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< Alone in the Dark 2
Revision as of 18:16, 30 March 2024 by MessagerAilé (talk | contribs) (Added the walkthrough. Please check for any potential english error, as I don't perfectly speak english.)
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The Gardens

The map of the labyrinth

You start your journey in medias res, at the entrance of the garden. You have by default a revolver loaded with 6 bullets in your inventory. Equip yourself with the USE button, and wait for the guard at your feet to get up before shooting at him thrice. Take the Thompson he drops upon dying as well as the loading-clip and the flask. DRINK the latter to gain 10 HP, but save the loading-clip for later. DO NOT TRY TO LEAVE THE AREA BY TAKING THE GATE, or you will be shot dead by a passing car. Just continue straight along the path until you meet new enemies.USE your Thompson and fire at the two approaching guards.

NOTE : you can skip all the following maze section by going to the left side of the locked mansion's entrance. Shoot the guard with the Thompson, then stand on the grey square on the ground in order to teleport to the beginning of the underground area. You will then gain the mandatory piece of newspaper as well as the book of Shorty Leg—strangely—in your inventory, even though you normally acquire them in the maze area.

Once all approaching enemies are dead, go at the side of the statue blocking the labyrinth's entrance and push it. Now you can enter the (already) worst part of the game. Look at the map to not get lost. Throughout the maze, you will encounter many enemies trying to kill at sight. Just keep your Thompson in hand and shoot every approaching enemy as soon as you see them. Once your weapon is empty, USE the clip you found on the first enemy to reload it.

The first foe you will encounter is right at the beginning, coming from the left path. Kill him, and collect the picture he drops. It is a photo of the statue you will find later. Keep venturing into the labyrinth by taking the right path. When you hear the next enemy, go hide behind the bush's corner and shoot at him as soon as he is at sight. Don't forget to pick the ammos he drops as well as his flask.

Continue to the end of the path where you will find a rope on a giant ace of diamonds on the ground. Keep this symbol in mind in order to solve an upcoming puzzle. Now go back up to the main path and continue straight. You will end in an intersection. As soon as you walk in the center, an enemy will appear in front of you. As always, shoot him immediately. Take the right path, turn right and kill the foe you will find in the path. At the very end of the path, you will find another loading-clip hidden behind the bush.

Stay hidden behind the corners to take the enemies by surprise

Now go back up to the intersection, and take the left path. Another enemy will appear right away. Once you kill him, he will drop a book. Read it if you want to uncover some character lore. Don't go where the enemy came from, as there is nothing in this path. Keep going forward until you find four giant cards on the floor. Don't take the hook on the floor for the moment. For now, you must choose one of the cards. Choose wrong and you will get electrocuted and die. Remember the ace of diamonds you saw earlier ? Step on it, and a trapdoor will open under your feet.

You end up in a cave. As soon as you enter, an enemy will appear from the right gallery and will block your way. He does not attack you and die in one hit, so put the machine gun back to your inventory and simply punch him with the FIGHT action. Go to the end of the right gallery to find a flask, then to the end of the left one to find a torn notebook. PUSH the chest in the middle of the intersection to find a metallic card. At this moment, a ghostly creature will appear from the right gallery and start approaching you. You take damage by touching it. USE your Thompson to shoot it down and get the pirate sword it drops. If you USE the card you just obtained on the altar at the end of the left gallery, the trapdoor at the end of the right one will open. However, it will take you back to the beginning of the labyrinth. Take the ladder you came from instead to go back.

Pick the hook now. It will attract two enemies in the maze to this place, unless you already killed them. One of them is the one you shot in the right path, so you will not have to deal with him. The other comes from your next destination. Hence, keep progressing in the path until you reach a smaller intersection. Take the left path and shoot the foe coming ahead, then wait for the second enemy to arrive from behind by hiding in the corner of the bush if you did not kill him earlier. Keep going now. At one point, you will end up in another intersection. The front path will take you back to the right path from the main intersection, so take the left path instead. Another foe will appear. Kill him and get his flask.

Continue in the path until you encounter moving brambles. They will be blocking your way by hurting if you get too close. The only way to get rid of them is by using the pirate sword picked in the cave to cut them off. Equip yourself with it and attack the brambles taking care not to be hit by them. Keep cutting until they die and clear the way at the price of your sword.

At the end of the path, you will encounter the first boss of the game, Shorty Leg, who will keep shooting you as soon as you appear. Take advantage of his slow movements to go hide on the left of the statue, take the Thompson and don't stop shooting at him once he enters your line of sight. Upon dying, he will drop a piece of newspaper. Take it, as well as the flask hidden in the corner of the arena.

You're now in front of the statue seen in the photo. If you check the latter again, you will notice the arm of the sculpture is not positioned the same way as in the picture. USE the hook you previously found in order to combine it with the rope, then USE it again in front of the statue to throw it on the arm and reveal a secret entrance. Great job, you found your way out of the labyrinth !

Hell's Kitchen

Upon climbing down the secret entrance, one the ladder's steps will break and make you fall all the way down. Luckily, you will escape without a single scratch, but you will have lost your weapons. Go behind your starting point to find a nickel at the bottom of the ladder, then progress in the path taking care not to fall, and picking up the crank and the paper bag you find on your way. At the end of the path, you will find your friend Striker's dead body. PUSH him into the pit to find under him to find a pipe cleaner as well as the other half of the notebook. USE it to stick the pieces back and being able to read Striker's last words.

Your only exit from the cave is a locked door. To open it, USE the newspaper got from Shorty Leg in order to slide it under the door, then USE the pipe-cleaner to get the key from the other side. Once you got it, USE the key on the door. By the way, you can now read the newspaper to discover it belongs to one of the gangsters. Save it for later.

In the next room, you will find a guard sleeping in front of a hole overlooking the sea. To safely get rid of him, sneak behind him and USE the paper bag to inflate it, then USE it again to burst it. It will awaken the guard. Then, when he walks in front of the hole to shoot you, PUSH the lever behind the barrel in order to throw him out into the sea with a falling bucket. Take care not to be hit by this latter during the process, as it will kill you instantly. If you miss your shot, you still can kill him with the FIGHT option by beating him up or pushing him into the hole, but it is a much riskier strategy since he got a gun—and you will not able to take the items he drops as well if you push him. In any cases, DON'T RUN INTO THE HOLE obviously, as you will fall into the sea waters and die.

Take the gun the guard dropped upon dying as well as the flask and the manuscript if you think you need it, then go at the side of the clock at the left of the barrel and USE the crank on it to reveal a secret entrance. Pick the document on the way to discover more character lore, then take the elevator at the end of the path without forgetting to pick the cartidges before it.

The map of the mansion's basement

You arrive in Hell's Kitchen's basement. Upon coming out of the elevator, you will immediatly be attacked by the second boss, Music Man. He follows through the room and fire at you with his accordion as you're uncovered. There are two ways to defeat him: either you fight him by firing three riot gun shots at him, or, if you still have his pact in your inventory, TEAR it up, and it will kill him instantly. Before leaving, take the hook he left behind. It will help you if you don't have any ammo left in your gun. In the next room, don't go upstairs for now; instead, go to the back of the room in order to find a battledore in the cleaning stuff, then open the door. Behind, you will find two minions shooting at playing card-looking targets. Empty your riot gun at them; the first one takes only one hit before dying while the second will take the four other rounds. You will find ammunitions afterwards anyway.

After killing the first foe, go hide behind the small pillar in front of the second guy and wait for him to empty his gun; after three shots, he will have to reload his revolver. Take advantage of this instant to shoot him. Repeat this process until he dies. Once you cleaned the room, go take the riot gun ammos on the table at the back, then select the FIGHT action in order the punch the targets the enemies were shooting at. Punch it, and it will rotate. If it rotates twice, just step back a little to lower the strength of your punch. You must align four diamonds by punching these targets. Once you managed to do it, the door at your right will open and an enemy will appear behind it. Just shoot all of your four left rounds at him, and enter the secret room.

Inside, you will find a slot machine next to the entrance, as well as a flask and a whisky bottle on the shelf. DRINK the former but not the latter, or else you will lose 5 HP (and become drunk for 15 seconds, if you are looking for a funny effect). Keep the whisky for latter instead. Behind the distilling apparatus, you will also find in each side a document. One will give you a hint for the next puzzle, the other, even more character lore. After this, USE the nickel you found in the cave on the slot machine in order to win two tokens.

Now return to the previous room. You will find a new enemy dancing in the corner at the back. He will not attack you unless you hit him first or take the bag behind him. There are two ways to get rid of him: the first way is to kill him directly, either by beating him up with the battledore or by shooting at him if you still have ammos in your gun. In that case, you will never see him again. The other solution is to give him the whisky if you have not drink it yet. Just go next to him, DROP the bottle at his feet and watch him disappear upon drinking it. WARNING : if you do it that way, the enemy will reappear later to attack you at some point; be ready for his return ! In both cases, you can take the sack he was guarding afterwards (wait for him to disappear before taking it, or he will get back to attack). If you OPEN it, you will find a Santa Claus suit.

Now go back to the previous room and go upstairs. You arrive in the mansion's entrance hall. A small cook keep watches the place by going hence and forth between the stairway and the kitchen. If he sees you, he will immediately call for help and several enemies will come out from the kitchen and kill you in one shot, preventing you to go further. To not arouse the suspicion of the guard, USE the Santa Claus suit to put it on. Now you can be seen by the cook without being attacked.

The map of Hell's Kitchen's first floor

The kitchen is guarded by a statue that will throw you its trident if you pass in front of it. It will instantly kill you. While you can just bypass the trigger zone of the statue by walking along the door on your right, this trap can help you get rid of the cook. Wait for the latter to pass by, then run in front of the statue and go hide behind him; he will take the hit for you, and you will be able to roam freely. You can also take off your suit now if you wish. Once the statue threw its trident, go take the crown on its head, and enter the kitchen.

There, you will encounter T. Bone, the third boss. At first, he will seem affable, but wait a little too long and he will start attacking you with his blowgun. When you enter, take the frying pan on the counter and wait for T. Bone to serve you fried eggs. EAT to uncover some HP. Shortly after this, the cook will approach you and start shooting at you. Take the frying pan and beat him up until he dies. Then, go take the poison at the foot of the freight elevator and the wine on the gas cooker in the bottom. DO NOT GO IN THE NEXT ROOM, or you will be shot dead at entering.

Once you got the poison and the wine, USE one of the two to mix them up and get a poisoned wine. Don't drink, obviously, but DROP it in front of the locked door before the kitchen's entrance. The door will briefly open to take the wine. Wait a few seconds for the poisoned guards to come out and be able to enter the room. NOTE : it is at this moment that the enemy you took the bag from will appear and attack you with his gun if you gave him the whisky in the basement. USE your frying pan—or your riot gun if you saved it for now, as it is the safer option—to kill him, taking care not to be hit by his shots. Once you defeat him, he will be dead for good.

Enter the room whose door just opened and use your two tokens on the jukebox at the entrance. One will give you a doubloon—don't forget to take it; it pops on the floor near the machine—while the other opens the door on the other side of the room. Go to the guestroom in order to find a bullet-proof vest on the first bed on the left. USE it so you can temporarily take hits without being hurt. There is also a loading-clip in the back of the room as well as a Thompson hidden behind the first bed on the right. Once you got everything, go back to the entrance hall and go up the stairs.

NOTE : you will have to deal with the enemies in the dining room later, but if you want to get rid of them right now, go to the living room and open the door. Enter then hide behind the entrance to the room, and USE the frying pan to kill them one by one as they enter.

On the second floor, you will get attacked by Black Hat, the fourth boss. He shoots really fast, so attack him before he can do anything; just take the Thompson you just found and keep fire at him until he falls down. Now, you will not be able to use your weapon anymore. Enter the hallway and open the next door. You will end up in the billiard room, where you will meet De Witt, the fifth boss, who welcomes you by firing at you. Nothing special about him. If you examine the right side of the pool, you will find a loaded Derringer, but it is so slow and weak compared to the others weapons of the game that it is not worth taking it—even the boss will unflinchingly resist the full barrel if you try shooting at him with it. Instead, just USE the frying pan to beat him to death. Pick the sword-stick he drops upon dying. Go at the back of the room to find a book as well as a piece of parchment in the bookshelf.

The map of Hell's Kitchen's second floor

Now go back to the hallway and enter the bedroom at its end. In the corner, at the right of the bed, you will find two snake-like creatures guarding an a pedestal. They will attack if you get too close. The only way to defeat them is by stabbing them with the sword-stick you got from De Witt. Equip yourself with it and keep attacking them until they both die. Now you can take the parchment that was on the pedestal and USE it in order to restore the document. It will give you a hint for an upcoming puzzle. Next, go to the other side of the bedroom and USE the crown on the bust. Go the next room just in front of you, and take the amulet on the floor—it appeared when you crowned the bust. You will get teleported into the mansion's third floor.

In the room you appear in, take the message behind you and READ it; it will give you some more info about what's coming. Open the door after taking the flask next to it, and enter the store room. There, you will encounter the sixth boss, Bubble Blade. He will run at you as soon as he sees you, and attack you only with kicks and punches. He is very fast; his strategy is to dodge your attacks by doing backflips and quickly get close to you in order to hit you. Henceforth, it is useless to try shooting at him, as half your shots will miss. What's more, another minion will enter the room and start attacking after you manage to hit Bubble Blade once, so this fight will not be easy.

Here is the best strategy: first, go left of the door and open the chest to get yet another Tommy's Gun as well as a loading-clip. Equip yourself with it. Then, run to the room in front of the door you came from to find the second minion before he enters the arena. To not deal with enemies at the same time, kill him with the Thompson before the boss arrives. Once he is dead, take the key he drops, and go back to the arena. Now, you can fight Bubble Blade in a 1v1. USE the frying pan as it is the best melee to deal with him—the battledore is too short a range to be effective, and the sword-stick just does not work against him—and beat him up until he is defeated. If you still have your bullet-proof vest on you, don't be afraid to take some hits from the boss. After he dies, don't forget to pick the items he leaves behind—a flask and a grenade.

The map of Hell's Kitchen's third floor

Return in the room where you killed the other guy. You will find a jack-in-the-box (the same as in Jack in the Dark) at the back. Remember the parchment ? USE the doubloon you got earlier from the jukebox on the toy so it gives you a pompon in return. Now go back to the storage room and open the second door. You will end up in the same room as the game's opening. Alas, Grace Saunders is nowhere to be found. The demonic clown is still here though, and it will follow you throughout the entire room and dance when close to you. Luckily, it does not harm you. The snakes that guard the balcony do though, and it is an issue since you need to go there. To get rid of both the clown and the snake, THROW the pompon you just obtained at the entrance of the balcony. The snakes will go after it as well as the clown, allowing you to pass. Go down the chimney but first, USE the grenade in front of it to clean the room it leads to of the enemies.

Upon entering the dining room through the chimney, you will find out that three of the gangsters managed to survive the explosion. Run to the kitchen by taking the door at your left, equip yourself with the Thompson, and wait for the enemies to come in. Shoot them down one by one. Once they are all dead, go back in the living room and take the billiard ball on the christmas tree next to the fireplace.

Now, return all the way back to the billiard room. USE the ball on the pinball machine in order to reveal a secret door, then USE the key you acquired in the third floor to unlock it. Behind, you will get captured by One Eyed Jack, who will monologize about his background just long enough to allows Grace to escape. Realizing that the child went missing, Jack goes look for her, leaving you in your cell. USE the hook you took from Music Man in the basement to unlock the door, and go back to the entrance hall downstairs. As soon as you will walk in the middle of the hall, Elisabeth Jarret will enter from the front door and immobilize you with her psychic powers.

Playing Grace Saunders

Once Edward get captured, you get to play as Grace. She is much slower than Edward and can not fight, so you ought not to be caught by the enemies, since you can not outrun them. Your starting point is in the garden, behind one of the statue at the entrance of the maze.

As soon as you control the child, go towards the front door before you. DO NOT TRY TO LEAVE THE AREA or you will be caught by enemies. OPEN the car's trunk at the right to hide inside. You will find a billiard ball by the way, take it. Once the car stops, go to the bandstand in order to get the hook at its right. Be really careful not to be seen by the guards, or you will be caught. Just walk straight to the item taking care not to step on the grass or you will be heard. Once you picked it, go back to the car and go left. Do not go on the trail or the guards will see you. Just keep walking until you reach the end of the path. You will see a spear thrust into the ground. USE the billiard ball on it to make a statue appear behind you. Go USE the hook on it in order to make an enemy appear from the tree. Let yourself get caught, and listen to Elisabeth Jarret's speech. NOTE : if you stray a little too far from the trail, Grace will get lost, so don't explore the area too much.

You end up in the jail of the Flying Dutchman, the villains' ship. You find Edward chained and must find the key to free him. Since Grace can not open doors, you will have to find another way to enter some rooms. First, get out of the jail by moving the plank with the PUSH option in order to unveil a hole. In the next room, you will find a parrot next to the table. Take the seeds at its foot and feed the bird by USING the seeds on him. It will give you some info concerning what to do later. Next, take the pepperpot on the table. Do not take the sandwich unless you want to gain 10 HP, which is unless since Grace can not take damage. Before leaving, check the map on the wall that will reveal you a network system between the mansion and the ship.

Hide from the pirate by standing inside the hole

As you enter the hallway at your left, a guard will be coming from the right. Run to the opposite side of the hallway and hide behind the ladder to not be caught. Once the guard's back is turned, run towards the ladder at the back and climb it. Then, climb the second ladder before the guard sees you. You will end up on the deck of the ship where the members of the crew are partying. As you arrive, you will notice Mister Eye—the dancing one—dropped something on the floor. Sneak behind the barrels and crates until you reach it, take what turns out to be a tinder-box, then go down the hatchway on your left.

You enter the captain's personal cabin. Open the chest on your left to find a small cannon, then take the crystal vase on the shelf. PUT the cannon in front of the door, USE the pepperpot on it in order to load, then THROW the crystal vase anywhere. The noise will alert the guard from behind the door. As soon as he enters the room, USE the candle-stick on the cannon to light it. It will fire pepper at the guard, making him sneeze and die, just as the parrot said. Take the bell he drops and, before leaving the cabin, take the captain's staff hidden behind the bed.

Enter the kitchen in front of the cabin and take the chicken foot on the table. USE the bell to ring it and open and the freight elevator. Quickly get in before the Cookies arrive. You get back to the mansion's kitchen. Take the key on the ground in front of the cupboard and USE it to open the latter. You will get an icebox as well as a pot of molasses. Then, head to the entrance hall. At exiting the kitchen, a guard will approach you. USE the icebox to spill ice on the floor and make the enemy slip on it, killing him in the process.

Get rid of the guards by using the items you collected

Go upstairs. Another enemy will try to catch you. USE the pot of molasses in front of him so he gets glued to the floor upon stepping on it. Now, enter the hallway. The bedroom at the back will be locked. Go to the billiard room. Don't take the token in the pool as it has no purpose. Enter One Eyed Jack's bedroom and USE the captain's staff on the hairdresser at the back to find the key to the irons as well as a book. Read it, it will give you some hint for an upcoming puzzle.

Go back to the hallway and enter the now-opened bedroom. Then, head to the ritual chamber where you first got the amulet with Edward. Go at the center of the square and USE the captain's staff. It will turn into a Loa stuff and takes you to the entrance hall. Go back to the kitchen and lead the new guard to slip on the ice you previously poured on the floor. Alternatively, if you picked the token despite what I told you, you can get rid of the guard by using the teddy bear you has in your inventory by default as Grace: go in the empty room, DROP the toy in front of the closet at the back of the room, then go hide at the left of the jukebox and USE the token. It will attract the guard who, by inspecting the teddy bear, will get crushed by the bed inside the closet. In both cases, go back in the kitchen and USE the bell to get in the freight elevator again. This time, however, you will get captured by the Cookies.

The Flying Dutchman

The map of the Flying Dutchman's first floor (Δ=Ladder)

Now you regain control of Edward. Hold down the RIGHT button until you manage to grab the key next to you. Once you picked it, USE it to get free from your chains. FIGHT the pirate and take his sword after he died. Go to the next room and USE your sword to kill the enemy in it. Take the flask he drops and DRINK it. Do not take the Thompson, as you will not be able to hit any enemy with it from now on. Head to the hallway. Again, kill the enemy coming from the right and take his pistol saving it for later, as it has only one bullet left. Pick up the short fuse he left behind as well.

Open the door in front of the entrance, and kill the enemy hidden on your right. Beware, he is more tough than the previous ones and will take eleven hits before dying instead of four. Then, take care of the second pirate in the room who will come at you slightly after the first one. Once you have cleaned the room, go take the key hidden in the corner, then pick up the poker inside the furnace as well as the pliers on the table. Once you have got everything, go back to the hallway and head to the left end.

NOTE : no items in the two following rooms are mandatory to complete the game; however, you will find some very useful items, so I strongly recommend you to take them anyway.

Do not take the door on your left for the moment. First, enter the room at the very end. Inside, you will meet up with Black Hat again. As soon as you come in, he will shoot at you with his two guns. Run at him to corner him and keep stabbing him with the sword until he dies for good. Upon dying, he will give you another flask as well as ammunitions for the pistol. Take them both, and go back to the hallway.

Now you can open the previous door. In the room behind it, you will have to fight Shorty Leg. His strategy is to spit nails (?) at you. Since he is quite fast this time and can attack you from a distance, don't try to fight him with the sword. Instead, USE the pistol to fire at him from a safe distance. Once you used your pistol round, USE the ammunitions to reload it—you can only use one ammo at a time. He will outlive your four shots however, so you will have to finish him off with your sword. Carefully come near him and stab him three times before he dies. Upon disappearing, he will drop several items: a coat of mail, a flask, another pistol and ammos for the latter. Take them all, then PUSH the barrel at the back to gain access to the bottle as well as another coat of mail. USE the coat so you will be able to take some hits without being hurt, and THROW the bottle anywhere. Inside, you will find a parchment explaining to you how to get rid of the villains. Now you picked up everything, go back to the hallway.

When returning to the hallway, you will find a new enemy hiding in front of the ladder—he appeared after you entered Black Hat's room. Kill him, then USE the key you found earlier to open the door. Behind it, you will find the ship's ammunition depot as well as yet another mini-boss—which turns out to be De Witt. DO NOT BY ANY MEAN SHOOT AT HIM WITH A FIREARM, or you will blow up the entire ship and you with it. USE the pirate sword and the pirate sword only to confront him. This fight is quite technical, as he will manage to block most of your attacks. When this happens, just change your direction, i.e. if he manages to parry your LEFT attack, use the RIGHT attack. Do not fear to take several hits from him, as you wear the coat of mail anyway; if it becomes no longer useful, USE the other coat. After a dozen of hits, De Witt will turn into a skeleton and gives you a keg of powder as well as an opuscule serving as a foreshadowing.

The map of the Flying Dutchman's second floor (Δ=Ladder)

Return to the hallway and climb up one of the two ladders. You can't access the deck for now and only three doors can be opened. Two of them lead to the dormitory, wherein sleep three pirates; don't go there or you will wake them up. The last door will lead you to the cannon room above the boiling room. Take your sword to kill the guard while he is sleeping, then take the ammos he was holding. After this, USE the pliers on the cannon's chains to cut them off and PUSH the cannon to make it face the dormitory—you have to press SPACE in a very specific point, so don't worry if you try and nothing happens: just move a little and try again. Finally, USE the short fuse to put it on it. Once your cannon is ready, go to the dormitory and PUT the keg of powder in the middle. Get back to the other room and USE the poker to light the fire the barrel. Every enemy in the dormitory will be destroyed and you will be able to explore it without being disturbed.

Take the pouch of coins next to the right entrance and the flask hidden at the back. Go back in the hallway and USE the gold coins on locked door on the right. It will attract the Cookies out of the kitchen. As soon as they come out, hit them with the sword until they both die then enter the kitchen. Take the flask on the shelf and head to the pantry next door. Inside, you will have to fight T. Bone once again. This time, he will directly attack you. His strategy is the same: he gets close to you then keep shooting at you with his blowgun. USE all your pistol rounds here to safely weaken the cook, then finish him off with the pirate sword. Take the metallic card he drops and return to the hallway.

USE the metallic card to open the last door left and enter the captain's cabin. Upon entering, you will get immobilized once again by Elisabeth Jarret. At this moment, Grace arrives and you briefly got to play as her again. You only have the Loa staff and the chicken foot left in your inventory. USE the former on the statue of Captain Nichols in order to open the door next to it. Then, approach Elisabeth. An "evil force field" will keep you from getting closer. Just USE the chicken foot to break the curse and bring Elisabeth back to where she belongs.

You regain control of Edward after this. As soon as you pull round, a gigantic, undestroyable pirate will appear in front of you. Don't try to kill it. Just exit the room and climb one of the ladders up to escape the slow creature.

You end up on the deck of the ship. You will see Captain's Nichols stuck in the deck. If you try getting close to it though, Bubble Blade will appear and steal it right under your nose. You will have no choice but to fight with your basic sword. First, kill Music Man as he approaches you, and take his hook back after he dies. Then, get close the mast. You will find Mister Eye surrounded by his two Look Boys. He will send one of them to attack you while throwing harpoons at you. Stay behind one the barrel to not get hit by them, and kill his minion as he approaches you. After he dies, Mister Eye will climb to the top of the mast and send his second companion. Kill him just as well, then join Mister Eye by climbing up the ladder.

Mister Eye escapes to the top of the mast. Follow him !

At the top of the mast, fight with the look-out taking care not to fall—you can instantly kill him if you manage to push him off the post—and then, USE on the rope to reach Bubble Blade on the other side. Run towards him and corner him at the end of the mast with your sword. At dying, he will fall off the platform. Come down by jumping off and go take the sword the boss dropped.

Now, there's only One Eyed Jack left. Run to the mast. You will find Grace chained to it with a cannon pointed at her. You have ~50 seconds to free her and stop the cannon before it fires, which is more than enough to be honest. Come near Grace, USE the pliers on her in order to cut off her chains, then run to the cannon. Edward will automatically extinguish the fuse when you get close enough. Now, you can fight the final boss, One Eyed Jack.

As you can guess, this battle will be quite technical. First and foremost, Jack will be impermeable to any of your attack, including the pirate sword. To defeat him, you have to USE Captain Nichols' sword. Next, he will be able to dodge and parry most of your attacks. Most, but not all; try to vary your attack patterns as much as possible in order to surprise him, and most importantly, keep spamming him as he attacks very quickly and will vary his different attacks as well. Don't give him any chance to hit you.

At some point, he will fake his death by falling to the ground and getting up immediately after. It means that the end is nigh. Keep attacking him until he falls for good. Soon after this, Edward will escape with Grace while a dying One Eyed Jack blows up his ship in a desperate attempt to get you, but he does not stand a chance ! The game ends with a picture of Edward setting sail while Grace waves at the player. Congratulations, you beat Alone in the Dark 2 !