Main Story

This page breaks down the main story and progression.

## Theater Courtyard

Butler Chester will introduce you to the primary plot! The kingdom is overrun by the undead due to Squaruman, a warlock who who felt wronged by its people. Oh no!

But wait… You are of the undead yourself! And thus you wake up in front of the courtyard’s theater and… Wait a minute. You’re missing feet! Hop along to the lower right of the courtyard to pick those up. Now that you can jump, get up on that stage and pick up your trusty… Cardboard sword? Sure that’s sturdy enough? Well, we’ll see because next up you’ll need to clobber those two resurrected zombies!

And voila, doing so shakes the stage and reveals a new path out of the courtyard! Climb up those crates up the stage and walk alongside the castle’s wall to reach your next destination. What’s that? A door that was blocked off to you? Yeah, remember that one for later.

## Castle Market

Next up you’ll find yourself in a cozy little grass area, make sure to activate that save grave to the left! You are met with a few knights who… Aren’t acting very knightly. Afraid of the risen dead they run towards an open door to the castle and lock themselves up. Leaving you to deal with the zombies! No matter, slay the beasts and continue your journey to yet another courtyard. This one features a rather grim guillotine. You’ll have the choice to either rescue or kill the poor knight in it. Kill him and you’ll be rewarded with a knight’s “helmet” that gives you an HP bonus and on use protects you from projectile attacks. Saving him nets you an iron sword instead with a much better attack combo.

Either way, venture onwards though a quaint little market and make sure to pick up that hay bale torso. It has a random chance of spawning a health cube when you get hit, nifty! Next hit your third save grave before heading back up the castle’s walls and activating a lever. Tada! The caste’s gates are opening allowing you to leave the castle’s grounds. Hop on down and head on out!

## Castle Garden

Next you’ll walk past a bunch of red beet enemies. Make sure to slay them on your way, their head ability is shooting out seeds which can be quite useful! After that you’ll have to navigate a hedge maze, this is the right path: *Down, left, down, right, down, left, down, right, down, left, up, left, down, left, up, left.* There’s another alternate path with a fella screaming for help but you can’t access the area yet, so don’t worry about it!

Walk past that savegrave and cut up the wheat below it if you’re in need of health, because once you walk up past the little fenced gate you’ll be engaged in a forced combat scenario! Pick up that princess dress as you’ll need it for later, you look great in it, slay those zombies and head out of that little area.

Before turning left make sure to open up that gate on the right to unlock a dandy shortcut back to the theater courtyard! Walk down that pretty bricked path, pick up a pencil that acts as a throwable lance on the way and head down the beaten path.

## Swamp

You now have a few split paths you can follow. Ignore the first and walk down the hill. The second path leads you to a broken down fort where you can find some soldier boots which lower knock back. Nifty! Continue walking down the hill towards the swamps. Careful! Those innocent looking mushrooms are actually enemies in disguise, make sure to avoid the spores they spread when they land after a jump! It slows you down and hurts you too, mean! Activate that save grave and walk up through the murky waters to see… What is that? An eyeball with a wig on? You betcha! Enter the area only once you have fully replenished health, hit those hay bales to spawn health cubes! Its time for your the first boss fight: Suzy!

## Suzy

Alright, your goal is to get on the plate on her back so you can hit her many eyes! Right off the bat if you’re quick enough you can jump on it while she initially rises to get a hit in! Otherwise wait for her to do her slide to jump on her and wack those eyeballs! There are two other attacks you need to worry about: Stick too close to her face and she’ll swing, yes swing, her tongue at you! And occasionally she’ll spawn spores that slowly fall from the air, avoid those at all cost! Whack her enough and she’ll eventually break down in tears. You monster! The path she careens through actually hides a secret but you can’t access it yet. For now, pick up that wig and voila: You now look like the princess! I guess? This grants you access through that door back at the theater courtyard! So head on back, come on, let’s go!

## Safe Room

Once you’re through the door you’ll be welcomed by none other than Butler Chester! He’s relieved to see you, the princess, alive! He doesn’t see through the ruse despite looking straight at your face. What a dork! The safe room features a bunch of nifty things most of which you can’t access yet. Eventually you’ll have a hatter, an armor making chef and a librarian in here!

You do have access to Yarnia already, who can knit you two special torso pieces. If you picked up a myzel piece from the mushrooms already, give it to her for a pretty good mushroom sweater! Either way, make sure to open that door behind Chester so you have a shortcut back to the castle’s market area!

Next up, head to the left and jump down that hole that everyone tells you not to jump into. Obviously we’re gonna do that! Wheeeee!

## Cellar

Welcome to the cellar, a cold and dank place full of spike traps. Why? No one knows! This dungeon is filled to the brim with medusa heads that fall from the ceiling which invert your controls! You can fix that by picking up your own head, or any other for that matter! There’s a bunch of destructible spikes on your way that have impaled skeleton heads on them in case you lose your own! Existential crisis much? Yes.

I highly recommend slaying any bats you can see as they have a chance to drop bat feet which comes with increased movement speed! Time to pick things up y’all! Continue making your way until you’re greeted by… Dark Skippy! Your evil counterpart who immediately acts like a dingus and blocks off your path with two spiky gates. Time to open those up again! Venture onwards!

Careful of those golem statues! Once they spot you they’ll spit hot fire, like literally. In the room you first meet one you can use that to your advantage though! Try hitting the right chest with one of those arial fireballs and you’ll be rewarded with a Cuttana! Oh yeah, now we’re talking, increased damage output baby! Head up the stairs, past the locked gate, avoid the medusa heads and navigate the narrow wooden beams without getting shot in the face by the golems. Easy right? Next up platform yourself past some swinging platforms and head down to unlock the first lever for those spike gates! Pick up that pumpkin armor, which acts as temporary protection from damage until it breaks, and continue upwards.

Walk past the swinging pendulum blades and time your path right with the spikes piercing from below. Use the broken down pillars as a bridged path before heading upwards again. Watch out! This open area has a a bunch of zombies and shooting golems waiting for you! Mean! Get past that and make a right first, you’ll find another savegrave. Phew! Next run past more traps (yeesh, whoever designed this place is a real piece of work) and run up those steps! Hit those bombs on the chest to get… A club! Na na na naaaaaa! This handy-dandy weapon can be charged by holding the attack button and allows you to destroy chests, furniture and all kinds of other wooden materials. Give it a try! Remove those pesky tables blocking the doorframes until you find yourself at a split path. One leads to the torture chambers, which you can’t access yet without a light source on you, the other leads to the second lever for those spiky gates if you walk right then up.

Head on down to unlock a shortcut back to your Dark Skippy encounter and head on through now that all the spiky gates are gone! Make sure to head to the up/right first after passing the bridge to unlock the last save grave of the area and pick up another set of pumpkin armor! It’s time for your second boss fight, Dark Skippy!

## Dark Skippy (Round 1)

This dark counter part of yours comes with a bunch of abilities that surpass your own, how unfair! His attack pattern is fairly simple: He’ll do one attack and then teleport to the opposite of the room. Occasionally he’ll be out of breath or laughing instead, giving you an opening for a good smackin’. He has three attack types: A deadly laser he shoots directly towards you and crosses the whole room. Fireballs he can lob that create square lasers on the ground you need to jump over and a bunch of daggers he can throw that bounce off of walls for a bit. Hit him enough time and he’ll nope out of there leaving his feet behind! Make sure to pick those up if you’re going for a 100% completion!

Head on out and smack those chests if you want some normal soldier boots, in case the fire trail which can damage you as well, becomes too much for you! Next you’ll be greeted by Rem! A enthusiastic knight who saw your battle and is convinced that you are a good guy after all, despite being a jigsaw zombie. Follow him up to the barracks!

## Barracks

Rem, being the good guy he is, puts in a good word for you and grants you access to the barracks! So THIS is where all the knights ran off to! Talking to the General will reveal that they’ve lost sight of the king and will appreciate your help in saving him! So without further a due, time to save the king! (Unless he’s in another caste? No, wait, the reference only works with a princess. Darn.)

Anyway, walk up the hallway and you’ll see two brave knights quickly meet their doom with a new enemy: The hell knights! These guys are some serious trouble. Their health pool is large, they have a spin & charge attack and they’re hard to hit once their shield is up. Fret not, however, as a fully charged club is still pretty effective against them! Just make sure they don’t get access to any ballista’s, they know how to use them!
Before heading up/left, head down/right first into a room full of bombs! The red chest has wearable bomb heads, pick one up and head all the way to the right to bomb away that cracked wall! Destroy the chest and you’ll get the Einszweidreihänder, this sword is the third strongest sword you can get!

Head back up, slay some knights and make your way up the stairs and to the left. Fun fact, any weapon you ever picked up but don’t have anymore will spawn in those weapon barrels. Get to the sleeping quarters and you’ll be faced with a blocked door and stairs up to a ballista facing some hanging crates. Load up the ballista to see its reticle, push against it to aim and shoot down those ropes to lower the crates. Now you can platform those up to the attic! Clever!

Continue down that path, don’t get spooked by the hellknights hiding behind the hay and shoot down some more hanging crates with ballistas to make your way through the attic. Shoot down that bomb to make a hole in the floor and jump down through it. Make sure to open that door to unlock a shortcut back to the knight’s barracks!

Head down the stairs to this messed up storage room! Make sure to break down those chests for some more knight parts! Pick up another bomb head and blow up the wall at the very top end of the room. Climb your way up to the ceiling beams, but be careful! There’s plenty of bats there to make sure you can lose your footing! Head to the right where you’ll see another crate hanging off the ceiling. Before you use that as a platform to get to the red carpeted floor, however, go down first on the slight elevated floor beneath. Head on to the bottom and jump down with another bomb head to make a hole in the cracked wall! Head on inside, turn right and you’ll get to meet Lloyd, your first squire of the famous four squires! He’ll thank you for the rescue and tells you to meet him in their secret headquarters! How convenient, we’re heading there right now!

Go back up to the ceiling beams, jump over the hanging crate this time, walk down the carpeted floor and turn left. There’s another very useful door you can unlock that acts a shortcut straight back to the knight’s barracks! After that’s done, walk over the bridge and be mesmerized by the beautiful dining hall below before you hack and slash your way through two hallways full of ballista happy hell knights. Eventually you’ll reach a room with a savegrave, finally, and a pretty looking blue painting on the wall.

## Dining Hall

Shooting the ballista facing the painting will unlock the four squires secret room! If you saved Lloyd you’ll see him waiting right there, telling you about the broken elevator. You can also read their diary here if you want! We’ll come back here at a later time, so for now head back out down the stairs to the dining hall!

Turn left first to unlock one more final door back to the knight’s barracks. Trust me, you’ll thank me for this later, and then head to the right! The area features one new enemy: The red zombie! This nasty fella pukes his guts out leaving puddles of acidic goo. Better not touch that, you hear? (Wearing the zombie torso negates the effect by the way.) Make your way through the dining hall, destroying every object on the table (you don’t have to but… It’s so satisfying) and immediately turn left/up the stairs when you can! There you’ll be greeted by a service elevator filled with wooden debris as well as a voice calling out for you! Time to slam that debris away!

Hey! It’s the cook! He’s going to give you a nifty wand which can turn enemies into cupcakes that then act docile and are killable with one swing! Very useful against stronger enemies like the hellknights! He’ll tell you to talk to him later in the safe room, where butler Chester is, which we’ll do later. (It allows you to upgrade pumpkin armor pieces into gourmet ones that have even more armor slots!) But for now, onwards through the dining hall! Eventually you’ll climb up some more stairs and are greeted with the majestic looking ballroom! I can basically hear the trumpets playing!

## Ball Room

There isn’t much to do here yet, as both doors are locked, so walk straight on through. Some spikes will block your way back, you know what that means… Boss time! But first, turn left and right to pick up a baguette and some pumpkin armor. Both will come in handy! Walk into the large ballroom and who do you see… The king! There he is! Oh. And your dark counterpart as well. Here we go!

## Dark Skippy (Round 2)

The fella’s upgraded his feet, now that you own his old ones, to spark inducing tap dancing shoes! His moveset is a little different now too: His primary move is sliding on his tippy toes three times across the floor. Careful, be in his way and you’re gonna regret it! He does still lob his fireballs and also throws his daggers around, but both have been significantly upgraded. Half way through the fight you’ll also have to deal with a bunch of dancing ghosts who slow you down if you touch them! That’s just mean, man! At least you’ve got an orchestra accompanying your epic battle. Whack him enough times and he’ll once again nope out, leaving his torso behind! Again, make sure to pick this up if you’re going for a 100% completion! After that, head to the left and hit that lever to free the poor king from his plight. Listen to his tale before heading down the service elevator down to the wine cellar!

## Wine Cellar

Welcome to the king’s wine cellar! It’s… Not well kept! The king is now going to tag along but don’t worry, he can’t get hurt no matter how much he complains about the mouse traps. Talking of which, careful, they do still hurt you! Carefully walk through the minefield of traps and you’ll eventually notice bottles flying up in the air. Spooky! And vexing as they’ll fling towards you after a while, make sure to never stand still for too long. Walk up to the patched up hole and whack that bomb to fall through it, continue onwards and use a bomb head to bomb yourself through the cracked wall! I recommend heading back to get your old head back, as you otherwise won’t have the chance to for a little while. Head up the stairs, listen to some more tales from the wizened old king as he takes a breather and you’ll eventually find yourself back at the dining halls!

But something’s different: Now we see the source of those floating bottles earlier! Ghosts have invaded the dining halls! They’ll pick up anything to fling at you and even worse, will even take over ballista’s and shoot in wildly erratic patterns. What annoying little buggers! Run down the dining halls past all the unlocked doors, see I told you you’d thank me later, to get back to the knight’s barracks. Phew, you made it!

The general can’t believe you pulled it off and the king thanks you again for your assistance. He hands you the sewer keys which will hopefully allow you the get back out to freedom! Head down to the left to get back to the cellar where you initially fought Dark Skippy. Use your key on the giant gate to reveal that it’s… An elevator? Alright then, onwards to the sewers! Yay?

## Sewers

Ah, but not yet! It’s time for the grand visit of Squaruman, who is very confused by your lack of obedience despite being an undead he raised himself. Vexed, he’ll summon a bunch of enemies to slay you right here and there. Survive the oncoming waves of enemies and Squaruman will have enough of it and blast the elevator into bits. Oh no!

Well, you still made it to the sewers. But your body parts were stolen by some more pesky ghosts! Those cunning little nuisances! You can’t hit that lever as you lack arms as just a head, obviously, so jump into that small hole and make your way through the small canals. Climb up those pipes and get yourself across to a little nook with a cauldron and a witch called Gabrielle. She’s gonna transform your head into a bottle which allows you to suck in the ghosts. Gee, thanks gal! Alright, make your way down the planks and carefully navigate around the red zombies down the hallway with the water. You’ll see a small hole in the wall with a candle next to it, climb inside of it to find yourself in some drainage pipes! And lo and behold, your feet! To catch the ghost you’ll have to navigate the pipes in a way that it finds itself at a dead end. Suck in the ghost with your head ability and you get your feet back! Jump up the pipes back out, walk along the wall upwards and jump into another hall leading to a set of pipes. This ghost you’ll need to catch with your speediness alone! Lead it past the running water which gives you a speed boost and catch the ghost mid flight! Hey, you’re yourself again! Hooray!
Head back out to the hallway with the knee deep water, slam those tables away with your club and you’ll see a key just out of reach! You have two options here, head back inside and jump up some pipes to get the cement shoes (worth it for completionists) which allows you to scale the running water to the key or just jump and use your bottle head ability to suck it in your direction! With the key in hand jump past the gaps, mind the shrooms and use the key on an elevator back up! Careful, a bunch of enemies will jump unto it, make sure to have some health available! Eventually the elevator will stop and you’ll be able to exit the sewers back out to the swamp!

## The Fork

The game is about to open up, allowing you to do several things at once! First, however, it’s time to use that crown you got to good use! Head up the swamp, all the way up the hill to the savegrave near the castle walls. Turn right here and continue to the right to get to the top of the hill where an axe is buried in a tree stump. With the power of the kingly crown you can remove excalibur from the trunk! You now have an axe that cuts through red roots! Some will actually spawn int the moment you get it, so cut right through it and the red root enemies it spawns. Careful, only the axe works on these little buggers. The small ones stick to you and slow you down, the big ones will try to chomp at you from below. Head back down the hill and immediately go upwards past the gate that was blocked with more red roots.

The first thing you should do is enter the broken chapel, that is blocked by even more red roots, and talk to the hatter inside. He will give you the crypt key and it’s going to unlock your favorite thing ever. Believe me! Additionally, the hatter just like the chef will be at the safe room now and if you bring him certain items or people he’ll be inspired to make you different cosmetic hats. Fancyyyy! Head back to a savegrave with this key and you’ll notice you can now interact with it! The grave will lift up, revealing a door to… Drumroll please, your own private crypt! Trust me, it’s cooler than it sounds.

Every body piece and every weapon you ever picked up will appear in this crypt, so that you can equip it again! On top of that the crypt shows you exactly how many you are missing as well, very useful for completionists. There’s also a set of heads and torsos in case you lose yours along the journey, a hat stand where you can drop your decorative hats (like the crown) or princess dress and the piece the resistance: A map where you can fast travel to any previously visited savegrave! This is a lifesaver, pun intended, now that the world has opened up further.

Because at this point, if you are so inclined, you could make your way straight to the graveyard where Squaruman lingers. But here’s the catch: You need to destroy three magical chains before being able to enter it. One can be found in the mill at the farms, another at the library near the cliffs and the last in the torture chambers in the cellar. (Remember that one?) So without further a due, head back to the chapel entrance and head to the right onwards to the farms first!

## The Farm (Visit 1)

The first new enemies you’ll face are crows! These pesky little critters will circle around you until they nosedive straight at you! Watch their flight carefully and you’ll be able to whack’em good during those dives. Make your way through a bunch of enemies until you hit a red gate that… Immediately explodes. It’s time for Harly and her orc gang to make an entrance! This rambunctious bunch have a knack for explosions and they’ll immediately show off their skills! Orcs are some of the more clever enemies you’ll encounter! They will try to smush you with their club or will throw bombs in your direction! Once you engage them too much they’ll even try to run away! It’s kind of cute. Anyway, wreck the gang and the gates will blast open which leads to the farmlands.

Make sure to hit the savegrave and don’t walk upwards yet. Instead walk to the right and pick up a bomb from the red bomb chest next to a bunch of orcs. The farm is a rather large area but we need a few things first before we can properly explore it. With the bomb head on top of your shoulders head back to the old chapel. To the left of it you’ll see a crude charcoal drawing left behind some orcs and a path blocked by a giant cracked boulder. Time to blow it to smithereens! Booooom! With it out of the way you can walk across the castle walls to a cozy little bonfire and a fine gent enjoying their afternoon tea.

## Arena (Visit 1)

From here you could turn to the left, past a market, and engage with another boss fight involving the orcs but I recommend doing that later. First walk upwards to another path on the castle walls. Recognize the area below? That’s where you started! Isn’t that nostalgic! Make sure not to fall off! At the upcoming fork turn right first and climb up the roof of the castle itself! What a view! But you won’t have much time to enjoy it due to two gargoyles flying about! Be mindful of their fire attacks, as they linger on the ground. Most importantly: Pick up that gargoyle torso on the ground! With it you’ll be able to glide if you jump again mid-air! How cool is that?! You’ll be needing that back at the farm. Head back down to the initial fork first though and turn left this time instead.

Get past the pretty ivy grown wall and make sure to activate that lever! What does it do? It turned on the elevator that Lloyd complained about back at the four squire room! It’s all coming together, lemme tell ya. Climb up those crates, get on the roof and sneak through the window. What’s that? This is the princess’ room? I’m sure she won’t mind, she hasn’t been around much anyway. This area is FULL of goodies! The princess has her wand hanging on the wall, which stops the flow of time for enemies when used, and her shoes can be found in her closet if you smash it with your club. Head out of her room and turn to the left to find Squaruman’s room. Here you can read his diary, which is a bit rude but he did summon the dead so I think it’s fair game. Smash his closet for a fluffy robe. Head back out and go upwards into… Ohhhh! The royal treasury! The weird machine infront of you allows you to cast Midas armor from golden teeth, which you’ll get from smashing the aforementioned chains. But for now, smash the display case on the right for a golem torso and the case on the left for an upgraded axe! Score!

Head out, down the stairs and open up a door that leads back to the… Safe room! Hooray! If you are so inclined, feel free to talk to the chef or hat maker now for any potential goodies. Okay-doke, time to head back to the farm! Don’t forget, you can fast travel via the savegrave crypt!

## The Farm (Visit 2)

Alright, this time head upwards past the grassy fields! Run past the patched up well, through the gates towards the gigantic mill in the distance! You’ll see another savegrave on the way. Be careful with those wheat fields as they hide plenty of orcs behind them! Alright, time to climb this gigantic tower of a mill. On your way you’ll have to avoid some bombs and fight some orcs until you come across a wide gap! This is where the gargoyle torso we just got comes in handy! Time to fly across this sucker! Continue making your climb upwards, platforming across rotating gears and avoiding treacherous winds that can knock you off your feet. At one point you’ll have to hit a lever to make one of the gears rise further upwards. Use that and continue climbing up, up, up! Get past the two orcs with a gajillion bombs and you’ll see your first chain! Whack it good until it breaks apart! You did it! One of three chains down. Pick up that golden tooth and bring it back to the stash for some Midas armor.

Jump down the hole in the middle, open the gate back out to freedom and head back to the patched up well. Walk up, then left and then up again past Panini the dog. She’s got a side quest for you but it isn’t vital for completion, so walk past her to get to a field full of veggies. Unroot them all to eventually reveal a little plant lady who tells you about her plight: She lives in the well but it’s been infested with red roots and the entrance was patched up by those gnasty gnorc… Whoops wrong game, nasty orcs! So head back to that well and lure those orcs towards it. We need them to throw their bombs at the patched up well entrance, so that they accidentally blow it wide open! Those dummies.

Once opened, jump down and clear all those red roots with your handy-dandy axe. The mood lighting will change once you’ve completed your task! Head back out and tell your new friend about your accomplishment! She’ll immediately head back home. Go back down the well and what do you see… A pumpkin head armor! Why is that special? It lights up! Why does it need to light up? To get access to the torture chamber. \*Lightbulb clicks on\* You could also equip your bottle head and suck in a firefly from the swamp area as well, either method works! Alright, now you’re ready to tackle said torture chamber! Use the crypt to fast travel to “Dungeon 2”.

## Torture Chamber

Alright, walk up past all of the traps you’ve seen before. Past the chest where you got the club way back when, past the hordes of zombies all the way to the forking path. Make sure to not lose your pumpkin head, otherwise you need to go back to the well! (Or release your firefly accidentally from the bottle head.) Turn left into the darkness and keep on walking until you get to an oddly lit savegrave with some oddball characters around it.

Pick up all of the pumpkin armor around you before venturing on, as it protects your pumpkin head from breaking immediately. You can drop down right away to find a secret area with a medusa egg. Pick that up and hold on to it for a while until it hatches into a wearable medusa head that you can use to turn enemies into stone. Pretty dope, ey? Anyway, navigate yourself through the darkness and carefully avoid all of the rotating spikes, as well as the spikes that pierce up from below the floor. Additionally, never stand still for too long as there are a few spots where medusa heads drop. If that happens it’s game over as you’ll lose your light source and have to start the segment over. Carefully tread across the bridge, avoid the two hellknights, run past the hordes of zombies, avoid some more traps and eventually you’ll finally see… The second chain! Time to break it into itty-bitty pieces! Grab that gold tooth, as well as the bunny slippers right next to it. You’ll need them next!

Time to teleport back to that bonfire near the orc arena!

## Arena (Visit 2)

Head to the left, knock around some orcs and walk downwards. You’ll eventually see the door that was boarded up by the orcs, unlock it from the other side to have a shortcut back to several areas you’ve visited before. Head back up, but before you pass the two market booths jump into the right one and follow the path to a chest. In it you’ll find a frying pan, which acts as a stronger club weapon and occasionally spawns a meat club too!

Now it’s time to face the orcs, head up and then left to enter the arena. (And make sure to pick up the pumpkin armor on the way too!) Time to show Harly and her gang who’s boss! This fight has four phases to it:

*(Phase 1)* The little orc archer will jump in first. His aim is to place bombs, run away from them and then shoot at them from a distance. Keep close to him and you’ll make short work of it.

*(Phase 2)* Harly jumps in next. She’s got a few close combat attacks she’ll do if you constantly stick around her, so make sure to occasionally keep your distance. But not for too long, as the little orc will throw bombs towards her which she’ll fling right back at you like a baseballer. A solidly timed jump allows you to avoid that attack most of the times though.

*(Phase 3)* Whack her enough and the big orc will join the fray. This time all three will work together. Don’t stay too close to the big guy, as he’ll try to punch, slam and karate chop you to pieces. Instead keep your distance until he does a large jump. Upon impact it’ll create shockwave you need to jump over. Right after, however, there’s a brief period of time where you can attack the little orc and Harly again as they are no longer riding the big guy. Rinse and repeat!

*(Phase 4)* Do that enough and both lil' ones will slump down in exhaustion. This enrages the big orc who will accidentally get rid of his armor during his tantrum. His attack pattern is still the same, but you can now directly attack him.

Do that enough and they’ll finally give up and bolt! And with this you’ll be saving another one of the four squires! Trevora! She’ll do a bit of faux pax, however, and accidentally transfer herself into Harly’s club when trying to teleport out of her cage. You can get her out of that pickle by returning to the witch in the sewers, but you don’t need to unless you want a 100% completion and some cool new items. Head on up through the busted door, get some spiky boots from the chest on the left, and open up the door back to the… Ballroom! Oh hey! The knight’s finally got the courage to charge forward! During their fighting they managed to bust the door to the right open which is quite lucky for you, as that’s where you have to head to next! Onwards!

## Cliffs (Visit 1)

This area connects the ballroom with the graveyard and the cubomystical library! The latter is where you want to head to next, as you’ll find the last chain there. Head to the right and make sure not to walk on any of the water, as you’ll drown trying to do so. But fret not, we already have a solution for that later! (The bunny slippers.) Continue heading to the right and you’ll eventually see a beautiful white bridge leading to the library. Cross the bridge and enter the building and you’ll find another savegrave directly to your right.

## Library

Welcome to the mysterious library! Walking upwards will lead to a path with three possible choices. Head left first! The library is full of treacherous books: The red ones will just fling themselves at you, but the green ones have a random chance of spawning several kinds of enemies! Neither, however, will engage you if you tread carefully! Don’t disturb any books or papers on the floor, and avoid all squeaky floor boards and they’ll remain dormant. If it’s all too much trouble for you, just equip those bunny slippers and float over it. Easy peasy! Make your way through the enemy hordes and you’ll find yourself in another dimmed room full of golems. They too will only shoot if disturbed by noises, cus it’s a library you know? Jump past the desk and hit the lever to unlock the first set of staircases you need to proceed.

Also make sure to pick up that librarians coat and head back near the savegrave. You’ll see someone grumbling over a pile of books. Talk to them to twice to hide their nude exterior and get rewarded with one of the strongest swords in the game! The glass sword!

Alright, back to the forked path. Time to head down the right pathway, same deal as before! But at the end of this one you’ll find a cute little sentient candle that will light your path through another dimmed room. Make sure to stay within its light, as you’ll otherwise be killed by… The darkness I suppose? Creepy. Tag along until you eventually reach a lever that raises the curtains and lights up the place! Head down the room on the right for the second lever you need to activate. Oh, and what’s in the vault? Only the best head in the game!

Now head back to the initial fork in the library and go up this time! In here’s where the two staircases you unlocked are! Go up the right one first and: H*it the blue lever. Then hit the green one. Then hit the blue lever again.*

Now head on over to the other side and: *Hit the pink lever. Then hit the red lever twice.*

And now your path is open to another encounter with Squaruman! Who’s quite surprised to see you actually. He’ll summon a bunch of enemies, including walking red beets! Make sure to wear a knights helmet to protect yourself from those seeds! Once the encounter is complete the last chain will become accessible. Destroy it and head on out! Piz, the third of the four squires, will tell you all about those chains but hey, you’re way ahead of her! You’ll find her, Lloyd and Trevora all back at the four squire room. Make sure to go back there to get some pretty darn good rewards! Where’s the fourth squire you ask? Head back to the hedge maze and look for some red spots to cut down with your axe.

## Cliffs (Visit 2)

Now it’s time to head back out of the library, over the bridge and to the left! But hold on! Make sure to put on your ghost feet first! (Or your gummy boots if you picked them up at the farm.)

Walk, or float, all the way to the left and you’ll stumble upon a half submerged bridge! Luckily, you can now cross the water easily. Go up the sloped hill and you’ll doubtlessly spot the big graveyard entrance! Approach it and you’ll see all three chains breaking apart, thanks to your previous efforts, making it possible to access the final area: The graveyard! OoooOooooohhh! *wiggles fingers in a scary manner* If you're still missing some chains, scroll back up to see which one you missed. Remember, one's in the mill at the farm, another is in the torture chamber section of the dungeons and the last one is in the library.

## The Graveyard

This is the final segment of the game so make sure you come prepared! Put on your favorite set of body parts & weapons, maybe upgrade your pumpkin armor to a gourmet set. (You can fast travel to the torture chamber for free pumpkins and then visit the chef real quick in the safe room to do that!)

This area essentially features all enemies found in the game, as well as an exclusive variant to the gargoyles: An icy cool blue one! Instead of fire, it shoots icicles that linger in the ground for a while. They also wear shades, cus they’re cool. Get it?

Fight yourself through the countless enemies, cut your way through the red roots and you’ll find the last savegrave. You’re almost there! Continue onwards and you’ll meet Squaruman head on with Piz, though you’ll promptly get knocked away into deceptively similar lookin crypt to yours due to the recently summoned undead dragon.

This is where the big reveal happens… \*spoilers\* Wait, why are you reading this if you care about spoilers?! Anyway, head on out and onwards to the final boss fight! You’ll cross one final bridge, with an optional pumpkin armor in the background, and just before the battle happens there’ll be a bunch pots you can break to get health cubes back.

## Squaruman (Final Boss)

You made it! \*sniff\* I’m proud of you, okay? Now, it's time to seal the deal! This fight has two primary phases to it:

*(Phase 1)* Squaruman is riding the undead dragon. He’ll either fly by low, leaving some fire behind, or fly high and drop fire that multiplies. The scarecrow head is quite good for this fight, as you can use the head ability to cry away the fire. He will also occasionally summon lightning indicated by little square effects on the ground. Eventually the dragon will try to chomp down, after which Squaruman gets thrown of his high dragon leaving him stunned and vulnerable to attack. Each time you do that, pieces of the floor break off making the arena smaller and smaller.

*(Phase 2)* Do this enough and the entire floor will break apart. But don’t worry! You’ll land on a… Cursed red veiny looking platform next. Ew. Here you’ll face your evil counterpart one last time! He might just be a head but he still has his crazy eye laser ready for you! Avoid those attacks, smack him in the head a bunch, avoid or kill those red root monsters with your axe and eventually… You get to wear the Dark Skippy head yourself! \*shock\*

This triggers Squaruman’s final blast of attacks, avoid all of the lightning attacks and survive long enough to see Squaruman fall of the dragon once more. Whack him good, grab the blaze mace and this triggers the final scenes of the game. Congratulations, you rock!!!