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Just Adventure original

The Castle Walkthrough by Darcy Danielson

by Darcy Danielson about 13 minutes to read

You start at the front
gate of the castle. Turn right, you’ll see a well. Go to the side of the well,
you’ll see a rock holding a rope. Click on the rock to remove it from the rope.
Turn around, and pull on the outermost rope until the bucket is raised above the
lip of the well. If it’s not high enough, it will crash back down. Put the rock
back on the rope. Take the key. Your inventory panel will appear. Go back to the
gate. Click on and read the note stuffed in the side of the gate: "my beloved,
where are you? A terrible thing has happened! I figured out everything. This place
is evil. Oh please save me before it’s too late! Yours in love, n."

Use
key in lock. Open both sides of the gate. Go through the gate. To the left is
a hedge maze. Go into the hedge. Use landmarks above the shrubs to keep track
of where you are. Going in, facing the hedge to the right is the building. Back
and left are hills with trees; behind you are trees. Go to the right first, to
get your bearings. At the entrance/crossroad, go right, forward, forward–a dead
end. Turn right twice (around), forward, forward (you’ll see the building), forward
(building on left), big open area–forward, forward, forward, copper metal bowl
on stand with two lights. Go back out to the beginning (trust me–this is the
easiest way to orient yourself).

Now you’ll go to the left. Go left, forward.
This is the first crossroad. Start with right. Go right, forward, forward, there
will be a lamp with a yellow button. Click button. Go back to entrance. Now going
in again to the left: go left, forward, left, forward. This is the second crossroad.
Left first. Go left, forward, forward (will be a white wall), forward, forward,
forward (following wall around), forward, forward, dead end with a piece of paper,
pick it up.

Back out around wall. You’ll come to the entrance of the second
crossroad. The path farthest away is the right path you have not done yet. Middle
is where you came in from. Click right. Another dead end with a piece of paper.
Take it. Click out and turn right twice. Go right again and go back out. Start
again: go left, forward, left, forward second crossroad, right, left, forward,
forward, forward, forward (you’ll be turned around), forward, forward, forward
(wall), forward.

At this point you should see a wall on the left, a dead
end with a lit lamp in the front, and a maze entrance to the right. Go forward.
This is crossroad three. Go to right. Forward, another dead end and piece of paper.
Take it. Turn around. Go forward. Go left. Another dead end/piece of paper. Pick
it up. Turn around. Open gate. There is a dock in front of you. Go forward onto
dock and get into boat. Turn around and look at the lock. It is unusually shaped,
and you need a key.

Go back out front. Go to the left side of the house.
Notice there are stairs. The door is locked. Turn around and observe the edge
of the dock, and watch the animation of a family of ducks. Go to the right side
of the house. Pick up another piece of paper at the water’s edge. Go up stairs
and through the door.

Inside house. Go upstairs. You’ll be in a turret.
It has a red chair, two candles, a picture of the castle, and a podium. The podium
has a yellow circle with yellow dots around it. Click the third button to the
left of the bottom middle. A metallic shaft comes up–this has a moon symbol and
button. Click the button, it turns blue. It is now night outside. Go back out.
Go to other turret. This door is now open.

Go upstairs. Same setup, push
second button to the right of the bottom button this time. This turns it to daylight.
Leave it at night for now. (When it is daylight, you can only go into the right
side; when it is night, left side only.)

Go downstairs. There is a door.
It is locked. You need to get the key. Go back to the copper bowl in the hedge.
There you’ll find a key. Take it. Go change it to daylight. The key will now work
in the front door. Go into the foyer. Ahead of you is a pink marble fountain,
a downstairs hall, and an upstairs hall. Go up the first flight of stairs. Pick
up the paper. Go up the second flight of stairs. There are three doors here. The
first is a pink bedroom. Go in. Go to dressing table in alcove to the left. Note
dressing table, bedside table, glass ducks. Go to other side of bed. Turn around,
look at girl. Touch her and she disappears. Go to the bedside table. Open the
drawer. There is a book with the face of a cat on it. Pick it up, all your papers
will go in here, now you can read them. Open window, go out onto balcony, pick
up page. Go to third room. Open bedside drawer, examine picture, miniature tree,
boat. Go downstairs, into hallway. Go to door on the left. Push the button on
the keypad to the left of the door to activate it. Number the buttons 1 through
5, with the top one being 1. The solution is 42315. Go through the door. Pick
up page. Go upstairs. Halfway up go into the attic. In back is a locked trunk.
Turn around and pick up three diary pages. Go forward. Pick up another page. Go
forward twice more. Pick up five more pages. Go back to door. Pick up two more
pages behind door. Go out. Go up stairs. Pick up a page.

Upstairs is the
oracle. It has a left purple button, and a right turquoise button. Hit purple
button, nothing. Hit turquoise. A mouth appears. "Soon, a human being is
going to get shot," it says. Turn around. There are three stars with symbols
on them. The first is red, on it is "providence, harmony, pity, sacrifice,
enigma." These are backwards. The second one is white. Words are "light,
perfection, honesty, love, wisdom." The last is grey, the words are: "negation,
lie, absurdity, hate, ignorance."

Go downstairs, pick up another page.
Go into the salon, the room to the right. Go to end of table. Note brandy snifter.
There are eight glasses, four empty, four full. You have to move these around
in four moves. This is the same puzzle as the book puzzle in The 11th Hour
game, and the solution is the same: move 2 and 3 to 9 and 10, move 5 and 6
to 2 and 3, move 8 and 9 to 5 and 6, move 1 and 2 to 8 and 9. A key will appear
in the snifter; take it.

Go to the window ledge, pick up page, click on
bookcase, read book, you’ll see a symbol with a key going through it. The key
goes to the middle bedroom door, which was locked. This is Brad’s bedroom. Look
at the castle. Click on bookcase, open book, get key. Open top drawer of bedside
table. Look at picture. Click on second drawer, get gun. Take off safety. Open
desk drawer. Read note "h’s gonna be there when we’re long gone. "Go
to third bedroom, open top bedside drawer, take bullets, move slider. Your gun
is now loaded. Don’t fire the gun; after all, think about it–you’ve been given
bullets and a gun with a safety for a reason, so no target practice, okay? Take
the key to the attic. Use on the chest. Take the next key, look at the pictures,
letter!

Go outside open the front gate and walk out, you’ll find more two
pages out here; pick them up. Find another page in the maze by the copper bowl.
Walk back through the garden; you’ll find another five pages, four in back by
lamp and gate, one by the inner wall area. Pick these up. Pick up another page
near the shore on the right side of the castle near the tower that’s in the water.
Change it to night. Go into the other tower use the key with the downstairs door
and go in. Go all the way to the end of the hall to a door. It’s a wine cellar.
Go in, turn right, pick up three pages from the floor. Go behind the wine bottles.
Click on the wine case. It’s a sliding square. This puzzle can be reset at any
time by clicking on the bottle in the rightmost corner of the screen. The final
position of the bottles to solve should now be in your diary; once you have the
positions from this, it is very simple to solve by trial and error. Strategy on
this, is that you should start by straightening out the lowest row first and move
up each row to the top. Use eight bottles at a time, rotating them is a circle
to switch the bottles around. Here is the final configuration: 1 2 3 4 5 6 7 8
9 10 11 12 13 14 15.

Go back out and you’ll see one of the wine barrels
is now open; go inside it. Walk through the tunnel, pick up a page to the right
of the brass door. The door has triangles on all sides, it is an elevator door
and one of these is the call button. Hit the triangles (it’s random reset time)
to find the one to call the elevator. There are three buttons, pink, orange and
yellow. Hit pink. You are taken to a bedroom. Go to the left toward the bed. Note
the room is circular with the elevator in the center. Go to the bedside table,
pick up a page. Open the top drawer. Click on the device. It’s a video-recorder.
The orange button is play, the turquoise is rewind. The message is "seems
to be a recording device, this weird thing here. Nice you came here to pay me
a visit, smart arse! A pity that I didn’t wait for you patiently. I got a little
bored in this little prison. Hope you’re not mad at me. Anyway, someone seems
to be pretty fond of pentagrams. Hard to find this one I must admit. Hope to see
you later."

Put the device away. Open the second drawer. There is a
blue key. Take it. This will unlock the padlock on the boat. Turn around. Click
on the design on the wall. This is the puzzle that you will have to solve to get
out, as the walkway you came down to get to the elevator now has a piece missing
and is blocked by a gorge. The recorded message is your clue; you are looking
for a pentagram shape in this puzzle. The solution is four pieces in the upper
right corner that form the shape of a star. Click on these pieces to change color
and open walkway. Go back to elevator. Click the triangles, enter and click on
the orange button. You are at the top of the tower–nice view. Click on the second
from the top on the right button to summon elevator and your surprise.

Hit
the yellow button. This takes you back to the starting floor. Go back out to the
wine cellar, and back upstairs. Pick up two more pages on your way. Go up and
make it daylight. Go back through the maze toward the gate in the back (make sure
it is unlocked or unlock it using the button on the light in another part of the
maze). Pick up two more pages on the way. Go through the gate. Walk toward the
boat, pick up another page. Look inside the boat, pick up another page.

Use
the blue key on the boat lock. Turn around and click and drag on the oars to get
them up and into the water. Click and drag left on the left one to move away from
the pier. Continue to click and pull until you land. On the way you will see a
bottle that you can only access when the stern of the boat looks towards the bottle;
click on this for a message, "The color of the mirrors of my soul" (Noemi’s
eyes). When you land, there will be a building. You can walk all the way around
this. On the right hand side, there is an orange button that changes colors. Change
the colors to the color blue of Noemi’s eyes. Inside is a green pentagram. Turn
around and look at the closed doors, which give you the clue to solve, "all
sums are 15." Move toward the pentagram; a keypad will rise up from the center.
It is a magic square. Each number may only appear once. Two are already done,
1 and 5. The solve is: top row is 6, 1, 8; middle row is 7, 5, 3; bottom row is
2, 9, 4.

Another control device comes up. It has three markers. The first
one is orange with three triangles and three wavy lines. The second is yellow
with three circles and three wavy lines. The third is plain blue, and is where
your messages will appear. At the base is an orange button. You are on what the
machine calls "level 1," and you need to change it to level 2. Hit the
second button. Both switch colors. Push the orange knob. It will say "modification
attempt" and "verify." Push the orange button again. It will say
"abort process" "modification begin" and will count down from
5 to 0. It will then say "modification end, status changed to level 2"
and "waiting."

Go outside. The green landscape has disappeared;
everything is now white. You are in a parallel universe. Get in the boat. Do the
same procedure with the oars as before, both in, pull the left oar to the left
to move away, pull again and hold; this will turn the boat around. Click left
and pull lightly and let go, then just row across. At the pier, turn the boat
around to land. Get out of the boat. Walk forward. Pick up the paper airplane
and read it. Go to the left fork and walk to the end. There is an elevator. Open
each door by grabbing and pulling; you can get in and close the doors, but nothing
happens when you push the switch. Get out, go to the far right fork. Note three
pentagrams on a stone with a skull on it, and i, n, e, m, o (Noemi) written in
blood in the following configuration: n i e o m.

Go back out and walk down
the center path, toward the crystal dome. Pull the levers in the same order as
Noemi’s name is spelled at the site to the right. When the machine stops humming,
go back to the elevator and get in. Close the doors, click and hold the lever
up. Open the doors. You are in a bedroom. Go to the bedside table. Open the top
drawer, look at the picture. It’s the missing part from the picture in Brad’s
room.

There are two other bedrooms, one up, one down. Go down first. Click
on the desk, open the drawer, take the extra bullets. Pull back the top of the
gun to cock it and take the safety go back. Go upstairs. Make a new saved game
at this point, or "Game:Save" the game, then turn off "Game:Auto-save
game" so you can later just "Revert," as right after this, I had
my whole game past the bottles puzzle dump out and I had to redo it.

There
has been a scuffle in this room; note the overturned chair. Go to the right and
check out the hypo and green drug on the desk. Go to the bed. There’s Noemi, asleep.
Click on her twice to trigger Rod animation. First he will say, "Don’t worry,
Brad, she’s just asleep," then he will tell his very wordy story, tell you
your gun is out of bullets when you try to shoot him, and disappear. If you shoot
and miss, he’ll not miss. If you have no gun (yes, you can put the gun
back into the drawer; Rod will say that he’s disappointed you didn’t even find
the gun, though he has put it in front of your nose).

If you haven’t loaded
(forgot the slider or the safety) your gun and you try to shoot him, he’ll say
that he’s disappointed that you forgot to load the gun. I really can’t
remember myself if he’s giving you a second chance … 🙂

If you
have forgot to grab the ammo, he’ll say that he’s disappointed that you didn’t
find the ammo or something.

If you refuse to follow Rod’s instructions
to turn around, he will shoot you, and you will see a farewell note from Noemi.
If you turn around and do nothing, he just gives you another chance to get gun
and ammo. He’ll reappear and you’ll be able to finish the game!

The best
ending is to load the gun and when he starts talking, shoot the hell out of him;
you’ll get a congratulations note from Noemi.

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