Area 2

CASTLE OF SILENCE
An ancient portcullis seals you in a decaying tower of despair
Avoid the lost souls, climb this infernal citadel, and seek the key to the inner lair.

Objectives:

1. Scale the first tower & raise the portcullis
2. Eliminate the ancient White Dragons
3. Locate the tower Key
4. Climb the second tower & raise the second portcullis



The castle drawbridge closes you in the castle of the dark lord, but you never entertained the idea of leaving the haunted palace before your work is done anyway. You can smell the rancid stench of that blood-sucking beast wafting through the iron gates ahead. Wiping the scowl off your rain-drenched face you now redirect your attention to the task at hand.

Scale the first of two towers
Enter the door which does not have a large sliding metal lock. This allows you to enter the innards of a tower. You must now scale the hazardous stairwell, which runs up the inside wall like a thorny vine (Map A). Additionally, as you will soon be accustomed, the falls become fatal fast, so keep concentrated on extreme accuracy in all actions. Run up the stairs and hop the small gap. Look up before scaling the next ladder section. Pastthe two wall torches is a fire breathing Bone Pillar. This enemy spits fire balls (which can be whipped) and, when it feels particularly frisky, can release a huge burst of infernal exhaust. Walk up to the extent of your whip‘s reach (signified by the appearance of your targeting cursor) and wail away. dodging any flying fire it sends your way. remembering not to fall off the side.

Vile Traps seek your demise
Collect anything it drops and then hop onto the moving green platform when it is close to you. Drop off the forward edge of the platform as it returns to the other side, you need to be next to the wall when you do this, and break open a hidden lantern for a Sun Card. Now return to the top of that same green platform and jump from it to the bottom of the next staircase. Another Bone Pillar awaits you at the top of this incline, kill it while avoiding its hell burst attack, but do not rush to the ledge behind it. You have probably already heard the sound of steel against smooth stone, and you now see the grim creator of this silence-ripping sound. The stone lips above the pillars at the bottom and top of this areas various staircases contain mechanical bloodstained guillotines. Pass them as they rise to be safe.

An old Fiend floats by...
A reappearing enemy guards the missing catwalky you have come to.Splatter the Medusa Head (sporting the evil grin) against the wall with a whip strike. Now, jump to the moving platform past the guillotine just as it reaches its closest point to you, and then leap off to the foot of the next staircase. Climb the stairs. At the top, a Vampire Bat swoops from above and attacks your jugular with deadly accuracy. and then afterwards a Medusa Head will materialize nearby. Whip them both and leave them for the maggots. Jump to the next moving platform and then leap to the ledge across when you are within jumping range. If you land on the other side (rather than hanging off the side). be sure not to accidentally suffer obscene central cleavage at the blade of a guillotine devilishly placed near where you land.
The next staircase holds a bat attack mid.way up the incline and a guillotine at the top. Pass these annoy. ances and hop to the moving platform when it is at its closest point. Jump off when you feel confident about going on, avoiding the diving guillotine. and climb the next staircase. At the top of the last staircase in this tower are three nestling blood.sucking bats, shred the flesh of these flapping mammals, and then exit through the door.

Fabled White Dragons
You are now in the lair of a couple of gigantic undead serpents (an arena in Map D). fabled beasts known as White Dragons. These beasts breathe blue fire like super bone pillars. with mass murdering reach and Reinhardt roasting heat. Run behind the brick walls surrounding the doorway. this area is protected from the serpents' searing spit and should be used as pro. tection in-between attacks. The lantern atop it contains a Roast Chicken that should be collected while the serpent is still firing easily dodged fireballs. Also note that the far side of the protective wall is lower than the near side, and consequently you can be hit on that side. Attack with whips and (preferably) the Cross weapon. When the exoskeleton (or first skin) breaks off a tower serpent. it begins to breathe the hell bursts. You MUST take cover when it attacks, even though there are many goodies to grab when the scales shatter. When the last serpent bites the bricks, collect what items you can, but keep the Cross weapon. Another tactic is to run to the other side of the room and engage in serpent combat there. You'll receive wounding and must dodge like crazy. but you are able to take some of the treasure the creatures drop.

Travelling onwards
Jump atop the burnt brick wall surrounding the door you used to enter and get the Roast Chicken from the lantern (if you have not already), and then activate the switch to operate the large-geared machine. Drop down to the floor area past the rusty grating that opens (Map B). Hit the lantern and save your progress with the White Jewel within, but be wary of your surroundings since skeletons form from the ground in this section (also try to swipe at the rock in front of you. this eventually explodes revealing up to four large gems). You now need to descend the castle wall to reach the bulky grating on the bottom floor.
Drop down again to the left. Quickly chop bony chunks out of the Bone Pillar you land next to, and then search the shadowy section under where you saved. Remove the bag of gold from the lonely lantern in the darkness. Now, hop past the Holy Water Weapon to another ledge with a Bone Pillar. Kill it as fast as possible or feel the full force of a hell blast to the face. Excavate the purifying orb out of the lantern it was protecting.
Drop down over the ledge near the Holy Water, remove the cross .out of the lantern or jump atop the shelf on the other side of this level for a Powerup. Next, drop down through a hole nearby. You are now back on the bottom level. Enter the entrance hall and save your progress, then check the opened room as the first lantern you see contains a key to the second tower.
Ignore the other two laterns, they house weapons you do not need, and hurry up and use the key to enter the Left Tower.

Tower number two (Map C)
This tower begins with the danger of deadly drops, so be very careful, and do not venture to far toward the center! Hop, across the first set of platforms until you reach the foot of a set of stairs. Walk up the stairs and take a couple of steps on to the catwalk ahead. It will break away in front of you; jump over the newly created gap and climb the next set of tiring stairs. Bypass the guillotine at the top; then jump to the small sliver of gray stone ahead. Watch for opportunistic Medusa Heads.
From here, put your lelt shoulder against the wall and step on the closest side of the rotating green spike trap (when the spikes face down of course). You will fall atop the bricks set above the entrance. Break the hidden lantern for a Moon Card. Return and ascend the stairs to the green spike trap.

A bone to pick with you
Jump over the spike trap and pass the guillotine, climb the next set of leg-straining stairs, and then crack the smoking cranium of a Bone Pillar. Walk up to a set of gangrene spike traps. Two rotate and two are activated by vour weight. Wait until the farthest rotating trap turns spikes-down (the farthest rotates slower so the timing is determined by it), and then perform full-speed running jumps to the other side (dodging any drooling Medusa Heads), halting before the guillotine past the poker traps. You may, however, stop in the middle of the four traps, and leap to a platform jutting out of the central pillar. A torch holding a beef feast awaits collecting here. Now hop over the gap in the next incline and carefully fight the Bone Pillar on that piece of safe ground you have to work with.

A spiked surprise on the stairs (Map D)
Pass another guillotine and pause before a tricky trap test. Time your jmps-across using the slower rotating second trap platform. After it turns spikes-down, jump onto the first platform as soon as it turns flat-side-up again. Past the trap are some suspiciously colored green steps. These stairs are actually spike platforms! Run up the flight of stairs without any hesitation. At the top, you havve two unpleasantly spaced (and unforgivingly small) platforms to cross. Kill the Bone Pillar with a couple of Crosses (or the Orb it vou are playing as Carrie) and then jump across the platform lily pads. remembering that it is better to jump a little short than a little long (since you can still hang onto if you fall short). On the other side, simply climb the stairs and use a Móon Card to open the Moon door if it is locked.

Outside for the count
A short encounter with Diacula plays. After the drama, collect the Roast Chicken, run around the back of the brick hut and swipe at the masonry to reveal a sack of gold, and save your progress atop the brick enclosure surrounding the door you used to enter.
Exit though a hole in one of the walls leading to a treacherous area that you have been in before. This is the skeleton-laden path that leads back down to the bottom floor. This time traversing the path requires a slightly different approach. Initially, you should drop down to the right (which is your character's left), as overjumping to the left can cause a plummet through many cracks in the floors and eventually a squishy death. You do not need to break open any of the lanterns unless you require the cross weapon and didn't pick it up the first time down. Drop down from floor to floor, killing any undead uglies you feel like, until you reach the bottom. The second portcullis is open, allowing you to enter the portal that was just opened after you save at the lower diamond.
You are about to enter Dracula's Villa!

Carrie on undead
When controlling the nymph with a massive orb of wonder, the technique of level completion is extremely similar. Obviously, enemies at far range can be aimed at with your orb, meaning the Bone Pillars are never a problem, and neither are the bats.
Your encounter with the two gigantic serpents is easier as well, and you may even hide behind the entrance hut and fire away without receiving a single hit (as long as you're not too close to the far side of the building). Finally, remember to power up your orb before unleashing it on enemies as soon as you auto-aim on them, always carry a pre-prepared present for Dracula's demonic hordes!