Castle Master CHEAT MODE: When you start playing, press [Shift] and [L] and tap the right mouse button lots of times untill you hear a noise. Now looking forward four coloured boxes will appear. Shoot them for infinite lives, all ten keys, rock travel or the ending. HINTS: Typed by DDB. Edited by PARASITE. * To open the drawbridge : throw a stone at the hole next to the bridge. * Food (cheese , fish and sausages) are all over the place , buth in the kitchen , there is a secret room behind the fireplace. You can crawl through this gap and you'll find plenty of food. * Next to the library is a secret room. To get there examine the books on the middle shelf. A chair will appear, get on the chair and wait. * Also in the kitchen under the table is a clue : Full strenght makes boulth but boulther makes way. This means : When at full strenght you can push away the boulder at the start of the game. Under the boulder is an entrance to the catacombs. * The map of the cellar is very incomplete. This is because I couldn't find any logic in the layout of the cellars and catacombs. In the catacombs : If you see a green outlined door , then you've found the cellar steps to the NW tower. You can open the door only from this side , not from the tower. * Hoth Baths : Pull the switch to the left of the entrance and the pool will empty. Now you can enter the caverns from the bottom of the pool. * Don't drink to much wine coz when your head hurts this will cost energy. * Don't eat green cheese. * Don't go into the ladies toilet. * To open the vault you have to collect all the pentacles that are scattered all over the place. You can look into the vault from the guard room. * In Igors chambers you have to shoot Igor and open the chest. * In the pottery you can drink something out of one of the pots. I'm not sure what it does. * When entering the Great hall from the second floor you have to watch out not falling off the edge. In the corner is a gap in the ledge, watch out !! * Pressing green blocks often opens doors or slides away obstacles. * clue for level 4. On the map you see a diamond shaped symbol , this is also on the floor in the game. To open the barrier ahead , stand on the diamond and press the four green blocks in quick succesion. ENTRANCES * The drawbridge is an entrance to the castle. * Under the boulder is an entrance to the catacombs. * Under the carpet in the wizards hut is an entrance to the catacombs. * The entrance to the priest hole is inside a cabinet . Open it and Crawl through. * Under the priest stand in the church is an entrance to the catacombs. KEYS * In Kitchen : opens Igors room * In Igors room : key is unmarked. (in chest) * In Vault room : opens the door to stairwell. * In Hay Barn : opens the door to the 4th floor. * In Stables : opens the Barracks. * In Well : opens the library. POTIONS I'm not really sure what these are for , but here are a few : * In pottery , Rock travel potion. * In Inn , strenght potion. End. CASTLE MASTER - HINTS Typed in by AMAZON for LSD. To summarise the information in the manual: Choose whether you're the Prince or the Princess, then shoot the spirits on your way to rescue your partner. The Big Bad spirit (Magister) who guards the cell in which your twin is incarcerated, can only be destroyed when all the other spirits have been dispatched, so the route to your goal involves finding them all. Your way is barred by various puzzles, some of which must be solved in a particular order, and by the locked doors, which may only be opened once you've found the appropriate key. Some room contain spirits. You can tell if there's a spirit in the room because the screen will jump around or flash in an alarming (some would say lunch-retrieving) fashion. A spirit can attack you either by sapping your strength with its presence or by flying/crawling through you. Either way your strength (as indicated by the number of weights on the bar) goes down. If it drops below one full weight each end, you can no longer run;if it falls half a weight you can only crawl; no weights and your dead. Spirits can be destroyed by throwing a rock at them. Use the mouse or the keyboard to move the fire/action sight (that's the double-line sight, as opposed to the single-line centre-sight) then the left mouse button or appropriate key to throw. Some spirits need more than one hit. When you kill a spirit the 'spirit-level' bubble moves left a little. As time proceeds the remaining spirits increase in power and the bubble moves to the right. If it gets to the far right, the spirits have overcome you and your quest is lost. Be sure to keep an eye on the level and find some spirits if it gets to high. AN initial recce of the castle surrounds (don't fall into the moat! You never paid proper attention to swimming lessons as a child...) reveals a shut drawbridge and no other obvious way in. Round the corner huddles the Wizzard's Hut - walk into the doorway to get inside. Turning to your left you see something on the table. It's a piece of cheese! (there are several kinds of food in the game, but cheese seems to be a bit of a favourite with the castle's inhabitants). As you try and move around you find you keep bumping into things. Try walking ('W') or crawling ('C') instead of running ('R'). Running is useful in open spaces or long corridors, and if you run past something you can always run backwards a little. Now you're a little nearer the cheese, aim the sight on it and press the right mouse button or the 'A' key to perform an action: in this case the obvious action is 'eat', the cheese disappears to happy chomping sounds and your strength increases. Take a look around you. There's a table with a large seat, there's a mat on the floor, and there's what looks like a picture on the wall. Go up and take a close look at it (action on it). It's a clue! So that's how to open the drawbridge... Once you've opened it and gone into the gatehouse, turn immediately right and go through the doorway into the Right Atrium, then ahead into South-East Tower. Turning a little to your left, you see a plain door. Go in to the kitchen (That fireplace looks interesting, maybe we'll have a closer inspection later.) Take a step forward and turn round to find a key - action on the key to collect it. Go to the information screen (either press 'I' or click on the "Castle Master" banner at the top of the screen) and then click on the key hanging on your key rack. It's "Igor's Room Key". Click on "Game" to continue. Go back outside, turn to the right (it's a good idea to close the Kitchen door by actioning on it) and go to the next door along. This has a keyhole, implying the door is locked. If you action the door it will tell you where it leads. If you action the keyhole, you will unlock the door (provided you have the appropriate key). After you've finished tangling with Igor, (hint - he has a thick hide) continue around to the corner. Ahead of you is a simple puzzle, consisting of a gate and some buttons on the wall. There are more complex puzzles further in the game, but they all rely on actioning, shooting, or shouldering (running in to) something, or positioning yourself using the contents of the room, or a combination of these. After you've solved the puzzle (c'mon, what would you usually do with a button?) go through the doorway to your left into the East Passage (what's that hole in the ceiling? Maybe it'll become significant later...) then ahead to the North-East Tower. I wonder what's behind that door? Maybe the clue will help. Foe the time being, let's press on round. After grabbing the cheese carelessly left lying around, and climbing in and out the window a few times to convince yourself you can, walk carefully over the paving slabs someone's kindly placed over that rather dangerous lokking hole in the floor. That's a curious little crawlway to our right, i wonder if there's anything behind it? Maybe later - for now we'll go through the left doorway into the North Passage. What's this step halfway along? Doesn't seem trapped: perhaps we'll find out what it's for later. Meanwhile, over it and onward to the North-West Tower. Open that door slightly to your left and go in. Shoot the spirit! Now things are quieter let's have a look around. That door ahead looks rather heavy. Actioning on it reveals the contents, while actioning on the handle reveals that we need ten pentacles. Turning round we find another key, and ten flashing five sided things. Actioning on each of them reveals the location of each pentacle. That'll take quite a while; I wonder if it's worth it. Back into the tower, turn right, close the door and follow the tower round (another of those ominous looking holes in the ceiling...) This door looks interesting - it's got a sign next to it that looks like steps. Shame it doesn't open from this side - maybe there's another way down. Here's another of those button puzzles, a little more complex this time, but not too tricky. Ouch! Bumped your head - better crawl under. This door on the right seems to be padlocked. You don't have a key for it - maybe you can shoot it off... In to the Guard Room (luckily, the guards seem to have deserted along with the other human occupants of the castle) and by pressing your nose against the grating you can see what's inside the Pentacle Vault. Maybe it's worth looking for the pentacles after all... Back out, then through the doorway to your right. Ignoring the side doorway for now, through the doorway ahead into the S.West Tower. Here's another clue, but how do we get over this obstruction? Maybe the roof is a bit too low to walk over the top step... Round the corner there are some double doors. Somebody must have oiled them lately, as they're easy to open. In to the Great Hall (here's another spirit!). Now, where could something be hidden in here? Back out in the tower, there's a doorway to the right into the Left Atrium., which leads to the gatehouse again. Go underneath the large block, taking care with your timing to avoid being crushed (saving the game is a good idea at this point. Go to the information screen and click on SAVE or press 's', then give a filename. If you manage to get yourself splatted, you can load it back.) In the courtyard you may want to run as it's quite large. Taking a look down the well we find another key. I wonder if there's anything else interesting down the well? FURTHER questions: why is there a wooden horse in the stables; what's being guarded in the hay barn; where's the door for the smithy; what's the secret of the flag; why is there a hole in the chapel roof; and what happened to the last guy to give a sermon? Take your time - there's more to this game than meets the eye. End.