A. Dan's Crypt:
After you have a club or the war hammer, return here and break the off-coloured wall that you may have noticed earlier. Inside is some treasure.
B. The Hall Of Heroes:
All you have to do is stand on the golden circle where you came in and you will be given the option to leave. Very simple. Each time that you come here you will gain a new item or some treasure.
C. The Graveyard:
This place is pretty simple, to get the life bottle, hit the angel statue, the gate in which ever direction she is facing will open. Do the same for the chalice. To get the treasure inside the fence by the big door get onto the ledge behind the crypts and inch your way along. Towards the end, just before the bridge you will find the copper shield.
D. Cemetery Hill:
First of all, you don't really want to open those boxes with the skull and crossbones. Its a bomb.
Walk past the lava and when up on the path to the left, jump down to the area behind the three boulders blocking the archway. You will get the club here and then can proceed into the witches cave. Inside, break the bookcase with your club, light the club on fire and go to the room with the cages. Light the altar in the center by pounding it with your club. This will open the doors and you can collect your chalice, an energy vial, the witch talisman, and some treasure.
Return to the outside and brave the hill. You can duck into the stairs cut along the way but there is some treasure along the main path if you care to collect it. You can break the boulders with your club or shield, this will damage your shield but you periodically find more shields on the way up. The exit is right there at the top. As you are working your way up the hill note that you can smash the small boulders lying around to receive something like three energy vials. Also note that the red boulders cannot be blocked by a shield, they will push you.
E. Hilltop Mausoleum:
Watch out for the little guys with no torches, they will steal your weapons, which you can reclaim if you kill the little guys or will lose if the guy gets away. You start out in the chapel and need to break the grave covers with your club. Fall down inside the one that shines and your on your way. Break the glass with your club and there are a series of tunnels. To your left is a tunnel with the green (earth) rune and an energy vial. The floors here will collapse when you collect the items so run back quickly.
Skip the right tunnel for now and push on ahead at the end you will use the green rune. In this room is a door which you need the red (chaos) rune for and a staircase. Proceed up the staircase. Watch out for that little guy! and there is a life refill station here. Proceed through the door to get the blue rune and the red rune through the next door. This is the organ room and there are two energy vials here. Leave for now, and exit the stainglass window room through the gate, which leads back into the chapel. Go back down into the tunnels and take the right tunnel this time. Use your blue rune and collect the energy vial and then the sheet music.
Go north again and find the organ player again. Give the music sheet to the organ player and this will open a secret door giving you the chalice and some treasure. Go back to the room where you needed the red rune below and use it. Go down these steps and push the burning altar under the frozen heart. You can then proceed back upstairs to defeat the stained glass demon.
GLASS DEMON, use your crossbow and when he raises himself up and his heart comes out of his chest, blast away. Don't linger too long or he will cover you in glass. In general try to stay on the opposite side of the room from him so that you can have a clear shot at him and can avoid the shards that he tosses at you. Should you defeat him you will gain the skull key. This will enable you to open the big door in the graveyard.
F. Return To The Graveyard:
Same thing as the first time almost, just backwards. First thing is the secret area, wait for a coffin to float under the bridge and then stand in the middle of the bridge. If you time it correctly you will be able to ride the coffin to the secret area. Along the way here in the part of the level you've already been through you will find the silver shield. For what its worth to say, you can smash the disembodied hands with your hammer and receive a coin. When you see it come up on your left jump up to receive some treasure and an energy vial. To get to the life refill station, jump onto the ledge above the big door and slowly inch your way along behind the crypts. Now you can open the big door using the skull key. After you do so, go through to the top of the hill and get the yellow (star) rune to open the gate. The chalice is located inside. Watch out for large zombies dropping from the ceiling. Inside you will go through some caves, which will lead you to cliffs outside. On these cliffs (there are three) there are large stone blocks which you will need to push into the stream to fill the break in the bridge. Return to the bridge and face the Graveyard Guardians.
GRAVEYARD GUARDIANS, they are shadow dogs which run around and occasionally materialise. When they do, pound them with your hammer. Charging it up and waiting for them works well. When you're done you will be able to dash using the triangle button. From here you can either go to the Enchanted Earth for the Ant's Nest or to Scarecrow Fields.
G. The Enchanted Earth/Ant's Nest:
Well, the first thing to do here is summon the witch at the cauldron using the talisman. If you accept her mission she will shrink you and send you to retrieve 7 pieces of amber from the ants nest. When you go there you need to save the little fairy guys as well as collect the pieces of amber.
The first thing that you find is a portal, which is closed by a white filmy light. Go back towards the entrance and find a circular weblike covering of a cave entrance, break it with your hammer. You will save the first faerie and he will open the portal for you. Once inside the misery really begins. You should kill all of the larvae as they will give you money or amber. The little fairies aren't too hard to find. There are a couple toward the end of the level which are very close to each other. At the end of the level you will face the queen ant.
QUEEN ANT, she's not too difficult but it's a bitch doing it all again when you die. Anyway, just avoid her shots, kill the soldier ants, and shoot her stomach when she rears up to call boulders down on you. Remember to take a full crossbow! It takes forever if you have to use the throwing daggers.
Upon your completion of these missions you will receive the chicken drumstick from the witch and will be transported to the Hall of Heroes by the fairy guy. At first that's all that you can really do here. There is no chalice for the Ant's Nest.
H. Scarecrow Fields:
A pretty straight forward level. Just remember not to stand in the corn for long. You can kill the scarecrows with your broadsword, especially if it has been enchanted. You will need to kill them. If you want to move a cart hit it with your hammer from the side. When you get to the green rune gate you will have to fight a monster. To kill it shoot the head with your crossbow, duck between its legs when it gets too close and then shoot the driver. You will get the blue rune for defeating him. Take it back to the house where you came in. Inside you will find a club and the green rune. Take it back to the spot where you fought the metal trog armour. Enter the next pen and fight again to win the red rune. This one breathes fire.
When you find the barn, just head past it and towards the windmill. Go through and into the mill, hide in the holes for safety. Into the razors, to a life refill station, through the grain that's like quicksand, through another razor, and into the circle with the spinning floor. Run all the way until you are at the northernmost point of the circle and you will find the harvester part. Take it all the way back to the barn. Hit the cart and go through the hole in the wall.
Push the bail against the other box and jump up to the switch. Hit it and the harvester will be lowered. To activate it, place the harvester part in the harvester. It will break through the wall and will clear a path through the corn to the chalice, a life bottle and some cash, of course. Then run through all of the machinery again to get out.
I. Pumpkin Gorge:
There is a tunnel on your right, inside you will find the blue rune. Exit and proceed forward and enter what looks to be a chicken coop. Pumpkins are bouncing down the plank. There is some treasure inside, an energy vial and a door to exit on the side. Go back to the hut with the blue rune lock and open it. Inside you need to run on the floor to raise it and you will receive an energy vial and the red rune. Take the rune and open the door. To the left you will find another door which opens as you come to it, skip it and go to the next one. Inside you will find the green rune. Use it to go up the ramp of the large pillar in the middle of the stage. At the top you will get the yellow rune and find the sliver shield. You will see a small house with a rounded wall, its really a boulder and you can smash it with your hammer.
Enter the house and you will come out the door at the bottom where you started. Go around to the left and enter the first door. Cross the mushrooms and open the yellow gate. Here you will have to fight a bunch of tendrils coming out of the ground to claim the time rune. To lower the main stalk kill the tendrils. Placing the white (time) rune in the hand will open both doors. To the right you will find two energy vials and a lot of tendrils. You will come to a T in the road. To the right is the exit and to the left you wrap back around to the time rune arena. Proceed to the entrance of the level and find the tunnel you saw when you started. When you find the gargoyle merchant, break the wall to the right of him. It's a long tunnel and you will find the chalice and a life refill. Now head back to the exit.
J. Pumpkin Serpent:
Use your talisman to summon a witch at the cauldron and she will tell you to kill the big pumpkin. Chop all of the pods and then waste the big pumpkin. It's really easy. Then go back to the witch and she will give you a dragon gem. To find the chalice jump into the well near the entrance of the level. You will find a box of treasure and two energy vials as well.
BIG PUMPKIN, the spears do an excellent job. If you use the sword you may be too close to his tendrils.
K. Sleeping Village:
Do not kill any of the possessed villagers!
To get the red rune from atop the fountain statue, find the stairs leading to the canal and hit the switch to turn off the water. Use the rune right there to open the library. Go inside and break the bookcase to get the mold. If you have found the blue rune in one of the other houses take it to the house with the room with the orange button, barrels, and a fenced off area. Use the rune, push a barrel onto the button and go downstairs. Smash the barrels and go into the room on the right. Proceed up the stairs in this room and get the green rune. Take it back downstairs and use the green rune to open the fence gate. Hit the switch and return upstairs to get the major's bust (metal statue head). After you have done this Zorak's guards will appear outside and you must proceed to annihilate them.
Go back outside and find the blacksmith's house. Place the mold in the fire and then the statue head. Jump up and down on the bellows for a while and you will have made the crucifix. Take the crucifix to the church right across the street and place it on the crucifix shaped marking on the wall behind the large altar. This will open a secret cubby hole in the wall where you will get the safe key.
The gate in the lake area will then open and hence you should proceed. This will take you to the yard of the large house. Kill the guards here and climb on top of the shed roofs to get to the house's chimney. Hop inside and hit the switch, this will open the gate for the exit. Before leaving the house use the safe key on the purple safe to get the shadow artifact. Leave, find the other gate, and kill a few more guards. Go back to the large house and walk through the hole in the stone fence wall to get the chalice and a life refill vial. Then you can leave. The exit is through the stone gate and across the wide bridge.
L. The Enchanted Earth:
When you come back, go up the tree lifts to the giant bird's nest and collect the green rune take it to the corresponding gate and cross the stream. Use the artifact to open the shadow gate. Upon entering you are presented with a puzzle.
Step on the stones in this order: fire, earth, water and then air. This releases the spirits and opens the cages. It is here that you get the shadow talisman (mask) and later you will come back to collect the chalice. Exit and watch out for those nasty demons! Kill three of them and the gate will open back into the level. All of the cages are now open. Be sure to enchant your sword. You can now use the shadow talisman to turn off the red lasers preventing you from entering the area behind the pool. Upon entering you will receive the yellow (star) talisman and will face two flying demons.
WINGED DEMONS, they are nasty and will tilt the floor on which you stand. The good old crossbow does the most effective job. The flaming crossbow is pretty cool too. After you beat them the platform raises, be sure to refill your life at the top. Cross the bridges and fall into the hole. You will land back in the level in the seemingly useless hollow tree from before.
Kill the remaining demons and then return to the shadow dungeon to collect the chalice. The broadsword works quite effectively against the demons. Use the yellow rune to exit.
M. Asylum Grounds:
1. First riddle - "At night they come without being fetched, by day the are lost without being stolen."
Smash all of the star shaped trees. The first is near the entrance, the second is directly ahead of that against the gate. The third is near the bell, hang a left in the maze and then zigzag to the graves and bell. The fourth is across from that in the little area with the red grass shaped like a star and the bush that throws fireballs at you. Now return to the entrance of the maze and hang a right.
2. Second riddle - "I live for laughter, I live for the crowd, without it I am nothing."
Turn all of the metal faces toward the clown bush. To do so turn them all except the middle one until they are one turn away from facing the clown.
Stand so that you can hit two at once and set them up and then the middle one.
I recommend using your sword to turn the faces as you can hit them faster.
To find this area, go into the maze, left, and around the corner to where the two grey brick walls are. The left one will be gone.
3. Third riddle - "Face like a tree, skin like the sea, a great beast I be, yet vermin frighten me."
Find the octopus bush near the red fish shaped grass. Go back to the two grey stone walls that you saw in the maze, the second one will have opened and that is where you go. Kill the octopus plant and get the rune.
Return to the entrance, use the rune, and get the mouse to follow you. Walk towards the elephant bush after you have killed all of the crazy women. Be sure to avoid the grey cats.
4. Fourth riddle - "I tolerate the moon and stars, I can't abide the sun, Banish me with torch light and you'll see me turn and run."
Enter the new part of the maze and find the grate, it will be open so drop inside. You land in a room with a moon carved in the floor. Go outside and push all of the lamps next to the angel windows on the walls of the stone room. Enter the room again.
5. Final Puzzle - You now have to find your way out. Go back to the new area of the maze and find the chess board. Hit each piece to move it to its respective colored floor panel.
Each hit moves the piece one block in whichever direction. You can move them diagonally. Just wait till they get near where you want them to go. The little green bastard is the worst one. Use your hammer.
The chalice for this level is out in the open and cannot be missed. Its right next to the elephant bush.
N. Inside The Asylum:
The best strategy is to use the broadsword and square-button-move constantly and just walk around to avoid the crazies from getting to close to you. If you have a turbo button this helps immensely. In the third room which is circular in shape, just do as before and walk around so that the crazies are following you and you'll have no trouble. In the fifth room is the mayor, some cash, the second dragon gem and the chalice.
O. Ancient Pools Of The Dead:
The big fat knights can only be killed by being pushed into the muck. You must bring the ferryman eight lost souls. To do so you must collect the eight golden helmets floating about. Unfortunately, whenever you collect a helmet the bridges nearby will collapse.
There are six helmets on the islets and two after you open the gate.
You have to be really careful when jumping in this level. Collect the red rune out on the islets, the chalice is here as well. You will use the red rune at a gate to the left of the gargoyle merchant, way to the right in a very general sense. There is a life bottle to be gained as well as a box of treasure and two energy vials on the right after you come through the gate.
Be very careful as you approach the carts as the camera angle will suddenly change and it is easy to run off into the muck by accident.
Pass the carts and go down the slope to collect the last helmet. The carts will roll after you and then lots of soldiers will appear. After you leave this area you must kill a number of small flying knights. Collect the chalice and return to the ferryman. Give him the helmets and you're off.
P. The Lake:
Collect the red and green runes, watch out for the eyes and kill them when you can. Return to the catwalks and find the sharp corner. It is a purple metal piece, there is a pole sticking up right in the middle of it. Hit it because it's really a switch which will move the metal piece so that you can get onto the other catwalks. Hit it twice because the first direction will take you to a dead end. You will take your runes and place them in crystal machines around the whirlpool which will stop the whirlpool. There are three machines. After you have stopped the whirlpool you can jump down inside and collect some treasure. The chalice is down here.
My suggestion for killing the gatorguys is to crouch behind your shield and throw the axe. You can also throw the chicken drumstick at them to turn them into roast chicken which you can use to refill your life bottles.
Once you get outside again you will find the yellow runs, and the switch that opens the gate and lots of eyes.
Return to the first island, enter the house and use the yellow rune to exit when you get back outside.
Q. Crystal Caves:
This level is pretty standard really. The first thing that you see is the chalice so return for it when you have filled it. Remember to go behind the waterfall. You will have to take the two dragon gems that you already collected and place them in eyes of the dragon relief, not the holes in the wall.
DRAGON, he sticks his head out of the holes and you have to pound on the ground to knock rocks down from the ceiling. When you kill him you will get the dragon amour. Return to the exit.
R. The Gallows Gauntlet:
First off, you need to use the dragon amour to get through the fire gate.
When you pass through the fire gate there are four buttons on the floor, which will open all of the cages except the chalice cage. The fifth button is in the main hall in one of the cages that you just opened. Kill enough of the remaining baddies, collect the chalice and then use the yellow rune to exit the level. Very simple.
S. The Haunted Ruins:
First thing to do is get the chickens out of the fenced area and over to the pile of grain near the drawbridge. Just walk behind them till they get there but don't scare them off. Anyway, when they eat it all the drawbridge will be lowered. Upon getting up onto the wall, collect the red rune to the left. Your second task here is to free the farmers. To do so you must kill the demons before they sacrifice the three farmers. Lightning does an excellent job of taking out the demons. If you find that one of the demons always gets away, fall as you are using the lightning and quickly switch to your magic longbow and aim at him.
You must put out the fires before freeing the farmers. Use the hammer a few times on each fire. Then, to release the farmers step on the button. This will also open the gates for you. If you go through the gate on the left you will find a pool of oil which you will cross later and the chalice on a parapet along with an energy vial. The gate on the right leads to a wall where there are two energy vials. Further along are two more vials. Now you can use the red rune on the gate at the steps below the walls.
If you catch on fire crossing the bridge just equip the dragon amour and you'll be fine. When you enter the kings chamber you learn that you must find his crown to summon his ghost. You must fall into the trap door in the floor, it has a yellow emblem on it. Upon enter- ing the nether regions of the castle you will find two doors. The door to the left houses the crown and the volcano's floodgate. The door on the right has the exit to the surface and a life refill station. Enter the king's chamber again and use the crown.
You are now dropped to a large room where you must defeat two stone giants, hit the flood- gate switch and escape within 2 minutes.
STONE GIANTS, to defeat the giants, equip the dragon amour and blow them off the edge. Be sure to pick up the green rune. After you defeat the giants and kill a few demons you will need to place it in the oil room across from the main entrance door. It is on your right as you come out of the giants room. Now you need to collect the chalice and manage to escape. Get the chalice and then cross the oil pool (purple) below the chalice parapet.
Thankfully, if you do die attempting escape you will restart at the giants battle. When you do cross the spot where the oil was you need to hit the switch to release the boulder to fall onto the catapult so that it will break the wall. You then need to jump on the catapult yourself.
T. The Ghost Ship:
The crew skeletons are worthless so just avoid them and go for the officers. They're the ones wearing blue jackets. Kill them and all of the lesser skeletons fall. The blue rune is in the crow's nest with the first officer. Before crossing the moving floor boards you will want to use the blue rune where you started out to open the door. Inside you will find the yellow (star) rune, an energy vile and a gargoyle merchant.
If you fall into the holes where the floor boards are moving up and down you'll be alright because there is a lower room with some treasure. When you get across to where the rolling barrels are use the yellow rune to open the door to the next crow's nest. To open the next door you need the red rune which is down to the right past the cannons.
You will have to bounce across some nets and if you fall you will land in a room with large barrels. There are two hard-to-see exits from this room. The first on the right will take you to two energy vials and the right will take you to another room with large cannons. In some places you can duck. For the last cannon run and then use your dash.
Work your way past them and get an energy vial. Taking the ramp up will bring you back to having to cross the nets again. When you get across you can either continue via the swinging planks or the moving window shutters. If you cross the planks the camera angle is particularly bad and you will have to drop onto the moving windmill like machine. If you miss you will either fall to your death or land on the bridges where you collected the two energy vials outside of the large barrel room. I suggest crossing the shutters. If you do so you will find a life refill station.
Proceed to the right and you will fight a few of the crew. If you kill them then the barrels will break and you can go after the officer. Killing him will open the door. You now can face the captain of the ship.
GHOST CAPTAIN, to kill him you will need to light your club on fire to light the cannons. Fire them continually at the captain. Kill the crew as they will come back to life. To obtain the chalice, ride the windmill again and jump into the hanging cage, you will be taken up higher into the masts and will receive the chalice and two energy vials. One to the left and one to the right. To exit this precarious level return to where you fought the captain.
U. The Entrance Hall:
Down the right stairwell is the chalice. That's all there is to this level. It's a token level. Use this level to refill your life bottles.
V. The Time Device:
Go to the left and out into the small clocks. You will wrap around and be behind the butterfly. Hit the switch and grab the white (time) rune.
Get on top of the large clock by dash-jumping from one of the brain things on the right. Walk up the ramp and use the white (time) rune to remove the metal eyeball. When you get to the next butterfly a clock will drop and you must adjust the large clock to open it. Note the time on this clock that drops and adjust the large one using the two buttons. Now pass through the butterfly gate and you will find a large spinning machine.
Get up on the track around the machine and go off to the right. Well you've found the red rune in the middle of rolling clocks. Get back on the track around the spinning machine and cross the bridge across from where you found the red rune. From the butterfly it is the bridge on the left. When you get there, there is a tube that you can jump up into to get to a higher level. Up here there is the chalice and a device which will shut off the electric force fields in the level. Only problem is that the shutoff only lasts for 3 seconds and the chalice is encased in some type of glass.
The green rune is also up here off to the left encased in a force field as well. Hit the grave- stone with the skull on it, which turns off the electricity and quickly also hit one of the laser funnels so that the path of the current is broken. All electricity will now go off throughout the level until you turn it back on. Collect the green rune to the left, go back to where you came in, walk to the butterfly on the right side and note the time on the clock that drops. Get back up onto the large clock. Adjust the time using the buttons to correspond with the butterfly's dropping clock time. This will open the butterfly gate.
Inside the force field will be gone and you can get the life bottle. There is also a life refill station around the corner to the right. Get back on top of the large clock and proceed north, you will need to open the butterfly gate again. Proceed north across the bridge to the red rune door where you will find the train. Here you will also find the green rune door so open it. Push the straight arm of the machine until it points at the exit. Now jump on the arm and walk up to the train. Jump on the spikey part of the train and you are on your way. The train will stop and you can collect the blue rune to your left. Kill all of the guards. Jump back on the train and it will back up. Now open the blue door, and turn the machine so that the train faces the blue door and the straight arm faces the entrance to the room. Get on the train as before. When you arrive at your destination, there is a life refill station to your left. If you go down the path in front of the track you will find a switch to open half of the exit level door. The path behind the track leads to another switch which opens the other half. Get back on the train and now you can go for the chalice. To the left of the chalice platform is a small house out in the darkness with two bags of gold on its roof. To get to these, step off the edge onto the triangle shaped platform. There is also a pillar to the left of where you found the green rune. Before you do that though you'll want to grab your chalice. To break the glass hit all of the laser funnels until they form a square and the beam will start up again and break the glass. It makes no sense but it works.
You now have all of the chalices, that makes twenty and you can now get the good ending.
W. Zarok's Lair:
The only thing here is the fight. When you enter his chamber open the chests to the right and left of you. To the right you will find the good lightning. Using this will damage you but protect your army. Find the life refill station first then stand on the grey circle to call your army.
SKELETAL ARMIES, you mustn't let your army perish or the game is over. When they turn yellow or red, they are about to die and need to be zapped with the good lightning. There is no limit of uses for the good lightning so zap away! You'll get the hang of it. Just run around holding the X button and you should be alright. Keep an eye out for skeletons turning yellow or red and help them. After you win the skeleton battle all of your remaining skeletons will turn into energy vials, collect them quickly.
SKELETAL HORSEMAN, when his shield is up you can't hurt him so just avoid him until he starts running around. When he does, nail him with the magic longbow repeatedly.
ZORAK, he turns himself into a funny dragon-like creature. He has a force field about him most of the time. Use you magic broadsword and run around him in circles. Occasionally his shield will drop and he will rear up on his hind legs. When he does so, chop away at him. It will take some time and patience, remember to not get too close to him.
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