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Average difficutly
This walkthrough was written on Average difficulty. Some enemies' resistance might change depending on the difficulty you choose.

Introduction[edit]

You start the game at the entrance of Slaughter Gulch with a 38 special in your inventory. For the moment, just go forward and cross the bridge. An enemy will appear behind you: DO NOT APPROACH HIM, or he will shoot you down. Once you crossed the bridge, it will blow up and you will not be able to backtrack. Now you are stuck in Slaughter Gulch !

The only place you can go for now is the saloon. If you try to visit the town, your way will soon be blocked by two invulnerable cowboys that will kill you if you get too close. The jail and the mansion are locked too. Just head for the building to your left and, before entering, take the gas can to the right of the patio.

Once inside the saloon, take the maraca on the dance floor by using SEARCH on it (you will have to use this option everytime you want to pick up an item). Also take the key on the table as the oil can in the corner, then USE the gas can on the projector to restore a shot from Emily's movie.

Go the other side of the room and enter the storeroom to find a box of matches. Then, go behind the counter. An enemy will appear on the upper floor and start shooting at you.. Luckily, he can not shoot through the floor. He will fire eleven times before leaving, so do not worry about him. SEARCH in the shelf to find wood alcohol, a bottle and a flask. DRINK the latter to gain 10 HP, then THROW the bottle anywhere to find a token inside. USE it on the side of the piano in order to uncover some lore and get a hint for what to do next. It will give an oil lamp as well.

Now go back behind the counter and PUSH the trophy's right horn. The trapdoor at the back will open and an enemy will get out of it. Quickly equip yourself with your gun using the USE button, and shoot at him four times. You need to take at least one hit as he shoots faster than you. Once he is dead, he will drop an ace of diamonds as well as a gold bullet. Pick up both, and go down the trapdoor.

NOTE : if you did not use the token on the piano, the game will give you the oil lamp upon falling into the trapdoor.

You will end up alone in the dark. Do not panic ! USE the oil can then the box of matches and USE the now-lit lamp to see again. You are in the saloon's cellar. Go to the back of the room and take the cane behind the barrels. Take a look at the poster on the wall to have another hint for what to do now.

OPEN the door on the left barrel (the right one can not be open, and a giant snake will come out of the middle one if you open it, hurting you in the process). It will lead you to a ladder guarded by venomous snakes, that will kill you if you touch them. To get rid of them, USE the maraca in front of the door to lure them outside, allowing you to access the ladder.

Chapter 1[edit]

At the top of it, you end up in one of the jail's cells. Do not try to go back now or you will die from the fall. Take the rock on the bed. Soon after you entered the cell, an enemy will pop behind you. Do not try to kill him, as he will respawn indefinitely. Instead, just quickly get out of the cell by USING the cane in front of the door in order to reach the key, then USE it to open the door. The enemy will not follow you outside the cell. Once you enter the hallway, THROW the rock anywhere to find an Indian amulet inside. Keep it for later, as it will be an essential item in the story.

OPTIONAL : if you found the wood alcohol in the saloon, go to the cell at the end of the hallway and DROP it in front of the prisoner. He will take it and give you a flask upon disappearing. Enough to give you back the HP you lost because of the previous enemies.

In the next corridor, you will find a pentacle on the floor, which instantly kills you if you try to cross without the amulet in your inventory, thus its utility. Go the right room. You will find three posters presenting wanted criminals that you will find during your journey. They will also give you some info for upcoming puzzles. USE the key on the lock to your right to open the guncase and pick up the full-loaded Winchester. Then, OPEN the desk on the left to find a sheriff's badge as well as some ammo for the Winchester.

Go back to the corridor. Do not go to the left room, as there is nothing to do here. If you OPEN the fireplace nonetheless, an enemy will come out of it and attack you. Just kill him with your rifle. Now you have the fireplace open, just in case you need to go back to the jail's first floor, but that's pretty it. Not worth it to fight another enemy and waste ammunitions just for this.

Directly move on to the entrance hall. Soon after you enter, you will see the locked front door slamming, with the Elwood brothers trying to open it from the outside. Quickly PUSH the cupboard on your right in front of it to prevent the enemies to come in, or they will kill you instantly at entering. Once you are safe from the danger, OPEN the cupboard to find inside an empty shotgun. Then, climb up the ladder that was hidden behind the cupboard to enter the access the roof.

Chapter 2[edit]

At the entrance, take the whip on the floor then, at the intersection, keep going forward to find an item on the floor. It is guarded by an unearthly, floating square that generates a red halo every four seconds. If you try to pick up the item while the red halo is on, you will die. Wait for it to disappear, then quickly go get what appears to be a (voodoo!) hangman's rope, then go back before it pops up again. Now, take the right path.

Take the cast iron plate you find in front of a door, then USE to reduce the damages you will take. Do not worry about the locked door for now, just keep walking until you meet Lone Miner. He will be waiting for you behind a wall. First, take the cartridge belt on the floor but do not USE it for the moment. If you need, you can also go down the hole to go back to the first floor—only if you opened the fireplace though, otherwise it will kill you. Three new enemies will be waiting for you in the room below, thus I recommend you to take everything before going to the roof if you do not want to waste ammo.

Lone Miner will spit fireshots (literally) at you as soon as you show up. Luckily, his rate of fire is very slow. Take advantage of this weakness! The only way to defeat him is by USING the gold bullet you found earlier. It will load your Winchester—discarding your current rounds—and give you one chance to get rid of the bandit. Do not miss your shot ! Once he is dead, pick up the sack he dropped then go back to the door.

To open it, USE your revolver and shoot at it (do not ask how). Enter the room and USE the lamp. As you light up the room, the door will close behind you and an enemy will start to choke you by hanging a voodoo doll. You will lose 2 HP each time he pulls the rope. To get out of this mess, USE the hangman's rope to open the trapdoor the foe is standing on, then, by taking care not to fall in the hole, fill it with scorpions by USING the sack on it. The door will open behind you and you will be able to interact with the lever. PUSH it to access the back of the room and SEARCH in the wall in order to find a stick of dynamite as well as dried meat.

Go back to where you defeated Lone Miner. An enemy will enter from the next room. Stay hidden behind the wall and wait for him to show up, then surprise him with your Winchester after you reloaded your it by USING the bullets you found earlier. Two shots are enough to defeat him. Another enemy will come from behind; take care of him as well, then enter the next room.

At entering, the door will close behind you and an enemy will start shooting at you through the peephole. Stay hidden in the left corner; the enemy will randomly shoot in the room but will not be able to hit you if you stay in that spot. After shooting five times, he will retreat and you will be able to open the door. Take the Gatling gun in the back of the room as well as the flask, then take the fuse rope at the right of the barrel. USE it to put it on the stick of dynamite, then USE the latter on the crack on the wall and light it by USING the box of matches. Quickly get out of the room before the dynamite explodes—it takes it only five seconds—, then enter the area it revealed.

Chapter 3[edit]

You will have to choose two paths, though one of them is blocked by a door. If you take the right path, you will be blocked by an enemy that you can only kill by USING the Gatling. If you do not want to waste ammo, you can just step on the trap in the corner to open the left path, making the enemy in the right path disappear by the way. Continue in the hallway until you reach its end. DO NOT GO DOWN THE HOLE IN THE WALL or you will get murdered by the Elwood brothers waiting for you. Take the left path instead. You will encounter another enemy. Kill him like the others, then go to the left until you reach some machinery. You will notice that a gear is missing. USE the sheriff's badge to replace it, then USE the whip to activate the mechanism. It will open the door behind you. Go back there and enter the room. Take the flask on the ground as well as the bullets at the end of the plank before jumping through the saloon's window by running across the pit.

You end up in the saloon's second floor. You will not be able to use your Gatling anymore from now on. As you advance in the hallway, you will find a hypnotized Emily leaving in the other side. Alas, you can not reach her because of the crack on the ground. Take the ring near the latter then, by USING the box of matches, light the wall candle holder next to the left door at the back to open it. If you try to light the candle next to the right door, a manifestation will appear and tell you the importance of your amulet, but you will lose 5 HP. The two other candles do nothing when lit.

Enter the room. As soon as you come in, the door behind you will shut. Take the document on the floor and READ it. Just after this (or after ~10 seconds in the room, or after re-entering the room if you left it), the ghost of Arizona Kid will come out of the painting and start shooting randomly in the room from his corner. He is invulnerable, so do not try to kill. To get rid of him, go to the cuckoo clock and USE the dried meat on it to turn it off. You then will win another token and the Kid will jump back in the painting. After picking up the flask and the night valet, do as the document told: follow him by running through the painting. You will enter a bedroom in the other side.

Chapter 4[edit]

First, OPEN the hairdresser to find inside a 30/30 bullet, a bulb and a pearl. Then, PUSH the mirror to find a key on the other side. Finally, SEARCH the column on the right corner of the bed to get an arrow. USE on the Cupid on the right corner to unlock the door leading to the previous room that shut behind you when you entered it. Go through the painting again to return to the hallway, and USE the key on the door next to the pit.

OPTIONAL : if you picked up the ring earlier, USE it to remove the diamond from it, then USE it on the dragon statue to the left of the entrance to win bullets for your Winchester.

You enter another bedroom. Take Emily's diary and the instruction sheet on the floor as well as the flask next to the bed, then go on the balcony outside. When you will walk past the first window, an enemy will start shooting at you from the inside. Luckily, he can not reach you, but he is blocking you the pathway. DROP the night valet in front of the window to lure him and make him fall through the broken balcony, then PUSH the open store to enter the room. Inside, grab the key on the table and take the shutter release and the flash behind it. You will also find another instruction sheet that will tell you not to set fire to the film reels. If you inspect the pictures on the wall, you will also find some interesting links with the previous game.

Go back to the hallway and USE the key on the last door left. Behind, you will meet some horrendous monstrosity that will hit you if you get too close. It does not move, so just stay as far as possible from this creature. When you enter, the door will lock behind you. To destroy this abomination, you need to combine three of your items: first, USE your bulb to set the shutter release, then USE this latter to set up the flash. Finally, run next to the closet on the right and USE the flash on what seems to be a reel on the floor. It will blind the creature and makes it vanish. Open the closet by hitting the target—either with your bare hands or by shooting your last remaining .38 bullet. SEARCH inside to find another flask as well as a war stick. At last, USE your token on the side of the piano to unveil a secret entrance. Before leaving, do not forget to take the oil can next to the entrance !

Chapter 5[edit]

Inside the hole, you will end up in a dark cave. USE the oil can to refill your oil lamp then light it by USING the matches, and USE the lamp. Run to the next entrance to not get hit by the bats. You will end up above a pool of lava. From now on, you will have the ability to JUMP. Hop from one platform to another taking care not to fall. At the fifth column, an Indian will block you the path. USE the war stick to convince him to let you pass, then take the key and the bullets at his feet. Keep progressing; new platforms will emerge in front of you. JUMP on them all, then go on the column in the center—the one with the arrow on it. Two new platforms will appear: JUMP at the one to the right to make the next platform emerge, then come back in the middle and keep progressing until you reach the end. When you can not move forward no more, USE your amulet to make an Indian spirit appear. He will move you to the last platform and enter the mansion.

As soon as you arrive in the mansion's entrance hall, you will face two enemies, one who throws shurikens at you and another shooting at you lying down. Kill the first one with your Manchester then take care of the other after waiting for him to stand up. Take the flask the first one dropped as well as the top hat and the key the second one left behind.

USE the key on the door to the left of the hall. You will enter the library. SEARCH in the bookshelf to your left to find a white book then inspect the bigger bookshelf to find two other books, including a locked one. USE the small key to unlock it. It will give you a hint to discover what is written in the apparently-empty white book: go to the table near the library's windows, USE the box of matches to light the candle. Now, READ the white book near by it to see what is written inside: a hint for the upcoming puzzle. Before leaving, do not forget to SEARCH inside the bust at the back of the room to find a pocket watch. You can also take the printing plate on the table and USE on the frame next to it to uncover more lore.

Go back to entrance hall and open the right door by USING the pocket watch in the corner, then enter the room. You will meet up with Morrison, one of the last survivors from the film crew. He will give you a story-board if you approach him. Take it. He will then keep watch the room. Make use of this moment to USE the top hat on the bust to win two boxes of cartridges. After ~20 seconds, you will hear Morrison fire a shot. An enemy will then appear behind the gunsmith and kill him. In the meantime, the room's curtains will open and slow your movements, leaving you unable to defend yourself as good as before.

As soon as the enemy approaches you to spit poison at you, shoot him with the Winchester four times, then go in front of the window and shoot it to break the slowing curse. Then, climb up the stepladder to exit the mansion and enter the cemetary. There, two unkillable enemies will appear and start to attack you. To get rid of them, USE the war stick on the stele in the middle. It will also cast a spell on the gravestone bearing the initials O.E.J. (hmm, I wonder who it belongs to ?). USE the ace of diamonds you collected at the very beginning to open the its ledgestone and find a message from One Eyed Jack (!) inside. It will also take you up the mansion's second floor.

Chapter 6[edit]

You end up in the kitchen. Take the oil can on the table as well as the roll of film next to the sideboard. You can also gain 10 HP by eating the pemmican on the latter. Now, SEARCH in the fireplace to discover a mechanism behind, and USE the oil can on it to operate it. It will unveil an entire ballroom behind the wall. Go inside and SEARCH in the two statues in the middle of the room to find respectively another box of cartridges and a hammer. Now, go near the stage at the back and SEARCH in the gramophone to find a guitar string, a musical score and a key. Take them all. After this, the two small statues will start to attack you. Run out of the room taking care not to get hit by them, and go behind the sideboard. You will find a hidden hallway.

Open the door at the end. You will end up in the corridor upstairs. All doors are walled in and if you try to go back to the entrance hall, all the doors will now be locked. You can only open the door in front of where you came from. To do so, USE the 30/30 bullet you still have in your inventory to put it in the lock of the door, then USE the hammer to make it explode—just like Li Tung did to escape his cell according to the wanted poster back in the jail.

Now you can enter the backstage. SEARCH in the model of the train station to find a blasting cap, a map and a light bulb. In the other side of the room, you will also find a broken mounting table. To repair it, USE the light bulb and the guitar string on it, then USE the roll of film to discover what happened to Emily and receive a threat from the main villain. Now, USE the musical score on the mounting table to receive a code for the next puzzle.

Enter the next room. You end up in the mansion's bank. If you try to go behind the counter, you will be shot dead by the machine guarding the entrance. To deactivate it, go at the back of the room to find a plate on the wall. OPEN it to find an code entry device behind. You have to SEARCH on it to generate a code. Keep interacting with it until it gives the code you received from the mounting table—806. This is random so it can take a while before it gives you the right code. Be patient ! Once the right code appears on the screen, you can go behind the counter. By the way, take the book on the table if you want a hint for the next puzzle.

Behind the counter, you will find the bank's safe. To open it, USE the pearl on it to complete the constellation as described in the astronomy book, then USE the key. At opening the safe, the banker will come out of it and steal your amulet. He then will wander around the mansion's second floor. As you will absolutely need this item later, go after him and beat the hell out of him to get the amulet back. As you attack him, he will not try to hit back, so do not waste ammo on him and just FIGHT him to death. Once you retrieved the amulet, go back in the safe and take the money case as well as the cartridges. DO NOT TRY TO OPEN THE MONEYCASE or it will explode.

Chapter 7[edit]

After you got everything and made sure you have the amulet with you, OPEN the window. You will jump from it and end up in Slaughter Gulch's General Store. There, you will the ghost of McCarthy giving you a message from the town's founder Jed Stone, requiring the money you just stole. After taking the flask on the crate at the back of the store, SEARCH in the minecart to find a detonator box and cartridges. McCarthy will open the door and push the minecart before being killed by enemies. NOTE : if you killed McCarthy, you will not be able to progress no more.

You end up in front of the train station. Enter it before the enemies arrive. Inside, you will find a guard perched on the beams. After ~20 seconds, he will call for help and two enemies will appear in the room. As soon as you enter, go under the bucket to the right and PUSH it to scare the guard and make him drop the suitcase's key. Then, SEARCH in the girders next to the bucket to find an eye-bolt, and USE it to access the railroad: hit the bell thrice with it and the door will open. Beware ! The door will open and close erratically, killing you if you do not have the right timing. Wait for the right moment to pass if you do not want to get crushed.

On the railroad, Jed Stone will show up at the water tank after ~50 and ask for the suitcase and its key in exchange for Emily's life. However, as soon as he appears, the banker from earlier will get out of the train station and steal your suitcase before you are able to give it to the villain. In that case, the Elwood brothers will show up and kill you instantly. If you are fast enough, you can still DROP the suitcase in front of Jed Stone before it gets stolen, but if you want to do it the normal way, USE the blasting cap next to the door, then USE the detonator from the other side according to the map you picked up earlier. It will blow up the train station and make the banker disappear for good. After this, go to the water tank, gently DROP the money and the key in front of the enemy and let yourself get killed (yeah, it was not worth all the trouble).

Chapter 8[edit]

You will get reincarnated as a jaguar (or puma, or call it anyway you like). You will have to retrieve a golden eagle and bring it back to the shaman's lair before your HP runs out. Every ~9 seconds, you lose a HP—you are alarmed by the yowl you hear. Therefore, you have only ~7 minutes to complete this part, so you better hurry ! The good news is, you run way faster as a jaguar !

First, get out of the lair to access the cemetery once again. Take the gate to go back in town, and run to the saloon. Access the second floor by taking the stairs. JUMP over the pit then JUMP through the broken window to return on the jail's roof. There, go all the way back where the hole was and jump. You will retrieve the golden eagle from the statue's hand. Now, go back to the saloon's entrance. One of the enemies will turn into a werewolf and start attacking you. You can not kill him for the moment. Run to the General Store and approach the barrel to dip your paw in tar, then enter the now-opened mansion's entrance hall and approach the barrel of silver salts near the right door to make your paw turn silver.

Now you can kill the werewolf ! FIGHT with him until he dies, then go back to the cemetery. Another werewolf will appear; kill him just as well. During these fights, be careful not to get hit too much, as each hit will reduce the time you have to finish this part. Once you killed the second one, return to the lair and go to the middle. You will automatically drop the golden eagle in the hole and regain your human form.

Once you come back from the dead, you will have lost every item in your inventory and returned to 50 HP. First, go behind the grave to find a piece of soap. Also take the Colt in the middle of the railroad. As you approach the water tank, you will find a clone of yourself ! He will mimic everyone of your movements and shoot faster than you if you try to kill him. To get rid of him, just DROP your Colt in front of him and approach him. You will merge with him and win a nice cowboy suit by the way. Take back the Colt you just dropped and climb up the ladder your clone was guarding.

At the top of it, go down the water tank. Inside, you will encounter an enemy. You can kill him with your Colt, but if you want to save bullets for later, just USE the soap to drop it on the floor; the enemy will try to grab it and die (?). Take the brush he drops—as well as the flask in the corner—, then USE it on the lock next to the trapdoor to open it. Enter it.

You end up in a cave. Just next to the entrance, take the leaf on the floor and USE it on the bust to unblock the path. If you look at the wall, you will find a map of the underground. Before leaving, also pick up the notebook next to the exit if you look for one of the worst voice acting you will ever hear. Climb up the ladder at the end to access the next room. There, you will encounter two very powerful enemies. They will outlive your Colt rounds and are able to give you very damageful punches. The first you will encounter is right at the entrance. Run from him and take the pick-axe on the first bed to your left. With this, you will be able to defeat them. Once they are both dead, take the flask hidden in one of the hole and continue to the next room.

You will end up in front of a gigantic pit. Take the document in the corner for several clues about what to do next. To cross the pit, you will need to walk on invincible platforms. They will appear as you walk on them and disappear once you moved to the next one, so you can not turn back. You will have to guess which direction to go to next in order to not fall into the pit. The first one is to your left, just before the wall. For the next ones, here is the right way to go :

↑ ← ↑ ↑ → ↑ → ↑ → ↑

Chapter 9[edit]

On the other side, you will encounter an enemy. Kill him with the pickaxe then move on. You will next enter a library. Another will attack you; however, you pick-axe will break as soon as you try to attack him with it, making it useless. To replace it, take the candlestick on the wall in front of the entrance, and attack the enemy with it. It will also open the door at the back. Before leaving, take the water pitcher hidden behind the column as well as the book the enemy was reading, and SEARCH in the right bookshelf to discover the true identity of Jed Stone.

To the next room, you will find a needle on your way and end up in a gallery. The elevator is guarded by the rifle-man mentioned in the poem. As this latter told you, USE the water pitcher on him to turn him to stone and open the elevator's doors. Inside, take the piggy-bank and THROW it on the wall to win a microscope glass plate. Then, PUSH the lever and exit the elevator.

In the next room, you will have to PUSH four buttons in the right order to open the door. You only have one chance so do not mess up ! To know in which order to press the buttons, USE the glass plate on the microscope on the left of the door then look into it with the SEARCH button. The colors will appear as follows : WHITE, GREEN, BLUE and RED. For any colorblind player, it corresponds to the button at the bottom left, then at the top right, then at the bottom right then finally at the top left. Now, you can access the next room.

Chapter 10[edit]

You enter in a laboratory. Go ahead to find a poison vial on the table. Take it (but do not drink it, duh) and go to the other side of the room. You will find a scientist locked in a cell. Join him by USING the vial of poison on the distilling coil. You will be able to drink it and shrink in size, allowing you to go between the cell bars. Be fast, however, as you have only ~100 seconds before dying of the potion. Also be very careful not to fall between the floor's paving stones while going to the cell. Inside, you will return to normal size and have to fight with the scientist. To defeat him, USE the poison on the needle and USE this latter to prick the enemy and kill him instantly. After this, take the key he dropped and open the cell with it. He will also drop a piece of straw: take it with the ammonia on the floor, and go back to the laboratory.

Use once again the poison on the distilling coil, and go in the hole in front of you. You will blocked by a precipice. To cross it, run with the straw in hand to use it as a pole and reach the other side safely. Quickly get out of the hole before the effects of the potion disappear. Do not forget to take the vial next to the exit !

In the next room, you will encounter a spider-like creature that will attack you as soon as you enter. Do not try to attack as he is indestructible. The only way to get rid of it is to USE the potion on the lava hole in the corner of the room and wait for the enemy to drink it. It will transform it into a spider that you can crush by stomping on it. Once it's done, take the glue pot near the spider web taking very care not to get stuck on it, then USE it on the wall in the corner of the room to access the upper floor. If you OPEN the eye on the wall before this, you will also be able to see Jed Stone in a ritual chamber; he will immediately shoot at you though, so do not take a look if you are low on HP.

A headless enemy awaits you in the next room, and will severely hurt you if you get hit. He is unkillable too, so to get rid of him, take the head on the furniture next to the entrance, and THROW into the hole; the enemy will go after it and fall. The door will then open. Before leaving, take the ingot on the anvil in the corner, and PUSH the latter to take the Winchester and the flask behind.

In the next room, you will finally encounter Li Tung, alias Cobra, ready to fight. His strategy only consists to come close to you and kick you repetitively. To defeat him, just USE the Winchester and shoot at him five times: his mastery of martial arts will not be of any use against your bullets ! After this, take the flask in the corner and take the wig and the coin he left behind. Inspect the poster of Jed Stone on the wall to find a coin slot on it. USE the coin on it to unlock the door and climb down the ladder.

Downstairs, you will find a new box of matches. Take it then open the door. You end up in the ritual chamber as Jed Stone escapes. You will find Emily in a trance in the middle of the room, without being able to reach her because of the lava. Take the ammunitions in the corner as well as the parchment next to the camera, and go to the other side of the room. Behind the stoup, you will find a scorchee newspaper giving you even more lore about Jed Stone. Now, go in front of the crucible and USE the lead ingot, then USE the box of matches to melt it onto the emerald in the lava, therefore destroying it. It will release Emily out of her trance and give an evil wand—you have to step on the molten lead to take it.

Now, go in the left entrance. The door will lock behind you and a wall full of spikes will start approaching, threatening to crush you. Between you and the wall, an enemy will also appear and attack you. Get rid of him with your Winchester, then THROW the bottle of ammonia in the direction of the door. The noise will wake Emily up and she will stop the spike wall by pushing the lever. You are safe now. Take the knife the enemy dropped and go to the end of hallway. USE Cobra's wig to activate to reach the latch and open the door.

Ending[edit]

This is the last boss ! You find Jed Stone protected by an armor and shooting lasers at you while the Elwood brothers are here too and keep shooting at you. You can not reasonably fight them. You will have to defeat the Elwoods in the first place, then take care of Jed Stone. To do so, run to the backroom next to the arena dodging the enemies' shots, and USE the wand on the totem. It will make the brothers disappear for good. Take the flask in the corner and go back to the arena. Now, it's you versus Jed Stone !

Go to the machinery in the right corner and take the glove on the floor. USE it to protect yourself from what will follow: OPEN the water reservoir by turning the valve, then cut the electrice cables by USING the knife and return to the totem. The spirits of the Aztecs will awaken and bring Jed Stone to his demise by making him step in the electrified water. Emily will then open the door for you.

Before leaving, take the sack of coil in the corner of the arena. Go on the locomotive by climbing up the ladder, then USE the coil on the firebox to fill it and USE the matches to light the furnace. Finally, PUSH the lever to your right to turn on the train and escape Slaughter Gulch with Emily.

Congratulations ! You completed Alone in the Dark 3 !