Curse Of Enchantia (Hints) The Dungeon: To Get Out Of This Uncomfortable Situation, You Must Scream For Help. Doing This, A Guard Will Enter And Drop A Key. Pick It Up And Use It. Inspect Your Cell, Especially The Right Corner Of The Screen. One Part Of The Wall Is Loose. Push Against It, Then Pick Up The Paper Clip And Open The Door With It. The Hallway: The Guard Hasn't Seen You. Pick Up The Fishbowl On Your Right. Take A Look Through The Keyhole If You're Curious. Keep Going To Your Left But Watch Out For The Statues (Go Between Two Hits ). Don't Forget To Pick-Up The Various Coins And Diamonds On Your Way. The Under Water Odyssey: Start By Wearing The Fishbowl. It Will Help You Live And You Will Make A Happy Friend At The Same Time. On Your Right, You'll Find A Gold Coin Good Only For The Score). Notice The Fish Stuck Inside The Bars. Pull Him Out Of There (Push/Pull Icon) And Wait For His Return. He Will Thank You By Giving You A Shellfish. Pick It Up And Look Around You: There's A Piece Of Wood Laying On The Sand. Look Underneath, You'll Find A Worm. Pick It Up And Talk To The Fish At The Counter. He Will Give You An Oxygen Bottle In Exchange For The Worm, Then He Will Escape, Leaving You By Yourself. But Don't Worry, The Giant Turtle Will Help You Cross The Electric Eels In Exchange For The Shellfish. Pick Up The Stun-Gun That's In The Seaweed, And Use It To Fight The Shark, Then Jump Over The Giant Shellfish. Use The Stun-Gun Again, As A Crowbar This Time, To Lift The Giant Drain Plug ("Insert" Icon). This Will Take You To The Next Level. The Caverns: Pick-Up The Moss On Your Right, Then Look For The Button On The Wall And Push It. Next You're Going To Have To Pick Up All The Rocks That You Can And Bring Them To The Old Man (Two Trips Will Be Necessary, Because You Can't Carry More Than Ten Items). After Giving Him All The Rocks, He'll Give You A String. Explore All The Different Rooms. In The First One , Use The Board And The Rock To Build A Seesaw, Which You Need To Get The Magnet, But First, You Need To Find Something To Throw You Up. For Now, Go To The Other Rooms. On Your Way Pick Up The Gold Coin Near The Falling Rocks. In The Next Room, Take A Look Inside The Five Holes. This Will Make The Hairy Little Monsters Escape. Once The Cave Is Empty, Take The Branch In The First Hole On Your Right And Go To The Next Room. Pick Up The Computer That's Laying On The Floor And Look Inside The Hole. There's A Spool Of Wire That You Can't Reach. Go Back To The Seesaw Room. Stand On The Board , Throw The Computer, Then Pick Up The Magnet And Get Back To The Previous Room (Where The Wire Is). Attach The String To The Magnet ("Build" Icon) And Insert It Into The Hole To Recover The Wire. Return To The Mud Monster Area And Hook Up The Wire To The Two Hooks . The Wire Will Retain Some Mud Off The Monster. Take It And Go To The Wishing Well. Throw The Coin Inside The Well And You'll Be Granted Three Wishes (Choose The Helmet). Pick Up The Helmet And Go To The Falling Rocks. To Cross Them , Wear The Helmet. At The Bottom Of The Well Climb In The Bucket ("Jump" Icon), Then "Build" These Items : The Moss, The Mud, And The Branch To Form A Mask That You'll Wear To Get Out Of The Caverns. Outside, You'll Be Attacked By A Stranger. Pick Up His Sword, Kill Him ,Then Take The Money And Go Towards The City. The City: Go straight to the fountain, turn left, and go see the sea lion, who, in exchange for money will give you some clues . Take his advice and go see the magician (his shop is straight ahead from the fountain). Give him your money, and he will teleport you to a magical place: The Cliffs The Cliffs: Go To Your Right And Stop Right Before The Big Rock. You're Going To Have To Push It First, Then Jump Over It. Watch Out For The Rock Above Your Head And Other Rock Slides. To Avoid Them Stop On Time And Hide In The Different Recesses Of The Mountain. Pick Up The Rubber Gloves On Your Way, Then Look For The Four Buttons On Your Left. Push Them In This Order To Activate The Bridge: Button Four, Then One, Then Two. Keep Going To Your Right And Don't Forget To Pick Up The Rope. To Get Rid Of "Electroman", Wear The Gloves And Push Him Off The Cliff. Take The Strange Blue Stone And Go To Your Right. You're Going To Have To Wear The Stone On Your Head. It Will Absorb The Fall Of Another Stone That You"Ll Throw On The Big Rock. Cross The Rock Until You Come To Another Chasm. From There Throw The Rope And Climb On It ("Jump" Icon). Read The Inscription Engraved In The Cliff And Say Loudly: "Open Sesame". Say Hi To The People Inside The Cavern. The Parrot Will Tell You About A Fire Extinguisher And A Fan, Items You Will Need During Your Journey. When You Get Back To The City, Go See The Magician, Give Him Some Money And He Will Change You Into A Pig Head, Then Go See The "Cockroach-Guard" Who Is Standing Next To The Sea Lion's Shop. He Will Let You Get By With Your Face Of The Moment. Fabuland: Go Straight Pass The Musicians And Turn Right. The Hippie Guy Will Ask You For A Recorded Tape (Say "Hi" To Him First). Keep Going To The Right. Near The "Nose" You Will Find A Stack Of Stamps, Pens And Socks. Pick Up One Of Each, Then Go Towards The Stairs And Jump (You Will Not Die). The "Lips" Is Watching The Cellular Phones. To Get Rid Of Her, You Are Going To Have To Get Rid Of The "Nose" First. Go Straight Towards The Ship And Pick Up A Blank Tape On Your Left. Near The Musicians, There Is A Tape Recorder. Go There And Insert The Blank Tape In It. On Your Left Pick Up Some Hay And The Letter That's Laying On The Ground. Stamp The Letter ("Build" Icon) And Insert It Into The Red Mailbox. Go To Your Left And Pick Up The Platter (Watch Out For The Lava.), Then Go To See The "Nose" Again. To Fight Him, Put The Hay In His Nose ("Insert" Icon) , Then Go Pick Up A Cellular Phone. Next, You're Going To Have To Fight The Robot That's Guarding The Ship's Entrance. For That, Fill Up The Sock With The Gold On Your Right ("Build" Icon), Then Attack Him. Inside The Ship, Pick Up One Of The Board Then Drop It Approximately In The Middle Of The Screen Near The Water ("Throw" Icon), And Do The Same Thing With The Other Board. The Boards Being Too Short, You're Going To Have To Place Them As A Reverse "T". Once The Bridge Is Built, Go Pick Up The Gold Sheet On The Other Side And Get Out. Go Back To The Musicians Area And Put The Cellular Phone In The Tape Recorder. To Do So, Click On The "Push/Pull" Icon, Then On The "Inventory" Icon, And Finally On The Cellular Phone. When You're Done, You'll Find A Recorded Tape In Your Inventory. Bring It To The Hippie Guy Who, In Exchange, Will Give You Back The Letter You Sent Earlier. It Contains A Magnetic Card That Opens The Door Near The Band. But Before You Go There, Enter The Cavern First And Scream For Help. The Wall Will Collapse And You'll Find A Bottle Of Acid. Pick It Up Then Go Open The Door. On The Cloud, Back Up First A Little Bit To Have Enough Space Then Pick Up The Bag Of Marble And Jump Off The Cloud. Go Back Towards The Cavern And A Door Will Suddenly Appear On Your Right. Go Inside. In The Next Room Throw The Acid Against The Wall And Insert The Gold Sheet In The Hole That You Just Created Using The Push/Pull Icon. A Button Will Appear On The Wall, Push It To Open The Gate. To Avoid The Electrocution, Throw The Marbles On The Ground First, Then The Platter, And You'll Be Able To Get Across. Pick Up The Fan, Then Open The Door With Your Paper Clip And Get Out. You Will Be On The Same Road That Leads To The City. Go Back To The Costume Shop And Buy The Dress From The Retailer Then Go Try It On In The Back Room ("Wear" Icon). This Will Open The Door That Leads To Iceland. Iceland: Pick Up The Snowball And Throw It On The Ice-Monster. Without Meaning It, You Will Save An Innocent Creature. Near The Big Ice Cube , Pick Up The Deodorant- Spray, Then Go Talk To The Walrus. Tired Of Your Speech, He'll Fall Asleep. Go Find The Eskimo, But Before, Don't Forget To Wear The Deodorant (Or Your Smell Will Make Him Faint). He Will Propose You His Fishing Pole In Exchange For A Fish. Leave That Screen And Look Around For One. When You've Found It, Go Find The Board. To Catch The Fish, Stand Near The Hole And Throw The Board. The Fish Will Be Trapped, And All You'll Have To Do Is To Pick It Up And Bring It To The Eskimo. Take His Fishing Pole And Return Near The Big Ice Cube. Make A Fire By Using The "Fight" Icon With The Fishing Pole. This Will Melt The Ice, And You'll Set Another Creature Free. Pick Up The Ashes And Walk Along The Left Side Of The Screen Until You Find The Walrus. To Get Across, Walk On His Back, Then "Scream For Help", And A Green Little Creature Will Help You Out This Time. Get Inside The Boat, And After Your Unpleasant Experience, Throw The Ashes In The Water. A Dragon Will Appear, And Will Give You A Ride To The Ice Castle. Ice Castle: To Open The Main Door, Push The Stalactites In A Decreasing Order (Like The Penguins). Inside, Pick Up The Broom And The Dice. Roll The Dice On The Table And Keep Going. The Main Hallway Hides The Entrance To Six Different Rooms Where You'll Find These Following Items Using The Build Icon: A Magnifier, A Jack, A Megaphone, A Gun (Use The "Fight" Icon And The Broom To Reach It), A Stalactite (Use The Same Technique), And An Ice Cube. To Make The Pulley System Work, Insert The Gun In Its Holster, Then Pick Up The Mirror And The Tanning Oil That You Will Find On The Tray. The Opening Of The Different Doors Is Not Simultaneous. You'll Have To Go Back And Roll The Dice A Couple Times Before You Gain Access To All The Rooms. Once All The Items Are In Your Possession, A Whistle Will Appear At The End Of The Hallway. Pick It Up Then Take A Look Through The Glass Door. "Build" The Whistle And The Megaphone Together Then Use It To Break The Glass ("Fight" Icon) And Jump Through The Hole To Get To The Laser Room. To Destroy The Laser That Protects The Gate, Place The Following Items Inside The Holes In The Ground: The Magnifier, The Ice Cube, The Stalactite And The Mirror. Begin With The Hole Where The Laser Beam Starts, Then Go Counter-Clockwise. Once The Laser Is Destroyed, Insert The Jack Underneath The Gate To Open It. In The Next Room, Avoid The Queen's Firing By Jumping At The Right Time, Then Get On Her Throne. This Will Take You To A Different Room. To Get Rid Of "The Hand", Wear The Tanning Oil, Then Go Look For A Match-Box. Pick It Up And Keep Going Until You Get To A Bigger Room Where A Green Monster Is Resting. Hide Behind The Pillar (Be Very Precise) And Wait For Him To Fall Asleep, Then Quickly Insert A Match Between His Toes (If He Wakes Up, Just Go Back Behind The Pillar And Try Again), And Light It Up Using The "Fight" Icon. The Monster Will Escape Letting You Take The Fire Extinguisher. From There, The Genie Will Take You Back To The Costume Shop. Go See The Magician One More Time , And He Will This Time Teleport You To A Scary Place. The Cemetery: Pick Up The Bone And Use It ("Fight" Icon ) To Get Out Of This One. Watch Out For The Vampire. To Avoid Him, Go Behind The Grave You Just Got Out Of, And Face The Tree. The Vampire Will Fall Inside The Hole. Pick Up All The Items Laying On The Ground (Cymbals, Mirror, And The Shovel), And Keep Going To Your Right. Hit The Vampire With The Shovel. On Your Right Pick Up The Garlic And The Crucifix, Then Push The Tombstone On The Vampire's Feet ("Push/Pull" Icon). Walk To The Right, Eat The Garlic And Grab The Vacuum Cleaner On Your Way, Then Finish Up The Vampire By Attacking Him First With The Crucifix And Finally With The Cymbals. Annoyed By You Not Being Scared, He'll Quit His Job Which Allows You To Leave The Cemetery. You Have Finally Reached The Castle Of Enchantia. Open The Gates And Go In. The Castle: Go To The Room On Your Left And Pick Up The Magic Ring Laying On The Floor, Near The Fireplace, Then Get Out And Go To The Next Room On Your Left. In The Library, Look For The Fake Book On The Second Shelf. Once You Have Found It , Push It. It Will Open A Secret Passage That Leads You To The Final Battle. Enchantia: Captured In A Magic Spell, You're Going To Have To Defend Yourself Against The Witch. First Attack: Use The Vacuum Cleaner To Suck In The Spell ("Fight" Icon). Second Attack: Push The Handle On The Fire Extinguisher ("Push/Pull" Icon). Third Attack: Send The Spell Back Towards The Witch By Using The Fan ("Fight" Icon). Enchantia Will Be Knocked-Out For A While. Quickly Slip The Ring Around Her Finger ("Build" Icon) And You'll Be Teleported To The Baseball Field Where You Started The Game. The End 4/7/93-Bijan