Hints
  • Start your session by studying the main presentation either outside the game, or at one of the other presentation paintings.
  • Make sure you clear an area before going on! Whenever you exit a room and you have left something of critical value behind, it will flash a warning on the screen. Keep an eye out for these warnings.
  • Always do a game save when you come to a heart (it also restores your health).
  • Be careful when pushing the crates around. If you push it against a wall, you can't get it back. If this happens, exit through a door and re-enter the room. The crates will now be re-set to their original position.
  • The glass Bell will temporarily clear the black fog.
  • You can ride the zeppelins: stand underneath where a zeppelin is going to travel. Jump straight up as it passes overhead and you will hang on to it as it travels (jump when you want to get off).
  • Jumping on ice will cause it to break, dropping you through. If there is an open space underneath the ice, you will drop through to that space. This is required in some rooms.
  • If there is ice beneath transparent blocks, you can use the ice to slide under them.
  • Stealth prevents the whackers from seeing you.
  • Armor makes you invulnerable to "everything" except wrong answers and falling, and it breaks the ice if you walk on it.
  • Getting the plus signs gets you points and partial healing.