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The Best of Select: Games Special 4
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THE BEST OF SELECT Games Special 4 (Select CD-ROM)(1996).iso
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aitd3.txt
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Text File
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1995-02-26
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27KB
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470 lines
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 n