ALONE IN THE DARK (1992) - Full Game Walkthrough (No Commentary)

Опубликовано: 22 Июль 2026
на канале: Stormbringer Gaming
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Game: Alone in the Dark (1992)
Developer: Infogrames
Publisher: Infogrames
Genre: Survival horror/Action-adventure

Full walkthrough without commentary.

Timestamps:
0:01 Intro
3:45 ATTIC
4:10 Push the closet to the window to avoid a combat encounter, although if it's your first time playing the game you might want to practice.
4:32 Push the chest over the trapdoor to avoid another encounter.
6:16 THIRD FLOOR
6:25 You don't actually need the bow to complete its related puzzle, and it's not much use as a weapon.
6:44 Don't walk across the boards or you'll fall to your death.
6:51 Stepping on the carpet is what closes the door and triggers the monster encounter. This can be avoided by walking around the carpet.
7:12 The best way to defeat enemies by melee is to corner and stunlock them. They will do the same to you.
7:36 Close the door and block it with the dressing table to avoid another encounter.
8:09 You can use the cavalry sabre, but it will break after short usage. If it does, you must bring both pieces with you, as it is a necessary quest item.
9:13 You can always consume all health items, and load all ammunition, as soon as you pick them up, without risk of spillover waste. It just stacks. I didn't drink the first two flasks, because I thought I was playing Resident evil.
9:45 These monsters can't be defeated in combat.
10:15 SECOND FLOOR
10:32 Step around the ghost. The poker has no apparent use in the game, as it doesn't even work as a melee weapon. The matchbox is useful, but not necessary.
11:49 This monster can't be defeated. The jug is not necessary, but recommended.
14:39 You can put the oil lamp on the floor here to avoid searching in darkness. The statuette is not necessary, but recommended in order to get an unbreakable sword.
17:40 FIRST FLOOR & CELLAR
18:23 There is conflicting information on whether you actually need to unlock the cellar door in order to complete the game. I didn't chance not to. The rats can't be defeated.
18:54 Don't stand in front of the barrels when you remove the block. Removing it, however, is NOT necessary.
24:25 Putting the pot of soup on the table makes the zombies passive. Otherwise, you must fight them all, although they will only be active one at a time. They seem to have lower health when seated, so you can pick them off before they become active.
26:08 Playing these records is not necessary, I just did it to show what doesn't work.
26:36 The spiders can't be defeated.
26:54 SECOND FLOOR & LIBRARY
27:19 You can throw the arrows as well, you don't even need the bow.
29:34 In what is probably the worst design choice in the game, the door to the library is hidden from view when you walk through the center of the gallery. It's entirely possible to miss it altogether, in which case you can play all the way until the final encounter and not have the necessary talisman.
31:00 You must stand on the pentagram to read "De vermis mysteriis" (which will kill you if you don't) and "Fragments of the Book of Abdul" (which will drain some health in a funny animation).
38:32 Only the curved dagger can defeat the vagabond.
39:06 FIRST FLOOR
40:45 The pirate must be defeated by a sword. The sabre hilt also works.
41:36 Don't let the dancing ghosts touch you.
43:15 UNDERGROUND
43:15 The jumping action becomes available from this point. Crossing the bridge is the point of no return. Be sure to bring the following: Talisman, The key from the dancing hall, Oil lamp (with oil), Lighter (or matchbox).
44:34 If you fall into the water, you will ruin all remaining matches and rifle cartridges, which is why the lighter is more useful than the matchbox. The water monsters respawn.
50:16 BOSS FIGHT & ESCAPE
50:24 For some reason, the lamp doesn't go off when you fall into the water here, which it does at earlier points. It is advisable to let the water monster come closer to you before you run to the altar. If it catches up to you at the altar, it's very easy to get permanently stunlocked. You can also try to lure it into the path of the fireballs.
53:36 Ending

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