Game Walkthroughs

Chronicles of Narnia: Prince Caspian Walkthrough

Defeat the Sentries on the Turrets

  1. Fly the gryphon over the tower and press to land
  2. Standing in the centre of the tower turn left
  3. Press and rotate the clockwise when prompted and then repeatedly press to complete the action
  4. Turn right from the centre
  5. Press and rotate the clockwise when prompted and then repeatedly press to complete the action
  6. You will now have a rope hanging of each one of the two towers
  7. Climb the one on the left first by walking right up to it and then pushing the up until you reach the top
  8. Once at the top defeat the Telmarines
  9. Now lower yourself down the rope again by approaching the rope and pushing the down
  10. Now go to the rope on the right by walking right up to it and then pushing the up until you reach the top
  11. Once at the top defeat the Telmarines
  12. Now lower yourself down the rope again by approaching the rope and pushing the down
  13. The gryphons will now have landed again
  14. Approach one of the two gryphons and press to mount it
  15. Once you are in the air, fly left to the next tower and press to land
  16. Once you have dismounted the gryphon try and avoid the Telmarines near you and run up the stairs to defeat the Telmarine that is ringing the bell
  17. Once the bell ringer is gone defeat the other Telmarines that will be coming your way, Telmarines will repeatedly try to ring the bell, ensure that you defeat them
  18. You will know when they are all defeated when CHECKPOINT is displayed on your screen
  19. The gryphons will now have landed again
  20. Walk down the stairs and mount the gryphon by pressing near them
  21. Once you are in the air, fly left to the next tower and press to land
  22. Once you have dismounted the gryphon try and avoid the Telmarines near you and run up the stairs defeat the Telmarine that is ringing the bell
  23. Once the bell ringer is gone defeat the other Telmarines that will be coming your way, Telmarines will repeatedly try to ring the bell
  24. You will know when they are all defeated when CHECKPOINT is displayed on your screen
  25. Walk down the stairs and mount the gryphon by pressing near them
  26. Once you are in the air, fly left to the next tower and press to land
  27. Once you have dismounted the gryphon try and avoid the Telmarines near you and run up the stairs
  28. Proceed clockwise around the upper area to the flashing lever
  29. Pull the lever, this will cause a pressure pad to the left to rise
  30. Stand on the pressure pad to open the gate, giving you access to the Telmarine ringing the bell
  31. Proceed up the winding steps to defeat the Telmarine
  32. Head back into the main area and defeat the remaining Telmarines on this tower
  33. CHECKPOINT will appear once they are all gone
  34. The gryphons will now have landed again
  35. Approach one of the two gryphons and press to mount it
  36. Fly to the left and land at the next tower
  37. As the Dwarf throw the grapple hook and attach it to the point in the upper left area
  38. Walk around the upper area to defeat the Telmarine ringing the bell
  39. Clear the rest of the tower of Telmarines and CHECKPOINT will appear
  40. The gryphons will now have landed again
  41. Approach one of the two gryphons and press to mount it
  42. Fly up to the last tower and land the gryphons
  43. The Telmarine in the upper area will begin ringing the bell
  44. This will spawn a Telmarine warrior
  45. Notice there are no stairs to get to the upper area, so stand against the wall directly under the bell to get the warrior to charge towards the bell
  46. Dodge his attack to complete the mission
  47. End of Mission

Back to Defeat the Sentries
1. Walk up the stairs
2. Head left and enter the door in front of you.
Break into Miraz’s Chambers
  1. To the left of the starting area is a floor puzzle
  2. Stand on one of the pressure pads – and a cutscene will play showing the observatory
  3. Use the pressure pads to guide the balls out of the maze
  4. Pick up each ball and walk it toward the camera and into the observatory
  5. Walk around the observatory with one of the balls until you receive a prompt
  6. Place the ball by pressing
  7. Repeat this with the remaining ball
  8. Return to the room to the left
  9. Once in the main room walk away from the camera
  10. You will notice a crank on the wall on a shelf
  11. Using a character with a bow, target the crank and fire an arrow
  12. The crank will fall to the ground
  13. Pick up the crank and carry it to the wall to the left
  14. Place it by pressing
  15. Press again and rotate the left thumb stick to turn the crank
  16. This raises the display case revealing the last ball for the puzzle
  17. Target the ball and fire an arrow
  18. Carry the ball to the observatory and place it on the final empty peg
  19. A door at the far end of the observatory will open
  20. Proceed through it into the hallway
  21. Defeat the Telmarine that attacks you and walk away from the camera until you reach an intersection
  22. Proceed left and you will see a staircase to the right
  23. Proceed up both sets of stairs and turn left to find a balcony over looking a chandelier
  24. Using a character with a bow, target the chandelier and fire an arrow
  25. A cutscene will show you the demise of two Telmarine Warriors blocking your path
  26. Once this is done retrace your steps down the stairs and walk away from the camera
  27. Turn left at the intersection and follow the hall downwards

Rescue Edmund and Trumpkin from the Tower
  1. Defeat the Telmarines in this room, ensure you defeat any that are ringing the bell
  2. Once they are all defeated approach the closed door opposite the camera and press and tap to pull the chain
  3. The AI will join you in this action
  4. From the doorway use your bow to hit the Telmarines in the upper area that will ring the bells
  5. This can all be done from the starting position
  6. Telmarines will emerge from the doors to the left and right
  7. Dispatch these and rotate the crank in the centre of the room
  8. A Telmarine Warrior will spawn
  9. Dodge his charge attacks and steer him toward the door opposite the camera
  10. Once he has crashed into the door three times he will be defeated
  11. Proceed up the stairs into the last room of the mission
  12. You will see a series of chains anchored by stone gargoyles along the ledge
  13. Approach these and press and tap to push them over the side to stop the Telmarines
  14. While this occurs a Telmarine Chieftain will climb one of the chains
  15. He can be dispatched by ringing one of the massive bells when he stands next to them
  16. Once all of three anchor gargoyles have been pushed over the ledge eradicate the remaining Telmarines, ending the mission

Back in Break into Miraz’s Chambers
  1. You will find your party near the entrance to the last mission
  2. Walk towards the camera and follow the contours of the hallway until you pass the entrance to the observatory
  3. The camera will shift showing you a closed door
  4. Using a character with the grapple hook, stand in front of the door
  5. Attach a grapple hook by pressing and rotating the left stick
  6. Once the hook is attached follow the on screen prompts to pull open the door
  7. Proceed through the open door to the next mission
Rescue Dr. Cornelius from the Dungeon
  1. Go left down the stairs
  2. Head towards the centre of the area where you see a bunch or barrels on the floor near an open cage
  3. Aim and shoot the bulls eye target on the top left of the big gate
  4. A Telmarine warrior will appear
  5. Let him charge at you and dodge him to get him in the centre of the room, then walk to the opening of the cage
  6. Once there let him charge at you again, dodging him so he runs into the cage
  7. The Telmarine warrior will now be trapped and the gate will open
  8. Go through the gate
  9. You now have two Telmarine warriors and two cages
  10. Trap them both the same way you trapped the last Telmarine warrior
  11. Once they are trapped head to the lever in the top left area of the room and pull it by pressing and tapping
  12. This will move the left cage onto the left side pressure pad
  13. Now go to the bottom right of the area and shoot the bulls eye target to open the small get underneath it
  14. There is another lever in here, pull it by pressing and tapping
  15. This will have dropped the chandelier which in turn drops a crank in the centre of the room
  16. Pick up the crank and walk to the bottom left area of the room and place it by pressing
  17. Turn the crank by pressing and rotating the clockwise
  18. This opens a gate to a small room to your right
  19. Enter that room and pick up the lever on the floor
  20. Now take that lever across the main area to a small stump of a flashing lever and place it by pressing
  21. Pull the lever by pressing and tapping
  22. This will open the next big gate to the next area
  23. Go through that gate
  24. Now you will see a big cage in the middle with Dr. Cornelius trapped inside, surrounded by four big pillars
  25. Two Telmarine warriors will spawn
  26. Use them to break the pillars by getting them to charge into them – do this by standing in front of the pillar and dodging their charge attacks, forcing them into the pillar
  27. Each pillar will take two hits from the Telmarine warrior to be destroyed
  28. Once the pillars are destroyed you should see a Mission Complete message
Back in Break into Miraz’s Chambers
  1. Now walk towards the camera until you come round the corner after which you walk away from the camera
  2. Keep walking straight ahead until you trigger a cut scene
  3. Now look to your right – you should see a small access hole in the wall
  4. Switch to the Dwarf by walking up to him and pressing
  5. With the Dwarf go to into the small access hole
  6. Level Complete
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2 comments

Geoffrey June 20, 2011 at 9:52 pm
daniel June 20, 2011 at 9:52 pm

hey guys i looked at the game walkthrough and tried the 1,2,1,3 for the levers in assult on mirazs castle and guess what it failed

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