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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 | ||||||||||||||||
flight of tha amazon walkthru | |||||||||||||||||
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anvil of the dawn walkthru | |||||||||||||||||
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ANVIL OF THE DAWN WALK-THRU By James D. Hudnall (76507,1175) - Yes, I am the comic book writer The purpose of this walk-thru is to help you make it through Anvil of the Dawn without too many headaches. The game is fairly easy, but there are a few places that are hard to figure out. I am not going to list where every item is to be found in the game, but only tell you what you absolutely need to know. That way, you won't have the whole game spoiled for you. The game allows a player to take any course they want, rather than follow a predestined path. But there is a right order to follow and a wrong order. Some people have made it into desolation without getting all the pieces of the chest they will need. Here is the dungeons one should conquer, in order: Gryphon Keep The Dark Lantern The Undersea Maze The Sunken Ship The Underground City The Land of Roots/Elder Tree The Barrier The Temple of the Moon The City of the Dead The Eye of Clay/Sanctuary Gorge Keep (optional) The Reed Plain (optional) The Iron Titan The Quagmire Fire Mountain The Warlord's Tower The Anvil of the Dawn We'll detail what you need to do in these places, but first let's deal with the basics. STARTING OUT You can choose from five different characters. Each has an advantage in the four statistics (Strength, Agility, Stamina, Power), except the mire lurk, who has even stats across the board. You can modify any character's stats if you want, so you don't have to choose Brice (the big hairy guy) for a strong fighter. But the stats are limited to the amount given and only a modifier like a talisman or a potion will allow you to increase them later. You don't get to increase them permanently later in the game. So choose them well. CONTAINERS The inventory screen has an area that shows what you're carrying. Everything is placed there in a jumble if you right click to add your items to inventory. In order to keep things organized you will come across containers in the game. They come in two forms: Sacks and Chests. I recommend you use sacks to hold rocks and chests to hold other items. There are a lot of places in the game where you will need to weigh down a pressure plate with ten rocks. You won't always have a block figurine to spare. Using a bag full of rocks is a lot easier to deal with because to can pick it back up in a jiffy when you're ready to leave. Fill each sack with ten big rocks and you will have perfect tools for dealing with those annoying plates. Always test a plate first to see if it can take only one to three rocks, because you don't want to tie up a whole sack of you only needed one rock. AND ALWAYS REMEMBER TO TAKE YOUR BAG WHEN YOU LEAVE THE AREA. You will get three bags in the game. One in Gryphon Keep, one in the Dark Lantern, and one in the Sunken Ship. The Chests are great for storing items. You get three of them eventually. I recommend putting all pieces of the quest in one chest, use another for money and temple tokens and a third for magic items like potions and power-ups. That way you will be able to access things without sorting through a big mess. Keys should be left available on the main screen in a neat pile, because you won't be carrying them around long. ARTIFACTS These come in many forms. Most are offensive spells, but there are also amulets that enhance your stats and potions that enhance them temporality. There are two potions in the game that enhance your stats permanently. They are the potion of Mortal Enhancement and the Potion of Magical Enhancement. When you take these they raise your maximum health or mana (magic) points permanently. However, the number they give you is random. Always save before drinking one, then restore and try again if the new points are low. The max for health seems to be 10. I never accept less than an 8. The max mana seems to be 80. I never accept less than 65. The block figurine is one of the most useful items you come across. Using one creates a stone block for weighing down a pressure plate. Use these things sparingly. I will tell you where you need to use them. You should use rocks whenever possible, and save these for the places where a block is really needed. THE MAP The auto map is very useful in this game because it will not only show you what areas you missed, it can be used to spot enemies and see if doors have opened outside of your field of vision. When you step on a plate or throw a switch you can check the map to see if it changed anything on the map. This is very useful. Monsters appear as green squares and those annoying rolling rocks are shown also in relation to where they are when the map was called up. When you enter a dungeon or exit a stairway, ALWAYS turn around and look back the way you came so the map will register it. Otherwise the exit will show up blank. You should want to know where the exit is at all times. You can also make notes on the map by clicking on the pen box. I recommend this for confusing areas. Now for the game... THE CASTLE OF THE LADY Okay, your character has just awoken and you have to start the game. Grab what's in the chest in your room, turn the knob on the wall that opens the door (it's on an artsy pattern next to the door) and talk to each character on your way down the stairs. You don't need to talk to the guards or the servant boy, but you can if you want to. The first person you need to see is the castle wizard. He will teach you the spell of healing and an optional offensive spell. I recommend choosing the water spell | ||||||||||||||||
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