The Chalice
Level by Marcos
Walkthrough by manarch2
NOTE: Compass directions are reversed in this level,
the directions I'll mention are the ones the red needle points to.
Opening Some Doors
After watching the two-minute starting cutscene, you can see Kurtis
being trapped on the „other“ side of the mirror. Head
N and find two Healing Fungi to your
right. Return and head S, pass the pillar with the
gargoyle statue and pick up another Healing Fungus.
Now climb said pillar, approach the N end, run S and swandive
over the fence. Stand-jump over the next fence, grab the ladder and drop down.
Follow the passage, taking a mental note of a crawlspace to your right (for
later). At the end climb the right hand alcove with the fire pot, turn around
and jump to the high opening. Push the button
to open the door down in the passage, get down and enter the next outside area.
Head far N and enter the devastated stable. Push the button on the right wall, which opens the nearby door in
the last courtyard, but before going there head into the E passage. Kurtis will look at the hay to the left; jump over it and
grab the Key. Jump back (the key
doesn't fit into the near keyhole) and head back to the last area.
The Witch and her Likings
Pass the just opened doorway and you'll arrive at an
area where the witch plays out her
childish imaginations. Don't go too near her – or better: save and do it once.
Afterwards head to the corpse on the floor and pick up the Explorer's Diary you
should bear in mind for the rest of the level.
“WARNING! If
you kill sheep, the guardian's spirit kills you. Do not release the beautiful
girl! Do not come closer to the witches. Left statue is mortal! Left switch is
mortal! The red devilish look is mortal!”
Keeping those warnings in mind, return all the way to
the starting area, but be warned that sometimes, when you run over the tile in
front of the entrance, you will be killed by … let's call it “flight scrap”, so
jump over this tile. Run to the E door behind the destroyed mirror and open it
with the Key you found. Head up the stairs, get witness in another crime and
afterwards grab the Priest's Diary
and another Key from the poor victim.
“Be careful with carnivorous bugs! Place the meat to
lure the bugs and close the door to keep them trapped. Look in the nest and dig
up the stick.”
Spike Walls, Bug Food
Head back out and return into the S passage. Now –
finally, you might think – you can climb into the crawlspace. Get out on the
other side, sideflip over the fence (there's nothing
in the mud this time) and climb the ladder. In the upper room use the Key to
open the next door, which will close behind you. Follow the passage and jump
over the hole in the floor, the room below isn't very healthy so to say but
you'll return here later.. When you can see another
corpse ahead stop and save, because the next task is quite tricky. As soon as
you step in front of the left passage a spike wall will come out. Place Kurtis at the right wall, at about ¾ of a square away from
said passage, turn around, hop back and immediately roll forwards to avoid the
spike wall. The next spike wall is easier to avoid, just don't speed through
the passage and wait before it moves away. Pick up the Map which gives you a hint about the bug food,
probably Kurtis will look towards the second spike
wall so head there, duck and get the Food for
Bugs. No need to open the door yet, so return through the passage,
it's recommended to save first.
The Red Eye Passage and the Bugs
Now drop down into the hole you jumped over before.
Remember that Kurtis must not face the red eye, he will die if you try to. Now
get through the passage with the eye behind your back, picking up Flares along the way at the corpse. Behind the
eye you can behave normally again, follow the passage and from the balcony in
the large room jump SE to the lower ledge. Ignore the E passage for now and
jump to the next S balcony, then to the far S platform sticking out of the
wall. Drop onto the N pillar, but not to floor level yet (you can get up here
again though). Take a curved run-jump into the NE passage and drop down some
stairs. Use the lever here which
opens the door down in the courtyard. Return outside and down to the floor
level. N of the pillar and in the NW corner you can find altogether three Healing Fungi; there's no need approach the
SW nest yet. Enter the opened doorway and place the Food for Bugs ahead, then
use the lever to your right to reopen
the door, which will close again behind you. The bug
swarm appears now; run up the NW stairs, turn around and from the
second lowest stair jump to the pillar with the pole, from here to the E pillar
with the fire bowl and again into the NE passage. Use the lever again and a cutscene shows the bugs entering the small chamber – you've
finally got rid of the bugs.
Stick and Star
Get back outside and head into the SW corner. Grab the
Normal Crossbow Ammo and the Key from the corpse, then
examine the nest for the Golden Stick,
which hasn't been possible before. You're done here, so climb back up to the
pillar with the pole, climb back up the pole until you can jump (forwards!) to
the left gargoyle statue. Jump to the ledge with the right one, then to the SE
platform and from here to the E block sticking out of the wall. Jump over the N
balconies and at the second one head into the building. Place the Key to open
the door leading back in the room with the red eye. Head into the left passage
and use the lever to raise the E
lattice in the eye room, but also reveal another passage behind; this lever is
timed but not so tightly. Don't get into said passage yet (this next task is
also timed and you shouldn't make it yet). Instead, pull down the first timed
switch, back flip, side flip and step forward. Jump up to grab the raised lattice,
pull up, turn around and jump to your right into the passage. The timed door is
to your right but we first have to go for another item. From the higher stair
take a swandive over the fence and get the Golden Star.
The Sheep Courtyard
Run onto the left stair and swandive
back. Now get back down into the eye room, use the lever in the S passage again
to raise the lattice again, then quickly head into the E passage and use the
second timed lever, hop back and
climb up to the higher passage, then dash through the door. You're back in the
passage where you once dropped down into the eye room. Jump over the gap and
follow the long passage, passing the inactive spike walls and the corpse, then
open the door at the end, follow the corridor and at the end combine the Golden
Star and the Golden Stick and place the Golden
Star Key on the receptacle to open the door behind. Head through and
enter a larger courtyard, ahead of you is the skeleton pool and a pushable but first we're going for some items. After the cutscene jump over the W fence
to the sheep. Ignore the W door for now and jump over the N fence,
follow into another area. There are two things to collect here – a Key the Death statue in the W is holding, and
the Crossbow from the N corpse; don't
mind the fireflies as they are harmless.
Return to the sheep again, but don't kill them as otherwise a fire wraith will be chasing you, and you have no
chance to get rid of him.
Two Puzzles, one Boss Fight and the Chalice
Jump over the E fence back to the skeleton pool. Push
the bowl onto the left of the two
holes near the E door (the right one is deadly) and it opens. Head through and
in this next area push the right statue
into the fire, it won't hurt you (here, the left one leads to death by fire).
The next door opens so head through and open the trapdoor at the end of the
tunnel. Drop down and head N all the way. You'll approach a cell with a lady in it, but, remembering the warning, you
won't open it with the nearby lever
yet. First take the Crossbow and shoot through the grating to reveal the truth
(a boss fight seldom is that easy), then open the door and head through. Head
right, don't run straight but go through the right passage to avoid being hit
by a boulder overhead, then get to the end of the
passage. At the junction go ahead, open the door and get the Soldier's Sword from the table. Go W and grab
the Chalice;
three broomsticks which harmlessly
stood in one corner at first “wake up” so you have to run away from them.
Back to the Stable
Exit this room, head right and follow the passage into
a hall with a monkeyswing and some fire emitters. Run
up either the left or the right stairs, turn around (you're safe here) and take
a run-jump to the lattice on the ceiling. Grab it and manoeuvre
Kurtis around the two fire emitters. You'll drop down
on the other side, In the next room use the right hand
button (according to the diary), then
head to the statue and crawl out either left or right of it. Back at the area
where the witch once played with the horse, you don't have anything to do here
so just exit NE. Head into the N stable again and since you found the fitting
Key now you can place it in the receptacle, which does not only trigger a cutscene, but also opens the nearby door. Enter the next
courtyard with some strange creatures in it. Head to the opposite alcove and
place the Soldier's Sword on the statue so that the statue opens the next door
for you. The next room is the one from the cutscene
you've seen moments ago but the item is blocked by the two hands yet. Climb up
to the N slanted ledge (the only one you can stand on), turn and stand-jump to
the high bridge. Enter the E passage and pull the rope
to raise the hands again. Get down and get the Magic
Words from the pedestal.
Home Again
Exit this room and in the courtyard with the strange
creatures, the doors close and you have to fight eight
snakes which have woken up by now. Kill them with the Crossbow, wait
a few moments and the exit door will be thankfully opened by your helper. You
now have to return all the way to the area with the sheep – head out of the
stable, then into the W courtyard, through the W passage and into the monkeyswing room – jump to the left hand alcove to be able
to get back on the monkeyswing here –, drop down at
the end, then follow the long passage back to the trapdoor you've opened ages
ago, avoiding the broomsticks along the way, climb up and run back in the sheep
courtyard. Open the W door and follow the passage until you can place the Magic
Words on the pedestal. You now can jump through the mirror and enjoy a great
final cutscene.
THE END