-------------------------------------------------------------------------- HCA - The Ugly Prince Duckling Walkthrough by Jacob Marner [email protected] version 1.0 - June 5th 2007 -------------------------------------------------------------------------- Contents 1. Introduction 2. Controls 3. General tips 4. Exploits 5. Walkthrough a. Act 1 b. Act 2 c. Act 3 d. Act 4 e. Act 5 6. Legal Notice 7. About the Author 1. Introduction ------------------ After playing this game I checked the web and saw that no walkthrough existed! Since not every part the game is trivial I decided to make one just for the fun of it. I hope you enjoy it. 2. Controls ----------------- The game can be played with both keyboard and mouse. I strongly recommend that you play it with keyboard only and keep the default setting the options menu on movement "relative to HCA". If you do this the controls are as follows: Up Arrow: Move HCA forward Down Arrow: Move HCA backwards Left Arrow: Turn HCA left Right Arrow: Turn HCA right Shift key: Hold to make HCA run while pushing arrow keys Space: Perforce action (if relevant using active inventory item) Tab: Cycle inventory Esc: Go to menu. In the menu use Tab to cycle item descriptions. Unfortunately you cannot remap the keys. :( Avoid using the mouse to control this game, since the path finding is a bit weak and you might get stuck on objects easily. When interacting with objects make note of the icon in the top right corner of the screen: * Boot: Kick target * Box and something moving into it: Pick up target * Box and something moving out of it: Use active object on target * Eye: Look at target. Usually means that it is not relevant now. * Door: Enter target door. * Speech bubble: Talk to target. * Pushing hand: Push or activate target. * Hourglass: The target is currently busy. You cannot interact with it at the moment. 3. General Tips ---------------------- * Search the corners and edges of each street. If you suddenly see the "kick" action you will probably be able to find a coin by performing the kick. You won't need to do this a lot since there is plenty of money in the game. * Avoid the roaming guards. In the first 3 acts they will at times stop you and move your character to the entrance of the level or fine you a few coins if you have any. * Save often. Your avatar might get stuck in scenery or be locked in dialogue with other characters. So to allow you to replay as little as possible you should save often. * Save in the beginning of stealth sections. Loosing stealth section might cause you to loose items and items cost money and money are not unlimited. Fortunately the stealth sections are very easy and there *is* a lot of money so there is no need to get frustrated. (In an emergency you can use the exploit in chapter 4 below) * Except for the fact that you might run out of money if you play very poorly the game protects you from failure. You cannot get into any dead ends that means you cannot continue playing. So don't worry; have fun. * Be aware that if you Alt-Tab away from the game it does *not* pause. So if you need to do that during stealth missions or in areas with wandering guards, you should enter the menu first before Alt-Tabbing. * In the menu you can see 5 lamps. This will show you your progression in the game. A red lamp means that a given section of the city is covered in darkness. A green lamp means that it is progress and still covered in light and a gray lamp means that you have not yet gotten to this act. * In the menu you can use the TAB key to change the active object. This gives useful hints about what the object is and what it can be used for. 4. Exploits --------------------------- Exploit for getting infinite money: 1. Find a place where you can kick the ground to get a coin. 2. Kick the ground and collect the coin. 3. Hit escape and save the game. 4. After returning from the save you can go to same spot again and kick the ground again if you do so immediately. 5. You cannot collect the coin immediately. Move so the camera angle switches and back again and you can collect the coin. 6. Go to step 3 to rinse and repeat (repeat for every time you want a coin). This only works in the order I describe. If you neclect to save in the menu coin respawning stops. If you load one of the saved game you made in this process the coin is not kickable in those games. Also, to use this cheat there must be a coin in the first place, so you can use this cheat after collecting all the coins on the map. 5. Walkthrough ------------------------- 5.a Act 1. Poor quarters ---------------------------------- You start by seeing HCA arriving to Copenhagen by the main city gate. You *cannot* go back the way you came. Walk forward and you will see a cut scene with the king's councilor and the princess. Feel free to walk around and explore the area, find some coins (by kicking) and speak with people in street. Avoid the guard since he will bring you back to the gate entrance again and possibly give you a fine. Speak to the student (He is the young man in a red jacket near the water pump). We will ask you to find some *SNAKE JUICE* for him. If you ask around you will learn that snake juice can be found at the mill on hilltop. Go the mill and try to enter. A goblin will block your entrance and require you to present a magic glow before you can enter. Oh well. Back we go. Go the right of the main gate entrance and you will see a rich spoiled brat (called Ludvig) in a blue jacket hassling an old crone. Go behind him and kick him in the behind. The old crone will thank you and give you *MAGIC GLOW*. Now go back to the mill. Billy the Goat is harassing the councilor. Approach him and he will ask you to rid him of the goat. Go back and talk to Clumsy Hans (the little guy with a red coat and big hat) and he will give you *CARROTS*. Go back to Billy the goat and use *CARROTS* on the goat. Billy the goat will now follow you. Bring it back to Clumsy Hans. The goat is not very clever so don't move too fast. You might have to go back to it a few times to make it follow. When you reach Clumsy Hans you will see a short cut scene where the councilor leaves the entrance to the mill area. You can now climb the hill. At the mill use *MAGIC GLOW* on the goblin. You can now enter the mill. Inside the mill, go the left side of the screen and pick up *SNAKE JUICE*. You will see a short cut scene. Leave the mill. Go back to the main gate and find the student. Use *SNAKE JUICE* on student. He will give you 6 copper coins and ask you to visit him in the artisans quarter (in Act 2). Now go to the princess. She is standing behind the water pump, where you first met the student. You will now see a cut scene. The princess asks for a cake. She is definitely not my type of girl! Go to the sales woman at the booth and use *PURSE* to buy *CAKE*. The princess has now been kidnapped. And who do you think has to the dirty job of saving her? If you ask around town you will learn that you will need light to enter the darkness of the mill and to scare any trolls away. You better buy some matches then. Go to the right of the gate entrance and you will see the small girl with the matches. Speak to her and she says she want 2 copper coins for the matches. Use *PURSE* on her. You will now get *THREE MATCHES*. Go in front of the mill. You can hear trolls and the princess screaming from inside. SAVE THE GAME! There are 2 trolls inside the mill. Inside the mill go straight up and use *THREE MATCHES* on the lamp on the wall. This will scare the trolls away. If you get caught by one of the trolls before you light the lamp then you will loose a match. Loose all three matches and you will have to buy new ones at the little girl with the matches (or just revert to the last save). Now you need to get the princess down and the cage open. Push the left lever to lower the cage. Push the lever on the front of the cage to loosen the cage from the cage floor. Then push the right lever to raise the cage and free the princess. After a short cut scene you will find yourself outside the mill in some unnatural darkness. You now need to escort the princess to the artisans quarter. You can find that by going through the alley that the sales woman at the booth previously blocked (at the "Svanen" inn). Avoid the trolls along the way. The princess is not very good at following you so you might have to go back for her a few times. If you are caught be the trolls you will have to restart from the mill with the princess and you will loose a few copper coins if you have any. That doesn't matter much, since you will get more money later. If the princess meets a rat, she will scream and you will have to kick the rat and then talk to the princess for her to continue to follow you. When you reach the "Svanen" inn the princess will stop and demand that you give her the cake. Use *CAKE* on the princess. At the intersection turn left and escort the princess to the guard. He will let her through but not you. Tough luck. Turn back to the intersection and continue straight ahead to enter the grove. You will be presented with a cut scene of you entering an old tree. 5.b Act 2. Artisans quarters ---------------------------------- Area note: During this act the goblin from Act 1 will appear and disappear randomly. You cannot interact with him so just ignore him. Walk forward 3 screens. Pick up *CAULDRON*. The old crone will lower a ladder down to you, but don't take it just yet. Run forward past the silver door and the gold door until you reach a wooden door to the right. Enter it. Move forward and look at the holes in the wall. You will see a cut scene from inside the palace. You are looking through the eyes of a suit of armor. You should remember this for later. Now go back and climb the ladder. You will emerge in the garden of the old crone. Talk to the old crone. Use *CAULDRON* on the old crone. She will ask that you find her a dead crow, some snail slime, and some snake juice. If you have read the fairy tale "Clumsy Hans" you will know that Clumsy Hans carries a dead crow with him. Find him (the small guy with a big red coat and a big hat and accompanied by a goat) by walking 3 screen forward from crone's garden. Talk to Clumsy Hans and he will give you *DEAD CROW*. Go back to the garden and use *DEAD CROW* on cauldron. Talk to the old crone and see will now give you *COPPER BOX* so you can carry the snail slime later. Now for the snake juice. You gave some to the student in Act 1 and he said he lived in the artisans quarters. If you ask people in the area they will tell you that the student is looking for you. You can find him by entering the gray house near the ruin; just where the princess is standing. Enter by the door on the right side of the house. Move forward and talk to the student. He will tell you that he doesn't need the snake juice anymore, so you can take it. He is about to make some snail slime for medical purposes. Also, he gives you a reference so you can get a job at the tailor. Before you leave the student's room you should take a look around. Take the *SNAKE JUICE* on the shelf. Notice the bricked wall with the lion and the semi-secret door. The lion is clearly missing one of its eyes. Also notice the laboratory equipment on the table. This is where the student is making his snail slime. Use the *COPPER BOX* on table. Now activate the boiling liquid bottle and some slime will drip into the big copper container. Push the big copper container and the snail slime will drop into the copper box. Take the *COPPER BOX FILLED WITH SNAIL SLIME*. Return to the old crone in the garden and use *SNAKE JUICE* on cauldron and use *COPPER BOX FILLED WITH SNAIL SLIME* on cauldron. Talk to the old crone. She will give you *PENNANT OF THE LION KNIGHT*. Now go to the tailor. He is located near the town square with big tree. You can recognize his shop by the big scissors hanging in front of it. Use *MY PERSONAL DIARY* on him to show your references and he will give you a job. This would have failed if you hadn't visited the student first. Your job is to complete the king's uniform. Pick up the yellow *GOLD BUTTONS* on shelf in the back of the shop. Use *GOLD BUTTONS* on the uniform. You will get some new clothes. Nice! Look on the pattern on the wall to see what is missing from the uniform: A ribbon, 5 feathers, A collar and 2 shoulder pads. Look behind the tailor and take *UNIFORM COLLAR* from the shelf. Use *UNIFORM COLLAR* on uniform. Look around in the shop and you will notice that there is a cupboard with ribbons, but is locked and there is no key. The tailor says Ludvig stole it. Ludvig is the brat in Act 1 that was harassing the old crone. Go into the streets and look for him. He has a blue jacket on. You will find him near the red passageway to the harbor area. Go behind him and give him a kick and he will drop *KEY*. Go back to the tailor shop, use *KEY* on cupboard. Get *SILK RIBBON*. Use *SILK RIBBON* on uniform. To get the feathers, go out in the street and find the rooster. It can be found near the entrance to the students room. Kick it and it will drop a *FEATHER FROM A COCKEREL*. You need to follow the rooster and kick it 4 more times to get all 5 feathers. If you have trouble catching it remember that you can use the shift key to run. When you have them all, return to the tailor and use *FIVE FEATHERS FROM A COCKEREL* on the uniform. Now for the shoulder pads. Go to the woman in the market place. She sells the a shoulder piece for 12 copper coins. You might be able to find enough lying around the streets. I have searched the area and only found 10 coins. You might be able to find more than me, but that will require some effort. The intended solution is to talk to the prince in disguise just outside to boot makers shop. He is the guy kissing with the princess. He will offer you money if you walk his pig. Start by kicking the pig in the general direction you want it to move. The pig will somewhat move along with you. Sometimes it seems you have to push it a bit by walking into it. Sometimes it will follow you. Anyway, you need to get it to pass by at least 3 of the flowers that you may have noticed in the street. The pig will refuse to eat more than 3 flowers, so if you have trouble getting the pig to eat, you are probably already done; the pig might have eaten something when it was out of view. Bring back the pig to the prince and he will then reward you with 12 copper coins. Just what we need. Note: You can bypass the pig walking section by using the money exploit listed in chapter 4 of this document to collect the 12 coins you need. Don't bother trying to collect 20 copper coins for the market woman. She only have one shoulder piece so collecting the last 8 coins is a waste of time. Go to the woman at the booth on the market and use *PURSE* on her. This will give you *EPAULETTE*. (i.e. a shoulder piece). She says she sold the other to a milk woman. You get the second shoulder pad by entering the passageway in the red building next to boot makers shop; where the pig is hanging out. In here you will see a cow hanging from a rope. Talk two times to the woman. She says that if you get it down she will give you a shoulder pad. Also, she says the cow must be thirsty. Pick up the *BUCKET* from behind the ladder. Use *BUCKET* on pump. Push handle of pump to fill bucket with water. Pick up *BUCKET*. Climb ladder. Use *BUCKET* on the cow. The cow will now get heavier and drop to the ground. Talk to woman and she gives you *EPAULETTES*. Now return to the tailor and use *EPAULETTES* on the uniform. The uniform is now complete. Take *ROYAL UNIFORM*. Take *CRYSTAL BALL*. Use *PURSE* on tailor. He will offer you better clothes for 50 copper coins. That is a lot of money! Now leave the tailor and go back to the student's room. Remember the lion with the missing eye? This is where the crystal ball comes in. Use *CRYSTAL BALL* on stone lion head in student's room. Enter the secret door. Talk to the dog on the chest. Use *PENNANT OF THE LION KNIGHT* on the dog. The dog will now allow you to take as much copper as you can carry. Take 50 copper coins! You can always come back for more during this act. Go back to the tailor and use *PURSE* on tailor. You will now get better clothes. Nice! When you leave the tailor shop the darkness will have descended upon this area of the city as well. Optionally, go back to the student room, and go down the steps to stock up another 50 copper pieces. This will be converted to 5 silver pieces in the next act. SAVE THE GAME! Now talk with the princess. She needs an escort to the next part of the city. Escort her to the harbor area, just where you kicked Ludvig during this act. Avoid the trolls. If you are caught you will loose a few coins and restart with the princess at the start of this stealth section. When the princess reaches the guard she will pass through and call for you to follow. Do so and pass on into the harbor area. 5.c Act 3. Harbor area ---------------------------------- Go upwards towards the fountain to trigger a cut scene in which the princess is escorted towards the palace by the councilor. He recommends you get a job as a sculptor's assistant. Area note 1: Unless instructed to do so by this walkthrough, avoid crossing the bridge during this act. The police are quite harsh there since that area is intended for Act 4. There isn't much you can do there anyway. Area note 2: In his area you will meet the chimney sweeper and the shepherdess. They will ask you to bring letters back and forth. This is purely optional during this act. The only thing you need to the *MAGNESIUM*, but that is only needed in Act 4 and can also be obtained there. The sculptor's home is located to the left of the big theater. You can recognize it by the blocks of marble outside. Hmm, nobody is home. Look around and you will find the sculptor by the harbor. He is relaxing by a door step. Use *MY PERSONAL JOURNAL* on the sculptor to show him your references and to get a job. Follow the sculptor back to his home. The sculptor will challenge you to position the parts of a statue correctly. The solution is given on the poster in the back of the room so it is quite easy. The fastest solution is (in the given order): 1. Push the goat back. 2. Push the man left. 3. Push the woman right. You are rewarded 5 silver coins. Note the secret door in the back. It seems like some sort of shell is missing. Now do as the scultor says and go down to the quay to help unload blocks of marble from the ship. Talk to the kid in the crane. Use *PURSE* on kid to pay him 1 silver coin to operate the wheel of the crane: 1. Activate the kid to lift the hook. 2. Activate the lever in front of the crane to turn it to the ship 3. Activate the kid to lower hook 4. Activate the kid to lift the hook with the block 5. Activate the lever to turn the crane over the pier 6. Activate the kid to lower the block. Done. You are rewarded 5 more silver coins and are given references that allows you to become a theater student. Look for theater director Grandus. On the way you may want chat with the little girl with the matches. She has the magic glow but will not give it away. You cannot do anything about that during this act. Grandus can be found in front of his theater. Use *MY PERSONAL DIARY* on him. He wants some rose water. Go to the market woman on the same screen and use *PURSE* on woman to buy *PERFUME* for 3 silver coins. Use *PERFUME* on Theater director Grandus. This will start the theater assignment. In this section of the game you have to match what Grandus is saying with actions you do. If he says "Hark!" you must make a sound on the instruments to the right. If he says "Behold!" you must switch the backgrounds by pulling the levers on the left. The levers are (back to front): Mountain, City, Forest. The sounds are (back to front): Wind, Thunder, Nightingale. To complete this section do the following actions (when Grandus pauses his speech): 1. Forest (lever in front) 2. Nightingale (machine in front) 3. Mountains (lever in back) 4. Thunder (middle machine) 5. Wind (machine in back) 6. Nightingale (machine in front) 7. Forest (level in front) If you make a mistake he begins all over again. When you complete this you will be rewarded *RAT* and *CORNUCUPIA*. Now go the harbor area, where you first entered this Act and go left along the water front until you see the mermaid. Talk to her and she will tell you she lost a statue of her prince. She says Ludvig has it. If you ask around you are told Ludvig are hiding in a garden near the royal palace. Go over the bridge near the crane and go to the royal gates near the guard. Follow Ludvig into the passageway to the left into the garden. Approach Ludvig - he is in middle of the pillar building - and notice that he has a small statue beside him. You cannot approach him directly. Select the *RAT* in your inventory and the go forward while hitting space repeatedly. Ludvig will make you back out again but as you do you will drop the rat and it will scare Ludvig away. You can now take the *STATUETTE*. As you leave the garden you will hear a cut scene where the councilor has kidnapped the princess. So he is the evil one! Go back across the bridge. As you do so, the guard will close the bridge behind you, so you can no longer go that way. Apparently, Ludvig is the son of the counsilor. Go to the mermaid on the harbor and use *STATUETTE* on mermaid. You will now receive *PENNANT OF THE KNIGHT OF PLENTY*. Head back towards the fountain area. On the way you will be intercepted by the tailor complaining that the king's uniform has not yet been delivered. He will offer to sell you nicer clothes for 50 silver coins. You don't have that kind of money. Let's find some. Go back to the sculptor's house. Use the *CORNUCUPIA* on the secret door in the back of the room. Go down the ladder. Just as before use *PENNANT OF THE KNIGHT OF PLENTY* on the dog and then take 50 silver coins. SAVE THE GAME! When you emerge, darkness has covered the area. Go to the tailor near the entrance gate and use *PURSE* on tailor to get new clothes. Optionally, you can now go back to the dog and get 50 silver coins. This will be converted to 5 gold coins in act 4. Then head on to the closed bridge. Since you now look much nicer he will open the bridge for you. You can now enter the noble quarters. 5.d Act 4. Noble quarters ---------------------------------- Area note: In this act and henceforth there is no reason to worry about the guards. They will leave you alone. Find the chimney sweeper by the closed gates and talk to him. He will give you *LETTER TO THE SHEPHERDESS* and *MAGNESIUM*. Go to the shepherdess. She can be found at the end of the canal. Use *LETTER TO THE SHEPHERDESS* on the shepherdess. She will give you *LETTER TO THE CHIMNEY SWEEP*. Go back to the chimney sweep. Use *LETTER TO THE CHIMNEY SWEEP* on the chimney sweep. He will give you another letter for the shepherdess. Go back and forth between the shepherdess and chimney sweep a few times more until they finally decide to get together. Remember that you can read the letters by tabbing to them in the menu. In the end the shepherdess will give you *PENNANT OF KNIGHT SWAN FEATHER*. The king has now appeared on same screen as the shepherdess. use *ROYAL UNIFORM* on the king. He says you can visit him in the palace if you learn some Latin first. But to enter the Latin school you need a good reference. Talk to the councilor on same screen. He will ask you to follow him home. Follow him into the center room and use *MY PERSONAL DIARY* on the councilor, so he can give you the reference. Unfortunately, he is the villain, so he steals the diary from you. Bastard! Talk to the councilor two times. He will throw you out of the house and leave for the palace. Enter his home again. The maid won't let you pass, but says that the chimney sweep is such a nice man. Go to the chimney sweep and talk to him. He will go the councilor's home and distract the maid, so you can enter the living room. Push the book case. Take *MY PERSONAL DIARY* and *TUITION DOCUMENT* (they are both picked up at the same time). Notice the secret door behind the book case. Notice that there seem to be missing a crown on the swan. Leave the councilor's home and go to the Latin School. This is the house with "SEMPER LABORE" written over the door. Enter the school. use the *TUITION DOCUMENTS* on the teacher. He tell you to go to the planetary machine and align the planets align the red lines. Try pushing the handles. Nothing happens. The machine must be broken. Talk to Ludvig. He is standing just next to the machine. He has the missing gear. Kick Ludvig. This will give you *COGWHEEL*. Stand next to the planetary machine and use *COGWHEEL* on the machine to repair it. Now you need to align the planets. The left handle moves all three planets, while the right handle only moves the inner two planets. To solve this puzzle, push the left handle a number of times until the outer planet is aligned with the red arrow. Next, push the right handle quite a number of times until also the inner two planets are also aligned with the red arrow. This will require them to do several full rotations around the center planet. When you get it right, both handles will lock and the outer planet will open up, revealing a crown. Take *CROWN*. When you do so the teacher will add a Latin diploma to your references. Go back to the councilor's home and use *CROWN* on the secret door. Enter the secret door. Use the *PENNANT OF KNIGHT SWAN FEATHER* on the dog. Optionally, take 50 gold coins from the chest. These are not needed. Although you don't need to money, you need to use the pennant on the dog to trigger the next part of the game. Go back up. In the living room notice that the councilor can be seen in the kitchen. Go to the kitchen door and be treated with a cut scene. Notice that the tinderbox falls underground. Now you are locked in with the princess. Use *MAGNESIUM* on the fire in the fire place. The chimney sweep can save you but you need to put the fire out first. Activate water pump. This will fill the bellow with water. Use the bellow (the thing that can blow air or - as now - water). Now climb the ladder to get onto the rooftops. Go right and enter the window to enter the palace and Act 5. 5.e Act 5. Royal palace ---------------------------------- You are now in the palace. Go forward to make the princess walk towards the throne room. Follow her. She will stop a few times to make you hurry even more. Enter the throne room. Wait for the cut scene to end. First, you need to find the tinderbox. We know from Act 4 that it is below ground. Notice the suits of armor in this corridor. The middle one was the one you look out of from underground in Act 1. Activate the suit of armor to make it open. Enter the armor and go through the brown door to enter the caves. The tinderbox is just in front of you. Take *TINDERBOX*. Go back through the brown door, through the suit of armor and into the palace corridors. Follow the corridor and turn right (that is, HCA's right). Pass through the open gates, turn right and enter the door that led to the throne room just a moment ago. The palace is enchanted to make things confusing. You now have to find your way through a maze with 3 main sections. If you enter wrong door in this process you will hear a loud "dong" and will restart from beginning of the maze again. To complete the maze you must follow the symbols of each of the dogs in turn. In section one follow symbols of the "lion". In section two follow the symbols of the "mermaid". In section three follow the symbols of the "swan". Below follows are more detailed walkthrough of the maze: Section 1: The lion 1. Follow the corridor to the crossing. Optionally, talk to the king. 2. Go in the direction of the lion symbol, that is, up. 3. Follow the corridors and it turns several times until you reach 3 doors. 4. Open the door with the lion symbol. This is the door in middle. Section 2: The mermaid 1. Follow the corridor to the crossing. Avoid the troll. 2. Go to the right of the screen following the symbol of the mermaid. 3. At the next crossing go up to follow the symbol of the mermaid. 4. At the next crossing go right to follow the symbol of the mermaid. Optionally, speak with the king. 5. At the next crossing go up to follow the symbol of the mermaid. 6. At the next crossing go up to follow the symbol of the mermaid. 7. Follow the corridor as it turns a few times until it ends at 3 doors. 8. Enter the door to the left, the one with the mermaid. Section 3: The swan 1. Follow the corridor to the crossing. Avoid the troll. 2. Go the right of the screen following the symbol of the swan. 3. At the next crossing go up to follow the symbol of the swan. 4. At the next crossing go up to follow the symbol of the swan. 5. At the next crossing go up to follow the symbol of the swan. Avoid the troll. 6. At the next crossing go up to follow the symbol of the swan. 7. At the next crossing go right to follow the symbol of the swan. 8. Follow the corridor until you reach the three doors. 9. Enter the door with the swan. This is the door on the right. You are now in the throne room again. In this stealth section you need to reach the girl with the matches in the other end of the room without getting caught by the trolls. If they catch you, you have to restart at the start of this room again (not a big deal). Running might make this easier. Use the *TINDERBOX* on the little girl with the matches. You will now have *TINDERBOX WITH A MAGIC GLOW*. Now approach all 5 trolls and they will be dispelled. SAVE THE GAME! Now approach the princess and the prince of darkness. Do *not* talk to the prince of darkness. If you do so two times you will teleported out of the throne room again and will have to walk through the maze again. Instead use the *TINDERBOX WITH A MAGIC GLOW* on the prince of darkness. You have now completed the game. Congratulations! 6. Legal notice: --------------- This document is copyright Jacob Marner 2007. You may copy and redistribute it on your web site as long as my name and this copyright notice remains in place. Basically, you can copy it as long as you keep crediting me. :) 7. About the Author: ---------------------- When Jacob is not playing games he is working at Deadline Games A/S making kick ass action games. He was a senior engine programmer on Total Overdose and lead engine programmer on Chili Con Carnage. This document expresses the opinion of Jacob Marner only and not that of Deadline Games A/S. Feel free to mail me comments and/or additions to this document.