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"This document Copyright 2003 Nathan Norris"

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Alone in the Dark: The New Nightmare: Gameboy Color Version

FAQ/Walkthrough - Version 1.0


Last Updated - 06/02/03
Written By - Minesweeper (Nathan Norris)
Email - minesweeper2[at]hotmail[dot]com

(PLEASE READ "CONTACT POLICY" BEFORE EMAILING)

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___
___ \ / _____ ___ ___ ________
\ / | | / _ \ \ /\ / \ ____/
/ \ | | | / \ | | \ | | | |____
/ / \ \ | | | | | | | |\\| | | ____|
/ /___\ \ | |__ | \_/ | | | \ | | |____
/ _______ \ /_____\ \_____/ /___\/___\ /_______\
/_/ \_\
_______ IN THE ___
\ ___ \ ___ _______ \ / __
| | \ \ \ / \ __ \ | | / /
| | | | / \ | |__| | | |/ /
| | | | / / \ \ | / | _ \
| |___/ / / /___\ \ | |\ \ | | \ \
/_______/ / _______ \ /___\\__\ /___\ \_\
/_/ \_\
___ __ __ __ ___ __ __ __
| |__| |__ |\ | |__ | | | |\ | | | _ |__| | |\/| |__| |__| |__
| | | |__ | \| |__ |_|_| | \| | |__| | | | | | | | | \ |__

-Table of Contents-

1: Introduction
2: Revision History
3: Game Basics
4: Walkthrough
5: Thanks
6: E-mail Policy
7: Copyright

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1: INTRODUCTION

In my opinion, Resident Evil: Gaiden stunk. We were all really looking


forward to a stellar portable survivor horror title, but what we got instead
was a poorly-made product with little fun factor. Fortunately, Infogames
came to the rescue with a title that really does feel like a survival horror
title instead of an exploration game with shooting gallery sequences in
between wandering about.

However, this game is a bit tricky, and hopefully that's where this
walkthrough's going to come in handy to guide you through the rough spots.
Good luck on your investigation of locating the missing Abkanis Indian
statuette and the killing of Alan Morton!

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2: REVISION HISTORY

VERSION 1.0 - 6/02/03 -

First Edition. Walkthrough, Game Basics, and all other standard FAQ
sections added on and completed.

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3: GAME BASICS

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CONTROLS
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BUTTON FUNCTIONS
========================================
Exploration Mode
------------------------------
CONTROL PAD - Character movement
A BUTTON - Use item
- Answer radio (if radio is equipped)
B BUTTON - Examine/manipulate surroundings
START BUTTON - Open Save/Load screen
SELECT BUTTON - Open Inventory Screen

Inventory Mode
------------------------------
CONTROL PAD - Browse inventory
A BUTTON - Select item
B BUTTON - Read file (if file is selected)
START BUTTON - Go back to Exploration Mode
SELECT BUTTON - Go back to Exploration Mode

Battle Mode
------------------------------
CONTROL PAD - Character movement
A BUTTON - Fire equipped weapon
B BUTTON - Change weapons
START BUTTON - Pause game
SELECT BUTTON - Hide/reveal status bar

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EXPLORATION MODE
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This the mode in which you'll spend most of the game in. While you're in
this mode, you control Edward Carnby as he looks for items and solves
puzzles.
BATTLE MODE AND DAMAGE
========================================
While you're in this mode, you might also be attacked by monsters which will
trigger Battle Mode. That mode is addressed in the section below. Anyway,
for the most part you are totally safe while in Exporation mode. However,
there are a few hazards that can hurt you, like the spikes in the sewers.
I'll warn when these dangers are coming up in the walkthrough.

ITEMS AND PUZZLES


========================================
As I said before, items and puzzle solving are a big part of this mode.
Press the B Button to examine your surroundings and interact with switches
and other objects. Make sure you examine your surroundings closely, so you
won't miss any items or clues. Especially keep an eye out for sparkles,
which indicate important things that you should examine. You can also find
ammunition and healing flasks in this mode. They are shown as yellow
squares with the item highligted in yellow in the middle of the square.

USING ITEMS
========================================
Notice the box in the upper left corner of the screen. This shows what
object you have equipped at the current time. To use an item you have
equipped, press the A button. You will also be called by Aline at a few
times during the game. When Aline is trying to call you, the radio icon
will flash in the box. Go to your inventory and equip the radio, then press
A to answer the call. To use flasks to heal yourself, equip the flask you
want to use, and hit the A button.

SAVING/LOADING
========================================
Whenever you want to save, hit the Start Button. Resume will bring you back
to Exploration Mode, Save will save your game, Load will reload your game to
the last place you saved, and Quit will take you to the title screen. I'll
only tell you during the walkthrough when it's important that you save, but
you can save as often as you like.

CAMERA VIEW
========================================
When in exploration mode, your environment is shown in various camera
angles. Unless I say otherwise in the walkthrough, I will be giving
directions from your character's point of view. What I mean is that when I
say to go left, go to the character's left, NOT left from the camera's view.

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INVENTORY
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This is where you can access everything you have in your inventory
currently. You can access it by pressing the Select Button. You have
unlimited room in your inventory, so don't worry about any silly things to
manage items like item boxes or drop features. To equip an object, select
it on the inventory screen, and press A. To read a file, go to a file that
has a B mark next to it on the inventory screen, and press the B button.

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BATTLE MODE
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At many points during the game, you will be attacked by monsters and you
will go into Battle Mode. During a fight, you will have to kill all the
monsters before you'll be allowed to move on. There isn't any escape
option, so you can't run away from these fights.

WEAPONS
========================================
You have three weapons to use in Battle Mode, but they're all more or less
the same. They each just have different fire rates and power levels. The
Revolver is the weapon you'll use the most throughout the game. It's weak,
but ammo is plentiful and you can fire it very quickly. It's excellent for
long range targets. The Shotgun has a slower fire rate than the Revolver,
but it's much more powerful, especially at close range. The Crossbow is the
most powerful weapon and it has a good fire rate, but ammo for it is quite
rare. You should save it for boss fights.

MONSTERS
========================================
There are four different monsters in this game, but like the weapons they
are all more or less the same. When you fight with them, they will simply
run straight up to you to damage you. Anyway, basically the easiest way to
kill all of these monsters is to play a war of attrition with them. Stay in
one spot and kill them as they get close to you. Walking away from the
monsters will usually only give them an opening to attack you.

HEALTH
========================================
Remember that as you get hit you take damage. If lose all of your health,
the game is over. Heal before you get into battles if you can, because you
can't use healing items during battles.

AMMO CLIPS
========================================
Usually during Battle Mode, you'll see ammo clips lying about as white
icons. Walk over these icons to collect the ammunition. Be careful while
you do this though, because it leaves you wide open to attack from the
monsters. If possible, try killing all the monsters during the fight except
for a spider or something, and then collect the ammunition.

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HEALTH
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In this game, you have a life meter with a maximum health of 100 points.
Througout the game you will be battling with monsters. Every time you get
hit by them, you'll take damage. For the most part you're safe from harm in
Exploration Mode. There are still a few hazards though (like the spikes in
the sewers), so watch out. Whenever Carnby starts flashing, that means he's
taking damage. There are items you can use to heal up below. They are the
various colored Flasks lying about the gaming environment. The color of the
Flask determines how much health it will give you. Here's a short list on
how much health you get from each different colored flask.

ORANGE FLASK = 10 health


GREEN FLASK = 20 health
BLUE FLASK = 25 health

Make sure you heal up before battles if you can, because you can't use
healing items during Battle Mode.
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4: WALKTHROUGH

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THE BEGINNING
-------------------------------------------------

At the start of the game, Carnby answers a phone call in his office. The
woman on the other end introduces herself as Aline Cedrac, and says she
needs to tell Carnby something about his partner Charles Fiske. Aline says
that he was working on a job with her, when he was murdered. He had gone to
a place called Shadow Island to recover a stolen statuette, but he never
returned. Aline says she will fly Carnby to Shadow Island in a sea plane so
he can investigate.

Later, while the two are flying towards the island during a stormy night,
Aline tells Carnby about a tribe of Indians known as the Abkanis. She says
that they practiced mystic rituals with the statuette, which they thought
had great power. Aline also believes the statuette has great power, as well
as one ohter person. The other person is Alan Morton, a multi-millionaire
who lives in a mansion on Shadow Island. Aline claims that he was the
person who had Fiske murdered.

After the plane docks, the two step out on the jetty. Carnby says he'll
search the island for the statuette and he'll try to kill Alan Morton in the
process. Aline says she'll keep an eye on the plane, in case they need a
quick escape route. She says she'll translate the ancient tablets that were
found with the statuette in the meantime. If she finds out something
useful, she will call Carnby on the walkie-talkie.

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PART ONE - THE FOREST
-------------------------------------------------

Immediately after the opening cutscenes are over, you will get a call on the
radio from Aline. She says that she wanted to check if the radios were
working. Aline then instructs you on how to use the radio. Once the talk
is over, walk down the path. You'll see an item laying on the ground.
Carnby will explain how to pick up items when you get close to it. Anyway,
take the ORANGE FLASK.

Walk down the path past the cheesy evil eyes in the bushes lining the path.
Pick up the REVOLVER BULLETS on the path. A moment later, Aline will call
you on the radio again. Carnby reports that he hasn't seen anything
interesting yet. Aline says that she hasn't gotten much from the tablets
either. All they seem to be talking about so far is evil powers and
monsters. Aline suspects the tablets were written to scare off thieves.
Carnby says there probably are monsters on the island, since he hasn't seen
anybody since they arrived. Aline says that it's unlikely there are
monsters, but then she's cut off by radio interference before she can say
more.

In the next camera angle, you'll have your first fight. It shouldn't be
very hard though, since you're only fighitng spiders. Once the fight is
over, keep walking down the path. You are now in a large courtyard, with
four gates (counting the one you used to get in). The gate to the right
leads to the next part of the game, but you can pick up a handful of
supplies if you take the gate across the courtyard or the one to the left.
The top and left paths come together, and both head back to the courtyard,
so take either one. You will get a GREEN FLASK and REVOLVER BULLETS.
You'll have to go through an extra set of monsters though.

While you're on this path, you'll also get a call from Aline. She says she
sees somebody moving around near the plane. Carnby says it's just a
raccoon, and to turn on the lights to scare it away. Aline says she already
did that, but then she's cut off again by the poor reception.

When you arrive back at the courtyard again, go to the upper gate (from the
camera's perspective). Head through two more gates while walking down the
path, and you'll now be in the front yard of Alan Morton's mansion.

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PART TWO - THE MANSION
-------------------------------------------------

The obvious first thing you should do now that you're here is to try to get
inside the mansion. Walk over to the front door, and Carnby will explain
how to examine your surroundings. When you check the door, you'll be told
that the lock on the door is strong, but the wood looks weak and rotten.
Walk to the right from the door. You'll see a sparkling glimmer on the
ground here. Take the IRON KEY and walk back. Head past the front door and
stroll down the path next to the mansion. Note the sillhouette walking past
the lit window on the way there...

Anyway, you'll arrive at a garden shed while going down the path. Use the
Iron Key here to unlock the shed. Inside the shed you'll get a CROWBAR and
GARDENING GLOVES. If you want to, you can continue to the end of the path
from here where you'll find a BLUE FLASK. You'll have to go through an
extra set of monsters though. Either way, return to the front door and use
the Crowbar to tear it open.

Right after you're inside the mansion's main hall, you should see a black
doorway to the left. Head through this door and walk upstairs. Collect the
GOLD KEY from the clutter at the far end of the balcony, then go back
downstairs. Walk past the front door again and head to the right side of it
this time. You will find REVOLVER BULLETS on the table. Next, go up the
stairs in the middle of the room. Collect the REVOLVER BULLETS to the left
of the staircase (you'll have a monster fight when you go for them), then go
through the door to the right of the stairs. In this room you will find
SHOTGUN CARTRIDGES. Go back outside and head downstairs. The last thing
you need to look at is the sparkling mirror on the wall opposite the bottom
of the stairs.

In the mirror, you can see the face of Charles Fiske! He tells Carnby that
he wants to help him, but unfortunately he's too weak to do it. He says
that if Carnby could get him his amulet, it would give him the strength to
be able to help.

When you are done speaking with Fiske, go to the double doors beneath the
second floor balcony. Use the Gold Key here to unlock the doors. You will
be in a blue-floor hallway. Head to the left from the doors, and Carnby
will notice the overturned furniture and the blood on the floor. Continue
to the end of the hall, where you'll find REVOLVER BULLETS on a table. Walk
back down the hall and take the one door past the staircase. The door at
the top of the stairs is locked anyway.
In here, you'll find a SHOTGUN in the gun cabinet, but its firing mechanism
has been removed. You won't be able to use the Shotgun until you find it.
If you go further into the room, you will find ALAN MORTON'S JOURNAL (3) on
a table. He says he hid all the firing mechanisms in the attic to keep his
servants from killing his monsters. Remember that, because it will be
important information later. Go back into the hallway. Turn right from the
door and go down the hall. You'll come to a camera angle showing two doors.
Take the one on the left. In here, use the double doors on the left side
of the room.

You are now inside the Library. Stay out of the center of the library
though, because that's where the monsters will attack you if you go there.
Anyway, right after coming in, you should see an unusual statue on the left
side of the first camera angle. Walk behind the statue and you'll find a
NEWSPAPER CLIPPING (1) and ALAN MORTON'S JOURNAL (1). It's important that
you read Alan Morton's Journal (1), or you won't be able to complete this
next puzzle.

Alan Morton says one of his servants accidentally found his private store
room. He decided to kill him by leaving him with his monsters in the
tunnels, just in case he saw something he wasn't supposed to see. The
newspaper article's author says that Alan's been wasting a lot of his money
on worthless Indian art. Anyway, continue walking around the perimeter of
the library. You will find REVOLVER BULLETS and a BLUE FLASK.

The next thing you must do is head up to the second floor of the library.
It's in the camera angle the Revolver Bullets were in. Walk down the
balcony, but watch for a camera angle with a silver bowl in it. Press the
secret switch in the bookcase to the right of the silver bowl. A sparkle
will show you where it is. If you haven't read Alan Morton's Journal (1)
though, it won't be there.

Continue along the balcony. You will next come to a camera angle showing
the stairs to the third floor. To the right of the stairs, you can see a
console on the railing. Press the button on the railing, and you'll reveal
a secret room behind a nearby bookcase. If you had tried this without
pressing the first switch, nothing would have happened. Anyway, kill the
monsters that attack after you open the door, and head inside.

Take the BLUE KEY from a crate on the right side of the room. Continue
farther into the room, and you will find ALAN MORTON'S JOURNAL (2). In this
entry, Alan says his men have gotten Aline's statuette. Alan then says the
statuette's reason for being created was to seal the powers of the
underworld, because the Abkanis thought them to be evil. Anyway, Alan says
he's going to learn the statuette's secrets, and then he'll use the powers
of the underworld to rule the world... Cheesy, huh? Leave the room.

Take the stairs to the third floor, and collect the REVOLVER BULLETS here.
Go back to the first floor and leave the library now. The last stretch of
the third floor balcony has a monster ambush and nothing else. Once you're
in the little room outside the library, take the door on the right side of
the room. Go down the blue floor hall, and head up the stairs you come to.
Use the Blue Key on the door at the top of the stairs to unlock it.

You're now in the second floor corridor. Go left from the door, because
right is a dead end. You'll get a call from Aline now. She says she's
certain that she sees somebody moving around outside the plane, but she
can't see the person even with the lights on. Carnby advises Aline to
temporarily leave the island and pick him up while the storm clears out.
Aline agrees, but then she says she hears something on the roof. The
transmission ends with Aline screaming about giant spiders. Carnby says
that he's truly alone now.

There's a door at the 45 degree turn in the hall ahead of you. Go to it.
Switch on the fuse box near the bed, and a door in the second floor corridor
will be pointed out to you. Leave the room now. You won't find anything on
the other side of the bed, except a monster ambush. Continue going down the
hall. At the fork in the hall, take the left turn you'll find REVOLVER
BULLETS. Keep walking down the hall, and you'll find FISKE'S AMULET hanging
around a bust. Pick it up. You won't be able to get it until you talk to
Fiske though, so if you haven't, go back and talk to him now. Carnby says
he should go back to Charles now, but first go through the door at the end
of the hallway.

Examine the sparkly to the left of the door, and get the BRASS KEY. Leave
the room now, because if you explore the room further you'll only be
rewarded with a monster ambush. It's time to head back to the main hall.
Go out into the hall, through the door into the blue floor corridor, and
then through the double doors in the midway point of the hall to the main
hall. Go back to the mirror and use Fiske's Amulet there.

Charles is very happy Carnby found his amulet, and he says he'll be able to
talk to him longer now. Charles says that as soon as he arrived on the
island, he planned to talk with the locals about Alan Morton, but nobody was
around. He says he chased after Morton, but night fell. He eventually
caught up to Morton, but it was too late. He had used the statuette to open
a portal to another world, though which all of these monsters appeared from.
Charles tried to fight him, but Morton was too strong. He says that
Carnby must stop him. Charles then says he can't talk to Carnby anymore,
but he does tell him that he can find the firing mechanism for the Shotgun
he has hidden in the attic. He says that he'll contact Carnby via the
amulet again after he's fixed his Shotgun.

After you're done talking with Fiske, go back into the blue floor hall, head
upstairs, go into the second floor corridor, and this time make a left turn
at the fork in the hall. Fight the monsters that attack you, and take the
GREEN FLASK here. Use the BRASS KEY on the door at the end of the hall.
Head up to the third-floor attic. Go down the hall here and head through
the next door.

This place is kind of like a maze, so follow my directions carefully. From


the door, make a right turn and battle off the monsters you face. Keep
going down the aisle between the junk and you'll find an ORANGE FLASK on a
lighted cabinet. Go down the aisle some more, and you'll come to a fork
with large barrels to the right in the camera angle. Go straight here.
When you get into the next camera angle, walk left from the camera's
perspective. You should see a sparkly on your right. Grab the Shotgun's
firing mechanism. After Carnby puts it in, you'll finally have a working
Shotgun. Now the game will start a monster fight for you to try out your
new weapon in! Fight off the spiders that attack you.

Walk down from the camera's perspective, like you're heading back to the
exit from this room. In this camera angle, you'll be contacted by Fiske via
the amulet. He says that Morton is escaping the mansion via the cellar.
However, he's sealed the door to keep Carnby from chasing him. Fiske says
he needs to search the attic for something he can use to open the door.
Continue back the way you came, till you get to the camera shot with the
large barrels. Walk to the left from the camera's view. You should see a
blue vase on the floor there. In this camera shot, you'll see a sparkly.
Check the sparkly to find a box full of DOOR KNOBS. Take one. In this
camera shot, walk towards the background. You'll find the door out of here
in the next shot. Go down the attic corridor, and head downstairs again to
the second floor corridor.

Go down the hall and hit the door to the stairs that lead to the blue floor
corridor. Go through the double doors at the midway point of the hall to
enter the main hall. The door you need to use the Door Knob on is near the
table in front of the fireplace. Head downstairs and enter the cellar.
Grab the SHOTGUN CARTRIDGES nearby.

Walk straight ahead, and fight off the monsters when they attack you.
Search the cabinet on the right side of the room for a bag of GREY DUST.
Look on the other side of this room for stairs leading down. This will take
you into the Morton tomb. Examine the front of the coffin and it will give
you this message: "You must find the balance in life to progress." If you
notice, there are two statues near the coffin. One is gold and the other is
silver. Use the Grey Dust on the gold statue to color it silver. A
compartment will open on the front of the coffin. You will find the SILVER
KEY in the compartment. Head into the first basement room.

In the camera angle showing the door to the main hall, you should see bright
light coming from the left. Walk towards the light. You can see the door
that needs the Silver Key in front of you, but first explore the room to the
left for SHOTGUN CARTRIDGES. You'll need to fight an extra set of monsters
though. Go back to the door, and this time use your Silver Key there.

You're now in the sewers. You might want to save, because there's some
hazards down here that can hurt you or even kill you instantly. In the
camera angle where you start wading through deep water, you may notice
strange dark spike shapes poking up and down out of the water. Avoid these,
because they'll hurt you if you walk through them.

This next chamber is deadly. Whatever you do, DON'T touch the large
tentacle that circles throughout the chamber, or the monster that is the
tentacle will kill you instantly. Take care to avoid the spikes as well.
To get around this big guy, you can either walk through the gap in the
tentacles in front of you, cross the room through the middle, and cross
through the second gap in the tentacles, or you can go left and circle the
room's perimeter. Either way, you'll now be in a large chamber with lots of
water and nothing else. Head to the door at the far end of the room.

In this room, you'll encounter a red spike that can cause more damage.
Anyway, walk around the left side of the spikes so you don't have to go
through them. In the next corridor, Fiske will warn you that Alan Morton's
nearby and he's looking for a fight. Anyway, proceed down this long water
passageway. You'll emerge out onto dry ground at the end. Walk straight
ahead from the stairs and you'll see a portal with REVOLVER BULLETS nearby.
Take the ammo and walk onward.

-------------------------------------------------
PART THREE - THE MOORS
-------------------------------------------------

Go down the path, fight off the monsters that attack, and collect the BLUE
FLASK. You might want to save your game now and heal up, because a boss
fight is just around the corner. When you arrive at a place with a circle
of stones, Alan Morton will confront you.

He's not that hard to beat, since his attack strategy is simple. He will
teleport to some place in the area, and then he'll run up to you to punch
you. After he throws his punch, he teleports away. He will repeat this
pattern over and over throughout the battle.

Use your Revolver here. The Shotgun fires too slowly in my opinion. When
Alan appears from far away, fire shots at him till he gets too close, then
start walking away to dodge his punch. If he appears close, you might want
to dodge the punch, and then fire to hit him before he can vanish. If you
want to end this fight quickly and have health to spare, stand in one place
and just shoot at Morton wherever he appears. Don't bother to dodge the
punches. It's possible to kill him after just two passes this way.

After you defeat him, he'll teleport away, this time for good. Proceed down
the path some more past the stone circle. You'll eventually arrive at the
portal to a bridge that leads to a fort. Cross the bridge.

-------------------------------------------------
PART FOUR - THE FORT
-------------------------------------------------

You're standing at the front doors of the fort right now. Unfortunately,
they're locked. You need to find an alternate route. The way you need to
use to get inside the fort is by climbing up the thorny vines to the right
of the fort's door, by using the Gardening Gloves. Before you start
climbing though, you might want to search the outside of the fort first.

Walk left from the front door, and you'll find REVOLVER BULLETS. You might
have to fight an extra group of monsters for them though. Also, if you
continue on to the end of the path, you'll get the THIN KEY. It's a useless
item though. If you attempt to use it on the front door, the key will
break. You must enter the fort by climbing the vines. Anyway, once you're
done exploring out here, use the Gardening Gloves to climb up the vines
outside the fort.

You're now standing on the fort's battlements. Walk along the path in front
of you, and fight off the monsters that attack you. Go downstairs, and
you'll now be indoors. Follow the path through the fort's corridors, and
you will find yourself on the back side of the fort. Collect the GREEN
FLASK you see here, then walk down the path to your next fight. After you
win, walk left (from the camera's perspective) and you'll see a strange
statue. Examine the hole in the side of the statue to find the SKELETON
KEY.

Once you get it, go back a few steps until you get a camera angle showing a
path that heads straight away from the camera's view. It's the last camera
angle before the one showing the door back inside the fort. Go down this
path and you will find another door. Head through that door.

-------------------------------------------------
PART FIVE - THE LABORATORY
-------------------------------------------------

Walk down the passageway till you come to a door. Near the door a CROSSBOW
is lying on the floor. It's kind of hard to see, since it looks like a
crack in the floor, but it's there. Use the Skeleton Key here. You're
inside Morton's evil underground lair now. Let's just hope he doesn't
decide to pop up and welcome you here while doing the pinkie thing. Walk
forward. When you get in a camera shot showing cages with lights on the
sides, walk right. There's a passageway on the right side of this area, but
it's hard to see. Walk to the end of this hall, and you'll find CROSSBOW
BOLTS. Go back to the first camera shot with the cages. This time walk
straight ahead (from the camera's view).

You're now inside an operating room. There's nothing to see here though, so
head to the next room. If you look to your right, you'll find a table where
a fuse box is. The fuse box has the words "Door Mechanism" on it. Remember
that fuse box, because it could be important later. The next thing you'll
see as you continue on your leisurely stroll is a box with an electric
generator on a table. You can't mess with it until you get some protection
though.

As you continue going through the lab (strange how this whole lab's
basically one big hall) the next thing you'll see is a large cabinet.
Search inside the cabinet to find a SMALL BOMB. Again, keep walking
forward. The exit out of the laboratory is in front of you, but
unfortunately it's electronically locked and there's an electric field
protecting it. Don't touch the electric field, or you'll get hurt.

What you have to do is disable the two mechanisms in this room that are
controlling the door's defenses. Those devices would be the generator and
the fuse box you passed by earlier. Use the Gardening Gloves to switch off
the generator, and use the Small Bomb to blow up the Door Mechanism fuse.
The exit door will now be open. Go through it and over the bridge to the
next area.

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PART SIX - THE CAVES
-------------------------------------------------

Walk under the stone arches to the edge of a cliff. Fight off the monsters
here, and continue along the cliff. Go through the opening in the cliff you
come to. Cross the bridge you come to. After you get off of it, battle
with the monsters that attack. Once the fight's over, you'll see a big
stone door. It won't open though. Look to the right and you'll see a
sparkly pointing out a glowing rock to you. Use the Crowbar here to lever
the rock. This will make the stone door open.

Walk through the door and head through the tunnel. After going through
another door and crossing another bridge, you'll find yourself at a chasm
with no way to cross. However, if you examine the left pillar next to the
chasm, you'll notice a small hole in the base. Use the Crowbar again here
to make the pillar fall over to create a bridge.

Jump off your improvised bridge, and walk towards the fountain of glowing
green water in the background. Kill the monsters that attack you, then walk
inside the green water. The fountain actually turns out to be a teleporter.
Go down the tunnel you see and collect the DYNAMITE. Proceed down the
passageway till you come to a fork. In this new cave, it's time to face the
toughest puzzle this game has to offer.

In this puzzle, you have to go down passageways until you find a special
item that will help you through the tunnels. If you take a wrong turn,
you'll wind up back at the start again. You can find out the path to take
through trial and error, or you can use my solution below. Make the turns
whenever you come to a fork n the tunnel:

(from the camera's perspective) upper left, upper left, lower left

You will now be in a small room with a GLOWING GEM on the floor. Take this
item, and go back into the confusing tunnels. You'll notice that there's
now there's a glowing path on the floor. What you need to do is act like
Dorothy did and follow the golden sparkly path to find the exit.

Once you've done that, you'll be in the next cave. Battle the monsters
here, then collect the ORANGE FLASK here. Continue on through the caves,
while battling another group of monsters. The next place worthy of note is
a ledge with a rope going down from it. Climb down the rope and collect the
BLUE FLASK at the bottom. Down here, you have two caves to choose from.
One's on the left, and the other's on the right.

Take the right cave (from the camera's perspective). Kill the monsters that
attack you when you come in. Move forward, and you'll be standing in a room
with a passageway in each corner of the camera angle. Take the upper left
passageway to find a BLUE FLASK. The bottom left passageway only leads to a
dead end with a monster ambush and you came in through the bottom right
passageway, so take the upper right passageway behind the table.

You will find an evil-looking totem pole here, that seems to be generating a
force field of some kind. Set the Dynamite here, then use the Lighter to
light the fuse. Run out of the cave, and you'll hear a large explosioin
from the other room. The totem pole's been destroyed. In this room, take
the bottom right passageway back to the room where the rope let down to.
Take the other cave on the left side of the room now.

In this room, you'll finally find the object you've been after for this
whole game, the UGLY STATUE! If you had tried to come here before getting
this item, you wouldn't have been able to grab it because of the totem
pole's force field. Anyway, when you grab the Ugly Statue, you'll suddenly
be teleported back to the mansion again.

-------------------------------------------------
PART SEVEN - THE ESCAPE
-------------------------------------------------

You're now in Alan Morton's study back in his mansion. You finally have
what you were supposed to get, so now it's time to leave the island. Grab
the GREEN FLASK off the nearby crate. Go to the chair next to the desk, and
you will find a BLUE FLASK. The rest of the room past the desk is just a
dead end, so head in the other direction now. You'll come to the exit from
the room, but it's locked. Use the Skeleton Key here to unlock the door.

In the hall, kill the monsters that attack you, and walk to your left.
Fiske will talk to you via the amulet, and he'll say that Carnby needs to
kill Morton before he can leave the island. Killing Morton will finally put
Fiske's soul to rest. Grab the REVOLVER BULLETS off the table in this hall,
and take the door at the end of the passageway. You're now in the blue
floor hall. Go through the double doors at the midway point of the hall to
enter the main hall. Head out through the front door. Once you're in the
front yard, head through the front gate. You might want to save your game
now and heal up, because a boss fight is just around the corner. Go down
the paths until you get to the large courtyard you passed through near the
start of the game. It looks like Alan Morton's back for more...
Don't get worried though, because he attacks you exactly like he did in the
last fight. He will teleport to some place in the area, and then he'll run
up to you to punch you. After he throws his punch, he teleports away. He
will repeat this pattern over and over throughout the battle.

Use your Revolver or your Crossbow here. The Shotgun fires too slowly in my
opinion. When Alan appears from far away, fire shots at him till he gets
too close, then start walking away to dodge his punch. If he appears close,
you might want to dodge the punch, and then fire to hit him before he can
vanish. If you want to end this fight quickly and have health to spare,
stand in one place and just shoot at Morton wherever he appears. Don't
bother to dodge the punches. It's possible to kill him after just two
passes this way.

Once Alan's defeated, Fiske says via the amulet that he can rest in peace
now, since he knows his death was avenged. He tells Carnby to hold onto the
amulet to remember him by. They say their final goodbyes and Fiske vanishes
forever. After the conversation, go through the gate to the right. Stroll
down the path back towards the seaplane.

When you're about to reach the jetty again, Aline will call you on the
radio. Carnby is very glad she's still alive. Aline says she had to
abandon the seaplane when the spiders attacked, and says that she's been
hiding for hours. She says she's been trying to get him on the radio, and
Carnby explains that he was underground for awhile. He says he's fine, and
that Morton's dead now. Carnby and Aline also notice that the sun is rising
and scaring away all the monsters. They both agree to meet at the plane.
Stroll down the final stretch of the path to the gate to the seaplane.

-------------------------------------------------
THE CONCLUSION
-------------------------------------------------

Once you pass through the gate, you'll view the final cutscene. As the sun
rises, the plane lifts into the air and leaves the island behind. Carnby
says that Morton's been destroyed and that he's no longer a threat anymore.
Aline says that she can't wait to examine the statuette once they get back,
but then Carnby sadly says that the statuette was destroyed during his fight
with Morton. Aline is very distressed by this and says that this whole trip
was for nothing. Carnby then shows her the jewel he found and says that it
wasn't a total waste after all.

A few days later, a newspaper is shown with the front page story the
disappearance of Alan Morton. Aline asks Carnby via the phone if they think
the press will ever find out what happened to Alan. Carnby says that even
if they did, they probably wouldn't believe it. He asks Aline if she would.

THE END!

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5: E-MAIL POLICY

***************************************************************************
Please DO:
***************************************************************************
- put the name of the game in the subject title and/or in the message
itself. It's VERY IMPORTANT the name of the game is in the subject, so I'll
know what game you're talking about when you ask a question.

- read the guide BEFORE you send an email. At least read the sections that
could probably answer your question. Use Ctrl + F to help you seek out
specific items.

- use proper spelling and grammar.

- send a message in English.

***************************************************************************
Please DO NOT:
***************************************************************************

- send emails in excess of 100KB without prior warning.

- ask me to send you a copy of my guide. If you want a copy of my guide,


just go to an address where it's being displayed, click "File" on top of
your screen, and then click "Save As."

- send several messages at once. It's okay if you accidentally hit the send
button twice or something, but please don't spam my inbox with three or more
messages at the same time. Put everything that you want to talk about in
one email.

EMAIL
===========================
minesweeper2(at)hotmail(dot)com

(Replace "(at)" with "@", and "(dot)" with ".")

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6: THANKS...

- to Infogames for making this incredible portable survival horror title.


- to Rockstar and Rockstar North for releasing the Grand Theft Auto Vice
City soundtracks. They've been good companions throughout the construction
of this document.
- to all the sites for hosting this document, especially www.gamefaqs.com.

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7: COPYRIGHT

This document is the intellectual property of Nathan Norris. This document


is only for private use. You may save it to your hard drive, and print it
out without permission. What you may NOT do without permission is post it
on a website (for profitable or non-profitable reasons). This document may
not be sold or bought for any reason. It must be accessible free of charge
on any website it is displayed on. Only these sites have permission to use
my guides:
www.gamefaqs.com
www.neoseeker.com
www.gameadvice.com
www.faqs.ign.com

If you find this guide on some other site, and it is incomplete, go to


www.gamefaqs.com. before requesting help from me. www.gamefaqs.com is the
first place I send every piece of my work, so they are sure to have the most
up-to-date version of my guides.

WWW.CHEATCC.COM IS FORBIDDEN FROM HOSTING THIS DOCUMENT UNDER ANY


CIRCUMSTANCES.

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