Touching back on the scariness idea - and yes, I know I'm a little late , but I just discovered this thread and I found particularly interesting (nothing I love more than trying to make the game more interesting that it's graphics) - a great tactic with sound is to include sounds that don't completely correspond with how things appear.
Now of course I don't mean anything drastic - no empty train stations that sound full, or crap like that. It's more sort of like what Tinkergirl said "movement at the edge of the camera" and about the disappearing dress, in sound instead of visual.
A classic, of course, is where there appears to be no movement at all - but occasionally you hear someone moving around.
Of course, fear is also produced by a couple of other things I could name:
1) Fear of being surprised - kinda fits in with fear of the unknown, but a little more specific. Supposed you're trying a locked door, and you find it's locked. As you walk away, the door clatters to the ground in a flash, and an enemy takes of 20 health points. The next time you approach such a situation, you find yourself prepared for something similar - and an enemy drops down on you from the roof as you try the door.
2) Fear of the inevitable - I'll let you use your imagination. Basically, something is coming that you cannot escape conflict with (again, it helps plenty if that something is completely unknown to the player as other than "something terrifying") For an example, read Poe's "Masque of the Red Death"
Again, just putting in my two cents worth.
The tutorials, Tinkergirl, are absolutely terrific. I love it when people actually show people how to do something, instead of just calling them an idiot when they mess up (like many do).
Keep up the great work!

(You should really consider packaging them into a PDF or DOC sometime!)