Alone in The Dark III 



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. 

                            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. 






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