12. Swinedimples Academy
Lessons begin (Swinedimples Academy)
- Swinedimples Academy is in the snowy north-east: from the Urdus Marshland, go east to Hermany, then north twice.
- At the gate, you are taken for the detective they were expecting: the Headmaster asks you to investigate missing pupils in secret.
- In the dormitory (east), eavesdrop on the boys at the door on level 2, then go in. Behind the western house, Fred tells you to get lost.
- Go back to your dormitory room and rest: the bell rings for lessons.
The game's own summary
Your hero's mission to find the fyggs has led him to Swinedimples Academy in the snowy north-east. Mistaken for a detective by the headmaster, he has been enlisted to carry out an undercover investigation into some mysterious pupil disappearances.
In his continued search for the fyggs, your hero ended up being mistaken for a detective, and enlisted to investigate some mysterious disappearances at Swinedimples Academy. He's learnt that the missing pupils were friends of Fred, a feisty pupil who says he'll give the abductor what for!
Lessons end (Swinedimples Academy)
- During the day, find Fred and his pals: they don't believe your ghost story and dare you to meet them at midnight on the school roof. The bell rings the end of lessons.
The game's own summary
During the course of his investigations into the missing pupils at Swinedimples Academy, your hero came across Fred and his cronies. Refusing to believe what your hero told them about a ghost, they've dared him to come to the roof at midnight to prove it.
Guardian statue touched, Fred punished (Swinedimples)
- At midnight, go up to the level 3 balcony of the main building and touch the Guardian statue's forehead: Fred taunts the ghost, which possesses him (“detention!”); he jumps off the roof.
The game's own summary
During the course of his investigations into the missing pupils at Swinedimples Academy, your hero had a midnight meeting with Fred and friends on the school rooftop. When Fred touched the Guardian statue there, he was possessed by a ghost and leapt off the roof.
Way into the old school opened (Swinedimples)
- Follow him: he vanishes down a secret staircase under a grave in the school grounds.
The game's own summary
During the course of his investigations into the missing pupils at Swinedimples Academy, your hero witnessed Fred being possessed by a mysterious ghost and, following in his footsteps, has discovered a secret stairway beneath a grave in the school grounds.
Dreadmaster defeated, pupils brought back (Swinedimples)
- Go down into Swinedimples, in the north-east of the grounds. On B2, the ghost is teaching the missing pupils: talk to it, it's the Dreadmaster.
- It was the school's founder, driven mad by the fygg: he frees the pupils. The Headmaster thanks you and gives you the Fygg.
The game's own summary
During the course of his investigations into the missing pupils at Swinedimples Academy, your hero discovered a secret stairway under a grave, and descended it to the basement of the old school. There, he came across both the missing pupils and the mysterious ghost from the school roof.
In the basement of the old schoolhouse, your hero defeated the Dreadmaster, who turned out to be the ghost of Sir Sternivus Swinedimple, the Academy's founder, driven mad by the power of a fygg. Returned to his senses, Sir Sternivus released the pupils he had detained, and your hero acquired fygg.
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Dreadmaster