################################### # Lost Temple Dizzy - Walkthrough # ################################### This is quite a big game, but it's split up into sections. Rather than have an inpenetrable, heavily optimised solution, this tells you how to solve it step by step. I've not given detailed explanations of exactly when and where to pick up and drop items all the time, as that would get very confusing. If I've missed any part out, or some part of it is unclear, let me know. Yolkfolk Village ================ Head right, and empty the picnic basket. Head right until you have the conversation with Denzil. Leave the sandwiches behind, then find the book in the boxes near Grand-Dizzy then head up to the Lookout Point to pick up the glasses. Give GD the book, glasses and tea, and listen to all his yap. Go to the boat and examine it. Then head up to Dora and get the sheet off her. Take the sheet to the boat, put the sandwiches in, then see Denzil and get the scarab from him. With the scarab, you can set sail. Topside ======= Use the clouds to get the axe from the tree, then chop the tree down. Around topside there are the Crowbar, Spade and Hammer, which are useful tools in many places. Try not to leave them anywhere awkward. The Red Amulet is used in the Light Shrine, and the cooking pot will be used later. Help the troll by getting him his Snuff Box and some Red Moss- the first is in the Old Tree and the latter is hidden in the Overgrown Garden. The book he gives you is not useful for now, but you will need it later. There's another Scarab Key at Danger! Falling Rocks. The trick here is to stop walking as soon as the screen shakes. Once the shaking has stopped, it is safe to continue. To get into the temple, you will need to clear away the rocks with the Spade and the Crowbar. Temple Entrance =============== You need to use the Axe to cut the tree roots out of the way in Temple Entrance. There are four scarab doors here, each of which leads into a different shrine. The scarab keys are interchangeable, so you can do the shrines in any order. The first such door you see is to the Water Shrine- you need the Crowbar to remove the rock blocking your way there. The saws are nasty, but if you head straight to the bottom of the area to the Chamber of Doors, there's a cracked wall you can walk through to the right where there is a switch that turns off all of them. This will make traversing this area a lot easier. In Forgotten Loft, there's a switch that opens a secret door for a handy shortcut. The Chamber of Doors has five doors that protect the Inner Temple. The first four are opened by switches at the end of each of the shrines, the final door requires a Scarab Key. Each shrine has a Scarab Key at the end of it. Water Shrine ============ Start by heading up twice and left twice to get the Snorkel. The ice can be a bit tricky- you can't stop, change direction, jump or use an object when you are on it. Use the top level of Frozen Gallery to avoid the spikes. Take the Stone Bucket from The Cistern and fill it by dropping it in any water. Empty the bucket into the cistern. Do this two more times and the wheel will be within reach. Take the wheel to Pump Control Room and use it on the machine. Use the machine. This opens the pipe in the water topside. Head back topside and go down the pipe (remember the Snorkel!). Pick up the blue key. Head left twice, then drop down on the left side of the green water plant (it's deadly). Use the blue key on the door to the left to get into the Water Sanctum. Throw the switches. Pick up the Scarab Key and throw the master switch. You're not quite done with the Water Shrine yet. Bring the axe to the top left room Collapsed Channel, hack through the bowsprit and get the Ice Shoes. You'll need these later. Light Shrine ============ Head right, then up twice. Throw the switch to make the shaft much safer. Make sure you have the Red Amulet from topside. Above the starting room is a room with a red column of light, this will kill you unless you have the amulet. You can pick up the Green Amulet. Then head to the bottom right (Whirring Blades). You will need both amulets and the axe or the crowbar. You can't get the blue amulet and the axe out at the same time, but you can do it in stages. Head to Crystal Gallery then right. There are four columns of light, and you have three amulets. The purple column is a red herring; there's a crack in the stone underneath you can walk through. Leave the red amulet behind in one of the gaps for now and head right. Hit both switches, going across the top of the room to get to the second. Get the Scarab Key and throw the master switch. You have to do a bit of juggling to get both the Scarab Key and Blue Amulet to safety, but you will need both later. Air Shrine ========== In the middle of this area is A Cryptic Device. There are four settings for the clouds- one to allow you to go up from this room, one to let you go right, one to let you go left, and one that lets you get up to this room from below. In the bottom right of the shrine is the Emergency Escape Switch that resets the clouds to that last setting. Drop down to the bottom and pick up the Spanner from The Tomb. Go up from that room and use the spanner on the wheel. There are three other wheel you use the Spanner on, one for each direction from A Cryptic Device. You need to use the Emergency Escape Switch to get up to it initially. The one on the left you need to drop down from Vertiginous Shelf, the other two should be easy to find. Once you've turned them all, head down and to Hydraulic Controls. The door should be open. If not, check the valves and adjust any with water spilling out near them. You need the Spanner to get some treasures elsewhere, but you're finished with it for now. Throw the switch in Hydraulic Controls. Get back to the Device and head up and left. You need the Crowbar to move a boulder, but then you can make your way to the Air Sanctum. You know the drill- switch, Scarab Key, master switch and you're out of there. Fire Shrine =========== As you come in, have the hammer and head right. You can solve this puzzle so that you don't have to throw switches in here ever again. Throw the bottom, the top right, middle, top then middle. The bottom passage will be clear, and you can leave this room via the top left. Head right to A Safe Drop. Use the machine to lower the chain slightly so you can get the wheel. Drop down, then repair the cart and give it a push. Go and get the Silver and Gold keys from the shrine entrance, then follow the path to End of the Line. Unlock the door there and below in Security Office. Head right three times and use the machine to stop the lava flow into the hole. Drop all the way down and finish the shrine. Inner Temple ============ By now, four out of the five doors in the Chamber of Doors should be open. Use a Scarab Key to unlock the last one. Once you're in the Inner Temple, there are two difficult to traverse rooms. You need the Ice Shoes from the Water Shrine and the Blue Amulet from the Light Shrine. These mean you can only get one object in or out of the Inner Temple at a time, so plan ahead. Bring the last Scarab Key to begin with. You need the Pewter Key to unlock the door in Flashbacks of Fire. In this room and the two previous ones there's a scroll that tells you the answers to the Troll's riddles, in the room beyond the door. Use the Scarab Key on the door in Grim Portal. Head left through the hazardous rooms and throw the switch at the end to open the other door. Come back and navigate the Recipe and the Scarab Key out of the Inner Temple. Home Stretch ============ Now you have the recipe, you can use the boat to head between the Temple and the Yolkfolk village. You can drop the Recipe on the cooking pot and a scroll will appear so you can refer to the recipe as you work. Light the fire underneath the pot with the Book of Matches from Advance Camp, Temple Entrance. Fill the pot with water using the bucket from the Water Shrine. If it is full of lava, drop it in water to empty the lava out. The book you got from the troll topside will identify cure ingredients in your inventory if you have it. The ingredients you need are: * Dark Kelp - The Deeps (Water Shrine) * Crystal Iris - Crystal Garden (Light Shrine) * Death-Cap Mushroom - Overgrown Garden (Topside) * Ash Bloom - Rain of Fire (Fire Shrine) * Cloud Lily - Strange Plant (Topside- top left on a cloud) * Green-Flecked Herb - Kitchen Garden (Yolkfolk Village- inspect one of the plants to get it) Once you have the cure, head back to the Yolkfolk Village. Use the cure on each of the Yolkfolk, then talk to Dora. She'll ask for a mighty 80 treasures to fund a larger treatment programme. Once you have all of them, talk to her again. Finally, talk to Daisy to finish the game. Now pat yourself on the back.