Solomon's Key/Arcade 29 - 36

Stage 30


This is the "bug" room. It has a "bug" that lets you exit easily. Some choose to take advantage of the bug because dealing with Earth Mages is fraught with danger. If not for the "bug" this could be a really hard level.

Make your way down so that you fall to the bottom of the level on the right side of the vertical white blocks. An Earth Mage will follow you. When you are at the bottom, head left building blocks behind you until you are standing directly to the right of the bottom-most vertical white block. The Earth Mage should be standing one level above you, and walking towards you on the blocks you created. If not, you need to run away and re-create it so that this is the case.

Now face left, bend down and continually try to create a block left and underneath you.

For some reason the Earth Mage will approach you, create a block on the space you are occupying, and the game will send you out the exit and on to the next level!

Stage 31


This is the last level that you can "continue" from. When you use up your lives on levels above this, the game does not give you the option to continue any more.

Head left, get the key and climb up. You can cast a spell on the key to go to a secret room if you want.

The following takes speed and timing. Go up the left, avoid the ghosts and jump up to get the bell. Eventually you will be standing on the first white block. Build a block in the floor to the next white block and then walk right until you are under the jewel. You can jump up to let ghosts pass underneath you (in both directions). The idea is to let a ghost pass underneath you heading left. Then once you have fallen back down put a block to your left or right for a ghost to destroy and turnaround. Timing is crucial but you should (after a few attempts be able to get it so that both ghosts are moving in the same direction very close to each other (if not touching each other). Now they are much easier to deal with!

Time it based on the position of the ghosts and the salamanders falling from above but then head right (building blocks in the floor) until you are under the green jar. Jump up to let the ghosts and/or salamanders pass underneath. Cast spells when in mid air to prolong your "hang time" if necessary.

You will note that if you face left the salamanders come out of the window and go left. If you are facing right, they go right. So look left to send the salamander left, time it with the ghosts and then hurry to the right.

Climb up and left until you get to the window. Then jump down and run across the white blocks to get to the exit, jumping the ghosts and timing it with the salamanders.

Stage 35


Head left and take out the last brown block before the mirror. Drop down and take out the brown block underneath. Then go get the sphinx bonus. Head straight up and get back onto the brown blocks. Take out a block to your right to stop demonheads getting to you from the right mirror. Head left. Time it to replace the block in the floor, fireball the chimera and jump down the left side. Run for the exit.

Stage 36
Bonus Stage