CCC AA SSSS TTTTT EEEEE L I AA N N C A A S T E L I A A NN N C AAAA SSS T EEE L I AAAA N N N C A A S T E L I A A N NN CCC A A SSSS T EEEEE LLLLL I A A N N By Andrew Stratford e-mail castelian@stratfordinteriors.com Version 1.0 3rd March 2004 ----------- Disclaimer. ----------- This walkthrough is the exclusive property of me, Andrew Stratford. Feel free to use this guide in any way you wish so long as you do not use it for profit or claim it as your own. If you intend to post it somewhere, please ensure that it is posted in its entirety, including this introduction. I would also appreciate it if you would let me know if you've posted it -- you can get me at castelian@stratfordinteriors.com. This guide is from my own experience playing the game. I do not know of the existence of any other guides, whether online or hardcopy, official or otherwise. Therefore, there may be better ways of doing it. However, I have attempted to describe a way of getting through the various levels which consistently works for me. ------------- Introduction. ------------- A quick note on the game itself -- I bought my first Game Boy over 12 years ago. I've had Castelian for almost the same length of time. I don't even know if it is possible to buy the game any more, but if you see it in a second-hand store, or a bargain bin somewhere, buy it -- it's an excellent way to pass the time. Beats the pants off most other Game Boy games I've played. ------------------------- A note on the characters. ------------------------- I've long since lost the booklet that came with the game, which is unfortunate, because I don't know what to call the various different characters (if anybody has one, please let me know). However, to make some sense out of my walkthrough, I need to have a naming convention, so here goes: Pig This is the main character -- the one you control. It's not really a pig, I know -- it only has two legs -- but I don't care. It looks like one (particularly in the opening and closing splash screens) and I need to give it a name. Ball There are two types of ball -- one that bounces (which you can shoot) and one that just moves left to right (which you can also shoot, but it doesn't disappear -- it just pauses for a moment). I don't make any distinction between the two -- I just call them balls. Eyeball Eyeballs go up and down and side to side From now on referred to as V-eyeballs and H-eyeballs. You can't shoot them -- you'll just have to avoid them. Beeper This is the annoying object which picks the most awkward time to appear. At least it announces its arrival by beeping -- hence its name. Curiously, it moves quite slowly if you run towards it, but much more quickly if you run away from it. You can't shoot it and it's very difficult to outrun unless you get a good head start. Spot A small, dark, flashing square. Doesn't hurt you, but gets in the way. Shoot it to get rid of it. Floor tiles. I know that the pig isn't running on a floor exactly, but it's the nearest descriptive phrase I can use. If the pig runs onto a floor tile and the tile falls under the weight of the pig, I call it a false floor tile. Molecule This is a sphere shaped thing, with lots of tiny little circles stuck to it. Moves up and down (from now on called a V-molecule) and also from left to right (from now on called an H-molecule). You have to either jump over it, or run under it. You meet it first in Tower 2. Triangle This object is made up of 3 small circles in a triangular configuration. Moves just like the molecule, so you'll get references to V-triangles and H-triangles later. You can't shoot them. You'll meet them first in Tower 3. Hex You meet this object first in Tower 4. It's a 3-dimensional X-shaped thing, which moves just like the molecules and triangles. Slavishly following convention, there will therefore be references to V-hexes and H-hexes. You can't shoot them. --------- Controls. --------- Use the joypad for left and right. Use up for the lifts and to go into doorways. The A button shoots when the pig is stationary, and makes the pig jump when he is moving. The Start button pauses and unpauses the game. On a Game Boy Advance, you can use the L button to stretch the screen, and the R button to bring it back to its square shape again. The B and Select buttons are not used. ------------------ Notes on gameplay. ------------------ The biggest challenge in this game is the fact that you are playing against the clock. Therefore, when starting new levels, going through doors, up lifts, etc, I tend to press the direction button well in advance of actually moving. That way the pig doesn't hesitate, or worse still, aim himself in the wrong direction. The guide below is written around the way I play, so if you play slightly differently, or pause more frequently, the game will behave differently. The only time when I don't do this is at the beginning of Tower 8 -- see the guide for further details. ---------------------- Notes on Bonus levels. ---------------------- The bonus levels are difficult, but rewarding if you complete them. The quicker they are completed, the more seconds are added to your allocation in the next Tower. This can be particularly useful for the more difficult towers, such as Tower 5 for example. To make the longer jumps, you need to be moving and you need to launch the pig from the furthest right corner of the tile he is standing on. I don't have much other guidance to offer -- there is no particular strategy; just jump across the gaps in the shortest possible time. ------------------------------------- Tower 1: Entering the Tower of Eyes. ------------------------------------- Move left and go into the door. As you come through on the other side, immediately turn right, duck under the V-eyeball, and go up the lift. At some stage, a beeper should come from the right, but if you haven't delayed, you should be able to ignore it. Go in the door at the top of the lift, and up the lift again on the other side. Ignore the ball on the left -- you can't kill it -- turn right instead and go up the lift. Turn left when you get to the top, shoot the two spots, then the ball (if you shoot just one spot, you can run across the other one, saving yourself about 2 seconds, if you are trying to finish the tower in the shortest possible time). Hesitate at the bottom of the stairs for a while until the timing is right to get under the V-eyeball, then go up the stairs all the way to the top Go through the door, turn right on the other side and shoot the ball. Keep going, up the lift and turn left at the top. Go straight over the edge of the little cliff without hesitating, shoot the ball as you go left. Keep going until you drop down (somewhere in here a beeper should appear from the left, but it should pass harmlessly over your head when you drop down), and immediately go up the lift, narrowly avoiding the beeper. If your timing has been right, when the lift ascends you should just about miss the ball. Immediately jump to the right, avoiding the false floor tile immediately to your right, and go through the door. Have your thumb pressing left as you come out the other side so as not to waste any time. Head straight for the lift and go up it. You should be able to do this without being hit by either the H-eyeball or the beeper which will come from the right. Turn right when you come out the other side and go into the door. End of Tower 1! I've managed to do Tower 1 with 46 seconds to spare, if I only shoot one of the spots. -------------- Bonus level 1. -------------- This is probably the most difficult bonus level of the lot -- I only complete it about 1 in 10 attempts. The biggest deal here is to make the first couple of jumps. If you don't manage to do that, and you're down at ground level, you're pretty much knackered. -------------------------------------- Tower 2: Entering The Realm of Robots. -------------------------------------- Have your thumb on the left control as you enter the level. Make two jumps in quick succession, and go up the lift. When the timing is right, hop across the V-molecule. If you haven't heard a beep, hang around for a second or two until you do, then go up the lift, left a bit and through the door. Duck under the V-molecule, go up the stairs, ignore the H-molecule, and up the lift. If you've been moving as fast as you can all the time, you should hear the beep just as you go through the door at the top of the lift. Have your thumb on the right control as you go through, and without hesitation go right and jump over the V-molecule. You should be followed by the beeper, but you should have time to make the jump and go up the lift if your timing matches mine. Turn left at the top of the lift, ducking under the V-molecule as you go down the stairs. Go up the lift on the bottom. At the top of the lift, turn left and go through the door (you can ignore the door if you want and go all the way around the tower, but it's slower that way and more hazardous). You'll drop down a bit on the other side. Go left a little, and up the lift. Again, if your timing is the same as mine, you shouldn't have to worry about the H-molecule as you go up the lift. Go left at the top of the lift. Ignore the door -- you'll drop through two false floor tiles and end up quite a bit lower down. Pause at the bottom of the stairs until the H-molecule goes to the right (you should hear a beep around now and a beeper will appear from the right, but you can safely ignore it because you will be soon be above it). Keep going left up to the step which is two tiles wide. Hang around there for a while until another H-molecule goes to the right, then continue left up the stairs some more. When you get to the top of the stairs, hesitate for a while until the H-molecule comes from the left and reverses direction, then go left onto the false tile, up the lift and into the door. End of Tower 2! -------------- Bonus level 2. -------------- Slightly easier than bonus level 1. ------------------------------------- Tower 3: Entering the Trap of Tricks. ------------------------------------- Have your thumb pressed to go left as you enter the level. Keep going without hesitation towards the ball, and only stop when you are just level with the beginning of the door. Shoot the ball and enter the door in rapid succession. Go straight up the lift, turn right and go as far as you can at the top. A beeper should appear immediately and knock you down to the level below. Shoot the ball and continue going right. Fall through the false floor tile at the end (you can save a fraction of time if you jump onto, rather than run onto this tile -- the pig goes straight down that way). Go up the lift and left to the door. Don't worry about the beeper that comes from the left -- you'll miss it when you come out the other side, because you drop down 5 bricks. Go left and up the lift. Duck under the V-triangle, then down the stairs. Keep going left, under another V-triangle, then up the lift. Go left and drop down. You should be able to ignore the beeper and H-triangle. Go up the stairs. Again, if your timing is right, you should also be able to ignore the H-triangle. Shoot the two spots at the top of the stairs, drop down, and go up the lift. If your timing is right, you shouldn't have to worry about the H-triangle. Go left, and through the door. You'll drop down 3 bricks on the other side. Go left again and through the door. Go up the lift on the other side and into the door. End of Tower 3! -------------- Bonus level 3. -------------- This is probably the easiest one -- I complete it almost every time. ------------------------------------- Tower 4: Entering the Slippery Slide. ------------------------------------- Have your thumb pressed right as the level starts. Go straight up the stairs, and without hesitating, jump across the V-hex. You'll have to time the second one yourself. Pause for a second or two at the other side of the second V-hex if you haven't heard a beep. Once you do, go up the lift. Shoot the spot to the right at the top, turn left and shoot the two spots on the left. Continue to the left, down the stairs and up the lift on the bottom. Go through the door at the top of the lift. You should hear a beeper sometime around now. Go through the door and when you come out on the other side, immediately jump to the left (if you run across, you'll fall through a false tile). You should be able to make the jump and disappear into the door just before the beeper gets you. Go left on the other side and up the lift. Go through the door at the top and immediately left down the stairs. You shouldn't have to worry about the two V-hexes -- they should conveniently move out of the way for you. Go through the door at the bottom of the stairs and go down more stairs on the other side. At the bottom, go through the door. Turn left immediately and shoot the ball. Go to the end of that platform, shoot the spot, then turn right and go back through the door you came in on. Go back up the stairs, shoot the spot on the top, and drop down onto the lift. Go up the lift and to the right, shooting the ball on the way. Go up the lift at the end. The H-hex should now be trapped on the right hand side of the lift. Turn left and drop off the cliff. Position the pig exactly in the middle of the floor tile beside the still-elevated lift (if you're not exactly in the centre of the tile, the pig won't be able to complete the jump properly). The moment the lift goes down, jump across the gap and through the door. You should be able to make the jump and get through the door before the H-hex comes back to get you. Go left up the stairs, pausing on the third step (if you pause before the third step, the H-hex will come back and get you from behind) before navigating your way under the V-hexes. When you reach the top, jump over the tile immediately after the top step -- step on it and you'll fall through. Keep going, shoot the ball, and go up the lift. There may be a better way to do the next bit, but this is the only consistent way I've got -- wait on the platform at the top of the lift until you hear a beeper, then drop down to the right when it's safe. Shoot the two balls, and go all the way to the right, jumping over the stack of floor tiles (because you'll go through the whole lot if you stand on them). Wait at the end to be hit by the next passing beeper. Go right, up the lift, left at the top and through the door. End of Tower 4! -------------- Bonus level 4. -------------- This one is pretty straightforward. Do your best to complete it, even if means going slowly, because tower 5 is definitely the most difficult. Every extra second you can get will be well worth it. Just try to stay on the top of all of the tiles -- you should be able to add at least 60 seconds to your allocation on the next tower. ----------------------------------- Tower 5: Entering the Broken Path. ----------------------------------- This is an evil tower. You'll do well if you can complete it without getting knocked back at least once on the way to the top. Start by going right by one tile, and up the lift. Run to the right by two tiles (the second one being directly under the V-eyeball), and jump across the next one (the reason for the title of this tower, I presume). Shoot the spot and continue right to drop down onto the lift. Take it up, go up the stairs and through the door. Continue up the stairs on the other side. If you're halfway up the stairs before you see an H-eyeball starting to materialise, pause for a bit to let it pass you by -- I don't think it's possible to outrun it. Go up the lift, turn left at the top, jump twice (you should be able to ignore the H-eyeball) and drop down through the false floor-tile. Shoot the two spots to the right and immediately turn to the right, run over the cliff, up the stairs and back to the lift. Go up the lift and this time jump three times to the left, pausing for a moment after the first jump to allow the H-eyeball to get past. Drop down through the false floor, and take the lift. At the top, go left and jump two gaps. Pause for a second until you can jump over the V-eyeball. Then release a barrage of shots at the spot to the far left (through a V-eyeball), until it eventually gets shot. Turn right again, jump back over the V-eyeball and drop down through the next gap. As you're falling, press the left button so when the pig lands he'll be facing the right way (saving another precious fraction of a second). Take the lift up. Don't move though, until you can see that the way is clear to the left. If you do move, you'll make the beeper appear prematurely, and you don't want that -- you'll need it in the right place later. When the V-eyeball over on the left is just starting its way up, run under it and onto the lift. Take it up immediately and move to the left. The beeper will obligingly appear and knock you off (you can go to the right, drop down and jump over, but it is time consuming, and requires pinpoint accuracy -- you have to start your jump from the exact centre of the tile). Anyway, assuming you let the beeper knock you down on the left, proceed to the left up the steps. Take care (but at the same time don't hang around because this is the most critical part of the tower) -- the H-eyeball is a bit unpredictable -- you normally have to let it come all the way to the right, let it change direction, and follow it to the left. Keep going left, pausing for a microsecond after going under the first V-eyeball -- the second one goes much faster and it's unusual to be able to cruise right through. Take the lift immediately -- if you hesitate, you'll probably get whacked by ah H-eyeball from the left, or a beeper from the right. Go right up the stairs, avoiding the V-eyeball before the third door. Go through the last door. Don't go bolting up the next stairs -- you'll probably get whacked by the V-eyeball on the second step. Navigate your way under it, and go up to the third door. Turn left when you come out the other side. There's a particularly unpleasant H-eyeball whizzing around to the right. If you're lucky, it'll bump into the V-eyeball you passed earlier, reverse direction and go to the left. Follow it quickly around to the left and take the lift up (if it doesn't change direction, you'll have to time your move really well). Move quickly to the left when you get to the top. If you're lucky, you can get quite far to the left and shoot the two balls before the two V-eyeballs even materialise fully. Otherwise, you'll just have to take it a bit slower, navigate past the V-eyeballs, shoot the balls and make it to the lift far to the left. Trouble is, with all of that delay, you'll probably get a friendly beeper whistling by, trying to knock the pig out of his socks before he can get there. Unfortunately, the behaviour of the balls seems to change a little each time I play the game -- sometimes it works out, sometimes it doesn't. Anyway, assuming you make it to the lift, take it, and go through the door at the top. End of Tower 5! -------------- Bonus level 5. -------------- I complete this bonus level frequently, which is a bit of a waste really -- there's loads of spare time in Tower 6. ---------------------------------------- Tower 6: Entering the Swimmer's Delight. ---------------------------------------- Move straight to the right and up the lift. Jump over the gap, pause for a moment and run under the two V-molecules. Stop, wait for the second V-molecule to go back up, then go left back under it. Shoot the spot, turn right and go back under the V-molecule and up the lift. Shoot the spot to the right, turn left and scoot under the V-molecule. This one is more difficult -- it moves quickly. Go through the door -- you'll drop down 4 bricks -- and jump over the V-molecule to the left. Go up the lift, run to the right, shoot the spot, and come down the lift again. This time, go under the V-molecule and over to the right. Go up the lift, across to the right, drop down onto the second lift and take it up. Go left onto another lift and take it up. Go right, up the stairs, and into the first door. On the other side, go left, jump up the stairs and jump over the V-molecule. Go through the door and up the lift to the left on the other side. A beeper should appear, but you can safely ignore it. When you get to the top of the lift, jump to the right so you land on the stack of false floor tiles. You end up on a lift. Take it straight up, go right and up the stairs, shoot the spot, and come back. It may save you some time if you wait until the lift drops, then jump down after it, but I haven't been bothered to time the difference -- it shouldn't matter anyway; there's loads of time in this level. Now take the lift immediately to the right and go right, up the lift, right again and up the lift again. Now the only difficult part of this tower -- you need to dodge three V-molecules right beside each other, all moving at different speeds. Take the lift up, and jump to the right when the V-molecule gets out of the way. It's much easier to take the jump if you position the pig to the right of the lift before jumping. Now jump all the way up the steps. If you get your rhythm right, you should make it easily, ignoring any objects which materialise as you go up. Go through the door and you've completed Tower 6! -------------- Bonus level 6. -------------- More of the same. -------------------------------- Tower 7: Entering the Nasty One. -------------------------------- This tower doesn't live up to its name -- far from being nasty, it's one of the easiest levels in the game. Go right until you fall through a false floor tile. Stay there unil the H-triangle goes past you to the left. Take the lift up and go right. You should drop down through two false floor tiles. Jump up to the right, then up to the left. Take the lift up and shoot the spot to the right. Turn left and wait until the beeper goes back to the left out of your way. Drop down and take the lift up. Press up again and the lift will go up some more. Go right until you fall through the false floor tile at the end. Take the lift up. Shoot a spot to the left (you can only hit one of them), then turn right and go all the way around to the right (pause for a moment as you go to let the H-triangle get past you, or you'll get whacked as you go up the steps). Shoot the second spot, then take the lift up. Take the next lift, and the next, ignoring H-triangles and beepers. Move right off the lift, and hang around for a moment. Take care trying to move under the V-triangle -- it tends to bump into the H-triangle above it and change its rhythm. Anyway, navigate your way under it, and keep going right, jumping over all of the lower floor tiles as you go. Go up the lift at the end and go right again. This time, there are no false floor tiles -- in fact, you'll need to go down to the lower ones to avoid the H-triangle. Go up the lift at the end and move right, under the V-triangle. Pause immediately afterwards, and go under a second V-triangle. Go all the way to the last lift and take it up. Go right when you get to the top. For some reason, all of the balls up there just disappear. Keep going right until you fall through the false floor tile at the end, then immediately go left and fall through another false floor tile. Around now a beeper usually appears. You can ignore it. Go right again, up the lift again and right again. This time take the second-last (i.e. the third) lift. Go right, and fall through the false floor tile at the end. Jump to the left, so you land on the lift (if you run, rather than jump, you'll fall down and have to come up again -- take lift 1 if this happens). Take it up to the top, and you've finished Tower 7! -------------- Bonus level 7. -------------- More of the same, but worth making the extra effort because Tower 8, while not terribly technically challenging goes on forever and it would be nice to have a few extra seconds to play with. ----------------------------------- Tower 8: Entering the Edge of Doom. ----------------------------------- This is the only tower where you must NOT have your thumb pressed on the joypad before it starts. If you do, you'll run straight into a V-hex. Hesitate for a fraction of a second, then run right. You should be able to clear all four V-hexes every time. Mis-time it though, and you'll either hit the first one (if you're too fast), or you'll hit the last one (if you're too slow, obviously...) Keep going right and up the lift. Go left two tiles -- you'll see a load of balls materialise to your left. Shoot them as you go down the steps. Sometimes the second ball attacks, rather than just bouncing in the same place. If you shoot before moving, and follow the bullet towards it, that normally stops it from moving towards you. When you get to the bottom of the steps, shoot the spot, and make your way back up again. A beeper should come from the right, but if you make it back up the steps, it will pass under you. Go through the door at the top. Go left and jump so as you land on the last tile (if you just run onto the tile, you'll fall at an angle and end up in the moat). Take the lift up. Go left, through the door, and up the stairs on the other side. The top step of the stairs has a V-hex on it, but it moves slowly. If you see it leaving the step as you are going up the stairs, you can safely stop on the top for a second while you line yourself up for the next jump. You should be able to make it across -- you'll need to hesitate for a fraction before you make each jump so as to avoid the V-hexes. Take the lift up at the end, go left, and jump over the same V-hexes again. Take particular care with the third one -- you're jumping up as well as across. It's a bit easier if you position the pig to the left of the tile it's on, before making the jump. It's worth taking your time here, because a mistake will usually drop you back to the very beginning, costing you a minimum of 30 seconds (if it doesn't kill you completely). When you make it over to the left side of the four V-hexes, stand on the first lift, shoot the spot and take the lift up. Go through the door to the left. On the other side, jump to the left twice and go through the door. Go right and shoot the spot. Turn left, go back through the door, jump right twice and through the door. On the other side, jump to the left, which will drop you down to a lift below (if you just run to the left, rather than jumping, the pig goes off at an angle, taking you back down almost to the beginning again). Take the lift up. At the top, jump off to the left, pass by the door and continue left until you drop through a stack of false floor tiles. Take the lift up, then press up once more. Go left, shoot the spot, then go right all the way until you drop through a hole onto a lift. You'll probably be chased by a beeper, but you should drop down just in time to miss it and the H-hex. Take the lift up. You should just miss another H-hex. Go right, drop down, shoot the spot, and take the lift up. Go left up the stairs, avoiding the two V-hexes, and go through the door. On the other side, turn right, shoot the spot, then turn left and go up the stairs. Now here's where you've got an alternative. If you have plenty of time (i.e. greater than about 40 seconds), I'd recommend going the Long Route. If you're sadly lacking in time skip forward to the Short Route. Long Route. When you get to the top, jump to the left so you land on a false tile and fall quite a way down. Go right, up the lift, right again, and up the lift. Duck under the two V-hexes (sometimes, if you're lucky, one or both of them will have disappeared). Go through the door and up the stairs. Going this route removes that falling tile, so when you're coming back to do it again it is substantially easier to make the jump over the tiles under where it would've been. Now, make your way back up again to where you were when you started this route and continue with the Short Route. Short Route. Position yourself from the right hand side of the top step and jump left. You should land on the tile 4 bricks lower. [If you haven't taken route 1, position yourself to the right of the tile you're standing on before jumping. If you've just taken the Long Route, ignore this bit between brackets]. Jump to the left twice and shoot the spot. Jump down (don't run) onto the lift and take it up. You'll get to a platform with 4 doors -- take the third one (the other three drop you back down the tower on the other side). Congratulations! You're finished. You'll get a special tune, a picture of the pig and a message that says: WELL DONE YOU HAVE COMPLETED YOUR MISSION When the tune is finished, you'll be brought to a rather pointless high score table where you can enter your initials. Trouble is, as soon as you switch off your machine, the high score is lost. Anyway, the high score is generally an indicator of how bad you did, rather than how good. If you score more than 45000, it means that you got killed somewhere and had to do a level again.