Witch Tower Level 20

Tricky Castle Level 120 — Witch Tower Level 20

Run away fast enough so that the spikes don't touch

Tricky Castle Level 120 — Witch Tower Level 20 gameplay showing run away fast enough so that the spikes don't touch
English gameplay frame from the dedicated Witch Tower Level 20 walkthrough · Numbering may differ by app version.
Important notice regarding level numbering

Tricky Castle Level 120 is guide 120 in this site’s combined 1–120 index and corresponds to Witch Tower Level 20 in the game. Tricky Castle room numbers can change between Android and iOS releases. Before following this Tricky Castle Level 120 guide, match the gameplay screenshot, room layout and puzzle clue to your version.

✓ Solution checked

Tricky Castle Level 120 — Witch Tower Level 20 walkthroughs & guide

Below is a comprehensive walkthrough for Tricky Castle Level 120 (Witch Tower Level 20), covering the complete route from the opening position to the exit. The main challenge in Tricky Castle Level 120 is learning how to run away fast enough so that the spikes don't touch while avoiding the trick built into the room. Follow the steps in order, check the visible response after each action and use the screenshot above to confirm that you are on the same version of the level.

Tricky Castle Level 120 quick answer: Witch Tower Level 20: Run away fast enough so that the spikes don't touch you. Once you reach the left side, press the lever. After which, the spikes will move counterclockwise and you will have to move that way until you reach the floor again and press the lever there. After this, the spikes and the red clouds will go away and you will be safe to proceed. Touch the spikes and avoid the blue clouds to get to the exit.

1

Step 1. Run away fast enough so that the spikes don't touch

In Tricky Castle Level 120 (Witch Tower Level 20), run away fast enough so that the spikes don't touch you. Treat this as checkpoint 1: begin from a stable position, perform the interaction once and watch the room for a visible response before moving again. The puzzle is designed to punish an automatic platforming reaction, so confirm that the hazard, gate, key, platform or character state has changed in the expected way. If the response does not appear, return to the beginning of this checkpoint and repeat the same action without adding extra jumps or taps. Keeping the sequence controlled makes the successful route easy to reproduce and prevents a later step from failing because an earlier trigger was missed.

2

Step 2. Once you reach the left side, press the lever

In Tricky Castle Level 120 (Witch Tower Level 20), once you reach the left side, press the lever. Treat this as checkpoint 2: begin from a stable position, perform the interaction once and watch the room for a visible response before moving again. The puzzle is designed to punish an automatic platforming reaction, so confirm that the hazard, gate, key, platform or character state has changed in the expected way. If the response does not appear, return to the beginning of this checkpoint and repeat the same action without adding extra jumps or taps. Keeping the sequence controlled makes the successful route easy to reproduce and prevents a later step from failing because an earlier trigger was missed.

3

Step 3. After which, the spikes will move counterclockwise and you will

In Tricky Castle Level 120 (Witch Tower Level 20), after which, the spikes will move counterclockwise and you will have to move that way until you reach the floor again and. Treat this as checkpoint 3: begin from a stable position, perform the interaction once and watch the room for a visible response before moving again. The puzzle is designed to punish an automatic platforming reaction, so confirm that the hazard, gate, key, platform or character state has changed in the expected way. If the response does not appear, return to the beginning of this checkpoint and repeat the same action without adding extra jumps or taps. Keeping the sequence controlled makes the successful route easy to reproduce and prevents a later step from failing because an earlier trigger was missed.

4

Step 4. Press the lever there. After this, the spikes and the

In Tricky Castle Level 120 (Witch Tower Level 20), press the lever there. After this, the spikes and the red clouds will. Treat this as checkpoint 4: begin from a stable position, perform the interaction once and watch the room for a visible response before moving again. The puzzle is designed to punish an automatic platforming reaction, so confirm that the hazard, gate, key, platform or character state has changed in the expected way. If the response does not appear, return to the beginning of this checkpoint and repeat the same action without adding extra jumps or taps. Keeping the sequence controlled makes the successful route easy to reproduce and prevents a later step from failing because an earlier trigger was missed.

5

Step 5. Go away and you will be safe to proceed. Touch

In Tricky Castle Level 120 (Witch Tower Level 20), go away and you will be safe to proceed. Touch the spikes and avoid the blue clouds to get to the exit. Treat this as checkpoint 5: begin from a stable position, perform the interaction once and watch the room for a visible response before moving again. The puzzle is designed to punish an automatic platforming reaction, so confirm that the hazard, gate, key, platform or character state has changed in the expected way. If the response does not appear, return to the beginning of this checkpoint and repeat the same action without adding extra jumps or taps. Keeping the sequence controlled makes the successful route easy to reproduce and prevents a later step from failing because an earlier trigger was missed.

Notes and Precautions

  1. 1. No secrets. Only skill. Try and try again until you win. If you can't get through anyway, you can skip the level.
  2. 2. Level numbering can differ between app releases, so match the screenshot, clue and room geometry before attempting this route.
  3. 3. Complete one checkpoint at a time and confirm the visible response; moving ahead before a trigger finishes can make the next action appear not to work.
  4. 4. If the room resets, repeat the documented order from the start instead of trying to recover halfway through the trap sequence.

Tips and Tricks

  1. 1. Watch the dedicated video once at normal speed, then replay only the checkpoint where your movement differs.
  2. 2. Use short, deliberate inputs around spikes, keys, levers and moving platforms so an extra tap does not activate the room’s trick.
  3. 3. Prioritize a clean exit on the first successful run; return for bats, stars or alternate paths after the main solution is familiar.
  4. 4. When an action seems ineffective, compare your exact position and character state with the screenshot and video before restarting.

Tricky Castle Level 120 collectibles and secrets

For Tricky Castle Level 120, no separate collectible route is documented for this Witch Tower Level 20 room; complete the clean exit route first and inspect safe side paths on a replay.

By following these steps in sequence, you can finish Tricky Castle Level 120 (Witch Tower Level 20) without relying on random movement or unnecessary interactions. Remember that the defining puzzle in Tricky Castle Level 120 is to run away fast enough so that the spikes don't touch. If your room looks different, compare the screenshot and video before retrying because your game version may use another level number.

Guide checked against the community level record for Witch Tower Level 20 and the dedicated gameplay video.