Important Warnings
There are sometimes more than one way to solve a problem or mix a spell. This freedom adds realism to the game, but also causes problems if you use an item as a spell ingredient and later realize you need that item for something else. Read the spell ingredient list at the bottom carefully before committing items.
Warning 1: Frankenstein in Studio 2
When you find Frankenstein in Studio 2, you will need to animate him to finish the studio — but you must be at least level 9 before you can do so. Do NOT click on his head while holding the Wire Cutters before you are ready. If you view his face full-screen this way, you will make finishing the game impossible.
Warning 2: Studio 1 Elevator
Before going up to level 2 and above in Studio 1, make sure you turn the elevator on and have the radio with you.
Walkthrough
↑ Back to TopAnimating Frankenstein
To animate Franky, get the copper rod from the basement office and put it on the roof to act as a lightning rod. Then cast Summon Storm to call lightning (which requires level 9). Go back downstairs to Franky's room. Move the left lever down and the right lever up — Franky will begin walking toward you. After he has taken a few steps, click on the wires leading to his head to cut them using the wire cutters from Elvira's car. Cut at the right moment: too early and you can't open the door behind him; too late and he will kill you.
Studio 1 — Getting to Level 4
To reach level 4 of Studio 1, you swing across a gorge — there is no swinging back. On level 4, after casting the Telekinesis spell (ingredient: radio), you can get an elevator key from the wallet of a webbed man. You can then access the rest of level 4 from the other side of the elevator. Make sure you close all elevator doors behind you, or you will never be able to use the elevator again.
Essential Item
↑ Back to TopDo not use the Small Silver Cross (the one you start the game with) as a spell ingredient — you will need it to complete the game.
Spell Ingredients
↑ Back to Top- Antidote — Yellow flask from Franky's room, or a red mushroom (kill all creatures in the room without leaving)
- Bind Demon — Rope and Scroll of Binding
- Breath Underwater — Cakes from the cafeteria
- Buoyancy — Fish bones from Studio 3 (catacombs)
- Courage — Gin from the director's room (wine will probably also work)
- Cure Wounds — Holy water in test tube
- Detect Trap — Glass ashtray from the director's room
- Fireball — Notes, letters, postcards, calendars — anything combustible
- Glue — The glue found in the kitchen
- Holy Blast — Gold cross and silk from church
- Lightning Bolt — Blue quartz from Studio 1 and candelabra from dining room
- Mindlock — Book from 2nd floor office and padlock from Studio 2 (desk in fishtank room)
- Resurrect — The father's bible (found in pulpit), the brain from Franky's head, the heart in the jar, eggs from the kitchen
- Summon Storm — Barometer from foyer of Studio 2
- Telekinesis — Radio from 2nd floor of offices
- Turn Undead — Brain in jar from Franky's room
Acknowledgement
Annotated by The Spoiler Centre for the RPG Gamers archive.
