Miraz’s Castle Assault. 11 Chests. 54 keys.
So much for a peaceful night of sleep. Also, this castle needs an exterminator, there are rats in the sewers. After the cutscene, you are in in a courtyard, directly in front of a gate. Go ahead and switch to be Reepicheep, the rat. Head directly left, and on the wall is a small opening the rat can crawl into. Go around the ledge to find a chest for 6 keys (Chest 1 of 11). Head back down the hole into the main courtyard. Go all the way to the right now, and in the darkness (beside the staircase that you climb up), you will find another chest for 4 keys (Chest 2 of 11). Before progressing into any of this chapter's mission, hang out in this courtyard. A constant stream of 3 telemarine soldiers will keep coming out of the door beside the big gate. Finish off the kill achievements here: kill 25 with Reepicheep, 50 with Trumpkin, and if you still haven't got all the kills with Susan or Caspian, 75 and 200 respectively. This shouldn't take longer than 30-35 minutes. This should give you:
And if not already unlocked:
Now, from the big gate, head straight south. There are two sets of staircases, one to the right and one to the left. Head to the right, and use Trumpkin's grappling hook to pull the door down. Head up this staircase, and watch the extremely short cutscene.
Lower the Drawbridge: Pull the lever right below you to lower some stairs. Go up these stairs and kill the group of telemarines that attack you. Keep heading along that pathway until a cutscene starts, showing you our final destination. Continue on, first having Trumpkin use his grapple hook to extend a rock bridge, and then Reepicheep climbing the gated door to open it. Continue on, and go through the small hole left of the gate you need access to. This takes you to a lower balcony, where you will again use Trumpkin's grapple to pull a rock bridge. Cross it, hit the pressure pad, and enter the hole right next to the pressure pad. This takes you to a new chest, costing you 5 keys (Chest 3 of 11). Go back through this hole, and the one where you first got to this lowered area. Use Reepicheep to jump up the rocks in the wall, following the button prompts. Head through the newly opened gated. As soon as you enter, kill all of the guards, and open the chest for 2 keys (Chest 4 of 11), and the following achievement:
Continuing on, stand on the circular platform at the base of the raised platform with the levers. Your AI partner will then raise you up, so hop off and get ready. These levers need to be pulled in a particular order, so from left to right, pull the first, second, first one again, and then the third one. If done correctly, a cutscene of some gates being opened will play. Exit this room, and retrace your steps back across the walkway (killing all the guards along the way). While heading back, enter the second hole in the wall (the first is where you just came out of that room). Use Trumpkin to make a bridge, and enter the room on the other side. Kill the guards, and enter the walkway south of the room. Here, you will find a chest worth 6 keys (Chest 5 of 11). Re-enter the room, find the gear on the left hand of the room (up some stairs), and put it where it needs to go on the floor. Right beside some stairs in the northwest corner of the room, destroy some barrels to find and step on a pressure pad. Head directly right, and in an alcove, there is another pressure pad: step on it. Use Reepicheep to jump the ledges in the wall to reach the gear, and knock it down. That was a close call. Using Trumpkin, put the gear (found next to entry door) in its location on the floor. Now, start pushing the crank for a mini cutscene. Kill the guards, and continue pushing the crank until the mission is over and you get:
You are now back in the original courtyard. Head to the southwest corner of the area, and use Caspian to shoot the icon with an arrow. It will reveal a pressure plate, so step on it, go up the steps, and through the door.
Raise the Portcullis: Once in, shoot the arrow icon at the top centre of the room, take the key that drops, and open the chest to the right. Take the crank it gives you and place it on the lift. Kill the telemarines that attack, shoot the other arrow icon, and then shoot the crank (another arrow icon that appears). Place this crank on the other side of the lift. Hop on this left, hit
and use
to rotate and ride the lift to the top. Kill all the telemarines here, and then head to the southwest corner of the room to find a chest worth 5 keys (Chest 6 of 11). Grab the lever piece on the right side of the room (behind a bunch of barrels), place it where it goes, and then pull it. Your AI partner will pull the other lever. Prevent the attacking telemarines from stopping the wheels from spinning (If they do, just keep killing them and pulling the levers). Once they have spun long enough, the mission is over and you unlock:
Assault Miraz's Castle: After the cutscene, your objective is to get into the courtyard. Before doing this, right in front of you on the right hand side is a chest for 3 keys (Chest 7 of 11). Grab one of the glowing weapons on either side of the courtyard, and head south. Here, you will fight many telemarines standing under an archway. Clear them out, and move on to get a cutscene. After the cutscene, you'll have to defend the two hanging items (one on each side of the doorway) from getting destroyed by the onslaught of telemarines. Make sure to keep an eye out for each one so they don't get destroyed. Once all the telemarines are dead, another cutscene will happen. After the cutscene, choose the ram and hop on the giant's back. Smash through the barricades, head for the well in the centre of the area. Directly above the well, next to the black doorway, is another chest for 5 keys (Chest 8 of 11). Now head to the right and go up some stairs. Head left past a doorway and down a small set of stairs to find another chest for 8 keys (Chest 9 of 11).Head back down these steps, head all the way left in the courtyard, and get the chest under the balcony (has pillars on it) for 7 keys (Chest 10 of 11) While on the giant, head up the stairs to the right (where we got chest 9), stand in front of the doorway up here, and press
to interact. This knocks a pillar over. Head back down the stairs and head left until you see another staircase guarded by the big knights. While still on the giant, kill them, interact again with the pillar, and get a mini cut-scene. After this, head back down these stairs, head left, and kill the telemarines after the giant gets caught. Once done, get back on the giant, and walk towards the balcony Peter is on to trigger a cutscene, finish the mission, and unlock:
Pursue Miraz: TIMBER!!! After the cutscene, head left until you see a rope and then climb up. Head all the way to the right (avoiding the charging soldier) and use Peter's grappling hook to get to the next level. Once here, take out the telemarines, and use the ram to destroy the wheel looking object. Climb down the newly seen rope, use the ram to kill the charging guard, and head all the way to the right to find the crank behind some barrels. Get this crank, put it where it goes, and then turn it. Oh look, it's another bridge. Head left across this bridge and get a cutscene and:
Rescue Cornelius from the Stables: Kill the 2 telemarines that attack, and progress forward. Don't they know it's rude to shut the door on guests? Using Prince Caspian, shoot the arrow icon above the door. After the cutscene, go through the now broken door and fight a huge guard. Kill him, and get a cutscene. After the cutscene, and choosing Cornelius, head to the southeast corner and pull that lever. Head through the door that opens. As soon as you enter the room, go south and kill the telemarines. Pull the lever at the far south part of the room to open a part of the stable. Find the next lever and pull it. There will be a wall that opens up. Go through here and get that chest for 3 keys (Chest 11 of 11) Head back and pull the first lever again. Head back, go past the chest you just opened, and pull the lever there. This lets the horse out of its pen. Hop onto the horse, and head back into the central area. Now, head to the southwest corner and pull that lever. Head through that door, and shoot the arrow marker to release some planks. Walk across the plank, pick up the weight, and place it to the right where it goes (it's the X on the mini map). Kill the group of telemarines that attack you. Destroy the hay in one of the hay pits to find the other weight, and place it next to the other one. This raises the horse's gate. Now, head to the southeast corner of this room, shoot the arrow icon, walk across the plank, and pull the lever. Doing so will unlock a bonus. Hop back on the horse and head back to the central area. Doing so will get a cutscene going. Hop on a horse, and run over the telemarines here (don't shoot with any arrows. There's an achievement for killing 20 while on horseback, but they have to be run over by the horse, not shot by you). In the new room, seeing that the barricade is blocking you, head right into the pen and climb the rope to get to the second level. Shoot the arrow icon here to make the pillar fall. Continue along the second story and pull the lever at the end. This opens the gate below. Head back to the pillar you shot down, cross it, head north, and pull that lever. This opens the last gate. Head back down to the first floor, find the crank next to the rope closest to the door you need to open (right hand side). On the left hand side, put the crank in the last pen. Kill the telemarines, rotate the crank, and go through the door. Doing so will show a cutscene, and unlock:
It's now on to the next area.
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