Castle_ The
Original title: Kastély, A  (Hungarian)
Platform: Commodore 64
Gametype: Undefined
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"The Castle" is an adventure game in which you are exploring a mysterious castle and its surroundings and are trying to figure out what really had happened. Before you start, you need to select one out of four individuals you will be guiding through this adventure. You may choose between a fighter, a magician, a thief and a priest. Each of them has different characteristics' values like power, intelligence and skills. Walking around the place you may collect objects and interact with the scenery using set of command icons such as examine, pick up, put down, give, talk and attack. Movement is done using the direction icon in which you choose what direction you would like to take next. The game consists of 70 different locations to explore.

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(google translate , sorry) :

There is a very fast and elegant way to play the Castle if you do not want to spend a lot of time with it (I learned from this video). I do not give a step-by-step description, instead of using a reverse logic, I go through the end of the track to track how to overcome each obstacle, so it will be understandable why we are doing it. The purpose of the game is to kill the demon, which is just enough to get into his room, but there are two obstacles. On the one hand is a vampire who has no chance of killing us, and if that is not enough, a iron grid is on our way. To kill the vampire, we have to go down to the crypt in the church garden, but we can get there if we first cut the iron rod from the forge, which can easily stretch the maturity.

As soon as we are down in the crypt, remove the garlic from the chambers and scrap the stack from the stables into the heart of the vampire. In order to enter the stable, the main guard must be disassembled, but if we lose the medal before the housekeeper (to steal the thief, ask the priest and wizard), then the medal will be given to the main guard. At the end of the "vampire", go up to the first-floor working room (east of the wooden staircase) and activate the switch here to open the iron latch closing the daemon. This is the way to go, go up the northeastern corner of the second floor, enter the magic lab, and then go to the ritual room where the evil demon is waiting for you to mow it.

We can run through the game as described above, but there are a lot more to the Castle here, if we are willing to take the time and immerse ourselves in it. It is wise to collect all the keys as soon as possible, so you can not lock unlocked in front of us. The wormhole is the most commonly used in the pocket of a talkative corpse sitting on the top of the northern bastion, and the key can be obtained from a vase on the first floor corridor, but the thief is already in the process. The shortcut on the first floor, in a corpse-filled room (easy to detect), is found in a drawer and the silver key is in the room where a wounded man (the count's sister) sits under the window (northeast of the first floor). A copper key can be found in the "snake" room on the second floor, but I did not find a lock that this key would open, so this mystery is waiting to be solved.

In addition, it is worth exploring everybody with whom we are facing. The history of the game unfolds through these conversations - of course you should first read the novel in this manual. Sometimes, however, a player is unwilling to talk to us as long as we do something for him. Until then, he is not even willing to tell us all this. There is such a priest who, in order to speak, is enough to give the ring found on the ground in the starting place. The count refuses to talk to us as long as we do not release him from his chains that he can easily do with the help of the small button.

It is also worth mentioning that certain sites can only be accessed with certain characters. For example, a well-contaminated water well that is visible in the handbook can be accessed by a magic user. Using the thief, taking advantage of the agility of the vampire sheath can be rolled out of the balcony of the castle in front of the entrance and the count can be freed in a unique way. Leaving the first floor barrier, passing through the chandelier, you can jump through the window to the top of the sufni, and then we can go out of the window. Of course the lock on the door is out of the room, so if we're not careful we can chop up with the count by the end of our lives because we can not go back on the original route.

With a small impact, the most creepy part of the game is the basement, which has a secret, flattened part. Here you can find the wall bar on the south side of the downstairs knight's room, then get down to the patio. In the secret cellar of the cellar, you can visit Morior, The Irresistible Sculpture. We can crawl with the rope found in the casket and we can steal the jewels in the place of his eyes, which in principle weakens the daemon. Another way is to improve our odds against the demon if the dagger is used as a weapon against it. This is easy to obtain if we find the spade found in the cellar and follow the gardener's advice to dig under the old tree (a different character happens with a magic-use character, see below). The dagger, however, needs to be extruded in the suffix prior to use, because even such a great weapon is time-consuming, if it is left underground for years.

With magic characters, we also have the option to choose the path of warriors, but it is worth exploring the new possibilities that a magic-minded character opens. For example, playing with them can get the gold plate from the handle of the hand in the well, which can be used in the strange room on the first floor (a large iron grid on two columns). Place the gold plate in the left column and the path to the shrine opens. Although this is a very interesting place, I have found nothing to use inside, but at the same time I will always die if I want to go. In 576 there was a tip for this, but in principle I had to put down some object, but I always died, and I tried all the things I knew ... one by one ...

Another interesting thing is that if we dig under the tree with a spell, we will not find the dagger, but draw a pentagram on the ground. I suppose it would be the first step to the magic order, but I could not figure out what's next. As a matter of fact, I remember from my earlier passages that somewhere in the castle I found a book (diary?) From which a sheet was torn. In my view, Gradash has torn the sheet of paper that we find him if we kill him and we can read the reference to the pentagram. However, now playing this book I did not find it, but if it did (if I did not mind my memory) then using it with the booklet maybe we could get another clue to the ceremony. In a letter, I asked the play writer Attila Herédi if she remembered playing magic studios, but unfortunately she could not help. I have not found any useful information on forums, so I'm turning to the people of the internet now, let's complete the description, help me figure out what the solution is!

Finally, here is a useful list for those who do not have the story attached to the game, yet they want to play the game. Copy protection was solved with the old trick that the game questions some of the words in this manual. However, the range of words I interviewed is relatively narrow, so I collected the questions and the words to answer in the course of the walkthrough.

Page 11, line 10, word 15: a wage earner 
Page 4, line 5, 2nd word: opened 
5 pages, line 24, word 1: armored 
Page 11, line 29, word 10: light signals 
Page 14, line 2, word 9: we operate


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