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teleport square and you find yourself at the top of the sapphire altar
room. Get past the altar that is blocking your way by dropping a sapphire
on it, you now have access to a pear and nearby you will find a banana and
some earth. Down the left hand passageway you will find a soldier who
informs you it will cost you. Take the arrow that's on his table. Travel
back the way you came and turn right, down a short passageway there is
another teleport square. This transports you to a small room where you will
notice a cider press. Travel back to the room where the joking soldier is
and put the arrow on the tomb of the Norse Warloed Robin Sole. He rewards
you with a potion of extreme luck. Return to the fruit machine and put your
three pieces of fruit on the rollers, operate the lever under the influence
of the potion and the three pieces of fruit turn into apples which you can
take. At the same time a pile of gold coins appears in the small room
beside the fruit machine, but a locked door prevents you from reaching
them. Put all three apples on the cider press and take the bottle of cider.
Your task now is to beat Grumbleweed in your own 'who can burp the loudest'
competition. Fill up one of the tankards in Herman's room with ale then
travel back to Grumbleweed. Give him the cider so he can produce one of his
most excellent burps then put the amplifier on the square beside him, stand
on the amplifier then drink your ale. You win the competition and
Grumbleweed hands over the flytrap plant. You now have all the objects you
need to create the planets from the genisis device. Insert the thermometer
which will provide you with the planet Mercury, the rings to give you
Saturn, the flytrap to give you Venus and the earth to give you Earth.
Place the planets in the correct order on the cosmos altars (Mercury,
Earth, Venus, Saturn) and the last altar lights up to represent the sun.
Put the Book of Icarus on here and you are rewarded with Herman's prophecy.
Dutifully deliver this to Herman and he will give you the key for the room
where the coins are lurking. Give these to the soldier who says 'It will
cost you', the last door opens and you're on your way to level three. the
Haunted Gallery.
Level 3
You start the level standing by a door, nearby is a key and the logical
thing to do is insert the key in the door. Iff you do this you will meet
the first ghost of level three who appears as you unlock the door, sails
over to a lever nearby, locks the door you've just opened, then disappears
back down it's hole. Nothing will cover this hole properly to prevent the
spectre getting out and foiling your plans. Explore the room you are in
instead and meet the mummy who won't talk to you and a vampire that wants
his well done, whatever that means. Operate three floor tiles to find some
stamina, a box of matches and a chest key, take the bag of cement and the
piece of paper that says 'please will you move'. Put one of the toy blocks
that are lying around in the toy box to meet another spectre. This one
prevents you getting in the door from which he materialises. Pull the lever
by another locked door and head into the room where you can dispose of your
cement in the cement mixer, pick up some pebbles which you can change to
sand on the grinding machine in the first room. Put the sand in the cement
mixer and travel down to the second room where you will notice the ghost
trap, a conveyor belt operated by a lever and a floor tile which you can
operate, beneath it is a stick. Beyond the trap is a slimy river which
takes away your stamina, travel down here to reach a chest that opens with
your key. Inside is a piece of guttering. On the way back don't forget to
pick up the binoculars and extra stamina. Put the guttering between the
cement mixer and the water barrel, operate the tap on the barrel, then
operate the cement mixer. Grab the cement that appears next to it then
return triumphantly to the hole in the first room which you can now plug up
for eternity. Finally you can leave this room and meet the zombie that
refuses to get out of your way even when you ask him nicely. Insert the
stick in the hole and operate the lever to gaim access to a room with a
Hoover in it. Operate the floor tile to take a piece of paper that says
'Where is M'. Take the portable ghost trap and the stick that looks
slightly different to the sticks you find to open doors with. You are now
equipped out to dispose of the playful ghost in the first room. Put the
trap down between the toy box and the door, then put a toy block in the toy
box. The ghost appears then promptly disappears into your trap. It would be
a good idea now to empty your trap in the permanent ghost trap near the
conveyor belt so you can use it again. Return to the room you have just
gained access to and speak to the vampire who tells you to find his wife.
Operate the floor tiles and take the chicken egg and a fly then return to
the first room where you can put the fly in the cobweb to take a
tempermental spider that turns into a chest key each time you put him down.
He obviously needs a stabilising treatment of some kind so put him in the
molecular stabiliser next to the mummy nearby. He changes permanently into
a chest key and the mummy informs you he's in shock. Obviously got a weak
stomach. Open the chest near to where you found the pebbles and take a
second stick. Travel back to the river of slime that crosses your path near
to the exit out of the room where you began the level. Make sure you have
plenty of stamina then set off down the right hand fork of the river. (This
is your right not Infinity's). At the end of the river insert the stick
into the hole and pull the lever, this opens the door into another room.
Inside you can drop your 'different looking ' stick onto the lathe and
fashion yourself something which resembles a stake. Pull the lever in this
room for a shortcut to avoid the slime river, then return to the
unsuspecting vampire in the room where you began the level. Drop the stake
on his coffin and take the teeth which you get in return. Put the teeth and
the box of matches on the tomb of Arson Molar in the room where the
conveyor belt is and take the angry potion. Go and face the stubborn
zombie who blocks the passageway, drink the angry potion and look at the
piece of paper that says 'Please will you move'. Being timid he disappears
at the hint of a raised voice so you can progress into a small courtyard
where yet another zombie blocks your way. There's a vampire here also who
takes your stamina each time you try and take the calendar day that's sat
on his coffin. Take the bell and the music sheet then return to the room
where the wifeless vampire lives and put the binoculars and the sheet music
on the tomb of 'Brahms Seeformiles'. Take the door key you recieve in
return. Travel back to the locked door in the small courtyard and open it
with your key. In here notice another ghost. Put the ghost trap down
between the spectre and the telephone then operate the telephone that is
nearest to the door. He obediently dashes over to answer it and in the
process disappears inside your trap. In this room you can put your 'Where
is M' piece of paper onto the book of names and take the new piece of
paper which says 'Where is Mestophiles'. Take the tape which is also in
this room and Cupid's bow. Go and face the zombie in the small courtyard
then ask him where Mestophiles is. So scared by the mention of the great
one's name he vanishes into thin air allowing you to pick up a second bell,
a piece of paper which says 'Is anybody there' and get into another room.
In here you will notice three altars with hammers attached to them and a
mummy who says 'play me a tune'. If you put the two bells on the altars
then operate the lever the hammers will tap out a tune on the bells, as you
are missing one, nothing will happen yet. Pick up the Santa hat and operate
the lever allowing you access to a strange room where the two objects
inside it constantly evade your grasp. From here you can reach another room
where another ghost lurks near a televison, take the tennis racket nearby.
Return to the room where the cement mixer is and put chicken egg in the
nest, the chicken wanders over and sits down. Put the tape in the tape
recorder and operate it, the sound of the barking dog alarms the chicken
who makes a sharp exit, leaving behind dome of it's feathers. Put these
beneath the conveyor belt so when you pull the lever, the object that sails
along it doesn't smash on the floor but lands safely on the feathers. The
object is an upturned glass. Travel to the room where you may have noticed
a ouija board, put the upturned glass on the top of it then look at the
piece of paper that says "is there anybody there'. The glass slides over to
the word 'yes' and the chests open allowing you to take the Hoover bag and
the stethescope. Put the stethoscope and cupids bow on the tomb of Doctor
Love in the small courtyard, you are rewarded with the third bell. Put
this on the last altar and operate the lever, you here a short tune and the
mummy rewards you with a key for the door next to him. Unlock this to
discover a maze filled with rivers of slime. All you need to get through
the maze is plenty of stamina. At the end find a key which fits the locked
door in the room with the bells in it. This is the door to Mestophiles
chamber. Stand on the pentagram and look at the piece of paper that says
'Where is Mestophiles' the evil one dutifully appears, look at him and he
asks you to find his ring. Take the chalice from this room, the flower and
the piece of paper which says 'I wish I was in Kansas'. You may have read
about Susan the Zombie with hay fever who only materialises when she
sneezes. The room she is hiding in is the room where the telephones are so
put your flower in the vase in this room and she will appear with a violent
sneeze. Look at the Zombie and she will inform you that she wants to look
like you. travel back to the room with the ouija board in it and fill up
the chalice with brandy from the barrel. Deliver this to the mummy who is
in shock and he will give you a potion of thieves. Drink this in order to
take the calendar day from the stubborn vampire in the small courtyard then
take your prize to the room with the Hoover in it. Put the hoover bag in
the Hoover then put the calendar day on the altar where you found the book
about the vampire's wife.When she has appeared operate the Hoover and she
is sucked inside the hoover bag which you can remove. Deliver the full
Hoover bag to the love lost vampire who asked you to find his wife, he
rewards you with a mirror spell. Take this down to the zombie who wants to
look like you and drop it in the square in front of her. She transforms
into your double and returns Mestophiles ring. Take this to Mestophiles who
rewards you with some mistletoe and tells you to prove that you are evil.
Put the mistletoe and the Santa hat on the tomb of Nicholas Kiss, take the
invisible potion. Drink this so you can creep up to the two objects that
keep jumping out of your grasp in the room near the bells. The objects are
a piece of paper with the word 'Innocent' written on it, and a telekinesis
potion. In tha small courtyard you may have noticed a potion that is too
far away for you to pick up. Drink the telekinesis potion and look at the
piece of paper that says 'Will you move please', the potion that sails
towards you is a potion of evil. Go and stand on the pentagram nearby and
look at the piece of paper that says 'I wish I were in Kansas', you are
magically transported to a room where a zombie sits on trial for stealing
some pebbles. Look at the zombie and the two mummies inform you of his
charge and then ask you whay your verdict is. Look at the piece of paper
with the word 'Innocent' written on it' under the influence of the potion
of evil. Instead of saying innocent you say guilty and the poor zombie is
instantly executed, nothing remains of him but a piece of zombie face which
you can take. Deliver this to Mestophiles to prove how evil you are, he
rewards you with a book 'Wuthering Heights' then asks you to give him your
soul. Put the book and the tennis racket on the tomb of Martina Bronte and
take the TV areial. Make sure your ghost trap is empty then head back to
the room where the ghost and the television are located. Put the ghost trap
on the floor between the ghost and the television then put the TV areial on
top of the television. The ghost will be swallowed whole by your trap
allowing you to reach the key that was behind him. Deposit him in the ghost
trap in the conveyor belt room, this results in the trap expolding, move
out of the way and you will notice a drop of your blood on the floor.
Return to Mestophiles chamber where you can now unlock the door and view for
the first time the imposing soul stealer. Put your blood on here to bring
the machine to life then hold your breath as you are stripped of your soul.
After the soul stealer has done it's worst you can pick up your soul and
deliver it to the evil Mestophiles who informs you that you now have the
power of evil, enough in fact to murder your beloved brother. On to level
four.
Level 4
Pick up the light bulb and walk into the next room, speak to the monk sat
in-between two chests, he says 'The Lord be with you'. Operate the floor
tile nearby, underneath you will find a layrel wreath. Walk to the left and
operate a second floor tile near to the lamp, take the apple that was
underneath it. Pull the lever and go through the door and operate a third
floor tile that's hidden beneath a book, under here is a vanish spell. Take
this and return to the lamp where you would have seen a Knight, each time
you put the light bulb in the lamp the light bulb lights up and the Knight
travels over to the lamp and removes the bulb before returning to his
original position. Put the vanish spell on the floor between the Knight and
the lamp before putting the light bulb in the lamp. The Knight stands on
the spell and vanishes giving you access to the piece of paper that says
'and also with you'. Go and stand opposite the monk and look at your piece
of paper, the chests open allowing you to take some stamina and a flower.
Travel back to the place where you found the vanish spell and begin to walk
down the river nearby, top up your stamina when it gets low. At the end of
the river is the 'Tomb of the King's Knight Caesar Petal', put your laurel
wreath and flower on here and take the stamina that appears in their place.
Near to the monk is a locked door, insert the door key and enter a room
where you will notice a courtier who has got hiccups, operate the floor
tiles near to the pianola, take the rosary beads and firework. Return to
previous room and drop the rosary beads into the fountian of confusion and
take the prayer book. Drop the book and the apple on the 'Tomb of the
King's Knight Eve Holywords'. Take the stick that appears and return to the
place where you found the rosary beads, travel down the passageway until
you find a hole in the wall, insert the stick, pull the lever and open the
door. When you walk in this room the door locks behind you, operate the two
floor tiles in this room and take Excalibur and the deflated balloon. Drop
excalibur onto the hand that's sticking out of the water, it disappears
allowing you to reach a vanish spell and the lever that opens the door to
get back out. Drop the vanish spell between the Knight and the sweetie jar
then take one of the sweeties that are lying around on the floor and put in
the jar, the knight vanishes as he moves to take it allowing you to reach a
piece of paper that says "I've found your watch' and the King's watch".
Leave the room and travel back to the fountian where you put the rosary
beads, next to this is the wind stone, put the deflated balloon on here to
change it to an inflated balloon. Put this down in front of the courtier
with hiccups, the balloon bursts which gives the courtier enough of a
fright to rid him of his hiccups. He gives you a picture of twins in
return. Put the picture in the fountian of Gemini situated in the room
where you found Excalibur and take the double action potion. This potion
allows you to open the troublesome door controlled by two levers near to
the pianola, this allows you to enter the room where the baby prince lies
peacefully in his cot, until you try to take the sun symbol that is, he
screams violently each time you try to remove it, take the piece of paper
which says 'the baby is crying'. Leave this room and travel further down
the passageway, the room at the end is the King's chamber. The monk in this
room asks if you repent your sins which of course you don't. The king asks
you to tell her he loves her and allows you take a rose so you can say it
with flowers. If you give the king his watch he puts it on his watch stand
but doesn't reward you in any way. To take back his watch you have to tell
him the baby is crying and he will go and stand beside the child. When he
is stood beside the child you can't give him any of the items he asks for,
to make him return to his place by the watch stand you have to tell him the
tannoy is broken. Take the door key and the nightingale before you leave
this room. Travel back up the passageway and find the locked door that fits
the key you are carrying. Inside this room is a courtier who seems to be
slightly deaf and another Knight who is preventing your reaching some
altars, nearby is a jewellery box. Operate the floor tile and take the
cream cake then travel back to the baby's room, nearby is a lever that
opens a door into a room where you notice another monk who wants to be your
friend even though you don't want to be his, also in here is a machine gun
room. Get past the altar that is blocking your way by dropping a sapphire
on it, you now have access to a pear and nearby you will find a banana and
some earth. Down the left hand passageway you will find a soldier who
informs you it will cost you. Take the arrow that's on his table. Travel
back the way you came and turn right, down a short passageway there is
another teleport square. This transports you to a small room where you will
notice a cider press. Travel back to the room where the joking soldier is
and put the arrow on the tomb of the Norse Warloed Robin Sole. He rewards
you with a potion of extreme luck. Return to the fruit machine and put your
three pieces of fruit on the rollers, operate the lever under the influence
of the potion and the three pieces of fruit turn into apples which you can
take. At the same time a pile of gold coins appears in the small room
beside the fruit machine, but a locked door prevents you from reaching
them. Put all three apples on the cider press and take the bottle of cider.
Your task now is to beat Grumbleweed in your own 'who can burp the loudest'
competition. Fill up one of the tankards in Herman's room with ale then
travel back to Grumbleweed. Give him the cider so he can produce one of his
most excellent burps then put the amplifier on the square beside him, stand
on the amplifier then drink your ale. You win the competition and
Grumbleweed hands over the flytrap plant. You now have all the objects you
need to create the planets from the genisis device. Insert the thermometer
which will provide you with the planet Mercury, the rings to give you
Saturn, the flytrap to give you Venus and the earth to give you Earth.
Place the planets in the correct order on the cosmos altars (Mercury,
Earth, Venus, Saturn) and the last altar lights up to represent the sun.
Put the Book of Icarus on here and you are rewarded with Herman's prophecy.
Dutifully deliver this to Herman and he will give you the key for the room
where the coins are lurking. Give these to the soldier who says 'It will
cost you', the last door opens and you're on your way to level three. the
Haunted Gallery.
Level 3
You start the level standing by a door, nearby is a key and the logical
thing to do is insert the key in the door. Iff you do this you will meet
the first ghost of level three who appears as you unlock the door, sails
over to a lever nearby, locks the door you've just opened, then disappears
back down it's hole. Nothing will cover this hole properly to prevent the
spectre getting out and foiling your plans. Explore the room you are in
instead and meet the mummy who won't talk to you and a vampire that wants
his well done, whatever that means. Operate three floor tiles to find some
stamina, a box of matches and a chest key, take the bag of cement and the
piece of paper that says 'please will you move'. Put one of the toy blocks
that are lying around in the toy box to meet another spectre. This one
prevents you getting in the door from which he materialises. Pull the lever
by another locked door and head into the room where you can dispose of your
cement in the cement mixer, pick up some pebbles which you can change to
sand on the grinding machine in the first room. Put the sand in the cement
mixer and travel down to the second room where you will notice the ghost
trap, a conveyor belt operated by a lever and a floor tile which you can
operate, beneath it is a stick. Beyond the trap is a slimy river which
takes away your stamina, travel down here to reach a chest that opens with
your key. Inside is a piece of guttering. On the way back don't forget to
pick up the binoculars and extra stamina. Put the guttering between the
cement mixer and the water barrel, operate the tap on the barrel, then
operate the cement mixer. Grab the cement that appears next to it then
return triumphantly to the hole in the first room which you can now plug up
for eternity. Finally you can leave this room and meet the zombie that
refuses to get out of your way even when you ask him nicely. Insert the
stick in the hole and operate the lever to gaim access to a room with a
Hoover in it. Operate the floor tile to take a piece of paper that says
'Where is M'. Take the portable ghost trap and the stick that looks
slightly different to the sticks you find to open doors with. You are now
equipped out to dispose of the playful ghost in the first room. Put the
trap down between the toy box and the door, then put a toy block in the toy
box. The ghost appears then promptly disappears into your trap. It would be
a good idea now to empty your trap in the permanent ghost trap near the
conveyor belt so you can use it again. Return to the room you have just
gained access to and speak to the vampire who tells you to find his wife.
Operate the floor tiles and take the chicken egg and a fly then return to
the first room where you can put the fly in the cobweb to take a
tempermental spider that turns into a chest key each time you put him down.
He obviously needs a stabilising treatment of some kind so put him in the
molecular stabiliser next to the mummy nearby. He changes permanently into
a chest key and the mummy informs you he's in shock. Obviously got a weak
stomach. Open the chest near to where you found the pebbles and take a
second stick. Travel back to the river of slime that crosses your path near
to the exit out of the room where you began the level. Make sure you have
plenty of stamina then set off down the right hand fork of the river. (This
is your right not Infinity's). At the end of the river insert the stick
into the hole and pull the lever, this opens the door into another room.
Inside you can drop your 'different looking ' stick onto the lathe and
fashion yourself something which resembles a stake. Pull the lever in this
room for a shortcut to avoid the slime river, then return to the
unsuspecting vampire in the room where you began the level. Drop the stake
on his coffin and take the teeth which you get in return. Put the teeth and
the box of matches on the tomb of Arson Molar in the room where the
conveyor belt is and take the angry potion. Go and face the stubborn
zombie who blocks the passageway, drink the angry potion and look at the
piece of paper that says 'Please will you move'. Being timid he disappears
at the hint of a raised voice so you can progress into a small courtyard
where yet another zombie blocks your way. There's a vampire here also who
takes your stamina each time you try and take the calendar day that's sat
on his coffin. Take the bell and the music sheet then return to the room
where the wifeless vampire lives and put the binoculars and the sheet music
on the tomb of 'Brahms Seeformiles'. Take the door key you recieve in
return. Travel back to the locked door in the small courtyard and open it
with your key. In here notice another ghost. Put the ghost trap down
between the spectre and the telephone then operate the telephone that is
nearest to the door. He obediently dashes over to answer it and in the
process disappears inside your trap. In this room you can put your 'Where
is M' piece of paper onto the book of names and take the new piece of
paper which says 'Where is Mestophiles'. Take the tape which is also in
this room and Cupid's bow. Go and face the zombie in the small courtyard
then ask him where Mestophiles is. So scared by the mention of the great
one's name he vanishes into thin air allowing you to pick up a second bell,
a piece of paper which says 'Is anybody there' and get into another room.
In here you will notice three altars with hammers attached to them and a
mummy who says 'play me a tune'. If you put the two bells on the altars
then operate the lever the hammers will tap out a tune on the bells, as you
are missing one, nothing will happen yet. Pick up the Santa hat and operate
the lever allowing you access to a strange room where the two objects
inside it constantly evade your grasp. From here you can reach another room
where another ghost lurks near a televison, take the tennis racket nearby.
Return to the room where the cement mixer is and put chicken egg in the
nest, the chicken wanders over and sits down. Put the tape in the tape
recorder and operate it, the sound of the barking dog alarms the chicken
who makes a sharp exit, leaving behind dome of it's feathers. Put these
beneath the conveyor belt so when you pull the lever, the object that sails
along it doesn't smash on the floor but lands safely on the feathers. The
object is an upturned glass. Travel to the room where you may have noticed
a ouija board, put the upturned glass on the top of it then look at the
piece of paper that says "is there anybody there'. The glass slides over to
the word 'yes' and the chests open allowing you to take the Hoover bag and
the stethescope. Put the stethoscope and cupids bow on the tomb of Doctor
Love in the small courtyard, you are rewarded with the third bell. Put
this on the last altar and operate the lever, you here a short tune and the
mummy rewards you with a key for the door next to him. Unlock this to
discover a maze filled with rivers of slime. All you need to get through
the maze is plenty of stamina. At the end find a key which fits the locked
door in the room with the bells in it. This is the door to Mestophiles
chamber. Stand on the pentagram and look at the piece of paper that says
'Where is Mestophiles' the evil one dutifully appears, look at him and he
asks you to find his ring. Take the chalice from this room, the flower and
the piece of paper which says 'I wish I was in Kansas'. You may have read
about Susan the Zombie with hay fever who only materialises when she
sneezes. The room she is hiding in is the room where the telephones are so
put your flower in the vase in this room and she will appear with a violent
sneeze. Look at the Zombie and she will inform you that she wants to look
like you. travel back to the room with the ouija board in it and fill up
the chalice with brandy from the barrel. Deliver this to the mummy who is
in shock and he will give you a potion of thieves. Drink this in order to
take the calendar day from the stubborn vampire in the small courtyard then
take your prize to the room with the Hoover in it. Put the hoover bag in
the Hoover then put the calendar day on the altar where you found the book
about the vampire's wife.When she has appeared operate the Hoover and she
is sucked inside the hoover bag which you can remove. Deliver the full
Hoover bag to the love lost vampire who asked you to find his wife, he
rewards you with a mirror spell. Take this down to the zombie who wants to
look like you and drop it in the square in front of her. She transforms
into your double and returns Mestophiles ring. Take this to Mestophiles who
rewards you with some mistletoe and tells you to prove that you are evil.
Put the mistletoe and the Santa hat on the tomb of Nicholas Kiss, take the
invisible potion. Drink this so you can creep up to the two objects that
keep jumping out of your grasp in the room near the bells. The objects are
a piece of paper with the word 'Innocent' written on it, and a telekinesis
potion. In tha small courtyard you may have noticed a potion that is too
far away for you to pick up. Drink the telekinesis potion and look at the
piece of paper that says 'Will you move please', the potion that sails
towards you is a potion of evil. Go and stand on the pentagram nearby and
look at the piece of paper that says 'I wish I were in Kansas', you are
magically transported to a room where a zombie sits on trial for stealing
some pebbles. Look at the zombie and the two mummies inform you of his
charge and then ask you whay your verdict is. Look at the piece of paper
with the word 'Innocent' written on it' under the influence of the potion
of evil. Instead of saying innocent you say guilty and the poor zombie is
instantly executed, nothing remains of him but a piece of zombie face which
you can take. Deliver this to Mestophiles to prove how evil you are, he
rewards you with a book 'Wuthering Heights' then asks you to give him your
soul. Put the book and the tennis racket on the tomb of Martina Bronte and
take the TV areial. Make sure your ghost trap is empty then head back to
the room where the ghost and the television are located. Put the ghost trap
on the floor between the ghost and the television then put the TV areial on
top of the television. The ghost will be swallowed whole by your trap
allowing you to reach the key that was behind him. Deposit him in the ghost
trap in the conveyor belt room, this results in the trap expolding, move
out of the way and you will notice a drop of your blood on the floor.
Return to Mestophiles chamber where you can now unlock the door and view for
the first time the imposing soul stealer. Put your blood on here to bring
the machine to life then hold your breath as you are stripped of your soul.
After the soul stealer has done it's worst you can pick up your soul and
deliver it to the evil Mestophiles who informs you that you now have the
power of evil, enough in fact to murder your beloved brother. On to level
four.
Level 4
Pick up the light bulb and walk into the next room, speak to the monk sat
in-between two chests, he says 'The Lord be with you'. Operate the floor
tile nearby, underneath you will find a layrel wreath. Walk to the left and
operate a second floor tile near to the lamp, take the apple that was
underneath it. Pull the lever and go through the door and operate a third
floor tile that's hidden beneath a book, under here is a vanish spell. Take
this and return to the lamp where you would have seen a Knight, each time
you put the light bulb in the lamp the light bulb lights up and the Knight
travels over to the lamp and removes the bulb before returning to his
original position. Put the vanish spell on the floor between the Knight and
the lamp before putting the light bulb in the lamp. The Knight stands on
the spell and vanishes giving you access to the piece of paper that says
'and also with you'. Go and stand opposite the monk and look at your piece
of paper, the chests open allowing you to take some stamina and a flower.
Travel back to the place where you found the vanish spell and begin to walk
down the river nearby, top up your stamina when it gets low. At the end of
the river is the 'Tomb of the King's Knight Caesar Petal', put your laurel
wreath and flower on here and take the stamina that appears in their place.
Near to the monk is a locked door, insert the door key and enter a room
where you will notice a courtier who has got hiccups, operate the floor
tiles near to the pianola, take the rosary beads and firework. Return to
previous room and drop the rosary beads into the fountian of confusion and
take the prayer book. Drop the book and the apple on the 'Tomb of the
King's Knight Eve Holywords'. Take the stick that appears and return to the
place where you found the rosary beads, travel down the passageway until
you find a hole in the wall, insert the stick, pull the lever and open the
door. When you walk in this room the door locks behind you, operate the two
floor tiles in this room and take Excalibur and the deflated balloon. Drop
excalibur onto the hand that's sticking out of the water, it disappears
allowing you to reach a vanish spell and the lever that opens the door to
get back out. Drop the vanish spell between the Knight and the sweetie jar
then take one of the sweeties that are lying around on the floor and put in
the jar, the knight vanishes as he moves to take it allowing you to reach a
piece of paper that says "I've found your watch' and the King's watch".
Leave the room and travel back to the fountian where you put the rosary
beads, next to this is the wind stone, put the deflated balloon on here to
change it to an inflated balloon. Put this down in front of the courtier
with hiccups, the balloon bursts which gives the courtier enough of a
fright to rid him of his hiccups. He gives you a picture of twins in
return. Put the picture in the fountian of Gemini situated in the room
where you found Excalibur and take the double action potion. This potion
allows you to open the troublesome door controlled by two levers near to
the pianola, this allows you to enter the room where the baby prince lies
peacefully in his cot, until you try to take the sun symbol that is, he
screams violently each time you try to remove it, take the piece of paper
which says 'the baby is crying'. Leave this room and travel further down
the passageway, the room at the end is the King's chamber. The monk in this
room asks if you repent your sins which of course you don't. The king asks
you to tell her he loves her and allows you take a rose so you can say it
with flowers. If you give the king his watch he puts it on his watch stand
but doesn't reward you in any way. To take back his watch you have to tell
him the baby is crying and he will go and stand beside the child. When he
is stood beside the child you can't give him any of the items he asks for,
to make him return to his place by the watch stand you have to tell him the
tannoy is broken. Take the door key and the nightingale before you leave
this room. Travel back up the passageway and find the locked door that fits
the key you are carrying. Inside this room is a courtier who seems to be
slightly deaf and another Knight who is preventing your reaching some
altars, nearby is a jewellery box. Operate the floor tile and take the
cream cake then travel back to the baby's room, nearby is a lever that
opens a door into a room where you notice another monk who wants to be your
friend even though you don't want to be his, also in here is a machine gun
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- Valhalla - Before the War solution by System on 09/03/2006, 09:50






