Alone In The Dark (2024) Chapter 1: “Carnby” Walkthrough & All Puzzle Solutions

Alone In The Dark Guide: Chapter 1 – Edward Carnby

Area List (Tap to jump down the page!)

Look for a way inside the house

Find the front door

Search Jeremy’s room

Use the Talisman

 

Chapter 1: Carnby

Welcome to Alone in the Dark! This remake is a reimagining of the original game from all those years ago, and it’s quite the wild ride.

After the initial cutscene, you’ll need to choose a character. You can either pick Edward Carnby or Emily Hartwood. We’ll link to both playthroughs on this page, given you need to play the game twice to unlock everything anything. We picked Carnby first, but if you chose Emily, you can click HERE to jump to those sections of the walkthrough.

Look for a way inside the house

From your starting position, head forward and round the corner. Take a sharp left and approach the light on the ground. Press X (A) to pick up the Flashlight. With a trigger of the Right Analog stick you’ll now be able to turn it on. You’ll also gain a key Item, 1x Kitchen Garden Key.

Continue along the linear path back on the main track until you turn right, toward a door. Press X to interact with it and use 1x Kitchen Garden Key to open it up.

On the other side, follow the yellow hose into the garden. Make note of a chained padlock on the shed opposite. There’s also a hole in the floor behind the white statue too – also make note of this as you’ll need to come back here in chapter 2.

For now, approach the doors to the botanical gardens and head inside. Immediately head forward and approach the smashed vase on the right. Press X next to it to pick up 1x Housekeeper’s Key.

Before using this key, climb the metal stairs to the left of the smashed vase. Open the chest on the landing. Inside are Pistol Bullets. Head back down the stairs and approach the door just to the right of the staircase. Use the Housekeeper’s Key to open it up.

Find the front door and let Emily Hartwood inside

Head forward and just to the right of the hanging red towel, pick up 1x Drink from the shelf. Beyond this, behind the hanging towels, follow the open door into the room to the right. Inside you’ll find 1x Clue: Family Bible on the bed. On the floor beyond this is 1x Pistol Bullets.

Leave the room and approach the closed door. Press X to open it up and you’ll be inside the kitchen. Open the drawer by the central kitchen counters and pick up 2x Pistol Bullets. Behind this, tucked in a chest under the table, there’s also 2x Pistol Bullets. We’ve marked the locations on the picture below:

There is also a cabinet drawer you can open on the left-side of this room but there’s nothing inside. Circling around the room, and in the bottom right corner (of the picture above) open up the fridge to grab 2x Pistol Bullets.

Just to the right of this is a closed door. Open it up and inside, on the left, press X to open the chest. Inside is 1x Drink. Opposite side of the room, check the floor and grab 1x Rat Poison. This is your first collectible known as Lagniappes. These include various sets of different items but do note that some sets can’t be completed without playing through both campaigns.

Return to the kitchen and head through the open door on the opposite side of the room. Inside, take a right, all the way to the end until you find an iron gate. Press X to open it up.

Immediately head forward and grab 1x Streetcar Ticket (pictured below). There’s a locked gate here so return to the main hallway again.

Head all the way to the end of the hallway and head into the adjacent door on the left. Inside, you’ll find a large fan blowing air and a stool with a little table. On the table, pick up 1x Clue: Sabotage. Again, there’s a locked door here too so return to the original hallway.

It may be a little difficult to notice at first glance but tucked away on the adjacent wall, you’ll find a closed door. It’s just outside the room we just entered (pictured above).

Press X to open the door and ascend the stairs. The door on the left is locked but as you turn right at the corridor, the first door can be opened and explored (it’s just a bathroom, nothing of note here).

However, turn left as the hallway opens up (opposite the stairs heading upstairs) and go into the open doorway (pictured below).

Inside, open the chest on the left to obtain 1x Drink. The dresser in the corner (to the left of the chest) holds 1x Lottie’s Diary. After reading this, do a 180 turn and approach the wall. Grab 1x Derceto Floor Plans. You’ll also gain 1x Piazza Key.

With the Piazza Key (and a map to get your bearings) leave the room and immediately head across the hallway and approach the white door. Use the Piazza Key to open it up.

Head through and you’ll find you’re on the balcony overlooking the garden we were in earlier. Walk along the pathway and in the main atrium, go through the double doors on the left. Inside, approach the newspaper on the table and press X to gain 1x The Picayune Post. On the other side of the room, on the mantlepiece, you’ll find 1x Rubber Stamp.

Leave this room and move toward the menacing bear statue. As you do a cutscene will trigger.

Search Jeremy’s room for clues

When you gain control of Carnby again, approach the table on the back-left of the room. Pick up the book to collect 1x The Commonplace Book. You’ll also grab 1x Painted Tile too. Talk to Emily if you want but otherwise, take this tile across to the right-side of the room, where you’ll find the puzzle box:

Place the tile in the box and then it’s a case of solving this puzzle. The solution is pretty straightforward but if you’re stuck, here it is:

  • Switch the top left panel (1) with the bottom middle panel (2).
  • Switch the top right panel (3) for the bottom right panel (4).

Solving this will click open the chest and reveal a new clue.

Investigate the corner store

From your starting position, head back into the room and push open the door to the hallway. Follow the linear pathway to the alleyway outside. Immediately turn left and pick up the Pistol Bullets from the table.

Now, approach the creature and prepare for combat. Simply Hold L2 and press R2 to fire your weapon. Aim it at the creature and fire away.

When you reach the main street, turn right. The street on the left ends in a dead-end. Be sure to press L3 to sprint and check out the bins on the left-hand side of the street. One of them holds 1x Drink inside.

However, at the very end of this street, you’ll find the corner store on the right (pictured below).

Find Miss Jackson’s Place

Head inside the store and watch the cutscene. After, you’ll gain 1x Batiste’s Keys. Also be sure to pick up 1x Preserved Reptile from the table too.

Head back into the main street and turn left at the T-junction. Approach the car on the other side of the street and press R1 to pick up the bottle. You can actually use this to throw it at enemies to disract them and sneak past.

Go ahead and do that for the creature ahead, throwing the bottle off to the left so you can sneak through past the truck and go to the right.

Along this street, you’ll find 1x Hatchet hanging up (pictured below). This is really useful to get some melee strikes in when enemies get too close.

Just off to the left of this hatchet, you’ll find some iron gates. Use Batiste’s Keys to open it up and head through. Grab 1x Pistol Bullets from the garden wall. Kill the enemies in here and on the other side of the room, head up the stairwell. Be careful though as there’s another enemy lurking around here.

If you don’t fancy fighting the next enemy, you can actually sprint right along the balcony and miss it completely (the area with all the candles on the ground). Simply sprint round to the other side and press X to open the door on the left.

Approach the table and press X to grab 1x Clue Talisman.

Use the Talisman to get back to Derceto

With the Talisman in hand, approach the table just to the right of this talisman and slot the talisman inside. However, it needs numbers in order to activate,. Thankfully, we have a Clue already that will help us out here. If you open up your notes, read the Talisman Schematics. It will hint to three numbers – 3-5-8.

The idea is to spin the different discs around so the arrows on each of the talisman’s circles point to the corresponding number. In essence, the code is 3-8-5 if you’re looking at it from the smallest circle and operating out. Once you’ve lined those up, use the outer circle so 8 is pointing to the northern-most arrow (pictured above) to solve this puzzle.

Once it’s solved, the door on the other side of the room will open. Approach and press X to enter and trigger the final cutscene of this chapter.

 

Chapter 2 >>

You can check out our full walkthrough and game guide here!

 

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