Walkthrough - Guide for MediEvil 2

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MEDIEVIL II WALKTHROUGH
Written by [email protected]
Version 1.00 (September 21, 2000)

CONTENTS:
Part 1: Background:
 1 Copyright.
 2 Game functions.
 3 Basics for the walkthrough.
 4 Basics for the game.
 5 Cheats.
Part 2: The Walkthrough:
 1 The Museum.
 2 Tyrannosaurus Wrecks: Chalice 1.
 3a Kensington.
 3b Kensington, The Tomb: Chalice 2.
 4 The Freakshow: Chalice 3.
 5a Greenwich Observatory.
 5b Greenwich Naval Academy: Chalice 4.
 6 Kew Gardens: Chalice 5.
 7 Dankenstein.
 8 Iron Slugger: Chalice 6.
 9 Dan Hand Previous Areas.
 10 Wulfrum Hall.
 11 The Count: Chalice 7.
 12 Whitechapel: Chalice 8.
 13 The Sewers: Chalice 9.
 14a The Time Machine.
 14b Time Machine, Sewers.
 14c Time Machine, The Ripper: Chalice 10.
 15a Cathedral Spires.
 15b Cathedral Spires, the Descent.
 16 The Demon.
 17 Endings.
Part 3: Listings:
 1 Money.
 2 Healing.
 3 Items.
 4 Shields.
 5 Weapons.
 6 Clothing.
 7 The Spiv.
 8 Chalices.
 9 Life Bottles.


PART 1: BACKGROUND:

1 COPYRIGHT:
This work is Copyrighted ©2000 [email protected].

This work may be distributed as long as:
1. This work should be distributed intact. Nothing should be
added to it or subtracted from it. Nothing in it should be
modified.
2. This work should be distributed freely. No payment of any
kind should be taken for it.

If information you find in this work is common knowledge, I
am not picky about credit. Common knowledge means that if
you were to look in several such works, we all know it.
However, you should still check it in the game itself and
you should put the information in your own words. If you are
going to take my words and quote me directly, then I would
want credit. If you notice anything unique to my work and
wish to mention it in a work of your own, I would appreciate
an acknowledgment.

MediEvil is a registered trademark of Sony Computer
Entertainment America Inc. The game, its characters, etc.,
is Copyright 2000 Sony Computer Entertainment Europe.

2 GAME FUNCTIONS:
To review the controller functions within a game level,
press Start, highlight CONTROL OPTIONS, press X, highlight
VIEW CONTROLS, and press X.

These are the special moves using Button layout 1. The game
starts with these controls. However, there are two other
possible layouts.

RUN: With the Directional Pad, tap in a direction and then
hold it down in the same direction.
WALKING JUMP: While pressing and holding the Directional Pad
in a direction, press O.
RUNNING JUMP: Tap and hold the Directional Pad in a
direction to run, then press O. (This allows you to jump
farther.)
DARING DASH: Tap and hold the Directional Pad in a
direction to run, then press Triangle. (This gives you a
burst of speed if needed.)
SUPER JUMP: Perform a Daring Dash and then press O to jump
during the Daring Dash for extra distance.

3 BASICS FOR THE WALKTHROUGH:
A main part of understanding this walkthrough is
understanding what direction I mean. To make sure this is
clear, I will explain. No matter what Dan actually looks
like on the screen, think of Dan as being in the middle of
the screen with his back to you. If you are confused, put
Dan in that position and match him up with my descriptions
of the scenery. In other words, the top of the screen is in
front of you. The bottom of the screen is behind you. Right
and left are your right and left as you are looking at the
screen.

When I tell you which buttons to use, I am using Button
layout 1 which is the default layout.

Some things are in ALL CAPITAL LETTERS. These things are
items you can find, Spectral Trails, Spivs, Books, and any
thing of importance. This is because these are important to
find and they will stand out if you are looking for
something specific.

In this walkthrough, I numbered the Spectral Trails. They
are not actually numbered in the game. I did this to help
keep track of them. I also did this to make it easier for
me to use them as landmarks.

This work contains everything *I FOUND*, not necessarily
everything in the game.

4 BASICS FOR THE GAME:
The Projector: Aside from when the game forces you into new
areas, you can visit areas up to your current area with the
use of the projector which is in the Professor's Lab. Use
the directional pad and press to the left to back up and
show slides of previous areas. Some areas allow you to hear
a mission briefing from the Professor if you press Square.
If an area has a Chalice, it will appear on the clock in the
upper left. If you did not get it, a red X will be on it. If
you did get it, a green checkmark will be on it. While at no
time is replaying any level required, it is necessary to see
all the Dan Hand areas and it can be helpful to fill up
health or gather gold.

Distance Weapons: When you equip any weapon that can be
thrown, it will have a green light hovering around it. That
is its targeting sensor. If the targeting sensor moves to an
object or monster, that means if you throw your weapon it
will hit that target. Otherwise, you will miss. Also,
remember that holding down the button for any throwing
weapon gives you continuous firing. Use L1 to change which
enemy is your target.

Losing what is in your life meter: If you fall into deep
water or into a void, etc., you will lose what is in your
life meter. This is only what is in the meter itself and
not what is in the life bottles above your life meter. If
you do lose what is in your life meter, the meter will be
filled with what is in the life bottle on the far left.

Dropping from a great height: Depending on how high you are,
dropping can hurt you. If you drop from too high, it acts
just like a void except you start from where you landed.
When dropping, never jump up first as that increases your
height.

The Chalice of Souls: Ten levels have the Chalice of Souls.
You can see it in the upper right. As you kill monsters,
they will fill up that Chalice. Once it reaches 100%, you
can take the actual Chalice that is in the level. Taking
the actual Chalice allows you to collect a new weapon from
the Professor. Sometimes Winston will have to deliver it to
you.

Missing the Chalices: It doesn't appear to be possible to
miss a Chalice in this game. You can always go back for one
you did not get. If you get one, you will not be allowed to
progress your game until you pick it up. However, I've
noticed a kind of glitch in my game where if I have played
an area but did not get the Chalice and then I play it over
and try to get the Chalice, I just get a Chest of Coins and
not my new weapon. If that happens, reset the game console
and play through the area again. The order you receive items
for Chalices remains the same regardless of the specific
level. So, skipping a Chalice in a level will not cause you
to skip an item that you would receive.

The Professor's Lab: You will see a lot of this place. There
are normally three points of interest in the Lab itself, and
each has an image of a Chalice on the floor in front of it.
The desk to the right is where you can collect your Chalice.
The middle desk is where the Professor will speak with you.
Off to the left is the projector.

Level Replays: Most of the level will remain the same, but
not all of it. Any Life Bottles previously collected will be
Bags of Coins. Most levels allow you to reclaim the Chalice
as you did at the first. The Greenwich Chalice and the
Wulfrum Hall Chalice are the only exceptions. A Bag of Coins
will replace them if you already claimed them earlier. If
you gain a Chalice a second time, in the Lab you will
collect a Chest of Coins. Energy Vials will reset so you can
build health with them. Fountains will not reset, so the
amount of health you can get from them is finite even if you
play the level over again.

Exit Level: Within a level, once you have been in the
Professor's Lab at least once, you can choose to exit.
However, if you do that, it is like you never entered the
level. So, if you replay a level to gain health or gold or
another shield, etc., you have to finish it to keep that.

Your Skull: Don't worry about your skull if you forget to
retrieve it. You will automatically get it back after you
complete the level, unless you are forced to get it back for
a purpose.

5 CHEATS:
Exit Level Money Glitch: When and how this works, I'm not
sure. As I said, it is a glitch. I did this with Greenwich.
After you collect the Chalice, enter the level and exit the
level immediately. In the Lab, you can collect the Chalice
again for a Chest of Coins. If this happens, it can be done
over and over. But, why bother with that, which may or may
not happen for you, when you can access the Cheat Menu.

Cheat Menu: I have to thank Game Sages for this one. There
is no way I thought this up myself. First, press Start to
bring up the PAUSED menu. Then, you need to enter in a
combination of buttons. (Left, Right, Up, and Down are done
with the directional pad.)

Hold L2 down the entire time you do this. Next, press the
following: Triangle, Circle, Triangle, Circle, Circle,
Triangle, Left, Circle, Up, Down, Right, Circle, Left, Left,
Triangle, Right, Circle, Left, Left, Triangle, Circle, Down,
Circle, Circle, Right.

Then, in the PAUSED menu, you should see CHEATS listed below
CONTROL OPTIONS. You will actually see it appear before you
are done all of the above, but finish the entire sequence.
If this is messed up a little, the options within the CHEATS
menu will also be messed up a little at the top.


PART 2: THE WALKTHROUGH:

1 THE MUSEUM:
Here we go again. Where in blazes are you now? What a way to
wake up.

Like it or not, you will speak to a ghost. You can hear the
exact same message again if you press X at SPECTRAL TRAIL 1.

Press Select to bring up your inventory. You can use the
directional pad to scroll from side to side and to scroll up
and down in your inventory, but you see more shapes than
things. Here is where you can use items you find and here
is where you can change your equipment.

You should notice your arm is in your inventory. You can
select your ARM here, or since you have no weapon yet, just
pressing X will cause you to rip it off. You swing your
chosen weapon with the X button. You can throw your Arm with
the Square button. You will need a better weapon than this,
however, so you will want to get another weapon soon.

Turn around and you can read a BOOK that tells of your past
good deeds. You are already in the Hall of Heroes, so what
more do the living want of you? You've got it made already.

Press the Start (or Select) button and your Life Meter, the
Chalice percentage, and how much gold you have will appear
at the top of the screen. Start will put you in a menu of
options. Press Start again to exit that menu, or select
Resume. The Chalice must have a new purpose. That also
means there are things to kill in here, somewhere, or
nothing could fill your Chalice.

The only way out is up the stairs and into the hall.
Continue across the hall and enter the room that is opposite
your resting place. This puts you in a room with statues.
The one in the center has a glass case around it and
something notably interesting inside. You will notice the
green targeting sensor that is at your Arm will fly to it
while you are still standing outside of the room. That means
if you throw your Arm, it will hit that target. The sensor
is required to be on target for any throwing weapon to hit
its mark. Use L1 to change the target if more than one is
possible.

Either throw your Arm or whack the case, but one way or
another, break the glass and take the SMALL SWORD. In this
case, it will replace your Arm. It can be powered up with
the Square Button. You can use L2 and R2 to rotate your view
so you can look around the room. Walk out into the main
hallway.

Ugh! That green hand on the floor seems to like you, doesn't
it? It hovers around you like your loyal best friend. Well,
don't worry about that now. You have better things to do.

With the room of statues in front of you, go to the right to
follow the main hallway forward.

With the hall stairs in front of you, notice there is a
small opening to the left directly before these stairs. Pity
you cannot send in your hand friend to look what might be in
there, isn't it?

Walk up the stairs and you should see some zombies ahead of
you. As you kill them, you will notice red energy leaves
their bodies and that will fill your Chalice. Once you
collect 100% of what the Chalice requires, you can get it,
and not before.

Kill all the zombies. Then walk up the steps of the center
structure to pick up the MUSEUM KEY. Exit this room through
the archway on the opposite side of where you entered.

As you enter the next room, you find two more difficult
foes. Tap and then press the directional pad in the same
direction to make Dan run. Running to dodge is a good idea
here. Try to keep to the backs of these two as you kill
them.

You will then see two sets of stairs in front of you. Walk
up the one on the right first to pick up an ENERGY VIAL.
(Energy Vials will reset, so you can get them again if you
play the level over.) Walk around the purple and yellow
structure to pick up the BAG OF COINS that is behind it.
Press and hold L2 and R2 while facing that way to see it is
there. This is your Dan-Cam.

Go up the longer set of steps and you will see another
object of interest in a glass case. Hit the case and take
the PISTOL. Press Select, page down one, and select the
Pistol. It cannot be powered up. It comes with 100 bullets.
You can buy more from the Spiv. Select it and you will
notice you can select one of the two weapons in the upper
left corner of the screen. Select your Arm, and it will be
replaced with the Pistol. Leave the inventory screen. Press
L1 and Square together to switch between the two weapons in
the upper left. You then find SPECTRAL TRAIL 2. Then, exit
this level.

From as you enter, go to the left first. You will find
SPECTRAL TRAIL 3. Hit the chest to open it, then take the
COPPER SHIELD. It will automatically be equipped. The 150 on
it shows how much it can take before it will break. Press
Triangle to duck and to use your shield so it will actually
protect you. Continue left to find a door. Walk into the
keyhole to use the Museum Key and open the door. Then, walk
to the right to explore the rest of the room.

You will find a small break in the floor. While you are
still walking, press O at the last moment to do a walking
jump so you clear the gap. You will then find an ENERGY
VIAL. Now, the next gap is a bit bigger, so run first and
then press O at the last moment to do a running jump. You
then find SPECTRAL TRAIL 4. You also find THREE BAGS OF
COINS. Last is the largest jump. If you run and press
Triangle, you do the Daring Dash, which is very helpful in
dodging enemies as it gives you an extra burst of speed. If
you do a Daring Dash first, and then press O to jump, you
will do a super jump. Do a super jump over the last gap to
return to the door which is the exit.

(If you fall down, you return to the room where you found
the Museum Key. Be careful when you fall. If the drop is far
enough, it will hurt you. If it is too far, it is almost
exactly like falling into a void or deep water which
completely drains what is in your Life Meter, except you
will be on the lower level when you recover.)

Next is SPECTRAL TRAIL 5. Walk up to the planks to climb
down to the level below you. If you are in a hurry, you can
press O to jump and fall to the floor the rest of the way.

Skeleton birds join you. You must kill them all to proceed.
They are slow and not too difficult, but do not get in the
way of energy blasts that they can shoot from their mouths.
The blast does have a limited range. The fallen statue gives
you the way out. Next to the exit you find a BAG OF COINS on
one side and a FOUNTAIN on the other. While Fountains give
more health than Energy Vials, they also cannot be restored.
In other words, if you drain a fountain and you replay the
level later, it will have a lesser amount of energy left or
none at all depending on how you left it. They are finite.

The next room has two soldiers. As you hit them, you will
cut off their legs first. Try to keep moving so that they
cannot aim at you properly. It is possible to jump down over
the edge at the bottom of the screen, however it will hurt
and you will reach that room eventually anyway. However,
that edge around the room has items for you, so jump up onto
it. (Use the Dam-Cam to see it properly.) Walk left to find
a BAG OF COINS. Walk right to find another BAG OF COINS.
Jump back into the room you were in and exit to the right.

You find SPECTRAL TRAIL 6. Press X to talk to the SPIV.
Under Provision is where you find more ammunition for any of
your weapons that need it. Kill the skeleton birds as you
find them. Both ways downstairs lead the same way, so just
pick one. Go down the stairs to find a cannon. The Myths &
Legends room is blocked with debris. First, go right into
the Display Room, which is the room you previously saw from
above.

Kill the soldier first if you can. (If you go too far into
the room, the glass cases around the suits of armor will
break, so do not rush forward.) You can break the glass
before you battle the suits of armor. I would suggest
standing behind each case so you can hit the suit of armor
from behind immediately. At the far end of the room, you can
pick up the TORCH, which you should do last. Exit the room.

Next, go into the Garden. Here, you can find several
zombies. Some of them pop up out of the ground. Near the
pond you will find SPECTRAL TRAIL 7 and the CHALICE. By the
large tree with benches near it, you will find a FOUNTAIN.
When you kill enough monsters, you will see a message on the
screen saying, "The Chalice can now be collected," which
means you can walk into the Chalice to take it. With the
Chalice to your left, while you are at the Fountain, you
should see a chest in the upper right. Open it to get the
CANNON BALL. Then, leave the Garden. (Once you take the
Chalice, it will appear in your inventory.)

Make the Torch your chosen weapon. You can press Square to
wave it or X to hold it out straight. Either one will work.
Stand at a lit torch and light your Torch on it. (Your Torch
will eventually go out if enough time passes.) Walk up to
the cannon. Use the Cannon Ball. Then, wave or hold out your
Torch to light the fuse on the cannon. Next, enter Myths &
Legends.

Look around yourself to see planks on the wall which you can
climb. Climb up and follow the path to the right. You will
find a BAG OF COINS, the DINOSAUR KEY, a BAG OF COINS, and a
third BAG OF COINS. (From up here, you can see the head of
the Kraken.) Once you are above the planks, walk up close
to them. Be careful not to fall. Once you are close enough,
Dan will automatically start to climb so you can climb down.
Get used to doing this as falling instead of climbing down
can be painful in certain places.

Once down, you can read the BOOK to learn about the Kraken.
Kill the two soldiers. Next is a BOOK about Zarok. Before
the door is a chest with a new COPPER SHIELD. You cannot
have more than one, but getting a new one restores your
total amount of breakage possible to full. Walk into the
keyhole to use the Dinosaur Key, and then walk through the
doorway.

You must kill the skeleton birds to progress. Before you
continue, jump through the hole that was just put into the
wall. This gives you a view of the tomb, but all you can do
is collect the TWO BAGS OF COINS on either side of its
entrance. Return to the other room.

Before you leave, make sure you have your Chalice as this is
the end of this level.

2 TYRANNOSAURS WRECKS:
As you enter this room, you find the only SPECTRAL TRAIL
which gives a welcome message of the option to save first.
Please do.

Check at the side of the lion statue at the opposite end of
the room from where you entered for a BAG OF COINS. Then, go
up the stairs to meet your first boss.

The way in will be blocked. However, there is another way
out of the lower level. Run to it as fast as you can to
enter another room.

In this new room, you will find a chest with a COPPER
SHIELD. Walk up the first set of stairs to find a BAG OF
COINS and a SPIV. Walk up another set of stairs and read the
BOOK for a little help on how to hurt this monster. Exit on
the top level to return to the boss fight.

You will now be above the boss. You cannot harm it now, so
just keep running around and around the room as then it
will not hit you with anything, but be sure not to fall to
the lower level. There is a FOUNTAIN on this level to help
you.

When the boss stands in the middle of the room and roars,
you know your opportunity is coming. Its brain will leave
its skull and pulse. This will summon two smaller skeletons
to attack you. After a limited amount of time, the smaller
skeletons will automatically break and the monster will
resume its normal attack. Killing them both will cause it to
resume its normal attack more quickly.

While its brain is out, it will be reared up with its head
on level with you. This allows you ways to hurt its brain.

It is possible, but more difficult, to stand on the platform
directly in front of the monster and hit the brain. However,
the skull can still get in the way from that angle. It is
easier if you jump onto its back or drop down onto the floor
and the run up its spine so you can hit the brain more
directly. I would suggest using the Small Sword for this.
Once you hit it, repeat the whole process. Two hits should
kill it.

Killing the brain will only destroy the first form of the
monster. A flying form follows, but the way to kill it is
very similar. However, now you should use your Pistol.

Make sure you are on the upper level of this room, as the
lower level is painful. Again, running constantly around
the room will keep you out of the way. If you need an extra
burst of speed, remember you do have the Daring Dash.

This monster will pass by four times to hit you with fire.
Then, it will hover in the center of the room with the
brain showing. Fire at it with the Pistol. (Make sure the
green targeting sensor is on the brain so you actually hit
it.) Hold down X for rapid fire. After it is dead, it leaves
behind a LIFE BOTTLE. This will appear over your Life Meter.
While you can lose the life in the bottle, your Life Bottle
itself is permanent, so you can refill it. If you lose
everything in your Life Meter, it will fill with what is
left in the Life Bottle on the far left.

Exit the way you entered at first to leave this level.
That would be under the Fountain.

*** THE PROFESSOR'S LAB: CHALICE 1

More green hands are here. There are three images of a
Chalice on the floor. First, stand on the center one.

Stand on the image of a Chalice to your right to collect it.
You will be given the CANE STICK. It can be powered up with
the Square button.

Then, stand on the image of the Chalice at the projector. At
the projector, you can use left and right on the directional
pad to move through the different locations. You can see on
the clock on the left if a Chalice is in that level. A red x
over it means you did not find it. A green checkmark over it
means you did get the Chalice for that area. You can replay
areas here. For some areas, you can also get a mission
briefing. If you did collect the Chalice, you will not be
allowed to continue until you pick up your new weapon.

Once you choose an area to play, you will be allowed to save
your game.

3 KENSINGTON (PART A):
You start outside of the Library, which is now closed.
Perhaps that is where the Professor's Lab is hidden.

(Though the Cane Stick is stronger than the Small Sword, the
Small Sword has a wider swinging range. Both can be useful
in this level.)

As you proceed down the street, you will find zombies on the
ground. A gentleman zombie will appear and animate them.
You must then kill all the thug zombies first. Then, the
gentleman zombie will become solid. While he is solid, you
can hit him. If you do not do so fast enough, he will
animate the thug zombies again and you will have to kill
them all again first. Beware of the gentleman zombie's cane
stick as it can send you flying off to the side. It is a
good idea to run past him and hit him as you go so you can
keep out of his way. Kill the gentleman zombie to destroy
the lot and get a BAG OF COINS.

You now have a choice of direction, forward or to the right.
If you go forward you find a tunnel leading to the other
half of town and a ladder leading up to the train tracks.
Ignore them for now. Go to the right.

You will pass the Town House, but a key is required. Proceed
to the water fountain and take care of the thugs and the
gentleman zombie there to get another BAG OF COINS. This
puts you back at the Museum. Next to the Museum main
entrance, you find a FOUNTAIN. By the other side of the main
entrance, you find two ladders. Climb up the one on the
greenish wall.

This will put you on the train tracks. Follow them to find a
SPIV. There is a bell here. Ring it and a train will go by.
Notice it leaves a pink glow. That is a clue. Follow the
tracks to the other end to find a COPPER SHIELD in a chest.
Return to the other end of the train tracks and climb down
at the Museum.

Go to the water fountain. With the Museum to the left, go up
the street. You will find the entrance to the Depot, but you
cannot enter it yet.

Return to the water fountain. With the Museum on your right,
go forward and enter the tunnel to go to the other half of
town.

As you walk up the street, you will find more thugs and a
gentleman zombie around a large statue of a fish. Kill them
for a BAG OF COINS.

At the statue of the fish, look for the sign for McPepper &
Son Quayside Mills. Walk that way to find the water. Falling
into this water is a bad idea. Hit the lever to lower a
small platform. Jump onto it to be raised to a higher
level. Enter the opening.

From as you enter, walk off of the edge to the right.
Falling into the water is a bad idea here as well. There is
a BAG OF COINS on a thin portion of floor by the water's
edge. Here you find SPECTRAL TRAIL 1. Look at the different
crates. One is a darker brown color than the others. Stand
next to it and then press and hold X to grab it. Then, use
the directional pad. You can either walk forward to push it
or backward to pull it. In this case, you want to pull it
backwards so that it lines up with the stack of two crates
there in the large pile. Jump onto the crate you pulled.
Jump up onto the stack of two crates from there. Jump up
onto the stack of three crates. Jump up onto the platform to
get the DEPOT KEY. Walk into the opening to exit.

Drop down and some zombies will pop out of the ground. Stand
so that the water is to your right and the fish statue is to
your left. Go forward down the alley and through the tunnel.

This puts you back on the first side of town. There will be
more zombies to kill. Go to the left to return to the water
fountain. Go right and walk into the keyhole to use the
Depot Key while you kill more zombies along the way. Enter
the Depot.

From as you enter, look around here. You will see a chest
with a skull and crossbones on it. Hit it to find a bomb.
This bomb will not hurt you. However, it will blow up the
zombies quite nicely. You will then see a ladder, so climb
it.

Drop into the next room where you find a FOUNTAIN. At the
far end of the room next to a cart is a large stack of
crates. Jump up them to get the TOWN HOUSE KEY. Jump back
down.

Say good morning to the mummy dogs. Beware of them as they
can pounce on you. They also can shoot out streams of energy
in four directions at once, and you cannot hurt them while
they are doing this. They do glow in warning before they do
that. I would suggest really centering on one at a time.

In a corner is a darker crate you can move. Pull it toward
the Fountain. Then, push it past the Fountain and toward the
cart. Before the cart, push it up against the wall. Then
push it all the way onto the cart. Jump onto it to reach the
exit of this room.

Drop down to leave. Beware of the zombies and return to the
town.

More zombies will be around the water fountain. Go left and
walk into the keyhole to open the Town House door so you can
enter it.

Inside you find SPECTRAL TRAIL 2. Notice you cannot leave.
Go up the stairs. You will find crates. Break all of them
with your weapon. Next, open the chest to find a POCKET
WATCH. Then go downstairs and leave.

Return to the water fountain and the Museum. Climb up to the
train tracks again. Return to the bell and ring it. If your
Chalice is full, the train will stop and you can take the
CHALICE from it.

Return to the Museum and drop down. Climb up the ladder on
the red wall. This puts you on the roof of the Museum. You
will find SPECTRAL TRAIL 3. Approach the window in the roof
to see a scene. This opens the window so you can drop down
into the Museum that way.

This ends the first part of Kensington.

3 KENSINGTON, THE TOMB (PART B):
You find the only SPECTRAL TRAIL, which happily allows you
to save your game.

All these suspended platforms give you a safe way to reach
the higher levels of the outside of the tomb. The drop is
rather deadly if you miss a jump and painful if you walk
off of the edge. (Sometimes, if you run right off of the
edge of a platform, you will land safely. Sometimes that
doesn't work and you will be hurt.)

To ensure a safe landing, you will need to make running
jumps to each of the suspended platforms. Turn your view
before each jump so you can best see what you are doing.
Once you land on the next platform, make sure you stop
pushing on the directional pad so you do not run right off
the edge. Once on the last platform, you can walk right off
the edge and onto the tomb.

Pick up the BAG OF COINS that is right there. Walk to the
other side of the tomb to pick up another BAG OF COINS. Drop
down to the level with the SPIV. Notice there is a small
ladder there in case you are trying to climb up instead of
drop down. At the other end of the tomb from the Spiv is a
ladder leading down, but the drop is safe. It also allows
you to return to the Spiv if you need to after the next
fight.

Once on the floor, you will find more mummy dogs. Try to
center on one at a time, and run if they attack together so
you are not being hit by two at once.

Enter the tomb and you will light your Torch and then light
a torch on the wall. Next to you is another unlit torch, so
light it. Go down the hall a little to find a FOUNTAIN to
the right. Go down the hall a little more to find more mummy
dogs. Try setting them on fire with your Torch.

You can find a green hand trapped along the wall. There is
also a small opening in the wall in another part of the
room. There is nothing you can do about all that now, so
exit through the narrow doorway.

Light your Torch and go down the stairs. Light the torch on
the wall to the left. Light the torch on the wall in the
opposite corner of the room. This is not required, but it is
nice to have light in the room.

You should see three stacks of green blocks. Pull the single
green block away from the wall and to the center of the
room. Then, push it up against the pair of blocks. Use the
blocks as stairs so you can reach the SCROLL OF SEKHMET.
Drop down.

Pull the single block to the center of the room and then
push it to one side so it is out of the way. Grab the stack
of two blocks and pull it away from the wall. This will
reveal a mummy dog. Push the stack of two blocks up against
the stack of three blocks. Then, push the single block
against the stack of two blocks. Jump up them all to reach
the TABLET OF HORUS. Drop down.

That takes care of two sides of the room. The third side is
the stairs, so that only leaves the fourth side to explore.

Pull and push the single block and the stack of two blocks
out of the way. Pull the stack of three blocks away from the
wall to reveal another mummy dog. Push all three stacks of
blocks up against the last wall so you can jump up all of
them to the last area of this room. Take the STAFF OF ANUBIS
and fight the last mummy dog. Drop down and exit this room.

Go down the stairs and go left to approach the first
statute. Face its legs and give it the Scroll of Sekhmet. Go
left and stand at the legs of the next statue. Give it the
Staff of Anubis. Go left and stand at the legs of the last
statue. Give it the Tablet of Horus. You now have a friend.

*** THE PROFESSOR'S LAB: CHALICE 2

Talk to the Professor. You try to explain the strange people
you saw exiting the Museum and you give him the Pocket
Watch.

Collect your Chalice for the HAMMER OF THOR. It can be
powered up with Square button.

4 THE FREAKSHOW:
If you've been a good little skeleton and you've gotten
both Chalices so far, you can save yourself much grief and
equip yourself your Hammer. A couple solid hits with it
will kill the bearded fat women. The shockwaves from a
power up blow will take care of any imps for you.

Beware of the bearded fat women. They can bounce you into
the water. They can also do a power up blow of their own
with the shockwaves causing damage to you.

You start on a bridge. Back up first before going after the
fat women. To the right you can find a FOUNTAIN. To the left
you can find SPECTRAL TRAIL 1 and then a BAG OF COINS.

Cross the bridge and take care of the fat women. Cross the
next bridge and take care of any more fat women along the
way. (Off to the left, you will notice some items. There is
a safer way to get them, so ignore them for now.) Cross the
next bridge. As you pick up the FOUR BAGS OF COINS, be
careful as more fat women are there.

There is an obvious exit through a gate in the upper right,
but go to the upper left first and enter that tunnel. Be
prepared for the imps. Pick up a BAG OF COINS.

On the other side, you will find a BAG OF COINS and a LIFE
BOTTLE. You can make a running jump to the right to reach a
CHEST OF COINS. Then, make a running jump back to the left
and go back into the tunnel. Once you are back out, exit
through the nearby gate.

This locks you in an area with a mage. He fights in a
pattern. First, he will run to a new spot. On that spot,
for a moment, he will be solid. At that moment, you can hurt
him. I would suggest powering up the Hammer and squashing
him directly. Then, he will summon his serpent and it will
come after you. At that point, you should run away. Jump
over the serpent if you have to. The serpent will then
return to the mage and the process will repeat. If you hit
the mage properly, two hits should kill him this way. Then,
the way forward will open, so enter it.

Here are more fat women and a lot of imps. Also, there are
more of those green hands running around on the ground.

From as you enter, to the right is a game that tests your
strength. You need the Hammer to play. Power it up and then
hit the bottom star to cause the weight to hit the bell at
the top. Then, THREE BAGS OF COINS will drop down for you.
Opposite it, on the other side of the path, you will find a
bomb in a chest, which can help with your monster problem.
Next to the game is a building which has an image of a
Hammer on the door. Enter it to play another game.

You will see a lever in the corner and nine holes in the
floor. Hit the lever to start play. Hit the required number
of imps before the timer runs out to win. Keep on the
lookout for ENERGY VIALS that appear to help with your
health problem. It can help if you keep your shield out.
While it is possible to use other weapons, the Hammer is the
easiest one to use for this.

Round 1: Whack 8 Imps and win 10 CHICKEN DRUMSTICK.
Round 2: Whack 10 Imps and win 10 CHICKEN DRUMSTICK.
Round 3: Whack 12 Imps and win 10 CHICKEN DRUMSTICK.
Then the game is over. Exit the house. (The Chicken
Drumstick cannot be powered up. It works like a time bomb.
You throw it, then after a moment, any monsters within its
area will turn into Roast Chicken. The Roast Chicken can be
taken for health for a very short amount of time.)

Cross back over to the other side of the path and look for
SPECTRAL TRAIL 2. There is a trampoline here. Stand on it
and press and hold O to jump high. Let yourself bounce at
least three times before you jump onto something. This one
is just for practice.

Enter the next house to find a SPIV. You will want bullets
for your Pistol later. Exit the house.

As you follow the path, you find an archway with two statues
that requires two keys. Enter it. Go right first to find a
FOUNTAIN. Go left and kill the imps. Keep going left to a
stand at the far end. Walk around the stand on the left to
find the CHEST OF COINS. Return to the previous area, just
outside the archway with the two statues, and enter the
green and white striped tent.

There is another mage in here. On top of him, first you have
to battle some fat women. Then you have to battle a gang of
imps. There is also a FOUNTAIN. Once you are done, exit near
the Fountain.

Go up onto the wooden platform and make a running jump
forward onto the trampoline. Stand as close to the opposite
edge of the trampoline as you can. Hold down O and bounce at
least three times. At the start of the last bounce, press
forward and hold it to jump up onto the next wooden
platform.

You will be at a red and white striped structure. Jump onto
it. Move your view to see the CHEST OF COINS on the little
island right next to it. Drop down and take it. Jump back
out and return to the main area of green grass.

You will find SPECTRAL TRAIL 3. In this area you find more
fat women and more imps. You also see very black water.
Falling into it is a bad idea, but not quite as fatal as
normal blue water. You will be promptly chewed upon and then
spit back out by the creatures in the water. Proceed on the
grass and keep going past the metal building. Once around
the corner of that building, it is helpful to try to lure
some of the imps which are on the upper level down to your
level so you can kill them now instead of later.

Enter the metal building. Kill the imps. Use the FOUNTAIN if
necessary. Use the trampoline to reach the higher level.
There you will find a SPIV, a COPPER SHIELD in a chest, and
the CHALICE. Drop down and leave.

Follow the path from that door to a tunnel. This leads to a
fight with a mechanical elephant. Equip your Pistol.

The robot can blast you with its trunk, so you do not want
to stay in front of it. While you are in front of it, dodge
from side to side. Wait for it to walk away from the very
end of the path first, and then run between the legs of the
robot so you are at the back of it. (When you run between
its legs, it may then rear up and cause a small earthquake.
You need room behind the robot so you can run out of the
range of the shockwaves.) Be careful not to touch the legs
as that is painful.

Once it is in about the middle of the path, and you are
behind it, shoot the imp that is controlling it. Hold down X
for rapid fire. Make sure you are far enough back from the
robot to hit the imp. After a few hits, or if it reaches the
end of the path, it will turn around. Run between its legs
again and shoot at the imp again. If you do this all quickly
enough, you can keep the robot in the center of the path
during the entire fight. Do this until you defeat it. Then,
collect ELEPHANT KEY 2. Key 2...well there must be another
one somewhere. (Do not be in too big a hurry to grab the
key. Touching the robot will still hurt until the gate has
opened.)

Go back into the tunnel, and go past the metal building
where you found the Chalice. Near Spectral Trail 3, there is
a trampoline on the corner of the large, black lake. Get
onto it. Stand in the corner nearest the next trampoline
closest to you in the lake. Jump forward to the next
trampoline. (To play it safe, stop bouncing when you land.)
Next, pick the trampoline to your upper left. Again, stand
on the edge nearest the next one, change your view so you
can jump forward directly, and jump to it. Jump forward to
the very next one, so you ignore the one on the right. That
leaves two more jumps until you are on the next grassy area.
(If you fall into the water, you will be spit back out at
some other location.)

If you lured down the imps as was suggested previously, the
last jumps will not be a problem. Otherwise, you might find
imps are jumping at you. If so, bring out your Pistol and
take care of them first before you try to keep jumping.

Once safely on the other side, make sure you do not drop
down to the previous area yet. Proceed to an archway which
leads to another mechanical elephant. Destroy it the exact
same way as you did the other one. Then, take ELEPHANT KEY
1. Leave this area.

You can drop back down to the area that led to your first
mechanical elephant fight and make your way back from there.
However, you can use the trampolines as well.

With the black lake in front you, get onto the first
trampoline and then jump to the one in the upper left. From
there, jump onto the wooden opening that is off to the side.
Drop down and you will be at the final tent.

Run to the exit of this area, which is the archway. Put
Elephant Key 1 and Elephant Key 2 in the two keyholes to
open up the final tent. Then, enter the final tent.

The chest contains a COPPER SHIELD. You may want to wait
until the one you have, if you have one, breaks before you
take it. This mechanical elephant is protected. You cannot
shoot it. You will need to find another way.

This robot attacks the exact same way as the others. It can
blast you from its trunk. If you run between its legs, it
can rear up to create a shockwave attack. It is best not to
get in its path at all. When moving from lever to lever, try
to stay clear of it.

Jump into the ring and then jump onto the platform with the
lever. Use your shield as you are about to be a sitting
duck. I like to use the Small Sword to hit the lever because
of its swinging range. Hitting the lever causes the heavy
object it is holding up to be lowered. Dodge the blasts of
the robot until it is under the heavy object and then hit
the lever to drop that object on the imp.

Find the next lever and do the exact same thing. Find the
third lever and do the exact same thing to destroy the imp
and the robot. The hits must be directly on the imp or they
do not count. Once a hit is successful, the lever will be
useless.

Exit the tent. Run down the path and past the two red
statues where you used the keys. With them in front of you,
go right and follow the path back out of here.

From as you enter, just walk forward and out of this area.

*** THE PROFESSOR'S LAB: CHALICE 3

The lab is a little different. Notice the BOOK behind the
Professor. Speak to him.

Present your Chalice for the CROSSBOW. It comes with 150
bolts which can bounce off of walls. You can buy more from
the Spiv. It cannot be powered up.

5 GREENWICH OBSERVATORY (PART A):
Just a few steps forward, and you've lost your head! Right
there you will find SPECTRAL TRAIL 1. Press L1 and Triangle
to switch to your head. (This can be done when you see the
picture of your head in the upper right.) That way you can
have a look around where your head is located, which can
help you retrieve it. Use the same buttons to switch back
to Headless Dan. Only the head of Dan can use the Dam-Cam,
but both can rotate the camera view.

Make sure you kill all the zombie sailors in the area. If
you find any birds, switch to a distance weapon to kill
them.

Follow the path to the Royal Naval Observatory. Once at that
building, go right to find TWO BAGS OF COINS and a FOUNTAIN.
Then, go left of the building to find SPECTRAL TRAIL 2.
Near it, you find a ladder leading to BIRD'S NEST 1 where
your head is located. Kill the bird and retrieve your head
by pressing L1 and Triangle. Climb back down.

(You can only pick up or put down your head if you see a
blue, circular light indicating that this is possible. So,
when you stand next to your head, you should see that light
around your head. When you find a place where you can put
your head, you will see this light on that place.)

Make sure you take care of any zombie sailors and continue
left of the Observatory. You will find a bomb in a chest
there. You will also find a COPPER SHIELD in a chest. Then,
proceed to the Docks.

Be careful of more zombie sailors. If you see a zombie
sailor just lying on the ground, use the Hammer and smash
it. Why you need to do that will become clear soon enough.

As you walk down the paved street, you will have to turn at
the corner. Go left. Walk forward all the way, and then look
to the right to find a ladder. Be careful of the bird. Once
at the top of the ladder, swing your camera angle around so
that you can see BIRD'S NEST 2. A walking jump will get you
over there. Those birds can still steal your head, so if it
happens, you need to check the nearest bird's nest for it.

At the top, you can drop down to a slightly lower level of
the roof. Then, drop down again to a third level. You will
find another ladder. Climb it to find a FOUNTAIN.

Climb back down both ladders and return to the street. With
the ladder in front of you, go to the right. A green brain
will jump onto a zombie sailor and take over its body. That
is why you want to smash any of those that are lying around
as you can only kill the green brain when it is not on
something else. You will have to attack what it has
possessed to knock it loose. It can take you over as well,
so be careful. If it does, press X over and over quickly to
get it off. Feel free to use distance weapons to kill them
before they can jump onto anything if they are in the
distance.

Walk past the drawbridge. You should see the bird in
advance, so try to start hitting it before it even notices
you.

Walk all the way to the very end and then turn left to find
a SPIV. Very near the Spiv is a path to the right leading
to the inside of a building. Go into there next. Make sure
you have your head.

Inside you will find SPECTRAL TRAIL 3. You will also see
four levers. Each lever also has four settings. Notice a
square hole in the wall. Walk up to it. Press L1 and
Triangle to take off your head and put it into that opening.
(You can also select it from your inventory to do this.) You
cannot get your head back until you solve the puzzle.

Use L1 and Triangle to switch to the head. Use the Dam-Cam,
L2 and R2, to see what is inside there. This will show you
the correct settings for the four levers. (The settings
change from game to game.) Switch back to Headless Dan and
have him hit the levers until they are all at matching
settings. This will lower the drawbridge. Then, you can take
your head back. Leave this room.

Before you go, walk all the way around this building,
without dropping down, to pick up the LIFE BOTTLE at the
back.

Return to the Spiv. With the Spiv behind you, walk forward
and away from him and drop down to the bottom level. Notice
the green hands are here. A BAG OF COINS is right where you
land.

Be careful of the zombie sailors and green brains. Walk
forward toward the ship with the Chalice on it. Walk behind
that very ship to find TWO BAGS OF COINS.

You will end up at a stack of crates with a lever on the top
of them. If you look around, you will see a center ship with
a small hole. Remember that for later. Walk past it with it
on your left.

After you paddle in the small pool, you can find a ladder
to your left. Walk toward it. That is the way back up to the
previous area. Climb up it.

Go to the drawbridge and cross it. This puts you on a ship.
Walk the length of it and drop down onto another ship. Walk
to the end of it and do a walking jump onto another ship.
From there, do a walking jump onto the stack of crates and
hit the lever. This raises a runway for you. I prefer to do
a running jump to the last ship. Pick up the CHALICE.

Jump back to the stack of crates and then back to the
previous ship. Do a running jump to your runway. At the
opposite end of the runway is a small, lower opening in the
side of the next ship. You are going to have to aim your
next jump for that. For this, I like to use a super jump.
If you mess this up, you can walk around and try again.

Jump up onto the deck. Go left all the way and then drop
down onto a new area.

You should see a bomb in a chest, so use it to help with the
zombie sailors and green brains. At the stairs you will find
a CHEST OF COINS and SPECTRAL TRAIL 4. Climb up the steps to
exit this part of the level.

5 GREENWICH NAVAL ACADEMY (PART B):
You find SPECTRAL TRAIL 1, which allows you to save and that
is a very good idea in this place.

The area below is full of zombie sailors, green brains, and
birds. Also, the cannons on the building will fire at you
if you are in front of the building.

Climb down the ladder and go to the right. At the far end,
you can pick up an ENERGY VIAL. Then, go around all the way
to the left. At the far end that way is a FOUNTAIN. As you
turn from the Fountain to go back, make sure you look behind
the pair of trees to find a BAG OF COINS.

Return to the ladders. Near there is the main entrance to
the large building.

Once inside, you will notice several zombie sailors on the
floor. Destroy them all quickly so the green brains cannot
control them. This is a very good area to use distance
weapons to kill the green brains.

Just in case you do not have your head, we will cover that
part first. Follow the metal ramp upward. You will have a
choice of directions where you can go farther up or you
can continue on the same level. Continue on the same level
and then go to the right. Ignore the observation tank.

This puts you back outside on the upper level where some
cannons are located. Go to the right first to find a SPIV.
Climb a ladder to the next level. Run to the opposite end to
find a BIRD'S NEST and your head. Climb up to the top level
to find SPECTRAL TRAIL 2. Walk down the ramp here.

This puts you back in the previous area. Walk down the ramp,
and then walk to the observation tank you saw earlier. Put
your head into it. Down it goes until you finish this
puzzle. Walk all the way back down the ramp until you are on
the main floor.

You will see three levers. The first moves the magnet
forward and backward from your perspective. The second moves
the magnet left and right. (For the first two, the magnet
goes in one direction only, but once you force it as far as
it can go, the next hit will cause it to come back the other
way.) The third drops the magnet. Use the head to see where
the object is located in the green liquid. The shadow from
the magnet will help you see if it is over the object. (When
you drop the magnet, you will automatically see with your
head.) So, use Headless Dan to move the magnet until it can
be dropped onto that object. The location of the object
changes from game to game. The object will be dropped off to
the side after you drop the magnet on it.

Pick up the BELLOWS. Walk back up the ramp to the
observation tank and get your head. Walk up the next ramp
and to the top of the building.

Equip the Torch and light it. Jump onto the platform for the
hot air balloon. Light underneath the balloon with the
Torch. Then, use the Bellows to feed the fire so the balloon
will work. Jump up and down on the bellows to do this.

You drop right in on some old friends. This would be Dogman
and Mander. Running and the Daring Dash are a good idea with
this pair.

Equip the Hammer. Power it up and strike a hard blow when
you can. But, don't let Dogman grab you and knock you silly.
While Dogman is fighting, he will stay in front and Mander
will fire from behind. Once you knock him out, Mander will
become much more aggressive and start whipping you with his
tail as well as firing bolts of energy. This is really where
the Daring Dash will help. I like to switch to the Crossbow
for him. I don't really aim at him unless he is a good
distance away, but I do try to turn in his direction while I
dodge. Powering up the Hammer for Dogman will have hurt
Mander with the shockwaves before he attacks on his own as
well.

Before you defeat them, look around this room. The exit
where you start is a dead end, but go to the left of it and
you will soon find another room. Here are the welcome sights
of a SPIV and a FOUNTAIN. Ducking into this room can also
give you a break from the fight for a moment as they cannot
follow you here.

Once you knock them both out, the level will be over.

*** THE PROFESSOR'S LAB: CHALICE 4

Speak with the Professor. Pick up your Chalice for the AXE.
It can be thrown with the Square button. It will return to
you, so this is a distance weapon for which you will not
have to buy ammunition. It is also a very close range weapon
with the X button.

6 KEW GARDENS:
The first thing you should notice is that your Chalice
percentage is already at 41%. This is to account for the
innocent lives. If you lose any of those, your percentage
will decrease by as much as 6% for each person, from what I
can tell. The bottom line is, if you lose too many, you
won't be able to get the Chalice, so try to keep them all
alive.

I like to equip the Axe here. Throwing it at the pumpkin
monsters seems effective.

You start at SPECTRAL TRAIL 1. As you walk forward, you find
a huge building. First, go to the right toward the pool, but
quickly dodge to the right and out of the way of the huge
pumpkin that will roll down from behind the pool. In the
pool you will find the POTTING SHED KEY.

Next, follow along the wall of the huge building. You will
see platforms above you, but do not worry about those now.
If you stay close to the huge building, the second huge
pumpkin should pass by harmlessly. Then, run along the wall
until you reach a fence and rush up to the fence to get out
of the way of the third huge pumpkin.

As you continue, beware of the bouncing pumpkin bombs. Also
pumpkin monsters will start to pop up out of the ground.
(Run away from them at first to give yourself some distance
and then throw the Axe at them.) When you kill them you will
notice those monsters leave ANTIDOTE. Look at it in your
inventory to see it has a percentage. Each one you get is
worth 25%. Gather 100% because you will need it. If you have
100%, picking up more doesn't help and any you leave behind
will remain in case you need them later.

Within the square of hedges you can find a LIFE BOTTLE. As
you continue around the building, be careful as some
bouncing pumpkin bombs will turn into running pumpkin bombs.
Any pumpkin bombs do nothing for your Chalice percentage, so
just try to keep out of their way.

You will find the main entrance to the huge building as you
go along, but ignore it and keep going.

You should find a BAG OF COINS in plain sight and a couple
more pumpkin monsters. Walk into the keyhole to use the
Potting Shed Key and enter the shed.

Inside the shed, pick up the WATER TANK VALVE and then
leave. Return to the main entrance of the huge building and
enter it. Inside you find SPECTRAL TRAIL 2.

Once inside, run forward and drop down as soon as possible.
Use the leaves on the tree to drop down safely. Be careful
as flowers that spit fire balls are on the one side of the
room. Those fire balls can hurt you.

In this first room, there are three innocent people to be
saved. When the pumpkin monsters stab them, they start to
transform into pumpkin monsters as well. Equip and use the
Antidote with the X button, as Square does nothing, to cure
them. If they are not cured, they will turn into pumpkin
monsters and you will have to kill them.

While the pumpkin monsters will not attack you directly,
though they will counter attack when hit, you still need to
kill them to finish the trial and save the innocent people.
In killing them, be careful you do not directly kill an
innocent person. When you are done, you will be told how
well you did or did not do. The best advice I can give is
take your time. There is no rush to do this as fast as
possible. Try to get the pumpkin monsters alone so you can
get a clear hit on them without endangering the people.

Once you are done, walk near the tree and jump up onto the
leaf that is closest to the ground. Then, do a walking jump
onto the next leaf and the third leaf so that you can jump
back up onto the higher area. Be careful as these pumpkin
monsters will attack you directly.

You can climb farther up this tree. Jump on the leaf that
rests just above the fence. Jump over the branch to the next
leaf. Make a running jump to the next higher leaf which is
on a different branch. Hop onto the branch and walk to the
last leaf to collect a CHEST OF COINS. Use the same leaves
to return to the level where the entrance is located.

With the tree behind you and Spectral Trail 2 in front of
you, go to the left. Follow the path to a doorway and enter
it.

Be careful as there is another fire ball flower here. Climb
down the vines to the lower level. Be careful of the pumpkin
monsters. At the base of the vines you find TWO BAGS OF
COINS. Use the FOUNTAIN on the other side of the room and
then climb back up the vines.

With the fire ball flower in front of you, you should see a
platform to the left. Turn to face it and do a walking jump
to it so you can enter the next area.

Again the pumpkin monsters will not attack you directly, but
there are two innocent people to save. Kill all the pumpkin
monsters in the room and save them with the Antidote as
necessary.

Jump onto the lowest leaf of the tree. Walk onto the next
leaf on the same branch. Do a walking jump onto another
leaf near it, but on a different branch. Walk onto the small
greenhouse and use it to reach the next leaf. Jump onto the
branch itself and climb up the vines on the tree trunk.
Climb the vines over to the right to reach a new branch.
With the vines to your left, walk forward and onto the next
leaf. Do a walking jump onto a leaf close to it. Jump onto
the next branch and be careful as fire ball flowers are in
the area. Walk onto the next leaf and just walk off of it
and onto the ground on the level where those flowers are
located.

The path is circular, so go left or right until you find the
door that leads out of here. (Notice the Chalice is in this
room.)

This puts you outside and on the platforms. Be careful not
to fall as you will then have to climb up the trees again
just to return here. Walk to the right and do a walking jump
to the next platform. Continue to the right and drop onto
the third platform. Climb the ladder up to the next level
and go left and onto the platform there.

Do a running jump to the left to the next platform. Do a
walking jump to the left to the final platform. Climb up
the ladder. Jump up onto the top of the building. Be careful
not to drop down through the holes in the roof as you will
fall back into the room with the Chalice, and that might
hurt depending on where you fall. The hole on the right
drops you painfully back down onto a leaf of the tree below.
The hole on the left drops you safely onto a leaf that is
higher up on the tree.

To the left, pick up the TWO BAGS OF COINS. Walk across the
roof to the metal path. You will see a huge pumpkin in
advance. When it starts to move, run back to the roof and
off to one of the sides so you are out of its way.

Return to the metal path and enter the room. Inside you find
a SPIV. You also find a box within one of the pipes. It has
a hole with two blue arrows around the hole. Put the Water
Tank Valve, which is blue, into that. The very first room of
the huge building will be filled with rain and the fire ball
flowers will open up and be harmless. Exit this room.

Run back across the roof and return to the platforms. Drop
down onto the platform with the ladder. Use your Dan-Cam to
look around. You should see some treasures fenced off from
you so that you cannot get them while on the ground. Using
your super jump, from this top platform you can jump into
that area. The landing, however, will hurt. (The lower
platform nearest this side has a fence blocking the way so
the jump cannot be made properly.) For your extra effort you
will find TWO ENERGY VIALS and TWO CHESTS. Then, stand on
the pumpkin closest to the fence and jump back out of there.

(If this little side trip is not worth the effort, then walk
off of the top platform to the right so you land on the one
under it. Then, walk off of that one to the left.)

Either way, run back to the main entrance of the huge
building and enter it. Run to the tree and drop down into
the lower level using the leaves. Jump up onto the first
open flower. Then, jump onto the taller open flower. Jump
to the ladder and climb right all the way, then up all the
way, then right all the way, then up all the way, and then
left all the way and drop. Take the POND ROOM VALVE. Walk
to the opposite side of this level so you are as far away
from the ladders as possible. Then, drop down and you will
drop safely onto the entry level. Be careful as more pumpkin
monsters appear. Stay on this level and follow the path
back to the doorway that leads farther into this building.

In this room, again jump to the platform off to the side so
you can enter the next room. In the next room, climb back up
the tree again to the higher level.

Go to the right past the flowers to find another box within
a pipe. This one has green arrows, so use the green Pond
Room Valve. This will start the rain both in this room and
the previous room. Return to the flowers. Jump onto the
short one and then the tall one. Then, jump onto the
platform and take the HOTHOUSE VALVE. Drop back down.

Use the tree to return down to the ground. Return to the
previous room with the lone flower. Do a running jump along
the small platform up onto the larger platform with the
golden fences. Then, do a walking jump onto the now open
flower and another walking jump onto the platform at the far
end of the room to find a new exit.

Inside you find another situation with two innocent people.
Be careful as more fire ball flowers are here. Kill all the
pumpkin monsters and save the people.

From as you enter, go counter-clockwise first. You will pass
a greenhouse with a small crack in the base of it. Notice
there are green hands here. Next to it is a BAG OF COINS.
Next you will find an exit, so take it.

This puts you in a room. Jump onto the table to take the
LIFE BOTTLE. Then, return to the previous room.

Continue counter-clockwise to find a box in a pipe with red
arrows. So, use the Hothouse Valve, which is red. Go to the
flowers and jump onto the short one and then the tall one.
Then, jump up to where the exit is located.

Brace yourself as this next area has quite the fight. You
will find a chest with your first SILVER SHIELD. Near it is
an ENERGY VIAL. On the other side of the room is a FOUNTAIN.

Enter the lower portion of this level to start the fight.
First, you are surrounded by pumpkin bombs. When they are
all gone, you are attacked by pumpkin monsters with a few
more pumpkin bombs. Once you are done that, you have more
pumpkin bombs, more pumpkin monsters, and huge pumpkins
rolling through the screen. Once you kill the last of the
pumpkin monsters, a huge pumpkin will break open the exit
for you. This is the exit for the entire level, so do not go
this way until you are ready. The huge pumpkins will still
continue to roll through the screen.

However, you don't have the Chalice yet. If you don't have
100% by now, it is highly doubtful you can get it. If you
want it, exit this room.

This returns you to the room with the green hands. Exit it
back to the room with a lone flower. Do a walking jump to
the flower and then another walking jump back to the
platform on the other side. With the flower in front of you,
look left and then do a walking jump onto that platform so
you can exit this room.

Proceed up the tree until you are on the leaf that allows
you to just walk directly onto the higher level. You should
see a BAG OF COINS on a leaf. Do a running jump to it and
take it. Jump onto the branch and then climb the vines to
the very top of the tree to collect the CHALICE. Then,
return to the final exit and completely exit this level.

*** THE PROFESSOR'S LAB: CHALICE 5

All is not right here, but the SPECTRAL TRAIL will allow you
to save and will give you your weapon for this Chalice. With
or without a Chalice, this is a level in itself.

You will be given BOMBS. You are given 20 of them, but you
can buy more from the Spiv. Use X to light one and drop it.
Use Square to light one and throw it. Move out of the way as
the blast will hurt you.

7 DANKENSTEIN:
After you save at the only SPECTRAL TRAIL, where you will
get your Chalice from the last level, you find out this is a
level.

Walk forward to the middle of the room, and use the Dam-Cam
to look around the room. Aside from the pathways above you,
there is the Chalice on a room in the corner. Remember this.

Look around and you will see one of the doorways is open.
Enter it.

You need to collect limbs. (In this, I agree with Dan's
reaction.) Notice there is a BOOK in this room which gives
you some background on the limbs you must find.

Once the Professor stops talking to you, the timer starts.
You need to collect all the body parts, one at a time, and
place them on the slab before that timer runs out or you
will have to start over and do all the body part collecting
over again. Your health remains the same as when the timer
ran out. If you got the Life Bottle, you will keep that. If
you collect the Chalice, you will also keep that too. You
will still see the Chalice in the level, but you will also
have it in your inventory showing you did in fact get it.
The timer is in the lower left.

(If the timer does run out and you do not like your
condition, you can Quit and return using your saved game to
start completely all over again.)

Leave this room and make a right to enter the next room
where the creations are roaming.

The Hammer and the Axe are good choices. You must kill a
monster first. When you hit them, they can go into a
guarding stance which makes them more difficult to hit
until they drop the stance. Once a monster is dead, it will
drop its body part. Pick up the body part and return to the
room where the Professor is working and put it on the slab.

You have a timer for the body part as well. It is in the
lower right. If you take too long to deliver the body part,
you will lose it and you will need to get it again. If you
already have a specific body part, if you kill the same kind
of creature again, it will leave nothing.

If you cannot find the creature you need anywhere in the
room, leave the room and return to the main Lab, then enter
this room again. To save time, it is best to find some
creature that has a body part you do not have during each
trip. You can see the body part on each creature to know
what type of body part it is. You can only collect body
parts one at a time.

The Creatures:
Pink bodies: LEFT LEG.
Mummies with blue faces: RIGHT LEG.
Blue bodies: LEFT ARM.
Pink bodies: RIGHT ARM.
Spider creature: TORSO.
The behind on the train: BUM.

I like to get all but one body part very quickly. Then I
gather any items I want from the room before delivering the
last body part as the final act of the level.

When you first enter the roaming room, you will be on one
side of the train tracks. Here you tend to find arms and
legs. You should also notice there are green hands here.
There is a raised area right where you enter. There is a
small hole in the base of this raised area. Remember this.

(Stand on the raised area here and throw the Axe at the
monsters to keep out of the way of their attacks.)

As you continue into the room, you can jump up onto a raised
area which is next to the train tracks. (The exits you see
on either side of this strip lead to one another, so just
ignore them.) For now, cross the train tracks and drop into
the other bottom half of the room.

In this half, you tend to find arms and legs. Torsos may
appear on the area above and drop down. As they tend to
appear a bit less frequently than the others, it is a good
idea to get a torso if you see one. If you walk all the way
to the other side of this room and then go to the right, you
will find a LIFE BOTTLE in the corner.

(There is an incline next to the train tracks. Stand on it
to keep out of their way while throwing the Axe at them. Be
careful of the torsos as they spit poison, so make sure you
have your shield ready for them.)

Next, get onto the train tracks. Be careful on the tracks as
you can get hit by the train. Avoid the engine itself. But,
there is another car with a body part on it doing something
I would rather not discuss. (I really didn't need to see
that). I would recommend throwing the Axe for this. Hit the
green bottom to knock it off of the car. Then, hit it some
more to collect the bum.

Follow the train tracks so that you are above where you
found the Life Bottle. Here, you can jump over a fence to
reach a FOUNTAIN. You can also open a chest to find a SILVER
SHIELD. Again, this is where torsos may appear.

You will notice the tracks lead back into this wall on both
sides. Ignore that. If you enter one way, you will just exit
through the other on the opposite side of this same wall.
You need to follow the tracks back toward the main room of
the Lab. Do not do this until your Chalice percentage is
100%. Also, make sure you do this before you deliver all the
parts to the Professor as that will end the level.

So, with the way you entered this room in front of you, pick
the path on the left and go forward. At the wall itself,
notice you can stand on the concrete on the sides of the
train tracks. This is helpful if you need to allow something
else to go through so that it doesn't hit you. You also
should see a clock on the wall between the two paths. That
shows you that you are on the correct side of the room.

You are now in the main Laboratory, but you are on the path
up above it. You should notice an area to the left. Make a
running jump to reach it if you want to reach the SPIV. Make
a walking jump back to the train tracks.

The tracks make a U shape. Walk to the end of the curve.
Look at the walls. You should see concrete blocks on the
walls in the upper right. Make a running jump to the closest
one. From there, make a running jump to the right to reach
the next one. This one makes you turn a corner. (With the
Spiv being in the left side of the room and the Chalice
being in the lower right, this corner would be the upper
right corner.) Make a running jump to the pipes along the
wall near it. You should now be above the projector.

Jump onto a higher part of the pipes to get a CHEST OF
COINS. You should be able to see the Chalice. Make a running
jump to the CHALICE to collect it. Look down around the room
you are currently upon to see the ramp that leads up to the
door. Drop down onto that ramp, making sure you stay close
to the side of the room so you land on the highest part of
the ramp, to return to the main floor without being hurt.

Once you have collected all the body parts so they are all
on the slab, this area will be over.

8 IRON SLUGGER:
Unfortunately, you cannot save. However, if you lose, you
will just start over again at the start of the Iron Slugger
level.

You will notice that you, Dankenstein, and the Iron Slugger
have health bars at the bottom of the screen. That allows
you to track your progress in the fight. Any damage Iron
Slugger takes is permanent. However, between rounds,
Dankenstein will regain some health. So, don't think you
have to do this all in one round. But remember, there are
only six rounds to this fight.

Each round is on a timer, You can see the timer in the lower
left corner. Once the timer runs out, that round ends.

If you do not lose any limbs, you will go directly to the
next round. However, if you do lose limbs, you will enter a
side event outside of the ring. Here is a BOOK which gives
you directions for fighting. You also find a SPIV. There are
also imps here who steal your limbs. Kill them if necessary.
You can get up to two limbs back. So, if you lose more than
that, you will have to wait until the end of the next round
to regain more. This side event also has a timer which is
located in the lower left. When it runs out, you return to
the fight. If you collect two limbs, you return to the fight
immediately.

Only you can retrieve limbs. Any the Iron Slugger loses, it
loses for good.

Fighting:
High Hits: Square.
Low hits: X.
High hook: Triangle
Low Hook: O.
Overhead chop: R1 and Square (high).
Jaw-buster: R2 and Square (low).
Headbutt: Square and X.
High block: R1.
Low block: R2.
Change camera view: L1.

If things are going badly, just back away from the Iron
Slugger constantly to stay out of range until the timer runs
out for the round. (In doing this, try to circle the ring
without getting trapped in a corner.) You don't want to
loose all four limbs, or you may only get both legs back
between rounds. If you do lose both arms, any attack will be
a headbutt.

The Jaw-buster and Overhead chop are best at inflicting
damage. (Block first and hold the block. Then press Square.)
But, don't just sit on top of the Iron Slugger. Get in a
hit or two, and then back away before trying to hit it
again. Try to take into account if it is blocking high or
low as you hit it.

Once the limbs start flying off of the Iron Slugger, really
pound him unless you are low on health yourself. Obviously,
once its health bar reaches 0, you win.

*** PROFESSOR'S LAB: CHALICE 6

Speak to the Professor again to learn Kiya is going on a
trip too.

Pick up your Chalice to get the BROAD SWORD. It can be
powered up with the Square button. Notice it has a
percentage. You can buy enchantment for it from the Spiv. As
you hold the sword, the enchantment will run out.

Notice that the blue light is around the green hands. Press
L1 and Triangle to put your head on a hand and become the
Dan Hand. The Dan Hand can walk, run, jump, and even do a
Daring Dash exactly like Dan can. However, you cannot attack
as the Dan Hand. To return to normal, have the Dan Hand walk
in front of Dan's body so the blue light is over it. Then
press L1 and Triangle to take back your head. You also use
those buttons, as before, to switch between the two.

So, it may be a good idea to explore previous levels with
this new ability.

9 DAN HAND PREVIOUS AREAS:
After the Iron Slugger fight, you learn the ability to use
the Dan Hand. So, it is a good idea to go back to previous
levels and see what can be seen. This is why those green
hands were important. Remember, to keep what you find in a
level, you must finish the level. You cannot just take what
you want and Exit early.

A THE MUSEUM:
Return to the first level. Walk out into the main hallway
and make a right. Stop when you reach the stairs. Place your
head upon the green hand. Look for a hole in the wall near
the stairs and walk into it with the Dan Hand.

Jump onto the shortest crate. Jump to the second level and
then the third level. Make a walking jump to the next set of
crates. Jump to the next higher level. Make another walking
jump to the last set of crates. Make a running jump onto the
wooden structure and take the CHEST OF COINS. Follow the
path to another CHEST OF COINS and a third CHEST OF COINS
and then go into the new opening.

Drop down. Walk to the opposite end of the room to find a
FOUNTAIN. Jump on the crates there. Jump to the higher level
so you can walk in-between the highest crates to pick up a
CHEST OF COINS. Drop back down.

Jump up the stairs near the Fountain. Walk along the metal
path to an ENERGY VIAL. Go right to pick up a CHEST OF
COINS. Follow this pipe to the end to find another CHEST OF
COINS and then drop down. Jump up the stairs again. Return
to where you found the Energy Vial and go left to get a
CHEST OF COINS. Follow the pipe and do a running jump to the
crates.

Jump to the higher level and then to the third level. Walk
along the wooden planks to a CHEST OF COINS. Then, jump onto
the next set of crates. Make a walking jump over the gap in
the crates. Follow the next set of wooden planks to a hole
and drop down into the hole. You will be back in the hallway
with your body. Pull yourself together and finish up the
level.

B KENSINGTON, THE TOMB:
Unfortunately, one must replay all of Kensington to get to
the tomb, but it is within the tomb where the green hand is
found.

Once you enter the tomb, you go through the Torch sequence
again. Walk down the hall and Torch the mummy dogs. Remember
to run away as they come after you even when they are
burning. Notice in the room where they appeared, there is a
lone torch. Jump into the enclosed area around it to find
your green hand. Put your head on it.

Jump out of the enclosed area and look around this room. You
should see light coming out of a hole at the base of a wall.
Enter that hole.

Walk to the other end of the room and pick up the CHEST OF
COINS. Notice that within the center square of the room
there is a FOUNTAIN. With the Fountain in front of you, take
the ramp that leads up on your left. This leads you right to
another CHEST OF COINS. Notice there is a hole in the base
of the wall up here. If you walk out of it, you will drop
into the previous room. Do so and join your body. Finish the
level.

C THE FREAKSHOW:
Go through the first area with all the bridges. Go through
the second area with the mage. This brings you to the area
with the games, and the green hands.

Before starting, it may be a good idea to go around and kill
all the monsters in this area. Your little Dan Hand is
rather defenseless.

From as you enter, look left of the path. Near the bomb in a
chest is a red and white striped tent with an opening. It
is possible to enter. For some reason, my Dan Hand would
not walk into this gap. Dan Hand had to run to enter.

Inside are imps, so be careful. Get onto the trampolines and
bounce up to the top, which is the third level. Bounce up to
the ledge where you find a CHEST OF COINS.

While on the ledge, have a look at the other side before you
drop into it. In looking at the trampolines there, think of
this ledge as the back wall with the far side of the tent
being the front of this square.

Drop down. In the lower right is a single level trampoline
you can use to reach a double level, taller, trampoline. Use
it to get to the CHEST OF COINS tucked away on a ledge in
the back wall.

Then, go to the lower left corner and jump up on the lowest
trampoline. Stand on the very edge of it and jump on it so
that you can jump onto the lone trampoline along the left
wall. Use it to jump to the CHEST OF COINS on the ledge in
the left wall.

Use the set of trampolines in the lower left to return to
the first ledge that separates the two sides of the tent.
Drop down on the first side and exit through the hole.

This puts you back out with your body. That is the only
really hidden area, but you can make trips with the Dan
Hand. If you enter the hole in the blue and white striped
tent that is right next to the red and white striped tent,
you will exit the hole for the imps that is next to the
final tent and vise versa.

In the next area, inside the green and white striped tent
where another mage is waiting, the Dan Hand can also enter
one of the holes there just to exit out of the other one.
So, finish up the level.

D GREENWICH OBSERVATORY:
Lose your head, follow the path, retrieve your head, and go
to the Docks.

Return to the area of the abandoned boats. Drop down and
kill everything there so you don't have to worry about
anything attacking your Dan Hand.

Return to the base of the boat which had the Chalice. Then,
move to the crates near it, which have a switch on them.
With the crates behind you, look forward. You should see a
hole in the base of a boat to your left. Put your head on a
hand and go inside the boat.

This first screen has deep water, so be careful not to fall
into it. While you can jump over the water, there is no
point. From as you enter, go forward and through the hole in
the wall.

In the next screen, do a walking jump to the closest stack
of crates that are in the water. Do another walking jump to
the next set of crates in the water. From there you can do a
walking jump to the right to more metal of the boat. Walk
forward until you enter a new chamber.

Watch out for the rats. They can hurt you. In the corner is
a CHEST OF COINS. (The hole in the floor will drop you onto
some crates in the very first screen. If this happens, make
a walking or running jump back to the right to return to
where you started.) Then, go left to find a room with TWO
CHESTS OF COINS. There is another exit from this room which
leads to the FOUNTAIN. This is all that is here, so drop
down and leave this boat. Finish the level.

E KEW GARDENS:
Go all the way to the last room where you need to save
innocent people. There is a large greenhouse in the center
of this room. It is where you use the Hothouse Valve.

Stand where you use the Hothouse Valve and put the head on a
green hand. Go left to the first greenhouse on the outer
wall. Enter the crack in the glass.

You are told your task when you enter. You must rescue the
four hands. Watch out for the pumpkin bombs. They can bounce
down the paths or ambush you at specific locations.

When you find a hand, do not use your Daring Dash too much
or it may not be able to keep up with you. Make sure you
keep your hands close.

From as you enter, go forward and make a right. Right then
becomes forward. Turn a corner by going left. You should
then see a line of pumpkins ahead of you. Take the path to
the right and turn at the corner at the end of the path.
This leads to a dead end. Let the FIRST HAND come to you.
Then the pumpkins in this area with bounce and blow
themselves up. Turn the corner again and return to the
intersection where you saw the line of pumpkins. Walk toward
them so that they start to bounce. Stay close to a wall and
out of the way until they all explode. Here you see a huge
hand statue over a pit. Walk into the pit to deposit your
first hand in there.

With the path you were on behind you, and the back of the
wrist of the statue in front of you, turn to the left and
take that path, so that way becomes forward. Off to your
right you will see several pumpkins on the upper ledge. Of
course they will roll down as you approach, so be careful of
them. Make a left and go along that path all the way to find
the SECOND HAND. Do not even bother to get close enough to
these pumpkins to set them off. Let the hand come to you.
Take the path to the left so that way becomes forward. You
will pass the entrance to your right. Keep going and take
the next left to return to the huge hand statue and deposit
this hand into the pit.

Stand so that the front fingertips of the hand statue are
behind you. Turn left and go all the way along that path.
Two pumpkins will role at you from the far end. Dodge them.
Make a right and a left and let the THIRD HAND come to you.
Turn both corners here again and follow the path straight
back to the hand statue. Deposit the hand.

Again, stand so that the front fingertips of the hand statue
are behind you. Go directly forward toward what looks to be
another greenhouse. Turn left and follow the side of it.
(At the next T junction, left will lead you to some rats.
They can hurt you, so do not go that way.) Go right again to
follow the next side of the greenhouse. Be careful of the
two pumpkins that roll down the path. Make another right to
reach the back of the greenhouse. Move close enough to set
off the pumpkin bombs and stand back while they explode. Let
the FOURTH HAND come to you. You should see a CHEST OF
COINS, so take it when the coast is clear. Continue around
the back of the greenhouse to the opposite side. Make a
right at the corner. (Be careful of the pumpkins that will
roll down this path from behind you). Continue on this path
and beyond the greenhouse so you are no longer at it. Turn
right at the next corner and you will be back at the hand
statue, so deposit your last hand.

Take the THREE CHESTS OF COINS. Stand so that the back of
the wrist of the hand statue is behind you. Take the path in
the upper left. On that path, go to the right. On this next
path, turn to the left to find the entrance which is also
the exit.

F DANKENSTEIN:
Once you enter the room of roaming creature with limbs, you
should notice a green hand is directly below you. Put your
head onto it. Then, quickly run into the hole in the raised
area at the entrance.

Inside you find a FOUNTAIN and TWO CHESTS OF COINS. Take
them quickly as the rats will attack you.

That is it. Finish up the level.

10 WULFRUM HALL:
It's time for some puzzles, so plug in your brain and lets
go.

First, you find a SPIV as well as SPECTRAL TRAIL 1. Notice
green hands are trapped in the middle of this courtyard.

Approach the entrance. Jump down to the left of the
stairs. Pick up the BAG OF COINS. Jump back onto the stairs.

Notice the front door does require a key, but it wouldn't
hurt to ring the bell. (Isn't he lovely?)

Well, you need another way. Return to the green hands and
put your head onto one of them. This time, jump down to the
right of the stairs. There is a path that leads right to a
window here.

Be careful in this next room as the guard can grab you and
throw you back outside. The guard can also hurt you if he
catches you with the key. If you have the key when he
catches you, he will take it back.

Drop down into the room. Ignore the switch in the floor for
now. Jump up into the small elevator shaft to hide from the
guard. (If you accidentally go up in the elevator, jump
within it to come back down here.) Be patient. Once he is
past you and his back is facing you, drop down and go to the
left to enter the other side of this area. Hurry as the
point is not to be seen by him if possible. Remember you can
use the Daring Dash with the Dan Hand as well.

In this next room, there is a doorway if you go north. It is
probably best to ignore it for now. Concentrate on the task
of the key. You should see it in plain sight on the table,
so jump onto the table and take the FRONT DOOR KEY.

(However, if you are seen, you can run into that doorway to
the north to get away from the guard. You will find an
ENERGY VIAL in there. That is all the Dan Hand can do in
there. Be careful as you leave. The guard will no longer be
instantly after you, but he may still see you.)

Run back into the previous room and again jump into the
small elevator shaft to hide, dodging the guard if
necessary. If you do all this fast enough, the guard should
not even notice you. Wait for him to return to the other
room.

(It is also possible to hide under the tables in both of the
rooms if necessary.)

When all is clear, jump down and stand on the square switch
in the floor. This lowers a small elevator. Jump up into it
and it will raise you to a higher level.

This puts you into a small room. Exit in the lower right.
You will enter a formal dining area with a small, vampire
girl. Be careful of her as she can hurt you. You can jump up
onto the table and have a look around in peace, but there
isn't much to see except which way to run for it to leave.
Exit into the next room.

In the next room, move the camera so that to the left is the
entrance itself and to the right is a blocked way. Go
forward and into the library.

(Trick: Bring up your inventory. This will pause the game,
but you can still swing your camera angle around to have a
safe look around the room without worrying about hiding.)

Another vampire girl is in here. This first room has a
fireplace. Enter the room to the right to find an ENERGY
VIAL. You can jump onto the desk or a chair to temporarily
avoid the vampire girl. But, you need to return to the
fireplace.

To the right of the fireplace as you are facing it, you
should see some small stacks of books. Jump up onto them to
reach the top of the bookcase. Jump onto the top of the
fireplace. Then, make a running jump so you land on the
bookcase that is in the corner. Turn the corner and follow
it to the window. Drop out of the window.

Return to your body and pull yourself together. You can now
use the Front Door Key to open the front door.

Remember the Chalice is here. Defeat all the suits of armor.
Unless you missed something from above, there is no reason
to enter any of the rooms with the vampire girls. However,
there will be more of them. They will jump onto you to feed.
Press X repeatedly to get them back off of you. You can stun
them with your weapon, but you cannot defeat them.

Approach the way that is blocked. Hit the wooden planks
repeatedly to break them and then jump into the next room.

You find an ENERGY VIAL as you enter. You also find a
vampire girl, so be careful. With the stairs in front of
you, run around them on the left side. You should find a
doorway in the side of the stairs. This leads back to your
original guard. Take him out and return to this room. (You
can also then pick up the Energy Vial this way if you did
not get it earlier.)

Go up the stairs. Once upstairs, you find another guard and
another vampire girl. You also find SPECTRAL TRAIL 2. With
Spectral Trail 2 behind you and an open doorway to the left,
go forward. Grab the CHEST OF COINS and enter the doorway
right here.

Puzzle room 1: You see two coffins. A sleeping vampire is in
each coffin. There is a window with boards on it. Break the
boards on the window. The coffin near the window will
immediately burn as a vampire bursts into flames. Run
away from it until it dies. So, the sunlight killed it. Grab
the other coffin and pull and push it into the sunlight to
do the same to it. Then you can leave this room.

Return to Spectral Trail 2. With it in front of you and an
open doorway to the right, go left. Get the SILVER SHIELD
from the chest and enter the doorway that is right there.

Puzzle room 2: Notice the square in the floor with a round
symbol on it will raise if you stand on it. This is a
raising platform. Also notice another window with boards on
it. Break the boards. Push the coffin near it into the
sunlight. Run to the opposite side of the room until the
vampire dies. Then, push the crate forward toward the
raising platform, slightly to the right, and forward all the
way so it is against the wall and next to the raising
platform. You should be able to easily walk from the raised
up platform to the top of the crate in the direction of the
window.

Move the coffin near the raised platform. Raise it up first
before you push the coffin onto it.

(Otherwise, the jolt of the drop will cause the vampire to
come out. If this happens, avoid the vampire. It will end
up trapped in the lower level. Pull the coffin off of the
raising platform and back onto the level where it started.
Push the coffin down to the lower level. Then the vampire
can get back into the coffin. Push the coffin onto the
raising platform from the lower level. The platform will
raise with the coffin.)

Either way, you should have the coffin on the raised
platform so that you can push it onto the top of the crate.
Pull and push the crate even closer to the window so that
you can push the coffin onto the higher level on the
opposite side. (You can jump up and push at the coffin to
nudge it over until you can jump up onto the crate itself to
push it properly, or you can pull it from the other side.)
Then, drag the coffin into the sunlight. Run to the other
end of the room until it dies. Exit the room.

With the room you just entered in front of you and the
opened chest just to the right, go left and enter the last
puzzle room of this part.

Puzzle room 3: You will enter near stairs. Notice a long
crate blocks the path next to the stairs. Jump over it and
take the CHEST OF COINS. Jump back over it to the other
side. Follow the lower path and turn the corner to see a
similar crate here. Go back and run all the way up the
stairs. This will bring you to a FOUNTAIN. If you ring the
bell, you will wake the vampires. If you do that, you will
need to wait until they go back into their coffins, so do
not ring the bell.

Look around the room and you should notice suspended boards.
Move the camera view so the board is to the left and do a
walking jump to the left to land on it. Keeping the camera
angle steady is a bit of a problem. Do your best to do a
walking jump forward onto the next suspended board. Then do
a walking jump forward onto a platform where you can reach
the window. Break the boards on the window. Look around the
room. You have three options for places where the coffins
will burn. Do a walking jump back to the suspended board.
Drop down onto the level with the coffins.

One beam of light falls next to the stairs. A second falls
below the window. The last fast at the far end of the lower
path beyond the second crate you saw earlier. This is the
spot I like to pick. It is not the only possible solution.

When moving the coffins, make sure you do not move them onto
the green floor. Then the bell will ring and they will come
out. If they see you, they will chase you. Try to get away
from them so they are sleepily walking around near their
coffins. Then, they will return to their coffins and sleep
again.

Pick a coffin. With the stairs that the Fountain is on being
the front of the room and the window being in the lower left
corner, move the coffin so that you push it off of the edge
in the lower right corner. The crate below should already be
in place to capture the vampire in that corner right where 
the sunlight is shining on the floor.

If you do it right, you can drop the coffin right into the
sunlight and you will not have to use crates at all. If you
miss the direct sunlight, the sleepy vampire still knows
better than to walk right into the sunlight. Drop down to
the lower level on the opposite side of the crate. Push the
crate to force the vampire into the sunlight. Let it die.
Put the crate back where it was.

You can just do the exact same thing with the other one, but
for the sake of variety, lets shove the second crate off
toward the left wall so it lands in front of where you first
entered this room. Remember to not push the coffin onto the 
green parts of the floor as you do this. Drop down next to 
the stairs so you are on the opposite side of the first 
crate. This is a little less safe as the vampire technically
can move around the crate as you push the crate toward it 
because there is extra room around the door, but that is 
unlikely if you are quick. Force the vampire into the 
sunlight that is directly below the window. Let it die and 
you can leave. (If somehow the vampire does come onto your 
side, just jump over to the opposite side and use the crate
to force the vampire into the sunlight that is falling next 
to the stairs.)

Return to Spectral Trail 2 and enter the open doorway near
it. Do not go up the stairs first. Explore this room to find
the LIFE BOTTLE first. Then, go up the stairs. Kill the
guard.

Your Chalice should be full, so go down the stairs and back
through the partially blocked archway so you can pick up the
CHALICE at the entrance. Go back through the partially
blocked archway again to return.

Enter the open doorway near Spectral Trail 2 again. Go up
the stairs. There are two doors, but only one is open, so go
that way.

Puzzle room 4: Take inventory of the lower level. You have a
small crate and a large crate, both of which you can move.
Stand on the raising platform. This deposits you at the
window, so break the boards. But, the sunlight only lands up
here. Look around to see both coffins are on the other side
of the room, so they will fall where the smaller crate is
located. Drop down close to the same wall that has the 
window so you land safely. Do not jump down. Just walk off 
of the edge.

Grab the larger crate and push it forward toward the raising
platform so both gaps in the small stone walls are clear.
Push the small crate through both gaps and then push it away
from the raising platform so the way is clear. However, do
not push it all the way up against the wall. Give yourself a
gap on the other side.

Return to the window. With the window in front of you, make
a running jump to the small platform to the left. Make a
walking jump to the left to reach the platform in the
corner. Turn the corner. Make a running jump to the left to
reach the next platform. Make a running jump to the left to
reach the next platform which is on another wall and which
has the first coffin on it. Push the coffin over the edge.

Use the platforms to return to the wall with the window so
you can drop down safely on the higher level below. Be
careful, but use yourself as bait to lure the vampire next
to the raising platform. Jump up on the higher level to get
away from it. Then, drop down on the opposite side of the
smaller crate. Push the crate toward the raising platform to
force the vampire onto it. It will then burn at the top. Be
careful as the vampire will probably fall down, so keep out
of its way. Reset the small crate as the vampire rises and
hide behind the crate.

Then, use the raising platform to return to the window.
Proceed counter-clockwise around the room exactly as you did
before. Make a running jump to the final platform and push
the second coffin over the edge. Follow the platforms
clockwise until you are again against the same wall as the
window and drop down safely.

Again, lure the vampire over so it is near the raising
platform and jump up onto the higher level to get out of
its way. Again, use the small crate to push it onto the
raising platform. Again, be careful as it drops as it burns.
Then, leave this room. The other doorway is open, so enter
it.

Puzzle room 5: Stay on the red carpet and follow it to a
ramp going up the wall. The wooden ramp leading upward will
bring you to a doorway. Enter it to find a room with a
FOUNTAIN. This room also has a picture on the wall. Look at
the picture taking note of which blocks have vampire faces.
X is a face. O is an open block.

XXXOXO
OOOOOO
OXOXOO
OXOXOO
OOOXOX

Follow the ramp upward some more. This will lead to a
circular room where you find the chain to the chandelier.
Walk around the edge of this room to find the window. Break
the boards on the window. Note there is also a closed door
here. Walk all the way back down the wooden ramp to the red
carpet.

Once on the red carpet, just drop down and look at the
coffins. Notice there is a bell. If you ring it, you will
wake the vampires. They will go back into their coffins if
you leave them alone. Drop down with the coffins. Pick up
the BAG OF COINS. You should see the chandelier in another
room right here, so walk into that room.

You will drop down into the room. Hit the switch three times
and the chandelier will raise so high that it shines light
onto the floor. It will then lower itself back down to your
level, one stage at a time.

Jump onto the red carpet to exit and return to the coffins.
You will need to push the coffins into the room with the
chandelier. However, notice they are on a checkerboard.
Remember that picture from the previous room? With the
doorway to the chandelier being the top of the picture, if
you move any coffin onto a block with a vampire face, the
bell will ring and wake all of the vampires. As long as you
stay off of the checkerboard, they will return to their
coffins quickly, so trial and error works well enough here
as well.

Lets take the coffin on the right first. Push it up one
square, from a light square to a dark square. Then, pull it
left two squares to the next dark square. Then push it
forward and out of the room.

Drop in after it. Dodge and run from the vampire as you do
your best to hit the switch three times fast enough that you
raise the chandelier to the top. (If you hit the switch and
you take too long before you hit it again, the chandelier
will drop back down.) Jump onto the red carpet to avoid the
dying vampire.

Return to the coffins. Pick the center one. Push it forward
two squares, from a light square to the next light square.
Then, push it right one square onto the dark square. Then,
push it forward into the other room. Repeat the process of
killing it and return to the last coffin.

At the coffin on the left, push it forward two squares, from
a light square to the next light square. Then, pull it to
the right three squares so you are on a dark square and in
line with the door. Then, push it forward into the other
room and repeat the process of killing it.

Once all three vampires are dead, follow the red carpet path
and take a right to go up the stairs. Follow the next red
carpet path back to the wooden ramp. Follow it all the way
to the top where you found the window. The doorway there is
now open, so enter it. This is the exit for this level.

11 THE COUNT:
The first thing you find is a SPECTRAL TRAIL, which will
allow you to save. You also find a CHEST OF COINS and a
SPIV.

Enter the next room. Before you jump into the middle of the
room, look around and notice all the full length mirrors in
the room. You are going to need them.

As soon as you jump over the fence the battle will start.
There are phases to this fight. Though, he fights
intelligently. For example, I've noticed if you are running
to the right, he will dash so that he arrives a little bit
ahead of you to the right. Try to keep him in the screen so
you can see what he is doing and be ready to do a lot of
zigging and zagging.

Phase one: When the Count is in the center of the room
shooting power blasts at you, this is the time to hurt him.
Hit a mirror so that it is perfectly vertical. Then, stand
as bait in front of it so that he aims for it. Get out of
the way so that the blast hits the mirror and reflects back
at the Count to hurt him. Otherwise, he will be dashing
after you. He is very fast, so make sure you use your
Daring Dash to get out of the way. While dodging these
attacks, make as many mirrors perfectly vertical as you can
so you can easily pick one to use when he switches back to
his other attack. After two hits, the attack will change.

Phase two: He will start attacking with bats of fire. Use
the Daring Dash and just keep out of the way. After that he
will shoot a spread of power blasts. He will hover in the
center of the room for a moment first, which gives you time
to act. So, again, make the mirror perfectly vertical and
try to stand as bait in front of it so that the blast hits
the mirror. Dodge at the last moment so that most of the
blasts hit the mirror. After the power blasts comes the fire
rain blasts which flips the mirrors from the blow. Then the
cycle will repeat. After two hits, the attack will change.

Phase three: He will dash at you again with a bat attack, so
be prepared to move and try to keep him away from the
mirrors so his attacks do not hit them from where you want
them. After a few passes with it, he will flip the mirrors
and rain fire, forcing you to start over. You need to get
all four mirrors slanted at an angle toward the ceiling. You
will know when you have it right because the room will
become brighter once the mirror is in the right position and
you will see the strong light being reflected on it. Not
caring for being burnt, he will cause them to move again and
more fire will rain down upon you. Repeat the process a
second time to win.

*** THE PROFESSOR'S LAB: CHALICE 7

Speak to the Professor again. Dan's fears were realized and
Kiya isn't back yet.

Pick up your Chalice for LIGHTNING. It can be powered up
with the Square button. It also has a percentage on it, so
it can run out.

12 WHITECHAPEL:
You start in the cemetery. The order of the day is to cover
every inch of it and find all the zombies you can kill.

You start on a path. Go forward toward a building. Go to the
right of the building to find a bomb in a chest. Wander
around this building completely to not miss any zombies.
Then follow the path forward. You should notice a smaller
building off to the side. There are two images on the wall
on either side of the door of that building. Remember that.

Near the exit to this part you will find the SPECTRAL TRAIL.
Then, exit into town. Before you even exit, notice you can
see a "Club" sign. The Club you need is the first building
you find.

Unfortunately, the police do not like you too much. The good
news is, they are not innocent souls you can lose, so feel
free to hit him. The bad news is, you can only briefly stun
them and then they will be after you again. Use your Daring
Dash to get away from them fast. When you pass the Club, go
to the door to talk to the ghoul to give yourself a quick
break from them.

You will notice some rats in the town. You can squash them
with your Hammer, or slice them with the Broad Sword, etc.,
for one coin each.

There are more than enough zombies to fill the Chalice, so
do not worry about finding every single one in town.

The ghoul in red is the doorkeeper for the Club. Try to
enter and he will ask you for a Membership Card, which you
do not have. So, you must get one.

With the Club in front of you, go right and up the street.
Turn left at the corner. You will come to a couple of
crates. You cannot move these first two, but you can stand
on them and have a break from the police while you look
around. You also find zombies here, so kill them. Take the
moment to look around. You should see a crate you can move
and boards that will work as a ladder. So, move the crate
straight up against that wall and jump onto the boards.
Climb up and onto the roof. Drop down on the ledge on the
other side of this roof and then jump into the window.

This puts you in a room with a FOUNTAIN. Go down the stairs.
The door in the next room is locked, so go down some more
stairs.

Here we have some breakable crates. Make sure you break them
all so you can get the LIBRARY KEY. Also, pick up the TWO
BAGS OF COINS. Notice there are green hands here. Put your
skull on one and then travel into the hole in the wall. (If
you get the clothing first, notice the skull still has the
hat. In general, however the skull looks on your body is the
same way it will look on the hand.) 

Once inside, stand on the square switch that is in the 
floor. This moves a bookcase upstairs. Exit the room and 
rejoin your body. Go upstairs.

Because the bookcase moved, you can now take the GRIFFIN
SHIELD. Then, walk into the keyhole to use the Library Key.

In the library, open the chest behind the ladder to find a
SILVER SHIELD. Read the BOOK to learn of Isibod Brunel.
Climb the ladder to reach the MEMBERSHIP CARD. Climb down
the ladder and leave the room.

Go up the stairs and jump out the window. Jump over the
ledge back into the street. You should see the Club from
here, so try to enter again.

Now the problem is, you have no beard. Well, its a pity we
cannot just take Isibod's beard. It is his card. The book
did say he was buried in the cemetery. Remember the
building with the two images on the wall? One of the images
looks a lot like that Griffin. However, there was another
image, and we need it too.

With the Club in front of you, go to the left. At the
junction, make a left. Now, just follow along the wall on
your left where the green grass can be seen beyond the
fences. On the right, you pass a shop with a small sign
above it saying it is a Tailor's Shop, but ignore it. There
is an opening to the right, but ignore it. You will pass a
second opening to the right, and ignore it. You will find a
third opening to the right and ignore it also. But now, to
the left, you should see a large statue of a man.

You need to find this statue of Isibod beyond the fence.
Once you see that fence to your right, follow along it all
the way around in a circle until you come to the entrance to
that area so you can reach that statue. So, keep that statue
in view so that it is always to your right as you walk along
in the street.

Zombies will come out of the ground. Take care of them and
your Chalice should be full, wherever it is. In front of the
statue is a square with a peach flower on it. Stand on it
first to turn on the lights. There are three lights. Hit
them all, four hits per light, to turn them so that they are
all pointing at the center item. Next to each light is a
square. Stand on the square to change the color of the
light from red to green to blue and back to red. Make one
light red, one light green, and one light blue so that pure
white shines on the statue. The peach flower will open and
inside you can take the UNICORN SHIELD.

Leave this area. As you leave the fenced area, notice a
doorway to your right. Inside, open the chest to get the
FLAMING CROSSBOW. It comes with 150 bolts. More can be
bought from the Spiv. It cannot be powered up.

Leave this house. Walk back in a circle around the area with
the statue. You should notice a large door off to the side,
but ignore it for now. Follow the fence all the way around
until you see fencing on your right. You should still see
the statue of Isibod behind you, but now ahead of you, you
have a choice of going to the right or to the left.

Go to the left. Very shortly you should see the CHALICE off
to your left. Take it. Keep going along this street until
you come to another junction. Right just leads back to the
main street, so to see all the town, go left.

You will disturb some zombies, but ignore them. You will
come to another junction where not far in front of you is a
doorway with a sign, with a green bottle on it, above the
door. Do not go in just yet. Go right at the junction. You
will turn two corners and be back out onto the main street.

Go left on the main street. You should see the Club. Return
to it and then go up the steps and return to the cemetery.

Directly in front of you is the building you need. Approach
it. Use the Griffin Shield and then the Unicorn Shield and
the door will open. Enter the building. Kill all the zombies
that appear and old Isibod will come out to greet you. At
this point, forget about the other zombies. They are an
unending horde. Kill Isibod. It may be helpful to stand on a
raised square on the other side of the room to keep out of
the way of the zombies while you try to swing at Isibod.
Once he is dead, then you can finish off whatever zombies
remain and clear the area. Take the BEARD from above
Isibod's sarcophagus. Notice you are now wearing it. Leave
this place and return to town.

(If you really want to do so, you can return to where you
found the Membership Card to see the Dan Hand with a beard.)

Return to the Club and try to enter. But now, you aren't
dressed well enough to enter this Club. Your battered armor
just won't do.

With the Club in front of you, go to the left. At the
junction, go to the right. As you follow this street, watch
to your left for a doorway. Enter it. Inside you find a
SPIV and a FOUNTAIN. Leave this building.

Continue on the street. You will find more zombies unless
you killed them earlier. You'll pass a poster that says
"Crime" on it. Just past it on the left is another doorway.
A sign with a green bottle on it is over the doorway. Enter
it.

There is nothing to see in the first room, so go into the
second room. Break all the crates. Take the THREE BAGS OF
COINS. Go up the ramp into the next room. There is a doorway
with a blue curtain, so enter it. You will come out looking
far more classy. (If you go back in, you can change back
into your normal attire, but that is not necessary.) Exit
through the door that just opened for you and you will be
back in the street.

Now, with both the Beard and the clothing, the police will
finally leave you alone even if you hit them. They must
think you are Isibod himself now. Luckily, so will the ghoul
at the Club. Look around yourself and you should see the
Club. You are standing outside of the Tailor's Shop
entrance.

Go to the Club and this time, you can enter.

After you enter, jump over the counter to find a CHEST OF
COINS. Approach the woman in green. She will give you a LIFE
BOTTLE.

(If you are replaying this area, the woman will give you an
ENERGY VIAL instead of a Life Bottle, as you can only get
those once.)

Leave the Club. With the Club in front of you, go left. At
the junction, go left. Ignore anything to the right. Keep
going until you see the statue of Isibod again. Keep going
past the statue so the statue is on your right. When you
reach the junction, turn left to return to that large door.

The sight inside isn't pretty.

*** THE PROFESSOR'S LAB: CHALICE 8

Sorry, but Dan really couldn't care less that he has a
Chalice right now. Just talk to the Professor.

You can pick up the Chalice from Winston in the next level.
You will get the BLUNDERBUSS. It comes with 75 bullets. You
can buy more from the Spiv. It cannot be powered up.

13 THE SEWERS:
(Note: If you want to skip a Chalice and you have not done
so yet, you need to skip this one.)

You find SPECTRAL TRAIL 1 which allows you to pick up your
last Chalice and it allows you to save.

There are rats in this level. Squash them with your Hammer
or slice them with your Broad Sword, etc., for one coin
each.

As there is nowhere else to go, drop down the hole. A green
creature is calling to you. He is harmless, so follow him.
He leads you to a problem his people are having.

One of those green brains has taken over an animal. You will
have to attack the animal to free it from the brain and then
attack the brain to kill it. Do not let the animal ram you.
(Remember, these green brains can jump back onto a host.
They can also possess you. Press X repeatedly to shake a
brain loose from you.) Don't worry about the shallow water.
Once the brain is dead, a door will open for you, so go that
way.

Hitting the animals or green people will not kill them. That
can, however, make the green people cry. It just upsets the
animals a little bit.

Follow the path to a kind of village where you will learn of
what they really want of you.

You will be placed at the chief's house. Open the chest here
for a GOLD SHIELD. Unlike other shields, you can have the
Spiv fix this one for you. There are three ways you can go
from here. One is over the wooden plank bridge. One is
into an archway. The last is down to the lower level of
this same room. There is nothing you can do right now on the
lower level, but in case you fall down into it, remember
that this is the way back out of it.

Walk over across the wooden plank bridge to the middle
building so that you are walking forward toward it. Left is
the way you came into this room when you first entered. So,
go to the right and across another wooden plank bridge.

In this next area, notice there are exits far above you. You
will find some deep water and a bell. You ring the bell to
summon the boat, but he won't bring it for you, so don't
worry about that now. Return back to the wooden plank bridge
and return to the middle building.

There is one last path away from this building and it leads
toward the FOUNTAIN, so go that way. Walk into the archway.
This will lead you to a metal bridge. You are up above the
room where you first met one of the green people. Follow the
bridge into the next room.

You find two green people possessed by green brains. Again,
attack them only to knock the brains loose and then kill the
brains. Make sure you pick up the BAG OF COINS that is next
to a metal wheel. Do not jump over the fence as that water
is way too deep for you. Exit this room.

This puts you in a metal tunnel. In the next room, the water
is shallow, but there is no exit. However, there is a green
hand, so put your skull on it. The second you do that, two
green brains will appear. The Dan Hand is vulnerable, so
grab your head again or quickly switch to Headless Dan so
that it is not attacked.

With the Dan Hand, be careful as that water is too deep.
However, there is a door at the one end of the room and the
lower corner of it has been broken away, so enter through
that small opening.

Again, do not drop into the water. Jump up onto the first
piece of metal piping. Then, do a running jump onto the
second piece of metal piping. (On the second piece, if you
drop down to the strip of floor, jump back onto the second
piece again. If you walk through the shallow water, you can
use this method to reach the second piece as well.) From the
the second piece, do a running jump over the water and to a
third piece of metal piping. The water there is shallow
even for the Dan Hand, so don't worry if you fall into it.

This leads you to a higher level and to a square switch.
Jump on the switch to open the door leading back to the
other room.

Switch to Headless Dan and enter the now open doorway. All
the water is shallow for Headless Dan, so cross the room
however you please and retrieve your head. (Either put it
back on or have it follow on the hand, it doesn't matter.)
Enter the next metal pipe.

This leads to a room with small metal boxes in piles. There
is another green hand here, so if you have your skull back,
put it on this green hand. Otherwise, you are already ready.

As the Dan Hand, approach the huge pile of metal boxes. Jump
on the first level, then the second, third, and fourth. This
leads you to a small pipe. Jump into it.

In this next room, be careful of the drops as the water
below is far too deep for the Dan Hand. From as you enter
this room, go directly to the left to have the Dan Hand walk
into a small, green tube. Then, change to Headless Dan.

Enter the next room to join the Dan Hand. This water is
shallow for Headless Dan. Hit the switch here to move the
tubes which are above. One hit will do, then switch back to
the Dan Hand.

Your small tube is now joined to an elbow shaped tube, so
walk into this next tube.

Switch back to Headless Dan. Hit the switch three times to
join the next two tubes together and then switch back to the
Dan Hand.

Walk into the next elbow tube and then switch back to
Headless Dan. Hit the switch three more times to move the
long part of the last tube up against the floor of the
higher level. Then, switch back to the Dan Hand.

The only thing the Dan Hand can do on this new level is
stand on the square switch which is in the floor. Switch
back to Headless Dan.

While that entire path is not necessary, the far end of the
path of tubes will allow you to stand close enough to the
ladder on the wall so you can jump up to it and climb to
where the Dan Hand is now. Take back your head.

Climb up the next ladder in the wall. Before you enter the
metal tunnel, go all the way left to pick up TWO BAGS OF
COINS.

In the metal tunnel, you find a junction. Go left and you
will find SPECTRAL TRAIL 2. You also hear the screams of a
female. Next you find the SPIV, who first hands you a
POSTER.

When you approach the girl, she will be taken and the
monster will attack. It can come out of any of the three
holes in this room. Block with your shield if necessary as
it spits out fire balls. You cannot hurt the head. You must
attack the neck of the creature right at the hole itself. As
you fight, it will retreat and come out of another hole. I
like to stay close to the middle hole and move to the right
and left as necessary. I like to use the Hammer on it, but
other weapons will work. (Tip: Especially if you listen
through headphones, you can hear where it is moving in the
room to tell which hole it will come out of next.)

Once you kill it, you will free your FIRST FEMALE. She will
run home on her own. Exit the room and return to the metal
tunnel.

From as you enter this tunnel, you need to walk all the way
right and then go forward. The pipe will open up so you can
see this room. Look around. Two more girls are here, but
getting to them doesn't look easy. If you do fall, it will
hurt, but it will not be like a void.

Walk all the way to the end of the pipe so you are at the
wall. Do a running jump over to the next pipe you see, but
be careful you don't run right off on the other side.
Staying along this same wall, do another running jump to the
next pipe. This puts you right at a girl. This fight is easy
as it only has one hole. Just stand close to the hole and
hits its neck every time it comes out. This will free your
SECOND FEMALE.

Follow this same wall past the opening for the monster so
that you are in the corner. You can then drop down first to
a slightly lower level and then drop farther down. Lastly,
you can drop down to the floor below. Kill the green brains.
Run to the opposite side of the room and jump up onto the
higher level. Behind the metal item, you will find THREE
ENERGY VIALS. Drop back onto the bottom floor and look
around for the ladder leading up a pipe. Climb it.

You will see two holes in the wall here. Your monster will
come out of both of them. Approach the girl to start the
battle. Kill the monster to free the THIRD FEMALE. (I would
suggest standing between the two holes so you can easily
move back and forth.)

Either use the ladder to climb back down to the bottom
floor, or drop down where it is safe to do so. You should
see a large, open pipe in the bottom corner of the side of
the room where you could safely drop down earlier. Enter it.

Be sure you want to drop if you do drop as it is a long walk
back to here. This returns you to the area with the boat.
Return to the chief's house in the village. Enter the
archway that is there.

You will find yourself on a wooden path with a fence.
Along it, you find a FOUNTAIN. At the bottom, you find
animals and a green brain. Kill the brain. Do not let the
animal ram you while it is possessed.

You should see an archway blocked by rocks. Start hitting
the animals, being careful not to be rammed by them, until
you can lead one into ramming those rocks for you to clear
the way. It is easier if you let one wander in front of the
rocks before you start hitting it. Then, go that way.

Here you find another girl and two holes on opposite sides
of the room. Defeat this monster just like the others to
free the FOURTH FEMALE.

Enter the next room to find more animals, more green people,
and more green brains. Kill the brains first. You should see
a ladder, but ignore it for now. Again, keep hitting an
animal until it rams through the rocks and metal that are
blocking the next doorway. If it is feeding right in front
of that doorway, one hit should do it.

Here you find your last and FIFTH FEMALE. This room has
three holes for the monster. Kill the last one.

Notice there is a green hand here. Put your head on the
hand. The two side holes just lead to the two side holes in
the room of your next to last monster fight, so ignore them.
Enter the center hole and take the CHALICE. Exit this hole
and take your head.

Return to the previous room. Climb up the ladder. Once up on
the higher level, look around first to spot the LIFE BOTTLE.
Then, exit this area.

Be sure you are ready to drop before you do. This returns
you to the area with the boat. Return to the chief's house.
Did he mention a Time Stone? What would that be?

Well, you are sent to the shore. Pick up your TWO CHESTS OF
COINS, which made all that worthwhile, and then ring the
bell for the boat so you can leave. Jump onto the boat.

*** THE PROFESSOR'S LAB: CHALICE 9

At first glance, the Professor is nowhere to be seen. But
there is a ramp leading up to a doorway. The door is now
open, so enter. That poster is of a time machine. That
sounds just like what we need.

In the start of the next level, Winston will appear with the
MAGIC SWORD as your reward for your Chalice. It can be
powered up with the Square button.

14 THE TIME MACHINE (PART A):
You find the SPECTRAL TRAIL to collect your previous Chalice
and to save.

If the stairs going up are in front of you, go right and
look around the lion statue for a CHEST OF COINS.

Then, go down the stairs and through the doorway in the
corner of the room.

You are promptly greeted by two strong suits of armor. Try
to attack from behind each one so they cannot hit you.

Go down the ramp and then down the stairs. Down below, off
to the side of the stairs is a FOUNTAIN. The sign by the
doorway says, "Earth". Go that way.

Read the BOOK. Find the green hand and put your skull on it
so the Dan Hand can enter the opening that is next to the
Book.

Use the Dan-Cam to look around this room. There are two
satellites orbiting the earth. An object of importance is on
top of the Earth. Dropping down will not hurt you unless
you get too high. Jump up the stairs around the outer wall
of the room until you are on the highest one. The satellite
orbiting horizontally will pass you. Hop onto it as it goes
by. Try to land on the center part of it.

Notice the other satellite will pass very close to the one
you are on, so when you can, hop onto the other one. I
think it is easier if you drop onto the other one while it
is rising upward. While on it, you will get the TIME MACHINE
PIECE. Wait until the satellite is close to the bottom and
walk off of it. Exit this room. Rejoin your body.

Go back into the room with the "Earth" sign. Go up the
stairs and the ramp. Go past the first doorway and enter the
next one.

Turn to face the center structure in this room. You can see
the one satellite go over the earth. From this view, go to
the left. The first doorway has a sign that says, "Contact".
Enter it.

Read the BOOK. Get ready for a game that tests your memory.
Walk onto the platform with the seven squares in the floor.
It will play three notes. You have to stand on the squares
in the exact same order that it just played. If you mess up,
you will have to start all over.

Once you repeat the first three notes, it will add a fourth
note. Play all four, and it will add a fifth note. Play all
five and it will add a sixth. This will go on until you have
to play eight notes. Do it all right and you will be given
the next TIME MACHINE PIECE. Exit this room.

Outside of the next room is a sign that says, "Space". Enter
it. Read the BOOK. Notice there are green hands here. There
is also a small hole in the glass that blocks off the
exhibit. There are three buttons in the floor. When Dan
stands on one, it will cause an alien to appear in the
exhibit. Each switch controls a different alien.

Put the skull on a hand and send your Dan Hand into the
exhibit. Something is on the rocket, but it is too high.
Hide the Dan Hand behind the rocket first. Trust me. Switch
to Headless Dan.

Have him stand on a switch. An alien will pop up. Switch
back to the Dan Hand. If the alien can see you, it will
shoot at you and hurt you. However, this is helpful. Using
yourself as bait, try to get the alien to shoot directly at
the rocket. This will blast away part of it and lower the
item you need. That will also kill the alien. The item still
isn't low enough. Hide again.

Switch back to Headless Dan and have him stand on the next
switch. Switch back to the Dan Hand and do the same thing as
before. The item still is not low enough. Have Headless Dan
stand on the last switch and do the exact same thing a third
time to kill the last alien. Take your third TIME MACHINE
PIECE. Return to your body. Leave this room.

The last room has a sign by it that says, "Time". Enter it.
Read the BOOK. Put all three of the pieces on the time
machine and then you can use it to move through space. But,
where would you go? Remember that remark about a Time Stone?
Back to the sewers it is.

14 TIME MACHINE, SEWERS (PART B):
You will find SPECTRAL TRAIL 1 where you can save your
game.

Drop down and ignore the locals. Run all the way down this
hall and enter the doorway on the left.

This will return you to the village. Notice the middle
building is now open, but look around first.

If you go to the left from the middle building, you will
find a FOUNTAIN exactly where one was the last time you were
here, even if you depleted the other one.

Return to the middle building and enter it. You can see a
square switch within what looks to be a metal fireplace, for
lack of a better term for it. You will need a green hand.
Drop down into the hole.

From as you drop into this room, notice a door is to the
left. That is your exit. Ignore it for now and drop down
into the next area. Take the green crystal, which is the
TIME STONE. However, a cage will drop down to trap you for
doing this. Here comes a green hand to the rescue.

Put your skull on the hand and make a run for it. Be careful
of the guard as he will not take kindly to your stealing
that stone. With the Dan Hand, jump all the way up the
stairs and jump into the small opening at the top.

Be careful, as you are now outside. The guards here won't
like you either. Remember your Daring Dash. You need to find
the way back to the upper level which is near the chief's
house. This hole faces the way you first enter the village,
so with that way in front, the way to the upper level is to
the upper left. You'll probably have to adjust your camera
angle first after you drop out of the hole to see where you
are properly. Then, enter the middle building, where your
body is still trapped, by the front door.

You now find SPECTRAL TRAIL 2 in here. Then, jump into the
"fireplace" and stand on the switch to free your body.

Switch back to Headless Dan and leave by the now open exit
door. Hit the guards enough to stun them if necessary, but
it is better just to get away from them. This doorway faces
the way that leads to the boat. Turn the view so that you
personally would be looking directly into the now open
doorway, then go left a little and then forward to return to
the higher level at the chief's house. Enter the middle
building and take back your head.

(Now, you can run all over to find out what happened. Run
back to where your time machine was and you will find out it
is gone. Then, run back to the boat and you will find the
time machine is there. You find SPECTRAL TRAIL 3 by the bell
for the boat, so pick up a tip from Winston.)

Go to the chief's house. Attack a guard there to stun him.
The chief will come out to help. Attack the chief until you
stun him. Then you will get KING MULLOCK'S KEY from him. Use
it to open the door to the chief's house. You can attack and
stun both guards if you wish, or you can ignore them. Then,
enter the next room.

Be careful around the deep water. Enter the changing room.
You will find GOOD LIGHTNING. It cannot be powered up. It
will not run out like normal Lightning, but it uses up your
health to work. (If you go back into the changing room, you
will change back into your normal attire, but you need your
costume.)

Exit this building. In this disguise, you will be left
alone. Even the Dan Hand will be left alone now. (There is
no point to using the Dan Hand now unless you just want to
see a feathered skull on a green hand. Though, if you enter
the changing room as the Dan Hand, you can get the Good
Lightning a second time, which is also pointless.)

Return to the boat and ring the bell. Jump onto the boat and
leave for your date with the Ripper.

14 TIME MACHINE, THE RIPPER (PART C):
First, you have the SPECTRAL TRAIL, which allows you to
save. In your current area, you also have a FOUNTAIN and a
SPIV.

Make sure you equip a shield of some sort. This guy is mean.

He hasn't been able to kill her yet, but he will happily
kill you first.

I like to rely on the Magic Sword and on the Good Lightning.
Good Lightning takes your health and gives it to someone
else. You can give health back to Kiya with it after the
Ripper has hurt her. However, you are more of a sitting duck
while you are doing that. (You do not need the Good
Lightning to win, but if you have a bad round, it can save
you from losing Kiya which will end the fight.)

If you do not have the Magic Sword, I would actually suggest
the Flaming Crossbow. However, with that, you definitely
need to use the Good Lightning to help Kiya.

For a lot of the fight, you cannot hurt the Ripper. Keep
your shield up. Use your Daring Dash to get out of the way
as he is fast.

He starts with lunging attacks. Try to dodge off to the side
as he lunges forward. He will then swipe at you with his
long claws, which is far harder to dodge. He does both of
these every round.

Once he picks up Kiya to harm her, then he is vulnerable.
Attack him all you can until he drops her.

Notice both the Ripper and Kiya have health meters at the
bottom of the screen. If hers runs out first, you did this
all for nothing and the game will force you to start over.
(If that happens, it is better to quit and start from your
saved game. An in-game restart keeps your health as it was
when you lost Kiya.) Even if you leave him alone, he will
not kill her all in one attack.

After he drops Kiya because you hurt him, he will do an
extremely fast zigzag attack down the length of this area.
Keep your shield out. Make sure you run toward the end of
the area from which he started his attack.

Once you have really hurt him, he will start a fire ball
attack with explosions all over the area instead of the
zigzag attack. Again, keep a shield out and dodge if you
can. Remember even if your Gold Shield wears out, you
probably still have a Silver and a Copper one. Use
everything you've got.

When you have almost killed him, he will do a zigzag attack
and a fire ball attack, so be ready for that. It is possible
to kill him before he can do this. (I did that with the
Flaming Crossbow.)

When you win, you automatically not only get the CHALICE for
this area, but you also get the SUPER ARMOUR which can be
repaired by the Spiv. Notice that the boarder around your
Life Meter will now be gold instead of white. That is your
meter for how much protection your Super Armour still has
in it. As it is damaged, white will appear again. If the
meter is all white, then the Super Armour is giving no
protection at all until you get it repaired.

*** THE PROFESSOR'S LAB: CHALICE 10

First, go into the Professor's bedroom and read the BOOK
which is his diary.

Talk to the Professor. Remember, at this point in time, he
doesn't know Kiya was killed.

Pick up your final Chalice to get the GATLING GUN. It comes
with 300 bullets and more can be bought from the Spiv. It
cannot be powered up.

15 CATHEDRAL SPIRES (PART A):
Lovely place. It looks like we need door number 5 at the far
end of the building. It's going to be a long walk. You're
going to need a shield of some sort here. And, what would
that five stand for anyway?

Go up to the SPECTRAL TRAIL. Near there is a chest with a
GOLD SHIELD. It saves you having to repair your other one at
least.

The front door seems to not be of any help to you, so go off
to the right first to find a BAG OF COINS and a ladder.
Climb it to find an ENERGY VIAL and a SPIV. Climb back down.

Run all the way around the building to the other side. You
will find a being with wings. Walk into her to collect your
LOST SOUL ONE. Climb the ladder.

On the next level, explore off to the side first. You will
hear a statue break and a demon will appear. I like to use
the Flaming Crossbow on them so they burn even when I'm not
hitting them. Try not to stand too still while you are in
its range as it will shoot fire balls at you that can do a
lot of damage to a sitting target. Another good choice is
the Gatling Gun, especially when you are dealing with
multiple demons. Which you choose depends on your budget. If
you do not have the Gatling Gun, Lightning works well, but
save that for times of great need with large groups because
once you use up all your Lightning, it is gone. Plus, I like
to have some Lightning left for the last level.

Pick up the CHEST OF COINS.

Before you climb the ladder, notice something is at the top
of the longer ladder. It is a pot that will pour poison on
you.

Make sure that you use your shield to block the liquid
so you are not harmed and thrown off of the ladder. Be
careful to hold up your shield the entire time the liquid is
being poured. If you are slightly off center on the ladder,
sometimes the liquid will not hit you at all. It is good to
try for that, but don't count on it.

As soon as you can, move over to the safety of the other
ladder and climb to the top. Notice another statue is up
here, so be ready for another demon.

On this level, you need to walk around to the other side of
the building. You will come to three gargoyles that blow
fire. (The fire can blow you right off the edge, so be
careful. Here, at least, there is a roof below you, so you
can jump back up easily.) Be patient and wait for the one in
front of you to stop blowing fire, then move past it. Wait
for the middle one to stop and move past it. Wait for the
last one to stop and move past it. Be careful of the next
demon. Pick up the CHEST OF COINS near the next ladder.

You can hear there is another pot above, so be ready for it
as you climb this ladder. Use your shield for protection.
Again, as soon as you can, move off to the side ladder and
climb up to safety.

First, move off to the right toward a chest, and you will
hear another demon appear. In the chest is a SILVER SHIELD.
There is also a CHEST OF COINS here.

Now, you need to go around back to the other side of the
building. You will find three more gargoyles that blow fire.
Again, just wait for each to stop so you can inch your way
through and past them. Being pushed over the edge is more of
a bad idea here. As you come around on the other side,
be prepared for another demon.

Yes, that is another pot up there and this is the longest
climb yet, so be ready with your shield. Move off to the
side ladder as soon as you can and take a deep breath before
you climb up to the roof as two demons are right there
waiting for you.

Rotate the camera until you see another girl with wings and
pick up LOST SOUL TWO.

Turn around and go the other way and you will see two sets
of stairs off to the sides. Go to stairs on the right first
and enter that room.

Well, the room looks pretty empty, for now. Pick up LOST
SOUL THREE and be ready to pay for it. By now, you should
probably equip the Gatling Gun if you have not already.
Kill the demons and leave.

Go to the stairs on the left and enter the other room. It
looks just like the first room, so I think we know what is
coming. Pick up LOST SOUL FOUR and be ready for the demons.
Leave the room.

Continue on across the roof, and of course, there is a
demon. As you approach the next structure, you see a ladder.
Get too close and more demons appear, but they are too high
to see properly. You can still hit them, and it is a good
idea to take care of them before you start your climb.

Do not climb yet. Walk around to the back of the building.
Two more demons will appear. At the back of the building is
a doorway, so enter it.

In this small room is a FOUNTAIN and a SPIV. Stock up and
leave. Return to the ladder.

Climb up it and then climb to the right to reach the next
wall. Here, you can climb up or you can climb to the right.
(If you climb up, you will notice that the door is closed
and there is nothing you can do about it right now. But the
image next to the number looks a lot like a lost soul. You
can drop down to where the last lost soul of this level is
located without harming yourself, but the ledge is
difficult to see. Stand to the left of the Bag of Coins and
drop down to do that.)

Climb to the right. Follow this path all the way to a ledge
where you will find a LIFE BOTTLE and LOST SOUL FIVE. Now
you have five souls, just like the number five on the door.
So, now the door is open and you can enter.

If you continue to the right, you can reach the top, but
then you have to deal with a pot. While you can go past it
easily enough, I prefer not to take any more chances. So,
climb, but go back to the left. Climb to the top when you
can. At the top, walk around the edge to pick up a BAG OF
COINS. Then, enter the doorway to exit this part of the
level.

15 CATHEDRAL SPIRES, THE DESCENT (PART B):
You find your SPECTRAL TRAIL which allows you to save. We
can bet in here is going to be a ton of fun just from the
music.

There is what looks to be a sort of chandelier in front of
you. The game is cruel and isn't going to allow you a
forward camera angle to jump onto it. Falling down will
deplete your life meter like a void and you will miss souls
that way.

Turn the view so that the chandelier is at the bottom of the
screen. Then, make a running jump onto it. Hit the lever two
times to move down to the next level. Pick a side and make a
running jump toward a lost soul. Pick up LOST SOUL SIX. The
levers on the sides just allow you to move the chandelier to
this level if it is not there already.

Again, turn the view so that the chandelier is at the bottom
of the screen, though you will not be able to see it. Make
a running jump to it. Turn the view so the next lost soul is
in front of you and make a running jump to LOST SOUL SEVEN.
Just as before, turn the view so the chandelier is
technically at the bottom of the screen and make a running
jump back onto it.

Hit the switch three more times to reach the lowest level.
If you keep hitting it, you will go back up. There is a
switch down here as well which can be used to lower the
chandelier to your level.

Look around the room first before you drop down. You will
see a small doorway, a large doorway, and several strong
suits of armor.

Drop down and try to attack the suits from behind. Kill all
four of them first just so you do not have to worry about
them. You can easily jump back up on the middle structure of
the room to get out of the way again. Enter the small
doorway.

This is a room. You see a lost soul and some statues. Take
LOST SOUL EIGHT and get ready for the demon dogs. They can
shoot out energy blasts that bounce off of the walls, so be
careful. You cannot hurt them while they are doing that.
Your Gatling Gun is helpful here, though the Magic Sword
isn't a bad choice if you are low on bullets and money. The
demon dogs are not that intelligent. They never really aim
for you. There are just so many, it is difficult to stay out
of the way of all of them. Exit the room.

Next, go through the large doorway. This room looks
complicated. Walk forward and then down a couple steps to
the next lower level. This level circles the room. Drop down
onto the floor below and be prepared for the two strong
suits of armor. Kill them to get them out of the way and
then look around for the ladder to climb back out. Jump up
both steps and return to entrance level.

There are three swinging platforms in this room. Wait for
the one to come close to this edge and then jump onto it.
Let it go all the way to the other side just to active the
demon statues. Kill them both first with a distance weapon
before you move. The Flaming Crossbow will work well enough
unless you have better.

There are two swinging platforms off to the sides. The one
to the right is more direct, but you will have to make a
running jump to the ladder on the wall. The one on the left
allows a shorter jumping distance to the wall, but it is a
little longer and another demon must be fought that way. I
will explain it both ways.

TO THE RIGHT:
With the way you entered behind you, pick to the right. When
your swinging platform is near the swinging platform on the
right, jump onto it. Be careful as the drop is lethal. Wait
for it to take you close to the ladder on the wall and then
make a running jump onto the ladder. This is the more direct
method, but it is a long jump to that ladder. At the top,
take LOST SOUL NINE. If you look around yourself, you will
see floating platforms that hold up the swinging platforms.
Wait for the log of the swinging platform to be out of the
way and make a running jump to the floating platform. Jump
over the log as it comes toward you. Make a walking jump to
the next floating platform. Go left to pick up LOST SOUL TEN
on the side closest to the entrance of this room. Jump over
the log as is necessary. Go to the other end and pick up
LOST SOUL ELEVEN. Just walk directly off of the edge and you
will drop safely in front of the higher exit to this room.

TO THE LEFT:
With the way you entered behind you, pick to the left. When
your swinging platform is near the swinging platform on the
left, jump onto it. Be careful as the drop is lethal. Wait
for it to take you close to the ladder on the wall and then
make a running jump onto the ladder. This swinging platform
all but bumps the wall with the ladder, so this jump is
easier. As you jump, you will hear something break. Climb to
the top and kill the demon. Turn the camera view so you can
see the floating platforms. When the log of the swinging
platform is out of the way, make a running jump onto the
floating platform that is close to you. Jump over the log.
Make a walking jump onto the middle floating platform. Make
a walking jump onto the next floating platform. Jump over
the log. Make a running jump over to where you see a soul
and pick up LOST SOUL NINE. Turn the view back to the
floating platforms. Wait for the log of the swinging
platform to be out of the way and make a running jump to the
floating platform. Jump over the log as it comes toward you.
Make a walking jump to the next floating platform. Go left
to pick up LOST SOUL TEN on the side closest to the entrance
of this room. Jump over the log as is necessary. Go to the
other end and pick up LOST SOUL ELEVEN. Just walk directly
off of the edge and you will drop safely in front of the
higher exit to this room.

Either way, you should now be on the upper level of the side
of the room where the pair of demon statues were previously
located. This is the opposite side of the room from the side
where you first entered.

Enter the doorway here. Pick up the CHEST OF COINS. Drop
off of the ledge. Pick up another CHEST OF COINS. Here is a
SPIV. There is a lever here. Hit it and the chandelier will
come all the way down. It has a lever on it as well. Hit
that lever twice for it to raise you to the top. You should
see an object you can take. Make a super jump, using the
Daring Dash first and then jumping, to reach the level with
the first GOLDEN COG.

Make another super jump back to the chandelier. Hit the
switch one time. Jump right onto the ledge and return to the
previous room.

Walk off of the edge to drop down to the middle level. Then,
drop down to the floor. Turn the camera until you see the
small doorway. Enter it.

You see LOST SOUL TWELVE, a LIFE BOTTLE and some more
statues. The demon dogs do not attack until you try to
exit this room with that lost soul.

In the next room, you find a FOUNTAIN. you also find a green
hand. Put your skull on the hand. You must need it for
something. Take the Dan Hand into the next room. The next
room is an odd room with sideways stairs on the one wall.
Switch back to Headless Dan.

In the previous room, there is a switch on the wall near
some large gears. First, use the Golden Cog at the gears.
Then, hit the switch on the wall one time. Switch back to
the Dan Hand.

Dan Hand can now reach the stairs. Jump up them and enter
the next room.

More green hands are in here, but it is better to leave
Headless Dan back at the first switch. As the Dan Hand, drop
down into the hole in the middle of this room.

Be careful as that drop is nasty. Make a running jump to the
turning gear near where you landed. Being very careful, walk
off of the gear onto the metal structure next to it. Jump up
onto a wooden step. Jump up onto the next wooden step. Jump
onto the last wooden step to take the second GOLDEN COG. You
will notice a large, vertical gear next to you. Jump onto
it. It will then fling you up to the exit.

You drop out right next to your body. Pick up your head. Hit
the switch two more times. Enter the next room. Approach the
large gears here and use the Golden Cog. Climb back into the
previous room. Hit the switch two more times. Enter the next
room again.

You should see the switch next to the stairs. Hit it three
times. Jump up the stairs and go into the next room. You
should be able to access the next ladder, so climb out of
this room and into the next one.

Without all the lost souls, you can do nothing in here. But
with them, that devil will be gone and you can take the
SPELL PAGE.

However, now the building is falling down with you in it.
You have to get out and fast. The timer is in the lower
left, and you only have a minute. If you mess up, you will
start over from this point. You can keep trying until you
run out of health. You cannot get anything along the way.
So, if you didn't take the Life Bottle or you want to stop
at the Fountain, forget it at this point.

Run out of the door of this room. Don't forget your Daring
Dash can give you extra bursts of speed.

Drop off of the ladder, run to the other side of the room
and jump up at the next ladder, so you start higher on the
ladder than at the bottom, to climb out of the room. (If
trying to do that takes too much time, just climb up
normally. It isn't necessary, but every bit of extra time is
helpful.)

Drop down the steps and jump up at the next ladder to climb
out of this room.

Run straight through the room to the exit. Be careful of
falling objects.

Run straight through this room to the exit. Be careful of
falling objects.

You should still have forty seconds to go. From as you
enter, go left and climb the ladder. Then go right and jump
up the two steps to reach the exit. Be careful of falling
objects and the demons.

Still be careful of falling objects. Jump onto the center
structure. Hit the switch to lower the chandelier. Hit the
switch on the chandelier five times to raise it to the very
top. Make a running jump onto the platform where the door is
located. Then, exit this building.

16 THE DEMON:
You are at the end. Drop down to find a SPECTRAL TRAIL which
will allow you to save. Enter the next room.

Here you find a FOUNTAIN and a SPIV. While the Gatling Gun
is the best choice for the final battle, it is possible to
win with other long distance weapons. It is just a lot more
difficult.

This is your final fight, so feel free to spend all your
money. Drop into the next area.

Dogman and Mander come first. If you want to make this
really easy, equip the Lightning. Run constantly to stay
away from Dogman, but turn toward him from time to time so
you hit him. Once he is dead, just blast Mander. While being
hit by Lightning, he cannot move.

If you are now sad because you already used up all of your
Lightning:

Equip the Magic Sword and the Flaming Crossbow.

Mander will stay behind Dogman, so go after Dogman first.
Mander shoots blasts at you. Dogman has a shockwave attack.
He can pick up boulders and throw them at you. If you get
too close, he can knock you silly, which you really should
avoid. I like to power up the Magic Sword and run by him
quickly for sudden and powerful attacks until he is dead. If
you can hit Mander at the same time, all the better. Keep on
the move as Dogman will follow you, but it is easy to keep
ahead of him.

Mander will attack very rapidly once on his own. Switch to
the Flaming Crossbow and fry him. While he is burning
nicely, you can switch back to the Magic Sword if your
timing is good. Once he is dead, exit through the doorway.
You may want to equip the Gatling Gun first. If you do not
have that, the Flaming Crossbow will do. Even the regular
Crossbow will work.

Dan has the right idea, but there is nowhere to run from
that thing. The Demon himself cannot be harmed by you, so
forget about that. If left to just him, you would be ground
into a fine powder eventually. The weakness here is that
Palethorn is an arrogant idiot. Shoot at his ship.
Eventually you will damage it enough that he will lose
control and he will shoot at the Demon and annoy it.

With the Gatling Gun equipped, you cannot use your shield.
If you get to a point where you need it, make sure to switch
back to some other weapon during the straight down attacks
to protect Dan. During the round about attacks, make extra
sure you fire on Palethorn as much as you can.

Phase 1: The first thing the Demon will do is try to smash
you. Look at which hand it raises. It will smash down on the
opposite side of the ground, so don't be there. You want to
be on the other side. It will then hit the center, and
lastly the other side so all of the floor will be hit. The
trick is, just after it has hit the middle, run to the
middle to avoid the final blow. Then you will not get hurt
at all. If you get hit, the blow will knock you silly for a
moment.

After one hit, Palethorn will make an attack straight down
at you from the left. Run to avoid his machine gun. He will
fire one confusion bomb, which will stun you for a moment if
it hits you, so avoid it also. Those bombs are very good at
aiming for you, so keep moving.

Next, move off to one side. The Demon will breath fire. Jump
over the wave of fire.

Palethorn will make a round about pass, but will not fire
on you. Make sure to hit him on round about passes as those
are the ones where the demon can be hit.

Then the cycle will repeat over and over until Palethorn
fires on the Demon.

Phase 2: The Demon will pound the ground two times in a row.

Palethorn will appear for a straight down attack from the
right, and this time you have to avoid two confusion bombs.
Watch out for his machine gun.

The Demon will again breath fire, but be ready to make a
running jump over the two lines of fire that come at you so
you clear both at once.

Palethorn will perform a round about attack and fire a
confusion bomb at you. Make sure you try to hit him.

This cycle will repeat over and over until Palethorn fires
on the Demon a second time.

Phase 3: This time the Demon starts with the fire attack.
Jump once over the first line of fire, then jump a second
time over the second line of fire. It will then try to hit
you.

Palethorn returns to the left for a straight down attack on
you. He fires three confusion bombs this time. Again, watch
out for his machine gun.

This time, the Demon hits first and follows that with the
same fire attack as before, so you have to jump two times.

Palethorn follows with a round about attack and two
confusion bombs. As always, try your best to hit him.

This cycle will repeat until Palethorn hits the Demon a
third time.

Phase 4: You've almost made it.

First the Demon will try to hit you. Then, it will follow
with a fire attack. Jump over the first line of fire. Then,
jump over the second. Then, jump over the third.

Palethorn will follow with a straight down machine gun
attack from the right with four confusion bombs. Do your
best not to be hit.

Next, the Demon will breath fire. Jump over all three lines
and get ready for Palethorn.

Here comes another straight down machine gun attack, but
from the left. Be ready for four more confusion bombs.

The Demon will try to hit you one time.

Last, Palethorn appears for his round about attack with
three confusion bombs. Do your best to hit him.

This cycle will repeat until Palethorn hits the Demon.

Once Palethorn hits the Demon a fourth time, it has had
enough of this. You've won. It is possible to only go
through each phase one time with no repetition while only
hitting Palethorn on the round about attacks.

17 ENDINGS:
The question is, which one is supposed to be the best
ending?

If you miss any Chalices, you will see a happy ending with
you and Kiya. (This could be the best ending as a reward for
winning without the Gatling Gun because that is what you get
for the final Chalice.)

If you get all 10 Chalices, you see an odd ending where all
is not well. (At first glance, that looks like the worst
ending. However, that monster seems to have Palethorn's face
and he did make a threat after you defeated him. He wanted
people to notice...what? That he made a small bomb to try to
blow up Dan? That is next to nothing. Maybe he meant
something else.)


PART 3: LISTINGS:

1 MONEY:
Bag of coins: 10 coins.
 Location: Many areas.
Chest of coins: 50 coins.
 Location: Many areas.
Rat, if killed: 1 coin.
 Location: Whitechapel, The Sewers.
 Note: Rats are in other areas, but can only be turned into
 money in these areas.

2 HEALING:
Roast Chicken: 20 points of health.
 Location: Use the Chicken Drumstick.
Energy Vial: 100 points of health.
 Location: Many areas. Will reset in replay.
Fountain: Around 600 points of health.
 Location: Many areas. Will not reset in replay.

3 ITEMS:
The Museum: Museum Key, Cannon Ball, Dinosaur Key.
Kensington: Depot Key, Town House Key, Pocket Watch.
Kensington, The Tomb: Scroll of Sekhmet, Tablet of Horus,
     Staff of Anubis.
The Freakshow: Elephant Key 2, Elephant Key 1.
Greenwich Naval Academy: Bellows.
Kew Gardens: Potting Shed Key, Water Tank Valve, Pond Room
     Valve, Hothouse Valve.
Dankenstein: Right Arm, Left Arm, Right Leg, Left Leg,
     Torso, Bum.
Wulfrum Hall: Front Door Key.
Whitechapel: Library Key, Griffin Shield, Membership Card,
     Unicorn Shield, Beard.
The Sewers: Poster.
The Time Machine: Time Machine Piece (one), Time Machine
     Piece (two), Time Machine Piece (three).
Time Machine, Sewers: Time Stone, King Mullock's Key.
Cathedral Spires: Lost Souls (5 total).
Cathedral Spires, The Descent: Lost Souls (7 total), Golden
     Cog (one), Golden Cog (two), Spell Page.

4 SHIELDS:
Copper Shield: Wears down and breaks.
 150 maximum.
 Location: The Museum, Tyrannosaurus Wrecks, Kensington, The
     Freakshow, Greenwich Observatory.
Silver Shield: Wears down and breaks.
 250 maximum.
 Location: Kew Gardens, Dankenstein, Wulfrum Hall,
     Whitechapel, Cathedral Spires.
Gold Shield: Cannot break. Can be fixed by the Spiv.
 400 maximum.
 Location: The Sewers, Cathedral Spires.

5 WEAPONS:
Arm: Your own arm. You cannot use a shield with it equipped.
 X: Swing.
 Square: Throw.
 Location: Your own body.
Small Sword: Weakest sword.
 X: Swing.
 Square: Power up.
 Location: The Museum.
Pistol: Distance Weapon.
 X: Shoot.
 Square: Nothing.
 200 maximum.
 Location: The Museum.
Torch: It can be set on fire for a limited amount of time.
 X: Hold it out to light it or set something on fire.
 Square: Swing to light it or set something on fire.
 Location: The Museum.
Cane Stick: Stab or a small shockwave.
 X: Thrust.
 Square: Power up.
 Location: Chalice 1.
Hammer: Smash or smash with a shockwave.
 X: Smash.
 Square: Power up.
 Location: Chalice 2.
Chicken Drumstick: Distance Weapon time bomb. Turns enemies
                   into Roast Chicken.
 X: Throw.
 Square: Nothing.
 30 maximum.
 Location: The Freakshow.
Crossbow: Distance weapon. Bounces off of objects.
 X: Shoot.
 Square: Nothing.
 200 maximum.
 Location: Chalice 3.
Axe: Close attack and distance weapon.
 X: Close attack.
 Square: Throw.
 Location: Chalice 4.
Antidote: Used only in Kew Gardens.
 X: Distance healing.
 Square: Nothing.
 Location: Pumpkin Monsters of Kew Gardens.
Bombs: Distance weapon. It can hurt you.
 X: Once to light and once to drop.
 Square: Light and throw.
 30 maximum.
 Location: Chalice 5.
Broad Sword: Middle Sword. Can be temporarily enchanted by
             the Spiv. Enchantment wears off if equipped.
 X: Swing.
 Square: Power up.
 Location: Chalice 6.
Lightning: Unreplenishable distance attack.
 X: Use lightning.
 Square: Power up.
 Location: Chalice 7.
Flaming Crossbow: Distance weapon. Bounces off objects. Can
                  set things on fire.
 X: Shoot.
 Square: Nothing.
 200 maximum.
 Location: Whitechapel.
Blunderbuss: Distance weapon. Cannot use a shield with it.
 X: Shoot.
 Square: Nothing.
 200 maximum.
 Location: Chalice 8.
Magic Sword: The best sword.
 X: Swing.
 Square: Power up.
 Location: Chalice 9.
Good Lightning: Give health to an ally, only in the Time
                Machine.
 X: Give your health to an ally.
 Square: Nothing.
 Location: Time Machine Sewers.
Gatling Gun: Rapid fire distance weapon. Cannot use a shield
             with it.
 X: Shoot.
 Square: Nothing.
 999 maximum.
 Location: Chalice 10.

6 CLOTHING:
Gentleman's Suit: Whitechapel.
King's Suit: Time Machine Sewers.
Super Armour: Time Machine The Ripper.
 500 maximum.
 Its damage meter is the boarder of the life meter.

7 THE SPIV:
Services:
 (100%) Enchant Sword: 100G.
 (100) Repair Gold Shield: 75G.
 (100) Repair Super Armour: 150G.
Provision:
 (50) Crossbow: 50G.
 (50) Flaming Crossbow: 80G.
 (50) Pistol: 30G.
 (50) Gatling Gun: 40G.
 (30) Blunderbuss: 50G.
 (10) Bombs: 100G.

8 CHALICES:
1. Cane Stick.
2. Hammer.
3. Crossbow.
4. Axe.
5. Bombs.
6. Broad Sword.
7. Lightning.
8. Blunderbuss.
9. Magic Sword.
10. Gatling Gun.

9 LIFE BOTTLES:
1. Tyrannosaurs Wrecks.
2. The Freakshow.
3. Greenwich Observatory.
4. Kew Gardens.
5. Kew Gardens.
6. Dankenstein.
7. Wulfrum Hall.
8. Whitechapel.
9. The Sewers.
10. Cathedral Spires.
11. Cathedral Spires, The Descent.

*** THE END.

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