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 whips 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!
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