Level 2 - Castle

Tower Bridge

Keep walking forward and into the main castle.

Throne Room

Turn to the right and approach the skeleton sitting on the throne. Pick up the Golden Key on the ground beside him. Exit through the other door.

Library Hall

Enter the first door on the right.

Crystal Room

Search the floor here until you spot a highlighted item, and then pick up the String. Once that's in hand, click on the glowing red crystal to rotate it until the beam of light it's emitting is pointed out the window. There's a broken door here we can't do anything with yet, so go ahead and return to the Library Hall.

Library Hall

Enter the door across the hall.

Library

Turn left and follow that wall until you reach a door leading outside. Head through.

Parapet Bridge

Walk up the stairs and you'll spot a crossbow on the ground. Pick up the bolt beside it to add to you Set of Bolts. Use the String on the crossbow, then load it with one of your Set of Bolts. Save your game here, trust me. Click on the crossbow again to pick it up, then walk toward the bridge. The goal here is to shoot the ropes tied around the bridge posts, but this is kind of buggy, hence the earlier call to save. The most consistent way I've found to do this is to walk between the posts, then turn and fire the crossbow at the post from the side. If it works, this will sever the rope from that post. If it doesn't, reload your save and try again. At any rate, once Raven shoots the rope, she'll celebrate by tossing the crossbow over her shoulder back to where she first picked it up. Go reload it with your last bolt, then pick it up again and shoot the other post. There's nothing we can do from this side of the downed bridge, so go back through the Library and return to the Library Hall.

Library Hall

With your back to the door leading into the Library, you should spot a set of closed doors across the hall to the left. Use the Golden Key on the doors to unlock them, then open them up and move through.

Passage

Ignore the door at the end of the room and climb down the ladder.

Royal Crypt

There's nothing in this giant room save for stark reminders of our own mortality, so just make your way across to the doorway at the far end and head through.

Library Annexe 1F

There's a door on the left that we can't get through, so just head forward and climb the stairs to reach the upper floor.

Library Annexe 2F

Once atop the stairs, head toward the Rat-men across the way to engage it in a friendly game of combat.

General Strategy: You want to make sure to take out his little helpers as soon as he summons them, but otherwise it's just about using our normal war of attrition strategies.

How to Defeat:

  • Round 1: Rat-men will concentrate on summoning some helpers. Hit him with Ignite.
  • Round 2: His little buddies will attack and poison you. Just hit the main rat with Lightning Strike and the extra damage will be enough to take out he helpers.
  • Round 3: He should attack you while also healing himself. Just hit him with a Fireball.
  • Round 4: He'll take a round to summon some helpers. Attack him with a Lightning Strike to do some hefty damage, and the Burning status should finish the job.

You'll receive the Driving Gale for your efforts.

We're going to start off by opening up the closed doors in front of you. We're blocked by rubble, but luckily there's a handy pink time crystal nearby. Use the Time Orb on it. On the other side of the door, there's no more rubble but there is a mighty stream of falling water. Cast Ice Shards on it to freeze it, then use the Time Orb on the crystal to return the local area to the present. Without the water, nothing collapsed and we can open the door that was previously blocked. Doing so will grant access to the Library from this room, but we don't want to go there yet. Make sure to open the door anyway, though, so we have a quick way back to this room if we need it. Also, pick up the Metal Bar on the floor between the doors.

Where we need to go instead is through the other doorway to the outside.

Parapet Bridge

We're on the other side of the bridge we knocked down earlier. Walk up to the edge between the bridge posts, then click on the hanging bridge and Raven will climb down the planks and hop into the nearby room with a distinctive red glow.

Isolated Room

One the ground near the precarious doorway is a glowing red Crystal similar to the one we saw earlier that emitted a beam of light. Pick that up, then exit through the other door in the room.

Library Annexe 1F

We find ourselves emerging from the locked door we walked past earlier. A rogue fireball will shoot across the room, and destroy the doorway leading to the Royal Crypt. There's no choice but to climb the stairs to the upper floor, then move through the door we unblocked earlier to reach the Library.

Library

Head across the room and out into the hall, then head into the Passage.

Passage

Now if finally the time to stroll through the other doorway in here.

Crystal Hall

Before we get too far, head around the corner to the right and to the end of the hallway. There's a door to the Crystal Room here that's fallen off a hinge and wedged in place. Use the Metal Bar on it to pry it open, just in case you need a quicker way into the Crystal Room. Like, say, if you haven't redirected the beam out the window yet.

Once that's done, approach the beam shining into the room. There's an empty pedestal that the beam crosses over, which is a great place to put the Crystal. Once that's in place, rotate it to redirect the beam through the open doorway with the scary-looking monster. Once the beam is in place, head through that doorway.

Kitchen

No sooner do you enter than you are attacked by a Wraith!

    General Strategy: As The Stone Wall story implies, you'll want to negate whatever spell the Wraith attempts to cast.

    How to Defeat:

    • Round 1: The Wraith launches a normal attack. I usually start off with Ignite out of habit (and because I love that spell), but you can also just hit him with a Fireball if you want to.
    • Round 2: She'll start working on setting up a fire barrier. Cast Ice Shards to negate the barrier.
    • Round 3: She'll be too stunned from the barrier interruption to do anything. Just cast Winter's Grasp to take advantage of the Freezing status and finish her off.

After defeating the Wraith and gaining the Fury of the Storm spell, rotate the nearby red crystal to direct the beam toward the other crystal in this room near the door. Head to that crystal, and shine the beam onto the door right next to it. This removes the small red crystal that was locking the door. Before moving on, rotate that same crystal again to shine the beam through the window. Now head through the newly-unlocked door.

Larder

Nothing to do here except for heading down the ladder in the middle of the room.

Empty Room

Gasp! There's a Rubble Amalgam down here that attacks us!

General Strategy: Sadly, you cannot multi-target the orbs. The Amalgam will flex different part of his body (neck, arms, and legs) in preparation for an attack. The corresponding orb will be weaker to attack, and a successful hit will delay the attack for an extra round. Any orb not near a flexing limb will have a crazy high defense stat. If you cast Ignite on any of the orbs while they're weak, the Burning effect will ignore the increased defense in subsequent rounds and just do 50 damage every round instead of the normal 2.

How to Defeat:

  • Round 1: The Amalgam will flex its neck to prepare for a headbutt. Attack the fire orb by his head with Ice Shards to do some extra damage.
  • Round 2: Assuming you attacked the fire orb, the Amalgam will continue flexing its neck. Winter's Grasp will do some decent damage here.
  • Round 3: The headbutt finally arrives! Respond by casting Fury of the Storm to prep for the next round.
  • Round 4: The Amalgam starts flexing its arms. Hit both of the ice orbs with either Fireball or Ignite.
  • Round 5: The arm flexing continues. Hit one of the ice orbs with a fire spell to do some damage.
  • Round 6: You get punched. Cast Fury of the Storm.
  • Round 7: The Amalgam starts flexing its legs. Hit both of the earth orbs with a Lightning Strike.
  • Round 8: The leg flexing continues. I usually hit one of the earth spheres with Ignite, because of course I do, but you can use any attack.
  • Round 9 and onward: Just repeat the previous strategies until all the orbs have been defeated.

There's only one way out of this room, so waltz on through that door.

Mosaic Room

This room is...odd. The doorway up near the ceiling is impossible to get to. Impossible, that is, unless we use out Time Orb on the nearby pink time crystal. In the past, this room is not oriented correctly and we can now move through the door.

Walkway

Move past the time crystal, and turn right to find a makeshift bridge leading into another room. Cross the bridge and head through the doorway.

Laboratory

Turn right and make your way across the room to a skeleton hanging from the ceiling to the right of a bookcase. Take the Wooden Key from it's hand, then head back to the Walkway.

Walkway

Use the Time Orb on the time crystal to repair the walkway. Approach the other time crystal in this room and use the Time Orb on it. Head through the open doorway nearby.

Archive Hallway

Move to the other end of the hall to find a close door. To the left of the door are three diamond-shaped blocks. Use Fireball, Ice Shards, and Lightning Strike on them (one spell per block) to activate them and open the nearby doors. Head through into the next room.

Archive Antechamber

Toward the other end of the room is a doorway on the right. Head through that.

Archive Stairs

Follow the long hallway around the corner and up the stairs.

Library

Head into the center of the room to find a strange contraption. Use the Wooden Key in the square plaque on the top, then cast Lightning Strike on it. This will activate the mechanisms which move the bookcases. Now time for a bit of a tedious puzzle. Along the ground near each bookcase are some tracks, and at the end of the tracks are metal levers sticking out from the floor. On top of some of the bookcases are wooden planks that hang over the side. The ultimate goal here is to make a path you can walk across so you can grab a scroll from the top of one of the shelves. I sketched up a quick diagram to help out with this (seen to the right) that we'll be referencing. The letters in the image correspond with the levers, with A being on the far left if you have your back to the Library Hall.

Start off with Lever E. The "fun" part with these is that you have to stand on the side you wish to move the bookcase. If we're at E, face the bookcase right in front of the lever. We want to move the bookcase to the right once, then forward twice to push the bookcase away from you. Follow the track to reach Lever A, then press the lever forward once. Strafe to your right to Lever B and move this forward once as well. Walk up to Lever F and spin around to face the bookcase. Press the lever to move the bookcase forward once and to the left once. Strafe to the left to get to Lever H, and move that to the left once. Now turn around and head up the ramp to reach the walkway. Follow this all the way around the corner to the end, and you should be able to climb onto Bookcase E. Follow the plank path until you get to the case that would be controlled by Lever G. Since we moved H away from this bookcase, you'll be able to see a scroll on the top shelf. Take this Scroll and hop down to the floor.

Now that we have the Scroll, head back to the Archive Stairs

Archive Stairs

Follow the hallway back to the Archive Antechamber.

Archive Antechamber

Turn right and head through the doorway you see.

Archive Cage

Nothing to do here beyond leaving through the other side of the room.

Archive Walkway

Once more there's nothing here, so press on forward into the next room.

Archive

Here we are confronted by a blow magical barrier in front of a sinister looking figure. Before doing anything, take a look to your right at the bookshelf. We want it to be sitting neatly on the floor. If it's floating in the air, take a moment and use the Time Orb on the time crystal to move back to the past. Once back in time, use the Scroll on the blue barrier to dispel it. After listening to the commentary from Raven, use the Time Orb again to return to the present. The Archivist is now older and weaker. Rush forward to confront The Old Archivist!

General Strategy: With one exception, you basically just need to follow the events of the The Last Punch He Ever Threw story. He's no longer strong enough to kill you with one hit, but you can use his hubris against him.

How to Defeat:

  • Round 1: He hits you with a massive fire attack, which leaves you with a measly 1 HP. Respond by casting Ice Shards.
  • Round 2: Amused by your attempts to defeat him, he'll start readying an ice attack. Cast Driving Gale to hit him with Shocked status.
  • Round 3: He'll get over being Shocked, but cannot do anything else this round. Hit him with a Fireball.
  • Round 4: Amused by your attempts to defeat him, he'll start readying an earth attack. Cast Driving Gale to hit him with Shocked status.
  • Round 5: He'll get over being Shocked, but cannot do anything else this round. Hit him with a Lightning Strike.
  • Round 6: Amused by your attempts to defeat him, he'll start readying a fire attack. Cast Driving Gale to hit him with Shocked status.
  • Round 7: He'll get over being Shocked, but cannot do anything else this round. Hit him with Ice Shards to defeat him.

After you defeat him, a portal will open up behind him. Move forward and click on it to be teleported to the Crystal Room 2.

Crystal Room 2

Assuming you shined the crystal light out the window in the Kitchen, the beam will be reflecting off of a crystal in this room. Rotate this crystal until the beam hit the blue crystal on the other pedestal. Walk up to the blue crystal and hit it with a blast of Ice Shards to rotate it to the nearby door. Open this door and step through.

Courtyard Access

You are blocked by a large blob of darkness. Raven will comment that she'll need to consult with the Djinn to figure out how to get past this. Back out of the room.

Crystal Room 2

Use Ice Shards on the blue crystal again to make it shine on the other door in here. Head toward that door, but don't head through just yet. Sitting atop some barrels to the left of the door is a Crank. Pick this up and then move through the door.

Library

Move to the doorway leading to the Archive Stairs. To the right of the doorway is a slot that you can use the Crank in. Once inserted, Raven will automatically rotate it to lower the nearby chandelier. Turn around and move to the nearby bookcase switch (marked as H on the earlier diagram). Use the switch to move the book case to the right once (so that it's pressing against the other bookcase) and then toward the center of the room twice. Head up the ramp, around the walkway, and over the bookcases to move onto the chandelier. After stepping onto the chandelier, you'll be facing two bookcases. The one on the right has a chained book on the top shelf that you can reach from the edge of the chandelier. If you're having trouble, you can use Lever K to give you an edge. Once you have the Old Tome in hand, make your way back to the Djinn Prison.

Djinn Prison

Speak to the Djinn to get a new riddle. Now give him the Old Tome to answer, and you'll receive the Sunburst spell. Head all the way back to the Courtyard Access.

Courtyard Access

Use your new Sunburst spell to get rid of that pesky darkness. Now just head toward the door to complete this level.


Congratulations on completing Level 2!

Back to Level 1!Onward to Level 3!