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Old Mill |
Items: 11 |
Kills: 0 |
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| Beyond the old chapel, lies the Old Mill. This time you are not alone, but have the close presence of your old friend Father Patrick. Things start to get bad when you disobey instructions, but hey, that makes life interesting, right? | |||
Road Not Traveled
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Any attempts to head to the tunnel at the far end of this path will result in your immediate ejection. That leaves only one path, so you must take it. It will eventually lead you to a large pit and a couple of annoying imps. If you want to make your life easier, you have to panic little imps by tossing something down at them that will give them a good scare. If you don't manage to deal with the two imps, you can still continue, but it will be a lot more annoying as they will try to pelt you with rocks as you explore. Everything you need to deal with them is nearby. | ||
Exercise in Utility
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You're probably wondering what the goal of this area is. If you look around you will find a ledge above and to the left with an iron fence and just to the right of the ledge is a crevice with a crawlspace. There's a large boulder inside the crawlspace that will prove useful to you. However you can't take the boulder, but you can take a little piece if you have an implement with with you could pry off a piece. Once again, the tool you need is nearby. We've mentioned where you can get that implement in this very hint. | ||
Hopscotch Anyone?
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Now that you got a nice chunk of chalk, you'll all ready to draw yourself a nice hopscotch playfield. You just need to find yourself a nice dark patch of sidewalk to use your nice white piece of chalk. Lacking a suitable playmate, perhaps you could copy a nice protection symbol from that book you're carrying. | ||
Repayment of Debts
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You disobey Father Dunstan's instructions, and as a result you put yourself in mortal danger. Father Dunstan comes charging to your rescue, and as a result has been abducted. Of course you're obligated to try to rescue him. You can't head up the hill where the horseman came from, but now you can head to the end of the path and drop to the clearing with an old barn. The horseman will now instruct you on what you must do. | ||
Detailed Instructions
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Okay, so the horseman doesn't give you specific instructions. What he does tell you is that you must shore up the fast flowing water. The water that swirls around the sides and back of the barn is pumped along by the waterwheel to the right. The waterwheel, in turn, is partly driven by a windmill off in the distance. That should give you enough of a clue to direct you to where you must go next. | ||
Penny-Pinching Old Hag
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When you've found the windmill, you will discover that getting inside the windmill isn't so simple. You must enter the windmill via an underwater entrance. The unfortunate part is that this underwater entrance also happens to double for a lair for a sea hag. You can't fight against the hag, and the hag is determined to guard her little stash of treasure so she isn't going to swim away any time soon. However, every single nickel is valuable to that old witch. This is a two-part problem. The first is sneaking in to nab a little bit of her stash. The second is what to do once you've got an angry old hag on your tail. There's a convenient trap you can lure the hag into. | ||
Milling Around
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Once inside the windmill, you may wonder what to do next. Inside the mill, you'll find a large wheel that will raise a door on the other side of the mill. As soon as you release the wheel, the door will begin to close, so you have your work cut out for you. The pole that sticks out of the wall to the left of the wheel will get you across to the other side in a hurry, the rest you must figure out. Once inside the doorway you will encounter a flock of bats. Don't jump around, as you will slide out of the little tunnel you worked so hard to get into. There's a lever that will open an underwater doorway to exit the windmill, but also slow down the waters that sweep around the barn that the horseman is trapped in. | ||
No Flow
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The final bit is to get inside the small mill beside the barn and stop the water wheel. Of course nothing comes easy. To get to the small mill, you will have to circle around, cross the roof of the barn to the little opening in the roof of the small mill. Look around and you'll soon see path you must take. | ||