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An FAQ by PersonMan92

Table of Contents:
1. Information
 1.1 Version History
 1.2 Contact Info
2. The Basics
 2.1 Controls
 2.2 The Story
3. Walkthrough
 3.1 Dan's Crypt
 3.2 The Graveyard
 3.3 Cemetery Hill
 3.4 The Hilltop Mausoleum
 3.5 Return to the Graveyard
 3.6 Scarecrow Fields
 3.7 The Sleeping Village
 3.8 The Asylum Grounds
 3.9 Pumpkin Gorge
 3.10 The Pumpkin Serpent
 3.11 Inside the Asylum
 3.12 The Enchanted Earth
  3.12.1 The Ant Caves
 3.13 Pools of the Ancient Dead
 3.14 The Lake
 3.15 The Crystal Caves
 3.16 The Gallows Gauntlet
 3.17 The Haunted Ruins
 3.18 The Ghost Ship
 3.19 The Entrance Hall
 3.20 The Time Machine
 3.21 Zarok's Lair
4. Others
 4.1 Key Items
 4.2 Collectibles
 4.3 Life Bottle Locations
 4.4 Weapons
5. Legal Crap
6. Closing

1. Information                                                               |
1.1 Version History         |
Completed everything but the walkthrough

Added the FAQ Extras section, and completed some of the guide.

Almost finished. Sorry for the lack of updates. I was having trouble with
Inside the Asylum.

Completed the Walkthrough. Changed "Extras" to "Others", and put "Weapons"
section in "Others".

1.2 Contact Info            |
If you wish to contact me, e-mail me at personman92@gmail.com

2. The Basics                                                                |
2.1 Controls                |
X: Main Attack/Use
Square: Secondary/Power Up Attack
Triangle: Defend/Duck/Dash
O: Jump
Start: Pause
Select: Inventory
L2: Pan Camera
R2: Pan Camera
L2+R2: Activate Dan-Cam
L1: Switch Target
R1: Side-step/Back-step
L3: Toggle Walk/Run
R3: N/A

2.2 The Story               |
Note: This has been taken from the manual

The history books of Gallowmere tell of a hero, Sir Daniel Fortesque, who
single-handedly halted an invasion by the zombie hoards of Zarok the 
Sorcerer...but then, history books are known to lie. For years, Daniel
Fortesque had regaled the nobles of Gallowmere with wild tales of slain
dragons and vanquished legions. King Peregrin was so impressed that he made
Daniel a Knight and appointed him head of the Royal Battalion. Of course it
was only an honorary post-Gallowmere had not seen a war in centuries-but the
King liked stories, and Sir Dan was an excellent storyteller. But then evil
Zarok the mad magician returned from years of exile. Embittered and filled
with wrath, he threatened to unleash an army of darkness that he had built
using the most sinister of magic. The King was in desperate need of a hero and
knew exactly who he wanted. Sir Dan was thrust at the front of the King's army
to face a monstrous enemy. The battle commenced and within seconds Sir Dan
fell to the ground, struck in the eye with the very first arrow fired. His
wound was fatal and the army was left to fight without him. Zarok's legions
were defeated, but Zarok himself was never found. Embarrassed by Sir Dan's
poor show, and realizing his subjects needed to feel safe, King Peregrin
declared that Sir Daniel Fortesque had died in mortal combat, seconds after
killing the sinister wizard. A hero's tomb was erected for Sir Dan, the
history books inscribe with tales of his valor. Zarok was soon forgotten, a
lost character in history's plays. But Zarok himself never forgot. He lay in
hiding, creating a bigger, stronger army of mutated monsters. Until 100 years
later, his scheming complete, Zarok returned...
3. Walkthrough                                                               |
3.1 Dan's Crypt             |
I think it's pretty obvious what to do here, although you can come back after
you get the club or warhammer, break the off-colored wall, and take everything

3.2 The Graveyard           |
From the beginning, follow the path, destroying zombies as you go. When you
come to a hill, head right to get the Earth Rune, the continue to follow the
path. When you see some green aura (Rejuvenation Fountain), stop and place the
rune you just found in the hand near the fountain. Head up the hill and grab
the Chaos Rune. Also there's a bag of gold near the hill. Anyway, continue
back through the gate and place the Chaos Rune in the hand. Go through the
gate you just opened, killing zombies all the while (remember to kill all the
enemies you can, because this will fill up your chalice). Continue until you
come to the angel statue. The trick here is that whichever way the angel's
back is pointing, that gate will open. So once you have killed enough enemies,
turn the angel's back towards the gate containing the chalice. But for now,
point it towards the gate opposite the one I just mentioned. Head through said
gate and get the treasure and Life Bottle. Jump off the ledge and continue to
kill all the zombies that stand in your way. Around now you should have enough
kills to collect the chalice, so go and grab that. After that, come back to
the area where you jump off the ledge and you should spot a Merchant Gargoyle.
He will supply you with whatever you need, but right now all he can sell you
is more Throwing Daggers. Anyway, continue down the path and don't stop,
except to heal yourself and to get treasure. Eventually you will get to the
end of the level.

3.3 Cemetery Hill           |
First, run around killing as many zombies as you can. After you've killed
every zombie you see, head across the lava pit, and keep heading up the hill.
Don't go up the second set of stairs, but pass them and jump off the side of
the hill. You should now be behind some rocks. Kill the headless freaks and
grab the club. Use the club to break the boulders. While you were killing
zombies, you probably noticed another boulder blocking the entrance to
something. Go destroy that boulder, and you will enter the home of a Witch's
Coven. Unfortunately, there are no witches here. But there is a chalice and a
Witch Talisman, one of the key items in the game. To get these, go to the main
part of the area and destroy the bookcase with the club. In this room, take
your club and use the alternate attack to hold it out above the fire. Then
run back to the main room and into the room up the stairs. Point the club
over the pedestal in the middle of the room. This will open all the gates in
the room, which also releases more headless freaks. After you kill them all
should have enough spirits to collect the chalice.  So get everything in the
room and leave the witches home. From here, just head up the hill and through
the doors on top to finish the level.

3.4 The Hilltop Mausoleum   |
Just a heads up, the imps without torches can take your weapon, and if you
don't kill them, your weapon is gone, so be careful. Okay, head straight up
the hall and break the chest containing the club. Grab it and start destroying
all the crypts except the shining one. Once you've gotten everything here,
destroy the shining crypt and jump into it. When you get to the area where
there are four colored glass walls, go through the one on the left first.
In this room, imps will come out of holes in the walls, so keep killing them 
to fill up your chalice. As soon as the stop coming, grab the energy vial and
Earth Rune, then run back to the area with the colored walls. Also, you can
use the club to destroy the crystal spikes. Next, go through the purple wall
and place the rune in the hand. From here, kill all the imps and head up the
stairs. Heal yourself and head through the door. Grab the Moon Rune and head
through the opposite door to get the Chaos Rune. Leave and go back to the
tunnels. Go through the last stained-glass wall. Once again kill the imps as
they come, and don't leave until you've gotten everything in the room. Head
back to the room with the ghost playing the organ and give him the sheet
music. Grab treasure and chalice, then go back to the basement floor. Place
the Chaos Rune in the hand. Push the burning block (remember that you have to
follow the path) under the glass heart. This will release the spirit of the
Stained-Glass Demon. So head on upstairs to fight him.

Stained Glass Demon
HP: 500
Preferred Weapon: Crossbow
This guy is really easy if you can dodge his attacks. Just wait for him to
reveal his heart, then just keep shooting it with your crossbow. Also, if
you're out of ammo for the crossbow, the throwing daggers are a good

3.5 Return to the Graveyard |
Head across with your newly acquired warhammer and kill the zombies and
headless. Keep going until you come to the stairs. Look familiar? This is the
same as area as level two. Now head up the stairs and open the gate with the
skull key. Inside you'll encounter some new enemies, wolves. Just keep
following the path, beyond the hill. When you come to some water, stop, turn
around, head up the hill, and grab the Star Rune. Head back to where you saw
the hand, and place it in. Heading into this area you will find two tunnels
and a chalice. Head through the right tunnel and push the block left into the
water. Next head back down and through the other tunnel. Go right and push the
block into the water again. When you get to the water, you should notice
another ledge. Jump down and push the final block into the water. Around now
you should have enough souls to collect the chalice, so go grab that. Next,
head back down to broken bridge and jump across. Be very careful, because if
Dan falls in you lose one Life Bottle. When you're across head through the
gates for a boss battle.

Guardians of the Graveyard
HP: 600
Preferred Weapon: Crossbow
These two are a bit of a pain. For most of the battle they'll be invincible,
but when they become vulnerable, shoot them as much as possible. After they're
dead you'll get the Daring Dash.

3.6 Scarecrow Fields        |
Keep following the path, destroying scarecrows. Myself, I like to use the
small sword, but it's your choice. When you find a hay stack, crazed farmers
will start coming out of it, as it is a spawn point. Unfortunately, they can't
be destroyed. To get the cart out of your way, hit it from the side with your
warhammer. When you find a metal giant, run through its legs and use the
crossbow to kill the imp. Killing it will yield the Moon Rune. Go place the
Moon Rune in its lock and head on in. The bats in here are really annoying,
so take them out with the Throwing Daggers. Grab the Earth Rune and go place
it in the lock near the metal giant. Follow the path until you face another
metal giant. Kill this one, take the Chaos Rune, and place it in the lock.
You are now in the corn maze. DO NOT STEP INTO THE CORN. If you do, you will
immediately be killed. Keep going until you find another farmer spawn point.
Near it there should be a chest with a skull 'n crossbones. Inside is Kul
Katura, the Serpent Lord. Freeing him is a very good idea, as he will fight
with you. Keep following the maze until you come to a rolling stone machine.
To get past this, jump in the little holes and wait for the stone to pass you
by. After this you will come to a spinning razor, witch can be avoided by
jumping over the razors. There is yet another machine, a corn cutter. Just hug
the wall and avoid the fumes. Another razor machine is next, and I think you
can figure this one out for yourself. The final machine can be past by jumping
over the razors. Remember to enter the second opening, not the first. Get the
harvester part and go back to the barn you saw earlier. Head on in by moving
the cart near the farmer spawn point. Put the harvester part on the harvester
and follow its path to the chalice. To exit the level, go to the last machine
and go through the first opening instead.

3.7 The Sleeping Village    |
Keep in mind that you can't kill the villagers, because it drains your
chalice. Head straight. then take a left. Follow the path until you find a
house that has a sign with a cloth on it. Don't go into it, but remember it
for later. Near it are some stairs. Head down there and hit the switch. This
will release the Chaos Rune in town square, so go grab that. Place the rune on
the lock nearby and enter. One of the bookcases in here is fake, and can be
destroyed with the warhammer. Once you find it, grab the crucifix cast and
leave. Across from the house you were just in, there should be another house
that is open. Go inside and get the Moon Rune. Go back to the house with a
cloth and go in. Push one of the barrels onto the switch and place the rune in
the lock. Downstairs you will find lots of barrels, and some of them contain
items. Head to the next room, then up the stairs. Destroy the barrels in the
corner and grab the Earth Rune. Go back downstairs and place the rune in the
lock. Hit the switch and head back upstairs. Grab the landlordís bust and get
out of the house. Around now there should be a small scene where the guards
enter the level. They are easily killed with the warhammer. Now go to the
beginning of the level and enter the blacksmiths. Place the bust and cast into
the fire and jump on the pump until it becomes the crucifix. Now head into the
nearby church and place the crucifix on the wall. Grab the safe key and go to
the area it just showed you, witch is near the blacksmiths. In this area, jump
across the roofs until you get to the big house. Jump through the chimney and
use the safe key on the purple safe in the corner. Also, don't forget to press
the switch. Grab the shadow artifact and leave. After you leave, look to your
left to find an opening that contains the chalice. Leaving here you'll be back
in town square. Just head right to find the exit.

3.8 The Asylum Grounds      |
Follow the path until you come to a square area. Head right to fight Jack of
the Green.  To complete the first riddle, go to the beginning of the level and
hit the star. Next go straight forward and hit the other star. The go back and
take a left to enter the maze. Take a left and look for an entrance in the
wall. Destroy the star in there and defeat the groundskeepers. From there just
go back and you should see the star.  Go to where you entered the maze and
go right to find the last star. Return to Jack of the Green for your next
riddle. Go back to the maze and head left. One of the stone walls is missing.
Go through and find the clown. To solve this riddle, hit all the faces except
the middle one so that one more hit will make them smiley faces. Use the sword
to hit them two at a time then hit the middle one. Return to Jack again. Get
your next riddle and go back to the square area. Go right and clear the area
of keepers. Then go back to the maze and to the stone walls. You'll see that
the other wall is gone. Enter and defeat the squid by hitting its tentacles.
Grab the Chaos Rune and go to the beginning of the level. Place the rune in
the lock and grab a mouse. Bring the mouse to the area where you cleared the
keepers. Make sure it doesn't touch the cats and bring it to the elephant. Go
to Jacko for the final riddle. Enter the hole the elephant made and continue
until you see a hole. Jump in and leave this house. Outside push all the
blocks into all the windows to complete the riddle. After you return to Jack
for passage, head to the elephant and grab the chalice. Enter the passage made
by the elephant. When you find the giant chess board, keep in mind that you
have to play it like real chess. Solve the riddle and exit the level.

3.9 Pumpkin Gorge           |
Yes, I realize that the next level should be Inside the Asylum, but you'd
probably get your butt kicked if you went in there right now. Anyway, just go
straight until you see a hole in the wall. Enter said hole and continue
through it. After you get the Moon Rune, you should see a Merchant Gargoyle.
Next to him is an off-colored wall. Destroy it to find the chalice. Just come
back when you need to get it. Just continue and jump out the end of the
tunnel. If you want to get the chalice sooner, go backwards and kill
everything. Otherwise, head forward and place the Moon Rune in the lock.
Inside the house, run around on the thing in the middle of the room until you
are high enough to get the Chaos Rune. Outside, kill the pumpkin men and place
the chaos rune in the lock behind the house. Eradicate more pumpkin men and go
behind the house. Head through the gate and hop across the mushrooms. When you
get to the last mushroom, you have a choice whether to go straight or right.
Choose right and grab the Earth Rune. Head out the door. Go left and place the
rune into the lock. Up top you will find the Star Rune and a boulder. Grab the
rune, break the boulder, and jump in. Go back to the mushrooms and this time
go straight. Put the rune in the lock and go in. You will find a giant stem
thing. To defeat it, keep hitting its roots. After the stem is short enough,
grab the Time Rune and place it in the nearby lock. Both the paths meet up
later, so take either one. Eventually you will get to the end.

3.10 The Pumpkin Serpent    |
To begin battle with the Pumpkin King, you smash all his pod sacks. But first,
you must awaken the witch. To find her, go straight, then left when you see an
opening in the wall. Awaken her with the witch talisman. She will give you
a reward if you kill the King. So go around the level smashing pods. One is at
the beginning of the level. The second is near the well. The third is next to
the house. The fourth is on the path behind the house, protected by tentacles.
The fifth and sixth are next to the Pumpkin King. The seventh and eighth are
near the end of the level. The final is near the Rejuvenation Fountain on the
right side of the level. Now prepare to fight the Pumpkin King.

The Pumpkin King
HP: 1100
Preferred Weapon: Spears
Don't be intimidated by his large amount of health. Only two words can
describe him: extremely easy. Just hurl spears at him until he dies. If you
run out of spears, switch to the crossbow and kill him.

Oh, don't think you're done just yet. You still don't have the chalice.
Remember the well we saw earlier? The tentacles are gone now, so jump on in.
Grab the stuff and head up the tunnel. Grab the chalice and get outta there.
Oh, and don't forget to go see the witch for your Dragon Gem.

3.11 Inside the Asylum      |
This place is less of a level and more of a giant arena. Anyway, drop down and
take out a weapon. Kill the zombies until the trap door opens. Head down and
kill even more zombies, all while avoiding cannonballs. When you're done, go
through the door that opens and get ready for bats. Take out a ranged weapon
and blast 'em (and more zombies) till the door opens. Now prepare for a new
enemy, the asylum patient. They're actually pretty easy to beat, since all
they do is run around in circles. Defeat the first wave, (the best weapon in
this situation is the hammer) then kill the second wave, which is patients and
zombies. Before you leave, grab the health and treasure, and talk to the
service gargoyle. Head through the golden doors to find...ta-da, more enemies!
Jump over to the right side of the lava river, take out your crossbow, and
blast away. When the patients are dead, you'll be attacked by zombies from
both sides of the river. Take out one side, and shoot at the other side.
At one point, zombies and patients will come out of both sides, but luckily
there's a skull 'n crossbones chest on the right side. Using it will wipe out
most of your foes, open the golden door on the right, and should let you get
the chalice. Head through said door. In the bottom left side of the room you
will find the mayor, in the top left you will find a rejuvenation fountain,
and in the top right you will find a bag of money, the chalice, and the Earth
Rune. Use the rune to free the mayor and he will reward you with a Dragon Gem.

3.12 The Enchanted Earth    |
First, head forward, then left at the fork. Kill the plants, then head right.
When you come to the next fork, go right. Jump up the tree stump and onto the
lift. Also note that there is a fountain behind the lift. Anyway, keep going
up the lifts until you get to the top of the tree. Go up the mushrooms on the
side of the tree. On top, push the eggs off the side of the nest while you
try to avoid the bird. No matter which order you push them off, the last one
will always be the Earth Rune. After you get that get back to the ground.
Head back to the second fork in the road is, near the small pond. Around there
you should find a door that you can open with the rune. Go through the door
and jump across the small platforms. On the other side, go to the mouth-door
and use your shadow artifact to open the door. Inside you will find a circular
device in the middle of the room, surrounded by small switches. This puzzle is
somewhat easy. On the wall there is a drawing of the switch designs. Just
push the switches in order from left to right. In case you still can't do it,
the order is: Fire, swirl, waves, wind. Doing this will release the Shadow
Demons from their circular tomb, and also open all the gates in the room. One
of the gates contains the chalice, so come back here once you've killed enough
enemies. The other two contain the shadow talisman and the exit, along with a
health vial. Grab the talisman and get out of there. Once out, you will be
attacked by two Shadow Demons. Kill them and go down the nearby slope. Go back
to the pond from earlier, killing demons as you go. Next to it you will see a
statue with the face of your talisman on it. Place said talisman and head on
through. Jump over to the big platform and grab the Star Rune only to be
attacked by a boss.

Winged Demons
HP: 1700
Preferred Weapon: Spears
This guy is probably the hardest boss in the game, next to the Pirate Captain.
First off, there are two of them, a small one and a big one. Take out your
spears and throw like mad at one of them. At one point in the battle, the
platform you're on will begin to tip. Just run the opposite way it's tipping
and it will eventually turn back to normal. Also, one of them may fly above
the platform and cause rocks to rain on top of you. Once one is dead, kill the

Once they're dead, the platform will be lifted up top. Here you will find a
fountain and a bridge. Heal yourself, the head across the bridge and heal
again if needed. Grab the treasure and head to the other side of the bridge.
Jump through the hole to land back on the ground. Kill enough demons to fill
the chalice, then head back to the demons lair and grab it. Use the exit from
the lair, and put the Star Rune in the lock opening the exit to the level.

3.12.1 The Ant Caves        |
First off, you need to get to the nest, as it's not an actual level. Go into
the Enchanted Earth and find the cauldron. Once there, use your witch
talisman. This will summon the Witch of the Forest, who will give you a quest.
Accept it, and hop on in. Once inside, head down the slope and take a right.
Use your hammer to smash open the off-colored wall and free the fairy. He
tells you that if you free the other fairies, he will give you a reward, the
chalice. Leave the room and keep going, and when you find the fairy, he will
open the door for you, and give you some light. I'm sorry, but from here on
out, you're going to have to do the level on your own. It's far too big and
complicated for me to walk you through. I might put a walkthrough for the
level some other time, but it is unlikely. However, I can provide a boss

Ant Queen
HP: 1000
Preferred Weapon: Spears
First, the Ant Queen will just sit there, letting the worker ants attack you.
She is invulnerable right now, so wait until she gets up and launches boulders
from above, then whip out your spears and unleash. Just repeat until she's

3.13 Pools of the Ancient Dead|
Head towards the gargoyle and go across the bridge. Go around the dome and,
once back on the path, knock the fat undead soldier into the lake. These guys
are covered by armor, thus invulnerable to weapons. Keep going around the path
and knock the next soldier into the lake. Head over to the service gargoyle
and stock up if needed. Jump to the bridge and off the submerged castle-like
structure. Go right until you find a set of bridges. Here you will find a new
enemy, the thin undead soldier. These are vulnerable to weapons, but can't be
killed by pushing them into a lake. They also throw mini spears at you. In the
middle of the bridge maze you will find the chalice, and at the end, a
knight's helmet. You need eight of these to complete the level. On another end
of the maze you will find the Chaos Rune and another knight's helmet. After
you've gotten all of these, go back to the area with the bridge and 
rejuvenation fountain. Instead of going right, head left from the rejuvenation
fountain to find another helmet. On the side opposite from that, you'll find
another helm. On the far left side of the area, another helm awaits, along
with the gate for your Chaos Rune. Through it, and to the right a bit, you'll
find a small piece of land jutting out from the wall. Jump over and grab the 
Life Bottle, then jump back and head towards the spiked carts. Next to them
is a helm, and grabbing it will spawn three spear zombies. Kill them, and go
down the hill. While going down, the carts will give chase. Try to outrun
them, but if they catch you, just jump over them. At the bottom, you will find
another helm. Grabbing it will spawn several spear zombies and fat zombies.
Kill the spear zombies first, then take out the fat ones. After killing them,
go back through the gates, then back to the bridge maze, where you'll find the
last helm. Go back to the castle to find that it's infested with flying
knights. Head to the fork in the road and go left to find the Boat Man, who
will let you leave the level.

3.14 The Lake               |
Once the Boat Man lets you off, walk (donít run) across the bridge. Donít mind
the fish things, they wonít fill the chalice. When you get to land, youíll
notice thereís an eye on the wall. There are two kinds of eyes, one being
black, and the other being white. The black ones attack you with acid, and the
white ones summon gatormen when they spot you. Itís impossible to avoid this
eye, so kill the gatormen and proceed. Take the bridge and grab the rune.
Behind you, there will be an eye and two black doors. The doors both lead to
the same place, so take either one. Get the vial and go through the next door,
into another area. Kill more gatormen, then run over to the ship and grab
another rune. Also, remember that the level exit is there. Now head back toward
the beginning of the level, until you get to the two-way platform. Hit the
switch twice to access two new areas. One leads to a closed gate, and the other
leads to your next destination. Take the obvious route until you come to the
giant whirlpool. Go right to find a crystal machine. Place the rune inside, and
fend off the attacking gatormen. Go until you find the next sub-bridge. Grab
the rune and, again, go back to the main bridge. Find the next crystal machine
and place the rune in itís spot and continue. Use the final machine to stop the
water. Hop in and get everything inside. When you get out, youíll find the
chalice. Through the next door youíll find another area. Cross the bridge to
find a merchant gargoyle and another rune. To get the rune, go through the
nearby house. Sstock up on what you need, and go open the gate by going right,
into the house, and hitting the switch. Once youíve killed enough enemies, go
grab the chalice. Finally, head back to the exit to finish the level.

3.15 The Crystal Caves      |
Go across the crystals until you find an fork. The right path leads to the
rest of the level, while the left leads to the chalice. Take the right and kill
the bat demons. You will come to another fork. Take the right, again. Be sure
you donít let the imps (without torches) take your weapon, because you wonít
get it back. There is another fork. Go left and grab the rune, then leave the
room and take a left (right if the camera is facing Fortesqueís face). In this
room, you will encounter a new enemy. They are kind of tough, so break the
crystals containing them (there are three) and then use the skull chest. Keep
going until you reach the lock for your rune. Look to your left, after you
enter the gate, to see a waterfall with a door behind it. Enter there to find a
room with a pit. Grab the treasure and the rune, then go to the dragon carved
into the wall. Place the two Dragonís Gems into the sockets to awake the
dragon. Fight him.

The Dragon
HP: 250
Preferred weapon: Hammer
You must kill him by knocking his head with rocks. Notice that there are four
connect platforms. If you are on the first one and bang on the ground with the
hammer, rocks will fall on the second. See how it works? Just use this
strategy to kill thedragon.

Once you beat him, he will give you the Dragon Armor. This makes you
invulnerable to fire, and also allows you to breathe it (you canít use other
weapons, though). Leave the room and continue going. You will eventually be
brought back to the area with the spinning crystal room. From there, take a
left and, at the fork, a right. Use the rune to bring up a platform. The next
room has the exit. Donít forget to grab the chalice.

3.16 The Gallows Gauntlet   |
Follow the gray brick road until you come to a fork. Take the left one, then
put on the Dragon Armor. Walk through the fire and kill everyone (zombies and
mummies). Kul Katura (the snake) will come out of the chest, but not to help
you. Press the four switches (Kul canít be avoided). The only way to block his
attack is with a shield. Go back to the beginning of the level until you see a
rune. Grab that and press the switch, to open the gate with the chalice. Head
back to the first fork you came to, then take a left. Use the rune in the lock
to find the exit. Donít forget to get the chalice.

3.17 The Haunted Ruins      |
The level starts with a puzzle. There are several piles of grain, and you must
use the chickens in the pen to get rid of them. Go into the pen, and jump
around to scare them out. Scare a few of them over to northernmost and largest
pile of grain. Once they are done, it will reveal a switch. Go across the now
lowered drawbridge, and through the archway, until you come to some stairs.
Head up them and you will be at the top of the gate. Go left to get the rune,
then go right to find three Shadow Demons. Since you are on top of the gate,
they canít see you, but donít fight them yet. Get out your Magic Longbow, and
start firing at them, then jump down and keep going until they die. Be quick,
though, because if they get to the switch, it will kill a farmer and you wonít
be able to get the chalice. Use your Hammer to beat out the fires, then press
the switch. This will release the farmers and open two gates. Take the one to
the right (with the cannons). Get past the cannons, then up the stairs. At the
end of the stairway, jump down and take a right to find the lock for the rune.
Go past and across the drawbridge into the building. Step on the emblem to fall
through. Kill the bat demons and, at the end of the path, go through the left
door to get the crown, then through the right to leave this area. You will be
at the side of the building. Go back in, but jump over the emblem. In front of
the throne, use the crown to summon the King. After the conversation, you will
be transported to an arena. Get the rune, then pull the switch. The golems will
attack you. Kill them by pushing them into the darkness. Run back the place
where you saved the farmers, then go into the nearby door. Put the rune into
the lock, and run back outside. Go left, and up the ramp. Grab the chalice,
and jump back down. Run across the empty pool and find the catapult. Next to
it is a switch. Press it, and jump into the catapult afterwards to finish.

3.18 The Ghost Ship         |
This is probably the most annoying level in the entire game. Anyway, head
forward into the larger area and kill the pirates. Just a note, the blue
pirates are the only ones that count toward the chalice. Go up the ramp to the
left and follow it to get the Moon Rune. Go back to the beginning of the level
and use the rune. Kill everyone in the room and grab the Star Rune. Go outside
and to the right. Get across the platforms to the other side. There will be
rolling barrels and two paths, an upper one and a lower one. The lower has a
bag of treasure. Grab it if you want, then take the upper one. Use your rune
and jump off the platform. Kill the blue pirate and another area is revealed.
Take the lower one (without the rune lock) and avoid the cannons to get the
Chaos Rune. Go use the rune and jump across the nets. If you fall, you wonít be
hurt. Youíll be in a lower deck. Kill everyone and go to the door in the upper
right corner. From there just avoid the cannons and get back to the nets. Once
you get across, there are two ways to get across the next area. Go down to find
the quicker but harder route. If you take the other one, jump across the
platforms and onto the spinning ones. On one side of the spinner there is the
next area, and on the other a cage. The cage leads to the chalice. Continue on,
and you will fight four pirates (cannot be killed by blues). Youíll then fight
more pirates. Continue to fight the Ghost Ship Captain.

Ghost Ship Captain
HP: 400
Preferred weapon: Club
400 HP doesnít seem like much, but this guy is hard. To kill him, get out a
club and light it on fire. Go light cannon with it, and try to time it right
so that it hits the captain. After a while, the pirates on the floor will get
up and attack you. Repeat as needed.

3.19 The Entrance Hall      |
This isnít really a level. Just explore and kill stuff until you fill up the
chalice. You should be able to figure everything out by yourself. If not,
email me and Iíll write up a guide.

3.20 The Time Device        |
Head straight and hit the switch to open the gate, then kill the guards and
eyeballs. The clocks and sponges wonít hurt you, though. Head left and jump
across the moving scythe. Take a left down the ramp and move across the
platforms until you come to the end. Kill the guard, get the rune, and hit
the switch to open the gate. Use a sponge to jump onto the giant clock in the
middle of this area, then go forward and place the rune in the lock. At the
next gate a clock will fall from the ceiling, and display two hand pointing at
two symbols (this will be referred to as a time from now on). Memorize the time
and run back to the giant clock. Using the switches at the bottom, create the
same time as the other clock. The gate is open now, so go in. Avoid the slicing
machine and continue forwards onto a rising platform. You are now on the upper
part of the slicing machine. Go right and follow the path until you come to the
Chaos Rune. Grab it and head back to the circular area. From where you just
came from, head to the opposite side and follow the path. You will find a pipe.
Jump in. On the other side, kill the guard and the eyeball. The chalice is in
this area, so you might as well do this puzzle. In the area with the red
electricity, hit the switch to turn it off. Adjust the bottom generators to
create a square. This will break the crystal surrounding the chalice. It will
also break the energy field surrounding the Earth Rune to your left. Take it,
and jump back through the pipe. Go to the circular area, and go to the northern
path. Place the Chaos Rune in its lock and continue. You are now at the train
station. Find the lock for the Earth Rune and hit the marker for the train so
that it faces the direction of the open gate (the marker is the straight line
coming out the side of the train). Jump on the train and get off at the next
stop. To your left is a giant sponge. Jump up and kill the guards, grab the
earth rune, and get back on the train. Place the rune in its lock and use the
same procedure as before. At the next stop, kill the guards and hit the
switches at the left-most part of this area. The exit is now open and you are
free to leave, but donít forget about the chalice. On a side note, there is a
life bottle at the beginning of the level. Refer to 4.3 for more info.

3.21 Zarokís Lair           |
You finally made it. This is the last level in the game. Itís actually not all
that hard, either. One suggestion, though: Go to an earlier level and refill
your Life Bottles. Enter the house and open the chest to your right to get the
Good Lightning. Step onto the emblem in the middle of the floor to begin.

Skeleton Army
Preferred weapon: Good Lighting
This is relatively easy, just zap your troops with the Good Lightning whenever
they turn red.

Now that thatís done, you have to fight the Horseman.

The Horseman
HP: 1500
Preferred weapon: Magic Longbow
Just shoot him over and over. Most of his attacks are unavoidable and do a lot
of damage. Occasionally he will put a shield around himself.

Finally, you fight Zarok.

HP: 1500
Preferred Weapon: Magic Sword
He has a shield around him, except when he rears up his head. This is your
chance to get him. Mostly he just rams you and spews acid. If you run around
him, there is less of a chance he will hit you.

If youíve gotten every Chalice, you get the alternate ending. Otherwise you
get the normal one. Either way, you beat the game. Congratulations!

4. Others

4.1 Key Items               |
1. Witch Talisman
This is the only key item you will have throughout the entire game. It is used
to summon witches. Can be found in Cemetery Hill.

2. Sheet Music
Used to obtain the chalice in the Hilltop Mausoleum.

3. Skull Key
Can be found in the Hilltop Mausoleum after killing the Stained-Glass Demon.
Used to open a gate in Return to the Graveyard.

4. Harvester Part
Used to activate the harvester in Scarecrow Fields.

5. Safe Key
Opens the safe in the Sleeping Village.

6. Crucifix Cast
Used to create the crucifix.

7.Landlords Bust
Same as crucifix cast.

8. Crucifix
Used to open a passage in the church in the Sleeping Village.

9. Shadow Artifact
Can be found in the Sleeping Village in a safe. Used to release the shadow
demons in the Enchanted Earth.

10. Shadow Talisman
Found in the Enchanted Earth. Used to find the boss in Enchanted Earth.

11. Crown
Used to find the king in the Haunted Ruins.

12. Dragon Gem
Found in both Inside the Asylum and the Pumpkin Serpent, these are used to
obtain the Dragon Armor in the Crystal Caves.
4.2 Collectibles            |
1. Treasure Bag
A small red bag of treasure worth 10 gold.

2. Treasure Chest
A small chest that contains 50 gold.

3. Energy Vial
Refills some of your life.

4. Life Bottle
Adds another bottle of energy to what you can carry.

5. Amber
Found only in the Ant's Nest, collecting these and then giving them to the
witch will get you the chicken drumstick.

6. Helmets
Found only in the Pools of the Ancient Dead, collecting these then giving them
to the reaper will give you entrance to The Lake.

4.3 Life Bottle Locations   |
1. In Dan's Crypt, you can't miss it.
2. In Dan's Crypt, behind a wall that is breakable by the club or warhammer.
3. On a cliff accessible by using the angel statue puzzle in the Graveyard.
4. As a reward from Canny Tim.
5. Near the chalice in Scarecrow fields.
6. Pools of the Ancient Dead, a small piece of land near the spiked carts.
7. Given to you in the Hall of Heroes.
8. The Time Machine, use the clock to open a gate at the beginning of the
level. To the right of where you start, the energy field must be disabled.
9. Given to you in the Hall of Heroes

4.4 Weapons                 |
1. Arm
Obtained: Nowhere. It's always with you.
Alternate Attack: Used as a boomerang.
Notes: This is the most useless weapon in the game.

2. Chicken Drumstick
Obtained: From the witch after the Ant's Nest level.
Ammo: 30
Notes: Can turn scarecrows, gatormen, and a few other enemies into pieces of

3. Small Sword
Obtained: Dan's Crypt
Alternate Attack: Holding square will power it up, and releasing will make Dan
twirl the sword around himself.
Notes: While it's not very powerful, it's better than most other weapons
you'll have in the beginning of the game.

4. Broad Sword
Obtained: Hall of Heroes
Alternate Attack: See small sword
Enchanting Percentage: 100%
Notes: A more powerful version of the small sword, it can also be enchanted.

5. Magic Sword
Obtained: Hall of Heroes
Alternate Attack: See small sword
Notes: This is the most powerful melee weapon in the game.

6. Club
Obtained: Cemetery Hill
Alternate Attack: Dan will hold out the club so that you can light it on fire.
Weapon Percentage: 100%
Notes: A weaker version of the warhammer, it can be broken if it's overused.

7. Warhammer
Obtained: Hall of Heroes.
Alternate Attack: Charge up for a power attack.
Notes: A better club, it can't be broken, and can also break down walls.

8. Throwing Daggers
Obtained: Dan's Crypt
Alternate Attack: Charges up the daggers, then releases three of them.
Ammo: 250
Notes: This is the weakest ranged weapon in the game.

9. Spear
Obtained: Hall of Heroes
Ammo: 30
Notes: Next to the lightning, this is the most powerful ranged weapon in the

10. Axe
Obtained: Hall of Heroes
Alternate Attack: Dan will throw the axe like a boomerang.
Notes: Just a better arm.

11. Crossbow
Obtained: Hall of Heroes.
Ammo: 200
Notes: Not much to say about the crossbow...

12. Longbow
Obtained: Hall of Heroes
Ammo: 200
Notes: A better crossbow

13. Flaming Longbow
Obtained: Hall of Heroes
Ammo: 100
Notes: A flaming version of the longbow.

14. Magic Longbow
Obtained: Hall of Heroes
Ammo: 50
Alternate Attack: Produces a sonic boom.
Notes: A magical longbow.

15. Lightning
Obtained: Hall of Heroes
Alternate Attack: Charges up the lightning, then releases it, hitting
everything in sight.
Weapon Percentage: 100%
Notes: A very powerful weapon, but it can't be replenished.

16. Good Lightning
Obtained: Zarok's Lair
Notes: This has an infinite supply. It can also revive your troops, at the cost
of health.

5. Legal Crap                                                                |
This FAQ is copyright 2004-2005 Chris Smith. It may not be copied, reproduced, 
or altered in any way, shape or form without my express written permission. 
Only the following sites are allowed to use this FAQ:


6. Closing                                                                   |
Well, this is the end. So I'd like to thank the following people:

GameFAQs, IGN, & Neoseeker: For hosting this FAQ

You: For reading my FAQ

Kammy Richards: For reminding me to finish this thing. :p