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11th Hour Alone in the Dark 1 Alone in the Dark 3

11th Hour - Complete Solution

As Carl Denning, investigative TV journo and all round good egg, it�s your unenviable task to take on the deranged toymaker and rescue your girlfriend, Robin, before the clock strikes the sinister tones of the 11th hour. So join us now, as a dark tale unfolds of ghosts and ghouls and long leggedy beasties. First some general advice to help you counter Stauf�s devious wiles. Progressing through the house is a two-stage process. Stauf will initially bait you with clues for treasure hunt objects, which are scattered throughout the unholy mansion. However, it�s very important to remember that these objects only become available for selection after you�ve solved one of the many and nefarious puzzles that litter the rooms. When searching for treasure hunt objects remember Stauf (the big show-off) is a great lover of anagrams and almost every clue contains an anagram of one sort or another. Unfortunately, the puzzles themselves can be quite fiendish and it would be impossible to describe exact, detailed solutions to every single one. However, don�t despair, and use your Techno-Psychic ally liberally, possibly even seeking her advice and then retreating to the comparative safety of a saved game before using it. If you�re really stuck, keep asking her for help and eventually she�ll offer to solve the puzzle for you. But don�t overtax her early doors, otherwise you�ll exhaust her energies and she�ll be no use later on when the going really does get tough.

7 pm- Open your game book and seek out the first treasure hunt object - a bottle of tonic - which can be found on the mantelpiece in the library. After you�ve seen the video clip and received your next clue, climb the stairs to Dutton�s room. Solve the cash register puzzle by balancing the till (81cents on each side - keys in a symmetrical pattern), which will open up this room for treasure hunting and allow you to pop the champagne cork. The �artsy excited lecher� is a painting of a satyr in the secret picture gallery. However, you�ll need to out-manoeuvre the knight�s puzzle in the foyer and go through the pendulum of the grandfather clock to find the secret passageway that leads there. Return to the library, solve the sliding book puzzle, then give the globe a quick spin (�heart� being an anagram of earth) to discover the next clue, which is a BattleGround. The figurine next to the bookcase tilts to reveal yet another secret passage - this will transport you by furtive means through the very walls of the house to the laboratory. Slide the pieces to move the clockwork mouse around the maze and into the right-hand exit, then find the quest object, which is a tablet. �Bars deter the cuckoo bird� should lead you dashing back to the foyer and the picture of the Redbreast. Slink back to the picture gallery through the clock and the �art that flourishes under the sun�, which is the Mondarian painting puzzle. Match wits with Stauf (ensuring that you lay the last piece) and the clock will chime the first hour. You�ll then be treated to an end-of- level sequence which reveals some rather rum goings-on in the small town of Hurley.

8 pm- First up, seek out the �addled sked�, which is a desk in the library. The next treasure hunt object, �the body in the doc�s office�, is a fallen, headless statue, which can be found in the picture gallery. Make a detour to Dutton�s room, where you�ll find some liquor, then wander along the corridor to the games room and spot the hidden lines of influence to solve the pool table puzzle. The �sullied street� is the red setter in the dog painting on the wall. The next two clues are given in code, so transpose all the keyboard letters one to the right and make for the foyer and a dubious encounter with the sinister mechanism of the Grandfather clock. Solving the second coded message will take you up the stairs and to the macabre contents of the bathroom, where you�ve got to solve the spider puzzle to find the cut throat razor. The �fruit loop� is an orange in the painting back down in the dining room. Once you�ve found it, the �nocturnal horses schedules� should point you to a puzzle in Knox�s bedroom. The best way to solve it is by matching the tarnished edges of the mirror. Select the painting of the nightmare to get your next clue. The famous prince is Hamlet, a punning reference to a �great dane�, so dash back to the library and select the painting there with said dog, to receive the final clue of the hour. This wounded bull�s-eye is a centaur (groan) which resides in the chapel and you�ll have to lock horns with Stauf again in the end-of-level puzzle to see a movie clip which unravels further insights into the sinister Twin Peaks-esque life of the town. It�s 9 pm already and do not ask for whom the bell tolls, �cos it�s tolling for thee, mate.

9 pm- This hour is a bit of a nightmare, with six unpleasant puzzles to solve before the clock strikes ten, so we�d better dash off to the first one without delay. �Olive Stein� is a crude anagram of television, and the dilapidated set can be found in Dutton�s bedroom. The next object is an organ, so take the secret passage back to the chapel and have a quick tinkle on the ivories of this wretched instrument. The number clue points to an ivory tower, which can be found on the chessboard once you�ve climbed the creaking steps to the attic. However, the railway puzzle needs to be completed before you can get the white rook. A quick jaunt back to the chapel will uncover the �light piece�, a brazier sitting in the middle of the altar. Once you�ve lit up, it will open up the kitchen downstairs and there you�ll discover the �cheesy gadget�, a grater with detachable fingers. The ten plates puzzle shouldn�t be too much of a problem and the 500 =100 = 0 clue refers to a disc of The 7th Guest, which can be found in the lab. Stagger down to the bathroom and find the toothpaste (no ring of confidence here though) which should lead you into Temple�s room and the guillotine. The dice cube puzzle is rather nasty, but as a quick pointer, interpret the pips as direction indicators, rather than simply numbers, and you won�t go far wrong. Next, saunter back to the hallway and select the Gardenia in the painting, then, continuing the flower theme, find the rose in Burden�s room after solving the word puzzle. The �angrier jewellery� is an earring on a chest of draws in Heine�s room, but the necklace puzzle stands between you and success. Now it�s back up the rickety stairs and into the room at the top and your third meeting with Stauf. Fill the beehive, making sure there�s more honey than blood, and eventually he�ll concede defeat, allowing you to identity both the killer and the mansion�s sinister offspring.

10 pm- After taxing your grey matter to the limit in the last section, it�s fortunate that there�s only a couple of brain-teasers in this episode. It�s just as well, as the remainder of your time is occupied with a frantic treasure hunt through the rest of the house, before the clock can strike the ominous chimes of the 11th hour. Proceed to the music room and after solving the moving house puzzle, pluck the harp to make sweet music and provide your next clue. The �truck with crane� is a nutcracker which is located in the doll�s room and after you�ve found it walk back down the hallway and comb the games room for an eyeball. After this ocular encounter, it�s back to Temple�s room and a clue which should lead you to the blade. Chug upstairs to the attic and select the locomotive from the earlier puzzle. It will take you back down to Burden�s room, where you need to perform a spot of housekeeping and turn the sheets to progress. The kitchen�s your next destination as the chase hots up, and after the cleaver�s buried itself in the wall, run across to the library and find an ink stand. The pen will spell out a message that points to the last treasure quest object, a miniature kitchen, which can be found in the nursery. Defeat Stauf at his final game and you�ll be faced with the ultimate choice, which triggers The 11th Hour�s spine chilling denouement.

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Alone In The Dark - Complete Solution

New Beginnings You start off in the attic. Quickly go to the options menu and select �Push�. Now head over to the left-hand side of the wardrobe and move it in front of the window - this prevents the flying creature from entering. Afterwards, shove the chest over the trapdoor to stop the zombie from climbing up through. If you�re too slow in doing these things, you�ll have to fight the monsters by hand. Just kick repeatedly and they shouldn�t be too much of a problem. Now that you�re safe (for the moment at least), it�s time to explore. Open the chest and take the rifle. Now get the lamp from the table. Search behind the piano to the right to discover a note. Read it and then drop it. Search the small bookcase and read the book you pick up (Extracts Of The Golden Fleece), then drop it. Finally, open the wardrobe and get the Indian rug that�s inside. Find the small door in the corner, to the right of the barrels, open it and go down the steps into the storage area. On the right-hand side of the shelves you�ll find some oil. Pick it up, use it, then drop it. Get the bow, open the door and make your way out into the hallway to the bedroom on the left - and watch out for the weak floorboards. As soon as you enter the room, close the door (this stops a zombie from coming in). Go over and search the desk to find a key. Use this to open the chest. Now get the old sabre and drop the key. If you use the sabre at any time and it breaks, save both pieces for later - don�t drop them. Ready the rifle, open the door and shoot the zombie twice to kill him. Go into the room opposite, close the door quickly and walk through to the next bedroom via the door. A flying creature will come in through the window - shoot it twice to kill it. Go over to the bed and find the vase. Pick it up and throw it at a wall. Now pick up the key that was inside. Go over to the dresser and search it to find the two small mirrors. Take these items and exit via the closed door. Head across to the first bathroom, closing the door once you enter. Search the closet, take the first aid case, open it and then nab the flask (this restores some of your health when you drink it, so use as and when). Drop the first aid case and leave the bathroom. Turn left and walk to the end of the hallway. Open the door and to the left and right of you, at the top of the wooden stairs, you�ll see a pair of gargoyles. If you get too close they�ll break the mirrors you�re carrying and kill you. To defeat them, keep close to the wall and make your way to the corner where the small statues stand on a table. Drop a mirror on each of these statues then retreat backwards - the gargoyles� reflections will then kill them. Go down the stairs and head to the right. Be careful of the knight - avoid him by staying on the opposite side of the hallway when you walk past. Go through the closed door and do not touch the ghost in the chair, just slip past. Take the matchbox from the mantel piece - but ignore the poker. Now search the wardrobe, take the cartridges and reload the rifle. On the way out, pick up the gramophone. Again, walk past the knight carefully. Now go to the end of the corridor and turn right. Ignore the first two doors to your left (for the moment) and enter the next door on your right. The room should be dark, so use the matches to light the lantern. Go over and find the heavy statue, pick it up and exit. Switch to any other mode to conserve the oil in your lantern, then go to the knight. When you are about three feet away, throw the statue at him and then get his sword, which is good for dealing with most creatures. A bit further on from where you are is an opening leading downstairs, to the right. Go down here and at the bottom of the stone steps go left through the closed door. In this room you�ll see a statue of a girl and a goat. Search said statues, take the three arrows you find and then leave the room quickly before the spiders drop from the ceiling (you can�t kill them). Head back upstairs past the knight and turn right as before. Open the door on the left and take the notebook from the mantel piece. Read it, then drop it. there�s another flying thing here, which you should shoot twice to kill. Leave the room and, before entering the next door on the left, save your game. Ready the knight�s sword, open the door and head for the jug in the corner. Use the sword on the creature in the bathtub once when it tries to attack you. When it retreats for a second, grab the jug. Use the sword again to protect yourself and then exit. Save the game, go back in, use the sword, search the closet, and take the first aid case. Use the sword once more to cover your exit, and leave. Once outside, open the case, take the flask (it heals your wounds) and drop the case.

Halfway There Now Head back to the darkened room and use the lantern. Drop it on the floor, search the table near the bed and take the two bullets. Grab the book and your lamp, then exit the room. Once outside, read the book and drop it, then follow the narrow corridor along to the closed door. This leads to the picture gallery. First, drop the Indian rug under the picture of Davey Crockett, then move up the corridor slowly until you are close to the second archway. Save your game. Now use the bow to fire at the Indian picture at the end of the gallery. You get three chances, but you only need to score one direct hit for the desired effect. You may now walk to the end of the corridor safely. Take the door to the right, push the clock to the side and search the hole. Take the key to Jeremy�s study and the parchment, which you should read, then drop. Get the fake book and leave. Go to the double-doors on the left as you come back up the hallway and save your game. When you open the door it will be dark. Quickly enter and drop the lantern. Now run left through the passage by the books, right past the secret door and along to the end. In the right-hand corner you�ll see that a couple of books are missing. Drop the fake book here (you won�t get a message, just assume that you�ve done it). Run quickly back the way you came and the secret door will have opened, so go through it - the purple people eater (or whatever it is) won�t come in. Get the talisman, then go over to the shelves and get the three daggers and the books. Stand in the middle of the circle on the floor and read the books, drop them and then use the dagger with the curly end. Leave the room and when you see the purple thing, stab it with this dagger to kill it. Pick up your lantern and then leave through the closed door across the room. You come out where you originally found the knight. Drop all the daggers - and any arrows you have left - and then go down the stone steps as before. Go through the closed door on the right to enter the kitchen. Take the soup from the stove, open the little door to the left, go in, turn around and get ready for the zombie that tries to follow you (use the sword or gun). Search the coal pile. Take the shoebox, open it and pick up the pistol. Pick up the can of oil and use the jug on the water barrel in the corner. Leave the room and use the oil, then drop the empty can and the empty shoebox. Go to the pantry, search the cupboards and eat the biscuits (to restore health). Drop the empty box. Take the keys on the ring, but ignore the knives in the cupboard. Take the door next to the little one and follow the corridor along to the next set of closed doors. These lead to the dining room, where you can either place the soup on the table to distract the zombies or just slash at them with the sword. Once you�ve dealt with them, go into the parlour. Head over to the table, pick up the lighter and use the jug to extinguish the cigar. Search the cabinet near the window and take the book. don�t take the record. Read the book then drop it. Use the golden key to open the doors to your right, go into the study and drop the key. Go to the right corner and search it. Now take the record and the book (again, after you�ve read it drop it to prevent excess baggage). Leave the study and go through the closed doors from the parlour. Walk straight across the hallway, open the door and use the sword on the pirate. Take the key that he drops. Pick up the book by the paintings, read it and then drop it. Now open the closed doors to the left using the pirate�s key.

The Final Confrontation Enter the dancehall, remembering to avoid the dancers and the record. Use the green record from the study, grab the key from the mantel piece and, again, avoid the dancers on the way out. Once you�re clear, drop the pirate�s key, the record and the gramophone. Return to the study and drop the old sabre on the shield with one sword on it. The bed will move aside, revealing some steps. Go down them. Proceed towards the bridge and jump across it quickly before it falls away into the abyss. Head down the giant worm tunnel to the left, then go right at the fork (jump twice) to avoid the worm itself. don�t bump into the rock ahead, but go right. Immediately, select the pistol and fire twice at the flying thing, then continue. don�t leave the hole completely until the worm appears. As soon as you see him, double-back quickly. When you get to the sharp rock there�ll now be a new entrance. Go down here and jump onto the walkway. Quickly jump across this, always keeping to the left. At the end, climb up on the ledge above and use the knight�s sword on the monster. Follow the corridor until you come to the pillars - you have to jump across these one by one. Use the sword to fend off the flying creature. Continue onwards until the path forks - and go left. At the wooden bridges, go right at the sabre and left at the skull. Use the sword on the flying creature, open the chest with the key from the dancehall and take the gem and book. Read the book and then drop it (shock!). Push the rock aside and enter the tiny cavern at the back of the chest. Follow this, leap down and then walk past the closed stone door to your left. Use the lantern and enter the maze. Head right, following the outside wall until you come to a door with a hole in it. Put the gem in here to open the door, then quickly jump into the water and head for the tree in the centre of the cavern, avoiding the fireballs. At the altar, drop the talisman and get the hook. Light the lantern and throw it at the tree. Now get the lantern and leave immediately. Head to the rock ledge to the right, avoid the boulders and use the hook to open the stone doors. Run around the walkway and up into the tunnel. Head right, then follow the path straight up at the point where you first sighted the worm. Enter the small hole. This�ll take you to the cellar. Go up the stairs to the ground floor, open the double-doors and escape to freedom... Yes, that was all there was to it - you�ve won!

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Alone In The Dark 3 - Complete Solution

Saloon Before you enter the Saloon take the gas can to the right of the doors and then use it on the camera generator to see a movie clip. Wander around the room and find the oil can, the maraca, the key, and the box of matches. As you approach the bar watch for the cowboy that appears above you - run backwards and forwards, dodging the bullets until he leaves. Search the bar for the empty bottle, a flask, and a bottle of alcohol. Throw the empty bottle and grab the coin, then use it in the bar-room piano for some background info and a lamp. Head back to the bar, face the skull and push the left horn to open the trap-door, but watch for the guy that appears - remain behind the skull to shield yourself from most bullets then go in for the kill when he runs out of ammo. Take the playing card and the gold bullet he drops, use the oil with the lamp, use the matches to light it then go down the trap-door.

Cellar Take the cane off the far wall and read the posters. Face the barrels and open the left-hand one then step back and use the maraca to coax the snakes out of the doorway. Now all you have to do is enter the new passage.

Jail Take the stone from the bench, go to the cell door and use the cane with the keys. A cowboy appears from the trap-door so kill him, then use the keys to open the door - be quick, because the cowboy reappears. Throw the stone to find an amulet (this protects you from the Pentagram on the floor), walk to the bottom of the corridor and enter the room on the left. Give the bottle of alcohol to Lefty and take the flask he drops. Go back to the Pentagram and enter the Sheriff's Office on the right, take the Sheriff's badge from the desk and use the key on the gun case to get a Winchester. Read the posters then exit (don't go into the room opposite as there's only a bad guy in the fireplace), continue down the corridor into the large room and push the wardrobe to block the doors. Search the wardrobe for a shotgun then climb the rope ladder.

Roof Take the whip then run towards the red beam, timing your run in between its pulses to get the rope. Return the way you came and take the cast iron plate, using it as a chest-plate. Take the bullet-belt for the gatling-gun, then use the gold bullet in the Winchester and shoot Burris to get a bag of Scorpions. Keep walking and find the gatling-gun, the fuse, and the flask. Return to the lift-shaft, shoot the door with the gatling-gun and once inside use the Hangman's rope in order to breathe. Drop the bag of Scorpions down the trap-door to open the main door, push the lever to close the trap-door then pick up the dynamite and dried meat in the far corner. Shoot the two cowboys and head back towards the barrel. The door will close. Stand to the side of the view-port to avoid bullets, then use the fuse with the dynamite. Next use it with the large crack in the wall near the barrel. Use the matches to ignite it and then run behind the barrel. Walk through the hole and step on the arrow icon to open a secret passage. Walk around and kill the next cowboy you meet. Walk to the machinery, use the Sheriff's badge to fix it then face the machinery and use the whip with the lever to open the door. Walk towards the plank, take the flask and the bullets then run over the plank to the Saloon.

Saloon On the landing use matches to light the two lamps near the broken window. This will open the door and you will receive a message. Go through the door and when the vulture squawks and the ghost appears, use the meat with the clock to get a token, take the flask near the painting then walk through the picture. Search the dressing table for a 30/30 bullet, a bulb, and a pearl, then push the mirror for a key. Take the arrow by the foot of the bed (use with the cupid figure) and the night valet, then go back through the painting and out to the landing. Take the ring near the hole and use it to get a diamond, then use the key to open the nearest door. Pick up the diary, instructions, and flask off the floor then walk into the Dragon statue. Use the diamond the obtain some bullets then exit the room through the opening. Go to the open window and put the night valet in front of it. Keep moving it slightly until the cowboy falls. Push open the window shutter and climb through the window to the photo room. Take the shutter release,instruction sheet, flask and key. Exit back through the window and head back to the landing. Use the key on the last door then use the bulb with the shutter release and the release with the flash before entering. Inside use the flash with the film reel on the floor to kill the monster. Take the oil can, use the token with the piano, shoot the target and then take the flask and war-stick found inside. A block should now move opening a hole in the floor.

Cave Use the oil can and the matches with the lamp to light it. Exit through the opening and save your game before each jump. When you reach the Shaman use the war- stick to pass by then take the cartridges and the key. Follow the blocks round to the one with the symbol on it, jumping on all the blocks you find in order - jump on the one to the right of the symbol and then back again. Now keep jumping forward until you can't go any further, then use the amulet to escape.

Mansion Kill the two monsters and take the flask, top hat and key that are dropped and use the key on the doors at the far end of the room. Search the library shelves for a white book, a watchmakers manual, and a locked Navajo Traditions book (use the key from the Shaman to open it). Take the pocket watch from the bust, use the printing plate with the mirror to read it then exit back to the door by the silver salts and use the pocket watch to unlock the door. Walk up to Morrison to get a story-board, then use the top-hat on the bust of Abe Lincoln to get some cartridges. Kill the zombie that attacks Morrison then shoot the window. You should then exit via the window.

Graveyard Use the war-stick with the round stone, go to the grave marked O.E.J and use with the ace of diamonds to gain access to the kitchen. Take the oil can, the roll of film, and the bag of pemmican. Use the oil can with the fireplace to open a secret door. In the ballroom search the woman for cartridges, the man for a hammer, then dodge the bullets as you head to the gramophone. Here you will find a guitar string, a music score, and a safe key. Return to the kitchen, walk behind the sideboard and through the door then use the 30/30 bullet in the next door lock and use the hammer to explode it. In the dressing room take the blasting cap, map and light bulb from the dressing table then go to the mounting table in the next room and use the guitar string, light bulb, and the roll of film. Use the music score with the table for the number 806. Head to the bank and take the astronomy book from the table then repeatedly search the picture at the end of the room until the combination of 806 appears. Walk behind the counter, approach the large safe, use the pearl and then the safe key. Kill the zombie for your amulet then take the suitcase, but don't open it as it's booby trapped. Open the window and climb through.

Mine Walk up to McCarthy and get a message from Jed Stone. Get the flask from the saddle, climb in the mine cart and take the detonator and cartridges found inside. When the cart stops exit through the open door.

Station Run to the station sign and push it before the station master can whistle for help. Find the key, search the rails by the sign for an eye-bolt, head towards the door and use the eye-bolt with the bell to ring it three times. Time your movement through the door and once outside quickly put the blasting cap by the fence and use the detonator box with the cap. Head to the water tank.

Water Tank Put the suitcase and the suitcase key in front of the water tank, then get ready to meet your maker...

Reincarnation You have about 100 seconds to complete your mission, so ignore the cat food and quickly leave the vault and head to the Saloon. Go up the stairs, jump over the hole, run towards the broken window and out on to the jail roof. Run to the large gap and jump on to the statue to get the gold eagle, then run alongside the bank and search the barrel of tar to get a sticky paw. Next run to the mansion and search the cask of silver salts to coat your paw, then run back to the Saloon and kill the werewolf. Enter the graveyard and kill the second werewolf then return to the vault and drop the eagle nugget in the fire.

Grave Take the Colt .45 and the bar of soap found behind the gravestone. Return to the water tank.

Water Tank Drop the Colt near your double then walk up to him - don't attack! Walk up to your double and then pick up the Colt, now climb the ladder into the water tank. Use the soap with the cowboy and he'll vanish. Pick up the brush he drops and the flask near the wall. Use the brush with the large peg in the hole to open the trap- door.

Underground Find the dead leaf and use it with the Indian bust, read the posters and take the notebook. Exit via the rung, dodge the zombie, grab the pickaxe and kill the two zombies, pick up the flask at the foot of the bed, then exit in to the spike pit. Take the sheets of paper and follow the map to get over the pit � walk slowly: Use the pickaxe to kill the zombie, exit though to the next room, kill the zombie and pick up the scorched book, candlestick, water pitcher, and needle (move the candlestick to open the door). Walk to the lift and give the water pitcher to the cowboy and the lift doors will open. Pick up the piggy bank and throw it to get a glass microscope plate. Push the lever to go up to the next level.

The Laboratory Use the microscope glass plate with the microscope. The colour sequence is used with the switches in order to open the door - grey, green, blue, red. Take the bottle of poison and go to the cell, poison the needle you find then walk to the table near the cell and find the distilling coil. Use poison and quickly get inside the jail cell. Back at full size kill the doctor with the needle then take the piece of straw, the cell key and the bottle of ammonia. Stand by the distilling coil and use the shrinking poison, but run through the hole in the wall beneath the table. Use the straw as a pole-vault across the gap and grab the vial of potion before you revert to normal size.

Spider Run to the other side of the room by the leaky wall and use the vial of potion to poison the water supply. When the spider shrinks, walk over and squash him! Grab the pot of glue and use it to make your hands sticky, then you'll be able to climb up through the hole where the shaft of light is.

Headless Chicken To avoid the headless zombie run and dodge his advances, then try to grab his head - you can push the anvil to try and block the zombie. When you have the head, throw it down the hole and the zombie will follow, then grab the gold ingot, a flask, and a Winchester. Kill the next zombie with the Winchester, then take his wig and a silver dollar. Search the poster and use the silver dollar in the slot. Grab the box of matches.

Emily Go to the crucible, avoiding the skull pattern and the radioactive rock at the top of the skull shape. Use the ingot and the matches with the crucible. Grab the wand that materialises and the ammunition found in the corner. Also take the scorched paper and parchment. Exit through the door and in the next room step back from the door and throw the bottle of ammonia. Take the knife that the zombie drops, go back to the door by the spikes and use the wig to pull the switch.

Showdown Run to the eagle totem pole and use the wand to kill the Elwood brothers. Open the tap found in the ditch on the floor, filling the ditch with water. Grab the rubber glove and use it with the knife to cut the cables by the machinery. Return to the totem area and wait for Jed to stand in the water. Emily will open the door and when she does, grab the sack of coal and exit through the door. Climb on to the train, use the coal and matches, then push the lever to get the hell outta Slaughter Gulch!

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