Cursed 3

Cursed 3

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CURSED 3 COMPLETE GUIDE *in progress*
By DisasterSquad2
A complete walkthrough, plus all enemies, bosses, secrets, items, weapons, easter eggs, and a detailed inside look at the games mechanics.
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GAME MECHANICS EXPLAINED
ENEMY BEHAVIOR
Enemies have 3 'modes' that change depending on noise and sight.
-Wandering-The enemy casually moves from room to room, moving every 20 or 30 seconds
-Chasing-The enemy changes rooms every couple seconds and is hostile upon entering
-Breaking-The enemy is breaking a door down, taking 1 hp from the door every few seconds
Enemies spawn into the map every couple minutes. Every time you start a new chapter, They spawn in a bit faster, new enemies get added, and the spawn limit rises. Chapter 1 starts slow, with only 3 enemy types, and a limit of 3 active. So the farther in the game, the more enemies will be lurking.
All enemies begin in wander mode. If you make a loud sound nearby, or they see you without being hidden, they go into chase mode.
If an enemy in chase mode has not seen the player in about 20 seconds, the go back to wander mode.
In chase mode, if they run into a closed door, they will enter breaking mode. They will remain this way until the door is broken in.
If an enemy enters the room when you are already hidden, they will slowly move through the room and look for you. Every time they pass an open exit, they have a chance to leave the room. This puts them back to wandering mode. Every time they pass in front of, or next to your hiding spot, they have a chance to check your that spot. This has a 1/3 chance of them discovering you (in which case you should run or attack)

DOORS
Closing a door will give that door 3 'hit points'. A creature beating it down drains 1 hp from the door every few seconds. But a closed door is still a good way to stall the monsters.
If you have a hammer and nails in your inventory, you can use a wood plank to add 10 HP to a closed door. Multiple planks can be stacked, making it hard for anything to get in. Additionally, the Ostium Obstructionum spell casts chains on one door that gives it 100 HP. This is the best way to block enemies.

NOISE ALERTS ENEMIES
Loud sounds emit a circle of noise around your current position. Any enemy in that radius will go into chase mode. The following things make noise that enemies can hear.
-Closing a door makes a sound that travels to the adjacent room
-All gunshots (not the bow) travel 2 rooms
-The VIGIL enemy screams travel across the entire map, alerting all monsters.
-The WHISTLE and the HORN also alert the entire map
-Spells DO NOT make any sound at all


This image shows how the game actually handles enemies and the map. In this example, the player just fired the shotgun, which will alert the nearby LEAPER and SCAVENGER, but NOT THE CADAVER a few rooms over.

SLEEPING
If Jennifer's green STAMINA meter drains completely she is considered 'tired'. The screen will dim slightly, she will not be able to quick-turn or 180 degree turn, and all of her weapon mastery will drop to zero until she recovers stamina. If you hear her yawning, that is a warning that you will soon be tired. If she is below half stamina, you can click on a bed to go to sleep and regain the green bar and some life. Time will pass and she will continue sleeping until stamina is fully restored, or she gets interrupted. Leaving a door open in the bedroom may cause an enemy to enter and disrupt sleep. Midnight also always wakes her up. You may skip sleeping by drinking GREEN POTIONS as well, and avoid wasting daylight.

MIDNIGHT(new players nightmare)
Every in-game day at 12AM, the game enters midnight mode for 1 in-game hour. Once the clock chimes, you have around 1 minute to prepare yourself for the massive invasion of enemies. You may save the game at this time or set up any last minute barricades. Once true midnight begins, the music is loud and you can no longer save or interact with anything until 1AM, when the enemies all vanish and you are safe again. The best way to survive midnight is to enter the 1st floor bedroom, and close the door (board it up if you wish). Then enter the bathroom and close that door also. Board up the bathroom door, or cast the door lock spell on it, then hide under the sink until 1am. If enemies DO break in, you may have to fight or keep running until you are safe. There are no guarantees, And RNG can be a big factor during midnight. Just be sure to save beforehand and try again.
WEAPONS
PISTOL
-Jennifer starts with this in her inventory.
-ammo pouch is in the garage safe

A Beretta that uses 15 round magazines. Super versatile, but reloads very slowly until you gain some mastery in it. With mastery level 0 the accuracy spread can be quite unreliable. Hit enemies or reload the gun to gain mastery points. If you master it and have lots of ammo, it can be ridiculously strong. Do not underestimate how useful it becomes, it is a great all-around weapon. In early game, it is recommended to leave the room while reloading.

SHOTGUN
-Found on the wall in the sitting room with the fireplace.
-ammo pouch found in Sarah's room upstairs, behind wall paint

Slow, powerful, and trusty. If you have a hard time with precision aiming, this weapon is for you. It has a large spread, and holds 8 shells at a time. All 8 shells must be loaded before you can fire, but interrupting the loading animation keeps the number of shells loaded so far. Every shot does almost 4x the damage of a pistol shot. The downside is the noise it makes alerts enemies several rooms away. Also, the wide spread makes it very hard to hit enemy weakpoints with.

BOW AND ARROWS
-Found in the rec room upstairs.
-ammo pouch (quiver) comes with the bow

This weapon starts VERY sluggish, but each mastery star exponentially increases the speed. each arrow actually does slightly more damage than a pistol shot. The bow never technically reloads, but takes a second to nock each arrow instead. Any missed shots that hit a wall can be recovered. The bow's best feature however, is its silence. You will never alert anything in other rooms when using the bow, which saves you from deadly gang-ups.

RIFLE
-Found in the cellar on a workbench.
-ammo pouch found in the well maze

The rifle is the slowest but strongest weapon. It does 1.3x the shotgun's damage. It is also pinpoint accurate even at 0 mastery. The main drawback is the small clip size, 5 rounds between each reload. As with any weapon, the rifle shines when mastered a bit, then only gets even better.

TOMMY GUN
-Use the blacklight and luminol in the attic to reveal its location. (burn the chair)
-ammo pouch found in the fireplace, in the creature's egg sac (shoot sac with tommygun)

Truly a spray n pray favorite, the tommy gun is essentially a rapid fire pistol with 2x the capacity and spread. Each level of mastery decreases the spread, and max level makes it pinpoint accurate. Unlike other weapons, hits against enemies do not increase its mastery. Only reloading builds mastery. Plus, it is the only ammo type that cannot be dropped by enemies or the ammo spirit. This makes it an expensive weapon to main.
ARCANA
Spells can be cast freely once you learn their sigils from a scroll. They each cost varying amounts of your MIND meter. If you don't have enough, the meter will show how much you need. Here is a run down of all the magic, Its latin meaning, where it is found, and how your arcana mastery stat affects each:

TEMPUS TARDA (time slow)- Yellow scroll found in north section of the Aquaducts
An hourglass appears on the screen and time moves by very slowly, allowing for breathing room or aiming during battles. Once the hourglass is empty, time returns to normal.
-arcana mastery affects the duration of the spell

FULGUR MORDERE (lightning bite)- Purple scroll dropped by 1st zombie
This shoots lightning directly forward, hitting anything near the center. A quick and simple attack spell. Also lights the 2 crystals outside to open the front door.
-arcana mastery affects the damage of the spell

VITAE VELOCI (Life Fast)- Green scroll in the 1st floor bathroom
Casts a healing beacon in the current room. Heals you until the spell ends or you leave the room. Probably the most important spell in the game.
-arcana mastery increases how much health is regained

OSTIUM OBSTRUCTIONUM (Door Block)- Brown scroll found in cellar behind loose brick
This will bind a closed door with chains, making that door very difficult for monsters to break. Can be opened by the player anytime. Only 1 door can be locked at once.
-arcana mastery gives the door 20 'hit points' per level of mastery

CORPORIS OBSCURA (Body Hide)- Grey scroll found under the garage by the ruins
This casts a smoke screen around you, making you temporarily invisible until the clouds disappear. You can use this time to run away, or hide without detection. Also blinds the VIGIL enemies, making them easy to kill or capture.
-arcana mastery does not affect this spell

IGNIS MALUS (Burn Evil)- Red scroll in the wall safe behind the hallway painting
Lights a large pillar of fire directly in front of you, causing contact damage to anything it touches every frame. Can hit multiple enemies at once. A good spell to turn around and cast when being followed through a door.
-arcana mastery lengthens the duration of the flames and slightly increases damage

SANCTUM INSTANTANUM (Safety Instantly)- Blue scroll in the attic
After a brief spin-up, this will warp you back to the front foyer of the house. Later in the game, takes you back to a portal entrance. Cannot be used when in boss battles or other specific times. Great to get out of danger, or just quick travel back to a save point.
-arcana mastery does not affect this spell

AEGIS FACERE (Divine Shield)- Pink scroll bought with void points in the lab
This creates a wall around you that absorbs enemy hits. It travels room-to-room with you untill it disappears or is broken through. A very powerful tool that tends to be underestimated.
-arcana mastery makes the shield last longer and take more hits.

DEUS IGNIS (Holy Fire)- Cyan scroll bought with fear orbs late-game
The most deadly magic around. This burns everything in the room for massive damage, even things that are not currently vulnerable. Strong to the point of being pretty broken, it easily kills all enemies in sight.
-arcana mastery slightly boosts the damage of the spell further

ANIMAE MUTATIO (Creature Transform)- Orange scroll found in the lab
This spell is used to capture creatures to use their essence for various perks. It costs very little MIND meter, and hits the center of the screen after a wind-up. If you hit a monster with this magic when the enemies life is 20% or lower, it will turn into an orb that you can take. You still get the EXP from the enemy you capture as well.
-arcana mastery shortens the wind-up animation of this spell

INSTANTUM ILLUMINARIS (Instant Light)- White scroll you dig up in the southwest woods.
Creates a ball of light that hovers above, lighting up dark areas without the need for a flashlight.
Lasts for a 25 seconds and vanishes. Also causes damage to SHADOW LEECH enemies.
-arcana mastery adds 9 more seconds for each mastery star.

SPIRITUS EXILIUM (Spirit Exiled)- Dark purple scroll found in a coffin at the game's end.
This spell is the key to earning the best ending of the game. It removes evil from living things. Can also kill monsters almost instantly. You need it for plot reasons.
-arcana mastery does not affect this spell.
SPIRITS
Spirits are demons you can find that are on your side. They can be called in or out of their gems anytime. You may have only one active at a time, and they all provide different helpful abilities for your quest. They can each be upgraded once with a VOID ORB to unlock their full potential. Here is a list of all 6 spirits, where they are found, and their abilities.

JADE (eyeball)- Trade the hallway mouse for it with cheese
He can reveal suspicious or hidden things around the house. While he follows the player, any objects that hide , or used to hide something are highlighted in a red hue.
UPGRADE- He can also reveal the lifebars of enemies and most bosses. This is a great way to learn to capture enemies. The lifebar appears under the enemy near the status bar.

RUBY (fairy)- Use hammer on planks in master bedroom upstairs
She has the ability to freeze most enemies very briefly, giving the player a window to act. The enemy stays still for 2-5 seconds. She usually takes about 10 seconds to charge it up between uses. It also takes time for her to chase the target down and slowly freeze it. You cannot choose which target she will pick to freeze, so she is less useful against groups. Does not work on most bosses.
UPGRADE- While in the process of freezing an enemy, she will now also slowly heal you for as long as she takes to finish.

TOPAZ (scarecrow)- Put burlap sack on scarecrow in woods
This spirit's abilities revolve around avoiding encounters. He will reduce all sounds made by the player, and contain them to the room you are in. This is great early-game, when attracting many monsters with one shotgun blast is dangerous.
UPGRADE- He can now guarantee that no enemy will ever find the player when in a hiding spot.(As long as nothing saw you get in the spot). This is essentially an auto-win for surviving midnight. Just hide until its over.

SAPPHIRE (shield)- Use sharp knife on chair in family room
This armored spirit will place himself in front of any oncoming enemy fireballs. After blocking a projectile, he goes back to the corner to recharge for about 7 seconds before he can block another. This spirit is ideal for fighting may of the game's bosses.
UPGRADE- He casts a shield behind the player. As long as he is out and upgraded, you will be completely invulnerable from back attacks. This even makes combat with no shield plausable, as you can turn 180 degrees to block any attack with your back.

DIAMOND (ammo)- Costs 400 void points in the lab
This spirit hangs out quietly in the corner, but every couple minutes he will close and begin cranking. If you stay in the room until he finishes, this spirit will drop ammunition for the weapon you currently have out (minus the tommy gun). If you have no weapon out when he finishes manufacturing, he will drop a random ammo type. This does not work in mazes for technical engine reasons.
UPGRADE- This spirit will also display all total ammo counts and current loaded ammo amount for your guns. This info appears over the weapons icon on the status bar.

AMBER (mouth)- Break the cracked wall in the cellar with the chisel and hammer, then carefully cut it out with the knife
This guy will eat enemy corpses off the ground, and slowly refill your green stamina bar. He takes around 20 seconds between each feeding.
UPGRADE- While he is active, your movement speed is nearly doubled. This includes room-to-room movement and turning speed.

ONYX (knight captain)- Hit the knight more after victory in the arena and win the extra challenging fight
If there is an enemy near the center of the screen, the captain will shoot a fireball at the enemy every 5-8 seconds. They are about half as powerful as a pistol shot, but add up fast.
UPGRADE- All fireballs shot by the captain now leave a small fire behind which burns enemies with contact damage. This becomes very powerful, and the captain can even kill many enemies by himself.
VOID ORBS
VOID ORBS are concentrated balls of void energy. They can be used to upgrade one of your spirit friends to full power. Give them to a spirit by hand on the main screen to use them. There are 6 spirits in the game, and 6 hidden void orbs to find.

ORB#1- In the first room of the cellar, there is a loose brick on the southern wall near the ceiling. Use the fire poker to pry it loose to find the orb. The eyball spirit can help reveal this one.

ORB#2- There is a dirt pile just left of center in the woods maze. You will need the shovel from the cellar to get this one.

ORB#3- In the laboratory, this can be purchased for 200 capture points. The machine only has one for sale.

ORB#4- In the lunar realm, one can be bought for 2 fear orbs. You must kill enemies without taking damage to earn these.

ORB#5- In the ice cave near the start of the frozen wasteland, you can faintly see a void orb under the ice. You must drop an anvil found in the tower on it a couple times to smash through. If the tower is destroyed, there will still be an anvil within the rubble.

ORB#6- The Black Abyss has a sliding puzzle in the profane crypt. The first puzzle is necessary to get a key item, but there is a bonus harder sliding puzzle right after that. Solve this harder puzzle for a void orb. Using a red crystal skull in the skull socket room will reveal the solution to both slide puzzles. They appear on the wall near the exit if the room is lit up red.

ORB#7- In the Black Abyss, follow the green and yellow torches to the big blue machine. You must light all of the gas pipes to match the candles in the secret room (with the slide puzzle). BUT if you notice the crosses, you must flip the solution upside-down. Use Holy Fire spell or Flamethrower arm to light green fires, and flame spell to light red ones. Click flames to turn them off.

ITEM USES
ENEMIES
PUZZLE SOLUTIONS
GARAGE SAFE CODES:



Code1- 83961 Simply match the symbols with their positions on the solar system chart on the wall above the bench

Code2- 26300 The price of the Dodge Viper in the car magazine

Code3- 46248 Put the blacklight in the socket, then spray luminol on objects around the room for the required numbers

Code4- 57262 Use the symbols from code1, BUT find the WORDS around the room to get the digits. neptune/calendar-5, earth/dirt-7, pluto/toy-2, saturn/carmag-6, mercury/thermometer-2


LOGIC PUZZLES:

PHONE BOX


PRISM ALIGNMENT:


ORB SHUFFLING:
These can be arranged in any shelf order, as long as same-colors are touching


DRAGON SLIDE PUZZLE PART 1:

DRAGON SLIDE PUZZLE PART 2:
This puzzle is optional but gives a useful spirit upgrade orb.


FROZEN PAINTING:


MATCHING SIGILS:
This puzzle is random every time, you must find all matches 1st. Then, the last piece to flip is the black one with a white outline.


COFFIN LID:
(you get this by getting the normal ending anyway. Very recommended you see that first. but here is the code for lookup sake)

MAPS
EARTH REALM:

OUTSIDE:



FIRST FLOOR:



SECOND FLOOR:



ATTIC:



CELLAR:



WOODS MAZE:



AQUEDUCTS (UNDER THE WELL)



LUNAR TEMPLE:



VOID REALMS:

LUNAR VALHALLA:



BONE MARSHES:



BLACK ABYSS:



FORGOTTEN EXPANSE:



REALM OF TORMENT:



MALUS CASTLE MAZE:
BOSSES
PIPPY THE UNBORN
Pippy starts the battle surrounding itself with a shield and 50 bubbles of various colors. It will occasionally throw object around the room at you telekenetically, keep an eye on the radar to know when. If you shoot a bubble, it breaks, releasing whats inside based on color. Orange does nothing, Green releases a straight fireball, Blue releases a stun blob, Red releases a spinning fireball, Black safely breaks all other bubbles. Pippy has a shield that takes 2-3 hits to break, or 1 arrow can break it if you aim between all the bubbles. Once the shield is broken, hit Pippy to knock him down for free hits. He will then scurry left and right until starting the process again.
-Best strategy: Wait for the black bubble to appear, and hit that specific bubble (if you have time slow use that to help). Now shoot the shield off Pippy but do not shoot him yet. Cast a few fires on the floor under him THEN shoot him so he falls into the flames, taking much more damage. Blast him as much as possible after that.

SARAH CARRINGTON


SHANNON CARRINGTON


JUSTIN CARRINGTON


THE GORGON


LUNAR KNIGHT CAPTAIN


LUNAR KNIGHT CAPTAIN BONUS FIGHT


BONE SPIRIT


FACE OF THE ABYSS


ARASA


WALL OF EYES


MALUS VS LUNA


SPENCER CARRINGTON


MALUS VS THE CURSED 3


KAIJU MALUS


TIMESTREAM MALUS
100% CHECKLIST
The following steps are necessary to achieve a 100% complete save file before the final battle of the best ending.

-Find all 12 spells

-Pick up all 5 Jennifer weapons and all 4 Luna equipment items

-Capture and store all 11 normal enemies in the lab tanks

-Find and upgrade all 7 spirits

-Get the 4 ammo pouches for the pistol, shotgun, tommygun, and rifle

-Get to the save point before the final battle for the best ending
RARE SPOOPS
-In the dining room a brief flash of a strange white outline can be seen for only a couple frames

-On the 1st floor in the house, you may see the top half of a kid flash on the floor

-In the tv room, there is a small chance the portrait of Jens great granparents will look evil. If you click on it, a ghost jumps out and kills you.

-Upstairs hall, the picture of the dog is sometimes a weird face for a moment entering the room

-In the upstairs bathroom, the tub has a chance to be filled with blood

-Upstairs in the hall, a gremlin face can be seen floating by, it makes a jumpscare sound

-In the foyer, if the front door is closed, entering the room gives a chance for a knock on the front door. if you open it, a weird thing kills you. Leave room without opening the door to avoid it.

-Sometimes you may hear real life knocks, sounding like it came from off-game

-At night on the 1st floor of the house, you may see a blue face looking in windows briefly as you enter a room

-When opening a door, there is a small chance a weird creature will be there and duck away

-When waking up from sleep, a clown head has a chance to be hovering over you

-in the attic and by the phone box outside, a moaning ghost lady will sometimes appear. look away to avoid death

-once opening the attic, the mannequin up there has a chance to appear on the 1st floor briefly

-After dying, when going to load a save file, theres a chance Malus will pull your soul away for a few seconds before the reaper pulls you back

-On the title screen when starting the game, there is a small chance you will be jumpscared by a bloody jennifer ,and the game closes abruptly

-If you activate the baby doll by the 1st floor tv, he will eventually jump you. After surviving that, he will jump you if you quit the game from the inventory screen
SECRETS, EASTER EGGS, AND REFERENCES
SECRETS:




EASTER EGGS:




REFERENCES:

-the games in general are a callback to Uninvited, Last Half of Darkness, Dare 2 Dream, etc.

-Jennifer seems to be a common name in horror female characters, splatterhouse/clock tower, so I kept that going.

-on death, the reaper can say 'It is a sad thing your adventures have ended here', a line from the reaper in Shadowgate.

-The scavenger enemy is a direct reference to Monster Party on Nes. A scene that I found scary as a child

-The animation of Jen grabbing the gun from the passenger seat at the start is an homage to Eric Chahi's Another World.

-Marylin Lloyd's walking corpse is a direct reference to Last Half of Darkness 2. An image I always found quite creepy.

-Not a direct reference, but I thought of the carnivorous plant from Maniac Mansion that burps when I made the green plant in the rec room

-The use of the color blue to represent dark rooms is absolutely inspired by William R. Fisher III, his games all used blues so wonderfully to show dark rooms.
30 Comments
spookus pookis 4 Oct @ 12:29pm 
what do u use to get to the attic
Mr. Money 20 Jan @ 6:44pm 
How do I get the tommy gun ammo bag?
LordAsher 16 Jan @ 12:53pm 
How can i get the code for the Abyss cript?
The Dood 31 Dec, 2024 @ 11:15am 
i saw the mannequin moved to the hallway and then it was gone
gigglepoop 17 Dec, 2024 @ 7:12pm 
the baby scared me
Zippofish 28 May, 2024 @ 12:00pm 
you can find a spell in the well maze and you can also find the rifle pouch in the well maze and to get the other peice to the anchient door you have to get the blue bird in the attic and going into the basement by opening the secret labortory by putting the grandfather clock's hands to the right go to the dining room then the labortory get the key unlock the basement find the red person in the basement give the blue bird then you'll get another peice of the anchient door
k 2 Dec, 2023 @ 9:16pm 
what is the 4th solution to the garage safe box?
MojaMojaKumaSan 30 Oct, 2023 @ 8:01pm 
@scrimsham Yes, there is a hint in the back of the attic that points you in the right direction.

use the eye spirit to highlight a piece of insulation that can be pulled out, revealing the wall behind. Then use the black light and spray to reveal the hint “Burn the chair”. I’ll leave it to folks to figure out which chair 😉
scrimsham 22 Oct, 2023 @ 7:54pm 
Maybe I just wasn't paying enough attention, but are there any indications of the Tommy Gun's location in game? I only saw it because I was watching a video guide at the same time :ranald:
Shalfey 22 Sep, 2023 @ 6:18pm 
when is the walkthrough going to be updated?
Love the game, thanks
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