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Castle of Terror (Castle_of_Terror.txt)

´╗┐CASTLE OF TERROR (Melbourne House)
Walkthrough by Michael Lambert and Jacob Gunness
 
When Grahame Willis progrmmed Castle of Terror in 1984, he probably 
didn't anticipate the fact that now, 35 years later (2019), no one has to 
date managed to complete the game fully. This 'solution' won't change 
that fact, but perhaps a unified effort can change all this (read: help 
needed!) 
You're trying to kill the count with the spear, right? Have a look at 
note 5 below. 

Part 1: 
Vocabulary (VOCAB) 
Buy, climb, dig, drag, drnk, drop, dump, eat, enter, ex, examine, exit, 
get, give, go, help, i, insert, inv, inventory, knock, l, leave, light, 
load, lock, look, lower, move, open, pickup, place, pray, put, quit, 
raise, search, show, shut, speak, spend, swim, take, talk, turn, unbolt, 
unlock, vocab, wait, walk, work. 

(You begin near a field) HELP (10/10) (the villagers give you a coin), 
GET COIN (5/15) 
Note: You can continue helping the villagers (1 point each time)  
N, (outside the humble cottege) N, (inside the humble cottege)  
EXAMINE POT, EAT SOUP (5/20) - Note: you can continue eating the soup (5 
points each time) 
EXAMINE TABLE, GET KNIFE (5/25) 
S, E, (first of two mills) EXAMINE BARREL (contains a flint), GET FLINT 
(5/30) 
U, (inside mill) MOVE SACK (5/35) (this prevents the mill from catching 
on fire) 
GET LANTERN (20/55) Note: You can get the rung from this ladder as well. 
Also, there is a 'loft' above the ladder, but since we have no way of 
climbing the ladder (in either mills) this is just another enigimatic 
(unseen) location... just a text description of something that never 
existed! 
D, W, S (outside the Duck Inn), E (2nd Mill - barrel is empty), U, 
(inside mill) GET ROPE (5/60) 
EXAMINE LADDER (rung is loose) 
GET RUNG (10/70) - Note: if you climb the ladder you lose 5 points 
EXAMINE RUNG (10/80) (it's a locking pin for the drawbridge wheel) 
D, W, (outside the Duck Inn), ENTER INN, TALK TO MAN (he wants a drink), 
BUY ALE (1/81) 
GIVE ALE TO MAN (5/86) (he tells you about his lost daughter and gives 
you a key)  
WAIT x 6 (5/91) (the villagers give you a tankard of ale) 
W, W, (old church grounds) EXAMINE CHURCH, GET CROSS (5/96) 
S, EXAMINE GRAVE, GET BONE (no points) Note: If you EXAMINE GRAVE again 
it says 'It's just your size!' 
W, (road connecting castle to village) N, (river with boat on 
othersideNote: This is where you exit the castle at the end of the game) 
S, (road connecting castle to village) W, (entrance to castle - 
gatehouse) EXAMINE WHEEL, TURN WHEEL (10/106),  
LOCK WHEEL or INSERT PIN (5/111) (with the rung you lock the wheel, this 
way you won't be killed when you go north!)  
N, KNOCK (5/116) (the door opens) 
Note: You can also use the key to unlock the door, but you don't get any 
points  
N or ENTER DOOR (enter the Castle of Terror!) 
***END OF PART ONE WITH 116 POINTS*** 

Part 2: 
Vocabulary (VOCAB) 
ask, attack, battle, blow, break, call, climb, cut, depress, dig, drag, 
drop, eat, end, enter, escape, ex, examine, extinguish, fight, finish, 
force, get, give, go, grab, help, hit, i, inv, inventory, jump, kill, l, 
leap, light, load, look, move, open, pour, press, pull, push, put, quit, 
read, remove, replace, restart (doesn't work for my C64 emulator - 
Forever 64), save, say, shout, show, shut, snuff, stab, start, strike, 
swim, swing, take, throw, tip, unlight, untie, version, vocab, walk, 
work. 

(You begin in the entance hall) DROP BONE, DROP KEY, DROP LANTERN (none 
are needed anymore) Note: What is the Lantern's purpose? Why did we die 
the first time around by not moving the sack in the mill? It says 'it's 
fragile', but there is no way to light or unlight it? What purpose doest 
the Lantern serve other than for points and to fill up our inventory with 
a useless item? There is one dark place in the game (under the dungeon) 
but you can't even light the lamp here? 
W (the library) 
Note: The bone is part of a human skull, so I thought I could 'REPLACE 
BONE' on one of the skulls, but 'REPLACE' just drops the bone? So it 
seems there is no use for the bone. In fact I have never found a use for 
it. You can only carry 9 items in Part 1, but there are 10 items to pick 
up. (1) Coin, (2) Knife, (3) Flint, (4) Lantern, (5) Tankard, (6) Key, 
(7) Rung, (8) Rope, (9) Cross, (10) Bone.  
EXAMINE SKULL (It's a depressing sight - hint!) 
EXAMINE CANDLE (the candle is lit) 
UNLIGHT CANDLE (5/121) (the skull's eyes start to glow) 
PRESS SKULL or DEPRESS SKULL (5/126) (otherwise you'll fall into the 
dungeon when you take the book) Note: Pressing the skull will continue to 
add 5 points per push. 
GET BOOK (10/136) (a passage opens to the west) 
W (secret treasure room) GET TREASURE (20/156) 
EXAMINE CANDLE (the candle is unlit) 
LIGHT CANDLE (5/161) (you see that a book is missing)  
EXAMINE BOOKCASE (The bookcase contains many dusty volumes)  
PUT BOOK ON SHELF (5/166) (the exit opens to the East again) 

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Alternate outcome: Don't PRESS SKULL, but rather just GET BOOK! You will 
fall down into a dungeon with a fire pot and two skeletons, one on either 
side. (You choke at the sickening sight before you - the bodies of other 
fools lie rotting on the floor). 
EXAMINE SKELETON (Slime covers the remaining bones of the ill-fated 
adventures!) 
Although there are no 'visible exits' - to escape the dungeon just head S 
(to crumbling tunnel with adventurer skeleton) 
Note: You can also escape by EXTINGUISH FIRE with the ALE (this puts out 
the fire) and then GET CAULDRON (Amid the smell of burning flesh, you 
manage to slide the cauldron of oil to the side of the fireplace, which 
reveals a small hole leading down! 
D (dark passgae below the dungeon - with a light to the south), S (you 
crawl along the dark passaeway until it comes out in the village 
graveyard! Note: it appears the grave we saw in part one is the exit of 
this dark passage). You have escaped from the Castle and have earned the 
respect of the villagers! Note: No points are awarded fo this. 

-------------------------------------------------------------------- 

E, (Library), DROP BOOK (not needed anymore) E, (entrance hall), E 
(banquet hall - the table is covered with stale food and cobwebs) Note: 
You lose 5 points for eating the food!  
Note: If you attempt to go U you get a message 'You start to climb the 
narrow stairs that lead up to the castle tower, but the sound of 
approaching footsteps forces you back, and you return to the banquet 
hall'. Or 'a barrage of bats beat you back, and you return to the banquet 
hall.' 
This puzzle stumped me for ages! How do you climb up the narrow stairs? 
The solution makes no sense! See further down. 
E (a long gallery), D (armoury) GET AXE (5/171) GET ARMOUR (5/176), U, W, 
D, (tunnels under the castle)  
N, (two knights guarding a red door), KILL KNIGHT or ATTACK KNIGHT or 
THROW ROPE (to entangle them!) (10/186) (you must have both axe and 
armour to do this - your passage N is now clear) Note: For some obscure 
reason, this action now allows you to climb the narrow stairs to the 
Count's tower? Why by fighting these particular knights does this happen? 
They are guarding a door a floor below the banquet hall?  
N (narrow tunnel with spider's web) , DROP AXE, GET CLUB (2/188), REMOVE 
WEB or SWING CLUB (5/193) (to remove the spider's web, you can now 
proceed N), N (crumbling tunnel with adventurer skeleton), DROP CLUB 
(only needed to remove the web), EXAMINE ADVENTURER (he clutches a small 
piece of paper and holds a dagger in his skeletal hand!), READ NOTE 
(5/198) (It says - Beware of the living dead - they never sleep) 
GET DAGGER (5/203), EXAMINE DAGGER (the dagger has pieces of twine 
hanging from the blade) Note: This means that this brave adventurer 
actually made it to the Maiden's chamber, and managed to start cutting 
the ropes that bound her... but then trying to escape he ended up in this 
crumbling tunnel and was subject to a grissly end ... poor soul! 
EXAMINE TUNNEL (the tunnel walls are old and crumbling. The brick-work is 
in need of repair) 
PRESS BRICK (pressing the brick produces a faint click followed by a 
louder clang!) Note: This implies that some kind of button was pressed 
(the faint click) the 'louder clang' might be a heavy metal door slamming 
shut... or perhaps a door opening somewhere?  
Note: If you PULL BRICK (weird... now this doesn't work for me?) It used 
to say that a part of the brick fell down onto your toe... I guess you 
would loose 5 points for this? Can someone else please clarify this for 
me? 
S, S, U, U (Castle tower - The castle tower presents a terrifying sight 
of a coffin stained with fresh blood.) , EXAMINE COUNT (he sees the cross 
and is paralysed!) 
KILL COUNT or ATTACK COUNT (20/223) (with the knife - this doesn't kill 
him though - he just turns into a bat and flies out the window) Note: You 
strike the sleeping Count in the heart, but the blow does not kill kim. 
Too late you remember that only a wooden stake can kill the un-dead, you 
have but a steel blade, Suddenly the body in the coffin transforms into a 
bat and flies out the open window into the night. 
UNTIE MAIDEN (20/243), (she says she thinks there is a boat by the river 
in which you might escape, if only you could get ther quickly!) 
D (banquet hall), D (underground corridor), E (deep pit with skeleton)  
EXAMINE SKELETON (at the bottom of the pit lies the body of a previous 
rescuer!) That's 2 heros who gave their lives trying to rescue the 
Maiden! 
DROP ARMOUR (otherwise you will drown in the river) 
THROW ROPE (the only way to cross the pit with the Maiden) 
THROW ROPE (you have escaped from the castle - but the count is still 
alive!)  
***CURRENT SCORE 243/290*** 

Notes: 
1. Use SHOW to see all exits an items in each location 
2. There are quite a few score bugs. You can keep on eating soup and 
gaining points, and you'll also be awarded 5 points for each weapon you 
pick up. Doesn't make much sense. 
3. Yes, there *are* two mills! One with the flint and lantern, the other 
with rung and rope. 
4. What is the effect of pressing the brick in the tunnel? 
5. About the spear: The *rumour* (which everybody seems to know) 
originated in 1985 (or 1984, can't remember) issue of Computer & Video 
Games. A guy named Steve King wrote to Keith Campbell around the middle 
of 1986 and stated that he had managed to kill the count. Keith called 
back (by popular request) and asked how it had be done. However, the man 
was away on holiday, but his wife looked around and seemed to recall that 
the man had broken the spear. More writing back and forth produced the 
answer that you had to attack the count with the spear in order to be 
able to break it. This should give you the stake you need for killing the 
count. To my knowledge, no one has ever been able to repeat these 
actions. Please tell me if I'm wrong, but the way I see it, the whole 
stake business is a misunderstanding. 
6. The counts sees the cross if you examine him. Can this be used in any 
way?