Walkthrough by G&D Productions.
Text letter: The
Castle has been attacked by the Dark Witch, I need you to come and defeat her or
else it will be the end of our Kingdom. In a short time she will lock me up, I
hope Festus finds you to send this letter.
In the Dining room
something is hidden that may help you get to the Witch
Good Luck…
Entering the Castle.
After the opening flyby you end up on a
bridge and looking at something. Turn left (E) and go up over the rocks to the
far end. There is a jump lever on the wall over the canal. Take a curved running
jump to pull the lever. Swim to the right and at the other end into the open
gate there. Use the Timed underwater lever there and swim back out. Go to the
other end of the canal into another open gate and up, turn around and use the
underwater lever there so the trapdoor opens and you can get out.
The Tower key.
First use the lever on the wall so you
can pull the crate back from the wall. Then pull the pole on the left of the
lever (screenshot of the castle door). Climb the crate’ up to the ledge above
and open the door. Once on the battlements shoot the ghost, he leaves behind a
Tower
Key.
Go to the other end (W), use the Tower
Key and enter. Drop down on the crate in the corner and from there grab the pole
(screenshot of doors opening). Back on the walkway and out to the battlements.
From the corner you can jump into the canal and pull out at the bridge OR go to
that wooden part of the battlement and jump on it a few times and you fall onto
the bridge.
The Dining Room Key.
Go right up the ramp and at the door get
down into the yard on the right. Get into the water and first swim straight
ahead through a small opening and then around the spikes into the opening in the
floor, under and over spikes and then take a left. Find an underwater lever (S,
opens a door). Your air supply is restored too. Roll and swim back over and
under the spikes again and out of this pool.
Go to the walkway on the left (E) and
through the now open door right.
You’ll get a message what to do but for
now just go straight. Take a left and a running jump over the fence to grab the
branch and swing to the balcony opposite.
Don’t let that nasty growling animal
scare you, just go to the corner and up the platform. Walk to the ledge and take
back two steps, then hop onto the ledge with the spikes and take a curved
running jump and grab the next one (that guy has the Key). Turn left and another
running jump to the one against the wall (E). Flip the lever there and jump back
to that poor bloke and get his
Dining Room Key.
Safety drop down and leave SW. Loop around to the right and on the battlements
take a right and use the Dinning Room Key at the end.
The Cage Puzzle, The
Well Handle.
Be ready to shoot another ghost, this
one leaves nothing behind. Get into the dining room and jump to the left in the
windowsill. Climb down into the yard with the Well. Step on the two red symbols,
climb up to the walkway and step on a third symbol. A gate opens NW. Take a
running jump back to the windowsill and turn around. Now jump into the open gate
on the left and pull the lever.
A block goes up near the Cage, so jump
back to the windowsill (or drop down and take the ladder and jump over).
Back in the Dining room, you can already
push the knight SE to the other side of the table and opposite the other knight
(or do this later) to ignite a candle next to the fireplace. Go out of the
Dining room to the battlements and to the other side again. Left and straight
ahead and off down to the right into the yard with the Cage.
Get up in the corner there and use the crack at the wall to shimmy to the
right and pull up. Now you can shoot the cage.
To the Well, the
Torch.
Safety drop down and up the ladder, go
left and drop down at the yard with the pool. Swim in avoiding the spikes and
get the
Handle
from the bottom and swim back and get out (if you really need air after
picking up the handle, just use the underwater lever twice; the door has to be
open). Up the ladder and go left/right to the Dining room again. Go up the
windowsill and down to the well. Use the Handle on the left of the well and get
the
Torch, next to the Well.
The Lute.
Jump up the block that appeared in the
corner and back to the windowsill. Go to the burning candle (if you pushed the
knight) and ignite the Torch. Then use that on the other candle, a panel opens
up above the fireplace.
Drop the Torch and look up to the
ceiling. Go behind the pushable knight and climb the wall behind him and use
markings on the ceiling to get into that alcove. Pick up the
Lute
and leave this room to the battlements.
Go back to the other side and left and
left again. Use the branch to swing to the other balcony and go to that
creature. Play the Lute and enter the door that opened.
Fight the Witch and
the Dragon.
Drop down and shoot the witch, a Dragon will appear. Jump up onto the battlement SE, turn and jump onto the wall, use the jump lever there to fire the First canon. Sidestep right to the edge and jump with a curve around/over the canon, jump to the walkway, go right and loop right to jump to the other wall and use the jump lever to fire the Second canon. The Dragon is slain and you saved the Good Witch.
G&D- Aug 16-2018