Books in MediEvil: Resurrection

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A list of all the game's books. (ongoing)

Dan's Crypt

Book 1 - BASIC MOVES AND CAMERA CONTROL

ANALOG STICK:
DIRECTIONAL MOVEMENT
(The larger the analog stick movement from centre the faster Dan's speed.)

File:PSB-X.png
QUICK ATTACK /
CONTEXT SENSITIVE ACTIONS

File:PSB-S.png
SLOW ATTACK

File:PSB-T.png
DARING DASH
(COMBAT DASH with shield equipped)

File:PSB-C.png
JUMP

L
(whilst moving) WALK MODE
(WALK + SHIELD with shield equipped)

R
RESET CAMERA
(Tapping the R button will position the camera directly behind Dan)

R
RETAIN MODE
(Holding the R button will lock Dan's facing direction and position the camera directly behind him.)

Book 2 - ENERGY AND LIFE

At the left of the game screen you will see a green bar. This is Dan's health meter. As Dan receives damage the meter goes down, when it is empty Dan will collapse.

On your adventures you will find small green health vials. These items will increase Dan's health level.

More powerful restoratives come in the shape of green health bottles. These items may be collected, and when full will re-animate Sir Dan and refill his health meter should it become empty. The more full bottles the player acquires the more chances he will have to continue his adventure without perishing.

You can refill both Dan's health meter and any empty life bottles at health fountains, which you will encounter throughout your travels. Simply move Dan into these bubbling green jets to improve his health status; the longer he remains within the fountain, the greater the amount of health energy he will receive. All fountains have limited supplies of health energy so it is best to use them discerningly.

Once the health meter and all of Dan's additional life bottles are empty it's 'GAME OVER'.

When you encounter boss enemies you'll see that they too have a health meter. You must try to deplete it before they destroy Dan.

Book 3 - INVENTORY AND SHOP GARGOYLES

The inventory

As you progress through your adventure, you will find many useful items and weapons. Once collected, these are automatically stored into Dan's inventory.

To open the inventory screen press the SELECT button. The inventory is divided into four sections: Melee weapons, Ranged weapons, Artifacts and Keys. Each of the sections can be accessed by pressing the up and down arrow keys Pressing the left and right arrow keys will scroll through the items contained within each section. Once an item is highlighted it may be selected for use by pressing File:PSB-X.png.

Certain items can only be used at certain points in the game. If you attempt to use an item in the wrong place, a 'buzzer' sound will play and the item will remain un-activated.

Shop Gargoyles

Often on your travels you will encounter a Shop Gargoyle. These shady individuals are the traders of Gallowmere. A smack on the nose with a melee weapon will alert them to your presence. Choose 'SUPPLIES' to purchase fresh ammunition. Choose 'SERVICES' to repair your shields.

Book 4 - THE CHALICE AND HALL OF HEROES

The chalice challenge

A major part of Dan's quest is to make amends for his cowardly past, and prove himself a true hero. The legendary warriors of Gallowmere have set out a series of challenges that he must complete in order to earn their respect.

In many of the game levels there is a golden chalice hidden away, with a total of 15 to be collected in all.

Dan must complete two specific tasks in each of the chalice levels to meet the criteria set by the Hall of Heroes. Firstly; he must locate and collect the chalice itself. Secondly; he must kill enough enemies to fill the chalice with their souls. If both tasks are completed Dan will be spirited away to the Hall of Heroes to claim a reward once the level is finished.

The Hall of Heroes

In the Hall of Heroes, the bravest heroes from all history spend an eternity resting, feasting and exchanging tales of their greatest victories. Each time Dan visits the hall he will find that one of the Heroes has transformed from statue form into a living breathing warrior. Should Dan stand on the chalice emblem in front of this character he will be granted an audience. Often the heroes will present Dan with an extremely useful item.

The Hall of heroes is spread over two levels. Only when you have paid homage to the heroes in the lower level will the gates guarding access to the upper level open up.

Once you have collected your reward, the exit can be found at the rear of the building.

Book 5 - Crypt 3000

Congratulations on your purchase of the Crypt 3000. In the unlikely event of inaccurate diagnosis of death:

1: Remove shroud (where applicable)

2: Locate rune stone

3: Proceed to exit located at end of hall

4: Place rune stone in claw hand next to doorway

5: Contact your undertaker for a 50% refund

Book 6 - DANS PRIVATE JOURNAL

(strictly no peeking)

I'M DEAD...!

The darndest thing happened: one moment I'm at the Battle of Gallowmere giving the order to charge, then BAM! A blinding pain in the old peeper, and sink me if I don't wake up on the least comfortable bed I ever lay on. Turns out I'm dead! Bit of a blow to my plan to forge a career as a great warrior, really.

Met the most irritating fellow. 'Al-Zalam' is his name. Think he might be foreign. He claims to be a powerful genie, but he's shown scant sign of any magical powers to date. Apparently for the last century he's been using my ocular cavity as some sort of flop-house. Anyway it turns out that the Sorcerer Zarok is back, raising the dead and possessing the living, and whatnot. He really is the most awful git.

Looked round the old tomb. I have to say whoever sorted the funeral out really did a first class job! Wish I'd been there for the send-off.

NOTE TO SELF: Update this journal regularly as and when stuff happens.

INTO THE GRAVEYARD

Zarok apparently is still in the area so I'm up and at 'em. Al's jabbering away in my ear, but my jaw's gone missing so I can't even tell him to put a lid on it.

Found a rather tasty sword and shield. I've still got the old moves, I can tell you! Have at you! Jumpin Jiminy!

Got into a scrap with some zombie chappies. Tried to tell them I was no good to them, what with the old brain having rotted away with the passing of the years, but they were all over me like a cheap tunic. Had to literally fight my way across the Cemetery. So much for my hope that there might be some sort of all-in-this-together camaraderie amongst the undead community.

A SIGHTING OF ZAROK!

Arrived at cemetery Hill just in time to get a fleeting view of Zarok, and a short sneering lecture to boot.

Remember now why I hate him so much, and it's not just the bodice and plucked eyebrows.

Found a witches' lair. No witches, but really creepy. The coven contained a natty little spade, and something Al said was a witch's talisman. Apparently, you wave it around in the right place and it's like catnip for witches! Would love to ask him where he gets this stuff from but our conversations tend to be fairly one way.

Went haring up this steep hill after Z, got to the top, legs like jelly but ready to give him what for, and he's already slunk off into some dusty Mausoleum. Typical.

TRAPPED IN THE MAUSOLEUM

Finally I get up close and personal to Zarok. He really is as mad as a march hare - who also makes hats for a living. Anyway he's got a whole army amassed, ready to move on Gallowmere, plus he's trying to release those loutish Shadow Demons. Oh Gallowmere, fair Gallowmere, what will become of you? It's a bit academic at the moment as apparently I'm trapped in here.

So I'm wandering around this dingy hellhole and all I can hear is this creepy music. The same dreary tune, played over and over again. Went up to the chap to put in a request (i.e. shut your noise) and it turns out he's been cursed, poor blighter. Anyway, long story short, I found him a new tune. So I'm happy, he's happy, I daresay everyone in earshot is happy.

Did battle with Stain Glass Demon. He put up quite a fight but after a while he looked pretty shattered - his eyes glazed over and I knew he was in some pane. A couple more whacks and it was curtains.

Got the Stain Glass Demon key - and finally free of this mausoleum!

ESCAPING THE NECROPOLIS

Home sweet home! Retraced steps to Graveyard to see if I could find a way out into Gallowmere central.

Opened the Glass Demon gate with his key. Cor, there's a whole new area of the Graveyard. Can't help thinking it's slightly nicer than my bit.

Met Death. And no pen for an autograph! Death says I'll need the Anubis Stone. A magic rock they took off Zarok after the last war, broke into 4 pieces, and divvied up amongst the local bigwigs. A completed Anubis stone will allow me to create and rejuvenate my very own undead army, how ruddy smart!

Without such an army I'll not have a hope of destroying Zarok's elite Fazgul bodyguards, so this Anubis stone collection thiny seems rather critical to the success of my quest.

Death reckons a piece of said stone may be nearby, buried with the Mullock Chief.

NOTE TO SELF: Just in case I forget (what with no brain and everything) Death thinks the Pumpkin Witch, Mayor and King Peregrin may have the remaining Anubis stone pieces in their possession.

Paid our last respects at the tomb of Mullock Chieftain, whipped the stony butts of the Wolf Guardians, then said goodbye to the graveyard.

HELLO GALLOWMERE PLAINS!

There's loads to do here: a carnival, and a farm, and a really great shop. But I must not tarry as the fate of all Gallowmere rests upon my broad yet bony shoulders. From the plains I can get to the Sleeping Village or take the road to Scarecrow Fields. Or possibly just stop here and have a few ales. Sadly, I fear 'twould just sloosh through the holes in my ribcage.

There's another way out leading to the Enchanted Forest but the path is locked. Once again fate hawks up a fat loogie into the cocoa of my quest.

SCARECROW FIELDS RAMBLE

Heading through fields towards the home of the Pumpkin Witch. Like a pleasant Sunday stroll really, only with the addition of demonic entities.

Bushwhacked by enchanted haystacks. Was touch and go, with my hayfever and all, but I found the judicious application of a naked flame soon showed them who's boss.

Had a run-in with a huge mechanical imp. Why oh why couldn't it have been a tiny impish mechanic?

Helped a poor farmer repair his crop-cutting machine. By luck, once the contraption got going it revealed a passage through to a secret area! From then on I vowed to help all my fellow citizens - no matter how unwashed and seemingly inbred.

Circular grinding machines bar the way out. Horrendous industrial accident beckoned - but once again Fortesque prevails!

SEARCH FOR THE PUMPKIN WITCH

Arrived in Pumpkin Gorge. I remember bunking off school with the other boys to come here and scrump the succulent pumpkins. But what's this? My favourite foodstuff seems possessed by the very devil and is holding a farmer hostage!?

Putting aside fond memories of hearing the pumpkin man's gay tune and scampering from the house to buy ice-pumpkin from his wagon, I freed the farmer and he gave me a key to the witch's camp.

Lost in reverie as I recalled Granny Fortesque's steaming pumpkin pie, I summoned the Pumpkin witch using the talisman.

The witch agrees to give me her piece of the Anubis Stone in return for killing the enchanted Pumpkin King. It will be a deadly yet mouth-watering quest.

Fought the Pumpkin King: mano a veggo. Remind me never again to wax lyrical on the subject of these hideous orange squashes.

VILLAGE RANSACKED, MAYOR KIDNAPPED!

Went to Sleeping Village on the trail of the Mayor. Unfortunately Zarok had pipped me to the post, carried the portly Mayor away, and imprisoned him in the asylum.

Keen to leave this place, and rescue the Mayor. Zarok's Boiler Guards are making an awful mess searching for this Shadow Demon Claw.

LOADS OF NUTTERS...EVERYWHERE!

Ventured into the Asylum in search of the Mayor. Mad people really can be quite awkward to be around. Had to battle a barmy army of deranged flakes and berserk wackos - as I believe they're technically known in head doctor circles.

At last I found the Mayor. He gave me a key to the Enchanted Forest. Said I need to speak to a certain Witch who hangs out in the undergrowth, selling pegs and lucky dirt, or something. She can reveal the location of the Shadow Demon Prison, home to a piece of the Anubis stone. But first, to open the prison I'll need to retrieve the Shadow Demon Claw from his village house safe. Crumbs, whatever happened to a simple bellow of "Open sesame"?

OBTAINING THE SHADOW DEMON CLAW

The deranged inhabitants of the village have been hassling me something rotten, takes all my discipline to stop from slicing and dicing them into possessed pieces.

After much Mayorally contrived shenanigans with a cast, bust, bellows and crossless church I finally have the key to the Mayor's safe!

Blimey O'Reilly - the whole village is crawling with Boiler Guards, back from their tea break.

Opened the Mayor's safe. Inside is a grizzled looking, desiccated old chunk of limb. No, not one of Al's leftover kebabs - the Shadow Demon Claw! Time to make my escape.

Hurrah! Once again the decomposing but plucky Captain Fortesque shows Zarok's men a clean pair of heels! Quite literally, given my lack of Achilles tendons.

INTO THE ENCHANTED FOREST

Walked deep into the Enchanted Forest, looking for the wise old old crone they call the Forest Witch.

It's well known that Dragon Toads go a bit barmy during the breeding season, but nothing could have prepared me for their continual slavering bite attacks, and they spit too, how unhygienic! Anyways, after much fighting and exploration I finally locate the Forest Witch - and let me tell you, never have I seen such a major hippie. She agrees to lift the enchantment that conceals the Shadow Demon Prison if I go and grab a few bits of fungi for her. Piece o' cake, or possibly toadstool.

Wretched fairies ran me ragged, and some of the language! But at last I found enough fungi to keep the wizened old crone happy. And lo! The entrance to the Shadow Demon Prison is revealed. I was about to set foot where no man had walked in a hundred years.

Using the Demon Claw I unlocked the entrance to the Shadow Demon prison. Applying my keen intellect - you heard me - I solved a fiendish puzzle to collect the vital fragment of the Anubis Stone. Advantage Fortesque!

Gadzooks! The stone turns out to be the final lock that keeps the Shadow Demons imprisoned. In an ideal world the Mayor might have mentioned this - the mealy mouthed windbag!

Today is not getting any better. Now I find myself inside a giant tree trunk battling the forest's demonettes. What is this, some kind of twisted reality show?

At last, with the prized Anubis stone helf aloft, I quit the Enchanted Forest sharpish.

I heard a distant booming like thunder. I later discovered it was Zarok's ghost ship unleashing a terrible cannonade against the Kings Castle. As I stumbled towards the forest exit my befuddled mind was awash with many pressing questions: How would I gain acess to the castle ruins? Would I ever find my missing lower jaw? And most pressing of all, how would I make Al Zalam shut his yap for more than five seconds?

CATCHING UP WITH MR DEATH

After my recent travails, I was relieved to bump into my old mucker Death. But my cheery greeting died on my lips - or where I used to keep my lips, anyway - when he gave me some frankly horrific news. He expects me to journey through the poos of the Ancient Dead. And to think I just had my boots Brasso'd.

Slight confusion. Apparently it's the POOLS of the Ancient Dead. That's much better - I suppose. But I'll tell you this for nothing: 100 years festering in a box does nothing for your hearing.

I don't believe the cheek of the bloke! I'm running errands for Death, now. I thought he had tiny elves for that sort of thing! He says he'll take me to the Haunted Ruins if I can collect up the pieces of his recently exploded robot mortality-monger and free his impounded boat.

After all that faffing about, Death's done the dirty on me. Apparently, thanks to Zarok, the Haunted Ruins are now encircled with lava so there's no point going. Didn't want to go in his stupid boat anyway.

Luckily, Al, a.k.a. The Voice From The Socket, may have come up with an idea, for once - instead of his usual stream of half-remembered Middle Eastern claptrap and jokes about dromedaries. He says that the Dragon King on Dragon Island may have a set of magical fireproof armour.

Oh cheers, Death. Instead of lending a hand after I worked my fingers to the bone for him, he blithely announces he'll wait upstream for us, on the off-chance we get back with the retardant suit. Way to go, Charlie Hustle.

A SHORT STAY AT THE SEASIDE

Ah, Scurvy Docks! You can almost smell the sea air - if you can pick it out from the stench of the lowlife who hang out round these parts. It's like chucking-out time in a scumbag theme pub. I sought the Harbour Master, with a view to obtaining a boat to take me to Dragon Island.

The Harbour Master ahd the absolute cheek to cast doubt upon my credentials as a pirate - just because I'm wearing a suit of armour and didn't laugh at his Roger the Cabin Boy joke."Where's your tri-corn HAT? Where's your PARROT?" Honestly, I'm THIS close to beating that Harbour Master senseless with a sack full of crabsticks. Jobsworth.

Finally. With my wooden leg, seagull, stupid hat and skull and crossbones, apparently I now passed muster as a pirate. The Harbour Master's a complete pain. If he'd asked for a patch over one eye I could at least have shut Al up for an hour or two - he's like a budgerigar if you plunge him into darkness. And after all that? A boat that looks slightly less seaworthy than Granny Fortesque's old hip-bath.

NERVOUSLY TO DRAGON'S ISLAND

Well, my suspicions about the world's most pathetic seagoing vessel proved well founded. I only just made it to the island, I got soaked to the nines and I'm still baling out my codpiece. And yes, I was panicking. There are good reasons why armour is never used as a buoyancy aid.

And so I got to meet the Dragon King. Dragon Breath more like. And hoity-toity to boot. And would he loosen his hot little grip on the family heirloom? Unhand the Dragon Plate Armour nice and easy for the good of Gallowmere? What do YOU think?

In the end, I had to beat the flame-retardant pants off him. Luckily, his resulting poor-loser sulk, and a swish of his powerful tail, meant I managed to avoid a potentionally hazardous return trip on the Sunken Rowboat of Atlantis.

SIGHTSEEING AT THE CASTLE

Death finally agreed to take me to the Haunted Ruins. I hope it's as pretty as everyone says.This Dragon Armour stuff is top. Crossed the river of lava and barely broke a sweat.

Finally I made it into the Haunted Ruins. After locating the king's lost crown I stood face to face with my old pal, the genial and garuulous monarch.

Does EVERYONE have an angle? Old Kingy coughed up his chunk of Anubis mineral deposit. Then calmly informed me that I had to open some floodgates. Thereby releasing a deluge of lava beneath the castle, supposedly to destroy a certain horde of Shadow Demons. Someone is NOT going to be happy. ANd guess who'll be in the firing line?

Kingy P. opened a secret passage to the floodgate area, and in I went. That lever was mine for the pulling, baby. So I pulled it.With an inevitability that is really starting to get me down, this released two rather angry guardian golems.

Phew, somehow finished them off, then a mad dash for the exit. Managed to reach it just seconds before the whole edifice crashed down around me. There was much rejoicing in the eye-socket of Fortesque. I wish the little squirt would quit jumping around in there - it plays havoc with my sinusitis.

SEASICK CRUISE

Am on the Ghost Ship and feeling slightly apprehensive. The Fortesques were never known for their sea legs. (As evidenced by the chorus of wailing and nausea which filled the house every bath night).

After getting a bit lost in the bilges, I finally found a handily aimed cannon the size of a shire horse afte a hay-eating competition. Luckily, there were gunpowder kegs liberally dotted about the ship. And only several dozen plaited poltroons in my way. It was the work of a moment for me to collect all the kegs, stuff them into the cannon and launch myself skywards. Thus it was that I was able to fly over the barricades and into the Captain's quarters like an avenging silver streak. ....... of un-aerodynbamic scrap metal. One of these days I mnust learn how to fall from a great height.

The Pirate Captain talked a good fight (largely on the subject of what he'd do with various internal organs of mine when he got hold of me - clearly not realising it is many years since I had any). But I snuffed him out with a few well aimed cannon balls then set a course for Zarok's Lair. I hope! This armour plays havoc with navigational equipment. I think it has its own magnetic field.

Book 7 - RELICS AND ARTIFACTS

Each artifact you collect on your adventures will be added to this book.

WITCHES' TALISMAN

This sought after pentagonal relic offers up a unique and convenient way to summon a witch.  The owner will no longer need to perform an animal sacrifice or utilise a loud hailer to secure an immediate appointment with a crone. They can simply present this talisman at the nearest bubbling cauldron, and hey presto; a hag will appear!

STAIN GLASS KEY

The only way to escape Gallowmere's Necropolis is through the Stain Glass Demon gate, but alas its beautifully rendered glass key is guarded by the Demon of Hilltop Mausoleum. Getting hold of the key is only half the problem though, as the gates keyhole has been magically transported to a secret location!

ANUBIS STONE

This gold encrusted gem is fashioned in the image of a Nubian sand beetle. Zarok used its ancient power to create and nurture an undead army at the battle of Gallowmere. After the wizard was defeated, the stone was split into 4 pieces and dispersed for safe keeping to the four corners of the realm. Legend tells that if the stone were ever reassembled to its singular form, the mighty power of re-animation and healing would once again pulse through its crystalline structure.

FOREST KEY

The forest key is woven from bewitched twigs and may be used to open the imposing gates to the Enchanted Forest. The portly Mayor of Sleeping Village always carries this key about his person, so as to protect the forest from unwanted questors.

SHADOW DEMON CLAW

This gruesome artifact is moulded from the amputated hand of a dead Shadow Demon. The clawed fingers wrap menacingly around a purple beast orb, whose dark witchcraft imbues this relic with the unholy power to unlock the notorious Shadow Demon Prison.

SAFE KEY

This silver key is hidden away in a secret alcove within the Sleeping Village church. Replacing the church's missing crucifix will reveal its hiding place. Whoever gains access to this key will then have the ability to raid the inner sanctum of the Mayor's safe.

PUMPKIN KEY

This pretty little key is formed from petrified pumpkin, and as such must never be lost; else it would take millions of years to replace! It opens the grand pumpkin gate which leads through to the Witch's camp and the evil Pumpkin King's garden. The key can normally be found in the safekeeping of the gorge farmer.

FAERIE FUNGI

These rare mushrooms grow in the forests of Gallowmere, and are prized as a delicacy by the thuggish fairy gangs that congregate there. There are many uses for this versatile fungi, but usually it is fried or smoked before being eaten with raw insects and mildew gravy.

BUTTEFLY NET

Many moons ago butterfly catching was the No.1 participant sport in Gallowmere, with many noted festivals and tournaments celebrating this frivolous pastime. Sadly nowadays the only sporting use for a butterfly net is to help snare the aggravating fairy deliquents of the Enchanted Forest.

DRAGON ARMOUR

This fabled combat suit is fashioned from the finest dragon scales, its stylish lines making even the most handsome of knights considerably more dashing and debonair. More importantly perhaps, it grants the wearer total protection from heat, and offers up the enviable ability to breathe a plume of deathly fire at disagreeable types.

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