus the lift will rise up. 

Go out and take the rope down, then jump to the right. Get on the next rope,
down, next rope, down, drop. Go into the next room.

Now is the grand mega puzzle as I call it. After you pick up the post, a scene
will show you the size of the puzzle, then you realize that the fire is 

Take the post down and hold it onto the beam on the right. Go down and now the
next set of spikes is active. Wait for them to retreat and hold the post onto
the left beam. Now the last set of spikes is on. Wait for them to go and then
go foward, hold the post to the right, and then go through the door. 

Take the tunnel to the next puzzle. Get on the square lift and look at the 
post. Grab it and you'll see that the ride will cut ropes as it goes along, and
this will turn on a swinging blade. For this first one you can just go, but
for the rest you need to swing the post to the left to hold the beam and then
unhold to move after the blade swings, or right as it's swinging. Then do the
same for the double blade, and I hope you know to stop in the middle. There
is a bit of a delay, so let the beam go a second before you wish to go, and 
then hold is a second before you want to hold it.

Drop it when you get across and then jump to the rope on the other side. Go 
down and jump to the ledge. In the tunnel some boards will fall. Pick one up
and take it to the opening and light it with the torch. Then take the fire
and burn the boards in your way. Go through and into the next room.

Get on the opposite side of the unlit torch and pull it toward the other 
pressure pad. Once you get it there, push it back to the first pad, that will
stop the walls from moving. Now find a piece of wood. Take the steps behind
the torch and light your stick, then swing under the torch to light up the 
boards holding it up. Once they are lit, run to the opposite side of the room
and stand on the platform. When the torch drops, you will rise and you can get
out of here. 

Don't run out over the edge. Turn left and jump to the rope. Down the ropes
and drop and go into the next room. This puzzle is a maze. You will grab the
post, light it, and then go along the path with the post as your torch.
But don't overlook the beams. You can use your body and head to hold up a 
beam, and even hold the post to the side. What you'll do is follow this map and
when not close to a beam you will run so you can get to a beam and then cut it
off with the post (walk when holding the post up). And feel free to run down
the home stretch.

	x - don't go this way
	+ - intersection

	     x |
	x    +-+
	+--+ |
	|  | |
	|  +-+
	|  x

I believe that is all right. So drop the post and go across the bridge. In the
next room, pick up a torch and light up the wooden column in the middle. Take
it down the tunnel and drop it by the wall. Come back to the room and grab a 
torch. Take it to the wall down the tunnel to read the riddle. Walk back a few
paces and you should see the flame waver a bit. Drop the torch, pick up the 
block, and then use the block on the right side of the tunnel to knock it 

Sequence 3: The Final Gate

After the scene, you and your buddy need to get in a car, duh. After the scene,
quickly turn right and run to the car down the hill. Once in and after the
scene, follow the road, even cut across the grass for a shortcut, but stay on
this northern road. Go around the truck, carefully, and when you get to the 
next truck you should turn to the left, as the museum is to the south. 
When the road starts turning east, you can stay on the road for a little 
while, but a spike will cut off the road and force you to go southwest and over
the grass (just be careful of tress and anything really). 

There are spikes in the open field, so avoid as best you can, no need to go 
too fast, and your goal is to get to the road to the south. Get on and then
dodge the spikes here. Head west, dodge spikes, go over the ramp that 
appears, then be ready to zig zag until you go through the spikes, then
the spikes get a bit more random but a little easier, and then another small
ramp. When you hit the bend that goes north, look to your left and be ready
to take the ramp that goes to the museum.

When on the museum "island," go into the ramp and go until you get to a 
walking ramp. Get out and go through the doorway, then turn right and go all
the way to the "943" on the wall and then down the ramp. There is ammo in the
locker, but if don't need it, and you shouldn't, just shoot the lock holding
the garage door down (it's on the floor).

Sequence 4: Choose For All

Now for a false decision. There is no choice here, you must aim for the left
side of Sarah's face and shoot him. After that, follow Hermes to the drill
thing. After the door opens, follow right behind him to trigger the next scene.
Then put your stone on the table and then just watch until you must grab the
stone again. 

Now you have a real decision. Either do nothing or shoot. And it's over.


Yeah, game over. How 'bout that? Well, guess all you have to do is go to 
episode 8, skip to scene 4, and then play it out the other way. At least 
you're given that. No need to play the game twice for the two endings. Both
are confusing, soooo... yeaaaah.


I believe Edward is the key to Lucifer manifesting into reality; that is 
evident by the 'bad' ending. But when Sarah takes over, that doesn't happen, 
but Sarah is possessed like the other demons. I have no clue what is supposed
to happen when Edward walks away in the 'good' ending, but if there is a 
sequel I assume it will pick up there. Just know that the devil has tricked 
Edward into setting him free. Apparently Ed was possessed for the time that
he doesn't remember, gets bonked on the head or something, and then wakes up
to fall into the trap of being possessed again. So the question is "why didn't
the devil do all of what we just did, but 70 years earlier?"

Don't go hardcore on me on this, I'm just trying to help people understand 
the game. Refer to the cell phone messages and documents for more.

For further reading, this game is loosely based on some of the "conspiracy
theories" and the like about Central Park. I'm not going into them, but feel
free to visit wikipedia about Alone in the Dark.

* 5. Roots of Evil  ( ROO5555 )                                               *

You need 75 SV to beat the game, and getting all 100 is just for the 
achievement. The episode roots are clearly on your GPS when you get to that 

*NOTE: I thought it was only 50, but people have suggested it's around 70
or so.*

Episode 7 Roots
These are the ones that are marked on your map when you need to access the 
Old Castle. You need 30 SV to investigate the Old Castle.

1. To the east of the Old Castle, in an amphitheater. There are demons guarding
it, but you can ignore them and toss a bottle and shoot it at the root, then
get in your car and drive away.
2. If you check the GPS, there is a ring east of the castle. This one is to
the southeast of this ring. Nothing special, just another root in the open and 
guarded by demons. Toss a bottle and shoot it and then get out of here.
3. This one is inside of the building to the east of the last one. You can 
go off an edge into a parking lot and loot the glove box of a car here. Nearby
and to the north a bit you will pass a locked door. There is a bottle of 
alcohol at the corner of the building nearby. Use this to blast the door open.

Go in and inch your way to the left and into the room for some supplies. Then
go into the opposite room for two bottles and this will spawn two big demons 
down the left hall. Kill them and then set the root on fire; do so from the 
locker nearby if you need to toss a bottle and shoot it. Then go to the end of 
this side for another root. Then come back so you can go down the left side.
Just two normal demons spawn and there are tons of spray cans in the room 
to your left and in a locker. Kill them and then spray the last root in here.
There is a medical kit on the wall with plenty of stuff to heal you up; grab
the bandages because you never know when you'll suffer a deep wound.
4. Head south down the road and you'll hit the end of it, so then make your way
east a bit. You'll need to beat the 3 demons, then go up the building. To the
left of it is a trash can that should have a bottle. Use this to blast your
way inside. A locker in here has a locker, then take the ladder and go down to
the middle level. There is the black goo at the bottom. Empty some space on
your right side and pick up some of the glow sticks. You only need to drop one,
but feel free to drop two just in case. Make sure you flashlight battery is 
full and climb down. Go first person and have your flashlight and hold away
the goo to the left, slowly move up as the goo is pushed back. Push it back and
then leap to beyond the safety of the light to get out of the hall.

Now, the next part. The root is behind a cage, but that cage has a moving belt
around it. You can activate this belt via a button on the console to the 
right, but there is no need for that. Simply grab one of the many bottles in
a box, head to the corner of the railing that is sticking out, which is by the
console, aim to the root and move it around until you have the cursor right on
the cage, then move it down just a tad, toss the bottle, and then shoot it. If
you did it right, you should get the root.

*NOTE: The hard way is to tape a bottle, stick a cloth in it, light it, and 
then toss the sticky molotov onto one of the moving tubes, and then hope it 
blows up over the root. Again, way too much effort.*

Now to the escape. You have four glow sticks here with you. You want to drop
one of your health sprays under the light in the hall. Now get all four glow
sticks and quick equip them so you don't have to go into the jacket four times.
Toss two glow sticks in front of the light where the goo is, then get in that 
spot and then toss two more toward the ladder. Grab the health spray and then
use the flashlight to push away the goo, make sure you are patient, and then
make your way to the ladder and get up. 
5. A much easier one. Head east of the lake, to the field with spires if you
check the GPS. If you get close you'll see a ton of big demons and the ones 
that throw daggers. You have better just run, toss a bottle, shoot it, and then
run for the car and blaze off. There are some bottles behind the root and
6. Head a bit further down this narrow road to the east and you'll hit the next
root. This one can't be hit with normal means. If you look at it from the road,
to the right there is a ramp. Take a car down the road toward the burning
cars and drive to the ramp, get on the grass, and you need to hit the ramp 
in the middle, slightly to the right. It may take a few tries and the key is to
hit the ramp going really fast. If you land on the ruined piece of road, it 
will launch a burning car and take out the root.
7. There is a narrow road that is north of the lake. Toward the start of it
is this root which is high above you. You'll notice there is a rope below it
that has two ratz climbing up and down it. Left of the rope is a trash can with
bottles and double tape, even some cloth if you need it. Make a molotov and 
tape it up, come to the rope, aim high, wait for a rat to get low, and then
toss it. He should blow up on the root and take it out for you.
8. Head west. Notice that there is a big road that makes a rectangle-shape,
well, rounded off. Along the middle is a long, lesser road. At the south end
and touching the main road, there is a building with ratz all over. Go inside,
burn the root, and then make an escape. The building should be familiar, 
especially if you were crushed during the bat chase.
9. Go south from the last one, west of the three or even four-way intersection.
Check your GPS and head to the little building that is near where you hit the
ambulance from a long time ago. It's in the building where you first met the
batz before that stupid chase.

Episode 8 Roots
These are available as soon as you start episode 8. You need 75 SV to access
the Secret Entrance to the very east of the map.

10. This one is just north of the Old Castle, and unguarded.
11. Head farther to the north, northeast of the Old Castle and this root is on
the edge of the map. This one is in a playground, unguarded, and if you spray
some fire onto the wooden board below it you are sure to burn it quickly. West
and along the road is an ambulance for sprays.
12. This one is directly east of the Old Castle, at the top of that "ring" if
you look on the map. 
13. This one is on the bridge that goes across the big lake. It's to the side,
and it's a long walk/run, so bring a few bottles in case you miss. Remember,
blast the bottle when it's close to the root.
14. This one is directly east of the lake, in the corner of the big, open hole
in the ground. You'll need to get close and then go over the side as demons
attack you. You'll see a wall on the side of the road, the root is behind
15. From either side of lake, get to the south end and this one is almost 
directly to the south of it. The root is small and hidden behind some bushes
on the ground. Also, on the street are some sprays and blood packs, and if you
want to you can use the packs to distract the batz.
16. This one is north of the museum, which is the big building on the south
side of your map, southeast of the Old Castle. It's just up the hill from the
road, and guarded by some demons.
17. West of the museum is a small pool. Head there and try to sneak up behind
the root so that the demon doesn't spot you, burn it, and then run to your
car and flee.
18. Check the map to see this one to the west of a building. If you go there
you'll see it's the same building where you fought the batz monster. You can
get to the raised area from the south, if you came from the last root, and if
you are coming from the north you'll have to enter the area from the west side
and up the road. The root is guarded, so burn it and run. There are steps on
the sides of it if you need to make an escape.
19. Head west from the last one straight down the road to hit this one. It's
on the grass around a tiny ring road.
20. Take the main road and go northwest of the last root. If it looks like that
turn during the bat chase, go south on foot to hit a gazebo with the root on
the north side of it.
21. West of here is the fissure you jumped way early in the game. North of 
where you jumped is a root on an island that is seemingly impossible to reach.
Well, head to the northwest side of it. You need to locate the ramp, and to the
left of this ramp is some trash if you need it. The hard way is to use molotovs
on the car, but you don't need to.

The best thing you can do is go up to the road and get a car if you don't have
one. There is a straight, open path to the ramp. All you need is to head 
straight for the ramp, then lean out and bail as you are very close to the 
ramp (there is a bail out button, which is the same you use to jump off ropes).
You will lean and then jump, so make sure you have time and make sure you are 
holding down the gas button.

If you hit the ramp in the middle the car should be right on the island with
the root. Now just get a gun, get on the ramp, and then fire at the car's gas
cap, which is on the lower left side of every car. If the root burns, it's
10 SV for you. Remember, stuff in the trash nearby if you need it.
22. This one is pretty much at the direct west end of the map, at the end of
the curving road. Get out and go up the walking path. There are a few enemies
to deal with, or ignore, and then burn the root and run.
23. This root is basically in the northwest corner of the map. Take the small
road and park by the large colum. Some batz guard it, and it is at the top of
the column. You can clear them out, or try to aim through them, but the 
easy thing is to just aim a bottle as far up as you can, toss, and then 
shoot. You can stand about 15 away from the column, aim for the base of the
root, and nail it like that.
24. This one is also a ramp, but much easier than the other ramping one. Head
to the middle of the big ring, rectangular road. You'll approach the open
field and see a tall island. On the south side is a ramp, and all you need to
do is go to the road and then blast up the ramp. Spray the root and then
drive off either side to get back down.
25. From the last root it's easiest to travel northeast along the northern 
road. Check the GPS for a tiny bridge at the northeastern end of the smaller
lake. Take this bridge to get on this "island" for the rest of the roots. Head
southwest once you're in to hit this one on top of a hill, and guarded by
26. From the last one, head west to burn this one where a bridge once stood.

*NOTE: If you need supplies, you can always jump off the ledge to the south of 
here for items in the lakehouse where you should have already burned a root or
two. Then make your way back to the island.*
27. Go southeast to the middle of the island. This root is by a little resting
area with a waterfall, and there are plenty of lights and enemies around. It's
best if you approach from the west side.
28. Now head east a bit until you hit a bridge. The root is below it, along the
lower road.
29. Well, this last one is just at the east end of the island. It's got one 
guy guarding it, but the hard part is getting off the island. You can go south
for items in a parking lot, there is a dead end parking lot to the southeast,
and then you have any exit along the south end; just fall off the cliffs, you
should be fine.

Roots During the Game
These roots are found while you are playing. They're there when you are looking
for the other roots.

30. These three are found near the ramp either at the end of episode 3 or at
the beginning of episode 4. You go into the basement, kill the ratz, and
then burn the root. Press the button in the corner behind where the root was
and then go to the power box. Try all the wires and push them together, even
just a little bit towards each other, and when power is back use the elevator
to go up. You'll fight a fissure, then burn the two roots on this level. Use 
the line on the balcony to get back down quickly.
31. When leaving the bat fight in episode 4. You'll pass a lakehouse on your
way to the museum. Enter from the east side, fight the humanz, collect some
items, and then burn the two roots.

* 6. Items  ( ITEM666 )                                                       *

These are all of the items and weapons you can get in the game, listed by what
side of the jacket you can put them in. Keep in mind, 5 on the left, 4 on the

Key Items
These are picked up during the game and cannot be dropped.

Handgun - It's your only gun. You can find a magnum along the way.

Flashlight - Used for light. Needed at times, good at others, and combined with
the lens to solve puzzles.

Lighter - One of the few things that never needs to be refilled. Use this to
light wicks on molotovs and as a flamethrower when combined with a spray.

Lens - A key item used with the flashlight to solve puzzles.

Left Side
These are your "tool" items.

Knife - Used to open gas tanks to leak the fuel from cars and to cut open
blood bags. Not really needed, and if you use it you'll need lots of empty

Screwdriver - Same as the knife, and to poke holes in bottles. Probably you
never need.

Bandages - Doubles as a wick for molotovs and a deep wound healing item. You
should probably keep these with you throughout.

Batteries - Used to power the flashlight. You only need one box.

Ammo - Ammo for your gun, and can even be used for a mega bomb.

Tape - Used to make molotovs and bottles sticky. You can stick more stuff to 
bottles with tape too.

Handkerchief - Used as a wick for molotovs only.

Right Side
These are your more important items as they make fire, which is the only way to
fully kill the demons. Also note that sprays can be tossed like bottles.

Medical Spray - Used to heal your wounds if you look at them, and can double
as a flamethrower with the lighter. Could just be me, but it makes a pour 

Anti-Rust Spray - Use with lighter for flamethrower.

Mosquito Spray - Use with lighter for flamethrower.

Empty Bottle - Can be plastic or glass. Glass ones break if you drop them. You
can empty these and put in whatever liquid you want. Mainly used to take in
leaking fuel.

Glowstick - Toss to crack and make light in spots. Mainly only used on the 
black goo, but you can also stick to items.

Flare - Better than glowsticks, and can also be stuck to items.

Blood Bag - Cut with knife to lure monsters away, or make a blood trail to 
lead them somewhere.

These are the the combinations of the items. Credit Wiki Cheats for these.
The flamethrower, molotov, fire bullets, and the explosive bottles are your
basic weapons.

Flamethrower - Lighter + Medical Spray/Mosquito Spray Can/Anti-rust Spray Can 

Fire Bullets - Fuel + Clip of Bullets  

Molotov Cocktail - Fuel + Bottle + Handkerchief/Bandage + Lighter  

Sticky Molotov - Fuel + Plastic Bottle + Handkerchief/Bandage + Double-sided

Explosive Plastic Bottle - Fuel + Plastic Bottle  

Explosive Glass Bottle - Fuel + Glass Bottle  

Bomb - Fuel + Bottle + Double-sided Tape + Box of Bullets  

Sticky Bomb - Fuel + Plastic Bottle + Double-sided Tape  

Glowstick Bomb - Fuel + Bottle + Double-sided Tape + Glowstick  

Extra Pack Bomb #1 - Fuel + Bottle + Double-sided Tape + Ammo Box  

Extra Pack Bomb #2 - Medical Spray/Mosquito Spray Can/Anti-rust Spray Can +
	Double-sided Tape + Ammo Box  

Flare Bottle - Bottle + Double-sided Tape + Emergency Flare  

Flare Molotov Cocktail - Fuel + Bottle + Handkerchief + Emergency Flare  

Flare Spray - Medical Spray/Mosquito Spray Can/Anti-rust Spray Can + Double-
	sided Tape + Emergency Flare  

Glass Water Bottle - Glass Bottle + Water  

Glowing Bottle - Bottle + Double-sided Tape + Glowstick  

Glowing Molotov Cocktail - Fuel + Bottle + Handkerchief + Glowstick  

Plastic Water Bottle - Plastic Bottle + Water  

Taped Anti-Rust Spray - Anti-Rust Spray + Double-sided Tape  

Taped Blood Bag - Blood Bag + Double-sided Tape  

Taped Emergency Flare - Emergency Flare + Double-sided Tape  

Taped Glass Bottle - Glass Bottle + Double-sided Tape  

Taped Glowstick - Glowstick + Double-sided Tape  

Taped Medical Spray - Medical Spray + Double-sided Tape  

Taped Mosquito Spray - Mosquito Spray + Double-sided Tape  

Taped Plastic Bottle - Plastic Bottle + Double-sided Tape  

* 7. Achievements  ( ACH7777 )                                                *

Should go without saying, but these are for the 360 only. They are all pretty
easy to get; nothing takes too long.

You can only get these by not skipping a scene.

Blackout - Finish episode 1.

Questions - Finish episode 2.

Painful Answers - Finish episode 3.

Fight Back and Loss - Finish episode 4.

Not Alone Anymore - Finish episode 5.

The Truth - Finish episode 6.

The Path of Light - Finish episode 7.

The Light Bringer - Finish episode 8.

A Day in Central Park - Beat the game, no skipping.


Flaming Roots - Burn half of the roots of evil.

Blazing Roots - Burn all roots of evil.

Basic Combination - Tape up a bottle.

Nuke - Kill 3 Humanz at once.

The Smart Fighter - Kill any Humanz with the 'spray + lighter' combination.

The Molotov Cocktail - Insert a wick into a bottle with flammable content.

Cocoon - Burn a cocoon.

The Air Bomb - Throw a bottle filled with flammable liquid and shoot it mid-

The Sticky Bomb - Take a bottle filled with flammable content or a spray and
combine it with an adhesive.

Fire Bullets - Make a fire bullet by pouring flammable liquid on it.

The Glowstick Bomb - Combine a taped bottle filled with flammable content or a
spray with a glowstick.

Useless! - Combine an empty taped bottle with a wick and an emergency flare.

Handyman Carnby - Make all possible combinations in the inventory. Just 
look at all the items in the items section and combine them all. Don't forget
to pour liquids into empty bottls. There's gasoline to get from cars, flares,
blood packs, three kinds of sprays. Basically when you have something, grab it
and combine it to stuff.

The Sharpshooter - Finish off a Humanz by shooting fire bullets at it's

Demolition Expert - Build the most destructive weapon. That means tape an 
explosive bottle, stick an ammo box on it, stick a cloth in it, and that's it.

Fissure - Burn a fissure.

The Biggest of All - Beat the Museum Monster.

Goal! - Kick 10 Ratz. You can kick with the shoot button with nothing in hand.

Toasted Eggs - Burn a Ratz nest.

Vampirz - Burn one of the Vampirz.

Fisherman's Foe - Shoot a goldfish. It's in the water when you first hit the 
sewers in episode 3.

Unlimited Offer	- Call all contacts in your address book. Lines may be busy,
but it still counts.

Wired - Hotwire a car.

Car Thievery - Unlock a car door after breaking the window.

Free Gasoline - Pierce a car gas tank and fill a bottle with the fuel.

Never Leave a Key Here	- Find a car key in the sun visor.

The 10 Mile Race - Drive at least 10 miles with a vehicle.	

Eradication - Kill 100 Humanz.

Bloody Mary - Bandage 5 deep wounds.


The Blind Man - Get through the start of the game without blinking.

Cockpit Addict - Complete the drive through the streets in the driver's seat.

Countdown to Death - Patch up the deep wound in episode 3.

Burning Root - Burn a Root of Evil.

Purification by Fire - Defeat the vampirz nest monster.

Stuntman - Jump across the gap to reach the museum.

Revive - Revive Sarah.

Meet Again - Reach room 943.

The Path of Darkness - Kill her.

The Path of Light - Don't kill her.

Hidden Cave - Enter the cave in episode 8.

* 8. Author Info / Copyright                                                  *



Wiki Cheats - for the item combos.



Please contact me if you need any help, if you want to praise me, if you want
to talk, or if you want to ask a question. 

***Please have 'Alone' in the title. Or anything to show it's not spam.***

My email: 

Extra points for good spelling, and the easier the question is to answer, the 
more likely I'll reply. Which means the better you set me up, the easier it is
for me to knock it down.



I have other guides floating around too. They are:

Resident Evil 4
Dead Rising
Gears of War
Lost Planet
Rainbow Six Vegas
TES IV: Oblivion
Shivering Isles
Knights of the Nine
The Darkness
Halo 3
Half-Life 2
HL2: Episode One
HL2: Episode Two
Call of Duty 4
Assassin's Creed
Mass Effect
Advance Wars: Days of Ruin
Perseus Mandate
Sam & Max Episode 203
Devil May Cry 4
God of War: Chains of Olympus
Rainbow Six Vegas 2
Grand Theft Auto 4
Condemned 2: Bloodshot
Metal Gear Solid 4



I've also been published in GamePro magazine, June 2007. Pretty cool if you ask
me, and all because I write these little guides.

Also, I am in the October issue as well, which should be out at the time of 
this guide's release. At least I ain't a one hit wonder.

In a nice surprise, I didn't even know I was in the March 2008 issue of 
GamePro, but I am. Maybe I'll be in more I don't know about...

Look to Gamerhelp.com for a slew of other articles written by me in the 
featured article section.



Here is my list of sites:

GameFAQs (main host site)
CheatCodeCentral (cheatcc.com)
GamersTemple (http://www.gamerstemple.com/)
and more here and there, too many to keep up with
and even a few foreign ones too!

*NOTE: There are many more with single guides, and then others with a few, and
some that I just don't keep track of.*

All other sites must ask permission if they want this. All I ask is that the
guide be ad-free and in this text format.

And if you want to make a donation at my site for hosting a guide, that is 
fine too.



Here is my website:


You'll find all my other guides here too and perhaps something else you may



This guide may not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Copyright 2008 Brad Russell

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