LIFTED Walkthrough: Chapter 1 to Castle Escape

Ari and Professor Raventhorpe leaving the Anytime Elevator on the Tortuga coast in LIFTED

Castle Escape is the last chapter the current readable LIFTED walkthrough set can support. The route below begins with A Chilly Chase, follows Ari through Egypt, Tortuga, El Castillo, Namine’s Room and the snowy castle, and stops when Chapter 10 hands control to Nefertari’s Temple Entrance. The public hub was still marked as a work in progress when this guide was prepared, so this is a detailed Chapter 1-10 progression guide rather than a claim to cover the entire game.

The route keeps adding one verb at a time

LIFTED rarely hides its required destination. It changes what Ari can do on the way there. Before restarting a checkpoint, identify the chapter and the newest verb in the table. A ledge that was unreachable in Egypt may be a wall-jump surface in Tortuga; a low obstacle that invited a jump earlier may demand a roll after Namine’s Room.

Chapter Rule to carry forward Exit signal
1. A Chilly Chase Steer and jump; one apparent fall is scripted. The vehicle leaves the cliff and the Egypt arrival scene begins.
2. Egypt 1817 Climb down a rope for a wider arc; the grappling hook can swing or pull Ari upward. Ari climbs the final ladder to the tower summit.
3. Nefertari’s Tomb Swinging momentum can break gates; movable blocks can be steps, door weights or lift stops. Both route mechanisms have extended the central approach and Ari returns to the Professor.
4. Minecart Escape Read debris as jump or duck timing, not as a branching route. The chase ends and the elevator follows the stolen tiara farther into the past.
5. Tortuga Isle Wall jump is now part of normal traversal and escape sequences. Ari escapes the pirates and enters Tortuga Cave.
6. Tortuga Cave Colored plates move platforms; preserve box position before chasing the newly opened path. Both cannons fire, the cave route opens and the next time jump reaches Mexico in the year 900.
7. El Castillo Short transfers beat long swings through vines and hazards. The stone-and-platform route raises an elevator to Namine’s window.
8. Namine’s Room Search prompts and the roll become required progression tools. Ari has the Amulet, survives the forest and leaves for 1819.
9. Snowy Climb Wind alternates between a knockback hazard and the only way to clear a long gap. The second zipline and window sequence start Castle Escape.
10. Castle Escape Roll under taller fallen trees, then drive and jump with the damaged elevator. The frozen-lake sequence and long cutscene lead to Nefertari’s Temple Entrance.

Egypt teaches rope length before it demands precision

The opening drive is a reaction check, not a route choice. Jump the falling tree and later branches, but do not reload when the vehicle drops toward the left side of the forest; that fall belongs to the sequence. Keep driving until the cliff transition sends Ari and the Professor to 1817 Egypt.

Ari double-jumping across a sandstone canyon in LIFTED
Early Egypt is the movement tutorial: double jump, rope height and hook timing are more important than searching every ledge.

At the tower, use the walls to climb, cross the collapsing platforms and lower Ari on a rope whenever a normal swing comes up short. Rope height changes the radius: starting lower creates the longer arc. After the Professor gives Ari the grappling hook, separate two inputs that look similar:

  • Swing through an arc when the next anchor or platform is across a gap.
  • Climb the hook line when the target is directly above Ari or when the next hook point must be reached without spending time on a full swing.
  • Double jump after release when a plank collapses or the next rope sits outside the current arc.

A visible Rosetta Stone piece sits below one hook route. Treat it as an optional pickup and then return to the climb; obtaining it is not the tower’s completion signal. The chapter closes only after the final upward hook, ladder and summit scene.

Nefertari’s Tomb is two mechanisms, not one long room

The first gate establishes the tomb’s key interaction: jump, attach the hook and let Ari’s body hit the gate at speed. The more demanding gate later in the room uses the same idea with a rope-length adjustment. At the left edge of the swing, climb the line; as Ari travels back toward the right, lengthen it so the path intersects the gate instead of passing above it.

After that impact, climb to the first mechanism and activate it. A bridge section moves and a shortcut opens back toward the Professor. This is only half the chapter. If the central route still ends early, take the right-hand branch instead of repeating the first switch.

  1. Push the large block forward and use it to cross the first height difference.
  2. Put the small stone on the nearby plate to open the door.
  3. Reposition the next large block under the usable wall gaps, then climb above it.
  4. At the later lift, use a block to stop the wooden platform from dropping completely. Push that block through to the other side rather than leaving it under the lift.
  5. Park the smaller block on its plate, use the large block as the final step and activate the second mechanism.

The extended bridge and second shortcut are the useful state checks. Take the shortcut back and speak to the Professor. The following scene reveals that the treasure is already gone and starts Minecart Escape. In the cart, prioritize the silhouette of the next obstruction: jump broken track and low debris, duck overhead debris, and accept the checkpoints instead of trying to turn the chase into one flawless run. The chapter handoff is Blackbeard taking the tiara and the elevator selecting an earlier destination.

Tortuga Isle makes wall jumping part of the chase

The Professor’s shoe upgrade is the answer to the first Tortuga walls. Chain wall jumps upward, using double jump only to clear vines or correct a landing. When the apparent route ends at a tall face, do not leap into the foreground. Slide down the wooden wall, avoid the plants along its edges, then wall jump back up on the far side.

The island alternates controlled traversal with short commitment windows:

  • During the mud slide, single jumps are enough for the plants. Adding a second jump can spoil the landing. Clearing the entire slide without a hit is an achievement condition, but a hit does not block story progress.
  • At the ship graveyard, pull stones away, then pull trees into bridge positions. A banana interaction triggers the trap; it is not evidence that the route was wrong.
  • During Blackbeard’s chase, wall jumps and ropes are part of the route. Release quickly, land facing right and save the double jump for obstacles rather than spending it at the start of every arc.

The chase ends on a prompted escape interaction. That scene, not the last jungle ledge, begins Tortuga Cave.

Treat Tortuga Cave as a box-state machine

Ari standing beside colored platforms and machinery inside Tortuga Cave in LIFTED
Colored plates are not a color-matching quiz. Each one changes where Ari or a box can travel next.

The cave is easier when every puzzle is read as a state transition. Before touching a plate, note three things: how many boxes are accessible, which platform will move and whether Ari can return after it moves. A newly open doorway is not always permission to abandon the boxes; several later steps require the same box on a different level.

Open the first two-box gate

  1. Move the floor-level box onto the middle plate. This exposes the upper route.
  2. Reach the upper box and push it left toward its drop point.
  3. Return below and move the original box from the middle plate to the left plate. The platform shift drops the upper box into the working area.
  4. Put the original box on the final plate and the dropped box on the middle plate. Only this two-plate state opens the exit.

Use green as transport before using red and blue as locks

At the next two-box room, the green control exists to transfer a box, not to remain occupied from the start. Place the near box on blue, use the other box to activate green, and pull the traveling box fully toward the left. Toggle green by removing and replacing its weight until both boxes have crossed onto the first platform. Only then leave weights on the red and blue plates. If the exit remains closed, the usual error is one box stranded on the transport side while Ari has already climbed toward the door.

Fire the two cannons in separate loops

For the first cannon, ride the yellow elevator, bring its nearby box onto the lift and take it down. The wall that breaks during this sequence is a new return route, not damage to undo. Carry the box through that route, stage it on the blue platform, then move it through the red and purple plate states. Push it along the final walkway, use it as a step and interact with the cannon.

The second cannon begins beyond the wall-jump route and upside-down boat platforms. In its control room, use the yellow and green plates to place the moving platforms, ride the yellow platform down and use the purple levers to descend farther. The red and blue levers exchange platform positions. Bring the available box onto the red platform, lift it, retrieve it from the new level, then ride upward with it and leave it on the blue plate. The opened climb leads to the second cannon.

After both shots, take the white platform down and follow the Professor. Outside the cave, the box and barrel pulls create the route to Blackbeard’s ship. The final escape includes a vine chain; staying off the ground through that chain is an achievement window, not a requirement for reaching the time jump. The chapter is complete when the scene places Ari and the Professor in Mexico in the year 900.

Chapter 7 opens with spikes, slides and spear swings. In the jungle, the first nearby vine needs only a single jump. The later gaps need a real swing and double jump. When a route seems to vanish, inspect the thick branch for handhold gaps; moving right breaks the branch and drops Ari onto the continuation vine.

The castle approach is one large block-and-platform circuit. Pull the first stone into stepping range, move the larger stone beneath the next climb and use the rope to reach the left control side. Pull the wooden platform across, return to the large block, and use the hook to reach the upper route. A second wooden piece and the same large block create the final wall-grab. After repositioning the upper platform, bring the large block toward the middle, climb again and activate the elevator. The detector is the elevator arriving beneath Namine’s window; hook past the plant-covered wall to enter.

Inside Namine’s Room, do not search only at eye level:

  1. Pull the first stone block left, but walk to the far right floor area before climbing. A Search prompt appears there.
  2. Use the block to reach the upper platform, search again and pull the wooden shelf mechanism.
  3. Move the floor block toward the middle, hook up to the shelf and search for the Coatl piece.
  4. Push the upper stone so it falls onto the chest. Return to the floor and search the broken chest.

The chest search triggers Namine’s scene and awards the Amulet. If the guards never appear, the missing action is usually that last search, not another attempt to climb the room.

The roll is a timing tool, not merely a crawl

Ari crossing a glowing hazardous forest after leaving Namine's Room in LIFTED
After Namine’s Room, the game starts alternating narrow roll spaces with vine transfers and thrown spears.

The castle roof escape introduces the roll just before the guards begin throwing spears. Rolling too early leaves Ari standing when the spear arrives; rolling too late lets the attack catch the start-up. Watch the projectile, roll as it closes and return immediately to forward movement.

The fastest rope answer is also the safest: do not build a long pendulum while a guard is aiming. Grab the first spear or rope with the movement direction held right, take the small amount of momentum it gives, then double jump to the next hold. Lingering is the failure signal.

In the darker forest, roll whenever Ari cannot pass a narrow opening while standing. The exit of one tunnel becomes a slide, so jump after clearing the restriction rather than during it. Later spear volleys can be passed with three well-timed rolls while continuing right. The chapter handoff does not occur at the last attack; continue through the final chase and stairs until the elevator scene sends the group to 1819.

Snowy Climb changes wind from hazard to launch assist

There are two wind states, and moving at the wrong one causes most failed attempts:

  • Wind in Ari’s face: stop behind the stone near the second flag, a wall lip, platform or balcony. Move only after the gust ends.
  • Wind behind Ari: this is the launch window for the long leftward gap and the later rightward transfers. A double jump without the gust will come up short.

At the long left jump, wait for the supportive gust, double jump and catch the wall gaps. Later, use two quick jumps during one wind cycle; if the second landing looks doubtful, stay on the safe platform and wait for the next cycle. The plank on the right is another wind-assisted target, not evidence that a hook point is missing.

To enter the castle, use double-jump momentum before the hook. A long swing consumes the calm interval and lets the next gust arrive while Ari is exposed. Inside, activate the white lever. As the elevator rises and the window pushes Ari right, wall jump on the wooden surface; when the opposite gust pushes left, hook upward and get back into the elevator before it leaves. Continue over the ice platforms and take both ziplines. The second window sequence changes the chapter to Castle Escape.

Castle Escape ends at Nefertari’s Temple Entrance

The Anytime Elevator vehicle racing through a snowy mountain route in LIFTED
Chapter 10 returns to the opening vehicle controls, now with an avalanche and a breaking frozen lake.

During the avalanche, jump the low fallen trees and roll through the taller ones. Avoiding every avalanche hit is tied to an achievement, but a non-perfect run can still advance the story. The route is linear; the important decision is jump versus roll, not left versus right.

After the elevator malfunctions, the game replays the Chapter 1 driving grammar from a different perspective. Steer around rocks and trees, jump fixed obstacles and preserve space for the frozen lake. On the lake, broken ice makes the safe lane change quickly, so correct direction before jumping instead of trying to turn in midair.

Let the long cutscene finish. It connects the present and future events, shows the Professor reaching Egypt and names the next chapter: Nefertari’s Temple Entrance. That name is the stopping detector for this evidence set. If the game continues, follow the current objective; do not extend the Chapter 1-10 route by assuming the temple repeats the earlier tomb puzzle.

When progress appears frozen, locate the missing detector

What looks stuck Most likely missing state Recovery
A rope jump in Egypt is always short Ari is starting too high on the rope Climb down before swinging, release at the outer arc, then use the double jump.
The tomb bridge stops halfway Only the first mechanism is active Return by the shortcut and take the right block route to the second mechanism.
The first Tortuga Cave door remains shut The two boxes are not on the final and middle plates together Use the left plate to drop the upper box, then rebuild the required two-box state.
The colored cave puzzle strands a box Green was treated as a final lock instead of transport Toggle green while moving both boxes to the first platform; finish with red and blue.
No route opens after a cannon Only one of the two cannon loops is complete Return to the central junction and follow the wall-jump/boat path to the second control room.
Namine’s scene does not begin The broken chest was not searched Drop the upper stone onto the chest, return to floor level and use Search.
The guard chase repeatedly catches Ari on a rope The swing is being extended too long Use a short grab, keep the direction held right and double jump to the next hold.
A Snowy Climb gap cannot be cleared The jump requires a supporting gust Wait in cover, identify the tailwind cycle, then commit the double jump.
Castle Escape appears to loop back to Chapter 1 The scene is an intentional perspective return Continue driving through the frozen lake and wait for the Nefertari’s Temple Entrance handoff.

Sources & credits

Steam’s official LIFTED listing, checked together with the AppID 2184020 appdetails response, identifies Adventure Works L.L.C. as both developer and publisher, dates the PC release to July 22, 2026, and records the single-player/controller feature set plus nine screenshots. The five images used here are byte-unchanged 1920×1080 Steam-hosted JPG files. The developer’s LIFTED page supports the Anytime Elevator’s time-and-place premise and official launch positioning.

Chapter order, movement gates, block states, chase conditions and chapter handoffs were reconciled across the four readable launch-day walkthrough references. Their hub explicitly said it was still a work in progress, so Nefertari’s Temple Entrance and later chapters were excluded. Direct requests to all five supplied pages returned 107-byte Imunify360 denial bodies despite HTTP 200; the articles were recovered as rendered DOM through the in-app browser without a CAPTCHA. The developer page returned HTTP 429 directly and a client-side browser block, so only its readable text fallback was used. Competitor images, unverified video, unsupported post-Chapter-10 steps, exact release pricing and claims that the launch build preserves every pre-release checkpoint were not used.