Castle
Doomsday Walkthrough
Walkthrough written by Staticon
You start the level dropping into a cave. From here, locate
a small entrance into a water tunnel and swim until you can
see a small cavern. Here you will find a 'gem' key and some
flares.
Make your way back to where you started, and then find your
way through the cave until you come into the first part of
the castle. Find a shotgun and ammo.
Jump, grab and pull up into some steps and walk to the top
of the stair. Locate the 'gem' keyhole and place the 'gem'.
A door will open to your left and a skeleton will run toward
you. Use the shotgun to make the skeleton fall into the
lava. Take a look around whilst on the lower bridge and you
will see a 'Star' key slightly hidden but at the moment you
cannot reach it. Make your way up the slope avoiding the
steam coming from the demon's mouth until you reach the
upper bridge. Look down to your left to see a small medipack
and retrieve it. Jump from near the back of the small room
where the medipack was, down onto the block with the bones
in the lower part of the room. Then jump back onto the lower
bridge.
Make your way once again, back up onto the upper bridge and
walk about a quarter of the way along it, and turn around to
face the door which you just came through. Now move over to
the right hand side of the bridge and look down, over at the
wall to see another room. Jump down from the bridge to this
room where you will find a switch which, when pressed, moves
a block in the lava which now allows you to get to the
'star' key on the lower level. To the right of the switch,
you will see an opening and climbing bricks on the wall.
Climb up about two thirds of the way and do a back flip onto
a ledge behind you. There you will find a crowbar, which is
needed to retrieve the 'star' key on the lower level. Drop
down from here back into the passage with the slope and make
your way back down to the lower level and retrieve the
'star' key.
Go back up the slope back to the upper bridge and walk to
the centre of the upper bridge, and look right. Jump and
grab and pull up into a small room. Watch out for the hole
in the floor. Retrieve the 'holy prayer' from the pedestal,
drop through the hole and then make your way back up the
slope to the upper bridge for the last time and cross the
bridge to enter the spiral staircase.
Follow the stairway to the bottom. You will notice a closed
door, so go back to the bottom of the stairway to find a
small opening under the stair. Crawl into the low tunnel
until you get to the bottom of the ramp. Stand up and face
the wood wall, and climb up into the room of lost souls.
Press the switch, this opens the door at the bottom of the
stairway. There is no need to continue along the low tunnel
as it does not lead anywhere that is needed, however feel
free to check it out, You can get a glimpse of another room
from here. Crawl back to the bottom of the stairs and go
through the now open door.
You are now faced with a long catacomb, in which there are
pits, some of which have lava in. Two skeletons start to run
toward you. The best thing to do here is to shoot the
skeletons into one of the pits or they will be hounding you
for some time.
When you have taken care of the skeletons, look around for a
pit with spikes. Now find a tunnel with a ramp that leads
upwards and walk along to the end where you will see a
dragon symbol on the floor. Stepping on this will lower the
spikes. On the way back to where the spikes were, look
through one of the windows to see where you will be going
soon. Crawl through the space where the spike were, and up
into a room with a switch. Press this switch to open a door
along the catacomb hall. Leave this room via the normal
doorway, turn left and walk along the catacomb hall to find
the opened door on the left. Enter this room and find
another dragon symbol. Stepping on this raises a cage in
another room, which is timed. It would be best to check out
where this other room is, as you will have to climb and run
to reach it before the cage goes back down. To reach this
room, look over to the right hand side of the door in which
you came through and you will notice a hole in that corner
of the ceiling. Climb through the hole and go to the other
end of the Hall of souls and drop down into another room.
This is where the raising cage will be found. You will also
notice a jump switch on the wall that can only be reached
from a raised cage. Go back to the room with the dragon
symbol on the raised surface and step onto it. The timer
doesn't start until you leave it. Now climb through the hole
in the ceiling after stepping on the symbol, and run as fast
as you can to the other end and jump down into the room to
see the raised cage. Climb onto the cage quickly before it
goes back down and jump for the switch on the wall. Once
activated, it will open the last door in the catacomb hall.
Make your way there.
Go through the doorway and you will see a red carpet laid
out for you, however this carpet does not welcome you. Run
forward and jump up to one of the sides as soon as you can
or a rolling ball could squash you.
If you do make it into the next room, you will need to jump
a few platforms over a lava pit into a small chapel type
room There are some pickups here but this room can be
visited from a different entrance shortly. If you go this
way, you will need to explore for yourself for a while as
this walkthrough assumes that you have avoided the ball by
jumping onto one of the platforms at the side of the
carpeted passage.
When the ball comes to a halt in the doorway, another door
will open revealing a secret passage. Walk along the passage
and into a large 'L' shape room that has parts of the floor
missing. There is a skeleton wandering about in here so
beware.
Jump to the platform ahead and to the left and climb over
the box. On the other side, to your left, you will see a
crawlspace with some valuable shotgun ammo inside. Collect
this, then return to the platform and do a running jump
straight ahead and slightly to the right to a platform with
a vase on it. Climb the projecting platform to your right to
collect a small medipack then drop back down to the platform
you came from.
It's now time to get wet. Jump or dive from this platform
into the water. Swim into the other half of the room. At the
far end, you will find a keyhole for the Key Star. Use it,
then turn and prepare to defend yourself from a golden
Harpie.
Dive back into the water and swim back into the first half
of the room and swim to the pole. Climb and back-flip onto
the ledge. This is the ledge with a vase on it (unless you
blasted the vase). Ahead, is another ledge with a large box
on it, in the corner on the same wall as the pole. Do a
running jump and grab. Pull yourself up onto this platform
and turn left. Another running jump should land you on a
platform in the archway that joins the two halves of the
room. From here, a short jump gets you to the entrance of
the Chess Room. Feel free to explore before entering the
next room but watch out for hidden dangers.
In the entrance to the Chess Room, you will find a grenade
launcher and some ammo. Pick this up and drop into the room.
Run straight ahead until you come to a door, which will
open, as you approach. This leads into a small chapel. There
are some useful pickups in here but watch out for the sneaky
skeleton who may appear. If you explore this room you will
see, through the door at the opposite end of the room, the
lava pit room with its other door blocked by a large golden
ball. Also, one of the windows leads through a short passage
back to the 'L' shaped water room.
Go back to the chess room. In the diagonally opposite
corner, you will see a closed door and to open it, we need
to do a bit of pushing. The floor of this room is laid out
like a chessboard and there is one moveable block stood upon
it. The clue as to how to move the block is in the floor
decoration. They are all marked with chess Knights. Most of
these are facing right but a few face in the opposite
direction and are laid out in legal knight move formation.
Push the block over these left facing tiles and, one by one,
the closed doors will open.
When the third door has opened, run along the corridor and
up the ramp. This will bring us into the church, which is
full of spikes, which can be seen through the large gate to
your left. Follow the passage to the left and run to the far
end. A skeleton will attack in this corridor but he is
easily disposed of with a grenade.
At the end of the passage, go through the opening on the
left and place the Holy Prayer on the altar. The evil entity
that controls this place is none too pleased.
Head back the way you came and climb the gate. From the top,
you will see a series of ropes, which we have to swing
across to reach a platform at the far end of the church. You
will need to do a running jump and grab to get to the first
rope. The other ropes are quite close to each other so don't
swing too high before jumping. When on the last rope, swing
as high as possible before jumping and grabbing. There is a
door from this platform that was opened by placing the Holy
Prayer. Go through this door and along the short corridor to
the Battlements.
Run down the steps. A knight and some skeletons will appear.
Dispose of the skeletons and jump onto the battlements. Make
your way along the wall and follow it to the left. At the
end, drop off the wall but hang on, there is a wall switch
here, which you may as well operate now. Once you have
dropped to the ground, turn right round. A little to the
right, there is an opening into a cave. Go in here and head
toward the stone columns with question marks on them. Beware
of the pit of spikes. Do a running jump to the column
immediately ahead and activate the jump switch. Do a running
jump to the column just to the left of the door you came in
by and activate the jump switch. Turn to the left and do
another running jump to a third jump switch.
You will now need to do a running jump into the alcove in
the cave wall behind the column you are currently stood on.
Once in, head to the end of the cave where you will find a
small medipack. From here, slide down toward the lever
switch on the last column. Do not jump yet. Firstly,
continue across the end on the cave and jump over to the
ledge in the corner. Drop off the edge and shimmy round the
corner. Climb back up and you will find, in a small hollow,
some shotgun ammo on a dragon-patterned floor. Climbing in
here stops the flames by the lever switch.
Do a running jump to the lever switch and activate it. The
cage on the central pillar now drops. Jump and grab, then
climb onto this pillar and take the Key Gem from its
pedestal. The evil entity is most displeased that you have
got this far and starts an earthquake in his anger. He also
releases another Golden Harpie to attack you.
Escape from the cave and make your way back to the
battlements of the castle. Climb back onto the wall and you
will see that two more skeletons have joined the knight.
Dispose of these. Look about until you see a boarded up
doorway at the top of some wooden steps. You must lure the
Knight up here. Only he can smash the boards with his sword.
Run into this room and down the steps. There is a keyhole
for the Key Gem here, which you must now use. Run back out
of this room, down the exterior steps and back to the main
area. In the corner are some boxes and a raised cage. Climb
but beware, there is another Harpie on the loose. From the
top of the cage, you can jump, grab and climb onto a ledge.
From here, you can see a rope hanging which, if you wish to
use it, will lead to a secret pickup. Otherwise, there is a
window in the tower, which can be reached from here. This is
the way to progress. Do a running jump and grab to get into
this window. Inside, jump to the dragon platform and from
there, to the open doorway in the wall.
You should now be at the top of a steep ramp. Slide down
into The Maze. Search the maze for a jump switch. You may
notice a crawlspace with a lava pit in it. You cannot get
past this until the lever has been pulled. When you find the
lever, concealed above a door arch, activate it and find
your way back to this crawl space.
There is now a convenient grating above the lava, which will
permit you to cross in safety. Once on the other side,
continue searching the maze for a lever switch, which must
be activated to allow you to escape from the maze.
Once the switch has been thrown, continue
searching until you come to a room with a sloping floor and
a grating in the middle. Go to the exit on the other side of
this room and follow the passage to a pole, which you must
climb. At the top is another passage but this one has steam
and fire jets to dodge. Make your way through this passage
into a room with Crocodiles in. Dispose of as many as
possible before diving into the water.
In the water, is a submerged passage, which you must swim
along. There are three rooms down here connected by
passages. As you enter the first, a cage rises and blocks a
hole in the roof. Keep going. The second room contains a
large medipack and the third room has the Scarab, which is
the object of your quest. Picking up the Scarab causes the
cage to drop in the first room, so you must now swim back
the way you came and then swim up into the hole in the roof.
This leads into a short passage terminated with a rock wall
and another shaft. Swim up this shaft, and you emerge in a
small cavern with one exit. Drop into the passage and enter
the room carefully as some spikes will rise and skewer the
unwary.
We now have a long climb ahead of us. There is a ledge to
the right as we enter. Climb onto this. Running jump to the
platform diagonally opposite. Turn slightly left and jump up
to the ledge ahead. Another running jump to the diagonally
opposite corner. Do not grab or you will not make it. Turn
left, jump, grab and climb to the next ledge. Turn left and
do the same again. Left, jump, grab and climb once more. Now
it's another death defying running jump diagonally across
the room. Turn left and walk to the edge of the platform.
Jump up, grab and climb. Walk forwards then repeat the last
actions. Walk to the edge and you should see a door in the
wall. Jump to this door, grab and pull yourself up. You are
now at the top.
Enter the passage ahead and follow it to the top of another
ramp. Slide down this ramp and jump at the end of it. You
are now in a room with four pillars with sloping tops that
you slide down. To escape from this room, you must drop off
of these slides into the water below. There are Crocodiles
in the water and one platform with a pole, which you can
swim to and attempt to dispose of the Crocs. Below this
platform, in the water, is a hidden doorway. Swim through
the lost souls and you will find yourself in a tunnel, which
slopes down then up a shaft into a small room with a lever
switch in it. This switch re-aligns the sliding blocks to
allow you to reach the door. Activate the switch. When you
throw the switch, a flame will activate. You will have to
run through it so check your health is up enough to let you
reach the water. Swim back to the column room and climb onto
the platform with the pole. Climb the pole and jump onto the
sliding columns. I have found that you need to be right up
by the roof before jumping or else you will miss the column
and drop back into the water. Slide and jump on each of the
columns. The last one will let you jump to the exit door.
Just down this passageway, there are some grenades to pick
up.
Follow this dark passage to where it opens into a crypt-like
room. Be prepared. Skeletons and Harpies will attack you.
Having disposed of these enemies, exploration of this room
will reveal a number of coffin-like boxes, a closed door and
keyhole and, below an effigy of your unseen foe, a gem
surrounded by fire. To get to this gem, we need to shatter
the bones of the evil entity. These can be found on top of a
rock with demonic carvings on and above it. The bones are
red and you must shoot at them until they shatter.
The fire will go out once the bones are destroyed and you
may now retrieve the gem, which you must use in the keyhole
by the closed door. Once the door opens, you can make your
escape from Castle Doomsday.
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