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ALONE3
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1997-03-12
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<LISTING>
Name : Alone in the Dark 3
Producer : Infogrames
Source : Eric van der Vliet / Internet
Having in front of you the solution to a game can ruin it for you.
Therefore, you might be content to read the general tips only, just
to give you an idea; alternatively, you can read up to the point in
which you are stuck. It is worth resisting the temptation of
reading on! Place a blank page on the text and move it down to the
point you need, that way you can't even see what cames after.
Sorry, it's the best we can do!
General tips:
The first word of advice is that you save very often. For instance,
every time you get through some difficult bit OK, and before go into
the next nightmare; try it out, and then restore and try again. In
fact, sometimes is very important to do a dry run so that you know
exactly where everything is, since you don't have a great deal of
time in which to do what you have to and survive for the next round.
The important thing here is to save hit points, and the only way you
can do that is to work out beforehand the strategy you need in order
to tackle each new peril; frankly, the guy handles so badly, you
might make a mess of it the first time. In any case, you will note
that on some occasions you can't help losing points, it's written
into the game! But, why waste them unnecessarily?
Another important point is that, if someone or something pops up and
kills you without you being able to do anything about it (i.e., the
interface does not respond), or if you are losing hit points for no
reason that you can see, then you are doing something wrong -
either you shouldn't be here yet or else you should be getting round
that particular danger some other way.
You will note that most important items you have to pick up are
brightly coloured, or even the things you ought to investigate; so
don't pass them up. On the other hand, don't assume that things
which are not picked out that way can be ignored. Just make sure
you attend first to the noticeable ones.
It is inevitable that in your encounters, and no matter how you try,
you are going to sustain some damage. The only way you are going to
gain hit points is by drinking and eating; therefore, it's an
advantage to lose as few hit points as you possibly can, as I said
before.
I found that, when it came to combat, by far the quickest and
easiest way was to run to the enemy, crowd him in and fight
bare-handed. By the time you get your gun ready and pointing in the
right direction, a lot of harm has already been done to you. And
besides, you need to conserve you ammo for later, when you are
attacked in pairs and shooting yourself out of trouble is your only
option.
Above all, remember that the main difficulty in this game is the
actual manoeuvring of the guy himself. Even when you know what he
should be getting, or doing, in a particular spot, it might take you
ages before you get him precisely where he should be. The same
applies to positioning him for fighting.
The solution which follows might make the whole thing seem easy - in
fact, I had to think really hard in order to solve each problem; and
I consider myself a fairly experienced player - so beware! I hope
that this will help you on if you are stuck fast.
The solution:
The Saloon
----------
As the game starts, advance through the bridge. Watch what happens,
there isn't anything you can do about it - just an intimation of
things to come. As soon as you have control, go to the right
towards the saloon's doors but first go a bit to the right of them
to get some gas. You can go in now. In search mode, collect the
can of oil, the maraca and the blue key from the table. These
things are all brightly coloured and you'll see them readily;
actually getting them will be another matter. Be patient and keep
trying. Now put the gas in the generator (the strange contraption
near the door) and watch.
Go to the right but, before you go behind the counter, enter the
opening and head left, still in search mode. You should find a box
of matches. Save. Go right and behind the counter. Search the
shelves and you should find some wood spirit (useless), a bottle and
a flask. (This flask can be drunk and will restore hit points; I
suggest you drink each flask as you find it, no point in carrying a
lot of stuff; and, in any case, at certain points you lose all your
items.) While you are rummaging around here, a guy will appear
upstairs and start shooting at you. Glue yourself to the wall and
try to remain directly under him till he goes away. With a bit of
luck, you won't lose any hit points.
The bottle should be thrown somewhere convenient around here - you
get a broken bottle (which you don't need) and a token, but be
careful where you break it, you might not be able to get at it. I
found that the wall under the broken stairs was fine, but save
before you try.
Now for the moose head. If you stand to the right (as you look at
it) and push, you are a dead duck. So, stand to the left and save
your game. As soon as you've pushed, change instantly to fighting
mode and run to the guy who comes up the trap. A couple of punches
and he'll be dead. Keep trying till you can do this without losing
too many hit points. You might try to shoot it out with him if you
prefer. At any rate, once he is dead and the cat has disappeared,
move forward and collect an ace and a golden bullet. Go down the
trap.
The Cellar
----------
You will find a lamp, but you'll be alone in the dark. Use the oil
can, then the matches, then the lamp and you will be able to see.
Walk along the big barrels and pick up the cane hanging on the wall
to the left of them. In search mode, look at the poster. Save
again. Go to the first barrel from the left and search/open. Step
back and use the maraca. The snakes come out to play and you can
go in the barrel. Keep going in till your guy climbs up the stairs.
The Cells
---------
There will be a nasty popping up the hole in the floor every few
minutes, shooting at you. Although he is quite easy to fight, you
have to be alert and jump at him at once before he can do you any
damage. You might crowd him back into the hole. In between bouts,
you have to be very quick and collect the stone from the bench and
also go to the door of the cell and use the cane to collect the
keys. Once you've opened the cell door by using these keys, get the
heck out of here and don't return unless you want more fights.
As you come out of the cell (save), throw the stone at a wall and
collect the amulet that comes out of it. There is a door up and to
the left and another door to the right. If you go to the top cell
you can have an easy fight but there is nothing there. As to the
door to the right, you can only go through if you have the amulet on
you.
When you come through this door, over the star on the floor, you can
go left or right. If you go to the left and open a small door,
Frankenstein's twin brother comes out and gives you heck, but there
is nothing worth having here. So, go to the right, use the key you
found in the Saloon on the padlock and search for a Winchester (it's
not easy). Search the posters, they are illuminating. Search near
the desk to the left, to get a star and bullets for the Winchester.
Don't use them yet. Leave and go to the left, i.e., through the
opening opposite the one with the star on the floor.
Here we have the old obstruction ploy. Get to the right of the
wardrobe and push to place it in front of the door and then push it
from in front to make sure that the door cannot be opened. You see,
if you don't, a guy comes in and shoots you dead and the program
doesn't let you do anything about it. Look inside the wardrobe and
get the shotgun, not that it'll do you any good. Now climb up the
ladder.
The Roof
--------
As you come out pick up the whip, then go around the trap door and
to the right. In front of a locked door there is an iron mat. Use
it as protection. Go back and then forward to see the red beam.
Save. You can nip in and get the voodoo rope avoiding the beam, but
you have to be quick. Try from the side, get the thing and run on.
And no more jokes about "voodoo? you do!" - IF you please!
Basically, you want to walk round again by the locked door till you
see a guy leaning on a wall. By the way, this particular hole in
the ground leads to where our friend Frankenstein lurks, so you
can't go down it till you kill him - not that it's at all
necessary.
Pick up the cartridge belt and save your game. Use the gold
bullet and then the Winchester. Taking careful aim, from the safety
of the parapet, shoot the guy with the golden bullet. If you miss,
restore and make the necessary adjustments. Once he's dead, you can
get the sack of scorpions he was carrying. Past here you will find
a gatling gun and another flask as well as a fuse (by the barrel,
near the crack on the wall).
To open the locked door, use the gatling gun, but don't go mad. A
couple of shots should do it. As soon as you are in, use the lit
lamp and then the voodoo rope. Next, come close to the trap (the
lever is jammed), but be careful not to drop in; and then put the
bag of scorpions in it. This somehow shuts the trap and you are
able to search the far wall where, to the right, you'll find a stick
of dynamite and a piece of meat. But. No time for lunch.
And now, for your next trick. Save. Leave this room and head for
the room with the barrel. Ready your gatling gun because as soon as
you come around the square hole in the floor you will be attacked
from two sides - however, you should be able to dispatch the two
guys quickly, one after the other. If you can't without getting
hurt, try again till you get it right.
As soon as you've done this and entered the room with the barrel,
the door will shut and you will be shot at. Go immediately to the
left of the door and glue yourself to the wall till the shooting is
over. You should get away without the loss of any hit points. Save
again. When the shooting is over, open the door. Go to the crack
in the wall, by the barrel, and use the fuse on the dynamite stick
and then the dynamite stick itself. Then use the matches, and now
get out of the room quickly and hide behind the wall on the other
side of the barrel.
When the wall blows and there is a gap, go through it and step on
the slab. A wall will open. Go along here, get the gatling gun
ready and carry on ignoring the gap through which you can see a
statue. You will meet with another nasty, but you should be able to
blow him away with your gun. Proceed along here and you will see a
machine with a missing gear.
Use the sheriff's star on it, then the whip. You've got to stand in
the right spot for this to work, so be patient - try the right side of
the machine. This opens the door through which the nasty came out. Go
in now, pick up the flask and use it and then step gingerly onto the
planks. Advance carefully till you pick up some ammo for the
Winchester. Back up until you are with your back to the wall. Save
and then run along the planks. This lets you catapult into the
window opposite. If you fall below, try again.
The Hotel, Upstairs
-------------------
The corridor:
Deja vu? You are back at AITD 1; all the doors locked and a hole in
the ground. Look at the plan on the wall and then move forward
carefully - avoid the hole and pick up the ring. Use it and it
separates into a diamond and a ring. Ignore the ghost marching
across, one more won't make any difference. By the way, for some
reason or other the gatling gun appears to jam about now; if you use
the cartridge belt, you'll notice that there are less bullets in the
gatling, but the belt disappears. I don't understand this bit.
Matter of fact, I don't understand ANY of it.
Now turn around and light the lamps with the matches, first the one
nearest and to the right of the window. You get a good shaking and
an aparition tells you that you now have an amulet which will bring
you back from the dead. What amulet? I looked and looked and
nothing! Well, I'll take his word for it. Never mind that, carry
on lighting the four lamps and the door nearest and left of the
window will open.
First room:
Go in and don't be alarmed if a guy suddenly appears and starts
shooting around, he won't hurt you. Calmly pick up the newspaper on
the floor and read it. The door closes behind you. A night valet
by the ghost can be picked up, you never know when it'll come in
handy. Face the clock and put the dried meat in the opening. You
get a token, the vulture shuts up and the ghost jumps through the
painting. I don't know about you, but I'm beginning to think that
something very queer is going on around here.
Second room:
Go through the painting, search the dresser and pick up the pearl,
the bullet (remember the poster you saw where you got the
Winchester?) and a bulb. Look at the bed. Search the lady with the
quiver and you will get an arrow. Use it on the Cupid-like statue
and watch the sequence. This actually opens the door which closed
on you. Great. Go to the dresser, push the mirror and get the
key. You can go out on the landing, if you like, but you'll find
yourself hemmed in by the hole, stairs you cannot use and a firmly
locked door. It can get quite claustrophobic in this game. So,
back into the room, through the painting, through the door
now open and on to the room by the hole. Use the key to go in.
Third room:
Pick up the diary and the instructions and read them. Walk up to
the statuette by the bed and search it. Use the diamond on it and
you get more ammo for the Winchester. Believe me, you are going to
need all you can find.
The balcony:
Go out cautiously. You will notice at once that part of the floor
of the balcony is different from the rest. If you were to stand on
it, you would be shot to pieces without being able to do anything
about it. Approach carefully and place the night valet on this
piece of flooring - try not to lose any hit points. Watch what
happens. The maniac inside the room rushes out to press his
trousers in the night valet and falls through; push the shutter from
the side and it will fall across the gap so that you are able to go
into the next room.
Fourth room:
Look at 3 the photos on the wall, pick up the key from the table
and, behind it, the flash and the shutter release. Combine the bulb
with the shutter release and then the release with the flash. You
are all set. OK, out the way you came. The next room which will
open to your key is the one to the right of the window through which
you crashed so elegantly. Use the key and go in.
Fifth room:
There is a nasty waving deadly arms around - avoid it at all times
by keeping well away from it (it can be done) and get to the side of
the pianola. Use a token and watch. Go carefully to the
contraption to the left of the door. Get into fighting mode and
kick at it. It will fly open. Search it and get the items inside
(a war stick and a flask). You will have noticed the round shape by
the locker you've just opened. It's actually a reel - move right up
to it, not to say on top of it, and use the flash. This will get
rid of our friend on the wooden box. The box moves aside and you
can drop into the hole which appears.
The Cave
--------
You will be set upon by a couple of bats - don't bother to try and
fight them, it's too difficult and too costly in hit points. Just
move smartly to the left and go through the opening as quickly as
you can, where they won't touch you.
In front of you, one of those horrible "jump from block to block"
jobs in which you are going to die every few minutes. Since it is
difficult to explain how you have to advance, because of the changes
of perspective, I will first draw you a little map and then explain
it all to you.
[11] [6] [i]
[13] [10/12] [7] [5] [s]
[14] [9] [8] [4] [1]
[15] [3] [2]
Right. First of all, in order to jump safely, you have to be pretty
well in the middle of each block and facing square on to the next.
Don't attempt to place the guy in position by stepping forward - he
takes a great stride and walks right off the block (the silly
idiot!); it is best to make him take little steps backwards, even if
you have to turn him around to do so. Save your game every time you
land safely, otherwise you'll go nuts.
And now for the explanation. [s] indicates the platform from which
you start. Walk to block [1] and stand in the center, facing [2].
Choose the option Jump by pressing RETURN. Press the spacebar and
you'll jump to [2]. Jump to the next three squares following the
sequence I've given you. On block [5] you will find yourself facing
an injun, on platform [i], who is blocking your way. Use the war
stick and he will back off. Jump onto the [i] platform and pick up
the key and the ammo. Save again and face [6]. Follow the sequence
till you get to [10/12] - as you will have gathered, you have to
jump to this block from [9], jump on to [11] and come back to
[10/12]. Continue the sequence till you reach [15]. Now use the
Indian amulet and watch.
The Town Hall, Downstairs
-------------------------
You'll come up through the floor (I do that all the time, don't
you?); be ready to run to your assailant and, as soon as you are
close, change to Fight mode and beat him up. As soon as you've
done that, run forward to the other side of the hall, otherwise
another nasty will shoot you up. This one, too, is easily beaten
with a few kicks. Now you can explore the hall and get the top hat,
the key and the flask. Note the cask of silver salts.
First room:
The key you've just picked up will open the door to the left of the
hall. Go in and search all the shelves; you should find three
books. One is the White Book, which appears to be blank, the other
tells you about a curious watch and the third is locked - use the
small key you found by the injun down below. It tells you about the
White Book. Search the niche with the bust and you will find a
watch. Keep going around the other wall and, when you get to the
table, pick up the plate. Use it in front of the painting to the
right of the table. Yes, I know that's silly. Now stand in front
of the candle (on the table) and use the matches. Read the White
Book. Go out to the hall and head for the other room.
Second room:
Use the watch to open it. As you come in, several things happen.
Somebody shouts "don't shoot", so don't - advance towards the guy to
get a message, then the guy with the gun moves towards the door.
Move further into the room and watch what happens. Turn to the guy
by the door and be ready to fight it out with a zombie. When that
little lot is over, turn to the bust by the door and use the top hat
on it. That's even sillier. You get more ammo. Have a look
around, but what you have to do is shoot at the coloured window. It
will shatter. Go up the ladder and out through the window.
The Cemetery:
Head straight for the circular stone in the middle and use the war
stick. Watch. Now find the vault - you won't be able to go in
because the entrance is too low. Find the tomb with the initials O.
E.J. and stand to the right of it. Use the ace of diamonds on it
and the tomb will open; you go in and pick up a message and,
furthermore, a block comes out and conveniently deposits you at an
upstairs window.
The Town Hall, Upstairs
-----------------------
The Kitchen:
Collect the oil can, the bag of pemmican (eat it for more hit
points) and a roll of film. If you walk around the cupboard, you
come out through the door into the corridor. Go back in and inspect
the spit under the bear's head. Use the can of oil and the wall
will roll up. Go outside to the Ball Room.
The Ball Room:
Go right up to the stage and, to the right, search and you will find
a guitar string, a music score and a safe key. On the way back to
the kitchen, stop by a fat man (stage side of him) and search for a
hammer. Opposite him there is a lady and, if you were to search
there, you'd find some more ammo. However, the moment you get the
hammer, the little guy who was watching the stage will come at you
shooting non-stop. You might leg it out of here or, if you prefer,
go right up to him and fight him with the down arrow key, i.e.,
kicking him. It takes a while, but you can kill him. Avoid the
spinning guy at all costs. Apart from the ammo, there is nothing
else to get here, so go back to the kitchen. Here, go behind the
cupboard and out to the corridor. Go across to the locked door and
use the bullet you've been carrying all this time. Once in place,
use the hammer. This will open the door.
The Makeup Room:
Search the bench till you find a blasting cap, a map and a light
bulb. Examine the map. Now go behind the partition and examine the
table, which is broken. In the usual daft style in which this game
sets and solves problems, use the guitar string and the light bulb
on the table. It's mended. Use the music score and you will see
the number 806. Now use the film reel and see if you can make any
sense out of it. OK, all done here, go through the door to the left
and into the Bank.
The Bank:
As you come in, you will see a doorway to the right. Don't go
through it because there are three machine guns which will kill
you. Walk straight ahead instead. You will come to a table - pick
up the book and read it. Carry on and examine the painting. It
will open; if it doesn't, go into fight mode and hit it. In search
mode, keep looking and pressing the spacebar. You will see various
numbers appear. When 806 pops up, leave and go to the doorway with
the machine guns - you can go in now, you've deactivated them. When
you come to the safe door, use the pearl on it and then the safe
key. When the door opens, a nasty knocks you over and nicks your
amulet. Run after him to beat him up and get it back. If you are
too slow, he goes all the way back to the kitchen. You'll have no
problems killing him. Now back to the safe, where you'll find a
case and some more ammo. You can search the case, which is
booby-trapped - but don't attempt to open it. Now search and open
the window by the machine guns. You jump out and end up falling
through the roof.
The Store
---------
A guy says he has a message for you. Advance towards him and you'll
get it. Read it. OK, search around. You should get another flask
(on the saddle, at the back of the room). I could find nothing
else. Go to the cart and look inside - you find a detonator and
some ammo; you also get into it and dash out of the doors. You
finish up at the Station.
The Station
-----------
As soon as you are out of the cart, equip your gun, it's the only
way to deal with the two guys who will come at you. Eliminate
them. Now, then, you can get away with murder here, if you are very
quick. First save your game and then go into the Station to see
where everything is, don't worry about the nasties which will come
at you and probably kill you. Just make sure you know where the
board saying "Station" is, the pile of struts or whatever they are
and the bell with the missing bit. Restore your game and turn the
Action to Push. Rush in and push the board - the pot of paint will
spill over it and the guy in the rafters will drop a key. Get it
and search the pile, you'll get an eye-bolt. Run to the bell and
Use the eye-bolt. It will appear in your hand. Press the spacebar
and the up arrow to strike the bell; strike it this way three
times. Save. The door will open, but don't rush out yet. Position
yourself facing the door, but not to close. It shuts three times
quickly and once slowly. Wait till the right time and go through.
Again, don't waste any time. Save. Go to the right of the screen
and, past a sort of post, use the blasting cap. Cross the lines and
use the detonator. That sorts the Station out nicely. Now advance
to the right and go to the Water Tower. You'll be asked to put down
the money box and the key. Do so and watch.
What am I, a man or cat?
------------------------
A cat, definitely. Right. This is what you do. And don't walk,
RUN! Get out of the cave through the mouth of the Vault, out of the
cemetery and go along the Town Hall to the Store. At the side, go
to the cask of tar. Press the spacebar to step on it and get a paw
mucky. Now run back to the Saloon, make for the broken stairs and
you'll go up them. All the doors will be locked - carefully step to
the edge of the hole and choose the option Jump. Take a running
leap at the window and you'll jump to the other side. This time, go
to the gap through which you can see the statue and, again, take
another leap. You'll land on the statue and pick up the
eagle-shaped nugget. Down and to the Town Hall. The doors will be
open, so go in and dip your paw in the cask of silver salts. Make
for the cemetery and you'll meet with a werewolf. No problem.
Fight it and kill it with your silver paw. You will meet two more
on the way to the Vault. Once inside the vault, you automatically
drop the eagle in the fire. Watch the sequence.
Where am I?
-----------
You'll have noticed that the guy who run off dropped a gun. Pick it
up, it's on the lines, not far from the tomb. You could also walk
behind the tomb and get a piece of soap. At any rate, walk away
from the blocked tunnel and go to the left to the Water Tower. Your
double is waiting for you. Approach and put the colt on the ground,
next go to him and you'll blend together. Pick up the colt and
climb the stairs. Save. At the top, advance very gingerly, with
mincing steps, to the left edge of the platform - the guy will climb
down safely. As soon as you touch down, change to fight mode and
start throwing punches - you should be able to knock off the nasty
without losing any hit points. Pick up the brush and the flask.
Walk around to a peg with a hole in the giant cask and use the brush
on it. Go down.
The Caves
---------
Go along here and, to the right, when the passage opens up, you'll
find a dead leaf. Continue on and look at the cross-section of the
caves on the left. At the end of the corridor there is a blockage
and a jammed lever. Also a diary to the right of this. Read it.
Use the leaf on the Indian's head and the blockage will be removed.
Go along here and pick up a flask in one of the cubicles - you'll
find a pick in the cubicle to the left of the entrance. Go out
through the other exit and pick up a couple of pages. Read them.
OK. Save. Imagine that the edge of the platform consists of four
sections. Step forward from the third from the left, and a
flagstone will appear under your feet. (Note: when I say turn
right or left I mean turn your character to his right or left.)
Again, you have to be careful not to walk off the edge of the
flagstone. Here we go. Step forward off the flagstone, step
forward again, then turn left and go forward, turn right and go
forward, go forward again, turn right and go forward, turn left and
go forward, turn right and go forward, turn left and go forward.
You can step now on solid rock. Phew. I hope for your sake I got
that right!
Save. Use the pick and run forward to the guy standing guard - hit
him at once, you should be able to kill him without getting hurt.
Go through, run and attack again immediately with the pick. You
should have no trouble eliminating the guy with the axe. Pick up
the book and read it. Search the shelves for the scorched book and
read it. Now go to the column opposite the entrance. Get the
candlestick on it and the green door will open. Beside the column
there is a water pitcher. As you go through the door you will pick
up a needle.
Advance to the little guy with the gun and stop right in front of
it. Use the pitcher, the door will fly open. Enter and pick
up the piggy bank. Throw it and retrieve the microscope slide.
Push the lever. When the door opens, step out. Move right along to
the microscope and use the slide on it, then search the microscope.
You will see four colours: white, green, blue, red. You have to
push the right coloured tiles in the right order to get the door
open.
The Laboratory
--------------
Once inside, turn to the right and search the bench to find a vial
of poison. Back out and this time go opposite the door. You will
see a cell with someone in it. Stand by the cell, near the
distilling coil on the table and use (NOT drink) the poison. You
will shrink. You are going to go through the bars of the cell but,
before you step in, use the poison to poison the needle. Save. Go
through and you'll get back to normal. Now, this is extremely
difficult, so don't blame me if it doesn't work out. Use the needle
and fight the guy with your hands. Sounds simple. The problem is
that you can't do anything while he's bashing you, and the effect of
this is that you get thrown backwards and you can't hit him. He has
long arms and he just doesn't let up from beginning to end, and you
need to get right up close to him to hit him with the needle.
However, you will eventually kill him (though you may want to try a
couple of times to see if you can get away with a minimum loss of
hit points). Pick up the cell key (!), the straw and the bottle.
Use the cell key to get out. Since there is no place else for you
to go, stand by the still as before and use the poison. You shrink
again, but this time you are going through the mouse hole.
The Mouse Hole
--------------
Again, save as soon as you are in because the next bit is very
tricky. You might like to have a look to see what's in store for
you, but then restore your game. Stand with your back nearly inside
the entrance (you should be able to see the other side), use the
straw and make sure you are square on (i.e., not slightly tilted to
one side). Double click on the up arrow key to get running and
about a "yard" from the protrusion on the edge, press the spacebar.
You should pole vault over. Pick up the vial on the other side, by
the exit, and save before you go through.
The Spider's Cave
-----------------
Go in first and have a look around so that you know where you are
and before you do it for real. If you stick around long enough you
will notice that the spider thing with red pants has to go to a
little stream of lava to recharge. So! Restore your game and run
directly to the stream - use on it the potion you found before you
came in and then run around to stay clear of the spider till it goes
to drink. It turns into a tiny one and you just go over and stomp
on it. Most satisfying. Now you can go and get the pot of glue,
being careful not to get caught in the web - back away.
Go to the other end of the room and search/open the oval-shaped
indentation in the cave wall. You get shot at for your pains, but
you do get a peek in. Stand in the ray of light, face the wall and
use the pot of glue. Change to Search/Open. Save. Press the
forward arrow and you'll climb up the wall.
The Headless Monster
--------------------
You'll have noticed that things are getting tougher as they go
along. Once more, you'll have to be very quick. As soon as you are
up and allowed to move, turn to the character's right and run to the
dresser. Press the spacebar and get the head. Turn right around
and move to the edge of the hole (without falling through) and throw
the head into it. You shout "Fetch!" and the monster jumps in.
What a relief!
Now move forward and pick up the ingot from the pedestal. Move to
the right of it and push it out of the way. Get the flask and the
Winchester. Equip the Winchester and save before you go through the
open door.
The Cobra
---------
Be ready and start shooting at the guy by the other door and don't
wait to see what he can do. You should be able to kill him if you
are quick enough. Once he's dead, pick up another flask in the
corner behind you, Cobra's wig and a coin. Look at the poster by
the door and use the coin in it. The door opens - advance slowly
and your guy will climb down. Pick up the box of matches and, don't
faint, the next door will actually open. Watch what happens. Save.
Emily, at last!
---------------
Go around picking things up, but don't step on the markings on the
floor which confine Emily. When you've explored all around, step in
front of the crucible (under the oval opening) and use the ingot,
then use the matches. Watch what happens. Pick up the wand (that's
what the ingot has turned into). Go to Emily, and try your hand at
the lever. Wot, a big guy like you can't shift it? Ah, well. Save
and go through the door by the lever. As soon as you have control,
turn right around, take a step back and throw the bottle of ammonia
at the door - it must hit square on it or you are undone. Why you
couldn't wake Emily while you were with her I don't know. Watch. A
mere slip of a girl can push the lever you couldn't shift. When
it's your turn, turn around and fight the nasty. When you've done,
pick up the knife and go to the door with the spikes. Use Cobra's
wig on the hook above the door. Save before you step up to the
door, which will open to let you through.
The Final Confrontation
-----------------------
It would be best if, having saved your game, you went through the
door and had a good look around, even if you get shot to pieces in
the process. It will help enormously if you know exactly where to
go and where everything is.
Right. Through the door and run to the right, go straight in front
of the eagle totem and use the wand. Run around to get the two
brothers to step onto the circle round it, which will kill them.
Now you've only got the metal guy outside - he won't come after you
here. The best way to do things is to run out, do something, run
back in to the safety of the totem, run out again, do the next
thing, etc. You don't stand a chance if you leisurely try go about
your business out there with that guy shooting at you all the time.
So here is what you have to do: pick up a bag of coal, pick up a
glove (and use it), turn the red tap on the machine on, use the
knife and slash the cables by the other door, run back to the totem
and watch.
When the bad guy is eliminated, Emily will call to you from the
door opposite the one you came in, now open. Go after her and walk
to the front of the train. You will automatically climb into the
engine. Use the coal in the furnace and then use the matches.
Next, move a bit to the right and push the lever. Watch the finale.
The End. Excuse me while I go and collapse somewhere handy...
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