Day Castle
Walkthrough
Authorized walkthrough by Sutekh
--
General Notes --
CS = Crawlspace - MS = Monkey Swing - L = Left - R =
Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ =
Running Jump - RJ+G = Running Jump + Grab
Enemies -
Pick-ups -
Secrets -
Traps -
Timed-Sequences
* Items in bold and blue are necessary to complete the
levels or get the secrets, either by using them, picking
them up or both.
* You'll find a summary at the end of the level.
********************************************
== There You Are On The Road Again ==
Or so to speak. Welcome to Day Castle, a strange place where
you'll meet bearded scottmen, happy angels and helpful
ladies in yellow. A place of beauty, danger and laughters.
Ready to visit? Please, follow the guide.
You start in a courtyard by a pool with a fountain (we'll
call this place "the Fountain Courtyard"). Ahead (E), you
can spot a big red ladybug in a bush. Don't be afraid, it's
harmless. Run to it and turn L (N). In the far R corner (NE)
a bearded man is sitting on a stairway. Behind him is a
closed double-door and a keyhole. Before him lies a
large medipack. Go pick
it up.
Turn L (W) to spot another
large medipack on an emerged block in the pool. Do a
SJ from the edge and pick it up as well. Now that you're
done with the starters, let's move on to the main meal.
Through Water and Fire to Find the Entrance Key
Dive in the water and swim to the SE corner to locate an
opening. Surface for air then dive again and swim through it
and along the UW tunnel until you reach an UW door.
Position Lara so she faces the center of it (roughly) and
press Action to open it. Swim through it and along the
tunnel again to find another UW Door, open it the
same way. There's one more task ahead, but you'll probably
won't have enough air to perform it and make your way back,
so do this just now and swim back to the pool for a good
deep breath [It is possible to do it in one go, though].
Return in the tunnel. Once you've passed the second door,
turn L and activate the UW lever. This will raise a
block in the Fountain Courtyard.
Surface and turn around to pull up on the E edge of the
pool. Turn L (N) to face the closed door. The newly raised
block is there on its L. Climb the stairs a bit then jump,
grab and pull up on the block then the roof ahead.
Turn L (S) and run toward the edge of the roof and the fence
ahead. As you approach, 2 Fire
Wraiths will come and greet you. Don't waste time to
greet back, jump down from the roof to the courtyard then
jump in the water. Smart as they are, they will follow you
there and miserably extinguish. Climb back up on the roof
and head to the fence again, stopping at the very edge of
the roof, and do a SJ over the fence into the room ahead,
holding Action so Lara doesn't hit the wall.
On your R (W) is a closed double door, and ahead of you
three pedestals. Ignore them for now, they're for much
later. Take a close look at the wall on your L (E), near the
SE corner. The middle block is moveable. Pull it once
then push it aside to open a way to the nearby room. Go to
there a bit, then draw your pistols and hop back: there's a
Tin Man coming at you.
Those automatons strike hard but you can avoid to be hit by
running back and forth while shooting, jumping over them if
needed. You need to face them to hit them so keep running,
rolling and shooting until they fall with a satisfying sound
of shattering metal.
Go back to the opening: there are
three swinging fire pots
you need to avoid (a simple matter of timing), a closed door
ahead (E) we'll ignore for now and a switch to your R
(S). Make your way to the switch and turn around to spot a
ladder topped by a closed trapdoor against the L (W) wall.
Activate the switch to open the trapdoor.
Go to the R side of the ladder by running around the room to
avoid the fire pots and climb to pull up in the room above.
The trapdoor will close behind you. You can see a corridor
ahead (W) with more swinging
fire pots and a
continuous darts emitter. If you turn around, you'll
see another bearded man sitting in an armchair. Run toward
the corridor: a fly-by shows you two men waving at you from
a room above the opposite side of the courtyard, and a lady
in yellow has joined our bearded friend.
Resume your way to the corridor, stop at the last white
column and crouch to crawl under the fire pots and the darts
emitter until you reach the end. The
Entrance Key is
waiting for you there so pick it up, opening a trapdoor
nearby in the process. Crouch then drop down through it to
land on a slope which lead you back to the Fountain
Courtyard. Run to its NE corner and use the Entrance Key on
the Keyhole there, then climb up the stairs to enter
Day Castle.
A Tour of Day Castle and the Terrace Key
As you do so the doors close behind you. Immediately draw
your pistols as 2 Tin Men
will attack on sight. They'll leave a
large medipack and a
compass behind them, the
latter you already have but just pick it up on general
principle. There are many things of interest in this Hall: a
closed glass door in the SE corner, stairways to the W, a CS
up in the E wall on top of a high block, a woman head shaped
receptacle near a closed door in the NW corner, a lady in
yellow and a bearded man to the N and, last but not least, a
revolver lying at
his feet.
Go pick it up then climb the stairs.
2 more Tin Men will come
after you so take them down the usual way, one of them will
leave a large medipack
behind. Enter the room L of the first flight of stairs, turn
L (N) and go shoot the breakable chest in the NE
corner to collect some revolver
ammo.
Return to the stairway, turn L and climb the second flight
of stairs to the N. Enter the room at the top and notice the
closed floor trapdoor L of the entrance (SW corner). Now run
to the switch in the far L corner (NW) and save,
preparing yourself for your first (and easy) timed-run.
Activate the switch, opening
the nearby trapdoor. Quickly turn L and sprint to fall
through it just before it closes.
As you land, you can hear an organ playing the first notes
of Bach's Fugue in D minor. You are in a small library next
to a larger music room to the R (E). Run there to behold the
source of the music to the L (N). In the far R corner (SE)
is a closed door with a keyhole and to your R (S) a
bookshelf half hidden by a moveable golden block.
Pull it then push it aside to reveal a switch.
Activate it and return to the small room W. A bookshelf
block has lowered there in the far R corner (NW), granting
access to another small library. As you enter, the organ
plays again and you can spot the
Terrace Key to the L
(S). Pick it up and return to the music room.
A lady in yellow has arrived meanwhile and she indeed seems
fascinated by the organ. Maybe is there something special
with it (apart from the fact that it plays on its own
volition). Actually, the lady is showing you the way to the
first Secret.
Jump on the organ then turn
around to notice the bookshelf above the switch has
disappeared, revealing Secret #1: Silver Coins. Jump
up there to pick them up.
Now head for the closed door in the SE corner, but before
opening it climb on the bookshelf block nearby to pick up
some revolver ammo then
go use the Entrance Key on the Keyhole to open the
door.
Running Around The Terrace for the Golden Dagger
You find yourself in a White Hallway. There's a double
closed door at the end with a receptacle on its L (N) but
don't go there yet. First, notice the waving man behind the
window to your L in a small fountain courtyard. You'll
eventually get there but later. Of immediate interest are
the swinging fire pot to
your R (S), the opened door and the Terrace beyond.
Enter the Terrace, cautiously dealing with the fire pot on
the way and go down the flight of stairs. You can explore a
bit at this point, but stay close to the entrance side for
now: there are two sleeping
bulls here and you don't want to wake them up
both at the same time (they will be eventually but the
later, the better). Turn L (E) then R (S) after the horse
statue to locate a large
medipack. Pick it up, noticing the pool ahead and the
two closed doors beyond.
Unfortunately, that's all you can do here without awaking
any bull. Run back to the entrance and turn L (S) then run
ahead toward the first bull. Run to the ladder on its L and
quickly jump and grab it as the bull awakes. Climb to the
top, pull up on the sloping roof and backflip to land on the
small square roof behind.
Your going there has apparently disturbed
2 Fire Wraiths so you
need to go to the pool now. Turn L (E) and SJ on the arch
ahead, turn 45° R (SE) and run off the arch to fall in the
Terrace below then quickly run and jump into to the pool,
avoiding the bull on the way and staying R as to not awake
its brother. While you're in there, go fetch the
revolver ammo on the
grate toward the S ledge then surface, exit the water and
return on the small square roof via the ladder.
SJ on the nearby arch again, turn L (N) and run to the
ladder to climb on the higher roof in the NE corner. Turn R
(E), notice the white block in the far L corner (NE) and run
a bit toward it. A buzzing noise will soon resound. Draw
your revolver and roll to turn around as
3 Giant Bees fly at you
to sting you to death. Don't give them enough time and
quickly shoot them down. Pick up the large medipack one of
them left behind then run E and around the white block to
locate a switch. Activate it to open the two doors on
the other side of the pool.
Go back to the arch below and run S to its other end. Turn
45° L (SE) and do a SJ to the next arch to pick up the
revolver ammo there. Run
off the arch to the Terrace below to land in front of the
pool.
Don't go in there yet, look at the second bull: it has a
Waterskin between
its legs and yes, you'll have to grab it now (that's where
you wished Lara had some sneaky moves). So proceed, awaking
it by doing so, then go into the pool where Lara is up to
the waist in water and use the Waterskin there to fill it
(if you stand at the edge, the bulls won't be able to reach
you). Now flee through the rightmost door at the opposite
side of the pool. The bulls will follow you there so don't
dally (as a matter of fact, these affectionate animals will
follow you in many places as only stairs and blocks seem to
stop them).
Upon entering the white corridor there, turn R (W). A lady
in yellow is here, looking intently at an alcove to the S.
Go there to find a Golden
Heart. A camera shows you the Castle Entrance
Hall which is where you're going back now.
Go back to the Terrace, then on the small square roof via
the ladder again. This time, turn R (W) to locate the CS in
the wall ahead. Ready your revolver and walk to the edge,
facing the CS. Very soon, you'll hear that buzzing noise as
2 Giant Bees appear in
the CS. Quickly kill them before they can reach you. Walk to
the edge of the roof and do a RJ+G to the CS then pull up.
Collect the large medipack,
then crawl to the opening ahead, soon finding yourself on
the high block overlooking the Castle Entrance Hall. Drop
down there.
A Picture in the Sitting Room
Run to the NW corner and use the Golden Heart on the
Woman Head Shaped Receptacle to open the nearby door.
Pass through it to pick up the
Golden Dagger in the
alcove. It's in fact a crowbar and you're going to use it
right now.
Go to the opposite corner of the Entrance Hall (SE) and open
the glass door there with your newly found dagger. Open the
next one as well and enter a cosy Sitting Room with
stairways ahead (E) and nice furnitures all around (as well
as an equally nice bearded man lost in his thoughts on a
sideboard). They aren't the only noticeable things here: R
of the bearded man is a flight of stairs going down an a
closed door at the bottom. You can see a jumpswitch to your
R on the S wall and another next to you on the W wall, both
being too high to be activated right now. There's another
closed door behind the fireplace in the far L corner (NE)
and if you turn around (W), you can see a Lion Head above
the entrance. Which means you need something to be able to
target the gem in its mouth.
Climb the first flight of stairs, crouch at the top to crawl
under the continuous darts
emitter and crawl to the second one. Run up to the
bedroom above. Locate the bookshelf block L of the bed (E)
and the protruding book. Go to it and use Action to
raise a block below against the S wall. Make your way back
down the Sitting Room. Go L toward the SE corner: there's
some revolver ammo lying
among books on a raised part of the floor. Pick it up. This
will call 2 Tin Men, one
next to you from the W and another from behind the stairs to
the N. Dispatch them quickly and pick up the
flares and the
large medipack they
leave behind.
Now go climb on that raised block in the SE corner and
activate the jumpswitch, opening a door in the S side
of the bedroom above. Go back up there (mind the darts) and
to the other side of the bed. Crouch to crawl under another
continuous darts emitter
and climb into the alcove in the S wall to pick up
revolver ammo and the
LaserSight. Turn
around, jump over the darts and go back down to the Sitting
Room.
Combine your Revolver with the LaserSight and shoot the gem
in the Lion Head mouth above the entrance door. Turn
around (E) to notice a picture has raised at the top of the
first flight of stairs to reveal an alcove and a switch.
Climb in there, pick the large
medipack and activate the switch: a fly-by shows you
a block raising under the high jumpswitch near the entrance,
then lowering after a short while. It's timed indeed, so
save and get ready for your second timed-run.
Activate the switch, roll to
turn around and slightly turn R to take a diagonal run up,
so you do an angled RJ over the darts (the switch prevents
you to have enough room for a straight one). Quickly run
down the stairs, jump up on the newly raised block and
quickly activate the jumpswitch before the block
lowers.
The door near the bearded man is now opened. Go through it
to enter a small dark room and pick up the
Picture on a raised
floor to your R (S), opening the NE corner door in the
process. Return to the Sitting Room and pass the newly
opened door to find yourself back in the Terrace.
Three Crystals
Run ahead (N) and cross the Terrace to get back in the White
Hallway (aren't you happy to see your bull friends again?).
Turn R (E), run toward the closed doors then turn L (N) to
put the Picture in its receptacle opening the nearby
doors. Pick up the revolver
ammo on the floor and pass the doors to enter the
beautiful Crystals Room.
You're indeed here to collect three crystals, but first,
we'll make a small detour for a Secret.
Turn L (N) and run toward the
man in yellow then turn L (W) again. There's a closed golden
door behind a moveable big vase on the R. Pull the
vase once to reveal some
flares. Light one if you
want to notice the wall R (N) to where the vase was is a bit
different: it's a moveable block. Push it twice and
immediately draw your revolver:
2 Giant Bees
and a
Tin Man
burst out from the new opening.
Deal with them then pass the opening to enter a white
courtyard.
Run NW then SW to a covered
part of the courtyard. Turn L (S) to notice the breakable
grey panels. Shoot them to break them, opening the way to
the small courtyard with the fountain and the waving man we
spotted a while ago. Dive in the water and swim R (W) and
around the pillar to locate an UW switch on its W
side. Activate it to open the golden door in the Crystals
Room and make your way back there.
Run through the newly opened
door to enter what looks like a living room. Notice the tall
yellow dressed statue R of the TV: it's moveable.
Pull it twice to get Secret #2: the Golden Apple.
You're now done with Secret 2 and may go back to the
Crystals Room.
Once there, turn around and look up above the golden door:
there's a Lion Head there. Shoot the gem in its mouth
to lower a glass case at the other end (S) of the room
giving you access to two of the Crystals. Don't go there yet
though.
Run toward the entrance of the room and turn L (E) to face
an large alcove on top of a flight of stairs. Go there and
turn L (N) upon entering. There's a Scale near the N wall.
Go use your full Waterskin on its left pan (stand
next to it, open your inventory, select the waterskin and
choose USE). This opens a door nearby in the W wall, L of
the entrance. Go there and climb in the alcove. Use the
dagger to get the Green
Crystal. Turn around, leave the alcove and turn R
(S) to pick up the revolver
ammo on the floor then return to the Crystals Room.
Turn L and run all the way to the S to locate the two other
crystals, near the lady in yellow. As you get up on the low
block before them, a Fire
Wraith attacks. Quickly run across the room to the
Secret #2 opening, through the white courtyard and dive in
the small pool with the fountain to get rid of it before
going back to the two remaining crystals. Pick up the
revolver ammo on the floor then use your dagger to get the
Blue and Red Crystals.
Opening the Way to Your Ultimate Goal
Turn L (E) and run toward the window. Turn L (N) again and
look up to locate a jumpswitch. Activate it to open a
door in the White Corridor beyond the pool in the Terrace.
Make you way there via the White Hallway and the Terrace.
Upon entering the corridor, turn L (E). Ignore the alcove on
your L for now and run through the newly opened door to
enter another corridor. Turn R (S) and go pick up the flares
at the end (mind the bulls, though), then turn around (N)
and run to the opening at the opposite end of the corridor.
Again a buzzing noise will greet you as
3 Giant Bees come flying
after you, but your first priority is to take shelter from
the bulls. So turn R (E) and R again (S) around the corner
to quickly go on a slightly raised tile next to a Red
Crystal Receptacle: the bulls won't bother you there. Draw
your revolver and kill the bees.
Place the Crystals in their respective receptacles.
This triggers a long and very nice fly-by where you can see
a merry singing angel appearing next to you, a door opening
in the Three Pedestals Room above the starting Fountain
Courtyard and another one on the other side of the White
Corridor, granting a short access there. When the fly-by's
over, you can also notice a lady in yellow has just arrived.
She's turned to a balcony next to you up in the SW, and de
facto pointing at another Secret.
Turn around to the SE to aim at
a triangular grassy slope ahead and do a SJ to it. Turn L
(S) and do another SJ to land between the trees ahead. Turn
R (W), walk to the wall, pull up on the ledge ahead and
shoot the breakable grey panel ahead. Enter the alcove and
pick up Secret #3: the Bronze Coins.
Go back down to the garden by sliding down the slope and
quickly make your way back to the White Corridor (R/W at the
junction). Notice the lady in yellow staring at the N wall
to your R and climb on the higher blocks there. Go get the
flares in the nearby
alcove then return to the blocks. Follow the lady in
yellow's silent advice and go for your next Secret.
A new red light allows you to
clearly locate the moveable block to your L (E). Pull
it once then carefully go to its other side via the
corridor. Enter the small dark room and climb on the higher
blocks ahead to pick up some
revolver ammo,
disturbing a Giant Bee.
Shoot it down, go down to the room and look closely at the R
wall (W). There's another moveable block in the
middle of it. Pull it back then aside and enter the now
accessible alcove to pick up Secret #4: the Gold Coins.
I Want A Hippopotamus For Christmas!
You now need to make your way back to the Three Pedestals
Room and beyond. You could go there directly through the
door that has just opened at the W end of the White
Corridor, but the bulls would follow you there and could
make your next task rather dangerous, so we're going to make
a detour via the Castle Entrance Hall.
Return to the Terrace and go to the Castle Entrance Hall via
the Sitting Room (door top of the stairs near the ladder).
From there, go to the Fountain Courtyard and climb on the
transparent block. Cross the roof and do a SJ holding Action
to the Three Pedestals Room behind the fence. Now, before
passing the door to your L (W) and if you want the Bonus
"Secret", you need to go to the pedestals and use the
coins on them. If you've been quick and lucky enough, the
bulls aren't there yet and you can quietly do so. If not
well... dodge, as usual.
Once you're done, quickly pass the door and go down the
stairs. Theorically (that is: unless you absolutely need to
go back), you don't have to worry about the bulls anymore.
You find yourself in a dining room, with a big mirror
covering the whole L wall (S). Also to your L, near the SE
corner, is the door you just opened by using the Coins: this
is the entrance to the Secret Bonus.
Go to the door and climb into
the small room. A lady in yellow is facing an alcove to your
R (S). Go to the moveable big vase next to it and
push it once. Climb in the alcove, shoot the breakable
shelves and pick up the Bonus Secret: Flask and Books
[As stated in the readme, it won't be registered as a
secret, though]. Go back to the Dining Room.
Go to the S wall and look in the mirror world. You can see a
merry yellow dressed angel and right as his feet the
Hippopotamus. Pick
it up: the angel will appear in the real world as well. Turn
around, go L (W) and up the leftmost flight of stairs. Turn
L (S) again to spot the Hand and give it the
Hippopotamus, opening a door nearby.
Flying Away
Turn around then run N and down the stairs to reach a large,
beautiful room with a closed door to your L (NW) and a
stairway ahead (N) on the other side. The tall yellow
dressed statue faces the closed door meaning it's an
important one, but before doing what's needed to open it,
let's make another detour for the last Secret.
Turn R (E) upon entering the
room and run to the window. Climb on the higher block there,
immediately turn L (N) and look up to locate a CS up in the
N wall. Climb up in it, crawl a bit then run through the
rather dark corridor until you reach a ladder. Climb and
pull up in the room above. It's long and lined with
armchairs on which more bearded men are sitting. You can
also meet the two waving men you spotted at the start of the
level. Run ahead to the other side and pick up Secret #5:
Sun Spectacles. Return to the Statue Room.
Locate the moveable chandelier on the floor near the
stairs and push/pull it to pick up some
flares. Now climb the
stairs to the top to enter the Toilets.
Someone's already there but unless Lara really needs his sit
at the moment that shouldn't be a problem. Go L (W) to the
pool. Don't dive in it but turn 45° L (SW) at the edge to
see the alcove with the switch on the wall. Do a SJ
and activate the switch to open the door in the Statue Room
and return there.
Go through the newly opened door to enter the garden. A
giant version of your Hippo toy is there, as well as a merry
angel and a bearded man and you may spot a plane waiting for
you beyond the slope. Climb on the arch above the entrance
and go to its N edge. Turn 45° L (NW) and do a running jump
over the slope. Pick up the
Scroll and read it if you haven't got all the
secrets.
Now run to the plane, triggering a last fly-by to see what
happens next and fly away from Day Castle.
In Day Castle you should have found...
Enemies: Fire Wraiths,
Tin Men, Bulls, Giant Bees
Items of note: Entrance
Key, Revolver, Terrace Key, Waterskin, Golden Heart, Golden
Dagger, LaserSight, Picture, Green, Blue and Red Crystals,
Hippopotamus
5+1 Secrets: Silver
Coins, Golden Apple, Bronze Coins, Golden Coins, Sun
Spectacles. Bonus: Flask and Books
some Traps - 2
Timed-Run
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