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Alone in the Dark - The New Nightmare - Gameboy Color

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Walkthrough for Nintendo Game Boy Color.
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This document Copyright 2001 Ali Bloomer.
If you wish to you any part of this guide, you must email me and have me
approve first.
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WHAT?
This is a guide for the GBC version of Infogrames new addition to the
survival horror genre, 'Alone in the Dark - The New Nightmare'.
The GBC game is similar to the Playstation/Dreamcast/PC CD-ROM versions of the
game, but has a
different layout in terms of rooms, characters and plot.
This is the first game of its kind on the GBC, using pre-rendered backgrounds
to bring in the feeling of suspense, and being alone.
WHEN?
Started 3-6-01 at around 16:30, finished 3-6-01 at 20:4.
WHY?
Because I enjoyed the game, and wanted to write another guide to boost my total
up to...erm...two (the other being Mission Impossible, also for GBC).
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CONTENTS:
1. Health Guide
2. Walkthrough (divided into sections).
3. FAQ
4. Acknowledgements.
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1. Health Guide
---------------
This is just a little section to explain the way the health potions work.
They come in three different forms, as a blue potion, a green potion, or an
orange potion.
Each one gives you health back in certain amounts:
BLUE - 25
GREEN - 20
ORANGE - 10
I've noticed that the green health seems to be the most common, followed by
the orange, then the blue.
Use it wisely.
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PART ONE: FINDING THE MANSION
After starting a new game and choosing a save slot to play with, the game
will begin with an introduction to the characters and plot. Once this is over,
walk straight forward to the next screen, then again to the health item on the
ground. Pick this up then carry on walking forwards. Walk to the right, then
down into the next screen, and again, pick up the item ahead of you. Walk
straight down into the next screen. Here you'll see your radio icon flash
(providing you have it selected), so press 'A' to get some information off of
Aline.
After this little intermission, walk diagonally down to the left and into the
next screen, where you'll be attacked by some spiders in your first battle.
Follow the information from the monsters section as to how they should be taken
out. Once over, walk up towards the doorway in the stone. Walk towards your
left, and up into the other doorway. You'll now see a gate ahead of you. Go
through the gate and into what appears to be a graveyard of sorts, then walk to
the left into the next screen. A cut scene will play, and you'll arrive in the
grounds of the mansion. From here, walk to Edward's right and pick up the key
lying on the floor. Go back to the previous screen now, and walk in the
opposite direction into the next screen, then left into the screen after that.
You should now be in front of part of the mansion with four windows (look
carefully and you'll see a silhouette pass across it as you walk by). Walk
towards the bottom window on the left, then go left into the next screen, where
Aline will contact you on the radio again.
Walk up the stairs and you'll come to a locked storage shed. Use the key you
picked up to open the shed and find a crowbar and some gardening gloves. You
can choose to carry on past the shed now, where although I wouldn't recommend
it as you'll be faced with a battle, only to find a dead-end and some health
(which you probably won't need otherwise). Still, from the shed, walk back the
way you came until you arrive at the gate you entered the grounds from. Walk
down into the screen from here, and use the crowbar on the door in front of
you. You are now in the mansion.
PART TWO: FISKE'S AMULET
Once inside the mansion, walk up towards the door in the background, and
you'll go up some stairs. Walk down towards the flashing object ahead of you.
You now have a golden key. You can walk to the right of the screen to get a
lovely view of the floor below you, but it's not important. Go back down the
stairs and walk to Edward's left. Walk down towards the stairs you see, and
carry on towards the flashing object on the left of the screen. The flashing
object is actually a mirror, so walk up to it and press 'B'. A cut-scene with
Fiske will send you in search of his amulet. Go back a screen, and walk up the
stairs to face a battle and find some ammo. Once found, walk towards the door
at the top of the screen, then go to the right to find some more ammo in the
form of shotgun shells.
Go back down the stairs now, then walk up to the top of the screen, then down
from the next one. You should now be in front of some double-doors. Use the
golden key to unlock the doors and go through them. Walk up and into the first
door you see. Once in this room, walk to Edward's right and pick up the
shotgun from the cupboard. Walk down a screen from here and pick up a page
from Morton's journal from the desk. Leave the room. Walk down back towards
the double-doors, and carry on down into the next screen. Go through the door
on the left, walk down into the next screen, and then go through the
double-doors next to you. Now you should be in the library.
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IMPORTANT NOTE: One thing I've discovered whilst playing is that a lot of
random battles seem to pop up when inside the library, so be careful not to
walk into the center of all the shelves if you want to save yourself from
attack.
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Walk to the left and pick up another page from Morton's journal, then go back
to the right, and right again. Get the health to your left, and carry on
forwards. Pick up the ammo in front of you, then walk towards the stairs up
ahead. At the top of the stairs, walk to the far right of the screen, into the
next one, and then continue to the right. You should see a bowl of water next
to the shelves. If you haven't already done so, read the page of Morton's
journal that tells of a switch hidden in a bookshelf. Once read, the switch
will flash, so press it. Now walk down, and then to right, and you should see
a box-type switch just ahead of you. Once pressed after having pressed the
previous switch, a hidden door behind you will open up. A battle may or may
not pop up here, so be ready. Walk through the door.
Once inside, walk straight down, and then pick up the flashing object to your
right. This is the key that will allow you to access the floor above you.
Before you leave, walk up again, and pick up the last page of Morton's journal
from the shelf in front of you. Now exit the room, and exit the library.
Head back towards the room you where you found the shotgun, but ignore it and
carry on up into the next screen. Walk up the stairs in front and use the key
you picked up on the door. You are now on the second floor. Walk down into
the next screen and press 'A' when you see your radio flash to get another
cut-scene with trying to contact you. After viewing the cut-scene, enter the
room to your right. Walk left towards the bed, and press 'B' near the wall to
switch the fuse box on. Unless you want to fight a pointless battle, leave the
room without continuing a search.
Walk straight forwards to the passage on the left, then continue down into
the next screen. Get the ammo from the table, then carry on down, and down
again until you see something flashing to your right.
Well done, you now have Fiske's amulet. In order to progress