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Ghosts are passive, initially neutral entities in Alone in the Dark (1992). They do not seek out the player like other enemies, but become extremely aggressive if provoked, at which point they will pursue the protagonist relentlessly. When angered, they shape shift into a mass of spheres. They can be outrun but they can clip into most places straight through walls meaning there are few safe corners on a floor with a whirling ghost on it.

Background[]

The ghosts are supposedly former visitors to Derceto who died at the hands of Ezechiel Pregzt. They remain quite still, in places and poses natural to them, possibly just lost in memories of life. They apparently wish only to be left alone with their thoughts, and become extremely and implacably hostile if they are not. Sadly, this makes it impossible to communicate directly with them.

Involvement[]

Ghosts serve as obstacles in the game. They are present in both the Living Room on the second floor, and in the Ball Room on the first floor.

In the Ball Room, when the record 'Danse Macabre' is played (Green Record), the ghosts begin to dance. This allows the protagonist to retrieve the key on the mantle, but not easily.

Touching a ghost causes them to enter the angered state.

Strategy[]

In the living room, walk along the edge of the room to bypass the ghost sitting in the middle of the room.

In the Ball Room, once the record plays, the ghosts will move from their stationary positions and begin to dance. Take a moment to watch them and to learn their patterns (which are random), then move quickly to retrieve the key on the mantle.

Trivia[]

  • The first ghost encountered is in the living room, where the record player is found. All the other ghosts are in the ball room, where the record player is implemented.
  • The ghosts' angered form resembles the form of Yog-Sothoth, one of the Outer Gods in the Cthulhu Mythos. Yog-Sothoth is described as a 'Confluence of Orbs'.
  • The ghosts might also be a reference to The Color Out of Space.
  • Despite the ghosts being ethereal in nature, an angered ghost must path-find to the player using doors and corridors, unlike the Vagabond, which can freely move directly towards the player within the boundaries of the library.

-Both the ghosts seem to be related to the gramophone: it must in fact recuperate in the fireplace room, behind the red ghost, while its use will allow to move the spectra in the ballroom.

Gallery[]

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