Mesmerised : An Artemis Fowl Fansite
Vanilla Butterflies » Mesmerised » Escape From Fowl Manor » Strategy Guide

This is a general strategy guide to Escape From Fowl Manor. We also have an in-depth walkthrough for the game.

General Tips

You start with three lives. If you lose one, you must begin the level again. If you lose all of them, you must start the game again.

Each level has a door which allows you to progress to the next level - but only once the "exit" sign is lit up. Each door looks different.

You must collect all of the magical items on each level before the "exit" sign will turn on.

If you complete a level quickly enough, you will get a time bonus. The faster you are, the bigger the bonus. But if you're too slow, you don't get a bonus at all.

Some of the chandeliers glow in rainbow colours if you touch them. Other lights flicker randomly. These do not appear to affect the game in any way.

People

Holly. It's your job to guide her to safety. She can walk and jump but has no weapons.
Artemis wanders back and forth, trying to spot you. If he catches you, you'll lose a life.
Butler wanders slowly back and forth, trying to spot you. If he catches you, you'll lose a life. He never fires his guns.

Objects to Collect

This is the Gnommish symbol for "A". It's worth 500 points. First appears on: Level 1
This is worth 1000 points. First appears on: Level 2
This is worth 2500 points. First appears on: Level 4

Objects to Avoid

If you hit one of these, it'll take away a life. First appears on: Level 2