Module 1:
Level 1: The office
Pick up the medikit from Jekyll's desk and
possibly the bottle of ether from the lab (not greatly useful).
Leave the
office, turn left (evading or killing the female lunatic) and exit via the door
at the end of the corridor (it's the only one which opens).
Level 2: The lecture theatre
You need to kill the three lunatics to
set the nurse free.
He then gives you a key which you can use to exit the
level via the door on the left of the large blackboard
Level 3: The kitchen
Rush straight to the end of the corridor, and
kill the lunatic who's lying in wait for you around the bend.
Only one door
opens, so you can't go wrong.
When you reach the kitchen area, there's a
lunatic waiting for you, but you don't have to kill him.
Once in the canteen,
avoid the plate-thrower by using (action button) the dresser (on casters) to
protect yourself or by sticking close to the right-hand wall.
You then need
to either kill the female lunatic or avoid her by climbing onto the tables at
the back in order to make your way to the exit door.
Level 4: The dormitory
Remember to take the handle from behind the
curtain on the left as soon as you enter (it's vital during the next
level).
Retrace your steps and go round the partitions to the right. In the
second recess, you will see one bed in the normal position and another placed up
against the partition. Use one to jump to the other and thereby climb over the
partition.
Get down carefully on the other side and continue on your way as
far as the madwoman (you don't have to kill her). Climb onto the bed alongside
her to gather momentum in order to jump onto the bed in a vertical
position.
All you need to do now is to run straight ahead towards the exit
while watching out for potshots from the plate-thrower on the partition. Before
leaving, take the medikit from the edge of a bed - you are sure to need it
sooner or later.
Level 5: The lunatics' tower
Quickly cross the room to avoid the
highly aggressive lunatics. Take the ramp and use the handle to lower the cages,
thereby clearing a path for yourself to the top of the tower.
Encounter with Burnwell
Burnwell is demanding to see Mr Hyde. All
you need do is retrace your steps (back to Jekyll's office) in order to discover
the secret laboratory and effect the transformation.
Level 9: Jekyll's office
At the back of the room, you will notice
reddish smoke coming from beneath a cupboard. You need to position yourself on
the right of the cupboard and push it (action button).
Hurry into the lab to
carry out the transformation into Jekyll.
Once transformed, you need to make
your way back to the lunatics' tower.
Level 10: The Lecture theatre
No particular difficulties, except
that the exit door is blocked by a piece of furniture. Shift it by striking it,
and the path is clear!!!
Level 11: The kitchen
A fire has broken out, making visibility
poor. You will be met by quite a few lunatics, who are just meat and drink to
Hyde!
When you reach the canteen, you will be able to see that the original
exit door is in flames and can no longer be reached.
To put out these flames,
you need to use the barrel of water, which is hidden in a hitherto inaccessible
part of the canteen.
Level 12: The dormitory
The start of the level is far from being a
picnic. The only means of getting through is to haul oneself up using a bed
situated on the right of the partitions to where the plate-throwers are taking
potshots at you. As soon as you're up, you need to get away fast, because a few
hits will mean certain death. No other difficulties to point out here.
Level 13: The lunatics' tower
No change from the previous visit;
you have to get to the top. There are a few shortcuts possible on account of
Hyde's physical prowess.
Module 2:
Level 14: The alleyway
No particular difficulties here. Kill the
clown who rushes at you, and then speak to the guard (action button) at the end
of the alleyway. Be warned: if you attempt to kill the guard, you are sure to
die.
Level 15: The Opium Den
Take the staircase at the side of the
counter and go up to the first floor to question the prostitute, who asks you to
find her papers. Go back down, bump off Madame Yang's bodyguard and kill her in
the same breath to stifle her cries of "help". Take the key from behind the
counter and enter the room opposite this same counter (on the other side of the
room). Tread carefully, because a guard is sleeping nearby. Use the key to open
the safe and take the papers from inside. Go back to see the prostitute, who
shows her gratitude by telling you that the exit from the level is in the head
of the dragon. There's one slight hitch: the jump required to reach the head is
beyond Jekyll's capabilities. Go back down the stairs and climb the second floor
on the other side of the room. Inside the accessible room (reddish-coloured
lock) is a basin filled with water which, when mixed with the potion, will allow
you to transform yourself into Hyde.
Having done so, go back down the stairs
and go up to the second floor on the other side of the room. Right at the end,
behind the last screen, you will find a medikit; you then need to kill the
sniper, break the railing and gather enough momentum to be able to reach the
head of the dragon from where you can exit the level.
Level 16: The warehouse
Making use of the beams, move along until
you are directly above a cabin. Drop down onto this cabin and operate the lever
inside (the cabin begins to move). With the transformation now finished, allow
yourself to fall carefully (some packing cases cushion your fall). Observe the
comings and goings of a robot and take the door through which he enters and
exits.
Level 17: The Printer's
Enter the building. Try to spot an opening
in the ceiling above the presses; it's the secret passage which will allow you
to gain access to a cistern full of water (for transformation into Hyde). Once
you've made the change, take the staircase and go down to the basement. Pick up
a case and throw it at the grill which is blocking access to the lift. Now you
can use the lift…
Level 18: The quays
Make your way to the quayside, avoiding the
sniper fire. Leap onto the bridge of the ship, turn and climb on top of the
cargo, jump onto the wheelhouse and then make another leap towards the window
(which you go smashing through) to confront Mr Yang.
Once you have overcome
Mr Yang, pick up the medikit and activate the lever on the control panel (it
opens the aquarium). Enter the aquarium and break it from the inside before you
become short of air. Exit the aquarium, whereupon Hyde turns back into Jekyll,
and you can now take hold of the first part of the "key".
Module 3
Level 19: The docks
Go up to the higher level, while watching out
for snipers (who are crisscrossing your route). Leave via the large door.
Level 20: The railway station
Head straight for the control tower.
Enter the tower by breaking a window and operate the lever (a cinematic sequence
shows you the level exit door).
Level 21: The railway station (moving walkway)
Your timing will
need to be very precise to complete this level. Before you do anything, begin by
noting the comings and goings of the first two guards. When their backs are
turned, get over the first moving walkway and use the first case you see to jump
onto the quay (the noise made by your jump alerts the guards). Lie low and wait
for the guards to recommence their patrols. Continue your route along the
quayside as far as the sleeping guard. Wake him and kill him so that you can
activate the levers (action button or a blow with a stick), which will have the
effect of getting rid of the huge dog which has up until now been blocking the
exit. Don't rush your exit, for other guards are on patrol. Carefully continue
on your route along the quay, using the high cases to avoid the attentions of
the remaining foes.
Level 22: The docks, part two
You begin the level inside a case.
Exit from the case, watching closely for the sniper patrolling the area. Make
your way to the right in the middle of the high cases and activate the lever at
the end of the quay. The footbridge providing access to the ship drops down.
Board the ship and activate a second lever in the wheelhouse (it opens up the
ship's hold). Jump into the hold.
Level 23: The ship
Another "furtive" level, discretion is a must
here if you are to get the better of your enemies. Pass carefully behind the
first guard at the lower level and take the first passageway on the left. At the
end of this corridor, wait for the guard who will shortly be crossing your path.
Kill him and pick up the key that he drops on the floor; it allows you to open
all the cabins. Inside the cabins, you can find items including a medikit and
the key to the control room (the only door which you couldn't open!). Now use
the key to the control room, cross it and exit via the lower door. This door
leads to the strongroom. Approach the safe, whereupon it opens up automatically,
setting off a trap (the room starts to fill up with water). Moving quickly, you
need to take the second part of the key from the chest, climb the stairs and use
the potion in the little "wash basin" to transform yourself into Hyde and open
up the exit door (which remained locked until now).
Cross the corridor and
take the first door on the left. Avoiding the robots, strike the valve in the
centre of the room, which will blow open the level exit door.
Level 24: The docks, part three
You are on the pontoon again. Cross
it and use the large cases on the right to jump over the high
wall.
Loading.
Continue on your way along the quays, where you meet
Burnwell, who is in a bad way. Nearby, there is a crane; scale the cases to
reach its top, thereby releasing its mechanical arm. Go out along the mechanical
arm, from where you can reach the window (you break it) on the wall opposite.
Level 25: The railway station, part two
Get down from the wall
carefully (some cases cushion your fall). Board the small locomotive at the
centre of the level and activate the lever to set it in motion, which enables
you to pass through a tangle of barbed wire and machine guns.
Level 26: The Maharajah
A tricky one!!! You need to use the case in
the centre to unbalance the maharajah when his nacelle is in the high position.
It should be noted that when Hyde has a case in his hands, he is as good as
invincible.
Module 4:
Level 27: The train
One piece of advice: go straight ahead. Get the
key from the first wagon that you can enter. At the end of the level, you will
find a basin to aid your transformation into Hyde so that you can continue your
progress towards the next level.
Level 28: The train, part two
Keep going along, until you come to
the boss.
The boss is easy to overcome; jump over the lightning bolt that he
hurls at you and hit him; this takes you straight back where you came from…
Module 5:
Level 29: The route
Get back onto terra firma, cross the bridge and
make your way through the midst of the traps. The grills barring the route can
be opened up by throwing stones (always lying around nearby).
Level 30: The residence, lower part
All that needs to be done is to
kill the enemy who is patrolling to obtain the key which he drops on the ground.
Open the door with this key.
Level 31: The warehouse of robots
Run to avoid the claws and enter
the other room. At the back of this second room, break the glass and activate
the interrupter (with a blow from a stick); this puts the claws and robots out
of action. Return to the first room and take the opportunity to pick up the
medikit hidden in a breakable case. Climb up onto the cabin, and keeping to the
surface, gradually inch your way towards the attic which will lead you onto the
rooftops.
Level 32: On the roof of the residence
Scale the different
platforms while watching out for enemy fire from the windows. Once on the roof,
run to avoid the last sniper and jump into the chimney shaft.
Level 33: The library
You have to kill the vampiress in order to
obtain the key to the exit door. Get the medikit from the cupboard near the
desk. Climb the stairs and make your way towards the exit grill.
Level 34: The ghouls
Switch to subjective vision and wait for the
patrolling guard to pass by. Then run from one side of the room to the other.
Allow yourself to fall onto the cornice (you can pick up a new medikit). Observe
the sniper who patrols on the ground floor before going lower (you should see
him check a device on a table). Go down and activate this device, which is in
fact a rocket that will blow open the exit door.
Level 35: The cathedral
Kill the enemies in the main room and the
other room, then exit.
Level 36: The room of the great book
Climb onto the promontory,
where you will find an "electric" chair which enables you to control the lower
robot. Use the card (it appears automatically on the top left of the screen) to
move between the correct platforms, pick up the great book and take it back to
your starting point. Jekyll once more, you can now go and pick up the book. A
cinematic sequence transforms you into Hyde to take on the boss. In order to
defeat this boss, you need to push him to the centre of the room (the burning
light).
Module 6:
Level 37: The cemetery
A real labyrinth! You need to find a
crucifix at the foot of a statue which allows you to keep vampires and other
creatures at bay (it is located roughly at the centre of the level), and a key
which can be found in the hut at the entrance to the level (it enables you to
open the tombs).
Level 38: The cemetery, part two
You have to find the tomb of
Stevenson, defeat the vampire guarding the entrance, open the grill with the key
and enter (as you walk, the ground gives way…loading).
Level 39: Cemetery route
At the entrance, there is a kind of font
which allows you to make the change into Hyde. The level is a platform route
without any particular traps.
Level 40: The corridors
The corridors in fact connect four key
rooms, the larder, the lab/library, the worship room and lastly the central
room. In the larder, the lab/library and the worship room, you need to destroy
the pillar in the highest part of the level. Having done this, you can collect
the great book from the worship room (it's the level where there is a huge stone
vampire head). Lastly, in order to reach the top, you need to return to the
central room and use the pillars which have slid here from the other rooms.
Level 41: The central room
It is here that Jekyll's quest reaches its conclusion. Dracula awaits you above…
Games Over
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