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    FAQ/Walkthrough by Mirrorstar

    Version: 1.00 | Updated: 09/21/00 | Printable Version | Search Guide | Bookmark Guide

    MEDIEVIL II WALKTHROUGH
    Written by Mirrorstar@aol.com
    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 Mirrorstar@aol.com.
    
    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.