Trials of Werlin Hints, Strategy and Full Level Solutions
 
     
  Level Hints & Solutions:  
 
 
 
  Tutorials Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
  Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16
  Level 17 Level 18 Level 19 Level 20 Level 21 Level 22 Level 23
  Level 24 Level 25 Level 26 Level 27 Level 28 Level 29 Level 30
  Level 31 Level 32 Level 33 Level 34 Level 35 Level 36 Level 37
  Level 38 Level 39 Level 40 Level 41 Level 42 Level 43 Level 44
  Level 45            
 
     
  General Hints & Strategy:  
 
 
  Running out of Spell Points  
  If Werlin runs out of spell points and there isn't an obvious path, it is likely that you will need to restart the puzzle and try a different method. It is possible that things were done out of order, or spell points were used in places that weren't necessary.  
     
  Avoid the Zombies  
  Avoiding the zombies is a breeze. The zombies follow a set pattern, back and forth, over and over. The trick is to watch the zombie's path so that you always know where he will go next.  
     
  Avoid the Spiders  
  Avoiding the spiders is easier than it looks. The spiders move in a random pattern. The trick is to always stay 2 squares away. If you need to pass by a spider, try to stand on a diagonal tile to the spider. Then, when the spider goes one way, you go the other. Continue this until you have passed the spider. With practice you'll be dodging spiders like a pro.  
     
  Avoid the Skeletons  
  The skeletons are tricky because they will chase you. Werlin is much faster than the skeleton. Try and use these facts to your advantage. Let the skeleton chase you, then look for a wall or a trap that you could get the skeleton stuck against, while you make your escape.  
     
  Cost of a Path  
 

Each spell Costs a different amount of Spell Points and can be cast a certain Range:

Water: Cost: 1sp  Range: 1 tile radius
Ice: Cost: 2sp  Range: 2 tile radius
Wind: Cost: 3sp  Range: 2 tile radius
Levitate
: Cost: 2sp + 1sp for each Tile moved
Invisible: Cost: 2sp + 1sp for each Tile moved
Break-Wall: Cost: 3sp  Range: 1 tile radius
Teleport: Cost: 5sp  Range: 3 tile radius

Use this to figure out what the 'cheapest' path will be for Werlin. This will often be the correct solution.

 
     
  Using Ice to Freeze a Zombie  
  The Ice spell has a few different uses in the game. One of those uses is to freeze a Zombie in its place. This is not as easy as it sounds... timing is critical. In order to time this perfectly you must start the spell when the Zombie is 1.5 squares away from the square you are casting on. Keep practicing... you'll get it.  
     
  Using Wind on a Zombie to Change its Direction  
  Wind has a few different uses in the game. One of those uses is to blow wind at a zombie to permanently change its path. The new path of the zombie will be in the direction of wind from Werlin to the monster. The zombie will continue on this 'bump-and-go' path for the rest of the level or until the level is restarted. This is useful for a number of reasons, least of which is to redirect a zombie to flip a switch that is out of Werlin's reach. Note: Wind does not work on all monsters.  
     
 
 
     
  Tutorials:  
 

Tutorial 1 - This is self explanatory. Click the key. Then click the Magic Gate.

Tutorial 2 - First flip all switches. Get the Key. Then flip the bottom-left and top-right switch. Then go to the magical gate.

Tutorial 3 - Move close to the Fire Trap (2 squares to the right). Then click the Water Spell from the Spell Bar below so that it is hilighted. Now click on the Fire Trap to your right. This will put the fire out so that Werlin can safely walk through. Now collect the 2 glowing Spell Points from the other side of the level. Use the Water Spell to put out 1 of the fire traps surrounding the key. Get the key. Use the Water Spell Again to put out the Fire Trap that is blocking the path to the magical gate. Go to the magical gate.

 
     
  Level 4:  
  Level 4 introduces Zombies. Zombies follow the same pattern over an over so the trick to avoiding them is to watch their pattern. The first thing to do on this level is to flip the switch to the bottom-right. Collect the Spell Point directly above. Now flip the switch that is next to the Zombie. Now move Werlin next to the Fire Trap on the top of the level. Use the Water Spell to put out the Fire Trap. Get the key. Go to the magical gate.  
     
  Level 5:  
  The trick to this level is to put out the Fire Trap closest to the Electricity traps and collect that Spell Point before doing anything else. Then put out 2 Fire Traps either both on the bottom or both on the top. Avoid the spiders as you flip the switch and get the key. Go to the magical gate.  
     
  Level 6:  
  First collect the 4 Spell Points surrounding Werlin. Then use the Ice Spell to freeze the 3 Whirlpools in a row, directly to the left of Werlin. Flip the switch above, then use the Water Spell to put out the Fire Trap to the right of Werlin. Collect all the Spell Points in a clock-wise direction, starting with the Spell Point to the left. Use the Water spell to put out the fire towards the bottom-right. Collect the 1 Spell point. Freeze the Whirlpool that is closest to the switch on the bottom-left. Then freeze the next closest Whirlpool, but do not flip the switch. Use the Ice spell again to freeze the Whirlpool closest to the key. Get the key. Go to the magical gate.  
     
  Level 7:  
  First flip the switch at the very bottom of the level by sneaking down between the I and the C in the word I-C-E. Next walk as far right as you can without falling in the pit. Use the Ice Spell to freeze the Whirlpool directly above Werlin. Collect the 3 Spell Points closest to the E. Next use the Ice Spell again to freeze one of the Whirlpools in the letter C (be careful to do this right after the Zombie starts heading upward). Collect the Spell Point in the letter C. Now use the Ice spell one more time to freeze one of the Whirlpools near the letter I. Flip the switch and get the Key. Go to the magical gate.  
     
  Level 8:  
  Use the alcoves to avoid the zombies. Collect the 2 spell points in the middle and bottom of the level. Being careful to avoid the zombies, use the Ice Spell to freeze the top-most Whirlpool. Flip the switch. Collect the last spell point and flip the switch in the top-left corner. Now flip the switch towards the bottom-right. Go to the middle of the screen (above the middle zombie, but right below the Fire Trap.) Use the Water spell diagonally to put out the Fire Trap below Werlin. Get the key as you avoid the zombie. Flip the switch above the magical gate 2 times. Go in the magical gate.  
     
  Level 9:  
  First flip the switch at the top-right. Then flip the switch at the bottom-right. Get the Spell Point closest to the bottom-right switch. Now flip the switch at the bottom-left. Get the Spell point towards the top of the level. Go as close to the top-left switch as you can (2 squares down and 2 squares to the right of the switch). Use the Wind spell to flip the switch. Get the key and go in the magical gate.  
     
  Level 10:  
 

Start by putting out the top-most fire with the Water spell. Then instead of using wind to flip the switches, use the Ice spell to freeze the whirlpool in between Werlin and the top switch. Do the same for the other 3 switches. After flipping the 3rd switch, you should be able to flip the switch to the top-left. After flipping that switch, flip the bottom switch, then the switch to the top-right. Use the Ice spell to freeze the whirlpool to the left of the key. Get the key. Use the Wind spell to the flip the switch to the bottom-right. Go to the magical gate.

 
     
  Level 11:  
  Start by getting all the openly available Spell points while being careful to avoid the Skeleton. Use the wind spell to flip the switch to the very top-left. Collect the 2 Spell points and flip the switch to the bottom-right. Use the Ice spell to freeze the whirlpool and get the last Spell point. This may be tricky because the Skeleton will chase you. Learn how to avoid Skeletons above. Use the Wind spell to flip the last switch. Get the key and go to the magical gate.  
     
  Level 12:  
  Start by putting out the middle Fire trap with the Water spell. Then flip the switch in the bottom-right corner. Go back to the Star for a second... now get the Spell Point that is at a diagonal (above and to the left) to Werlin. DO NOT get the spell point directly above the Star yet. Use the Ice spell to freeze the Whirlpool in the upper-right hand corner of the screen. Get the Spell Point and flip the switch. Now flip the switch in the bottom-right corner of the screen again. Go to the Star again. Now go up 3 squares. When the spiders go down, move quickly and get all the Spell Points up and around the corner and come back to the Star. Now flip the switch in the upper-right hand corner of the screen. Then wait for the bottom set of spiders to come away from the alcove where the Key is and flip the switch in the lower right-hand corner of the screen. You can keep flipping this switch until you get the spiders trapped OUTSIDE the area with the Key and Pits. Now flip the upper-right switch again. Keep flipping this switch until there are no spiders caught in the Electricity. Flip the bottom-right switch one more time, then the upper-right switch one more time. Use the Wind spell to flip the switch near the Skeletons. Get the key and go to the Star again. Use the Water spell to put out the Fire that blocks the Magical Gate. Go to the magical gate.  
     
  Level 13:  
  First collect all the Spell Points. One way or another, make sure all the switches are flipped to the right. Stand on a switch that is close to the opening. Wait for the spiders to come out. When you see a chance, run in and get the key. If the coast is clear, use the Levitate spell to levitate Werlin into the Magical Gate, otherwise run outside the 'web' and do the same thing from below the gate.  
     
  Level 14:  
  The intended solution of this level involved many switches to be flipped in a specific sequence, but it has come to our attention that there is a much simpler method. First gather all the Spell Points. Then flip the top-middle switch. Now use the Wind Spell to flip the top-left switch. Get the Key. Go in the magical gate.  
     
  Level 15:  
  Use the Levitate spell to move Werlin to the second switch (from the left). Then walk to the second switch from the right. Now get all the Spell Points being careful to leave all the switches in their flipped position. Now go back to the second switch from the right. Go 1 square down and use the Water Spell to put the Fire trap out. Flip the switch below. Go to the third switch from the left being sure to keep all the switches in their flipped position. The third switch will make an opening on the bottom row to get to the Key. Now use 4 Water spells to get to the Key. Go in the magical gate being sure not to fall in the Pits when the switches are flipped back.  
     
  Level 16:  
  First, since there are so many switches, lets number them. Lets call the top switches 1A-4A respectively and the bottom switches 1B-5B respectively. Flip the following switches: 4A, 2B, 2A, Get the Spell Point in the bottom-right corner, 3B, 1A, 4B, Get the Spell Point toward the top-left of the screen. Use the Levitate spell to get the Key. Flip the switch below the Key. Flip 4B, 3A. Go to the Magical Gate.  
     
  Level 17:  
 

First collect the 2 spell points on the top-left and bottom-left. Now use the Ice spell to freeze one of the Whirlpools closest to the spiders. Get one Spell point and get out of there. Flip the switch in the bottom-left corner of the level. Go to the Star. Walk over to and Freeze the Whirlpool directly to your right. Use the Levitate spell to cross the Electric plate and land on the ice. Get the 4 Spell points and the Key. Use the Levitate spell again to cross over the Electric plate. Go to the magical gate.

 
     
  Level 18:  
  First go straight up and get the 2 Spell points. Then use the Invisible spell to pass through the Smashing Wall detector closest to the Star. This may be tricky because the Skeleton will chase you. Learn how to avoid Skeletons above. Turn off the Invisible spell as soon as you are clear of the Smashing Wall detector so that Spell Points are not wasted (to turn a spell off, click the spell again or right-click the mouse). Being careful to avoid the zombie, get the 2 Spell Points on the top, then get the 2 Spell Points on the bottom. Next use the Invisible spell again to pass through either detector to the right. Again be sure to turn off the spell as soon as you make it through. Get the 2 Spell Points at the top. Use the Invisible spell again to pass through the detector at the top-right. Be very careful as you get the Key and flip the switch. Find your way back to the magical gate.  
     
  Level 19:  
  There are 4 switches in the bottom-right corner. Use the Wind spell to flip the top one. Get all the Spell Points on the bottom row. Go close to the Smashing Wall detector. Here's the trick: use the Invisible spell to walk through both detectors and flip the closest switch and walk back through the single detector, all in one shot. Now get the 3 Spell Points at the top. Use the Wind spell to flip the switch above the skeleton. Now make sure ALL the switches are flipped to the right. Get the Key. Go to the magical gate.  
     
  Level 20:  
  The hardest part about this level is timing the Fire traps. One way or another, get the 3 Spell Points at the bottom. Then use the Ice spell to freeze the Whirlpool at the top-right corner of the level. Follow the zombie closely as you get all 5 Spell Points on the top row. Flipping the switch just right of the center will allow the 3 switches on the bottom-left to be flipped. Make sure all switches are flipped to the right. Go to the Smashing Wall detector (close to the Key). If there is still an Electric plate blocking the way, just wait a little while, it should be turned off by the zombie. Use the Invisible spell to pass by the detector, get the Key and pass through the detector again, all in one shot. Go to the magical gate.  
     
  Level 21:  
  Go close to the Smashing Wall detector at the top-left. Use the Invisible spell to pass through both detectors and flip the switch. Be sure to turn off the Invisible when you flip the switch. Go over one column and down to the bottom Smashing Wall detector. Use the Invisible spell to pass through the detector. Turn off the spell as soon as you are through. Use the Ice spell to freeze the Whirlpool on the bottom. Flip the switches so that the top two are facing inward, the bottom two are facing outward and the middle two are both flipped to the right. There should be enough openings to get to the Fire now. Use the Water spell to put out the Fire trap. Get the Key. Go to the magical gate.  
     
  Level 22:  
  First flip the switch closest to Werlin. Then get the two available Spell Points on the left portion of the level. Flip the same switch again. Cross over to the right portion of the level. Use the new Break Wall spell on the wall directly inbetween the 2 Spell Points. Get the 2 Spell Points. Use the Water spell to put out the Fire. Get the Key and go to the Magical Gate.  
     
  Level 23:  
  First go down the center pathway. Then use the Break Wall spell to break the 2 walls needed to get to the switch. Break the wall to your right and wait for a good time to enter the chamber. Break another wall to your right and collect all 12 Spell Points. Go to the switch and keep flipping it until the Skeleton is trapped. Break 3 walls to your left. Get the Key. Go to the Magical Gate.  
     
  Level 24:  
 

First use the Break-Wall spell to break the wall directly to the right. Then use the Break-Wall spell again on the wall directly inline with the uppermost switch. In the same line of tiles, put out the fire with the Water spell and freeze the Whirlpool with the Ice spell. Next use the Break-Wall spell again to break the 3 bricks in the same line as before. Flip both switches. Use the Water spell 3 times on the Fire traps blocking the path to the key. Get the key and go to the Magical Gate.

 
     
  Level 25:  
  First use the Break-Wall spell to break the wall that holds the uppermost Skeleton. Now use the single wall to your left as a pivot point and lead the Skeleton to the other side. When the Skeleton is on the other side of the block, run quickly and put out the Fire that was previously guarded by the Skeleton. Get all 6 Spell Points. Use the Wind spell to flip the switch in the bottom right corner. Break the wall just above the Key. Get the Key. Go in the magical gate. (Note: there are other more complicated solutions)  
     
  Level 26:  
  First, collect the only available Spell Point. Follow the downward path until you reach the end. Break the wall at the end with the Break-Wall spell. Collect the 3 available Spell Points, using the switch as a hiding spot. Use the Break-Wall spell on the wall just to the right of the switch. Collect the 4 available Spell Points. Now, making sure the switch is in the left position, go to the left side of the screen and use the Break-Wall spell to remove the wall just above the Whirlpool. Collect the 3 available Spell Points. Use the Ice spell to freeze the Whirlpool. Collect the last Spell Point. Now flip the switch again, and use the Break-Wall spell to get to the Key. Go to the Magical Gate.  
     
  Level 27:  
  First, use the Break-Wall spell to remove the wall just above Werlin. Now collect all the openly available Spell Points. Go back to the Star, being careful to flip the switch to the right. Now move 1 square to the right of the Star and use the Teleport spell and appear just next to the upper 2 Spell Points. Collect the 2 Spell Points. Flip the switch and break the wall to the right of it. Move to the newly broken tile. Teleport to the Key. Collect the 4 Spell Points. Now Teleport to the enclosed section on the bottom. Collect the 5 Spell Points, but DO NOT flip the switch. Move closer to the Magical Gate and Teleport below the Star. Go to the Magical Gate.  
     
  Level 28:  
 

First use the Water spell to put out the Fire to Werlin's right. Next use the Water spell again to turn the Pit into a Whirlpool! Now, use the Ice spell to freeze the Whirlpool. This may seem ridiculous, but Water cost 1, and Ice costs 2, so 3 SP is cheaper than using 4 to get across by way of levitation. Collect the 3 Spell Points and flip the switch on the bottom right, being careful to avoid the spiders. Now go to the Pit just below the Key. Use the same trick as you did before to get across. Get the Key. Use your last 2 Spell Points to put out 2 Fire Traps and Go to the magical gate.

 
     
  Level 29:  
  First use the Ice spell to freeze the second Whirlpool from the top (it doesn't really matter which one you freeze, but this will make it easier). Then lure the Skeleton down into the bottome area; this should give you enough room to dodge the Skeleton. Collect the 2 Spell Points at the top, and the one at the bottom of the V. Now use the Break-Wall spell to get to the switch and flip it. Now lure the Skeleton down into the lower part of the V (you should be able to maneuver around him now). Get the 2 Spell Points at the top. Use the Ice spell to freeze the top-right Whirlpool. Get the Key. Using your Skeleton-dodging skills, flip the switch and go to the Magical Gate.  
     
  Level 30:  
  In level 28 we learned that you can save Spell Points when crossing Pits by filling the Pit with water, then freezing it. The same is necessary here. Go to the top left corner of the inner square. Now use the Teleport spell to go to the upper left corner of the screen. Collect all the Spell Points (at the same time you will flip all the switches). Flip the bottom switch again. Walk 1 square to the right. Use the Teleport spell to jump 3 squares to the right. Get the Key and go to the Magical Gate.  
     
  Level 31:  
  First get to the switch by avoiding the Spider. Then use the Ice spell to freeze the top Zombie in place (your timing must be perfect). Maneuver around the Zombies and get the 5 Spell Points. Break the Wall next to the 3 Spell Points and collect them. Find your way back to the Star. Break the Wall just above the Star. Flip all but the left-most switch. Now go back to the Wall that you broke previously and get the Key. Navigate back to the switches and flip the left-most switch but return the other switches back to their previous postions. Break the Wall just below the Star. Go to the Magical Gate.  
     
  Level 32:  
  First Break the Wall that is exactly 5 tiles to the right of the Whirlpool. Then Break the Wall directly under it. Being very careful to avoid the Spider, collect the 3 Spell Points. Now Break the Wall that lies 2 tiles beneath the upper switch. Flip the switch and collect the nearby Spell Point. Using the same technique, flip the bottom switch and collect the last Spell Point. As soon as you can, run for the Key! This is easier said than done. You will need all the Skeleton dodging skills you've learned so far and then some. Use the walls as pivot points to lead the Skeletons away from the Key. Once you have the Key, you'll have to use the same tactics to get to the Magical Gate. This level is a hard one even if you know what to do!  
     
  Level 33:  
  At first glance Werlin seems to be trapped, but you can use the Wind spell to flip the switch directly below Werlin. This will open up a path to the right. Follow the path and collect the 4 available Spell Points. Also, flip the switch in the bottom right corner. This will open up the top path. Follow the top path and collect the 4 additional Spell Points. Also flip the switch. This will open up a path to the left. Collect the last 4 Spell Points and flip the switch in the bottom left corner. Now its time to use the Wind spell on the bottom middle switch again. Now use the Break Wall spell to destroy the wall directly beneath the Key. Get the Key. Use the Wind spell again on the same switch. Now flip the upper most switch again. Then Break the Wall directly beneath the Magical Gate.  
     
  Level 34:  
  First collect the Spell Point closest to the Star. Next sneak by the Zombie and flip only the top of the two switches to the right. After sneaking by the Zombie again this should allow Werlin to get the Spell Point near the top-right of the level. Here comes the tricky part: Move to the bottom of the level - one square left of the Zombie. Now cast the Wind Spell on the Zombie (You might have to practice the timing a bit to get this right). This will send the Zombie on a different path. The Zombie will then be able to flip the switches on its current row. The first thing you want to do is wait by the Fire trap until the Zombie turns it off, then collect the Spell Point. Next wait for the Zombie to turn off each Electricity trap until Werlin can get the Key. Do the same thing to get the 2 Spell Points in the lower-left corner of the level. Use the Break Wall spell to get to the Magical Gate.  
     
  Level 35:  
  First flip the switch closest to the Star. Now collect the 2 Spell Points near the Skeleton. Do not flip the bottom-most switch! Next Break the Wall directly above the Electricity Trap (It may be necessary to lure the Skeleton away first). Do not flip the switch closest to the Electricity trap either. Flip the switch all the way in the upper-left corner of the level. Now go all the way back to the Star. Use the Ice spell to freeze the Whirlpool that stands in Werlin's way. Get the Key and the extra Spell Point. Use this to Break the Wall above the Smashing Wall detector and go to the Magical Gate.  
     
  Level 36:  
  First, Break the Wall directly to the left of Werlin. Wait 'til the coast is clear, then collect the Spell Point at the top of the level. Being careful to avoid the Zombie, collect the 2 Spell Points on the bottom. Now Break the Wall directly below the center Electricity trap (center of the screen). Next, flip the higher of the two switches. Then flip the other switch as you run for the Key (Timing of the Zombie is critical here). After Werlin gets the Key, flip the lower switch again and go to the Magical Gate (It is sometimes necessary to lure the Skeleton next to the lower switch just before flipping it).  
     
  Level 37:  
  Do Not flip the switch closest to Werlin! First start by casting the Ice spell on the Zombie 3rd from the bottom. Maneuver around this frozen Zombie and collect the 2 Spell Points that are near the Pits. Break the Wall just below the two Pits. Flip the switch at the bottom-middle of the level. After noticing the path of the Zombies, collect the last 2 Spell Points (Note: 2 of the Zombies are continually flipping one of the switches. The square directly above this switch is always safe. Wait until the Zombies turn off the appropriate traps and get the Key. Break the Wall directly to the left of the Magical Gate and enter.  
     
  Level 38:  
  If done correctly this is a very easy level. First use the Teleport Spell to move Werlin 3 squares left and 2 squares down (inside the ©). Now get the 2 Spell Points, the Key, and flip the switch, all in the center of the ©. Collect the 4 Spell Points at the top of the level. Break the Wall directly to the right of the remaining Spell Point and flip the remaining switch. It seems as if Werlin is trapped... now use the Teleport spell to jump 1 square above the Magical Gate and enter.  
     
  Level 39:  
 

First, Teleport 3 squares below the starting position. Follow the path left and up and flip the switch closest to the line of Pits. Now Break one of the Walls across from the switch. Flip the switch in the top-left corner. Use the Ice spell to get the Key. Now flip the switch near the Pits again. This will allow Werlin to get to the bottom of the level and collect 2 of the Spell Points. To get the 3rd one is a bit tricky: First lure the Skeleton up and around until the Skeleton is next to the Star. Use the block above the Star as a pivot point and come back around the bottom of the level and collect the last Spell Point and flip the switch. This will open up a new route. Take the new route and Break the Wall just above the Magical Gate and enter.

 
     
  Level 40:  
  First Break the Wall directly to the left. Collect the 3 Spell Points and flip the switch. This will freeze some of the Whirlpools to form a circle. Use this icy circle and lure the Skeleton towards the bottom-right of the circle. Then run to the top-left of the circle and Break the Wall directly below the switch. Flip the switch. Hide until the coast is clear. Run down and use the Wind spell on the switch in the bottom-right corner (make sure you are not too close and standing on a closed Pit trap). Next go up to the top-right corner, flip the 2 switches and collect the 2 Spell Points. Now flip the switch in the bottom-left corner again. Get the last remaining Spell Point. Flip the same switch again. Move near the bottom-right switch and Break the Wall directly to the left of it. Flip the switch and get the Key. Flip the switch again and go to the Magical Gate.  
     
  Level 41:  
  First collect the 4 Spell Points surrounding Werlin. Next use the Water spell to put out one of the Fire traps (the one on the right works best). Now Collect the 3 Spell Points at the bottom of the level. Being careful to dodge the Zombies, freeze the Whirlpool at the top-right that is directly below the upper-most Spell Point. Collect 2 Spell Points. Now go down 3 squares and Freeze one of the Whirlpools to the right. Collect 1 Spell Point. Now flip both of the 2 switches on the right half of the level by using the Ice Spell to freeze a Whirlpool. Next, flip the switch at the left-middle side of the level. Walk 1 square to the right and Freeze the Whirlpool directly below Werlin. Get the Key. Walk up 2 squares and 1 square to the right. Freeze the Whirlpool directly to Werlin's right. Go to the Magical Gate.  
     
  Level 42:  
  First, move to the switch. This will trap Werlin in with 3 Zombies. Being careful to wait for the perfect moment, move right 1 square, up 1 square, right 2 squares, down 1 square, and finally right 1 square. Phewww! Move to the 2nd switch. Again, this will trap Werlin. Now for the the tricky part! Cast the Ice spell on the top Skeleton, while he is stationary. Now do the same thing 2 squares down on the bottom Skeleton (This will take better timing... cast the spell when the Skeleton moves right and crosses the line). Next use the Wind spell on the top-most of the 3 switches. This will allow Werlin to move 2 squares to the right and flip the middle switch. Now move down 2 squares to the bottom-most switch. This will trap Werlin again. The trick here is to use the Water spell to fill the Pit, then the Ice Spell to freeze it. Being careful to avoid the second set of Zombies, get the Key and come back to the frozen Whirlpool. Flip the bottom switch again. Go up 2 squares and flip the middle switch again. Go left 2 squares and flip that switch again. Using the same pattern as before navigate through the set of 3 Zombies and flip the 1st switch again. Go to the Magical Gate.  
     
  Level 43:  
  In order to better describe this level, we'll look at the level as 2 mountains, a bigger mountain (where Werlin starts) and a smaller mountain to the right. First gather the 3 Spell Points on the upper half of this level (above the mountains). Next go just below the smaller mountain and Freeze the center Whirlpool. Collect 1 Spell Point. Now move 1 square below the upper-most switch. Do not flip the switch. Use the Wind spell to redirect the Zombie downward into the Whirlpool trap. The Zombie will bounce off and start coming back towards Werlin, at which point Werlin will need to move out of the way. This will allow Werlin to safely get the Key. When the path is clear, go to the Magical Gate.  
     
  Level 44:  
  First walk 1 square to the right and 2 squares down. Then Break the Wall to Werlin's right. Collect 2 Spell Points. Next, flip the switch that is below the Spider's chamber. Collect 2 more Spell Points. Use the Invisibility spell to pass through the Smashing Wall detector, but remember to turn it off as soon as Werlin is safely through (by right-clicking the mouse or clicking the Spell Button again). Werlin should have 1 Spell Point left at this point. Next, flip the switch in the bottom-right corner of the level. The goal here is to try and trap ALL of the spiders to the left and right of the Key. You may have to step off and back on the switch a couple times to achieve this. When all the spiders are successfully trapped, collect 2 more Spell Points and flip the switch at the top-right corner of the level. Now flip the switch that is above and to the right of the Spider's chamber. This will let out some of the Spiders to the right. Next flip the switch at the top-left of the Spider's chamber. Flip the switch at the very top-right of the level again. Also flip the switch in bottom-right corner of the level again. Next Break the Wall 2 squares above the Key. Get the Key and go to the Magical Gate.  
     
  Level 45:  
  There are a couple ways to beat this level, all equally challenging. First move up 1 square and Break the 2 Walls above Werlin. Collect 1 Spell Point and flip the switch. Collect 3 more Spell Points and flip the same switch as before. Break the Wall to Werlin's right. Collect the 1 Spell Point in the top-left corner. Next use the Water spell to put out the 2 Fire traps at the top of the level. Now collect the 4 Spell Points that are surrounded by Whirlpools. Collect the Spell Point at the top-right corner of the level. Now, Break the Wall directly to the left of the switch in the upper-right corner. Flip the switch, then Break the Wall that is 2 squares below it. Next get the Key. Now collect 2 Spell Points and flip the closest switch. This will clear the path to flip the top-left switch again. Now move Werlin near the Magical Gate and Freeze the top-most Whirlpool. Go to the Magical Gate.  
     
     

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