Lagniappes in Alone in the Dark are collectible items that can be gathered into sets to achieve additional goals and uncover various secrets. In this guide, we will tell you where to find all the available presents in the game and how to use the collections.
Please note that the full text walkthrough for Alone in the Dark (2024) is available here. You will also find all the available presents there.
Attention: To collect each set, players need to find three items. Keep in mind that they may and will appear in previously explored areas — if you think you've studied all the rooms and there's no sense in returning, you are greatly mistaken. Below we will tell you where and in which chapter the various items appear.
Collect all three presents for the Curse of the Hartwoods set and in the fourth chapter, go up to the attic. Here, approach the noose and interact with it. This will grant you the Meta-Ending achievement.
This present is theoretically unobtainable on the first playthrough, as the player cannot know the safe code in the administrator's room on the first floor. However, if you use this combination or figure it out on your own, you will be able to retrieve the collectible from the safe. Note that if you miss this moment, and in the fourth chapter, when you need to open the same safe for the plot, the item will not be inside.
In the second chapter, when you find yourself in the swamps, you will need to reach the oil rig. Having found the lever and lowered the bridge across the river, climb up to the attic, but do not approach the window too closely — this will trigger an in-engine cutscene, and you won't be able to return. Inspect the barrels between which you can squeeze through to find the collectible.
In the third chapter, players will arrive at the dock, where they will need to explore the shipping company building. Right after that, the objective will update, and a new area will open up on the street. However, do not rush to follow through the only door. To the right of it, there is a small passage to the inner courtyard, where a poster hangs on the wall — take it.
In the third chapter, players will enter a buried temple. Pull the lever and go through the door that opens. Install the lens in the stand, direct the beam at the door, and ascend higher. After the staircase, immediately turn right and run to the end of the corridor — to the right will be another staircase. Explore this area to find a niche with the present.
In the fourth chapter, you will receive the key to the first-floor hall and will be able to visit room #3. Head there and immediately inspect the dresser to the right behind the door. Here you will find the collectible item.
After the segment where the game splits into scenarios for Emily and Edward, you will find yourself in the basement. Here you will have to solve a puzzle with X-ray images, but don't rush. Inspect the corridor and find the gurney, on which the needed item will be lying.
Derceto stands upon a grotesque nursery. A temple dedicated to rebellious growth — the most frightful and malevolent aspect of nature. You may manage to shield your psyche for a time, but rest assured — eventually, your soul will begin to pray to this abhorrent god.
Such is the fate of all those who have gathered around this ancient tree. They all caw, bark, and bleat. Because their own bodies are afraid, and they want to expel the evil invoked by these words.
Instead of this blasphemous name, they whisper the names of Derceto, Astarte, and the Black Goat of the Woods.
Note: All three of the following items can only be found in the fourth chapter.
Immediately after the chapter begins, the main character will appear on the staircase landing at the attic. Go down and follow to the additional part of the house, towards the greenhouse. In the intermediate room, where a rifle hangs on the wall, a collectible will have appeared on the chair.
After opening the safe in the administrator's room, you'll obtain the key to the doctor's office. Inspect it and find the France key — this item needs to be inserted into the globe, which is located on the second floor in the living room. Upon doing this, take the collectible.
A little later in the story, you'll find yourself on a stranded steamboat — it doesn't matter who you're playing as. Climb up to the deck and find the bell, and next to it, a hole in the floor that leads to the level below. Jump down and find the chair, on which the item is placed.
The artists spent a lot of time boating on the vast Lake Ponchartrain. Poetry, drawing, photography — everything seemed better by the shimmering water under the iridescent sky. One night, when the sailors returned to Derceto, they saw a masquerade ball. It must have been Perozzi and Nora who invited friends from the theater. The sailors quickly fashioned masks out of plaster and joined the festivities. They had fun for hours, until they realized that time had stopped, and their friends had disappeared. Disturbed, the sailors demanded that the guests remove their masks, but they could not, for there were no masks on them.
Right at the beginning of the second chapter, use Batista's keys on the door to the administrator's room and inspect it. Behind the bookcase to the right of the safe, you will find this present.
Can be found in the second chapter, when the player receives the key to the living room on the second floor. Inspect the first room from the entrance (nursery) and interact with the box on the chair in the far right corner. Then leave the room and re-enter to take it.
In the fourth chapter, after opening the safe in the administrator's room and obtaining the key to Dr. Gray's office, do not forget to open another door to the waiting room. Here on the couch, another item for the collection has appeared.
How terrible it is to realize that your healing was an illusion. That you are so engrossed in the valor of suffering that despite all your efforts, you didn't even try to recover. Or that your treatment becomes such an obsessive idea that instead of letting wounds heal over time, you tear the flesh in the hope that it will heal faster and better — the main thing is that it bleeds the way you want it to. Can one ever fully recover, Dr. Gray, what do you think?
Collecting these items will grant you forbidden knowledge.
Can be obtained by interacting with the door to Dr. Gray's private room at any point. According to the plot, you will get here in the fourth chapter, but you can do it earlier.
In the fourth chapter, after solving the puzzle with the X-ray images, players will need to head to the attic. As soon as you enter this room, explore the far right corner. Behind the screen, there will be a collectible.
Located in the last winter location, where you will find the signal pistol. Look for the present near the tent on the right side of the location — the newly acquired weapon will help with this.
In the first chapter, pass through the greenhouse and use the housekeeper's key to get into the basement. Go through the kitchen to the open door and turn right. Here is a metal grate leading to the wine cellar. The item lies on the shelf in the far right corner of the room.
Can be found in the first chapter when you first find yourself in Jeremy's memories. After getting Batista's keys and opening the metal grate, go up the stairs and kill the monster on the right. Right behind it on the chair lies the present.
This item cannot be missed as you will automatically receive it after the cutscene in the middle of the third chapter when you get out of the large library of Tarotella.
By collecting all the presents, at the end of the fourth chapter, when you will be exploring Dr. Gray's apartment, inspect the storeroom (where you can find the key to the cabinet) and interact with the painting.
Once at the cemetery, players will need to find three discs to open the chapel. When you find the last disc, don't rush to leave the cave. There will be a passage in the left wall leading to a small room where the collectible is hidden.
This collectible item can be obtained while playing as Emily. In the fourth chapter, when you return to the mansion after the steamboat segment, you will receive the key to the hall on the first floor. According to the plot, you will enter room #2, where you will need to use the flash on the camera. This present is lying to the left just behind the door.
This can also only be found in Emily's scenario. After using the flash on the camera, she will enter her memories and then find herself in the morgue. Here you will need to turn on the light and solve a simple puzzle, after which a cutscene will start. After it ends, don't rush to follow the plot, but return to the body of the groom — you will receive the collectible.
Collecting all the presents in the additional part of the house will unlock a box with a shotgun.
Can be found at the beginning of the second chapter. After talking to Dr. Gray, inspect the table at the door to the administrator's room and take the present.
In the same chapter, you will find the key to room #6, but before that, it is recommended to enter room #5 (middle door) and pick up the item for the collection from the table.
A little later, you will find yourself in the swamps, and upon returning from the memories, you will immediately be able to find this item. Inspect the red bag that the hero found in the cave, and take the palette knife. Use it to open the nearest room, where the collectible lies.
You will receive an additional objective, after completing which an alternative ending of the game will be unlocked. To achieve this, in the finale you should interact with Grace and give her the last found item — the toy talisman.
Players can only obtain this present in the scenario for Emily Hartwood. In the fourth chapter, you will find yourself in the morgue, where the first thing you need to do is solve the electricity puzzle. Once the lighting is turned on, some items will become interactive, including the cookie box.
This present, on the other hand, can be found in Edward's scenario in the fourth chapter. Upon entering another reality, go through the park and enter the only building. To the right of the entrance lies the napkin.
At the end of the fourth chapter, when your goal will be to head to Dr. Gray's apartment, you will have to solve a small puzzle. Take the fake book from the table and insert it into the bookshelf. At the same moment, behind the hero on the floor, a collectible item will appear.
This present will appear only in the second chapter. At any convenient time, return to the additional part of the house and visit the room with the locked medicine box. Interact with the window and take the collectible from the windowsill.
In the same chapter, players will need to find shards of a plate to solve the puzzle with the boiler. Before that, go to the wine cellar and solve the puzzle with the electrical panel. However, you must pick up the item before the light goes out (after that, the item will no longer be interactive).
About halfway through the third chapter, from the library, you will reach the pier, where you need to enter the building of the shipping company and explore it. On the first floor of the building, inspect the barrels to the left of the entrance door — here is the collectible.
In a dream under anesthesia, Jeremy manifested these words, sifting them from the gangrenous soil of Derceto.
Eternal praise and abundance to the Black Goat of the Woods. Hear us, Mother, and have mercy! Have mercy on us!
Accept our sacrifice and deem us worthy.
Iä Shub-Niggurath!
Iä Shub-Niggurath!
The Black Goat of the Woods with a Thousand Young.
For finding all the items from the collection, you will receive forbidden knowledge.
At the beginning of the second chapter, players will need to repair the decorative plate on the astronomical clock. One of the missing plates is located in the well of the garden. Nearby will also be the collectible item.
In the second chapter, the protagonist will reach the swamps, where he must get to the oil rig. On the way to it, you will encounter several houses. On one of the locations, there will be three houses at once (this is the only such location). Enter the first house on the left, first squeezing between the boxes, to find the item.
After the beginning of the third chapter, you will find yourself in the large library of Tarotella. Climb to the upper level and find a small hidden passage in the wall, behind which lies the present.
For finding all the items from the collection, you will receive forbidden knowledge.
In the fourth chapter, when you find yourself in the mansion again, return to the living room and check the back room (previously you solved the puzzle with medical vials here). A collectible item has appeared in the typewriter.
This present can also be found at the beginning of the fourth chapter. Return to the additional part of the house and enter the utility room (at the very beginning of the playthrough, you can only find ammunition here). However, now glasses have appeared in the sink. Note that if you do not pick them up now, then at the end of the chapter all doors will be locked, including the utility room!
When you receive the Matchbox present, having reached the pier at the building of the shipping company, examine the location and find this present. It is located on the opposite side from the crane.
In addition to forbidden knowledge, you will also unlock the additional objective Leave an offering at the Whispering Tree. It is currently unclear how this will affect the ending.
In the first chapter, players will find themselves in Jeremy's memories for the first time and also meet Baptiste. After the cutscene, simply press the interaction key, as the present will be standing right in front of you.
Located in the fourth chapter, but can only be picked up in Edward's scenario. Once in Pearl River, run under the bridge, but at the fork, turn right instead of left. In the dead end, there will be a dilapidated shack, and inside is the collectible.
Like the previous collectible item, the jingling shaker can only be found by the detective. Almost at the very end of the fourth chapter, when your goal will be to go to the basement to solve the puzzle with the X-ray images, the main hall will change. Examine the bar counter and find the present behind it.
Edward had heard this whisper for years. When he lived in Brooklyn, it happened only occasionally. For example, when as a child he climbed a tall tree in Central Park, or when he almost drowned in the Hudson trying to save his desperate mother.
When he moved to New Orleans, the whispers started to occur more frequently, but still not often enough to pay attention to them.
Now, within the walls of Derceto, he knows what is calling him. He doesn't want to admit it, but the Dark Girl in the greenhouse commands him to bring a sacrifice. To give her the Cabri-sa-corn.
We first managed to find this present while playing as Edward. Whether it can be found in Emily's scenario — we do not know. In the second chapter, you will gain access to the main hall. Here you will meet a girl in a dress, who will be sitting in an armchair at a table. Remember this place, because right after she leaves, a present will appear on the table.
Towards the end of the third chapter, players will enter a sand-filled temple. As soon as you appear here, examine the base of the huge statue and take the collectible.
This item can be found in any scenario. In the fourth chapter, the protagonist will find themselves in a memory where they need to start the engine of a steamboat. When you first encounter the fleas — new monsters, go down the stairs to the cargo hold and take the present lying on the box behind the double door.
Crossing the threshold can be done in different ways. The simplest is an invitation: an open door, leading inside. The others include sleep, hypnosis, or even a sudden fright. There are people who twist space in such a way that would puzzle even Möbius, and there are those who jump over corners that defy Euclid. If you knew how to properly use your talisman, all paths would open to you. And you wouldn't have to rely on the trembling wings of the screeching byakhee.
The first collectible you can find in Alone in the Dark. However, if you do not do this in the first chapter, you will not be able to return, as the plot dictates that the housekeeper will close all entrances to this area. Run to the kitchen and enter the door on the right. Behind the hanging carcasses of animals in the left far corner, take the present.
In the second chapter, you will need to find two shards of a plate to solve the puzzle with the boiler. You will find yourself on the second floor of the main hall (in the detective's scenario, there will be a cutscene with the girl in the dress here). Examine the opposite side of the balcony and take the present.
From the previous location, head to the staircase and go down. This will take you to the lounge with the destroyed piano. Right there on the floor, you can find the collectible.