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- Alone In The Dark 3 Walk Through
- --------------------------------
-
- In this walk through, chapters are organized according to the save
- game files supplied with this game. Even if you decided to start your game in
- the middle, you can still easily find the help you need under the appropriate
- section.
- Since you are navigating a 3D character in this game, I must clarify
- that all directional descriptions are given with respect to Carnby. For
- example, 'your left' means Carnby's left -- NOT yours (the human) left. Also,
- please take some time to read the manual and be familiar with the controls. I
- will not repeat them in this file. Pay particular attention if you see the
- word 'Search,' in order for the search to be successful, you may need to try
- out several different positions or spots. You will not find anything if you
- are not standing on some hot spot -- even if you are searching the right
- subject.
- Map seems to be a necessity at some point so I had included some,
- however due to limitation of ASCII text, the maps are far from satisfactory.
- I hope you will not mind their quality.
-
- * Alone In The Dark 3 copyright 1994 Infogrames Multimedia.
- * Copyright 1995 by Johnny Chu [CIS:100267,126]. This file may not be
- reproduce in whole or in part and in any form or by any means
- without written permission from the author.
-
- Game Start
- ----------
-
- You are at the entrance to the ghost town Slaughter Gulch. Here you
- will find nothing useful, so you better cross the bridge in front of you.
- Ignore the ghost gunner who appears when you approach the bridge.
- You are now in the town's main street. To your left is a saloon. There
- are several other locations which you'll visit at an later stage but serve no
- purpose for the time being. Approach the saloon, but don't enter yet. When you
- are on the sidewalk just outside the saloon, turn right and walk straight
- ahead to take the gas can. Go back and enter saloon.
-
- +------------+----- Entrance ------------------+
- ! ! x! <- oil can
- ! ! x ! <- generator
- ! x ! ! <- maraca
- +------------+ x ! <- key
- ! !
- +-----------------------------+ +---+
- !x <- trap door BAR !x ! <- match
- +-----------------------------+------------+---+
-
- Once you entered saloon, you'll see four items that interest you. Turn
- left and go to the corner of saloon to get the oil can. Turn around and
- approach the projector. Position yourself facing the two red wires and
- performs a search (if you see nothing particular, try again at another
- location). When you understand what the generator need, use the gas can on it
- to view the movie clip. Turn around and walk to the table with a blue patch on
- top. Perform a search and take the key. Turn around and approach the stage,
- search and take the maraca. Go inside the small room beside the bar to get the
- box of matches.
- Go behind the bar and go all the way until you reach the trap door. A
- ghost gunner will appear on 1/F, but if you position yourself below him, you
- should be safe. After the ghost gunner left, search the shelf to take the wood
- alcohol and flask. Now, position yourself to the left of the bull skull
- hanging on the wall and pushes its horn. The trap door will open and a gunner
- will appear. Defeat him and take the ace of diamonds and gold bullet he left
- behind. Go down the trap door and take the lamp on your way. Use oil can on
- lamp follow by using matches to lit the lamp, finally use lit lamp.
- Here is the saloon cellar and there are only two things that interest
- you. Walk all the way to the other end of the cellar and you will see a
- poster and a cane. Search the poster to read the writings, then take the cane
- hung on the wall besides the poster. Position yourself at the door of the
- nearest barrel and opens it. After you opened the door, use the maraca to fool
- the snakes and go inside the barrel. If you position yourself correctly,
- Carnby will climb the ladder at the other end of the barrel automatically.
-
- Chapter 1
- ---------
-
- +-------+ +-----+--------+
- ! ! ! : Cell 1 !
- Ladder -> !x ! +---------+ +--------+
- ! ! ! Cell 3 ! !
- ! +--+-- --+ !
- door -> X !
- ! +--+---- ---+ !
- ! ! ! Sheriff ! +--------+
- ! ! ! Office ! Cell 2 !
- ! ! +---------+ +--------+
- ! ! ! !
- +-------+ +-----+
-
- Carnby will be climbing up from a hole in Cell 1, note that this is a
- point of no return which means you cannot go back into the cellar. On your
- left is a bench, go there once you regain control and search it to get the
- stone. A gunner will ascend through the same hole shortly after, kill him.
- Note that gunners will keep ascending into the cell if you do not get out.
- Walk over to the door and position yourself as close to it as possible, then
- use the cane to get the key on floor. Use this newly found key to unlock the
- cell door and get out.
- Proceed to Cell 2 and position yourself in front of the ghost there.
- Drop the bottle of wood alcohol on the floor. After the ghost took it and
- vanished, take the flask he left behind. Throw the stone to any wall and walk
- over there to get the Indian amulet. This amulet is the most important item
- in the entire game, so make sure you don't lost it until chapter 9.
- Forget Cell 3 since there is nothing interesting there. Go to
- Sheriff's Office instead. Search the desk and take the sheriff's badge and
- bullets. Read all the posters in this room, they contain useful hints on later
- puzzles. Now, position yourself in front of the lock of gun case and uses the
- key you found in saloon on it. Search the case to take the Winchester.
- Now go to the ladder. Once you enter this hallway, you will notice a
- large closet and a closed door. As in all other InDark games, push the closet
- to block the door -- do not let the ghost inside escape or you will die. After
- blocking the door, open the closet and search for the shotgun. Go up the
- ladder to reach the roof.
-
- Chapter 2
- ---------
-
- +----------------------------+-------------+ O : Roof access
- ladder ! X ! ! D : Door
- ! +---+ -------+ ! ! M : Machine
- ! ! ! D ! ! S : Shaft
- ! ! +----------+--+-..-+---+ ! G : Ghost gunner
- ! ! ! G! ! ! ! II : Plank
- ! ! ! ! ! ! ! X : Metal plate with an
- ! ! ! D ! ! ! arrow
- ! ! ! ! +---+-----+ ! T : Protected item
- ! ! ! ! ! T !M ! ! .. : Wall to blast
- ! ! ! +----+ ! ! !
- ! ! ! ! +--- ! !
- ! ! ! ! +--+ +-+ ! !
- ! ! ! S! D ! !O! ---+ ! Roof Plan
- ! ! ! + ! ! + ! ! ! ---------
- ! ! ! ! ! ! ! +-----+
- ! +--------------+----+--+---+ +-+ !
- ! D !
- +-------------------------------------II---+
- II
-
- Walk along the roof corridor to the room with the protected item and
- pick up the whip on your way. When you arrive at that room, you will see a
- stone slab floating in the air emitting a red light. Do not touch the light
- or you will die. Good timing is important here, when you see the light turns
- off, run towards the item below the slab to take it. Continue going through
- the corridor. Shortly after, you will see a room with a locked door and a cast
- iron plate outside. Take the plate and use the Winchester to blow the door
- lock, but do not go inside yet -- you will return here later. Instead,
- continue with your journey. Around the next bend you will see a shaft and an
- item on the floor, leave both of these alone. Position yourself just passes
- the entrance of the room with a ghost gunner and uses the whip to attack him.
- By doing so, you can obtain a bag full of gold coins. Use the gold bullet and
- ready your Winchester. I suggest you save game at this point since you only
- got one chance. Shoot the ghost gunner using the Winchester. If you succeed,
- he will disappear. Take the sack he left behind and continues your trip into
- the next room. Inside this room you will see a barrel. Walk around it until
- you find a short fuse -- note the location. Then go to the corner to take the
- gatling gun and flask. After completing all these, go back to that once locked
- room.
- When you are inside, use lit lamp follow by using voodoo hangman's
- rope to deal with the ghost. Position yourself as close to the shaft at the
- other end of the room as possible, and use the sack full for scorpions to open
- the door, then push the lever. Walk onto the shaft cover to search for a stick
- of dynamite and a piece of dried meat. Go back to the room where you find the
- gatling gun. Along your way, two gunners will appear. I suggest using the
- gatling gun to kill them. When you arrive, the door will close behind you. At
- this point, hide beside the door until the ghost stop shooting. Position
- yourself at the location where you find the fuse. Use the fuse follow by the
- stick of dynamite, then use matches. Hide behind the barrel before the
- dynamite explode. Go through the wall and stand onto the plate with an arrow
- mark.
- Proceed along the corridor until you see a statue. Leave that statue
- alone but ready your gatling gun and note this location. Go around the bend
- and kill the gunner. Walk towards and examine the machine.
-
- Chapter 3
- ---------
-
- Use the sheriff's badge on the machine to act as the missing gear,
- then use the whip to attack that machine. Go through the newly opened door. In
- this room, you will find a flask and a box of bullet on the plank. After you
- took the bullets, go back into the room.
- Now is a good time to clean up your inventory, drink all flasks and
- use the bag full of gold coin to reload your shotgun. Also, reload your
- Winchester by using the bullets. If you want additional protection, use that
- cast iron plate.
- Position yourself so the plank is directly in front of you and runs
- all the way out. Remember, run NOT walk.
- This is the first floor of the saloon. If you had spent some time
- exploring the saloon, you'll find a damaged staircase which leads to here. On
- the wall to your right is a floor plan, consult it if you like. Walk forward
- to the next scene and you will see a large hole in the middle of the corridor.
- Do not spend time figuring how to jump across because you cannot. Take the
- jewelry ring lie besides the hole and light all four wall lamps with matches.
- After you did this, you will learn more about the amulet and unlocked a door.
- Upon entering the room, walk to and face the clock. At the moment the
- vulture starts to move, put the dried meat into the clock (use dried meat) to
- earn a token. After picking up the flask, newspaper and night valet on the
- floor, go through the large painting. If you read the newspaper, you will know
- why you can go through a painting.
-
- Chapter 4
- ---------
-
- There are lots of searching to do here. Search the dressing table to
- take the 30/30 bullets, bulb and pearl. Then push the mirror on it to take the
- key. Search the bed carefully to find the arrow and place it in the hand of
- the cupid (one of the bed posts). Go through the painting and out to the
- corridor. Use the newly found key to unlock the door next to the big hole and
- enter that room.
- Take the flask, diary and instruction sheet on the floor and read both
- the diary and instruction sheet. Go to the dragon statue besides the bed. Use
- costume diamond ring follow by use diamond to take a box of bullet.
- Go out to the balcony, to your right is a partially opened door. Walk
- over to that door and when you hear gun shots, drop the night valet. After
- the ghost disappears, push the wooden door to form a bridge and enters the
- photo processing room.
- You will see several photos on the wall, examine them if you like. All
- other items are placed either on or besides the small table. Go over there and
- take the key, flash, shutter release and instruction sheet. Use bulb then use
- shutter release to make yourself a flash. Read the new instruction sheet if
- you like, then go all the way back to the corridor.
- Unlock the last of the three locked doors with the key and go in. To
- your left is a piano and to your right is a locker. Besides the locker, you
- will see a circular thing on the floor. Stand onto that circle and use the
- flash. Go over to the piano and insert (use) the coin to play it. After that,
- face the locker and hit it to force it open. Search inside for a flask and
- war stick. Remember to take the oil can besides the piano.
- This is another point of no return so cleaning up your inventory and
- save game is recommended. After you are satisfied, jump down the hole. Use oil
- can, matches and lit lamp to see.
-
- Chapter 5
- ---------
-
- Do not bother with the bats -- you cannot kill them, just run like
- hell to any direction and enter the doorway.
-
- !
- XX 11 XX 6 ! Indian
- +----+
- XX 13 XX 10 XX 7 XX 5 ! IN !
- 12 +----+
-
- XX 14 XX 9 XX 8 XX 4 XX 1
-
- XX 15 XX 3 XX 2
-
- This is a rather standard sequence, so you should not run into any
- trouble. Just remember to use the jump command appear under Action to jump
- from block to block. When you are on block 5, use the war stick to dismiss the
- Indian. Walk onto the landing and take the flask and small key on the floor.
- Continue with the journey until you reach block 15. Use the Indian amulet to
- summon some help.
-
- !==! !==!
- !==!---!==!
- ! !==! !==! !
- ! Library !==! !==! Study !
- ! ! ! !
- +---- Door ----+ +---- Door -----+
- ! !
- +------------ Main Entrance -------------+
-
- After escaping from ravine, you will find yourself inside a mansion.
- Kill the two ghosts here and take the flask and key they left behind. Unlock
- library with the key and go in. Inside, you will find several books that can
- give you more background information on this game, but reading them is not
- require in order to finish this game. The only important item is a pocket
- watch with can be find by searching the statue at the far side of the library.
- Go back and unlock the study room with the pocket watch and go in.
- Once inside, you will see a man, do not kill him! Walk to and touch him to
- take a story board. Proceed towards the wooden ladder in the center of Study
- and more ghosts will appear. Kill them all -- there are several more in other
- parts of the mansion, feel free to hunt them down.
- Use a gun to shoot the window behind the curtain and ascend the ladder
- to get out. Once you are in the cemetery, walk over to the circular stone slab
- in the center and use the war stick on it. Turn around and stand besides the
- grave with 'O.E.J.' inscribed on. Use the ace of diamond to open that grave
- (Yuck!) and take the message.
- Search the table when you are back inside the mansion to take oil can.
- Walk over to the sideboard and take the roll of film and bag of pemmican.
- Approach the fire place -- below the bear head, and use oil can on it.
-
- Chapter 6
- ---------
-
- Enter the ball room and go all the way down until you reach the stage,
- search the phonograph on your right to take items. Go back half way down the
- room and search the lady standing besides a column. Then search the fat guy
- standing opposite to her.
- Go back to the kitchen and walk behind the sideboard. Go down the
- corridor and exit by the door. In front of you is another locked door, use
- 30/30 bullet follows by hammer to blow the lock. Open door and enter the room.
- On the long dressing table, you will see the model of a house. Walk
- over there, search and take all items. Enter the second half of this room and
- stand in front of the mounting table. Use light bulb, guitar string and roll
- of film to obtain information from the movie clip. Go to the next room.
- Walk straight forward to take and read the book on the table. Continue
- your walk until you reach the other side of the room. Open the painting by
- using the search command and search inside. You must continue searching until
- four numbers had been shown at the bottom of the screen.
- Turn around and go behind the counter to your right to reach the safe.
- Use pearl and 'key to a safe' to unlock it, then open it. When the safe opens,
- a ghost will appear and took your amulet. Chase him and hunt him down to get
- it back. After you got the amulet back, go inside the safe to take the
- cartridge and suitcase. Go to the window and open it.
-
- Chapter 7
- ---------
-
- I assume this is some sort of a miner's store, walk to the big man to
- take and read the message, then approach the mining cart and search inside for
- items. There is also a flask at the other end of this store, feel free to
- explore. After you searched the cart, you will ride on it to the other end of
- the track -- the railway station. At this point, I suggest you walk around
- town a bit and be familiar with all routes before you enter the station. There
- are also a few gunners to satisfy your killer's instinct. You might notice
- several items that you cannot take, note their locations.
- After you are done with exploring, go inside the railway station. To
- your left, you will see a signboard with the word 'Station' painted on it. Go
- over there and push it, then take the key on the floor. You can use this key
- to lock the suitcase. Go to the other end of the station and besides those
- pipes (the item is concealed from you) search for an eye-bolt.
- Turn around and approach the door with a bell besides it. Use the
- eye-bolt to strike the bell to set the door in motion. Save game at this point
- is recommended and you may also want to clean up your inventory.
- Time yourself and rush through the door. When you are out, turn to
- your left. Consult the map you find earlier to set the blasting cap and
- detonator box so you can blast the station to pieces.
- Turn around and walk to the water tower -- opposite to station. When
- you approach it, a ghost will appear. Drop the suitcase key and suitcase on
- the floor. Two more gunners will appear at this point, LET THEM KILL YOU! This
- is supposed to happen so don't panic.
-
- Chapter 8
- ---------
-
- Interesting, isn't it? You turned into a mountain lion! Now, get out
- of the cave and leave cemetery through the gate. Go across the street and
- enter saloon. To your left, there is a broken staircase concealed from your
- view, go over there and you will jump upstairs. Approach that big hole in the
- corridor and jump over it (jump is a command under Action). Run to the window
- on the other end of the corridor and jump onto the roof of sheriff's office
- -- you might need to keep the run action for a prolonged period before you
- will jump.
- Once you are on the roof, run along the maze to the location where you
- saw a statue which is holding something. Run through that hole to jump onto
- the statue to get what you need.
- Now is time to prepare for battle, go to the alley in between the
- miner's store and mansion. Inside you will find a can of tar, approach it to
- apply it on your claw. Go into the mansion and approach the can of silver dust
- besides Study to apply silver on claw. Now go back to the cave. Kill all
- werewolves you encounter on your way. When you are back inside the cave,
- approach the pit in the center to drop the statue into it.
- After you are back from death, take the colt that ghost dropped and
- approaches the water tower. Drop your colt onto the floor, then touch your
- double to absorb him into you. Pick up the colt and climb the water tower.
- Once you are up there, walk a few steps forward then turn left or right to
- walk off the plank. After you lowered yourself into the tower, prepare to
- fight and kill the ghost there. Pick up the metallic brush he left behind.
- There is also a flask here, search for it if you like. In the center of the
- water tower, you will see a small piece of wood with a hole in it. This is
- also a point of return, so save game if you want. Insert (use) the metallic
- brush in it and jumps down the hole.
- Walk ahead to exit the corridor and into an underground cavern. Upon
- entry, turn to your left and pick up the dead leaf. Then go to the opposite
- corner to take and read the notebook. On the wall, you will see a sectional
- map of this cavern -- feel free to examine it. Use the dead leaf on the
- Indian sculpt to open the door. Climb the ladder and go through corridor to
- reach the next room.
- Here, you will see 2 ghosts, kill them! Search the bed to the right of
- the entrance for a pick-axe and also search the bed besides the exit at the
- other end for a flask. Go into next room.
- Pick up and read the paper at the corner of this room.
-
- --+ +--
- ! < = !
- ! = = !
- ! = = = =!
- ! = = = !
- --+ +--
-
- To get across the knife bed, all you need to do is walk out into thin
- air and a stone slab will appear below you -- I know, this sounds like one of
- the puzzles in Indiana Jones movie. Follow the map above should get you
- across.
-
- Chapter 9
- ---------
-
- Kill the ghost here and enters library through the doorway.
- After you killed the library ghost, go to the column opposite to the
- entrance to search for candlestick. Then take the water pitcher besides that
- column. Feel free to search and take other items for examination, they provide
- additional information on the story line.
- Exit library and take the needle on your way. Walk down the corridor
- and when you see the small man, position yourself beside him and pour water
- in water pitcher on him. Enter elevator.
- Take piggy-bank and throw it again the wall to get the glass plate
- inside. Push lever to start elevator.
- When you arrive, get out of elevator and go to the other end of this
- room. Position yourself in front of the microscope and use glass plate, then
- search the microscope and notes the color patches on the plate.
- Push the colored panel on both sides of the wall according to the
- sequence you saw (gray, green, blue, red) and enter next room.
- Walk forward and search for a vial on the table, then go to the other
- side of the laboratory.
-
- Chapter 10
- ----------
-
- This would be an excellent time to clean up your inventory because you
- will loss most of them shortly. Position yourself in between the table and
- cell, use (NOT drink) vial of potion to shrink yourself -- Alice in
- wonderland? Enter the cell and when you are back into your own self, use vial
- again to poison your needle. Use the poison needle as your weapon to fight
- the ghost doctor. After you defeated him, take the key and straw he left
- behind. Also, take the bottle of ammonia on the floor. Use the key to unlock
- the cell door and get out.
- Use the vial again, this time, go into the small hole under the table.
- When you are inside, use straw and run ahead to pole vault across the moat.
- Take that bottle of potion at the corner and walk out of the corridor.
- After you are out, you will be back to normal. The moment you got
- control back, run to the ore (the lump of shinning metal across the room) and
- pour (use) the potion onto it. Step back while the spider drinks it. After the
- spider shrunk, walk onto it and step on it! Take the pot of glue besides the
- spider web, but be careful -- DO NOT touches the web. Apply the glue to
- yourself and go to the other end of the room. Here, you will see light shining
- from a hole above. Position yourself in the light and faces the wall to climb
- it.
- Once you climbed up, run towards the table as quickly as possible and
- grab the head. Turn around and throw the head down the hole you climbed up --
- the ghost will follow the head and leave you alone. Go to the other end of the
- room and take the lead ingot. Push the stand aside and take the flask and
- Winchester. Ready your Winchester, save game and enter next room.
- The ghost in this room is "Cobra" who is an expert in karate. Your
- only hope is to gun him down before he can even approach you. After you killed
- it, take the wig and silver dollar he left behind. Take the flask in the
- corner if you like. Examine the poster on the wall and insert (use) the silver
- dollar into the slot to open the door. Go inside to take the matches, then
- open the door and enter the torture chamber.
- Do not step inside the skull drawn on floor yet for it will kill you
- at the moment. To the left and forward, you will find a bowl. Position
- yourself in front of it and uses the lead ingot and matches. After Emily
- escaped, walk to that location again to take the wand. Other items in this
- room will not aid you directly but will provide clue to puzzles at an later
- stage. Examine them if you like. Besides Emily is the entrance to a corridor,
- enter it.
- Once you entered, the door will lock behind you. To get pass this one,
- you will need to kill the ghost here real fast, turn around to face the door
- you came in and stand at a suitable distance away from it. Throw the bottle of
- ammonia at the door so the smell can wake up Emily -- she will help you stop
- the advancing spiked wall. Approach the spiked wall and use the wig on the
- hook above it. Don't forget to pick up the knife the ghost left behind, you
- MUST have it! Open the spiked wall and save game.
- Once entered, you will be surround by three ghosts that cannot be kill
- in conventional ways. Run to the left and enter the room with an eagle statue.
- Face the statue and use the wand to kill Elwood Brothers. Go back and open the
- boiler's valve by using search command, then pick up and use the rubble glove
- lying beside it. Arm yourself with the knife and attacks those electrical
- wires hang on the wall (beside the locked exit), run back to the eagle statue
- room and wait for Jen Stones' death. Go out and search this room for a sack of
- coal before joining Emily.
- Exit through the newly opened door and walk to the locomotive. Climb
- the ladder attached to enter. Pour the sack of coal into boiler and use
- matches to light it. Push the handle to the right of the boiler to start
- train.
-
-
-
-
- THE END !!!
-