Torment: Dark Sorrow walkthrough by task - HOW TO EXIT THE CASTLE


 DECIDED TO TRY SOMETHING DIFFERENT, BECAUSE THIS IS A COMPLICATED GAME. SO HERE IS THE FIRST PART OF A 3 PART WALKTHROUGH. THIS IS UNLIKE ON YT, DESCIBED PR TASK. (THIS WALKTHROUGH IS REDONE SINCE IT'S FIRST UPLOAD, CAUSE I GOT BETTER AT IT - WRITING WALKTHROUGHS I MEAN)




SECOND PART IS UP, FROM YOU EXIT THE CASTLE, TILL YOU RIDE THE TRAIN TOWARDS THE VILLAGE OF FROZEN TEARS, CLICK HERE FOR THAT.

 HOW TO READ THIS WALKTHROUGH (AND THE OTHER CHAPTERS TOO), SO IT'S DIVIDED BY TASKS, EACH TASK IS IN SOMEWHAT CRONOLOGICAL ORDER, SO THE FIRST/EASIEST TASK IS FIRST, AND YOU CAN CHOSE TO WORK YOUR WAY DOWN THE LIST AS SUCH. 

UNDER THE TITLE YOU SEE A LINE OF *YOU NEED: - AND WITH THAT I MEAN THAT YOU NEED THIS IN ORDER TO EVEN START THE TASK, IF YOU DO NOT HAVE THIS, YOU CANNOT BEGIN THE TASK AT ALL. OFTEN IT IS ACCESS TO AN AREA, OR ANOTHER "QUEST ITEM". WHAT YOU NEED IS ALWAYS IN RED, ALSO WHEN MENTIONED IN THE TEXT IF IT'S A ITEM. 

UNDER THAT, YOU FIND *YOU GAIN/USE: - AND WITH THAT I MEAN THIS IS THE ITEMS YOU FIND & NEED FOR THIS SPECIFIC TASK, OR ACCESS GAINED TO AN AREA FOR FUTURE RETURN. 

THEN THERE ARE THE AREAS WHICH ARE HIGHLIGHTED IN GREEN, OFTEN I JUST HAVE TO GIVE IT SOME SORT OF NAME, BUT I WILL ALWAYS EXPLAIN HOW TO GET THERE, THE FIRST TIME YOU GO THERE, OFTEN FROM SOME SORT OF FIXED POINT LIKE 'THRONE ROOM' OR 'EXIT FROM CASTLE'. ONCE YOU BEEN THERE ONCE, I WON'T EXPLAIN AGAIN, I WILL JUST MENTION THE NAME OF THE PLACE, AND ASSUME YOU KNOW HOW TO GET THERE. 

THE BLUE TEXT IS THE ITEMS YOU FIND AND NEED IN THE TASK. 

THE YELLOW TEXT IS THE QUEST ITEM OR OUTCOME, ERGO THE THING WE ARE DOING THE TASK FOR.

THE PINK TEXT IS THE MORAL CHOICE YOU HAVE. THIS IS A GOOD ENDING WALKTHROUGH SO THE GOOD VERSION IS THE ONE I DID, BUT THERE IS ALSO THE BAD END VERSION EXPLAINED WITH A LINETHROUGH. YOU CAN READ IT REGARDLESS. 

IN THIS FIRST PART, BECAUSE OF THE BUILD OF THE CASTLE (IT'S A LOT DIFFERENT ONCE WE LEAVE THE CASTLE BTW) I HAVE TO THROW IN AN EXTRA LINE OF *LEVEL DESIGN FROM LEFT TO RIGHT - AND WITH THAT I MEAN WHAT ROOMS ARE ON THAT FLOOR/LEVEL, OTHERWISE I HAVE TO EXPLAIN STUFF TOO MUCH IN THE TEXT, SO IF I SAY GO TO THE FURNACE ROOM AND YOU ARE IN THE THRONE ROOM, LOOK UP AT THE LEVEL DESIGN. WHICH WOULD SAY *FURNACE ROOM, EYE DOOR, THRONE ROOM - AND YOU'D KNOW YOU HAVE TO PASS THROUGH ONE ROOM ON YOUR WAY. I THINK THAT IS THE BEST WAY TO FIND YOUR WAY THROUGH THIS CASTLE. 

SPECIAL NOTE: IS WHEN THERE IS SOMETHING YOU NEED TO KNOW.

I TRIED TO MAKE THIS SUPER EASY, AND I HOPE I DIDN'T CONFUSE ANYONE ELSE WITH MY ADD LOGIC OF COLOR CODING FOR EASY LOCATING. LET ME KNOW IF YOU LIKE IT WHEN THERE IS AN EXTRA DIFFERENTLY EXPLAINED WALKTHROUGH, I DON'T MIND MAKING THEM EVEN IF IT TAKES AGES - AS LONG AS IT HELPS YOU. 

IN ORDER TO EXIT YOU NEED 2 COINS AND 3 TEAR SHAPED EMRALDS. I MARKED THE COINS IN PINK, CAUSE YOU PICK THEM UP DIFFERENT PLACES, AND I WASN'T ABOUT TO WRITE A WHOLE SEGMENT ON IT, CAUSE YOU PICK THEM UP THROUGHOUT THE LEVELS OF THE CASTLE - THERE IS HOWEVER A QUICK GUIDE AT THE BOTTOM, FOR BOTH THE COINS AND THE EMRALDS, SHOULD YOU HAVE MISSED ONE.

THE TEXT IS LARGER UNDER THE CUT.


ESCAPE THE CELL

*YOU NEED: TO BOOT UP THE GAME AND SIT THROUGH THE INTRO CUTSCENE. 

*YOU GAIN/USE: METAL SHARD, ACCESS TO ALL OF LEVEL 1/ESCAPE

*LEVEL 1. DESIGN FROM LEFT TO RIGHT: CELL * ROOM OF WORSHIP * HANGING CAGES ROOM.

CELL: CLICK THE BIRD IN THE WINDOWSILL TO GAIN A PIECE OF METAL. USE THIS ON THE PLATE ON THE DOOR TO SOLVE A PUZZLE AND ESCAPE.


OPEN THE THE STATUE 

*YOU NEED: TO ESCAPE YOUR CELL 

*YOU GAIN/USE: 4 SHARDS OF MIRROR, 2 RUBY RED EYES, A SKELETON ARM, A HEART, WOOD FOR LIGHTING,  ACCESS TO LEVEL 2

*LEVEL 1. DESIGN FROM LEFT TO RIGHT: CELL * ROOM OF WORSHIP * HANGING CAGES ROOM.

CELL: CLICK THE SKELETON ON THE GROUND, IT'S ARM FALLS OFF - SO PICK UP THE SKELETON ARM. AND THEN CLICK THE SKELETON ON THE TOP BUNKBED, THIS WILL SHAKE THE BUNK BED, AND HIS HEAD FALLS OFF. THE HEAD FALLS DOWN TO THE GROUND, AND HIS EYE (THAT HAPPENS TO BE RUBY RED) FALLS OUT AND INTO THE GRATE. THEN CLICK ON THE GRATE AND USE THE SKELETON ARM TO FISH OUT THE RUBY RED EYE. EXIT THE CELL - RIGHT OUTSIDE THE CELL DOOR, PICK UP A PIECE OF MIRROR HANGING IN A HOLE IN THE WALL, GO RIGHT TO GET TO THE ROOM OF WORSHIP

ROOM OF WORSHIP: PICK UP THE PIECE OF MIRROR ON THE GROUND, AND NOTICE THE EMPTY MIRROR FRAME. YOU CAN CLICK THE GROUND IN FRONT OF THE PEOPLE WORSHIPPING THE STATUE. YOU ARE TAKEN TO A BUNCH OF UNLIT CANDLES, 1 LIT CANDLE AND A PIECE IF WOOD, PICK UP THE WOOD, AND USE IT ON THE FLAME THERE, AND THEN USE THE WOOD TO LIGHT THE OTHER CANDLES. EXIT OUT OF THE FOCUSED SCENE. THEN GO LEFT TO GET TO THE HANGING CAGE ROOM

HANGING CAGE ROOM: PICK UP THE PIECE OF MIRROR ON THE GROUND BY THE WELL, AND THE PIECE OF MIRROR IN THE CAGE TO THE FAR RIGHT. AND THEN CLICK THE BACK WALL, YOU'LL SEE SOMEONE BOARDED UP A HOLE - CLICK THE BOARDS TO GET A STONE HEART. THEN SOLVE THE PUZZLE WITH THE CAGES, LOWER THEM TO RAISE THE WATER IN THE WELL, AND WHEN THE WATER IS AT THE TOP OF THE WELL, YOU CAN PICK UP A RUBY RED EYE FLOATING THERE. (THERE IS A PUZZLE HINT ON THIS IN YOUR CELL) - GO BACK TO THE ROOM OF WORSHIP 

ROOM OF WORSHIP:  ASSEMBLE THE MIRROR IN THE BLANK FRAME TO THE LEFT WITH YOUR 4 SHARDS, AND INSERT THE HEART IN THE STATUES CHEST. THEN CLICK ON THE TOP OF THE STATUE, AND INSERT THE TWO RED EYES INTO THE SOCKETS OF THE GHOULS. THEN YOU NEED TO SOLVE THE LIGHT PUZZLE - AND A DOOR WILL OPEN IN THE STATUE  AND YOU NOW HAVE ACCESS TO LEVEL 2. 


HOW TO GET TO THE THRONE ROOM

*YOU NEED: ACCESS TO LEVEL 2 (WORM-BEAST ROOM).

*YOU GAIN/USE: LEVER STICK. UNUSUAL KEY. HALF A MEDALLION, ORNATE SKULL, ORNATE SKELETON,  ACCESS TO THRONE ROOM, ACCESS TO LEVEL 3

*LEVEL 2. DESIGN FROM LEFT TO RIGHT: ORNATE SKELETON ROOM * GUARDIAN ROOM *  WORM-BEAST ROOM * WORM-BEAST LAIR * 

SPECIAL NOTE: WORM-BEAST LAIR NEEDS TO BE UNLOCKED AND IS NOT ACCESSABLE UNTILL YOU DID SO. 

ORNATE SKELETON ROOM: THERE IS TWO SKELETONS IN THE WALL, ONE WITH AN ORNATE SKULL, AND ONE WITH NO SKULL BUT AN ORNATE BODY, TAKE THE ORNATE SKULL AND PLACE IT ON THE ORNATE BODY TO GET AN ORNATE SKELETON. THE LEVER IS BROKEN AND NEED A STICK GO TO THE WORM-BEAST ROOM.

WORM-BEAST ROOM: IN HERE WE SEE OUR COMPANION PRISONER HANGING IN A CAGE, WE CAN'T HELP THE RAT-MAN RIGHT NOW, AND HIS DIALOGUE IS NOT IMPORTANT RIGHT NOW EITHER (BUT IF IT'S THE FIRST TIME SEEING HIM, YOU SHOULD NOTE HIS DIALOGUE IN REGARDS TO ANOTHER TASK). BUT TAKE THE LEVER ON THE GROUND IN FRONT OF THE CAGE, AND RETURN TO THE ORNATE SKELETON ROOM.

ORNATE SKELETON ROOM: USE YOUR LEVER STICK WITH THE LEVER MECHANISM, AND NOW THE LEVER WORKS. THERE ARE SOME SYMBOLS, AND IF YOU LOOK AT THE HOLES IN THE WALL BEHIND THE ORNATE SKELETON, YOU CAN SEE SYMBOLS IF YOU WALK BACK AND FORTH A LITTLE THE SYMBOLS WILL BE VISIBLE IN THE HOLES. ONCE YOU HAVE THEM. YOU CAN USE THE LEVER. GO THROUGH THE DIALOGUE WITH THE ORNATE SKELETON WHOM IS NOW A GHOST, AND RECIEVE THE UNUSUAL KEY. GO RIGHT TO THE GUARDIAN ROOM.

GUARDIAN ROOM: YOU SEE A VERY GIGER'ESQUE MURAL OF A TWISTED  BEING MOUNTED ON THE WALL , AND IN FRONT OF THAT, A SHELF HANGING FROM HEAVY CHAINS. CLICK THE SHELF AND YOU SEE WHAT IS REFERED TO AS AN UNUSUAL LOCK, YOU USE YOUR UNUSUAL KEY ON IT, AND SOLVE THE PUZZLE. ONCE SOLVED, IT CAUSES THE WHOLE MURAL TO SLIDE AWAY, REVEALING TWO HUGE GUARDIANS FACING EACH OTHER. AND WE CANNOT PASS (CALL GANDALF?). TO MAKE THEM MOVE AWAY SO WE CAN PROGRESS - LOOK AT THE SHELF WHERE YOU INSERTED YOUR UNUSUAL KEY, YOU SEE SOMETHING SHINING ON THE FRONT NOW - CLICK IT, AND  REMOVE HALF A MEDALLION, ONCE DONE, THEN THE GUARDIANS MOVES AWAY, AND YOU CAN MOVE FORWARD (UP) TO THE THRONE ROOM & YOU GAINED ACCESS TO LEVEL 3. 


GETTING INTO THE FURNACE ROOM.

*YOU NEED: ACCESS TO LEVEL 3 (THRONE ROOM). 

 *YOU GAIN/USE: SHOVEL, GOLD NUGGET, KEY TO FURNACE ROOM. ACCESS TO FURNACE ROOM

*LEVEL 3. DESIGN FROM LEFT TO RIGHT: FURNACE ROOM * FURNACE DOOR * SCALES ROOM * THRONE ROOM * SPIDER ROOM DOOR * SPIDER ROOM. 

SPECIAL NOTE: FURNACE ROOM & SPIDER ROOM NEEDS TO BE UNLOCKED AND IS NOT ACCESSABLE UNTILL YOU DID SO. 

FURNACE DOOR: FROM THE THRONE ROOM, WALK LEFT AND YOU FIND THE DOOR TO THE FURNACE ROOM. THERE IS A GUARD THERE, TALK TO HIM. HE GIVES YOU A QUEST & A NOTE TO FIND A PLACE WHERE SOME PRISONERS BURIED SOMETHING VALUABLE AND UNEARTH IT, AND HE'D GIVE YOU THE KEY. HE GIVES YOU A SHOVEL, REMEMBER TO PICK IT UP. GO TO THE GUARDIAN ROOM.

GUARDIAN ROOM: GO TO THE GUARDIAN ROOM (WHERE THE UNUSUAL LOCK WAS) AND YOU SEE SOME CRACKED DIRT TO YOUR LEFT, USE YOUR SHOVEL HERE TO UNEARTH A GOLD NUGGET. TAKE IT AND RETURN TO THE FURNACE DOOR

FURNACE DOOR: GIVE THE GOLD TO THE GUARD, HE IS VERY PLEASED AND TOSSES YOU THE KEY TO FURNACE ROOM, TAKE IT AND USE IT ON THE DOOR. THERE IS A ROTATING DISC PUZZLE THAT YOU NEED TO SOLVE, ONCE DONE - YOU HAVE ACCESS TO THE FURNACE ROOM & FURNACE.


HOW TO GET PAST THE EYE ON THE WALL & THE HUGE SCALES.

*YOU NEED: ACCESS TO LEVEL 3 (THRONE ROOM). 

 *YOU GAIN/USE: 5 GREEN WEIGHTS, BONE. ACCESS TO LEVEL 4 (KITCHEN), ACCESS TO LEVEL 5 (TORTURE CHAMBER), ACCESS TO LEVEL 6 (SEWERS)

*LEVEL 3. DESIGN FROM LEFT TO RIGHT: FURNACE ROOM * FURNACE DOOR * SCALES ROOM * THRONE ROOM * SPIDER ROOM DOOR * SPIDER ROOM.

SPECIAL NOTE: FURNACE ROOM & SPIDER ROOM NEEDS TO BE UNLOCKED AND IS NOT ACCESSABLE UNTILL YOU DID SO. 

SCALES ROOM: FROM THE TRONE ROOM WALK LEFT  AND YOU FIND A ROOM WITH A HUGE SET OF SCALES, THIS IS WHY I NAMED THE ROOM THAT. THERE IS AN EYE ON THE BACK WALL, AND A LOCKED HATCH UNDER THE SCALES, WHICH IS THE ENTRY TO LEVEL 4. THERE IS ONE WEIGHT ON THE LEFT SCALE, TAKE IT. GO BACK TO THE FURNACE ROOM.

FURNACE ROOM: IN A CABINET RIGHT INSIDE THE DOOR, YOU FIND 3 WEIGHTS, TAKE THEM. AND IN THE FURNACE OVEN YOU FIND A BONE, TAKE IT. 

TRONE ROOM: TO THE RIGHT OF THE THRONE SITS A CRITTER (THAT LOOKS LIKE SOMETHING STRAIGHT OUT OF WHERE WILD THINGS ARE) . IF YOU CLICK ON HIS FEEDING BOWL, YOU SEE THERE IS A WEIGHT THERE, BUT TRY AND TAKE IT AND THE CRITTER GROWLS AT YOU. SO CAN'T TAKE IT. IN ALL OUR INFINITE WISDOM WE COME TO THE CONCLUSION THE CRITTER IS HUNGRY, AND SO GIVE HIM THE BONE IN HIS FEEDING BOWL, AND YOU CAN TAKE THE WEIGHT. SCORE! YOU NOW HAVE ALL 5 WEIGHTS. GO BACK TO THE SCALES ROOM

SCALES ROOM: THE SCALE IS A PUZZLE, YOU NEED TO DISTRIBUTE THE 5 MARBLE WEIGHTS SO THE SLATES OF METAL THAT WILL SLIDE UP FROM THE BOTTOM, AND DOWN FROM THE TOP -  COVER THE EYE SO IT CAN'T SEE YOU. IF YOU DID IT RIGHT, THE SLATES WILL COVER THE EYE ON THE WALL, AND THE HATCH TO LEVEL 4 IS OPEN FOR YOU TO DECEND.


GETTING INTO THE KITCHEN

*YOU NEED: ACCESS TO LEVEL 4 (KITCHEN).

 *YOU GAIN/USE: PADLOCK KEY, ACCESS TO KITCHEN

*LEVEL 4. DESIGN FROM LEFT TO RIGHT: NEXUS ROOM * FEAST HALL DOOR * FEAST HALL * KITCHEN DOOR * KITCHEN. 

SPECIAL NOTE: KITCHEN & FEAST HALL NEEDS TO BE UNLOCKED INDIVIDUALLY AND IS NOT ACCESSABLE UNTILL YOU DID SO.  WHILE LEVEL 5 & 6 ARE BOTH OPEN TO YOU FROM LEVEL 4 (NEXUS)

NEXUS ROOM: (I NAMED THIS THE NEXUS ROOM, BECAUSE IT'S REALLY NOTHING BUT ACCESS TO OTHER AREAS). THERE IS A LOCKED DOOR, AND A LADDER DOWN, AND ALSO YOU CAN WALK RIGHT - DO THAT. PASS THE FEAST HALL AND GO STRAIGHT TO THE KITCHEN DOOR. 

KITCHEN DOOR: ARRIVING AT THE KITCHEN DOOR, YOU SEE A FACE INGRAINED IN THE WALL WITH HEAVY CHAINS AND A PADLOCK ACROSS, AND NEXT TO IT, IS A DOOR WITH THREE SWIFTLY SLIDING PARTS. THE KEY FOR THE PADLOCK IS TO YOUR FAR RIGHT, UNDER SOME DEBRIS BUT EASY TO SEE (AND EASY TO MISS), PICK IT UP. USE THE KEY ON THE PADLOCK AND GO THROUGH THE DIALOGUE. HE TELLS YOU HIS BROTHER WAS MADE INTO A DOOR FOR HIS BETRAYAL. HE TELLS YOU HOW THE BROTHER USED TO LOOK. (THERE IS A PLACE WHERE YOU CAN APPARENTLY SEE THE BROTHER  DEPICTED SOMEWHERE, BUT I COULDN'T FIND IT, SO I BRUTE FORCED THIS - I ADMIT THAT PATIENCE IS NOT ALWAYS MY BIGGEST VIRTUE -  AND WENT BY THE DESCRIPTION BY THE DOOR GUARDIAN. LARGE EYES, LONG NOSE, CLOSED MOUTH.)  ONCE THE PUZZLE IS DONE, YOU HAVE ACCESS TO THE KITCHEN.


OPEN THE SPIDER ROOM DOOR.

*YOU NEED: ACCESS TO LEVEL 3 (THRONE ROOM), ACCESS TO LEVEL 4 (NEXUS), ACCESS TO KITCHEN, HALF OF A MEDALLION

 *YOU GAIN/USE: 3X RED EYES, ACCESS TO SPIDER ROOM, MORAL CHOICE, ACCESS TO DRAINED SEWERS, SPIDER ROOM KEY, HALF OF A MEDALLION, ACCESS TO FEAST HALL

*LEVEL 4 DESIGN FROM LEFT TO RIGHT: NEXUS ROOM * FEAST HALL GATE * FEAST HALL * KITCHEN DOOR * KITCHEN. 

*LEVEL 5. DESIGN FROM LEFT TO RIGHT: TORTURE CHAMBER LEFT SIDE * TORTURE CHAMBER RIGHT SIDE 

*LEVEL 6. DESIGN FROM LEFT TO RIGHT:  SEWERS * DRAINED SEWERS

SPECIAL NOTE: FEAST HALL & DRAINED SEWERS NEEDS TO BE UNLOCKED INDIVIDUALLY AND IS NOT ACCESSABLE UNTILL YOU DID SO.  WHILE LEVEL 5 & 6 ARE BOTH OPEN TO YOU FROM LEVEL 4 (NEXUS)

NEXUS ROOM:  YOU SEE TWO PAINTINGS BY THE STAIRS LEADING UP BACK TO LEVEL 3 (THRONE ROOM), IF YOU LOOK AN EXTRA TIME ON THE PAINTINGS YOU WILL NOTICE THERE ARE RED EYES STUCK IN THEM, CLICK ON THE TWO INDIVIDUAL PAINTINGS AND PICK UP TWO RED EYES IN ALL. THEN GO RIGHT TO THE KITCHEN.

KITCHEN: IN THE SINK RIGHT WHERE YOU ENTER, THERE IS A RUBBER BAND, PICK IT UP. RETURN TO THE NEXUS ROOM

NEXUS ROOM: BY THE STAIRS, THERE ARE ALSO A LADDER LEADING DOWN INTO LEVEL 5 (TORTURE CHAMBER), CLICK TO DECEND.

TORTURE CHAMBER /RIGHT SIDE:  THERE IS A PUZZLE WITH SPRINGS, SOLVE THAT AND YOU CAN EITHER CHOSE TO EXTEND OR DETRACT THE SPEARS, IF YOU CHOSE TO DETRACT THEM, THE GUARD WILL THINK HIS TORTURE MACHINE IS BROKEN, THIS COUNTS TOWARDS THE GOOD ENDING. 

OR

YOU CAN EXTEND THEM KILLING BOTH THE PRISONER AND THE GUARD, THIS COUNTS TOWARDS THE BAD END. 

ON THE SAME SIDE AS THE LADDER YOU JUST CAME DOWN, THERE IS A NOTE WITH A PUZZLE HINT, YOU NEED THIS! SO NOTE IT. AS IF IT'S AN EXTENSION OF THE LADDER YOU JUST CAME DOWN, THERE IS A  LADDER MORE JUST BELOW THAT (AT THE BOTTOM RIGHT OF THE SCREEN), LEADING FROM WHERE YOU ARE (LEVEL 5) TO LEVEL 6, THE SEWERS - DECEND THE LADDER.

SEWERS: HERE YOU SEE A PLATE WITH SOME GEARS ON IT, USE THE RUBBER BAND ON IT, AND THE SEWER BELOW WILL DRAIN. DO NOT DECEND JUST YET, BUT CROSS THE BRIDGE WHERE THE GEARS ARE, TO THE LEFT SIDE OF THE SEWERS, AND CLIMB THE LADDER, THIS TAKES YOU TO THE LEFT SIDE OF THE TORTURE CHAMBER. 

TORTURE CHAMBER /LEFT SIDE: YOU CAN SEE THE SPIDER ROOM KEY ON THE FLOOR BY THE GUARDS FEET. PICK IT UP AND EXIT BACK TO THE SEWERS.

OR

YOU CAN LOOT THE SPIDER ROOM KEY ON THE CORPSE OF THE DEAD GUARD. 

OR

YOU CLIMB UP BEFORE YOU SOLVED THE SPRING PUZZLE, LIKE AN IDIOT (UNARMED IDIOT ACTUALLY) AND THE GUARD KILLS YOU.

SEWERS: CLICK ON THE LADDER DECENDING EVEN FURTHER (THE MIDDLE LADDER), DOWN INTO WHERE YOU JUST DRAINED THE SEWAGE WATER FROM. 

DRAINED SEWERS: HERE YOU SEE A PERISCOPE, YOU CAN SEE THE SPIDER ROOM DOOR THROUGH IT. AND THEN PICK UP THE OTHER HALF OF A MEDALLION ON THE FLOOR HERE. 

FEAST HALL GATE: RETURN UP TO LEVEL 4 (NEXUS), AND GO RIGHT TO THE FEAST HALL GATE.. CLICK ON THE CIRCLE PLATE ON THE GATE AND PLACE BOTH HALVES OF THE MEDALLION THERE, SOLVE THE PUZZLE IN ACCORDANCE TO THE PUZZLE HINT YOU JUST SAW ON THE WALL OF THE RIGHT SIDE OF THE TORTURE CHAMBER. SOLVE THE PUZZLE AND GAIN ENTRY TO FEAST HALL.

FEAST HALL: ON THE FAR WALL THERE IS ANOTHER MURAL, WITH SOMETHING THAT LOOKS LIKE A BLACK DIABLO - IT HAS AN RED EYE EMBEDDED IN IT -.PICK IT UP. NOW YOU HAVE THE 3 RED EYES YOU NEED. SO GO BACK TO THE DRAINED SEWER.

DRAINED SEWER: LOOK AT THE SPIDER PUZZLE ON THE LEFT SIDE OF THE NARROW ROOM/PIPE. THERE ARE SOME DISCS, AND YOU PLACE YOUR 3 RED EYES IN THE SOCKETS THAT IS EMPTY. NOW THE PUZZLE IS NOT A PUZZLE PR SE, IT'S MORE A ROTATING LOCK. YOU NEED TO HAVE ALL THE EYES ALLIGNED TO EITHER THE LEFT, WHERE YOU SEE A PICTURE OF A CLOSED DOOR, OR TO THE RIGHT WHERE YOU SEE A PICTURE OF AN IMPALED PERSON, A SKULL AND AN OPEN DOOR. BASICALLY - THINK OF THE EYES AS AN ARROW, AND YOU NEED TO POINT IT EITHER LEFT OR RIGHT. SAVE YOUR GAME HERE, CAUSE IT CAN BE TRICKY AND YOU CAN ACCIDENTLY POINT TO THE WRONG THING, THERE IS NO BUTTON TO CONFIRM. SO IF YOU POINT IT LEFT AND CLOSE THE DOOR, YOU FIX THE LOCK MECHANISM OF THE DOOR - THE GUARD LIVES,  AND LEAVES WHEN YOU GO TO TALK TO HIM, AND YOU CAN ENTER THE SPIDER ROOM (WITH THE SPIDER ROOM KEY OF COURSE) THIS COUNTS TOWARDS THE GOOD END.

OR

YOU CAN POINT THE DISCS RIGHT AND CHOSE TO LURE THE GUARD INSIDE THE SPIDER ROOM, KILLING HIM. YOU WILL GAIN ACCESS TO THE SPIDER ROOM. THIS COUNTS TOWARDS THE BAD END.

REGARDLESS OF YOUR CHOICE, RETURN TO THE SPIDER ROOM DOOR, ON LEVEL 3 (THRONE ROOM).

SPIDER ROOM DOOR: RETURN TO THE THRONE ROOM AND GO RIGHT, THERE YOU FIND THE SPIDER ROOM DOOR AND THE GUARD (WHOSE LIFE YOU PERHAPS, THEORETICALLY,  JUST SAVED, EVEN IF HE DOESN'T KNOW IT) SPEAK TO THE GUARD, AND IT DOESN'T MATTER IF YOU ALREADY SPOKE TO HIM BEFORE, HE WILL SAY THE SAME; HE SAYS THAT NOW THE DOOR IS FIXED HE DOESN'T HAVE TO STAND GUARD AND LEAVES.  USE YOUR SPIDER ROOM KEY TO OPEN THE DOOR, AND YOU NOW HAVE ACCESS TO THE SPIDER ROOM.


HOW TO DEAL WITH THE WOMAN IN THE CAGE

*YOU NEED:  ACCESS TO SPIDER ROOM, KEYBLADE

 *YOU GAIN/USE:  COIN, MORAL CHOICE. YOUR LIFE

*LEVEL 3. DESIGN FROM LEFT TO RIGHT: FURNACE ROOM * FURNACE DOOR * SCALES ROOM * THRONE ROOM * SPIDER ROOM DOOR * SPIDER ROOM.

SPECIAL NOTE: YOU HAVE TO HAVE SOLVED THE 'ENTRY TO THE SPIDER ROOM PUZZLE' BEFORE YOU CAN TALK TO HER, BECAUSE YOU NEED THE GUARD GONE/DEAD/NOT THERE, TO DO SO. BUT THE KEYBLADE YOU GAIN THE MOMENT YOU ENTER THE THRONE ROOM IN THE BEGINNING OF THE GAME.

THRONE ROOM // AT THE BEGINNING OF THE GAME - TIMEWARP: NOW THE FIRST TIME YOU STEPPED INTO THE THRONE ROOM, AT THE START OF THE GAME, YOU SAW A JESTER, THE CRITTER AND AN EMPTY THRONE IN THE MIDDLE. THE JESTER AUTOMATICALLY STARTS A DIALOGUE WITH YOU, IF YOU WANT TO OR NOT. HE TELLS YOU THERE IS A WOMAN IN A CAGE, AND HE WANTS YOU TO KILL HER. HE THEN TOSSES YOU A KEYBLADE - YOU NEED TO REMEMBER TO PICK IT UP.  - AND THEN YOU CARRY THAT KEYBLADE AROUND FOR AGES BEFORE YOU ACTUALLY USE IT - I AM SAYING THIS, BECAUSE THERE IS SOME SERIOUS GAME TIME BETWEEN YOU GETTING THE QUEST, AND THE KEYBLADE TILL YOU CAN ACTUALLY DEAL WITH THE WOMAN IN THE CAGE. AND NOW, LETS RETURN TO WHERE WE WERE TIMELAPSE WISE. 

SPIDER ROOM DOOR: THE GUARD IS GONE (EXPLANATION IN SPECIAL NOTE) - AND YOU CAN NOW TALK TO THE WOMAN IN THE CAGE. SHE TELLS YOU THAT THE JESTER IMPRISONED HER, AND THAT HE CONSPIRED AGAINST HER, AND IF YOU LET HER GO, SHE WILL NOT FORGET. NOW SHE COULD BE LYING, OR SHE COULD BE THE ACUTAL QUEEN WHO IS SUPPOSED TO SIT AT THE VACANT THRONE. SO YOU CLICK ON THE CAGE AND IT GIVES YOU THE OPTION TO USE THE KEY SIDE OF THE KEYBLADE, AND LET HER GO, THIS COUNTS TOWARDS THE GOOD ENDING (LORD KNOWS WHY ACTUALLY, CAUSE I FEEL LIKE SHE SCAMMED ME).

OR

USE THE KNIFE END OF THE KEYBLADE AND KILL HER, THIS COUNTS TOWARDS THE BAD END. 

REGARDLESS, WHEN YOU RETURN TO THE THRONE ROOM, THE THRONE WILL BE OCCUPIED BY EITHER THE WOMAN (NOW CLEARLY THE QUEEN, SHE CLEANED UP NICELY AND FUCKING FAST), OR THE JESTER. AND FOR YOUR TROUBLES EITHER OF THEM WILL TOSS YOU A COIN. REMEMBER TO PICK IT UP. (AND OH I ALMOST FORGOT, THAT THEY LETS YOU LIVE AS A TOKEN OF THEIR GRATITUDE. WOW THANKS - I MIGHT HAVE IMAGINED SOMETHING MORE LIKE A TREASURE, OR FANCY TITLE WITH A CHATEAU OR SOMETHING... BUT I GUESS LIFE IS THE GREATES GIFT OF ALL, IN A VERY ANNOYING NEW AGEY WAY.)


HOW TO  RELEASE RAT-MAN FROM THE CAGE

*YOU NEED: ACCESS TO KITCHEN, ACCESS TO SPIDER ROOM, ACCESS TO FURNACE ROOM. ACCESS TO FEAST HALL.

 *YOU GAIN/USE:  2X HORNED SKULLS, VALVE, BIRDS NEST (KINDLE), WORKING FURNACE, SPIDER LEG, MEAT, POISON MEAT, MORAL CHOICE POISONOUS EMBLEM, COIN

*LEVEL 2. DESIGN FROM LEFT TO RIGHT: ORNATE SKELETON ROOM * GUARDIAN ROOM *  WORM-BEAST ROOM * WORM-BEAST LAIR *.

*LEVEL 3. DESIGN FROM LEFT TO RIGHT: FURNACE ROOM * FURNACE DOOR * SCALES ROOM * THRONE ROOM * SPIDER ROOM DOOR * SPIDER ROOM.

*LEVEL 4 DESIGN FROM LEFT TO RIGHT: NEXUS ROOM * FEAST HALL GATE * FEAST HALL * KITCHEN DOOR * KITCHEN. 

SPECIAL NOTE: WORKING FURNACE NEEDS TO BE UNLOCKED, AND YOU CANNOT USE THE COOKER WITHOUT. * WORM-BEAST LAIR NEEDS TO BE UNLOCKED AND CANNOT BE ACCESSED UNTIL YOU DO SO. // AND HERE IS A PROGRESSION HINT FROM ME TO YOU: TO SOLVE THE TASK OF SAVING OR KILLING OUR BUDDY THE RAT-MAN, WE NEED TO GET TO THE LEVER MECHANISM ON THE SIDE, BUT WE CAN'T BECAUSE OF THE WORM BEAST. ERGO WE NEED TO GET RID OF THIS BEAST, AND WHAT BETTER THAN TO KILL IT WITH POISON? - I INCLUDED THIS, BEAUSE IT'S NOT LIKE SUPER OBVIOUS THAT IT'S WHAT YOU'RE SUPPOSED TO DO. 

KITCHEN: IN THE CABINETS BY THE STOVE, THERE IS 2 HORNED SKULLS, PICK THEM UP (ONE TO THE LEFT AND ONE TO THE RIGHT) - GO BACK TO THE NEXUS ROOM. YOU CAN TEST THE COOKER, AND FIND THAT IT DOESN'T WORK WITHOUT FIRE.

NEXUS ROOM: BEHIND THE STAIRCASE LEADING UP (TO YOUR FAR LEFT), THERE IS A RED VALVE, PICK IT UP. AND THEN TRAVEL UP TO THE SPIDER ROOM. 

SPIDER ROOM: RIGHT WHEN YOU ENTER THERE IS A LITTLE CABINET ON THE WALL, OPEN IT AND PICK UP A BIRDS NEST (KINDLE). (YOU DON'T HAVE TO SOLVE THE PUZZLE IN THERE YET, JUST POKE YOUR HEAD IN AND TAKE THE BIRDS NEST FOR NOW). AND THEN GO  WAY  LEFT TO THE FURNACE ROOM.

FURNACE ROOM:  WE NEED TO ASSEMBLE THE FURNACE (FOR WHATEVER REASON - NOT THE SMARTEST MINIONS IN THIS REALM) THE VALVE GOES ON THE RIGHT SIDE BY THE THERMOMETER, AND THE KINDLE/BIRDS NEST GOES IN THE OVEN. LASTLY THE TWO HORNED SKULLS GOES ON THE STRANGE MECHANISM ON THE TOP OF THE FURNACE, PLACE THEM THERE AND CLICK THE BUTTON, THEY WILL NOW MAKE A SPARK. AND YOU GOT THE FURNACE UP AND RUNNING, WHICH MEANS THAT THE COOKER IN THE KITCHEN NOW WORKS. AND NOW IT'S TIME TO RETURN TO THE SPIDER ROOM AND WRANGLE THAT PUZZLE.

SPIDER ROOM: IN THE FIRST DRAWER CLOSEST TO THE DOOR, THERE IS A PUZZLE HINT, AND THE SECOND DRAWER HAS A PUZZLE. ONCE YOU SAW THE HINT IT'S AUTOMATICALLY SAVED IN YOUR JOURNAL. SO CLICK THE SECOND DRAWER AND CLICK YOUR JOURNAL TO SEE THE HINT AGAIN (IT'S IN A MUCH BETTER VERSION IN YOUR NOTES, THAT'S WHY - FOR UNKNOWN REASONS IT'S HARD TO SEE  WHAT THE HINT EVEN IS ON THE NOTE YOU FIND)  YOU NEED TO MAKE THE SOLUTION WITH THE SKULL ON IT - BECAUSE FUCK SPIDERS THAT'S WHY...  MAKE THE SKULL COMBO IN THE PUZZLE. PICK UP THE POISONOUS EMBLEM. THEN  LOOK AT THE MARIONETTE DOLL HANGING FROM THE CIELING, WAIT A LITTLE AND SEE THE SPIDER PULL IT UP THINKING IT'S A PERSON - AND THEN LETTING IT GO AGAIN. CLICK THE DOLL ONCE THE SPIDER RELEASED IT, AND PLACE YOUR POISONOUS EMBLEM ON THE DOLLS FOREHEAD, AND WAIT. THE SPIDER PULLS IT UP LIKE BEFORE, BUT THIS TIME IT'S POISONED (HA! HOW DOES IT FEEL TO GET A DOSE OF YOUR OWN MEDICINE, HUH?) - AND FOR SOME REASON IT LOSES A LEG, IT DROPS TO THE FLOOR. PICK UP THE SPIDER LEG AND LEAVE, RETURN TO THE FEAST HALL.

FEAST HALL: THERE IS A PIECE OF RAW MEAT ON THE TABLE, TAKE IT. AND GO RIGHT TO THE KITCHEN

KITCHEN: CLICK ON THE COOKER (TO YOUR LEFT) PLACE THE MEAT AND THE SPIDER LEG IN THE COOKING POT,  AND THEN CLICK THE BUTTON IN UPPER RIGHT CORNER TO MAKE IT GO FASTER. IT TAKES A LITTLE TIME, BUT WHEN YOUR MEAT IS GREEN - IT'S DONE - THEN PICK UP YOUR POISONOUS MEAT AND RETURN TO THE WORM-BEAST ROOM.

WORM-BEAST ROOM: GIVE YOUR POISONOUS MEAT TO THE WORM BEAST, IT WILL RETREAT TO IT'S LAIR AND DIE. THEN YOU CAN ACCESS THE LEVER MECHANISM TO THE RAT-MAN'S CAGE, NOW YOU HAVE TO DECIDE WHAT TO DO. LOOK AT THE MECHANISM TO THE LEFT THERE IS A CAGE WITH AN OPEN BOTTOM AND SPIKES UNDER IT, AND TO THE RIGHT THERE IS A IMAGE OF A LOWERED CAGE. FLIP THE SWITCH RIGHT AND LOWER THE CAGE, LETTING THE RAT-MAN OUT TO ESCAPE THE CASTLE ANYWAY HE SEES FIT. THIS COUNTS TOWARDS THE GOOD END.

OR

FLIP THE SWITCH LEFT, AND DROP HIM ON THE SPIKES, KILLING HIM.  THIS COUNTS TOWARDS THE BAD END.

REGARDLESS IF HE IS DEAD OR FREE, HE WILL DROP A COIN, THIS IS IMPORTANT SO PICK IT UP!


HOW TO GET THE TEAR SHAPED EMRALDS

*YOU NEED:  DEAD WORM-BEAST(ACCESS TO EXTERIOR), ACCESS TO KITCHEN, 

 *YOU GAIN/USE:  ACCESS TO GALLERY HALL, ACCESS TO WORM-BEAST LAIR, ACCESS TO GATE, ACCESS TO DEPRESSED KINGS ROOM, ACCESS TO BURIAL CHAMBER, 3 TEAR SHAPED EMRALD, LANTERN, COIN, SKINNING KNIFE, CLOTH, BLUE CRYSTAL, EMRALD KEY

*LEVEL 2. DESIGN FROM LEFT TO RIGHT: ORNATE SKELETON ROOM * GUARDIAN ROOM *  WORM-BEAST ROOM * WORM-BEAST LAIR *

*LEVEL 4 DESIGN FROM LEFT TO RIGHT: NEXUS ROOM * FEAST HALL GATE * FEAST HALL * KITCHEN DOOR * KITCHEN. 

*LEVEL 7 DESIGN FROM TOP TO BOTTOM: EXTERIOR * MIDWAY ENTRY * GATE *

*LEVEL 8 DESIGN FROM LEFT TO RIGHT: SHORTCUT ROOM * DEPRESSED KINGS DOOR *  DEPRESSED KINGS ROOM * BURIAL CHAMBER *

SPECIAL NOTE: WORM-BEAST LAIR, DEPRESSED KINGS ROOM & THE BURIAL CHAMBER NEEDS TO BE UNLOCKED INDIVIDUALLY AND IS NOT ACCESSABLE UNTILL YOU DID SO. //  ALSO IT'S NOT EASY TO NAME THINGS HERE - AND THE DEPRESSED KING IS NOT A OFFICIAL NAME FOR HIM, I DID LOOK IT UP TO SEE IF HE HAD A NAME, HE DOES NOT. SO HE WEARS A CROWN, AND IS HAVING THE MOTHER OF ALL EXISTENTIAL CRISIS, BUT SINCE EXISTENTIAL-CRISIS-MAN DOESN'T REALLY HAVE THAT OOMPH TO IT = THERE YOU GO! THE DEPRESSED KING. 

KITCHEN: GO THERE AND PICK UP THE LANTERN, HANGING FROM THE WALL NEXT TO THE SINK. AND THEN AT YOUR FAR LEFT, ON THE OTHER SIDE OF THE COOKER, YOU SEE SOMETHING THAT KIND OF LOOKS LIKE A MEZZALUNA KNIFE (HERB CHOPPER) - IT IS HOWEVER A SKINNING KNIFE... IT LOOKS MORE LIKE A TANNING KNIFE, JUST SAYING - BUT LET'S JUST ENTERTAIN THE IDEA THAT THIS IS INDEED A SKINNING KNIFE, JUST WITH THE WORLDS MOST RIDICOLOUS HANDLE. (FYI THEY LOOK MORE LIKE HUNTING KNIFES, WITH A SHORT BROAD BLADE - THE MOAR YOU KNO. HAHA)

WORM-BEAST ROOM: ONCE YOU SOLVED WHAT YOU ARE GOING TO DO WITH THE RAT-MAN, YOU CAN EXIT THROUGH THE RIGHT SIDE OF THE SCREEN  TO THE EXTERIOR OF THE CASTLE (LEVEL 7 EXTERIOR). BUT DON'T DO THAT JUST YET. WHEN THE WORM BEAST DIED FROM THE POISON MEAT  - IT REVEALED A ROPE LADDER DOWN TO IT'S LAIR. DECEND IT

WORM-BEAST LAIR: YOU SEE A PILE OF BONES, LOOK THROUGH IT - IT SORT OF A MIKADO GAME - ONCE SOLVED YOU FIND THE EMRALD KEY. THEN GO TO THE DEAD WORM-BEAST, USE YOUR SKINNING KNIFE TO CUT IT OPEN, AND GRAB YOUR FIRST TEAR SHAPED EMRALD INSIDE IT'S CADAVER. ALL DONE, NOW EXIT BACK UP TO THE WORM-BEAST ROOM

WORM-BEAST ROOM: GO THROUGH THE NEW EXIT ON YOUR RIGHT. THIS IS A HOLE TO THE EXTERIOR OF THE CASTLE WALLS. (ALMOST THERE)

 EXTERIOR:  FIND YOURSELF CLIMBING A ROPE, CLIMB DOWN, AND YOU SEE A LIGHT FROM ANOTHER HOLE IN THE WALL LIKE THE ONE YOU JUST EXITED THROUGH. IGNORE THIS FOR NOW BUT DECEND THE ROPE ALL THE WAY TO THE GROUND, THIS IS THE GATE. 

GATE: YOU SEE A HUGE CONCRETE PIPE WITH CLOTH COVERING THE ENTRANCE. A BEGGAR AND THE GATE. NOW TAKE THE CLOTH, AND FIND THAT YOU WOKE DISCOUNT-CERBERUS IN THE CONCRETE PIPE - (AND WHILE YOU DON'T HAVE TO TALK TO THE BEGGAR AT THE GATE RIGHT NOW, SHE WILL HOWEVER BE ANGRY THAT YOU WOKE THE GUARD DOG, WHEN YOU TOOK THE CLOTH. THIS IS SCRIPTED, DON'T WORRY) NOW CLIMB BACK UP THE ROPE TO THE MIDWAY ENTRY.

MIDWAY ENTRY: STOP YOUR CLIMBING AND ENTER THE HOLE IN THE WALL, AND ENTER THE SHORTCUT ROOM (LEVEL 8)

SHORTCUT ROOM: UPON ENTERING YOU SEE TWO PAINTINGS, I SUGGEST YOU CLICK THEM - FOR LORE REASONS (THIS GAME IS ACTUALLY FULL OF LORE IF YOU POKE AND PROD EVERYTHING). BUT BETWEEN THE PAINTINGS THERE IS A DOOR, IT IS OPEN FOR YOU TO USE RIGHT AWAY, AND IT IS A SHORTCUT (HENCE THE NAME OF THE ROOM), THE SHORTCUT WILL TAKE YOU TO THE NEXUS ROOM, AND OPEN THE UNTILL NOW, LOCKED DOOR THERE. SUPER HANDY IF YOU FORGOT SOMETHING IN ANOTHER LEVEL. BUT WE DIDN'T SO WE DON'T NEED TO USE THE SHORTCUT - NOW GO LEFT TO THE DEPRESSED KINGS DOOR 

THE DEPRESSED KINGS DOOR: HERE YOU SEE TWO DOORS THAT ARE LOCKED, AND A WEIRD MACHINE TO YOUR FAR LEFT. IGNORE THE MACHINE FOR NOW. PLACE THE CLOTH OVER THE LEFT DOOR (YOU CAN SEE IT HAS LIKE ANTLERS OR SOMETHING ON THE DOORFRAME TO HOLD THE CLOTH) AND YOU CAN NOW ENTER THE LEFT DOOR, WHICH IS THE DOOR TO THE DEPRESSED KINGS ROOM.

THE DEPRESSED KINGS ROOM: THERE IS A MAN SITTING BY A TABLE WITH SOMETHING THAT LOOKS A LITTLE LIKE A CHESS GAME ON IT. A CHEST TO YOUR FAR LEFT, AND A HUGE PAINTING OF THE QUEEN WHO JUST SCAMMED THE SHIT OUT OF YOU, WE SAVED - BEHIND HIM. CLICK THE DEPRESSED KING AND  GO THROUGH THE DIALOGUE, LISTEN TO HIS ANGST RIDDEN EXISTENTIAL CRISIS. (AND EVERYONE KNOWS THE BEST MEDICINE FOR DEPRESSION AND DEEP CRISIS IS TO WATCH STRANGERS PLAY A BOARDGAME BY THEMSELVES - THIS IS EXACTLY WHAT WE DO, CAUSE AS I SAID, WE ARE A GOOD SORTS.)  NAH SERIOUSLY, SOLVE THE PUZZLE ON HIS TABLE, IT'S IN 3 LEVELS. HE WILL THEN DISSAPPEAR FROM THE ROOM, AND WE CAN EXPLORE. FIRST GO TO THE CHEST ON YOUR RIGHT, THERE IS A SLIDE PUZZLE ON TOP, AND ONCE THAT IS SOLVED IT NEEDS A KEY - USE YOUR EMRALD KEY TO UNLOCK THE CHEST. IN THERE YOU FIND A BLUE CRYSTAL, TAKE IT. NOW TURN YOUR ATTENTION TO THE PAINTING ON THE BACK WALL. SOLVE THAT PUZZLE AS WELL, AND THE PAINTING SWINGS OPEN TO REVEAL A SECRET ENTRY, THIS IS THE DOOR TO THE BURIAL CHAMBER.

BURIAL CHAMBER: UPON ENTRY YOU CAN'T SEE MUCH, SO PLACE YOUR LANTERN ON THE DRESSER, THERE IS LIKE A STRANGE METAL PLATE THERE YOU ARE SUPPOSED TO PLACE YOUR LANTERN ON. AND ONCE YOU DID THAT, IT WILL LIGHT THE ROOM UP ENTIRELY. AND YOU CAN NOW SEE 3 CASKETS, AND A DRAWER (WHERE YOU JUST PLACED YOUR LANTERN) AND A CABINET WITH BLOOD ON IT TO YOUR FAR LEFT. FOR LORE REASONS, I SUGGEST YOU OPEN THE TWO CASKETS ON THE RIGHT. BUT THE ONE ON THE LEFT IS WHERE YOU FIND A COIN.  AND WHEN YOU OPEN THE CABINET WITH BLOOD ON IT, YOU FIND YOUR SECOND TEAR SHAPED EMRALD. GO BACK TO THE DEPRESSED KINGS DOOR.

DEPRESSED KINGS DOOR: IT'S TIME WE LOOK AT THE STRANGE MACHINE THAT LOOKS LIKE A PLATE ARMOR FOR A DOG, WHICH IS TO YOUR LEFT. ABOVE IT IS A NOTE WHICH FOR ONCE IS PRETTY DAMN USEFUL. NOW CLICK THE MACHINE AND FEED IT THE BLUE CRYSTAL. THIS WILL GIVE YOU A LITTLE CUTSCENE WITH THE OBVIOUSLY VERY TITAN INSPIRED MAN CARRYING THE CASTLE (THAT YOU SAW WHEN YOU EXITED FROM THE WORM-BEAST ROOM TO THE ROPE) WILL SHAKE THE FOUNDATION, CAUSING A EARTHQUAKE. NOW EXIT TO THE GATE.

GATE: THE EARTHQUAKE CAUSED DEBRIS TO FALL ON THE CERBERUS, AND KILLED IT. NOW TALK TO THE BEGGAR AT THE GATE (SHE IS ACTUALLY THE ONLY DEPRESSING CHARACTER IN THIS GAME TBH) SHE TELLS YOU THE GATE TO THE OUTSIDE, WILL ONLY OPEN FOR 3 TEAR SHAPED EMRALDS, AND THAT YOU CAN ONLY FIND THESE EMRALDS WHERE THERE HAS BEEN IMMENSE SUFFERING AND SORROW. SHE ASKS US TO LOOK AT HER BABY, AND TELLS US LIFE HAS 4 STAGES, CHILDHOOD, YOUTH, MATURITY AND OLD AGE, AND THAT HER BABY STOPPED ON THE FIRST STEP. NOW IT'S NOT LIKE WE CAN'T SEE HER BABY IS GLOWING GREEN, AND SO IT'S NOT A DIFFICULT CONCLUSION TO MAKE THAT HER BABY IS THE LAST TEAR SHAPED EMRALD. SHE GOES ON TO TELL US, THAT IN ORDER FOR HER BABY TO MOVE ON  IT NEEDS 3 COINS OF LIFE - ONE FOR EACH STEP IT NEVER REACHED. SO YOU GIVE HER YOUR 3 COINS, (IF YOU DON'T HAVE ALL 3, LOOK IN THE QUICK GUIDE BELOW TO FIND IT) AND SHE WILL DISSAPPEAR, LEAVING BEHIND THE LAST TEAR SHAPED EMRALD FOR YOU TO PICK UP. 

YOU CAN NOW INSERT THEM INTO THE GATE AND EXIT THE CASTLE.



AND HERE IS A QUICK VERSION OF WHERE YOU FIND THE TEAR SHAPED EMRALDS, AND COINS.

WHERE IS THE 3 COINS HIDING? /QUICK GUIDE

THRONE ROOM: AFTER YOU KILLED THE WOMAN, OR FREED HER, THE PERSON ON THE THRONE (HER OR THE JESTER) WILL THROW YOU A COIN. 

RAT-MAN CAGE ROOM: NO MATTER IF YOU KILL HIM OR FREE HIM, THERE WILL BE A COIN IN THE CAGE OR ON THE GROUND BY THE CAGE. 

BURIAL CHAMBER: PLACE THE LANTERN ON THE DRESSER, AND THE ROOM WILL LIGHT UP. YOU CAN SEE THREE CASKETS. OPEN THE ONE ON YOUR LEFT, AND THE COIN IS RESTING ON HIS EYESOCKET.


WHERE ARE THE 3 TEAR SHAPED EMRALDS HIDING? / QUICK GUIDE

WORM BEAST LAIR: CLICK ON THE DEAD WORM-BEAST, AND USE YOUR SKINNING KNIFE TO CUT IT OPEN. APPARENTLY IT ATE A TEAR SHAPED EMRALD.

BURIAL CHAMBER: TO THE FAR LEFT THERE IS A CABINET WITH BLOOD ON IT, INSIDE YOU FIND A TEAR SHAPED EMERALD

GATE: TALK TO THE WOMAN BY THE GATE, GIVE HER THE 3 COINS AND IN RETURN SHE DISAPPEARS AND LEAVES BEHIND A TEAR SHAPED EMRALD (HER BABY).









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