Wednesday, 28 May 2025

Alone in the Dark 2 - A Barrel of Fun

By Andy Panthro

A classic locked door puzzle.

We return to the underground caves beneath Hell’s Kitchen, California. I’ve somehow lost my guns, and so I’m hoping the rest of this will be much more adventure game focused, and much less of a terrible third person shooter. There’s a large metal door blocking my progress, but thankfully I have quite an array of odd objects in my inventory, and surely one or two of these will help me progress.

Using the pipe cleaner to push out the key.
My first thought, as a long time adventurer, is that the piece of newspaper and pipe cleaner should come to my rescue. It’s a classic setup, you slide the sheet of paper under a door and then push the key that has of course been left in the lock out onto the paper. It surely would not bounce or roll away, and then you can pull the paper and key back under the door, which will have more than enough space for both. Makes total sense.

Collecting the key from under the door.

This of course works perfectly, and I can use the key to unlock the door and open it. Again this is accompanied by a lovely little animation and I cannot stress that while I have my frustrations with this game, it does look great and there are parts that are genuinely enjoyable. Along with getting the key this way, it also seems to turn what seemed like a piece of newspaper into what looks like a contract between the Music Man and Elizabeth Jarret, for eternal life. It contains a not so subtle clue that I should tear this contract up in front of him.

I move to the next room, and it is instantly recognisable for anyone that has died a lot in this game. There’s a room full of barrels, through which a zombie pirate usually carries your body to throw out to sea. This time there seem to be a bunch of interactable objects around, including some boxes, a hanging barrel, a lever and that one zombie pirate sitting on the floor. I use the lever to confirm my suspicion that it is connected to the hanging barrel, and swings it out to sea. If I can arrange the zombie to be standing in the right place, it should carry him out also.

Boxed in.
This is a little trickier than I would hope, and timing is everything. It takes me several attempts for the barrel to hit the zombie instead of either Carnby, or nothing. Worth it to see the small shape fly out over the sea. Thankfully the zombie leaves his belongings on the edge, and gives me a flask, a book and a riot gun. The book is “The Life And Times Of The Freebooters” and has an excerpt about One-eyed Jack sending a man to his death, with one of his henchmen throwing his hat to cut a rope. The henchman is called Black Hat, presumably for the colour of his hat, and seems like a reference to Oddjob from Goldfinger.

Now that I can properly explore the space, I take another look at those boxes. There’s no way to move them directly, but there is a suspicious grandfather clock nearby. Upon approaching it, I get the message that “there’s a hole in it!”. I only just got a crank, so I use this and after a short animation of Carnby turning the crank, the boxes slide to the side, revealing a passage forward.

They really put some effort into this.

There’s a book lying there in the passage entrance, further information about the Music Man, Sean O’Leary. He joined One-Eyed Jack’s crew after having thrown three people from a window for criticising his playing of Vivaldi. This really is an odd game, every story beat seems like something from a hastily written pulp novella. Further round the corner, there’s a box of cartridges for the riot gun, meaning there’s probably more combat ahead. There’s also what looks like a lift upwards, and with nowhere else to go, I take the lift and find myself in the house.

Well, perhaps not quite the house, this seems more like a creepy basement. I am greeted immediately by a pirate zombie, who is playing the accordion. Given I just read a book about his life, I know that this is the famous “Music Man” and I tear up the contract I got earlier, which causes him to die immediately. Not the most complex of puzzles, but it’ll do. He leaves a hook behind, I think the book said he lost a hand.

The famous Music Man, so much build up and he was gone in a few seconds.
The next room looks like an old fashioned washing room, with a spot to wash clothes and some space to hang them. I find a “battledore” on the floor, which I assumed was some sort of household tool but apparently has something to do with a precursor to badminton. It basically looks like a small wooden paddle, and can be used as a weapon. There’s two ways out of this room, up the stairs or through a door. I choose the door.

Some sort of washing area in the basement.
The battledore then comes in handy when I go through the door, where there is a room with two zombies having some sort of target practice. I catch their attention, then move myself the other side of the door, at an angle where I can use the battledore to hit them before they can shoot me. It’s quite effective, and I can then enter the next room easily.

I feel like I’m flying through this game now that I don’t have a machine gun zombie around every corner waiting to kill me. This next room contains a puzzle involving playing cards and moveable targets, which is a nice change of pace. But I’ll leave that for next time, and that will give us a nice positive end to this entry and hopefully a nice positive start to the next one!

10 comments:

  1. my thoughts as always:

    The use pipe in keyhole with the newspaper below the door puzzle, that is super cliche, was actually my first approach ever in this game. I had to solve it for the first time (being age 9), and was super proud when I found the correct solution. Of course it's now very obvious after seeing in every other adventure game (my second approach, was in Simon the Sorcerer 1 btw, and it was after AITD2).

    For more historic use of the trope, I remember seeing it in one of the early Get Smart episodes (season 1, episode 8 I think). At the start, Maxwell Smart uses it to unlock a door only to have the key not pass under the door. So at that point, it was already an established trope (1965).

    You can also kill the zombie without the barrel (or if you miss it) by just fighting with punches, and even fight him until he falls off the cliff. But of course, it's much easier and fun to use the barrel.

    The little animations in that section are a masterpiece, there's not a lot through the game, but solving some of the toughest puzzles get very rewarding when you actually see them with a super custom animation and close up. Animating the hand and fingers of Carnby in the clock scene must have been a nightmare. Great job for the animation team.

    I think it took me years to understand that you could dispatch the music man with the contract (again, not really understanding english was an issue in these games). Can't remember if you can kill him with your weapons, or he is immune and I just outran him (and then get stuck because Im missing his items).

    Welcome to the house, you are almost at the point of super weirdness. I will share my YT video on the most absurd part of the game, when you write about it in your, probably, next article.

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    1. I deliberately reloaded about a dozen times because I wanted to hit that zombie with the barrel! the game gives you so few interesting things like that, so I wanted to get the best experience. There's at least one or two others that I just fought instead, because it wasn't so clear that there was a different solution.

      Not sure the first time I saw the key/newspaper trick, it's a fun cliche, even if it is a bit contrived. After all, it requires the door to be locked with the key in the lock, to be the sort of old-fashioned lock that has the keyhole that goes right through, and also has enough space underneath the door!

      I think I know what you mean about next time, and yes it is very absurd! This game really seems to have just thrown a bunch of stuff together, in a haphazard way. It is interesting, and a little frustrating, but perhaps not very good on the whole.

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    2. The key trick was in Zork II, so that's probably the first personal computer game to use it.

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    3. Zork II inherited that puzzle from mainframe Zork which has been ported to personal computers, so Z2 isn't the oldest personal computer game with it.

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  2. I liked this part. Wasn't a fan of the maze, but this had some nice puzzles and the feeling of being a hardboiled P.I. breaking into a place, a nice touch of noir.

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  4. Tripitaka, sequel to Cosmology of Kyoto, preserved:

    https://www.timeextension.com/news/2025/05/one-of-the-rarest-video-games-in-history-has-finally-been-preserved

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    1. as someone who worked to preserve thousands of games, this makes me super happy. Let's hope there's a translation project coming soon, we the game can be enjoyed by everyone

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  5. For the fans of Myst:

    https://www.polygon.com/gaming/601940/myst-riven-behind-the-scenes-videos

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  6. "Hmm, I suddenly feel like going for a little swim, as zombies are wont to do. Better leave this flask, book and riot gun here on the edge, lest they get wet or I lose them in the water.

    All set. Oops, where did this barrel come fr.."


    Adventure game logic.

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