| For the psx Game | | Alone in the dark (jack is back) | | the whole solution,walktrough | Alone In The Dark: Jack Is Back Playing guide General tips When fighting, get close to your opponent and punch rapidly. Most opponents have a very poor aim and will miss more times than not. There is a quirk that allows you to go through certain doors and walls. When you have a sword, get close to a door or wall and perform a dive attack (this is where you take a step forward while attacking). You'll be able to pass through most doors using this technique, but the results can be unexpected. Some weapons lack power, but they make up for it in speed. The revolver and punch are prime examples. Always take everything a dead character leaves behind. I -- The Gardens Kill the guy with your bare hands and take his gun, the clip and the flask. Run down the alley to the big statue of the anchor, push it and enter the gardens. If you make your move fast enough, you should be able to avoid the men with guns. A man hides just behind the corner. Kill him from behind the corner (that is, so he doesn't appear in full view) and take the picture. Turn right, get rid of the gun-slinging man, take the clip and the flask. Head in the direction he came from. Take the rope you come across. Remember you saw a diamond playing card. Go back to where you found the picture and walk to the cross-roads. Walk across the cross-roads and pump the man that appears full of lead. Continue to the top of the screen. A chap appears who's a real pain. Don't let him close on you. Stick to the left wall and fire your gun at him. If you kill him now, he won't bother you again. Go to the dead end and take the clip. Go back to the cross-roads and go to the bottom of the screen. There will be another tough guy in trench coat. Kill him and continue until you find the grappling hook. Another man will appear. If you're not keen on another encounter, step on the diamond playing card. II -- The Cave Go forward and get rid of the green guy. Take the flask, but forget about the ladder for now. Go to the other part of the cave. Push the chest to make the altar rise. Watch out for the ghost, but don't panic as you can use your gun on it. Take the pirate's sabre. If there are some characters waiting for you at the entrance (the area with four cards on the ground), use the magnetic jack playing card on the altar so you can escape via the other trap. III -- The Gardens Get to a three-way intersection. Take the path that is L-shaped. Get scared by the demonic face and turn left. Shoot the fat gangster and proceed. Cut the attacking vines with your sabre and save your position. The brown spot behind the trees is a wooden-legged bandit that is tough to kill. The best way to defeat him is to hide behind the statue and use every weapon you've got -- particularly the revolver. Don't worry about using all your ammo. Just kill him. Take the flask and use the grappling hook. Use the grappling hook again to make the statue's arm move and enter the doorway. IV -- The Basement Collect everything you see (a nickel, a crank and a paper bag). You'll see a corpse; take his notes and his pipe cleaner. To open the locked door, stand in front of it and use the paper. The paper will slide under the door. Use the pipe cleaner. You will get the key and be able to get through the door. There are two ways to get rid of the chap sitting down. The nice way first. Get behind the barrel (just beside the lever). Use the paper bag twice, wait until the guy rises to his feet and push the lever. The direct method. Tease the guy, fight with him and try to make him fall off the cliff. Take the shotgun, the book and the flask. Get behind the grandfather clock and use the crank to open the secret passage. Go through and collect the shotgun shells. To get rid of the musician, tear his notes (the paper you used to get the key). Don't forget to take the hook. As you might hear by now, shots are being fired nearby. Take the beater and go to the door. Don't go upstairs yet. To kill the two men outside, stay in the doorway and shoot the first man, walk backwards and wait for the other man to show up. The two men were shooting at some rotating cards. Try to align four diamonds to open the door. It's possible to rotate the cards by 90 -- you just have to be properly positioned. Kill the man that blocks the cellar and enter. Get the flask. Use the nickel in the slot machine to get two tokens. You might as well take the book located at the back of the room. Return to the shooting gallery. Kill the man and take the bag. You can try to get the bag without killing the man as he's so drunk, but he might show up later. Open the bag and put on the Santa suit. You look silly, but at least the character upstairs won't alarm everyone. V -- The House Turn right and make your way to the kitchen. Watch out for the statue. Try to walk close to the door. In the kitchen, take the frying pan and get near the eggs. Listen to what the man tells you and get ready to fight him. The pan is the best weapon because it will block darts. Take the wine from the stove and the poison beside the dumbwaiter. Use the poison with the wine. Get close to the door in front of the statue and drop your special wine. Wait for the results. To get rid of the pest walking down the hall, and to remove any danger of the statue attacking you, wait until the little fellow walks by the statue and then start running to trigger the trident. Duck into the kitchen and wait for results. Go through the door you opened with the wine; use your two tokens in the juke-box in front of the statue. The golden token will make a doubloon appear while the wooden token will open the door. Enter the new room and take all the war memorabilia (bullet-proof vest, clip, gun). Get alongside the statue holding the trident and take the crown. Go upstairs. Kill the laughing zombie first. The best way to do this is to close on him and punch, close in again and punch, and so on. Open the door and enter the hall. Open the door in the middle. A man will throw a gun. Take it and use it quickly. Take the sword. There is a scroll and a book to find on the bookshelf. Get back to the hall and open the nearest door (the other door at the end of the hall is the bathroom, no need to go there). Two ghost arms protect the other half of the scroll. It is not necessary to get the scroll, but is advisable if you want to solve the next puzzle by yourself. Use the sword to kill the arms; stay right back by the window, hack, move back, hack, move back, and so on. The chess and magic riddle. Use the crown on the white statue. Enter the magic room and take the amulet. The door in the magic room takes you to another bathroom. Take the flask and a note. Open the door and go immediately to the left and take the gun with the clip. Stay where you are and get ready to shoot the two bad guys. If you still have your bullet-proof vest, use it. Take the grenade and the key. Don't open the door yet. Get to the open room and use the doubloon in the jack-in-the-box. Take the pom-pom. Now open the door and go into the room. The only way to get rid of the clown is to throw the pom-pom through the archway. The right position is difficult to find patience and practise. Let the clown go after the pom-pom and use the grenade in the chimney. Save your position before going down. The grenade will have killed two of the enemies, but there are still a lot of them down there. The best way to defeat them is to get out as fast as you can and wait for them in the kitchen or the lobby. Slash them when they come through the door. The wooden beater is one of the best weapons because it's so fast. You could try the Santa suit again, but it's not a sure bet. Take the red ball from the Christmas tree and go upstairs to the pool room. Use the ball on the big box with holes. Use the key on the door and go inside. Wait for the result, but don't panic. Listen to what Jack tells you. When he has finished, use the hook to get out. You can try anything you want, but you'll always get captured by Elizabeth. The best thing to do is to go downstairs and walk toward the kitchen. VI -- Play as Grace Saunders First thing to do is try out all those cute moves. Push the plank so you can get out. Get close to the parrot, take the seeds, the sandwich and the pepper. Give the seeds to the parrot for a clue. Get out of the room and go to your left. Hide in the small alcove until the pirate stops walking. Get to the ladder -- the one at the end of the hall, not the one in the middle -- as fast as you can. You don't have much time before the pirate starts chasing you. Don't tease the pirate -- just climb the other ladder. Now you're going to have to play hide and seek with the crew. You must find a safe way to the open hatch without anyone noticing you. Move behind the man that's sitting down. Make your way to the edge of the ship and get behind the boxes. Before going down, take the flint and steel located on the deck. Take the small cannon from the chest, the vase from the shelf and the stick next to the bed. Position yourself in front of the door, put down the cannon and use the pepper on the cannon. Throw the vase, wait until the pirate comes close and use the flint and steel on the cannon. Take the bell and get out the room. Go through the door in front of you. Take the chicken's foot. Get close to the blue plate, ring the bell and get inside the dumbwaiter. Take the key. Use the key on the locker in the kitchen and get the molasses and the freezer. When you try to get out of the kitchen, you'll be spotted. Get back in the kitchen and use the freezer in the doorway. Go upstairs and do the same thing with the molasses. Go to the pool room. Get the token if you want. Go into the room with the cell. Use the stick behind the desk with the broken plate in the corner of the room. You'll find a key and another book. The door to the chamber and magic room will now open. Get into the magic room and use the stick on the plate. Get back in the kitchen and hope you placed the ice on the right spot. Go next to the dumbwaiter and ring the bell again. Captured again... VII -- Revenge Back as Carnby. Get the key to free yourself and kill the pirate with your bare hands. Take the sword, use it and follow Grace outside. Don't worry if you lose sight of Grace. Kill anything you encounter. The man outside will leave the fuse behind. Get it and go through the door in front of you. Kill the two men and get the fire poker, the pliers and the key in the corner of the room. Then get out. Go through the door next to the alcove where Grace hid, kill the man and take all of his stuff (gun, ammo, chainmail, flask). Push the barrel to the left and get the chainmail. Go through the door at the end of the hallway. Advance on the pistol-brandishing pirate with your sword, take his ammo and flask. Don't let anyone get in your way as you head for the locked door on the deck. Use the key to get inside. You're in the gunpowder room. Think twice before firing your gun. Use the sword to kill the sword master, get the book and the gunpowder barrel. Go to the upper deck. Open all the doors you can; there are two rooms you can enter. A rest room (don't stay inside too long as you don't want to wake the pirates) and a room with a cannon. Kill the man sleeping next to the cannon and use the pliers to free the cannon. Push the cannon to the left (this move is difficult, the right position is hard to find). Drop the barrel anywhere in the sleeping room (Carnby always places the barrel next to the wall). Use the fuse on the cannon and use the fire poker for a nice show. Go into what's left of the rest room. Take the flask and gold pieces. Use the gold pieces near the locked doors and kill the two dwarves. Continue in the direction from which they came. Take the flask. Kill the cook behind the door, take the magnetic diamond playing card and use it on the last locked door. Enter and fall (again) under Elizabeth's spell... VIII -- Grace Again Grace saves the day... Use the stick on the statue, go into the room and use the chicken's foot. Bye, bye Elizabeth. IX -- Back as Carnby Flee the ghost; it's too tough for you, so don't bother trying to take it out. Climb the ladder to get on the main deck. Kill everyone on the bridge. Get the hook and climb up the mast. Wait for the man and hit him once with your sword to make him fall. Use the hook on the rope. Kill the next character. Jump down and take Nichol's sword. Free Grace with the pliers. Run to the cannons to stop the fuse going off. Kill One-Eyed Jack. Don't forget to use Nichol's sword and watch out for fake deaths.