The Main Castle

Courtyard

Use a Stone in your Sling, and then Use the Sling on the Cyclops to fell the beast. You can leave it at that and call it a day, but he’s only unconscious, so he’ll be back to menace you when you need to pass by here later. To avoid having to use your Sling again, you can now Use your Sword on the Cyclops to kill him permanently.

While you’re here, Use the crank on the well. Open up the bucket that this raises to check out the contents. Inside, you’ll find a Gauntlet. Take it, then Use it on Self to equip it. We’re done here, so just Open up the door up ahead and Move out.

Drafty Hall

Take the Torch hanging on the wall. Move through the bottom door on the left.

Library

Take the Map from the wall. If you did not pick up a Skull back in the Dragon’s Den earlier, Take the one from the top of the bookshelf. Take the Book. When you Open it, you find that you’re unable to read it. Open the desk and Take the Scroll 3, Scroll 4, Key 5, and the Glasses. Use the Glasses on Self to wear them, and now Look at the Book to find you can now read it! You learn the Motari spell, and the Book vanishes. Now Open Scroll 3 and Scroll 4 to learn the Terrakk and Illumina spells, respectively.

Use the Red Gem in the slot to the right of the bookcase to reveal a hidden door. Move into the next room.

Study

Use the Terrakk spell, and this will cause the globe to Open. Look inside and then grab the Key 6. You can also pick up the Bottle 5 if you want, but this is optional. While you’re here, Take the Bellows hanging on the fireplace.

You can also Take the Poker and the Cup, but you don’t need these for anything. Once you’re done, Move your way back to the Drafty Hall.

Drafty Hall

Move into the upper left door.

Kennel

Take the Hrseshoe (Horseshoe) hanging above the door. If you didn’t Take a Bottle 2 from the Epor Room, there are two here that you can grab. You need one to complete the game, so make sure you have at least one in your inventory. Near the front of the screen, there’s a small handle sticking out of the floor. Use that, and a hidden compartment will rise up. Take the Water that it’s holding. If you Look at the Water, you’ll note that it has a cross on the bottle.

There are a few optional things in this room. From the shelves you can take the useless Bottle 3, Bottle 4, and Testtube items. If you Use the green cauldron thing on Self, you’ll take a drink from it and grow blue hair on your hands. As far as I know, this does nothing except possibly making an X-Men reference.

When you have the mandatory items gathered, Move through the door.

Fountain

If you’re wearing the Gauntlet, you can go ahead and Take the Flute floating on top of the fountain. If not, you’ll have to put it on to avoid being burned by the acid. Once you have the Flute, Use it to cause a hidden panel in the tree to open. Take the Ring that’s in there. Back out to the Drafty Hall.

Drafty Hall

Open the door at the end of the hallway and Move through.

Banquet Hall

Use your lit Torch on the rug to burn it away. Take the Key 4 that was underneath. Now Take the Mirror hanging on the back wall. Key 4 will unlock the middle door, Key 5 unlocks the door on the right, and Key 6 unlocks the door on the left. Before that, there’s some option stuff.

You can Take the Crest hanging on the wall, and you can burn the tapestry the same way you burned the rug. When you’re done adding to your ever-growing inventory, Use Key 5 and unlock the door on the right and Move through.

Sphynx Room

The room contains a large Sphynx blocking a staircase. Pay attention to the symbols carved into the stairs, this is a puzzle solution for later. For now, talk to the Sphynx (or try to Move past him up the stairs) and he’ll ask you a riddle. To solve the riddle, simply Use the object he’s describing on him, and he’ll let you pass. After you solve it, each time you reenter and try to Move up the stairs, he’ll ask you a new one for a total of six different riddles.

If you mess up the answer, he just teleports you to the Drafty Hall, so don’t stress too much. Move to the stairs if you haven’t already. At any rate, here are the solutions:

Observatory

Take the Scroll 5 from the table for some lore if you wish. Take the Star from the star chart on the back wall on the left. Now, Open the newly starless chart and it will slide down to reveal a Rod. Take the Rod, then climb up the ladder.

Prison Tower

You see a strange object on the floor, and a beautiful woman held prisoner. It’s a trap, so Use the Arrow on her to reveal her werewolf form and defeat her. Take the Blade (aka the Golden Spike mentioned in Scroll 1). Now climb back down to the Banquet Hall.

Banquet Hall

Use Key 6 to unlock the door on the left and Move through.

Brazier Room

There are two things you can do here: climb the ladder or Take the Horn. Attempting to do either will cause a hell hound to appear. If you looked at the Water earlier in the Kennel, you would have noted the cross on the bottle. Which makes it Holy Water, which, in turn, makes it the perfect weapon to use on a hell hound. So, Use the Water on the hound and it will be defeated. Now, Take the Horn (aka the Platinum Horn mentioned in Scroll 1). Move up the ladder.

Blue dragon Room

At the top of the tower is a blue dragon guarding a fancy looking object. Use the Star on the blue dragon to defeat it, then Take the Talisman (aka the Bladed Sun mentioned in Scroll 1). Climb back to the Banquet Room.

Banquet Room

Use Key 4 to unlock the middle door.

Corridor

Take the two Torches. Move through the doorway on the left.

Windy Ledge

The discerning eye should notice an indentation in the back corner of the low wall. Use the Rod in that, and it will get struck by lightning. This causes a skeleton hand to rise from the ground, because of course it does. Take the Wand that it’s holding, and then it will lower back down. If you Look at the Wand, you’ll see it has a drawing of a snake on it. Move to the left.

Balcony

Open the Bag 3 sitting on the ledge. Inside is a Big Coin that you will need, and three Goldcoins. You need the Big Coin and only one of the Goldcoins, but take the others if you wish. Head all the way back to the Twin Bridges room.

Twin Bridges

Time to take that other bridge! Use the Bottle 2 to become light on your feet, then Move across the rickety bridge on the right.

Snake Room

Use the Wand on the snake to make it disappear. Take the Staff it leaves behind. Now head back to the Chasm.

Chasm

When trying to get to the Courtyard, you’ll be stopped once again by the troll. You do have gold coins now, but you’ll find he’s too greedy. Instead of paying him, Use or Speak the Humana spell to slip past him. Move on to the Corridor.

Corridor

Move through the door on the right.

Throne Room

Use the Scepter on the king’s empty hand to cause a panel to slide down, revealing a ring-shaped hole. Use the Ring from the Fountain Room in the slot to open up a hidden door in the floor. Move down.

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