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Baltazar The Familiar – Walkthrough (King_wiking/2008)

By Leon | July 3, 2008

Baltazar The Familiar Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



So you have to find the four runes to get that steam golem going.

Rune 1:

Use the wire from your inventory on the fuse right of the Invisio-machine. The machine is then connected to the Electro machine. Use the Electro machine at the moment it’s light turns green. You have to be quick though, it’s only a short period.

When you powered the Invisio-machine, you can take the INVISIO DEVICE standing on it. Then take the WIRE you connected.

From the table across it, take the light purple ELIXER, standing right to the bright green one. It’s used to remove invisibility. Go all the way to the right and use the invisio device on the wall on the right. In the middle it will detect something. Use the elixer at the same spot and the first RUNE is in your pocket.

Rune 2:

Use the wire on the fuse to the left of the dark room. Go back to the Electro machine and as soon as the green light’s on, use the machine. The dark room isn’t dark anymore and will show a rune. Go over to the dark room and take the RUNE. Also take back the WIRE.

Rune 3:

Float back to the left and use the wire on the fuse, to the right next to the rat.  Use the Electro machine at the right moment and the first hatch will open. Take the WIRE again and use it on the fuse of the second hatch in the middle. Use the Electro machine again at the right time and … the hatch will not open. Use one of the runes from the inventory and use it on the hatch to smash it open. Take the WIRE again.

The third hatch has no fuse. Well it has one but the fuse doesn’t work. Take the first olive colour ELIXER (to fuel fire) and the last red ELIXER (to start fire). Use the ignition liquid on the fuel liquid in the inventory and you have FIRE. Use fire on the vial of liquid hanging left of the dark room and it will boil. The third hatch is open. Go back to the left and use Ratious to let him walk to the right. Follow him and you’ll find a RUNE at the hole on the floor.

Rune 4:

Use the wire on the fuse left of the Mechanoid machine. Push the Electro machine at the right time and the Mechanoid will be charged for a short amount of time. Quickly take the mechanoid to the right where the vases are on the cupboard. Use the mechanoid from your inventory on the second vase from the left to find the last RUNE. Pick up the WIRE attached to the Mechanoid machine and go to the left where the golem is.

The steam Golem:

Behind Lord Thyraniamouse is a panel. Use the wire on the fuse to the left of the panel and then use the panel to have a closer look. Fill all oval slots with the runes you’ve found. When all slots are filled leave the panel by using the south edge.

Go back to the Electro machine and push the button at the right moment to bring the golem to life…

Game source: A copy of the game was found here on the internet.

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