|The Chronicles of Narnia: Prince Caspian - Achievement Guide|
Xbox360Achievements.org - Every Point Counts
There are 50 achievements with a total of 1000 points.
|Coastal Guardian (10 points)|
|Fend off the Telmarine ships.|
|This is one of the four initial objectives in the first level, Cair Paravel. To initiate the objective, switch to the Dwarf character by facing him and pressing . Then, go up the stairs on the west side of the courtyard and through the small door at the top. You’ll emerge on a platform with a lever. Pull it and open the main door at the top of the stairs. Go through the door, grab the weight in the middle of the courtyard, and place it on the pulley at the north end of the area. Walk south towards the pavilion and activate a cutscene. Go through the gate that you’ve opened and kill Telmarine soldiers until the leader arrives. You’ll be able to recognize him by virtue of his significantly larger size and complete body armor. |
Once you kill him, the griffin will land and you can mount him by walking up to him and pressing . The griffin will drop you on a balcony with a ballista. Kill the soldiers on the balcony and then grab the ballista by pressing . Aim it at the closest ship and press when the button appears on the screen to fire a bolt at the ship. Reload the ballista by following the on-screen prompt and rotating the in a clockwise direction. Once it is loaded, aim and fire another bolt. Two hits will be enough to sink the ship.
The griffin will pick you up again and drop you back in the main courtyard after being shot at by archers. You’ll need to work your way around the courtyard killing the five archers there. You can easily recognize them by the red dot above their heads. Once they’re all dead, the griffin will pick you back up and drop you on another balcony with more ballistae. Kill the Telmarine soldiers there and destroy the two remaining ships in the same manner as the first. When all three ships are sunk, the objective will be complete.
|Cair Paravel Custodian (10 points)|
|Rescue Queen Susan's Horn from the throne room.|
|This is one of the four initial objectives in the first level, Cair Paravel. To initiate the objective, go to the south end of the courtyard and stand on the pressure plate on top of the small set of stairs on the left. This will open a gate immediately to your right. Walk through the gate to begin the mission. Walk down the hall, go up the stairs, and around to the right, killing soldiers as you go. You’ll emerge on a balcony overlooking the throne room. Kill the guards on your side of the balcony, then use the Satyr to shoot down the four ropes holding up the chandelier by targeting them with and firing your bow with . |
After the chandelier falls, you’ll be on the lower floor of the throne room. You have to kill all of the Telmarine soldiers before they can open the chest. There’s a timer at the top of your screen with the icon of a chest on it, so you’ll know approximately how much time you have left. Once the soldiers are dead, go behind the thrones and grab the wooden object there, placing it in the holder to the left. Then grab the weight behind the thrones and place it on the pressure plate to the right. This allows you to go to the chest in front of the thrones and open it. Once you do, the objective will be complete.
|Gigantic Allies (10 points)|
|Defeat the archers that are threatening Cair Paravel.|
|This is one of the four initial objectives in the first level, Cair Paravel. To initiate the objective, go to the east side of the main courtyard and use the Minotaur or Satyr to smash the cart blocking the stairway. Go up the stairs and use to Satyr to lock onto the target above the door by pressing and shooting it with an arrow. Go through the door out onto the battlements. First, kill the Telmarine soldiers that you find there. Once the battlements are clear, grab the barrels lying around by pressing , walk out onto the platforms extending from the wall, lock onto the soldiers on the field below by pressing , and throw the barrels at them by pressing . |
Once the giants are free, one will pick you up and place you on his back. Guide the giant around the battlefield and kill the twenty archers there. You can recognize the archers by the red dot above their heads. There’s a tracker at the top of the screen to tell you how many remain. Once all twenty are dead, you’ll return to the battlements and the objective will be complete.
|Stemming The Telmarine Tide (10 points)|
|Seal the doors and escape Cair Paravel.|
|After you’ve completed the four objectives for the first level, you’ll be back in the courtyard. In the northeast corner you’ll find a giant pinned down by several archers. Use the Minotaur to free him, then get on his back and use him to close the main gates. As soon as the gates are closed, run to the southern end of the courtyard by the door you went through to get Susan’s Horn. Use the giant to kill the two enemy leaders that you find there. There’s a timer at the top of the screen, so kill them quickly. After that, you have to kill twenty-five Telmarine soldiers to clear a spot for the griffon to land. There’s a tracker at the top of the screen, so you’ll know how many are left. Once the griffin lands, mount it and the objective will be complete.|
|A Pyrrhic Victory (35 points)|
|Escape Cair Paravel with Queen Susan's Horn.|
|This achievement unlocks when you finish the first level, Cair Paravel.|
|Siege Weapon Destruction (10 points)|
|Use the giants to destroy the catapults in Cair Paravel.|
|This is one of the four initial objectives in the first level, Cair Paravel. To initiate the objective, go out of the main gate in the northern wall of the courtyard. You’ll find yourself in the middle of a battle. Switch to the Minotaur, find a giant on the battlefield, climb on his back, and use him to destroy the first war machine. The first machine is directly across from the main gate, but you can follow the green arrow on your mini-map if you’re having trouble finding it. After it is destroyed, move to the east side of the battlefield to find the second catapult. You’ll have to cross a bridge to get to it, but doing so will cause your giant to fall through it. |
Once he does, go back to the main battlefield to find a second giant and use him to pull the second giant out of the pit by walking up to him, pressing , and then rapidly pressing . Once you pull him out, he’ll walk over to the leaning rock next to the broken bridge. Take your second giant over there and push the rock over to make a new bridge. Cross the bridge and destroy the second war machine. Finally, go all the way to the west side of the battlefield to find the last catapult. A group of archers will attack your giant, so you’ll need to kill them on foot before you can get back on his back and use him to destroy the final war machine. This will complete the objective.
|Cave Dweller (10 points)|
|Work through the cavern to find a grapple.|
|When the level starts, go to the left side of the beach to find the entrance to the cavern, covered by a pile of rocks. Move the boulders out of the way until the entrance is clear and then enter. Once inside, you’ll need to pick up torches to light your way. If your torch goes out, swarms of bats will hurt you, so beware. First, you’ll have to pass several areas of blowing wind. Wait for the wind to die down and then run past. Keep your eyes open for new wood piles that you can light with your torch, giving yourself safe areas to retreat to should the torch go out. |
As you move through the cave, you’ll find three windy areas that you must seal up. Simply pushing over the pillar near the hole from which the wind is coming can stop the first and last one. The second one must be stopped by finding the missing lever piece nearby, fixing the lever, and closing the set of doors. Past that, you must dodge another set of windy areas and finally arrive at a doorway with flammable material arching over it. Light your side and then walk through the wind. Your torch will blow out, but the fire arching over the door will protect you. Relight your torch on the other side and then open the chest beyond it to find the grappling hook.
|Father Christmas' Gifts (10 points)|
|Explore the treasure rooms and find the Pevensie's clothes and gifts.|
|The treasure rooms are in the ruins at the top of the cliff. Walk to the grappling point near the cliff, marked with an , hold down the button and rotate the until the grappling hook is launched. Climb up to the top. Go up the second set of stairs to the left and then turn right and find the icon near the wall in front of you. Push on the wall to reveal a hidden doorway.|
Grab a torch and go down into the bug pit to pull the lever, raising a walkway to your right. Exit the pit and cross the walkway that you just raised. You’ll find yourself in a central hub in front of a number of statues with three different pathways to choose from. The order in which proceed does not matter – you’ll do all three before you can leave.
Pull the lever to open a door to your left and walk into the next room. Walk immediately to left and pull the lever that you find there. Grab a torch and go into the bug pit to pull the second lever. This will continue the pathway past the first lever. Return to the walkway and cross to pull the third lever. This raises a set of stairs to the chest. Open it to retrieve Peter’s Sword and Shield and you’ll return to the central hub.
Now, smash the pile of pottery in front of you and enter the broken doorway beyond the statue. Grab a torch if you don’t have one, go into the bug pit, turn left and smash the pottery to reveal a lever piece. Use the piece to repair the lever and the pull it. This elevates a new platform with two pressure pads. Stand on one pad and the other character will stand on the other, raising the stairs to the chest. Open the chest to recover Lucy’s Cordial and return to the central hub.
In the hub, grab a torch and turn right from where you were first standing to find a bug-filled alcove with a pressure pad. Step on it to open a door directly in front of you. Once in the next room, stand on one of the pressure pads and the other character will stand on the other pad, raising a new platform in front of you. Cross the new bridge and go into the bug pit to pull a lever, raising another set of stairs. Go up these stairs and melee attack the two arrow symbols that you see there, releasing two of the ropes holding the statue up. Return to the bug pit and stand near the other two arrow symbols, making sure that you’re controlling Lucy, the little girl. Press to drop the torch and then use to target the arrows before pressing to throw daggers at them, breaking them and releasing the statue. Use the statue as a bridge to cross over to the platform with the chest, open the chest to retrieve Susan’s Bow, completing the mission.
|River Retrieval (10 points)|
|Rescue Trumpkin from the water.|
|After finding Pevensie’s gifts, go back down the stairs from the secret entrance and turn right to find a circular platform, backed by some stained-glass windows. There are two circular tablets on the ground that you have to pick up and then place in the indicated spots on the ground. Once you do, pillars will fall, breaking the glass, and opening a pathway for you. Pass through the opening to trigger a cutscene.|
After the cutscene ends, use Susan, the taller of the two girls, and run up the slope in front of you. From here, you can target the archers across the river. Use to target an archer and then to shoot them.
Eventually, you’ll be able to target the rocks on the slopes above them. Once all of the archers on the beach are dead, you need to take out the three boats of archers on the river. Switch to Peter, pick up the small rocks scattered around the beach and throw them at the archers in the two boats closest to the shore. Each archer will take two hits to kill. Once both boats are empty, run to the right side of the beach to find the spot indicating a grapple point. Grapple the boat and then press repeatedly to pull the boat up to the beach, triggering a cutscene and rescuing Trumpkin.
|Feral Forest (10 points)|
|Find a safe route through the woods.|
|After a cutscene, you’ll find yourself on the other side of the river. Use Trumpkin to go through the hole and onto the ledge above the beach. From there, you can use a tree branch to lever over a bunch of rocks, opening a pathway into the forest. After you pass through, you’ll see a cutscene demonstrating that the bears inhabiting the forest can be avoided by drawing them towards traps. Use Trupmkin to go through another hole on the right side of the clearing and push the large rocks off of the ledge above. Switch to Peter and use him to carry those three rocks to build a bridge to the island in the middle of the river. There’s a fourth rock one the island and a fifth on the left side of the clearing that you can use to complete the bridge to the other side of the river.|
In the next clearing, you’ll face another charging bear. Stand in front of the tree to the right side of the clearing and then move to the side as the bear charges you. It’ll run into the tree, knocking it over and opening up the pathway to the next area. Go through to find a sleeping bear. Wake the bear and use him to break through the two sets of brambles to the south. To cross the next area, you have to grapple up to the ledge and cross that to get to the other side. In the next area, you’ll again need to grapple up to a ledge and wake the sleeping bear that you find there. Lure him onto the fallen tree there and he’ll fall down into the clearing below. Return to that clearing and use the bear to break through the woods to the right of the ledge. Pass through the new opening and you’ll find one final sleeping bear that you can use to break open the path to the left. Once he smashes the fallen tree, you can pass through, completing the mission.
|Ruins Revealed (35 points)|
|Complete the entire Cair Paravel Ruins area.|
|This achievement unlocks when you finish the second level, Ruins of Cair Paravel.|
|Gryphon Flight (10 points)|
|Use gryphons to take out the turret sentries.|
|From the central starting area, pull the lever on the top floor and open the door to your right. Enter the door and you’ll be in a two-level area with a partially completed picture in the tiles on the lower floor. Two of the missing tiles are on the top floor and two more on the lower floor. Follow the prompts from the game to place them in the correct place. Once they’ve all been placed, step on the glowing tile, open the gate, and go through. Mount the griffons by pressing and fly in the direction indicated by the green arrow on your mini-map. The game will prompt you to land when the button appears on the screen. Press that to land on the turret below.|
Use the grappling hook to go climb to the top of the towers on either side and then kill the Telmarine soldiers that you find there. Once all the soldiers are dead, the griffons will land, you can remount them, and fly to the next tower as indicated on your minimap. When you land on this tower, there will be a Telmarine soldier ringing an alarm bell. If you don’t kill him before the timer at the top of the screen runs out, then the mission will fail, so try to ignore the other soldiers and run up the stairs to kill the one at the bell. As soon as he is dead, the other soldiers will run to replace him, so wait by the bell and kill them as they arrive. Once they are all dead, the griffons will land again, so mount them and fly to your left to find the next tower. Repeat the process of killing the bell ringer and then the rest of the soldiers and then fly to the next tower.
This tower is a little different and requires some speed. As soon as you land, run up the stairs and to the right on the upper level to find a lever. Pull it to raise up a pressure pad on your left. Step on the pad to raise the gate in front you, giving you access to the bell. Quickly kill the soldier and then all of his companions. Once they are dead, proceed to the next tower. This time, you’ll need to use the grappling hook to get up to the upper area and take out the bell ringer. When everyone is dead, you can finally fly to the last tower. When the bell on the upper level starts ringing, a massive Telmarine warrior will spawn. There’s no way to kill him directly and also no way to get up to the bell to make it stop ringing. All you have to do, however, is stand in front of the wooden support structure for the bell and wait for the warrior to charge you. Dodge out of his way and he’ll slam into the structure, killing himself, stopping the ringing bell, and finishing the mission.
|Silent Sentries (10 points)|
|Defeat the sentries along the castle walls.|
|From the central starting area, attack the broken door and pass through. Defeat the Telmarines, assemble the crank, and use it to extend the bridge. Once you’re out on the bridge, you’ll need to shoot the target over the opposite door to open it. Kill the Telmarine soldiers as you go through the gate, making sure to focus on the one ringing the bell. Once the soldiers are dead, assemble the broken lever and pull it. Assemble the crank and turn it to open the gate. In the next area, the guard ringing the bell is on the lower level, so run down the steps and kill him before taking out any of his companions. |
Go back to the upper level and step on the pressure plates and shoot arrows at the targets above the doors. This allows you to access the parts necessary to assemble the lift. Go up the lift, pull the lever at the top, open the door, and go through. In the next area, use Caspian to shoot the targets by the bridge and then use Peter’s grappling hook to pull the bridge down. On the other side, take out the guard ringing the bell. On the upper level you’ll find another set of glowing tiles. Step on one, the other character will step on the other, and the mission will be complete.
|Liberation (10 points)|
|Rescue Cornelius from the dungeons of Miraz's Castle.|
|After you’ve eliminated the sentries, you’ll break into Miraz’s chamber. To get to the dungeon you must complete a couple of puzzles. The first is in the middle of the first room and consists of using the directional pressure plates to move two marbles through a maze and out the bottom. Once you’ve done that, go down the steps and to the left to find the piece to turn wheel. Fix the wheel and use it to open the cage around the pedestal in the middle of the lower area, revealing a third marble. Shoot the marble off of the pedestal to recover it. Take all three marbles and place them on the appropriate part of the planet structure in the room through the doorway on the right. Once all of them are in place, a doorway on the far side of the room will be opened.|
Turn right out of this doorway and find a closed door that you have to use a grappling hook to open. Firing an arrow at the target above the door will trigger the entrance of a huge guard. Stand in front on the cage and dodge out of his way when he charges you. As soon as he goes into the cage, it will lock him in, ending the fight. Go through the doorway that he came out of and repeat this strategy with the two guards you find there. This is even easier because the cages are smaller, so you can just stand on one side and the guard will try to charge through the cage to get you, trapping them in the process.
In the lower right hand part of the room, you will find a door that can be opened by shooting at the target above it with an arrow. Pull the lever inside to drop the chandelier, revealing a crank piece. Fix the crank on the left side of the room and turn it to open a gate to the right, allowing you to get the missing lever piece. Fix the lever by the doors opposite the ones you came in and pull it to move one of the guard cages onto a pressure plate. Go to the left side of the doors and pull the lever there to move the other guard cage, opening the door to the next area.
Inside, you will see Cornelius in a cage supported by four wooden pillars being guarded by two more of the huge guards. Simply get the guards to charge into the pillars to break them. Each pillar will take two hits. As soon as all four have been destroyed, the cage will collapse, ending the mission.
|Bell Tower Rescue (10 points)|
|Rescue Edmund and Trumpkin from the bell tower.|
|From the study, turn left, take the next left, and immediately go up the stairs on the right. At the top of the stairs fire an arrow at the chandelier to take out the guards below. Return to the main hallway, turn left, go down the hallway until you can turn left again. In the next room, kill the Telmarine soldiers, making sure to take out the one ringing the bell first. Once the soldiers are all dead, pull the chain next to the door and the other character will pull the other one, opening the door. |
In the next room, you will see small high platforms on the left and right side with soldiers ringing bells. At the same time soldiers will be attacking you on your own level. Standing right in the doorway that you came through, target the soldiers ringing the bells first. From here you should be able to hit both of them. Once they’re dead, take out the ones on the floor. When all of the guards are dead, turn the crank in the middle of the floor to trigger the arrival of another huge guard. Get him to run into the door that he came through three times to end the fight.
The final area is above the courtyard where Edmund and Trumpkin are fighting. You need to proceed around the walkway, pushing the three weighted gargoyles down onto the courtyard below. When a large armored soldier climbs up onto the walkway. Wait until he’s standing next to one of the huge bells and then pull the rope for that bell, causing the bell to ring and knock him over the edge. Once all three of the gargoyles have been pushed down, you just need to kill the remaining Telmarine soldiers to complete the mission.
|Surreptitious Arrival (35 points)|
|Complete all of the areas within Miraz's Castle Infiltration.|
|This achievement unlocks when you finish the third level, Miraz’s Castle Infiltration.|
|Small Is Big (10 points)|
|Reach the control room to let the Narnian army in.|
|You will begin in the middle of a large courtyard. Use the grapple point on the right side of the courtyard to pull open the door at the top of the stairs and then go up the stairs and through the door to start the mission. Pull the first lever you find to lower the stairs and travel down the path until you have to extend a bridge by using the grappling hook. When you get to the gate, you have to use Reepicheep to climb it. Simply stand in front of it and follow the button prompts that appear on the screen until the gate opens. Fight your way down the path until you get to a hole in the wall that you can roll into. You’ll once again have to use the grappling hook to extend a bridge and then cross it to stand on the pressure plate. |
Return to the main pathway via the hole that you rolled down and use Reepicheep to bring down the next gate. Kill all the Telmarine soldiers in the room and stand on the compass at the base of the platform. The other character will go stand on a pressure plate, lifting you up to the platform with the four levers on it. You need to pull the levers in the proper sequence to bring them all down. From left to right, pull the first, second, first one again, and then the third one. This will open the gate and allow you to access some other areas of the level. Exit the room and retrace your steps to the hole from which you started the mission. It is now closed, but there’s a new hole nearby that’s now open.
Go through the new hole to move down to a lower area until you have to use the grappling hook to make another bridge. After you cross the bridge, immediately go through the doorway on the left and kill the Telmarines in the next room. Grab the cog from the right side of the room and put in the mechanism at the front of the room. Break the barrels and boxes to find a pressure pad on the right side of the room. Step on it to extend a block from the wall. There’s another pressure pad across the room that you can step on to extend a second block from the wall. Use Reepicheep to jump up the blocks to the cage hanging from the ceiling. Just approach the base of the wall and follow the prompts on the screen like you did when you were climbing the gates. He will release the cage from the ceiling, revealing another cog. Add this cog to the mechanism at the front of the room and turn the crank, killing the Telmarines that will appear, to end the mission.
|Portcullis Peril (10 points)|
|Open the portcullis and let the Narnian army in.|
|You will be back in the large courtyard. Walk to the left until you can see a target. When you shoot a pressure plate will be revealed. Stepping on the plate will open the door at the top of the stairs. When you go through, you’ll see two targets to shoot. Once will release a key that you have to carry over to the chest on the right side of the room. Opening that chest will give you a crank that you can place on the lift. This will trigger the attack of several Telmarine soldiers. Once they’re dead, shoot the other piece of the crank that’s been exposed and place it on the lift as well. Turn one of the cranks to trigger the other character turning the other and move into the next area.|
Kill the Telmarines waiting for you and grab the lever piece on the right side of the room. Assemble the broken lever and pull it to start the wheel spinning. A group of Telmarines will show up to stop you, so you’ll have to kill them. If the wheel has stopped spinning, then you’ll have to pull the levers again. Once the wheel has spun long enough, the mission will be complete.
|Courtyard Pugilist (10 points)|
|Battle through the courtyard to get to Peter.|
|You’ll begin in the middle of a courtyard and must walk south to kill the Telmarine soldiers under the archway. Once they are all dead, you’ll get a cutscene. After that, you have to defend the hanging ountweights on either side of the gateway from the Telmarine soldiers who will try and cut them down. Kill the soldiers as quickly as possible, making sure to focus on any that are actively attacking the weights. If you’re successful, you’ll see another cutscene. After that, take control of the Ram and climb onto the giant’s back.|
After you smash the barricades and move towards the stairs on the right, the giant will get pinned down by archers, so use whichever character you like to kill them. Once you can ride the giant again, do so, and walk up the stairs towards the doorway. When you’re in front of it, you’ll receive a prompt to interact with the pillar next to the door and pull it over. Go back down the stairs and turn left until you see another arched doorway guarded by heavily armored Telmarines. Kill them with the giant and pull down the pillar next to the doorway down as you did the first one. Once this is done, go back down the stairs and turn left again towards the next set of stairs. The giant will get pinned down again and you’ll have to kill the Telmarine soldiers who are responsible. When you get back on the giant’s back, walk towards to base of the stairs where Peter is standing on the balcony to trigger a cutscene and finish the mission.
|Tyrus The Brave (10 points)|
|Reach King Miraz by scaling the castle terraces.|
|Move left along the wall and kill the Telmarines as you come to them. At the end of the wall you’ll find a grapple rope that will allow you climb up to the next level. From there, go right and use Peter to throw a grappling hook to climb to the next level. Walk to the right and use Tyrus to climb down the rope. Kill the remaining Telmarine soldiers and then grab the crank at the end of the walkway. Place the crank in the mechanism on the left, turn the wheel to extend a new walkway, and then walk along the new path to end the mission.|
|Stable Rescue (10 points)|
|Rescue Cornelius from the stables in Miraz's Castle.|
|Once you kill the Telmarine soldiers, walk towards the big door in front of you, causing it to close. Use Caspian to shoot the target above the door to open it again. Go through the door and you’ll be in a fight with a Telmarine warrior. It takes four hits to kill him, but after every hit, he will try to hit you, so make sure that you avoid the blows. There is a lever on each side of the room - pull both, and you will open both doors. |
When you go into the room on the left, shoot the target above you to release a plank that you can use as a bridge. Pick up the weight that you see there and place it on the marker to the right, triggering an attack by several Telmarines. When they are dead, go down the steps to the right, destroy the bales of hay, grab the weight that you see there, and place it on the other marker. This will release the horse from its stall. Return to the center room and go through the door on the right side.
Go through the opening in the wall on your left, kill the Telmarines, and pull the lever that you find there. Go through the gate that the lever opened and pull the next lever. Return to the first lever and pull it again. Pull the lever on the left wall and then go into the pen that you just opened, and pull the final lever. Return to the central room.
Go into the second pen on the right and climb the rope there to get to the second level. Break the pillar by shooting the target before pulling the lever on the far wall. Cross to other side of the room on the pillar and pull the lever that you find there. Climb down the rope and step on the pressure plate. Grab the crank piece and place in the mechanism in the last pen on the left. Turn the crank to open the door. Walk through the door to finish the mission.
|Valiant Escape (35 points)|
|Complete all of the areas in Miraz Castle Assault.|
|This achievement unlocks when you finish the fourth level, Miraz’s Castle Assault.|
|Approach To The How (10 points)|
|Complete the Approach to Aslan's How area.|
|Kill the stream of Telmarines the come around the corner and then follow the path until you see an open field with a bunch of archers shooting fire arrows at you. You have to get to the group of soldiers on the other side of the field with the flag bearer in their midst. You must, however, avoid the arrows at all costs. Take cover underneath the wooden lean-tos when the arrows are coming and time your runs between the shelters. Once you get to the soldiers, you’ll be safe from the arrows, so kill all the soldiers, especially the one carrying the flag. |
Keep following the path until you find a path blocked by vines. Smash the vines and follow the path, killing Telmarines, until you find a boulder that you can push off of the side of the cliff. Kill the Telmarines that arrive and then go back down the path and into the camp ahead. Continue avoiding arrows, make your way to the group of Telmarines on the right guarding the next flag bearer, and kill them all. Go back the way you came and climb the cliff that was blocked by the flaming arrows earlier to kill the flag bearer there.
Continue down the path until you come to the raging battle in front of a large stone structure. The point is to stop the hail of arrows so you can go through the door at the base of the structure. Approach the wall of the structure to the right of the walkway down to the door and shoot the soldiers guarding the flag bearer. Once they’re all dead, use Peter’s grappling hook to climb up to the walkway and kill the flag bearer himself. Go left along the walkway and move the block that you find to get to the second flag bearer and his guards. Climb back down and go to the left side of the walkway. Repeat the process of shooting the guards, climbing up, and killing the flag bearer. With the rain of arrows stopped, you can access the door at the base of the structure and finish the mission.
|Lucy's Escape (10 points)|
|Help Lucy escape on horseback from the How.|
|From the central area in the level, go into the room on the right and shoot the two targets above the bridge. Turn the crank to complete the bridge and then switch to Trumpkin, so you can go through the hole on the left, grab the cog piece, and finish the mechanism. Go back down and step on the pressure plates to open the door. In the next room, turn the crank and then pull the lever. Repeat this process four times and a staircase will appear in the center of the room.|
In the area at the bottom of the stairs, grab the lever piece, repair the lever, and use it to open the door. Once outside, shoot the horsemen in the field beyond the ditch and then kill them with arrows once they’ve jumped the ditch and are circling you. Use the horse to get across the ditches in your way by pressing the button when prompted as you run towards them. Continue moving through the fields, jumping ditches and killing Telmarine soldiers as you go until you get to a bridge. Once you cross the bridge, you’ll have to kill a strong Telmarine soldier. When he dies, he’ll drop a cog that you’ll need to pick up and place in the mechanism on the gate. Kill the soldiers that you find in the camp and then use your horse to push the crank in the middle of the camp by walking into it until it stops turning. To finish the mission, just run down the small valley.
|Smash The Pane (10 points)|
|Defeat the White Witch.|
|From the central junction, go straight ahead into the next room. Turn the crank and then pull the lever to maneuver the bridge into position and lower it. Once other side, break the vines to reveal the crank piece, pick it up, place it in the mechanism, and then turn it to activate the pressure plates on your right. Use Caspian to stand on each plate and shoot an arrow into the opening that the plate reveals. This opens a door in front of you, giving you access to the missing lever piece. Place it in the appropriate spot and lower the bridge. Cross the bridge, turn right, and pull on the chains by the door, opening the door and giving you access to another lever piece. Place this lever and then go to your left, smash the objects there, and recover the missing crank piece. Assemble the crank and turn it. Then pull the lever to lower the next bridge. |
On the other side of the bridge you’ll find two levers in front of three pillars with sections that can be rotated. Each pillar has a picture of one of the children that you have to complete by turning the sections. Once you’ve completed a single picture, the pillar will drop, so you only have to focus on one at a time. After all four have dropped, you can go down the stairs in front of you.
You will now face off against the White Witch. Initially, a werewolf will attack you and you’ll have to hit several times to make it run away behind the mirror again. After running away, he’ll howl, causing a bunch of rocks to fall from the ceiling. One of those rocks will remain and you’ll be able to pick it up – use Peter for this – and target the old woman with , so you can throw the rock with . Do this quickly because a dwarf will be coming to attack you and his blows will make you drop the rock. After you throw the rock, hit the dwarf to make him retreat. You’ll have to repeat this cycle of werewolf, rock, and dwarf three times before you get a cutscene.
After the cutscene, the werewolf will attack again, but this time you’ll kill him. Once he’s dead, the dwarf will attack and you’ll have to kill him as well. Now rocks will be falling from the ceiling constantly, so you have to dodge them along with the fire that the old woman is throwing. As you get openings, keep throwing rocks at her until you trigger the final cutscene.
|Miraz Vanquished (10 points)|
|Defeat King Miraz in the combat ring.|
|From the central room, go left and turn the crank to cross over the chasm. Enter the tower and climb up the rope on the right. Go right and pull the lever, then go left and step on the glowing tile. Keep moving left and climb the rope up to the third level. Go right, turn the crank, and then climb the rope to your right up to the fourth level. To your right is a lever that you need to pull to lower a piece of the walkway below and then you can go down to the previous level and step on another glowing tile. Shoot the targets to access another piece of walkway and then go stand on the pressure tile that is now available. Climb up to the fourth level and turn the crank before pulling the lever. Repeat that process until the exit in the center of the walkway is opened.|
When emerge outside, you’ll have to face-off against King Miraz using Peter and Reepicheep. First, use Peter to block Miraz’s slashing attack by pressing . You’ll know that it is coming when you hear him yell. If you time it correctly, he’ll fall to his knees and be vulnerable for a moment. Quickly switch to Reepicheep, run up to Miraz, press , and then hit quickly to remove part of his armor. Repeat this three times and then Miraz will switch from his slash attack to a charging attack. He still announces the attack by yelling, so just dodge out of the way when you hear him coming. When he misses, he’ll fall to his knees again and you can run up and hit him. Repeat this process until Miraz is dead and the mission will be complete.
|Defense Of The How (35 points)|
|Successfully complete all areas in and around Aslan's How.|
|This achievement unlocks when you finish the fifth level, Aslan’s How.|
|Conqueror Of Lord Gregoire (10 points)|
|Defeat Lord Gregoire in battle.|
|At the start you need to kill the Telmarine archers that are attacking your soldiers while also avoiding Gregoire’s attacks. Keep your eyes open because the archers will replenish their ranks several times. Once they’re all dead, a group of pikemen will appear to protect Gregoire. You must kill these soldiers before Gregoire will be vulnerable, but you have to continue avoiding Gregoire’s attacks. When all the soldiers are dead, you can move to Gregoire himself. He has two different special attacks – a charge and a jump. The only time he will be vulnerable is when you dodge his jumping attack. At that point, his sword will stick into group and you can hit him. Repeat this process until Gregoire is dead.|
|Into The Cistern (10 points)|
|Find a way into the secret cistern in Aslan's How.|
|At the start, run up to the right and pull the lever to access half of the bridge. From the bridge, shoot the target with Caspian and bring up the second half of the bridge. Turn left and destroy the vines that you find there to access a glowing tile and then step on the second one up the short ramp. This raises two statues that you need to turn to face each other. Simply turn each crank twice and the door will open. Walk though it to finish the mission.|
|A Cunning Plan! (10 points)|
|Collapse the battlefield by destroying the support pillars.|
|Use the minotaur to mount the giant and move around the areas breaking down the pillars. All of the pillars can be seen on your mini-map, but you need to stay out of the darkness. The first section has six pillars and they can all be destroyed with a weapon attack. After all six are down, the light will extend further allowing you to access the next area. There are six more pillars here, but two of them are unreachable and must destroyed by picking up a rock, targeting the pillar, and throwing the rock at it. When the six pillars are down, the light will extend again and you’ll need to take out another handful of pillars before you walk over to a very large pillar and push it over by interacting with it.|
|Conqueror Of Lord Glozelle (10 points)|
|Defeat Lord Glozelle in the Cistern.|
|The trick to defeating Glozelle is to make him hit one of the three pillars by standing in front of it and dodging his attack. When the sword sticks, he’ll be vulnerable and you can hit him to stun him for a few moments At that point, you’ll be able to use the grappling hook to pull the pillar on top of him. The distance from the pillar is critical, so it may take several tries to get it right. Once you’ve pulled over all three, the mission will be over.|
|Surprise Attack (10 points)|
|Rescue Prince Caspian on the battlefield of Beruna.|
|Simply mount the giant and walk to the far left side of the battlefield until you find Caspian surrounded by soldiers. A counter will appear telling you that you have forty soldiers to kill, so just start killing them and when you’ve killed all forty, the mission will be complete.|
|Nature's Vengeance (10 points)|
|Take control of the trees and destroy the Telmarine army.|
|For a final level, this is remarkably easy. You play as a tree and you just have to follow to green arrow on your mini-map left across the battlefield and smash every war machine that you find. Once you’ve destroyed all six, the mission and the game, will be complete.|
|Aslan's Gift (70 points)|
|Rid Narnia of the Telmarines|
|This achievement will unlock when you beat all six levels of the game.|
|Junior Treasure Hunter (10 points)|
|Open 10 bonus chests in single or co-op play.|
|You can unlock this achievement by the end of the first level, Cair Paravel. See “Treasure Meister” for a full list of chests and their requirements.|
|Treasure Hunter (25 points)|
|Open 25 bonus chests in single or co-op play.|
|You can unlock this achievement by the end of the second level, Ruins of Cair Paravel. See “Treasure Meister” for a full list of chests and their requirements.|
|Senior Treasure Hunter (50 points)|
|Open 50 bonus chests in single or co-op play.|
|You can unlock this achievement by the end of the fourth level, Miraz’s Castle Assault. See “Treasure Meister” for a full list of chests and their requirements.|
|Treasure Hunter Extraordinaire (75 points)|
|Open 75 bonus chests in single or co-op play.|
|You can unlock this achievement in the sixth level, Battle of Beruna. See “Treasure Meister” for a full list of chests and their requirements.|
|Treasure Meister (100 points)|
|Open ALL bonus chests in single or co-op play.|
Cair Paravel: 13 chests, 52 keys.
Miraz’s Castle Infiltration. 16 Chests. 62 Keys.
Aslan’s How. 17 Chests. 50 keys.
|My Body Is A Temple (40 points)|
|Upgrade your health fully in the game.|
You upgrade your health by picking up the shiny silver, gold, purple, or blue shards of metal scattered throughout the game. You can find them sitting out or when you break open boxes and barrels. Grab them whenever you can. You can see your health level on the line of blocks underneath your character’s picture in the top corner of the screen. The line is initially red, but it will change to silver, then gold, and then blue as you upgrade. The maximum health is achieved when all of the blocks are blue.
If you really want to get this quickly, the pieces will respawn whenever you start another mission and when you return to the central hub of a level. For example, you can gather all of the shards in the opening courtyard of the first level, play one of the missions like Defending the Battlements, return to the central courtyard, and the shards will have respawned, so you can collect them all again. Then, you can go back to the start of the mission you just completed and the game will ask you if you want to replay it. If you say “No”, it will return you to the central courtyard with all of the shards respawned again. In this manner, you could theoretically upgrade your health fully before the end of the first level. Otherwise, collect shards as you play through the game and you’ll unlock it as you progress.
|Find A Friend (15 points)|
|Play 5 missions in co-op play.|
|See “Fun with Friends”|
|Fun With Friends (40 points)|
|Play 15 missions in co-op play.|
|You can unlock these achievements in local co-op mode with two controllers or via Xbox Live. If you play through the entire game in co-op mode, then you’ll unlock both achievements relatively early. If you simply want to play fifteen missions quickly for the achievements, then play “Finding Susan’s Horn” in the first level fifteen times in a row. It will only take thirty to forty minutes.|
|Caspian's Retribution (20 points)|
|Seek vengeance from 200 Telmarine soldiers.|
|You can use Caspian at several points throughout the game and he has the most kills required to unlock an achievement, so I used him at every opportunity. The final level involves a lot of kills with Caspian, so you can always replay it after you finish the game if you have to, but I unlocked the achievement halfway through the sixth and final level.|
|Girl Power (20 points)|
|Defeat 75 Telmarines as Susan.|
|You first get control of Susan during the second level. At that point, you’ll use her to kill around ten enemies. Simply try to use her frequently throughout the game. You can also wait in the open courtyard at the beginning of the fourth level and use her to kill the Telmarines that constantly spawn there. They will come out of the door at the top of the courtyard in groups of three, so you can kill seventy-five in about forty minutes or so.|
|Remarkable Rodent (15 points)|
|Defeat 25 enemies as Reepicheep.|
|You first gain control of Reepicheep in the fourth level, Miraz’s Castle Assault. In the opening area, a courtyard in front of the gates, you will have a constant stream of Telmarines spawning from the door on the back right side of the courtyard. They will come in groups of three, so you can easily get this achievement there with a little bit of patience. Make sure to use Reepicheep’s attack and they will die in two or three hits.|
|Trumpkin's Delight (15 points)|
|Defeat 50 Telmarines as Trumpkin.|
|You first gain control of Trumpkin part way through the second level, Ruins of Cair Paravel, when you rescue him from the river. You’ll control him several times from that point on, so you have ample opportunity to get kills with him. If you don’t have the achievement by the beginning of the fourth level, Miraz’s Castle Assault, then work on getting kills in the opening courtyard of that level. A trio of Telmarines will spawn from the doorway in the back right side of the courtyard, so you can get this achievement with a little bit of patience.|
|Equestrian Antics (10 points)|
|Defeat 20 enemies while on horseback.|
|I unlocked this achievement by playing through the “Help Lucy Find Aslan” mission in the fifth level, Aslan’s How. You can replay it as soon as you finish it, so play it and focus on killing enemies while you’re on horseback. Importantly, you must kill the enemies with a weapon while on horseback. Simply running over the soldiers will not count. To be safe, just sit in one place and use a bow to pick off the enemies from a distance.|
|Centaur Charge (15 points)|
|Charge around as the centaur and take out 40 Telmarines.|
|This achievement can be unlocked in the first level. Simply take control of the centaur when you open the main gates and go out onto the main battlefield to destroy the war machines. Attack the Telmarine soldiers there until the achievement unlocks. Importantly, you must kill the soldiers with a weapon attack by hitting or . Simply running over them won’t count.|
|Reply To All (15 points)|
|Issue a reply to 100 Telmarine enemies in the battle.|
|This achievement requires you to kill one hundred Telmarine soldiers while in control of a giant. It can be easily obtained in the first level. When you are defending the battlements, you can kill twenty archers with a giant and when you seal the doors at the end of the level, you have to kill another twenty-five. The remaining fifty-five can be killed while you’re out on the main field of battle destroying the war machines.|
|Salubrious Slumber (10 points)|
|Send 10 guards to sleep with Cornelius' sleep potions.|
|You can unlock this achievement in the same level in which you first get Cornelius – Miraz’s Castle Infiltration. Right after you rescue Cornelius from the dungeon, you’ll need to return to the study. Each time you pass through the doorway from the hallway to the study and back out again, the lone guard in the hall will respawn. Simply take control of Cornelius and move back and forth through the doorway, putting the guard to sleep every time you go back into the hallway. After ten repetitions, the achievement will unlock.|
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