the cutting room mirror

Alone in the Dark 2 (DOS)

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Alone in the Dark 2 is - surprisingly - the sequel to Alone in the Dark, starring Edward Carnby once again as a detective - but what happened to Emily anyway?

Unused Areas#

To do:

  • Rip unused camera angles.
  • Add expensive area under the labyrinth (visible through AITD Room Viewer)
  • Add alternate camera angle at the end of the labyrinth (apparently used in floppy disk version.)
  • LIFE script 709 is unused and could be a leftover of the elevator sound. Add documentation.

Underground Chasm#

(Source: Dark Linkaël)

Scrapped Area#

AITD2_UnusedRoom1.png AITD2_UnusedRoom3.png

The boat that is used in the ending scene is not normally reachable in the game. However, if no collision is present, it is possible to get on the boat and walk on it. One of the screens is not completed.

(Source: Dark Linkaël)

Bug#

To do:
Where is this located at? How can you make it appear, specifically?

It appears on the screen when there is a certain bug in the game.

(Source: Dark Linkaël)

Unused Audio#

To do:
Check for the music in LISTMUS.PAK, as the song "Pitch Black" included in the game soundtrack could be in it.

Sound Effects#

Enemy Death
A much longer version of one of the enemy death sounds.

Doorbell
A doorbell-like sound.

Roulette
A sound for when using a coin on the roulette, it plays for a split second, leaving the dispensing sound unused.

Car Drive
A car driving. While this is technically used, it is united to the "Two days later..." voice, leaving this isolated sound unused.

Car Driveaway
Another car sound effect, this time driving away and slightly skidding.

Grace hurt
Grace briefly crying, a leftover from Jack in the Dark.

Grace Ah
Grace shouting "Ah."

Unused Text#

To do:

  • There are more lines in the game's translation file that are unused (for example, the mention of a "satchel" and several sentences apparently coming from Carnby which he never seems to say.)
  • There are various lines present in every language that are never used and are referenced to a nonexistent pointer. Document them.

Unreferenced lines#

These lines are referenced to a nonexistent pointer, rendering them completely unused. They are present in every language.

@1099:I'll make them pay for that!
@1099:What can it be used for?
@1099:You'll pay for your crimes, you swine.
@1099:Damn, I'm done for now.
@1099:I have to get out of this somehow.
@1099:Where are they hiding?
@1099:I must find Grace.
@1099:That nearly cost me my life.
@1099:Damnation! They're after me.
@1099:That fight exhausted me!
@1099:No, I can't do that!
@1099:How about that?

Inventory Full#

Since the save file reserves only a limited amount of items to have in the inventory, the game possibly has code triggering a text message when the inventory is full, telling the player he cannot carry more. However, this message is never seen in-game, as there are not enough items collectable at once to actually fill up an inventory completely.

@10:You cannot carry anything else.

Debug Mode#

The translation file contains several lines mentioning debug mode related text (these were not translated into other localizations of the game):

@5:Manip Debug
@6:Manip Debug 2
@60:Debug Map
@61:Obj Infos
@62:Life Trace
@63:Obj ZV
@64:World ZVs
@65:Frame Speed
@66:Active List
@67:System Infos
@68:World Infos
@69:Vars List
@70:Move Objects

There are more strings found in the executable AITD2.EXE:

Informations Debug
   Etage:%d       
   Salle:%d       
  Camera:%d       
  Memory:%l       

Anti-Piracy Protection#

There are some anti-piracy measures scattered around the game's translation file, one asking the player input the items represented on the page (the manual), and another mentioning lines and columns, possibly hinting to input something depending the line and column given by the protection.

@14:Select the items represented on page:
@15:Wrong selection!
@80:Protection: line column
@81:0000
@82:0000
@83:000
@84:You didn't answer the question!