text: AAA LLL OOOOOO NNN NNNN EEEEEEEE AAAAA LLL OOOOOOOO NNNN NNNN EEEEEEEE AAA AAA LLL OOOO OOOO NNNNN NNNN EEE AAA AAA LLL OOO OOO NNNNNN NNNN EEE AAA AAALLL OOO OOO NNNNNNN NNNN EEEEEEEE AAAAAAAAAAALLL OOO OOO NNNNNNNNNNNN EEEEEEEE AAAAAAAAAAALLL OOO OOO NNNN NNNNNNN EEE AAA AAALLL OOOO OOOO NNNN NNNNNN EEE AAA AAALLLLLLL OOOOOOOO NNNN NNNNN EEEEEEEE AAA AAALLLLLLL OOOOOO NNNN NNNN EEEEEEEE II N N DDDDDDDD AAA RRRRRRRR KKK KKK II NN N DDDDDDDDD AAAAA RRRRRRRRR KKK KKK II NNNN DDD DDDD AAA AAA RRR RRRR KKK KKK II N NN DDD DDD AAA AAA RRR RRRR KKKKKKK II N N DDD DDD AAA AAARRRRRRRRR KKKKKK TTTTT H H EEEE DDD DDD AAAAAAAAAAARRRRRRRR KKKKKKK T H H E DDD DDD AAAAAAAAAAARRR RRR KKKK KKK T HHHH EEEE DDD DDDD AAA AAARRR RRR KKK KKK T H H E DDDDDDDDD AAA AAARRR RRR KKK KKK T H H EEEE DDDDDDDD AAA AAARRR RRR KKK KKK ***************** *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: email@example.com Website: www.thechaosuniverse.com ***************** Version 1.0 - finished walkthrough completely. (7/4/08) ***************** 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... playing. 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. TheGum. 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 car. #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 wait. 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 scene. 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 up. 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 once. 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 combo. 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 you. 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 spreading. 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. Key: x - don't go this way + - intersection ^ | +-+ | x | x +-+ +--+ | | | | | +-+ | 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 down. 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. *spoilers* 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 episode. *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 spires. ----- 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 there. ----- 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 demons. ----- 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 right. 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 containers. 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 flamethrower. 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. Combos ------ 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 Tape 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. Story ----- 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. Playing ------- 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- air. 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 fissure. 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. Secret ------ 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 * ***************************************************************************** ------- Credits 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: firstname.lastname@example.com 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 Crackdown GRAW 2 Rainbow Six Vegas TES IV: Oblivion Shivering Isles Knights of the Nine The Darkness BioShock 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 Okami 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) GameSpot GamerHelp IGN OCModShop.com TheGameReviews wiredgamingcommunity.com gametower.org SuperCheats GamesRadar CheatPlanet CheatCodeCentral (cheatcc.com) GamersTemple (http://www.gamerstemple.com/) gamerevolution.com cheatingdome.com unlimitedgamer.net 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: www.thechaosuniverse.com You'll find all my other guides here too and perhaps something else you may like. ------------- --------- COPYRIGHT --------- 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</p>


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Speed up check-in process and fill out new patient forms before arriving.
Don't forget to schedule regular dental exams or dental check-ups to keep your smile, and yourself, healthy.Dental exams & Checkups
Regular dental visits and dental cleanings are important because they can help spot dental health problems early on when treatment is likely to be simpler and more affordable.Dental Cleaning Info
Today's cosmetic dentistry includes tooth whitening, bonding, tooth-colored dental restoration and fillings, porcelain veneers, orthodontics, dental implants, and more.Cosmetic Dentistry Info
Cosmetic bonding is a process where Dentistry by Design attaches or "bonds" materials directly to your tooth in order to change the color and shape.Cosmetic Bonding Info
Crowns can make your tooth stronger and improve its appearance. Dentistry by Design 's primary concern is helping you keep your teeth healthy and your smile bright.Dental Crown Info
Dental implants are a popular and effective way to replace missing teeth and are designed to blend in with your other teeth.Dental Implant Info
If you're missing one or more teeth, you may notice a difference in chewing and speaking. Bridges can help restore your smile.Dental Bridge Info
Cosmetic Dentures or Dentures and Partials usually consist of replacement teeth attached to pink or gum-colored plastic bases.Dentures and Partials Info
Tooth Extractions are usually performed because of disease, trauma or crowding.Tooth Extraction Info
Need a filling? Composite fillings, or tooth-colored fillings, provide good durability and resistance to fracture in small- to mid-size fillings that need to withstand moderate pressure from the constant stress of chewing.Info on Fillings
Root Canal Procedure is necessary when the pulp (soft tissue inside your teeth containing blood vessels, nerves and connective tissue) becomes inflamed or diseased.Root Canal Procedure Info
Dental sealants act as a barrier to prevent cavities. They are a plastic material usually applied to the chewing surfaces of the back teeth (premolars and molars) where decay occurs most often.Dental Sealants Info
Talk to your dental office before starting any type of teeth whitening. If you are a candidate, there are three ways to put the shine back in your smile.Teeth Whitening Info
Veneers are thin, custom-made shells crafted of tooth-colored materials designed to cover the front side of teeth.Info on Veneers


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Monday, November 12, 2007
World Requiem - giving the poor thing a chance
A poorly Jessica Duchen writes this morning about John Fould's World Requiem - Tragic but true: after all that fuss, the piece didn't float my boat. It wouldn't, of course - I am allergic to much of the English choral tradition and to most concert requiems, and it possessed the qualities I'm least comfortable with in both. Still, it seemed worth giving the poor thing a chance. Perhaps it was bound to disappoint after the massive build-up we all gave it (except for Pliable, who saw this coming a mile off. Chapeau, mon ami. I stand by my insistence that it should be heard before being slagged off, but now it's fair game).
Jessica, thank you. You are a lady, and I value debate above everything else. Incidentally, I had heard the choir rehearsal sequences before posting the Peter J. Pirie quote. But having listened to the BBC Radio 3 broadcast last night I fear that the critics will be less kind than you or Peter Pirie. Get well soon.
Image is not Fould's World Requiem, but it is the Albert Hall. Credit Cornish Federation of Male Choirs. Any copyrighted material on these pages is included as "fair use", for the purpose of study, review or critical analysis only, and will be removed at the request of copyright owner(s). Report broken links, missing images and errors to - overgrownpath at hotmail dot co dot uk
7 comments:
- Pliable said...
Now talking of programming mistakes I made one as well yesterday.
Takemitsu's From me flows what you call Time was a daft choice by me for the Overgrown Path webcast.
The wide dynamic range and extended low level passages just weren't suitable for internet streaming. The silence detector kicked in several times, and I don't think the station was very impressed.
Bad call by me, but I do want to experiment with this project rather than just playing Beethoven symphonies.
To cap it all I had a Radio 3 style finger problem with the opening link. Then I dashed home to listen to the World Requiem ...
But it will get better next week. No level problems with John Sheppard's Western Wind Mass or Edmund Rubbra's Fifth Symphony. I know, the programme is pre-recorded.
- 9:54 am
- Pliable said...
It's OK guys, it will sell:
(Chandos Records Limited) [Label IP Address]
England, Cambridge, United Kingdom, 1 returning visit
Date Time WebPage
12th November 2007 09:54:08 www.google.co.uk/search?client=firefox-a&rls=org.mozilla%3Aen-GB%3Aofficial&channel=s&hl=en&q=review of fould%27s requiem&meta=&btnG=Google Sea
12th November 2007 09:55:22 theovergrownpath.blogspot.com/2007/11/world-requiem-giving-poor-thing-chance.html
12th November 2007 09:56:30 theovergrownpath.blogspot.com/2007/11/unremarkable-and-commonplace-work.html
12th November 2007 09:57:57 www.google.co.uk/search?client=firefox-a&rls=org.mozilla%3Aen-GB%3Aofficial&channel=s&hl=en&q=review of fould%27s requiem&meta=&btnG=Google Sea
12th November 2007 10:00:57 www.google.co.uk/search?client=firefox-a&rls=org.mozilla%3Aen-GB%3Aofficial&channel=s&hl=en&q=review of fould%27s requiem&meta=&btnG=Google Sea
- 10:14 am
- Jessica said...
Thank you! Keep up the great blogging.
- 10:45 am
- Pliable said...
There is a linked thread to the World Requiem.
Beware of any composer who is in to Theosophy.
Sir Edwin Lutyens designed the Cenotaph. His wife was an advocate of Theosophy.
His daughter, the composer Elisabeth Lutyens, was scathing about Theosophy and blamed it, partly, for her own, and her mother's, emotional problems.
- 10:49 am
- Unknown said...
I've added some thoughts here (sorry to put these links in: there don't seem to be automatic pingbacks between my blog and OAOP!):
- 2:10 pm
- JMW said...
Cyril Scott was into Theosophy too, but his music is still good!
- 4:30 pm
- Unknown said...
Scriabin above all.
- 6:03 pm


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