MediEvil (e)

Andere Lösungen
XARDION's MediEvil 
Walkthrough/FAQ Version 1.1  11-30-98
V1.0 Created by D.W. 11/14/98

This MediEvil Walkthrough/FAQ is the official property of D. Widmer and is 
	copyrighted by international law 1998.  It may be reproduced for personal use only.
	Any sale or distribution is prohibited. 
If this document is used in the writing of any related document a proper citation of 
	this text would be appreciated.  If any portion of this text is posted elsewhere, 
	proper citation would be appreciated also.
I hope that you find this document helpful.  If you find anything that I missed please 
	email me with a detailed description of what I missed.  I will be glad to add your 
	info and give you due credit herein.  It would be appreciated if you do not 
	bastardize this Walkthrough/FAQ, I did work really hard.
Coming in the next version are the Life Bottle Locations, Updates, and the 
	Hall of Heroes item order list.

This MediEvil Walkthrough/FAQ WILL be updated in the near future.
The latest version of this Walkthrough/FAQ can be found at:

I-A. Updates for Version 1.1
I-B. Story
II. Gameplay
   A. Buttons
   B. Moves
   C. Rules/Tips
III. Quick Reference Section
   A. Runes
   B. Chalices
   C. Weapons
   D. Key Items
IV. Walkthrough
   A. Dan's Crypt
   B. The Hall of Heroes
   C. The Graveyard
   D. Cemetery Hill
   E. Hilltop Mausoleum 
   F. Return to the Graveyard
   G. The Enchanted Earth/Ant's Nest
   H. Scarecrow Fields
   I. Pumpkin Gorge
   J. Pumpkin Serpent
   K. Sleeping Village
   L. The Enchanted Earth
   M. Asylum Grounds
     1. First Riddle
     2. Second Riddle
     3. Third Riddle
     4. Fourth Riddle
     5. Final Puzzle
   N. Inside the Asylum
   O. Pools of the Ancient Dead
   P. The Lake
   Q. The Crystal Caves
   R. The Gallows Gauntlet
   S. The Haunted Ruins
   T. The Ghost Ship
   U. The Entrance Hall
   V. The Time Device
   W. Zarok's Lair
V. Endings
VI. Game Shark Codes
VII. Credits
VIII. Closing Notes

---------------------I-A. Updates in Version 1.1----------------

1. The Udates section is added!
2. "Asyluum Grounds": Another method for completing the second riddle is presented.  
3. "The Enchanted Earth": The wall carving from the shadow dungeon puzzle is explained.
4. "Pumpkin Gorge": The green rune oversight is corrected.  (The bit about the green rune
	was something I had noticed but neglected to go back and check, many people emailed 
	me about it.)
5. "Asylum Grounds": A Little more about the bishop in the final puzzle.  (Again, 
	something I noticed and got ALOT of emails about because I didn't include it.)
6. The Gameshark code for the axe was removed because it has bugs.
7. The Zarok, Zorak correction.
8. An interesting fact, Mr. Apple in the good ending.
9. General minor improvements.

---------------------I. BASIC STORY:--------------------

You are Sir Daniel Fortesque, the leader of the army which defeated the evil warlock, 
Zarok.  Although you went down in history as the slayer, the truth was that you were 
the first to die by an arrow in the first attack.  
The body of Zarok was never found and he returns now.  Bringing the dead back to life 
to serve in his unholy army, he incidentally awakens you.  You now have a chance to 
earn yourself a place in the Hall of Heroes.
The adventure begins.

--------------------II. BASIC GAMEPLAY:------------------

My only complaint about this game is the camera angle.  
There is no option for an active camera.  You get used to it though.

	A. BUTTONS:	These settings can be changed.

Square - charge attack or to throw certain weapons.
X - regular attack.
Triangle - shield, dash when already running.
O (Circle) - Jump.
Left Button - n/a
Right Button - n/a
Left2 Button - turn camera to right.
Right2 Button - turn camera to left.

	B. MOVES (not in one button):

Dash - press forward (up) twice quickly.
Long Jump - dash and jump   


You can't swim so avoid deep water.
Fire WILL hurt you even though you are just a pile of bones (don't ask me).
If you see an off coloured wall or a barrel try breaking it with you hammer.
Read the books! They usually give away all of the secrets and help you to know 
	what you should be trying to accomplish.

---------------III. QUICK REFERENCE SECTION--------------------

	A. RUNES: Used to open doors, gates, etc. 
			Place them in the hand of corresponding colour.

Green is the earth rune
Blue is the moon rune
White is the time rune
Yellow is the star rune 
Red is the chaos rune

	B. CHALICES: (see Walkthrough for more detail). 
			There are twenty chalices in all. If you get them all you 
			will see the good ending after you defeat Zarok.

Dan's Crypt: none
The Hall of Heroes: none
The Graveyard: Off to the side of the angel statue behind some fencing. Hit her 
	until she faces the chalice's gate. 
Cemetery Hill: Inside the witches cave. Get the club, break the bookcase, set the
	club on fire, take it to the chalice room with all of the cages and light
	the altar. 
Hilltop Mausoleum: After you give the organ player the music he will open a part 
	of the wall revealing the chalice.
Return to the Graveyard:
The Enchanted Earth: Inside the shadow dungeon.
Ant's Nest: Completing this mission credits you a chalice for some reason.
Scarecrow Fields: When you have fixed the harvester it will break through the 
	wall and cut a path through the corn to the chalice.
Pumpkin Gorge: In a secret passage in the tunnel on the right of the path when 
	you enter the level. Break the wall to the right of the gargoyle merchant.
Pumpkin Serpent: At the bottom of the well.
Sleeping Village: Make sure that you don't kill any villagers and find the large 	
	house with the shadow artifact, not the safe key, outside there is a stone 
	wall.  Find the hole in the wall above the lake and there is the chalice.
Asylum Grounds: Next to the Elephant bush near the end of the level.
Inside the Asylum: In the last room across from the major's holding cell.
Pools of the Ancient Dead: Its out in the open on the islets.
The Lake: It is at the bottom of the whirlpool.
The Crystal Caves: It is right at the entrance of the level.
The Gallows Gauntlet: Near the fire gate, you need to open its cage using the 
      fifth button which is inside of one of the cages you opened with the other 	
	four buttons.
The Haunted Ruins: Its on the parapet through the left gate.
The Ghost Ship: Jump in the cage by the windmill type machine.
The Entrance Hall: Down the right staircase early in the level.
The Time Device: It is up on the highest level of the game.  You must take the 	
	tube to get there and it is surrounded by a force field.
Zarok's Lair: none

(Percentage is the amount of damage that the weapon can survive)

	1. Arm - 
Always part of your arsenal.  Can be used as club.
Square Button Attack: can be thrown with a boomerang effect.

	2. Small Sword - 
Obtained in Dan's Crypt and is your standard weapon.	
Square Button Attack: hold to charge for power sweep.  More powerful attack.

	3. Broad Sword - 
Obtained in the Hall of Heroes.  More powerful than Small Sword and may be enchanted 
for more power.  To enchant it, talk to the gargoyle merchant.  Note that the 
enchantment of this weapon quickly dissipates when equipped.  It doesn't matter 
if you are using it or not so optimize its usage.
Square Button Attack: same as small sword.
Enchantment percentage: 100%

	4. Magic Sword - 
Obtained in the Hall of Heroes.  More powerful than the swords before.
Square Button Attack:  same as small sword.

	5. Club - Obtained in "Cemetery Hill."  Used to break off-coloured walls, 
boulders, barrels, and to put out fires, etc.  Takes damage everytime it is used.  
When 0 is reached the club will break and you will have to get a new one.  
Square Button Attack: charge for big bash.  More powerful attack.
Percentage: 100%

	6. Hammer - Obtained in the Hall of Heroes.  Does not take any damage.  
Square Button Attack: charge for energy crash.  Knocks enemies back with a pink 
electric field.

	7. Throwing Daggers - Obtained in Dan's Crypt.  Can be thrown but are not very 
accurate and have a limited range.  Refills can be purchased from gargoyle merchants.  
Targeting Capabilities: no
Maximum count: 250

	8. Chicken Drumsticks - 
Receive from Enchanted Earth witch after Ant's Nest mission.  
Used to transform Gatormen in "The Lake" into Roast Chicken.  Can be replenished by 
completing the witches mission again.
Targeting Capabilities: no  
Maximum count: 30

	9. Axe - 
Obtained in Hall of Heroes.  
Square Button Attack: Use to throw.  
Targeting Capabilities: yes

	10. Crossbow - 
Obtained in Hall of Heroes.		
Targeting Capabilities: yes
Maximum Count: 200

	11. Longbow - 
Obtained in Hall of Heroes. Greater distance than the crossbow.		
Targeting Capabilities: yes
Maximum Count: 200

	12. Flaming Longbow - 
Obtained in Hall of Heroes. Same as longbow but on fire.	
Targeting Capabilities: yes
Maximum Count: 100

	13. Magic Longbow - 
Obtained in Hall of Heroes. Same as Longbow but sends a magical blast 
when it impacts the ground or target.		
Targeting Capabilities: yes
Maximum Count: 50

	14. Spear - 
Obtained in Hall of Heroes.			
Target Capabilities: no
Maximum Count: 30

	15. Lightning - 
Obtained in Hall of Heroes.  Non-replenishable weapon.  Sends out powerful lightning 
bolts to any enemy within range.	
Target Capabilities: anything within range.
Percentage: 100%

	16. Good Lightning - 
Obtained in Zarok's Lair.  Used to strengthen Gallowmere's deceased knights.  
Damages Dan.

	17. Copper Shield - 
Obtained in "The Graveyard" just before the exit.  Destroyed when percentage reaches 0. 		
Percentage: 150%

	18. Silver Shield - 
Obtained in "Return to the Graveyard."  Destroyed when percentage reaches 0.  
Stronger than copper shield.
Percentage: 250%

	19. Gold Shield - 
Locations various.  Destroyed when percentage reaches 0.  Stronger than gold shield.	
Percentage: 400%

	20. Dragon Armour - 
Received after battle with dragon in "Crystal Caves."  Provides immunity to fire and 
allows player to breath fire.


	1. Witch Talisman
Used to summon witches at cauldrons.  Obtained in "Cemetery Hill" witch cave behind 

	2. Skull Key
Received after you defeat the Stain Glass Demon in the "Hilltop Mausoleum".  Used to
open the big door in "Return to the Graveyard."

	3. Amber
Collected for the Enchanted Forest's Witch in order to gain Chicken Drumstick.

	4. Harvester Part
Found in the "Scarecrow Fields." At the end of the machine trail near the exits.

	5. Safe Key
Used to open the safe in the large house of the "Sleeping Village" in order to gain 
shadow artifact.  Found inside wall of church. (see walkthrough)

	6. Shadow Artifact
Found in the safe of the large house in the "Sleeping Village." Used to open the shadow 

	7. Shadow Talisman
Found in the Shadow dungeon of the "Enchanted Forest." Used to turn off the red lasers 
behind the pool.

	8. Helmet
Collected in the "Pools of the Ancient Dead" in order to reach "The Lake."

	9. Crown
Found in the room to the left under the throne room in the "Haunted Ruins."  
Used to summon the king in the throne room.

-------------------IV. WALKTHROUGH---------------------


After you have a club or the war hammer, return here and break the off-coloured 
wall that you may have noticed earlier.  Inside is some treasure.
Runes: Yellow (Star)
Life Bottle: 1


Ok, I'm writing this because some of my friends had a hard time getting out of 
here for some reason.  All you have to do is stand on the golden circle where you 
came in and you will be given the option to leave.  Very simple. 
Each time that you come here you will gain a new item or some treasure. 


This place is pretty simple, to get the life bottle, hit the angel statue the gate in 
which ever direction she is facing will open.  Do the same for the chalice.
To get the treasure inside the fence by the big door get onto the ledge behind the 
crypts and inch your way along.  Towards the end, just before the bridge you will find 
the copper shield.


First of all, you don't really want to open those boxes with the skull and crossbones.
Its a bomb.
Walk past the lava and when up on the path to the left, jump down to the area behind 
the three boulders blocking the archway.  You will get the club here and then can 
proceed into the witches cave. Inside, break the bookcase with your club, light the 
club on fire and go to the room with the cages.  Light the altar in the center by 
pounding it with your club. 
This will open the doors and you can collect your chalice, an energy vial, the witch 
talisman, and some treasure.
Return to the outside and brave the hill.  You can duck into the stairs cut along the way
but there is some treasure along the main path if you care to collect it.  You can break
the boulders with your club or shield, this will damage your shield but you periodically
find more shields on the way up.  The exit is right there at the top.
As you are working your way up the hill note that you can smash the small boulders
lying around to receive something like three energy vials.  Also note that the 
red boulders cannot be blocked by a shield, they will push you.


Watch out for the little guys with no torches, they will steal your weapons which you can
reclaim if you kill the little guys or will lose if the guy gets away.
You start out in the chapel and need to break the grave covers with your club.  Fall
down inside the one that shines and your on your way.  Break the glass with your club and
there are a series of tunnels.  To your left is a tunnel with the green (earth) rune and an
energy vial.  The floors here will colapse when you collect the items so run back quickly.
Skip the right tunnel for now and push on ahead at the end you will use the green rune.
In this room is a door which you need the red (chaos) rune for and a staircase.  Proceed up 
the staircase.  WATCH OUT FOR THAT LITTLE GUY! and there is a life refill station here.
Proceed through the door to get the blue rune and the red rune through the next door.
This is the organ room and there are two energy vials here.  Leave for now, and exit the 
stainglass window room through the gate which leads back into the chapel.
Go back down into the tunnels and take the right tunnel this time.  Use your blue rune and 
collect the energy vial and then the sheet music.
Go north again and find the organ player again.  Give the music sheet to the organ player 
and this will open a secret door giving you the chalice and some treasure.  Go back to 
the room where you needed the red rune below and use it.  Go down these steps and 
push the burning altar under the frozen heart.  You can then proceed back upstairs to
defeat the stained glass demon. 

GLASS DEMON, use your crossbow and when he raises himself up and his heart comes 
out of his chest, blast away.  Don't linger too long or he will cover you in glass.  
In general try to stay on the opposite side of the room from him so that you can have a
clear shot at him and can avoid the shards that he tosses at you.
Should you defeat him you will gain the skull key.  This will enable you to open the 
big door in the graveyard.


Same thing as the first time almost, just backwards.  First thing is the secret area, wait 
for a coffin to float under the bridge and then stand in the middle of the bridge.
If you time it correctly you will be able to ride the coffin to the secret area. 
Along the way here in the part of the level you've already been through you will find the
silver shield.  For what its worth to say, you can smash the disembodied hands with
your hammer and receive a coin.
When you see it come up on your left jump up to receive some treasure and an energy vial.
To get to the life refill station, jump onto the ledge above the big door and slowly 
inch your way along behind the crypts.  Now you can open the big door using the skull key.  
After you do so, go through to the top of the hill and get the yellow (star) rune
to open the gate. The chalice is located inside.  Watch out for large zombies dropping 
from the ceiling.
Inside you will go through some caves which will lead you to cliffs outside.  On
these cliffs (there are three) there are large stone blocks which you will need to 
push into the stream to fill the break in the bridge. 
Return to the bridge and face the Graveyard Guardians.

GRAVEYARD GUARDIANS, they are shadow dogs which run around and occasionally 
materialize.  When they do, pound 'em with your hammer.  Charging it up and waiting
for them works well.
When you're done you will be able to dash using the triangle button.
From here you can either go to the Enchanted Earth for the Ant's Nest or to 
Scarecrow Fields.

	G. The Enchanted Earth/ANT'S NEST:

Ok, this place just plain sucks.  Well, the first thing to do here is summon the
witch at the cauldron using the talisman.  If you accept her mission she will shrink
you and send you to retrieve 7 pieces of amber from the ants nest.
When you go there you need to save the little faerie guys as well as collect the pieces
of amber.  The little faerie guy has a really cool voice.
The first thing that you find is a portal which is closed by a white filmy light.  Go
back towards the entrance and find a circular weblike covering of a cave entrance,
break it with your hammer.  You will save the first faerie and he will open the
portal for you. 
Once inside the misery really begins.  All I can say is that you'll figure it out but it 
takes a lot of time.  You should kill all of the larvae as they will give you money
or amber.  
The little fairies aren't too terribly hard to find.  There are a couple toward the end
of the level which are very close to each other.
At the end of the level you will face the queen ant (spider?)

QUEEN ANT, she's not too difficult but it's a bitch doing it all again when you die.
Anyway, just avoid her shots, kill the soldier ants, and shoot her stomach when
she rears up to call boulders down on you. REMEMBER TO TAKE A FULL CROSSBOW!!!!!!
It takes forever if you have to use the throwing daggers.

Upon your completion of these missions you will receive the chicken drumstick from the 
witch and will be transported to the Hall of Heroes by the faerie guy.

At first that's all that you can really do here.
There is no chalice for the Ant's Nest.


A pretty straightforward level.  Just remember not to stand in the corn for long.
You can kill the scarecrows with your broadsword, especially if it has been enchanted.
You will need to kill them.
If you want to move a cart hit it with your hammer from the side.  When you get to the 
green rune gate you will have to fight a metal trog armour.  To kill it shoot the head with 
your crossbow, duck between its legs when it gets too close and then shoot the driver.  
You will get the blue rune for defeating him.  Take it back to the house where you came in.
Inside you will find a club and the green rune.  Take it back to the spot where you fought 
the metal trog armour.  Enter the next pen and fight again to win the red rune.  This one 
breathes fire.
When you find the barn, just head past it and towards the windmill.  Go through and into 
the mill, hide in the holes for safety.  Into the razors, to a life refill station, 
through the grain that's like quicksand, through another razor, and into the circle
with the spinning floor.  Run all the way until you are at the northernmost point of 
the circle and you will find the harvester part.
Take it all the way back to the barn.  Hit the cart and go through the hole in the wall.
Bush the bail against the other box and jump up to the switch.  Hit it and the harvester
will be lowered.  To activate it, place the harvester part in the harvester.  
It will break through the wall and will clear a path through the corn to the chalice, a 
life bottle and some cash, of course.  
Then run through all of the machinery again to get out.


Here's one that'll bug ya.  There is a tunnel on your right, inside you will find the 
blue rune. Exit and proceed forward and enter what looks to be a chicken coop.  Pumpkins 
are bouncing down the plank.  There is some treasure inside, an energy vial and a door
to exit on the side.  Go back to the hut with the blue rune lock and open it.  Inside
you need to run on the floor to raise it and you will receive an energy vial and the 
red rune.  Take the rune and open the door.  To get the green rune, cross the water with
the mushrooms which lift you up.  When you get to the last mushroom there is a narrow
grey stone path to your right.  Jump into this path and you will be taken to the green 
rune.  The door that would not open will open now.  Use the green rune to go up the ramp 
of the large pillar in the middle of the stage.  At the top you will get the yellow rune 
and find the sliver shield.  You will see a small house with a rounded wall, its really 
a boulder and you can smash it with your hammer.  Enter the house and you will come out 
the door at the bottom where you started.  Go around to the left and enter the first door.
Cross the mushrooms and open the yellow gate.  
Here you will have to fight a bunch of tendrils coming out of the ground to claim the
time rune.  To lower the main stalk kill the tendrils.  Placing the white (time) rune in
the hand will open both doors.  To the right you will find two energy vials and alot of 
tendrils.  You will come to a T in the road.  To the right is the exit and to the left 
you wrap back around to the time rune arena.  Proceed to the entrance of the level and find 
the tunnel you saw when you started.  When you find the gargoyle merchant, break the wall 
to the right of him.  It's a long tunnel and you will find the chalice and a life refill.  
Now head back to the exit.


Use your talisman to summon a witch at the cauldron and she will tell you to kill
the big pumpkin.  Chop all of the pods and then waste the big pumpkin.  Its really
easy.  Then go back to the witch and she will give you a dragon gem.  To find the
chalice jump into the well near the entrance of the level.  You will find a box of
treasure and two energy vials as well.

BIG PUMPKIN, the spears do an excellent job.  If you use the sword you may be too close to
his tendrils.


*Do not kill any of the possessed villagers!*
To get the red rune from atop the fountain statue, find the stairs leading to the
canal and hit the switch to turn off the water.  Use the rune right there to open the
Go inside and break the bookcase to get the mold.  If you have found the blue rune
in one of the other houses take it to the house with the room having the orange
button, barrels, and a fenced off area.  Use the rune, push a barrel onto the button
and go downstairs.
Smash the barrels and go into the room on the right.  Proceed up the stairs in this
room and get the green rune.  Take is back downstairs and use the green rune to
open the fence gate. 
Hit the switch and return upstairs to get the major's bust (metal statue head).
After you have done this Zarok's guards will appear outside and you must proceed
to annihilate them.
Go back outside and find the blacksmith's house.  Place the mold in the fire and
then the statue head.  Jump up and down on the bellows for a while and you will
have made the crucifix.
Take the crucifix to the church right across the street and place it on the crucifix
shaped marking on the wall behind the large altar. This will open a secret cubby
hole in the wall where you will get the safe key.
The gate in the lake area will then open and hence you should proceed.  This will
take you to the yard of the large house.  Kill the guards here and climb on top of the
shed roofs to get to the house's chimney.  Hop inside and hit the switch, this will
open the gate for the exit.  Before leaving the house use the safe key on the purple 
safe to get the shadow artifact.
Leave, find the other gate, and kill a few more guards.  Go back to the large
house and walk through the hole in the stone fence wall to get the chalice and a
life refill vial.  Then you can leave.
The exit is though the stone gate and across the wide bridge.


When you come back, go up the tree lifts to the giant bird's nest and collect the
green rune take it to the corresponding gate and cross the stream.
Use the artifact to open the shadow gate.  Upon entering you are presented with a
There are four buttons on the floor and a carving on the wall which helps to solve the
puzzle if you know how to read it.  On this carving you see depicted: fire at the top,
earth to the left, water to the right, and air at the bottom.  If you read the picture 
like a book, left to right and then down to the next line, etc., you will have the 
correct combination.  The order that I had previously noted is correct but this explains 
why.  The order is: fire, earth, water and then air.  This releases the spirits and 
opens the cages.
It is here that you get the shadow talisman (mask) and later you will come back to
collect the chalice.  Exit and watch out for those nasty demons!  Kill three of them
and the gate will open back into the level.  All of the cages are now open.  Be sure
to enchant your sword.
You can now use the shadow talisman to turn off the red lasers preventing you
from entering the area behind the pool.
Upon entering you will receive the yellow (star) talisman and will face two flying

WINGED DEMONS, they are nasty and will tilt the floor on which you stand.  The good old
crossbow does the most effective job.  The flaming crossbow ain't bad either.

After you beat them the platform raises, be sure to refill your life at the top.  Cross
the bridges and fall into the hole.  You will land back in the level in the seemingly
useless hollow tree from before.
Kill the remaining demons and then return to the shadow dungeon to collect the
The broadsword works quite effectively against the demons.  Use the yellow rune
to exit.


1. First riddle - "At night they come without being fetched, by day the are lost 
without being stolen."
smash all of the star shaped trees.  The first is near the entrance,
the second is directly ahead of that against the gate.  The third is near the bell,
hang a left in the maze and then zigzag to the graves and bell.  The fourth is
across from that in the little area with the red grass shaped like a star and the bush 
that throws fireballs at you. Now return to the entrance of the maze and hang a right.
2. Second riddle - "I live for laughter, I live for the crowd, without it I am nothing."
turn all of the metal faces toward the clown bush.  To do so turn
them all except the middle one until they are one turn away from facing the clown. 
Stand so that you can hit two at once and set them up and then the middle one. 
I recommend using your small sword to turn the faces as you can hit them faster. 
To find this area, go into the maze, left, and around the corner to where the two
grey brick walls are.  The left one will be gone.
According to an email from Trevor, each face has a different length of time for which 
it will remain facing the clown.  If you figure these times out you can hit them in
order from the longest time to the shortest to complete the puzzle.  He didn't tell me
what order that is but it's an option to explore if you so choose.

3. Third riddle - "Face like a tree, skin like the sea, a great beast I be, yet vermin 
frighten me."
this one takes some figuring.  Find the octopus bush near the red
fish shaped grass.  Go back to the two grey stone walls that you saw in the maze,
the second one will have opened and that is where you go.  Anyway, kill the
octopus plant and get the rune. 
Return to the entrance, use the rune, and get the mouse to follow you.  Walk
towards the elephant bush after you have killed all of the crazy Women.  Be sure
to avoid the grey cats (I know they look like rats). 

4. Fourth riddle - "I tolerate the moon and stars, I can't abide the sun, Banish me with
torch light and you'll see me turn and run."
enter the new part of the maze and find the grate, it will be open
so drop inside.  You land in a room with a moon carved in the floor.  Go outside
and push all of the lamps next to the angel windows on the walls of the stone
room.  Enter the room again and viola!

5. Final Puzzle - You now have to find your way out.  Go back to the new area of
the maze and find the chess board.  Hit each piece to move it to its respective colored 
floor panel.
Each hit moves the piece one block in whichever direction.  You can move them
diagonally.  Just wait till they get near where you want them to go.  The little
green bastard is the worst one.  It seems that only likes to move diagonally as many 
people have pointed out to me.  Use your hammer or whatever suits you best.
I have another theory about the green bishop but that'll have to wait until I have some
really free time. Maybe in the next version.

The chalice for this level is out in the open and cannot be missed.  Its right next
to the elephant bush.


There are four rooms of evil dead and crazies here that you must defeat.  My best 
strategy was to use the broadsword and square-button-move constantly and just walk around 
to avoid the crazies from getting to close to you.  If you have a turbo button this
helps immensely.  In the third room which is circular in shape, just do as I said
before and walk around so that the crazies are following you and you'll have no
In the fifth room is the mayor, some cash and the second dragon gem. oh yeah, and
the chalice too. :)


The big fat knights can only be killed by being pushed into the muck. 
You must bring the ferryman eight lost souls.  To do so you must collect the eight
golden helmets floating about.  Unfortunately, whenever you collect a helmet the
bridges nearby will collapse.
There are six helmets on the islets and two after you open the gate.
You have to be REALLLLLLLY careful when jumping in this level.
Collect the red rune out on the islets, the chalice is here as well.  You will use the
red rune at a gate to the left of the gargoyle merchant, way to the right in a very general
There is a life bottle to be gained as well as a box of treasure and two energy vials
on the right after you come through the gate.
Be very careful as you approach the carts as the camera angle will suddenly
change and it is easy to run off into the muck by accident.
Pass the carts and go down the slope to collect the last helmet.  The carts will roll
after you and then lots of soldiers will appear.  Have fun (sarcasm).
After you leave this area you must kill a number of small flying knights.  The
Flaming Longbow works very effectively against them.  Collect the chalice and return 
to the ferryman.  Give him the helmets and you're off.


Collect the red and green runes, watch out for the eyes and kill them when you
can.  Return to the catwalks and find the sharp corner.  It is a purple metal piece,
there is a pole sticking up right in the middle of it.  Hit it 'cause its really a switch
which will move the metal piece so that you can get onto the other catwalks.  Hit
it twice because the first direction will take you to a dead end.  You will take your
runes and place them in crystal machines around the whirlpool which will stop the
whirlpool.  There are three machines.
After you have stopped the whirlpool you can jump down inside and collect some
treasure.  The chalice is down here.
My suggestion for killing the gatorguys is to crouch behind your shield and throw
the axe.  You can also throw the chicken drumstick at them to turn them into roast 
chicken which you can use to refill your life bottles.
Once you get outside again you will find the yellow rune, and the switch that opens the
gate and lots of eyes.
Return to the first island, enter the house and use the yellow rune to exit when you
get back outside.


This level is pretty standard really.  
The first thing that you see is the chalice so return for it when you have filled it.  
Remember to go behind the waterfall.  You will have to take the two dragon gems
that you already collected and place them in eyes of the dragon relief, not the
holes in the wall.  

DRAGON, ok, he sticks his head out of the holes and you have to pound on the ground
to knock rocks down from the ceiling.  And my god, he sounds just like Sean Connery 
in dragon heart.  Excuse me while I hurl!
Anyway, when you kill him you will get the dragon amour.  Return to the exit.

First off, you need to use the dragon amour to get through the fire gate.
When you pass through the fire gate there are four buttons on the floor which will
open all of the cages except the chalice cage.  The fifth button is in the main hall
in one of the cages that you just opened. Kill enough of the remaining baddies,
collect the chalice and then use the yellow rune to exit the level.  Very simple.


First thing to do is get the chickens out of the fenced area and over to the pile of
grain near the drawbridge.  Just walk behind them 'till they get there but don't
scare them off.
Anyway, when they eat it all the drawbridge will be lowered.  Upon getting up
onto the wall, collect the red rune to the left.
Your second task here is to free the farmers.  To do so you must kill the demons
before they sacrifice the three farmers.  Lightning does an excellent job of taking
out the demons.  If you find that one of the demons always gets away, fall as you
are using the lightning and quickly switch to your magic longbow and aim at him. 
You must put out the fires BEFORE freeing the farmers.  Use the hammer a few
times on each fire.  Then, to release the farmers step on the button.  This will also
open the gates for you.  
*A note about lightning - once you use it up its gone for good*
If you go through the gate on the left you will find a pool of oil which you will
cross later and the chalice on a parapet along with an energy vial.
The gate on the right leads to a wall where there are two energy vials.  Further
along are two more vials.  Now you can use the red rune on the gate at the steps below
the walls. 
If you catch on fire crossing the bridge just equip the dragon amour and you'll be
When you enter the kings chamber you learn that you must find his crown to
summon his ghost. 
You must fall into the trap door in the floor, it has a yellow emblem on it.
Upon entering the nether regions of the castle you will find two doors.   The door
to the left houses the crown and the volcano's floodgate.  The door on the right has
the exit to the surface and a life refill station.
Enter the king's chamber again and use the crown.
You are now  dropped to a large room where you must defeat two stone giants, hit
the floodgate switch and escape within 2 minutes.

STONE GIANTS, to defeat the giants, equip the dragon amour and blow them off the edge.
Be sure to pick up the green rune.  

After you defeat the giants and kill a few
demons you will need to place it in the oil room across from the main entrance
door.  It is on your right as you come out of the giants room.  Now you need to
collect the chalice and manage to escape.  Get the chalice and then cross the oil
pool (purple) below the chalice parapet.
Thankfully, if you do die attempting escape you will restart at the giants battle.
When you do cross the spot where the oil was you need to hit the switch to release
the boulder to fall onto the catapult so that it will break the wall.  You then need
to jump on the catapult yourself.  If you are running low on time and life just leave
the damn treasure.


**WARNING: This level WILL drive you mad!!** 
**Make sure that you have full life vials when you enter this level**

The crew skeletons are worthless so just avoid them and go for the officers. 
They're the ones wearing blue jackets.  Kill them and all of the lesser skeletons
fall.  The blue rune is in the crow's nest with the first officer.
Before crossing the moving floor boards you will want to use the blue rune where
you started out to open the door.  Inside you will find the yellow (star) rune, an
energy vile and a gargoyle merchant.
If you fall into the holes where the floor boards are moving up and down you'll be
alright because there is a lower room with some treasure.
When you get across to where the rolling barrels are use the yellow rune to open
the door the next crow's nest.
To open the next door you need the red rune which is down to the right past the
You will have bounce across some nets and if you fall you will land in a room
with large barrels.  There are two hard-to-see exits from this room.  The first on
the right will take you to two energy vials and the right will take you to another
room with large cannons.  In some places you can duck.  For the last cannon run
and then use your dash (triangle button while running).
Work your way past them and get an energy vial.  Taking the ramp up will bring
you back to having to cross the nets again.
When you get across you can either continue via the swinging planks or the
moving window shutters.  If you cross the planks the camera angle is particularly
bad and you will have to drop onto the moving windmill like machine.  If you
miss you will either fall to your death or land on the bridges where you collected
the two energy vials outside of the large barrel room.
I suggest crossing the shutters.  If you do so you will find a life refill station.
proceed to the right and you will fight a few of the crew.  If you kill them then the
barrels will break and you can go after the officer.  Killing him will open the door.
Again I suggest using the run-around-hitting-the-square-button-like-crazy-method
for killing the crew.
You now can face the captain of the ship.  

GHOST CAPTAIN, to kill him you will need to light your club on fire to light the cannons.
Fire them continually at the captain.  Kill the crew as they will come back to life.

To obtain the chalice, ride the windmill again and jump into the hanging cage, 
you will be taken up higher into the masts and will receive the chalice and two 
energy vials.  One to the left and one to the right.
To exit this precarious level return to where you fought the captain.


Down the right stairwell is the chalice.
That's all there is to this level.  It's a token level.
Use this level to refill your life bottles.


Go to the left and out into the small clocks.  You will wrap around and be behind
the butterfly.  
Hit the switch and grab the white (time) rune.
Get on top of the large clock by dash-jumping from one of the brain things on the 
right.  Walk up the ramp and use the white (time)
rune to remove the metal eyeball.  When you get to the next butterfly a clock will
drop and you must adjust the large clock to open it.  Note the time on this clock
that drops and adjust the large one using the two buttons.  
Now pass through the butterfly gate and you will find a large spinning machine. 
Get up on the track around the machine and go off to the right.  Well you've found
the red rune in the middle of rolling clocks.
Get back on the track around the spinning machine and cross the bridge across from 
where you found the red rune.  From the butterfly it is the bridge on the left.
When you get there, there is a tube that you can jump up into to get to a higher level.  
Up here there is the chalice and a device which will shut off the electric force fields 
in the level. 
Only problem is that the shutoff only lasts for 3 seconds and the chalice is encased
in some type of glass.
The green rune is also up here off to the left encased in a force field as well.
Hit the gravestone with the skull on it which turns off the electricity and quickly also 
hit one of the laser funnels so that the path of the current is broken.  All electicity
will now go off throughout the level until you turn it back on.  Collect the green rune to 
the left, go back to where you came in, walk to the butterfly on the right side and note 
the time on the clock that drops.
Get back up onto the large clock.  Adjust the time using the buttons to correspond with 
the butterfly's dropping clock time.  This will open the butterfly gate.
Inside the force field will be gone and you can get the life bottle.  There is also a 
life refill station around the corner to the right.
Get back on top of the large clock and proceed north, you will need to open the
butterfly gate again.
Proceed north across the bridge to the red rune door where you will find the train.
Here you will also find the green rune door so open it.
Push the straight arm of the machine until it points at the exit.  Now jump on the
arm and walk up to the train.
Jump on the spikey part of the train and you are on your way.
The train will stop and you can collect the blue rune to your left.  Kill all of the
Jump back on the train and it will back up.
Now open the blue door, and turn the machine so that the train faces the blue door
and the straight arm faces the entrance to the room.  Get on the train as before.
When you arrive at your destination, there is a life refill station to your left.  
If you go down the path in front of the track you will find a switch to open half 
of the exit level door.
The path behind the track leads to another switch which opens the other half.
Get back on the train and now you can go for the chalice.  To the left of the
chalice platform is a small house out in the darkness with two bags of gold on 
its roof.  To get to these, step off the edge onto the triangle shaped platform.
There is also a pillar to the left of where you found the green rune.  According to
JhonnyK, you can jump off and land there.  I have had a hard time doing it so good 
Before you do that though you'll want to grab your chalice.  To break the glass hit 
all of the laser funnels until they form a square and the beam will start up again
and break the glass.  I know it makes no sense but it works.

You now have all of the chalices, that makes twenty and you can now get the good 


The only thing here is the fight.  When you enter his chamber open the chests to
the right and left of you.  To the right you will find the good lightning.  Using this
will damage you but protect your army.  Find the life refill station first then stand
on the grey circle to call your army.  

SKELETAL ARMIES, you mustn't let your army perish or the game is over.  When they turn 
yellow or red, they are about to die and need to be zapped with the good lightning.
There is no limit of uses for the good lightning so zap away!  You'll get the hang
of it.  
Just run around holding the X button and you should be alright.  Keep an eye out
for skeletons turning yellow or red and help them.  
After you win the skeleton battle all of your remaining skeletons will turn into
energy vials, collect them quickly.  

SKELETAL HORSEMAN, when his shield is up you can't hurt him so just avoid him until he
starts running around.  When he does, nail him with the magic longbow

ZAROK, he turns himself into a funny lizard-like creature.  
He has a force field about him most of the time.  Use you magic broadsword and run 
around him in circles.  Occasionally his shield will drop and he will rear up on his
hind legs.  When he does so, chop away at him.  It will take some time and patience, 
remember to not get too close to him.

After you defeat him you will see a short FMV and then the credits roll.  They're
not bad because they show clips from the game as well as animation cells and
designs from the conceptualizing of the game characters and moments.

----------------------V. Endings--------------------------

We have found two endings so far.  One where a bird carries Dan to his crypt and he lies
down.  You will get this ending if you did not collect all of the chalices.
If you did collect them you will get the second ending.  The FMV will be of Dan at the 
Hall of Heroes partying.

I recieved an email from Paul Donovan who claims that he was a programmer involved in the
making of MediEvil.  I am inclined to believe him.  This is what he said about the apple
with the hat in the end: "The apple wearing a red origami hat pictured in the credits is 
Mr Apple. He was an apple that I bought for lunch one day which Matt Johnson (programmer) 
nicked and kept on his desk.  Katie Lea (mapper) made him a paper hat.  He lasted about 
9 months without rotting due to the magical powers of the hat.  Something to do with 
pyramids I guess..."

I will have to check this out myself.  He told me a few other interesting things if I can 
figure out a place to add them appropriately I will.

-----------------------VI. GAME SHARK CODES:-------------------------

These codes were located at
I did not make these or use these but I have presented them for your benefit.

          L2+R2 Health Restore 
          L2+R2 Infinite Cash     
          Press [Select] For Small Sword
          Press [Select] For Broad Sword
          Press [Select] For Magic Sword
          Press [Select] For Club
          Press [Select] For Hammer 
          Press [Select] For Throwing Dagger
*WARNING* It has been reported by Chan Aun that the Axe code will cause some bugs in 
	the "Ancient Pools of the Dead" and "Asylum Grounds" which either make completing
 	the level impossible or insane.  So use this code at your own risk!	

	    Press [Select] For Axe
          Press [Select] For Chicken Drumstick
          Press [Select] For Crossbow
          Press [Select] For Long Bow
          Press [Select] For Flaming Bow
          Press [Select] For Magic Bow
          Press [Select] For Spear
          Press [Select] For Lightning
          Press [Select] For Good Lightning
          Press [Select] For Chaos Rune
          Press [Select] For Earth Rune
          Press [Select] For Moon Rune
          Press [Select] For Star Rune
          Press [Select] For Time Rune
          Press [Select] For Copper Shield
          Press [Select] For Silver Shield

-------------------VII. CREDITS:---------------------

Thanx to:
Iain Noble <71154.3234@CompuServe.COM>  I consulted his meager FAQ while playing 
	through the game.  I did not transcribe anything from his document.
Jhonny K for tip on how to get the chalice in the "Time Device."
Tom (lil' man) for the secret area in "Return to the Graveyard."
Trevor Ash  Trevor sent me numerous emails.  He added updates 
	2 and 3.
Chan Aun  Notified me of the Axe Code bug, update No.6
Paul Donovan  thanks for the complements and the game! Also,
	the Zarok, Zorak correction, No.7, and Mr. Apple, No.8.

--------------------VIII. CLOSING NOTES---------------------

Any questions may be directed to XARDION 
This document is copyrighted 1998 D.Widmer.
For personal use and reproduction only.  Any mass reproduction or distribution
is prohibited for sale or any other reason.  If this document is used in the writing
of any related document a proper citation of this text would be appreciated.  If any
portion of this text is posted elsewhere, proper citation would be appreciated also.
Thanks for reading!
MediEvil is a trademark of Sony Computer Entertainment America Inc. 1998