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Just Adventure original

Aitd 3 Walkthrough

about 20 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

(Anonymous)

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.

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
that you’ll visit at a 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.

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 light 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.

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 Alone in the Dark 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

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 Gattling 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 Gattling gun. Along your way, two gunners will appear. I
suggest using the Gattling 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 explodes.
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 Gattling
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 spend some time exploring the saloon, you’ll
find a damaged staircase that 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 is 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.

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.

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, and 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 that 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 beside
the 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, and 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 sculpture 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-ax
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, and 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 a 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 the 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.

(3)

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