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Submitted by System on 09/03/2006, 09:50. Print file.
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Don't Go Alone
FAQ/Walkthrough by GM Beowulf

Don't Go Alone
Released: 1989
Published By: Accolade
Developed By: Sterling Silver Software

Don't go alone is a horror roleplaying game. You can choose your party from
a variety of 16 paranormal characters available. Your party goes to
investigate the haunted house on the hill, where you attempt to rescue your
grandfather from the clutches of the Ancient One. The house is huge and
you'll encounter over 100 spooky opponents and solve various puzzles in
order to find out the mysteries of the haunted house. An automap feature
helps you not to loose tracks in the huge dungeons of the game, which you
explore from a first-person perspective.

Instead of Health points, the characters have Fear levels, which increase
when they are attacked and decrease slowly over time. Instead of Magic
points, they have a concentration level which they can use to create various
chemical formulas, which also refills slowly over time.

General Tips:
* Search everywhere. Look in every room, go through every door. Check every
corner-you never know where something useful might be.
* Try to keep your characters at the same level. The person who does the
fighting gets much more experience in battle (though the other characters
get some). It's easy to neglect your medium in favor of the technician's
cool toys, the scientist's powerful formulas, and the warrior's mighty
attacks. But the medium needs to do the fighting in the final battle.
* Along those lines, try to kill everything you meet. Not only do you lose
out on experience when you run, but monsters tend to drop a lot of useful
stuff when you kill them.
* Don't be afraid to switch characters during a battle if one doesn't seem
effective or gets too scared to act. Press F1, F2, F3 or F4 to switch to the
appropriate character.
* Equip new stuff as soon as you get it! If the game doesn't tell you a new
weapon or armor's power, try using Irradium, then equip it again.
* When you find a new chemistry book, pass it around to all of your
characters so that they all learn the formulas. Then re-equip them with the
most useful ones. Generally, at least one character should have your best
attack spell, and one should have your best healing spell.
* When you lose against a monster (your party's fear level gets too high and
no one can act) it will laugh manically and run off, and steal something
from someone's pack. Immediately check to see what's gone, and re-equip if
necessary.
* Along these lines, try to keep an extra weapon and extra armor around in
case someone's gets stolen.
* If your party's fear level maxes out, you'll black out and find yourself
in a random part of the maze. Try to avoid this.

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Walkthrough

Level 1

You start off at the entrance to the House, and the door locks behind you
when you enter-there's no escape.

First things first, get your party outfitted. Give both your scientist and
chemist the Oxyacid formula-it's the only attack spell you have thus far.
Head south, then west at your first opportunity, and follow the path around.
There's a dagger in that room, which you should immediately equip on your
adventurer.

Try to kill everything you meet, either with the Oxyacid formula or, as you
run out of concentration, the adventurer's attacks. You should have no
trouble getting everyone up to level two or even three this way, especially
if you explode the entire level before going downstairs.

The puzzles on this level are pretty simple. In the area where you "feel a
breeze", head in that direction and there's a wall that you can walk through
for an Iron Key.

You've got two choices for getting through the level: Either head south then
east to the area where you get teleported around, or south then west to the
Room o' Many Keys. If you go for the key room, then get the Iron Key from
the upper-left corner, and go around unlocking doors and grabbing the new
key in each room. If you meet a monster that seems too nasty for you,
fleeing isn't a bad idea.

My advice is to cover the entire level-though there's very little treasure.
Besides the dagger, you might find a few beryls or topazes, lanterns and
flashlights, and a Chemistry vol.1, which you already have four of.


Level 2

"Beware the shifting walls"-that's the warning you receive, and it's
appropriate. There are a lot of one-way walls on this level, and it's easy
to not notice them until you're through. Still, there's virtually always an
easy way back, and even if there wasn't, where would you go?

You can find a motorcycle helmet, a meat cleaver and a machete (the latter
in the area with the pile of trash) with minimal search. There are also a
fair number of iron and zinc keys, so grab a few of those for later use.

This level pretty much forces you into a certain route: East, north, then
south and west, the north again. (There's one critical secret passage to go
through in the northeast area-your party will comment on it.) Don't miss the
Chemistry vol. 2 in the far northern part of that area. And when you get it,
pass it to each of your party members so they all learn the formulas.

When you reach the square where everything goes dark, use either a
flashlight or a lantern-that's what they're there for. And don't throw it
away afterwards-you'll need it downstairs.

There are two stairways going down, both in the northwest. Both lead to the
same part of level 3, so it doesn't matter which you use.


Level 3

"Things are not as they seem." Which is the game's way of saying, "Very few
of the walls are real." Exploring this level means pretty much ignoring
walls unless you bump into them. If you found yourself getting annoyed at
the one-way walls on the last level, they two-way walls here should be a
nice change of pace.

There's a sword and a meat saw, both of which are lovely weapons, in nearby
rooms. Head south, and you can pick up a blow torch and tomahawk, which
means you'll have a weapon with power: 4 for each of your party members.

Along those lines, some monsters drop bomber jackets, and you can
occasionally find vests of body armor in the far northern part of this
level.

Be wary of pit fiends, if you meet one-they're pretty nasty for your level 3
or 4 characters. Try to build up to level 5 while you're here.

The last door in this level (which is in the center of the map) gives the
clue "Only the stone masters may pass." You need to have a Catseye to go
through (there's one in the jewel room, or you can get them from monsters).
If you have one, it'll be used automatically. Right past there to the stairs
to level 4.


Level 4

This level is remarkably easy to zip through - just head to the north west,
and you'll hit a teleporter that takes you one of several places, one of
which is right near the stairs going down. But you should take some time to
explode the place first.

For one thing, a quick search near where the teleporter drops you off (north
of the stairs down) will turn up a diving suit, which is an excellent piece
of armor for this level. Also in that area (a bit further north) is a
Chemistry vol. 3.

"The Armory," "The Weapons Room" and "The Formula Room" are all
locked, and
you need Boron keys to get in. There's a Boron key in the room right next
door, but that'll only get you into one of the six rooms. The rooms contain:
Weapons room north: Rapier
Weapons room south: Colt
Armory north: Shield
Armory south: Radiation Suit
Formula room north: Part of a formula, but don't waste the key, as there's
another entrance to it.
Formula room south: Part of a formula (Sometimes the same as you can get in
the hall)

There are four 3x2 rooms in the mid-west area. The SE one doesn't have a
door, but there's a fake wall that leads in. There's a crossbow inside.

The room that gives the clue "Reflect on how to enter" requires you to use a
mirror. There's a copper key inside. There are a few other locked doors that
you can pick up different keys behind. (You can do them out of order if
you'd been grabbing extra keys from monsters.) Eventually you'll need a
krypton key; you can use that west of the stairs going up to pick up the
first gold key.

The level gives an important clue: "You'll need all five gold keys to reach
the Ancient One."


Level 5 - "The Garden"

Directly to the north of the stairs going up is a suit of Blood Armor, some
of the best the game offers. Further north from there are the stairs going
down.

If you head to the far NE, there's another suit of Blood Armor. There are
also diving suits, radiation suits, and shields to be had lying around and
from killing monsters. Take the time to upgrade your armor as best you can.

South of the second suit of Blood Armor (in the middle-east area) is a Chain
Saw, the most powerful weapon you can find thus far.

If you explore the big, open garden area (basically, the southern part of
the map), you can find a Chemistry vol. 2 and a Chemistry vol. 3. They're
far to the SE, if you still need them. You can also find a Spark Generator
for your technician, but you'll need a power source to make it work.

In the middle-eastern area, you'll hear a clue about searching around if the
door disappears. South of there is the one-way door you knew was coming.
Grab the second gold key from that room, then you can exit through the
series of fake walls to the west.


Level 6

You can exit the first room by walking between the two doors, straight
ahead.

To the south are a few long corridors, with annoying teleporters that bump
you back north. Stay to the west, and you should be able to go around them
all. If you head far to the south, there's a Chemistry Vol. 4 and a Rapier
in a square room. Further SW from there is a "maze" which contains two spark
generators. Don't bother with them.

You may have been tempted by the general lack of darkness on the last few
levels to throw out your flashlight. Don't--you'll need it here and on the
next level, too.

An odd facet of this level particularly is that you will often meet weaker
enemies from earlier in the game. They sometimes drop useful keys, but other
than that, aren't good for much.

Head to the southeast for the Auric Acid puzzle. You'll enter a ring-shaped
room and find clues like "Ct+ +","F=", "+Au+" and "+W+." Put
these together
to get the formula "Ct + W + Au + F" which is "the acid that dissolves. It
allows you to walk through walls-and you need it to escape from the puzzle
area!

The stairs going down are in the east, in the center of the art gallery.
Just walk through the fake walls of that square central area.


Level 7

The major features of this level are a large number of hallways and rooms
that make your fear level rise automatically; and that it'll use up all of
those lovely keys you've been gathering. (But if you run out, never fear!
You know the formula for Auric Acid, so you can just walk around the doors!)

To the far west, you'll hear an electric hum. Go through the door to find an
electric whip, and more importantly, an atomic generator-that's the power
source you need for your technician's toys.

Now's the time to start maxing out your characters' levels. It'll still be a
little while before you can find the best weapons, but you want your team in
peak fighting form.

The stairs going down are directly west of the stairs going up, in a
darkened area. There's also a Chemistry Vol. 5 in that room.


Level 8
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  1. Don't Go Alone FAQ by System on 09/03/2006, 09:50