CASTLE OF DREAMS Written by Widgit Walk Through with Dorothy Millard (C64 Version) Scenario Klingsor the Evil Magician has hidden a casket full of evil. If the casket is ever opened all the evil will escape into the world. You must find this casket and take it far away, safe from his power. You will also need to find the magician's staff to be able to leave the castle. Notes 1) The start location on first loading is always the long portrait gallery, but in subsequent games will be different. 2) There are many random elements in the sub-games so this can only be a guide to overcoming the puzzles. 3) There are two walk throughs: a) The long walk through takes you through all the puzzles, but when you complete the game, you will escape from the castle with the casket but you only have enough strength to struggle as far as the bridge and Klingsor will regain the casket and rebuild the castle. b) The short walk through leaves you with enough strength to complete the game, but misses some puzzles. LONG WALK THROUGH (Start in the long portrait gallery), P (play the sub-game), TAKE HANDLE, CARRY ON, N (to enchanted pool), P (play the sub-game), TAKE ROPE, CARRY ON, S, E (to a table with a parchment on it), N (the drawbridge is up - Do you have something to help?), Y (What?), HANDLE (you come to a large lake), N (there is a deep chasm - Do you have something to help?), Y (What?), ROPE (you come to a hall with a mosaic floor), P (play the sub-game), TAKE CHARM, CARRY ON, S, W (you come face to face with a headless ghost who won't let you pass - Do you have something to help?), Y (What?), CHARM (you are back at the enchanted pool), S, E (to table with a parchment scroll on it), P (play the sub-game - a scroll with a message appears which you must decode), TAKE LAMP, CARRY ON, N (to large lake), P (play the sub-game), TAKE KEY. CARRY ON, N, E (the way is blocked by an iron gate - Do you have something to help?), Y (What?), TAKE KEY, CARRY ON (you are at a red door leading to a secret), P (play the sub-game), TAKE KNIFE, CARRY ON, S (a spider web blocks the way - Do you have something to help?), Y (What?), KNIFE (you are in a very dark room), P (you find the magic casket which you must take out of the castle to destroy the evil spirit), TAKE CASKET, CARRY ON, N, W (to hall with a mosaic floor). W (there are dark twisting tunnels - Do you have something to help?), Y (What?), LAMP (you enter a room where the magician's staff is - don't take it unless you want to start the castle's destruction), TAKE STAFF, P (you have the wand - hurry to get out), E, S, S, W (to long portrait gallery... you have escaped from the castle with the casket... your efforts in the castle have only left you with enough strength to struggle as far as the bridge and Klingsor has regained his casket and built a new castle... you must challenge him again). SHORT WALK THROUGH (Start in the long portrait gallery), P (play the sub-game), TAKE HANDLE, CARRY ON, N (to enchanted pool), P (play the sub-game), TAKE ROPE, CARRY ON, S, E (to table with parchment), N (the drawbridge is up - Do you have something to help?), Y (What?), HANDLE (you come to a large lake), N (there is a deep chasm - Do you have something to help?), Y (What?), ROPE (you come to a hall with a mosaic floor - don't play the sub-game here), S, S (to table with a parchment scroll on it), P (play the sub-game - a scroll with a message appears which you must decode), TAKE LAMP. CARRY ON, N (to large lake - don't play the sub-game here), E (to a very dark room), P (you find the magic casket which you must take out of the castle to destroy the evil spirit), TAKE CASKET, CARRY ON, W, N (to hall with a mosaic floor), W (there are dark twisting tunnels - Do you have something to help?), Y (What?), LAMP (you enter a room where the magician's staff is - don't take it unless you want to start the castle's destruction), TAKE STAFF, P (you have the wand - hurry to get out), E, S, S, W (to long portrait gallery... Well done, you have escaped from the castle and have thrown the casket into the fiery mountain.. it will be a long time before Klingsor can remake his spells... the world is safe for a time... many years later you return). SUB-GAMES (a) Table with Parchment Scroll You must decode the message which is different each time. It usually reads something like RED DEER WALK or RED DEER JUMP. The first word is the name which you typed in at the start of the game. The code used is always different so it is impossible to be exact as how to decode it. Some examples are to substitute numbers for letters, move forward three letters or back three or four letters. (b) Long Portrait Gallery At the start make a note of how the mouths look, ie. open or closed and also note moustaches. These are what changes on the face after each guess. (c) Large Lake The stepping stones are random but usually only two alternating numbers, ie. 5 & 6, or 2 & 8. It really is a matter of trial and error. (d) Enchanted Pool Just line up as many men as possible then type X to swap them over. (e) Red Door I found this impossible to map. However I did discover that F7=N, F5=W, F3=E and F1=S. Just keep wandering around until you find the key to the purple door then go through the purple door to find the green key, then go through the green door to find the red key. Once you have the red key go through the red door to exit. (f) Hall with Mosaic Floor You must guide the man across the mosaic floor of the great hall. As the numbers are random you will have to work it out yourself, but a tip is to write down the numbers beside the function key before you start, as you don't have much time to think when playing. Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com