Caitlyn’s Castle

Level by LarryBracing.

Walkthrough by Dutchy.

There are no Flares (or I was unable to find them) and that’s not funny in a level with so many dark places you HAVE to visit. Why Shotgun ammo without a Shotgun and no Flares? You can use the pistols (constant firing) to light your path.

CS= crawlspace, MP = medipack.

Just after you dropped off the 1st slope you have to jmp, otherwise you will fall in a pit.

The Burners

Ahmet just leaves his spot on the burner walkway and all burners start, time the runs through the burners (a help can be to save and reload, the burners will be off when the screen starts). On the other side of the walkway Ahmet will open the door and you can follow him into a room where there is some Ammo, Ahmet will push the button for you and returns through the burners to a Skull Tile on the opposite wall, nothing left to do that follow him back and runjmp into the opening he’s looking at, inside the gate will drop shut behind you.

Room with the block (ground floor)

Go L and R to the pedestals and get the Goodies, some Dogs can attack here, go along the W wall to the lower N side of the room and find a Crowbar (sword) on the floor, just R of it is a button to open the gate in N wall, but first look on the dark NE corner pillar (E flank) for a Jmpswitch that will open the next gate of the room N.

Enter the room and look for the transparent bridge to the L, go over and shoot the vase for the Lasersight, go into the next room and see the gate to the L, in the centre of the room is a block with a pit inside. A Knight might appear (but most of the times he didn’t) and he will drop some useless Ammo after you’ve shot him (like a horseman).

Open the gate with the sword and go in, follow to a reach-in switch to open the trapdoor in the block upstairs, roll and shoot the Dog. Go back, climb the block and dive into the pit. Swim the grim tunnel and go 1st R, (2nd R has a nice trap, brought to you by Indy Jones) follow the crooked tunnel and just before the shaft up to another passage is a shaft down, go in to get the Golden Vraeus. Then swim up and follow the upper passage to the upper level of the room with the block.

Room with the block (1st floor)

In the W is a Crowbar gate and in the centre block is a ledge with a ½ MP, a runjmp will get you to and from the block, open the gate and go up the long passage to the…

Room with the block (2nd floor)

In the N is a closed door, the receptacle for the Vraeus is in the E, opposite the gate it will open. Enter that gate and go up to a room with useless Ammo and the Revolver on the pedestals. Don’t go up there yet.

Timed Run

First find the trapdoor in the SE corner, it will open the moment you step on the Revolver’s side of the ledge with the pedestals and it’s timed, so Save first, then get up the ledge, just don’t get the Ammo and don’t even step on that side of the ledge as the trapdoor will be triggered and won’t reset but go for the Revolver only, as that Tile under the pedestal will trigger the trapdoor to open. Go stand back to the wall, save and runjmp to that trapdoor, sprint in and you should just make it.

Go up the ladder to the ledge in the top of the room, go L to the end and look behind the pillar closest to you for a swinging blue ball that will show every now and then, shoot it and a block goes up on the other side of the ledge, go up there to get Secret #1, Ammo and that will also trigger the door below (N) to open. A Ninja shows up, shoot him and drop down from the ledge to enter that door, inside the ledge you’re on triggers a timed gate to the L to open.

Lava room-timed jmps

Here you have to stand on the centre of the entrance ledge, standjmp forward, then sidejmp L, forward twice, R once, forward once, L twice and backflip twice, then sidejmp L twice and you should be inside the gate.

Past the gate is a passage, just before the 2nd L corner is a Jmpswitch in the ceiling (later). First climb the ladder in that shaft opposite the Jmpswitch and get the Golden Star from the wall, down the ladder to the Jmpswitch, use it and go around the corner fast to escape the Spike ball that will drop right behind you. Go past the door that needs the Golden Vraeus and come to a room with a timed Spike-puzzle.

Timed Spike-puzzle

Around the central block are blocks with Spike-traps that hide buttons and N is the door that has to be opened. Go up the central high block and see the trigger tile, the spikes at the entrance will go down, drop in that alcove to push the 1st button, the S spikes go down, sidestep a bit and jmp/grab up to the central block, drop in front of the S button, careful with that burner behind you, sidestep a bit and jmp/grab up to the central block again and go to the N alcove where a block went down, up the central block again and to the last button W. Careful with the burner better go over the central block again and into the now open N door.

Reach a dark cave (where are the Flare pickups???) and follow the path up carefully, at the end you can jmp/grab the CS and get the Guardian Key out of that room, drop back out, turn around and standjmp/grab back to the higher path, get the Golden Vraeus lying there and return to the Spike room. The Guardian Key (to be placed in the NE corner) will open the exit door, but it’s timed and the trigger stretches along the E side of the room, what worked for me was to go W from the corner and up the blocks, over to the S side, along the S wall to the SE corner. Save and go as close as you can get, so a sidejmp or standjmp (or hop back and sprint in, aim for the R hand side of the opening) will get you just inside the door.

Place the Golden Vraeus to open the door in the passage and drop down. Then sprint fast down the passage, before a Spike ball drops on you and in the next room is the Amulet of Horus for the taking. An earthquake rocks the room. Return to where you came from. That passage is blocked by fallen debris, but to the R, behind that Snake burner is a sloped ledge up and L, jmp into the passage and follow to a room with a large Statue with a MP at his feet, on the SW side of it, on the L pillar is a button that will open a trapdoor in the pool in the W room. Go in and around to the W side, swim down the tunnel and follow to a pit where you have to pull the UW lever, go up the rest of the tunnel and you are on the bottom of a long and boring ladder, go up to reach the 1st ledges of the pool room, go to the W side and runjmp/grab to the ledge in the central pillar, push the big button to open the gate in the S, jmp back and follow that passage up to the next floor, shoot the Ninja and go out to the central pillar, get the ½ MP and find the SE pillar E flank seems to be climbable.

Go all the way up and jmp to the lever that will open the S gates in the Statue room. Take a nice dive down into the water and head E, past the Statue and S into the open gates, pick up the Eye of Horus and the level ends with a flyby, run down where the flyby suggested…

All in all not a bad level for a first.

Dutchy 16/12/04.