There are 27 sprites including the dragon. These must be destroyed
before the Magister can be killed.
Maximum health is 12 weights (6 on each side) = Herculean
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 SW 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 SE 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.
The key on the chapel roof can be difficalt 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 easyto 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 collecting the pentacles
and killing 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.
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 perched on the 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 the
first shelf and into the wall and stand up. Now do a U-turn 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
up your energy then 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.
Keys
1. Kitchen: On left of door as you enter.
2. Igor's chamber: In chest.
3. Vault Vestibule: On north wall.
4. In stable: On horse, under it's chest.
5. Hay barn: Behind hay stack immediately to right of door.
6. Well: At top of well shaft.
7. Chapel roof: On chapel roof, get by standing on drawbridge
and closing it.
8. Shrine: on top of gold nugget. Get into shrine by activating
book on far left of top shelf in library, then stand on chair
revealed.
9. Wizard's hut: on top of chair back, stand on table to reach.
10. Pentacle vault: north wall. Get all Pentacles.
Pentacles
1. Bell tower: Pull rope until pentacle appears directly under
bell pull.
2. Gatehouse: Enter from left ledge, immediately on right of entrance.
3. Dragon's hoard: On chest, get all treasure, pentacle appears,
replacing lock.
4. Junk room: Crawl onto bottom shelf, go to the back, then stand
up.
5. Display room: Enter from granary by climbing into chest then
closing it.
The rest of the pentacles are in catacomb caverns.
Riddles
1. I bid thee welcome stranger
To Castle Master's realm:
Thine own twinself in danger
To fail or overwhelm
2. Be foot loose and fancy free
To weave thine way without gloss.
3. When my face is drained
I stare down open mouthed
4. The place of the word of the lord
must be understood.
5. A needle in a sneezling stack
Is silver within gold
6. A louse crawls faster
A mole crawls deeper
But a worm crawls very well
7. Enshrined above that which
Is the goal of alchemy
8. The pointed eye of Heaven
Sees all once overlooked
9. To stand on high ceremony
First leap off hinge and bracket
10. Inside the blemish of the toes
Within the heart
Below the neck
Above the gut
11. What ails or ales
one thing is clear
Spirits are not served here
12. With all spirits unemployed
Magister maybe then destroyed
13. Would a sore throat from Greece
Free an emperor from Rome
When one is born every minute
14. The final guardian waits within
Magister is his name
But thou shalt not proceed to win
Whilst spirits do remain
15. When feeling not sick
Look to liquid assets
16. A well placed rock
is all you need
To make the drawbridge
fall with speed
Entrances To Catacombs
1. Well: Crawl into well
2. Hot baths: Enter hot baths, empty entrance at bottom of pool
3. Wizard's hut: Under rug
4. Under large rock: Push rock after drinking strength potion
5. Chapel: Behind pulpit
These lead to catabomb caverns where pentacles are located. Final
entrance from NW tower.
Potions
1. Strength potion: Inn, on table. Required to open pottery and
move large rock.
2. Rock travel: pottery, throw rock at door, and normally you
will be teleported.
3. Recuperation: under barrier in display chamber.