Dark Castle Walkthrough Copyright © 2006, All Rights Reserved, Super Happy Fun Fun, Inc. Keys ==== Movement 4 & 6, Left & Right Duck 8, Down Jump 5, Ok Pull Chain 5, Ok Attack Left 1, Softkey1 Attack Right 3, Softkey2 Enter Door 2, Up Climb Rope 2, Up Descend Rope 8, Down Ascend Stairs 2, Up Descend Stairs 8, Down Use Shield Power 8, Down Pause Game Clear Walkthrough =========== Ante Room --------- This is the room where you begin. Enter a door to choose your path. The currently selected door is indicated by the highlighted symbol above the door. The paths (doors), from left to right, are Trouble, Fireball, Black Knight, and Shield. Shield 1 -------- Move to the right before the trap door below you gives way. Shoot the three (green) mutants now so they don't give you trouble later. Move right to the first ladder. Get on the ladder but don't climb to the next level yet. Right after a barrel passes over you, climb up the ladder. Quickly move left to the next ladder. Climb that ladder, then quickly move right to the next ladder. Climb that ladder, then move a little bit to the left and duck as a barrel flies overhead. As soon as that barrel passes, move left and climb the last ladder. Jump across the platforms to your right to exit the room. Shield 2 -------- Jump back and forth across the conveyor belts to reach the ladders and move up in the room. Make sure to shoot the rats so they don't kill you when you land on them. When you reach the highest level you will pick up a mace. Swing the mace to swat the barrels that the henchman is hurling at you while slowly advancing towards said henchman. When you are in range, use the mace to knock him down. While the henchman is down, run right past him to exit the room. Shield 3 -------- Press up to climb the first rope. When you are next to the second rope, press right and then right again to move to the other side of the rope and then switch to the second rope. Continue across the entire room in this fashion to make it to the ladder. Wait until the cloud is not overhead and climb the ladder. While being careful to not be under the cloud when the lightning strikes, move to the left until you are on top of the hanging shield. Press the jump button to obtain the shield. You should now be immobile but should be able to raise the shield over your head by pressing jump. Raise the shield when the cloud strikes lightning at you. If your timing is right, this will give you the power of Shield and return you to the Ante Room. Fireball 1 - only on select handsets ---------- Shoot the bats and rats before the trap door opens. Progress to the right and up the ladder. Make your way left, pulling each chain as you go. Each chain will produce a platform for you to jump on later in the level. Be sure to shoot the rat on the far left side of the room before swinging on the rope. Once you have swung over to the left, climb the ladder to the top and swing on the higher rope to the platforms you created by pulling the chains. Exit the room to the right. Fireball 2 ---------- Shoot the two bats so they don't hurt you later. Move right across the room by jumping from one floating rock to the next while avoiding the falling stalactites. Exit the room on the right to continue to Fireball 4. Fireball 3 - only on select handsets ---------- Shoot the critters before they get you as your platform floats to the right. Be sure to take out the mutant ASAP as he will throw rocks at you. If you are low on rocks but have the Shield, you can activate the Shield to get you through the room as well. When the floating platform reaches the end of the lava, jump to the right and exit the room. Fireball 4 ---------- While moving through the room, shoot the Evil Eye to keep it from following/ shooting at you (You can't kill the eye, only slow it down). Shoot the broom, it will split into multiple smaller brooms. Keep shooting the brooms until they have all disappeared. Move to the right side of the room and climb the rope. Jump across the platforms to reach and climb the second rope. Jump to the platform with the three pull-chains. You must pull all three chains in the correct (random) sequence. If your three pulls are incorrect, the metal door to your right will open halfway and then close again. If your three pulls are correct, the metal door will open all the way. Once you have opened the door, jump across and advance right towards Merlin. When you are close enough, Merlin will give you the fireball power and you will be returned to the Ante Room. Trouble 1 --------- Shoot the two hanging bats. Proceed down the stairs to the bottom level, shooting guards when they are in your way. Once on the bottom level, proceed right to the ropes, shooting the guard as necessary. Climb the ropes and jump off onto the ledge. Exit the room by walking to the right. Trouble 2 - only on select handsets --------- This room can be entered from either side. If you have rocks, it is advisable to kill all the critters and stun the guard as soon as you can. If you're low on rocks, just eliminate the bats, and carefully avoid the other enemies. If he's not stunned or eliminated, be extra careful not to swing into the guard when swinging on the ropes above. Trouble 3 --------- Note: This assumes that you started in the lower-right corner as if you feel into Trouble 3. If, instead, you entered though the door in the upper-right (from Trouble 1), the move left, descend the stairs, descend the ladder, move left to proceed normally. Move left and climb the rope while avoiding the pendulum. Climb the ladder and move left to the next ladder. Shoot the guard to knock him down and descend the ladder. Move all the way to the left to throw the lever which stops the pendulum. Shoot the guard again if necessary. Move back to the right, climb the ladder, move right, descend the ladder, and descend the rope. Jump left over the table and grab the mace. When the henchman stops whipping, quickly move left and hit him with the mace. Quickly move all the way to the left and stand under each hanging key. If you are standing in front of the wrong key, the prisoners will shake their heads. If you grab the wrong key, the weight will crush you. Grab only the correct key and while the henchman is still down quickly move back to the right and jump back over the table. Climb the rope and then the ladder. Move to the left and climb the stairs. Move all the way to the right. Now that you have a key you can press up to unlock the door and then up again to exit though the door. This will return you to the ledge in Trouble 1. You will then have to navigate Trouble 1 in reverse, but now you have a key to unlock the door at the starting point of Trouble 1. Black Knight 1 -------------- Jump onto the right rope, press right repeatedly (and occasionally up) to move right across most of the ropes. When you reach the wall, descend on the rope and drop off onto the platform. Climb the stairs and the ladder to reach the next rope. Climb that rope to be able to switch to the final rope. Descend to drop onto the final platform. Climb the ladder to exit the room, this will exit you back to the Ante Room. Black Knight 2 - only on select handsets --------- This is an easy room. Eliminate the critters, time your jumps to the floating platforms correctly, and remember to pull the chain to open the exit door. Black Knight 3 -------------- Move left off of trap door before it opens. The Black Knight will throw mugs at you. You must avoid being hit as you move through the room. Move left to throw the lever on the wall which will activate the trap door in the center of the room. If the flying monkey comes for you, you must kill him with a fireball, rocks do not affect the monkey. Make your way to all five pull-chains and pull each one without being hit by a mug. After pulling the fifth chain, the Black Knights throne will collapse and he will fall out of the room. This wins the game.