From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
m (rm drivel)
Line 17: Line 17:


== Stage 31 ==
== Stage 31 ==
[[Image:Solomon's Key Stage31.gif|left]]No hidden items.
[[Image:Solomon's Key Stage31.gif|left]]
 
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.
{{-}}
{{-}}
== Hidden 5 ==
== Hidden 5 ==
[[Image:Solomon's Key StageH5.gif|left]][[Image:Solomon's Key HiddenH5.gif|right]]
[[Image:Solomon's Key StageH5.gif|left]][[Image:Solomon's Key HiddenH5.gif|right]]

Revision as of 23:57, 25 January 2011

Stage 29

File:Solomon's Key Stage29.gif
File:Solomon's Key Hidden29.gif

Stage 30

File:Solomon's Key Stage30.gif
File:Solomon's Key Hidden30.gif

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

File:Solomon's Key Stage31.gif

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.

Hidden 5

File:Solomon's Key StageH5.gif
File:Solomon's Key HiddenH5.gif

Stage 32

File:Solomon's Key Stage32.gif
File:Solomon's Key Hidden32.gif

Stage 33

File:Solomon's Key Stage33.gif
File:Solomon's Key Hidden33.gif

Stage 34

File:Solomon's Key Stage34.gif
File:Solomon's Key Hidden34.gif

Stage 35

File:Solomon's Key Stage35.gif
File:Solomon's Key Hidden35.gif

Stage 36

Bonus Stage