Dizzy: Prince of the Yolkfolk Code Masters Walkthrough: Trapped! Pick up the leaves and place them by the door to the cave, then take the match and light the leaves (and the door) on fire. Use the bucket of water to douse the flames, and you can then exit the cave. Head left until you get to a castle. Pick up the heavy pickaxe, then return to the cave entrance. Talk to the man above the cave entrance, and he'll give you a flying carpet. You can leave it there; it has no use. Go right, and when you get to the Hello World screen, jump onto the first cloud. You can walk on the clouds, but don't stand too long in one place or you'll fall through. Jump from cloud to cloud until you reach the ACME bridge building kit. Take it, then head down the hillside, picking up the small cage along the way, and use the pickaxe on the rocks blocking the way into the tunnel in the hillside. Follow the passage into the Secret Cave and up into the chamber visible from the top of the hill. Pick up the gold nugget, then leave the tunnel and continue right. Take the ferry across the river Styx, and bribe the ferryman with the gold nugget to let you pass. Head into the Enchanted Forest, and jump from the top platform into the Enchanted Treetops. Use the ACME bridge building kit to make a bridge to the nearest platform. Then again jump from the top platform to reach the Uppermost Branches. Go right, and use the clouds to jump over the wall (and the abyss) and get into the castle. Pick up the golden harp on the floor, then take the elevator back up the top of the tower, and return to the Uppermost Branches. This time head left, and follow the clouds until you reach Heaven. Talk to St. Peter, who tells you he's searching for something but he won't tell you what it is. Give him the golden harp, and he'll give you some holy cheese in return. Take it, and go back to the Enchanted Forest floor. Put the cage on the ground next to the fluffle, and bait it with the holy cheese to capture the little animal. Head over to the castle where you got the pickaxe, and release the caged fluffle. The troll will run away, and you can enter the castle freely. Follow the elevators up to the Castle Ramparts, and get the rusty old key from the room in the east tower. Also get the outboard motor from the Stairs and Landing. Go the river Styx and talk to the ferryman. He'll complain about how slow his boat is, and you can give him the outboard motor to help. The ferryman will give you his scythe in return for the motor. Take the scythe into the castle where you found the harp. You can use it to cut down the rose bushes blocking the way to the rest of the castle. Follow the elevators and go past the First Landing. Take the Inner Sanctum elevator all the way up the Deserted Tower. Use the key on the door to Daisy's room. You won't be able to wake her yet (even with a kiss), but it'll save you having to carry the key around with you. Take the elevator back down to the Inner Sanctum and take the upper route left, along the top of the First Landing to the top of the tower wall. Pick up the tweezers, then head back west to the top of the hill where there's an injured lion. Use the tweezers to remove the thorn from his paw. He'll let you keep the thorn. Take it with you and return to the castle. Go to the Double Trouble screen, and place the thorn on the floor, to the left of the booby-trapped spanner. Then take the elevator to the upper level of Double Trouble, and walk the evil Dizzy into the upright thorn, destroying him forever. You can now safely pick up the spanner. Head over to the other castle, picking up the brass bugle from the Tower Ballroom on your way out. On your way to the castle, give the bugle to the man who gave you the flying carpet. He'll give you a joke book in return. Take it with you. When you reach the castle, take the first elevator, then go to the far left wall, and use the spanner on the drawbridge mechanism to get it working. Go down to the lower level of the castle, and exit through the open drawbridge. In the Castle Gardens, you'll meet a crying princess. Give the joke book to her to cheer her up. She'll give you a regal flag in return. Go back into the castle, taking the elevators up to the Castle Ramparts. Put the flag on the pole in the west tower. The waving flag draws the bugler, who thinks that the king has returned and plays a fanfare. The fanfare actually does summon the king, who demands to know what you're doing in his castle. Explain to him what you've been doing, and he will knight you for your good deeds. Go back to the Deserted Tower in Daisy's castle. Now that you're a knight, your kisses will wake her from her slumber...