Castle Master (Domark Ltd/Major Developments)
Last modified on April 4th, 2005
Cheat
Once you have started up the game press 'Shift', 'L' and the 'Right' mouse button about 25 times, until you hear a noise. Look forward and you'll see four colored boxes. Shoot them for infinite lives, all ten keys, the ending, rock travel. The key on the chapel roof can be difficult to get hold of if you don't know how to get up there. All you have to do is stand on the drawbridge and close it. You will then be lifted up, making it easy to get hold of the prize.
When trying to collect the pentacles in the caverns, fall down one of the trap doors and kill the spirit. Collect the first pentacle, then go to the other caverns and collect the pentacles and kill the spirits. This will make the going easier if you fall into a cavern, since you're saved the hassle of tackling a spirit that catches you unawares.
Entrances to Catacombs
- Well - crawl into well
- Hot baths - enter hot baths, empty entrance at bottom of pool
- Wizard's hut - under rug
- Under large rock - push rock after drinking strength potion
- Chapel - behind pulpit
These lead to catacomb caverns where pentacles are located. The final entrance is from the northwest tower.
Keys
- Kitchen - on left of door as you enter.
- Igor's chamber - in chest.
- Vault Vestibule - on north wall.
- In stable - on horse, under it's chest.
- Hay barn - behind hay stack immediately to right of door.
- Well - at top of well shaft.
- Chapel roof - on chapel roof, get by standing on drawbridge and closing it.
- Shrine - on top of gold nugget. Get into shrine by activating the book on the far left of top shelf in library, then stand on chair revealed.
- Wizard's hut - on top of chair back, stand on table to reach.
- Pentacle vault - north wall. Get all Pentacles.
Maps
Notes and Hints
- To get inside the display chamber, crawl inside the granary chest and close the lid. Access is then as easy as falling off a rather wobbly chair perched precariously on top of a table.
- Collecting the pentacle in the junk room isn't as obvious as it seems. When you enter the room, crouch down, walk over to the first shelf and into the wall and stand up. Now turn around and walk forward to collect the item.
- To move the big rock or open the pottery door, you need to have maximum strength. If you haven't, then find some food to top off your energy and try again.
- If you have the rock travel potion, you can get to the gymnasium either from the Wizard's hut or from directly outside. If you're having trouble finding the spirit in the dungeon, then try looking for something else rather than the obvious. Still stuck? Well try that rat-like animal at the back of the room...
- Now for the big baddy himself. To kill Magister, the evil owner of the castle, wipe out all the other spirits first. Now go to his room and blast him in the forehead to destroy him.
- There are 27 sprites including the dragon, which must be destroyed before the Magister can be killed.
- Maximum health is 12 weights (6 on each side) = Herculean.
- To get onto chapel roof, stand on the drawbridge then close it. Do not do this until you have the key from the wizard's hut and have entered the catacombs from under the large rock, and then under the rug in the wizard's hut.
- Lifting weights in the gymnasium increases your health.
- Standing in hospital cures you up to normal health.
- The spirit in the courtyard will only appear when a rock is thrown at the flag.
- To enter the junk room, fire at the plate (on the left of the door), until it disappears, enabling the door to be opened.
- To kill the dragon, shoot eyes, teeth and horns, until they disappear.
- To kill the Magister, shoot at his head (not eyes).
- To confront the dragon, start on level 4 in the southwest tower. Enter onto the ballroom balcony, there is a break next to the last door, drop down, and commence along the south passage.
- To find the Magister, go to the southeast tower and press the button in the king's solar on level 4. Then reach across the second barrier in the corridor, and activate the crank. Go round to the south passage (the long way) and you will be able to enter the Magister's room.
- A final piece of treasure appears on the table in the wizard's hut after the key has been collected from the chapel roof. Use rock travel to transport yourself from window in the gymnasium to the wizard's hut, then collect treasure and transport back.
Pentacles
- Bell tower - Pull rope until pentacle appears directly under bell pull.
- Gate House - enter from left ledge, immediately on right of entrance.
- Dragon's hoard - on chest, get all treasure, pentacle appears, replacing lock.
- Junk room - crawl onto bottom shelf, go to the back, then stand up.
- Display room - enter from granary by climbing into chest then closing it.
The rest of the pentacles are in catacomb caverns.
Potions
- Strength potion - Inn, on table. Required to open pottery and move large rock.
- Rock travel - pottery, throw rock at door, and normally you'll be teleported.
- Recuperation - under barrier in display chamber.
Riddles/Messages/Clues
- I bid thee welcome stranger
To Castle Master's realm:
Thine own twinself in danger
To fail or overwhelm
- Be foot loose and fancy free
To weave thine way without gloss.
- When my face is drained
I stare down open mouthed
- The place of the word of the lord
must be understood.
- A needle in a sneezling stack
Is silver within gold
- A louse crawls faster
A mole crawls deeper
But a worm crawls very well
- Enshrined above that which
Is the goal of alchemy
- The pointed eye of Heaven
Sees all once overlooked
- To stand on high ceremony
First leap off hinge and bracket
- Inside the blemish of the toes
Within the heart
Below the neck
Above the gut
- What ails or ales
one thing is clear
Spirits are not served here
- With all spirits unemployed
Magister maybe then destroyed
- Would a sore throat from Greece
Free an emperor from Rome
When one is born every minute
- The final guardian waits within
Magister is his name
But thou shalt not proceed to win
Whilst spirits do remain
- When feeling not sick
Look to liquid assets
- A well placed rock
is all you need
To make the drawbridge
fall with speed