Might & Magic 2 OtherCastles_Maps Might & Magic 2 Maps

Other Castles - Ancient Castle of Evil / Ancient Castle of Good / Castle Xabran

1. Stairs lead back to the Isle of the Ancients. Follow (y/n)?
2. All that are even are less but odd. All that are odd become more odd.
3. Sorcerers Only!
4. Despair
5. Door #1
6. Door #2
7. Door #3
8. Door #4
9. Door #5
10. Door #6
11. Door #7
12. Door #8
13. Door #9
14. Door #10
15. Door #12
16. Door #11
17. The lettered doors should be read in reverse
18. Door A
19. Door B
20. Door C
21. Do you see the light
22. Door D
23. Door E
24. Vowels are winners
25. Door F
26. Door G
27. The first letter in eye
28. Door H
29. Door I
30. Death's Doorway
31. What is the access code?
->face to Ybmug, left side: 23, right side: 46
32. In the central chamber, locked in a stasis field, lies the evil wizard Ybmug.
->The field deactivates and Ybmug rises. "Equilibrium is essential. You must free my counterpart, Yekop, and return to the Jurors."
a. Iron Wizard x3


1. Stairs lead down to the Isle of the Ancients. Take them (y/n)?
2. Sorcerers only!
3. Illumination
4. Door #1
5. Door #2
6. Door #3
7. Door #4
8. Door #5
9. Door #6
10. Door #7
11. Door #8
12. Door #9
13. Door #10
14. Door #11
15. Door #12
16. The alphabet is reversed
17. It's Z end
18. Door #A
19. Door #B
20. Door #C
21. Door #D
22. Door #E
23. You and you
24. Door #F
25. Door #G
26. No, just you
27. Door #H
28. Door #I
29. Death's Doorway
30. In the central chamber, locked in a stasis field, lies the good wizard Yekop
31. What is the access code?
->face to Yekop, left side: 64, right side: 32
32. In the central chamber, locked in a stasis field, lies the good wizard Yekop.
->The field deactivates and Yekop rises. "Thank you for freeing Ybmug and me. Now you must return to the Jurors."
a. Iron Wizard x3


1. Castle exit. Leave (y/n)?
2. Hall of Spells - Key
->Welcome to the Hall of Spells! We have a list of spells which can only be found. They list as followings: C-Cleric or S-Sorcerer, level/spell #, area. found in + coordinates. Happy Hunting!
3. Hireling Hall - Key
->Welcome to Hireling Hall! We have a list of hard to find hirelings. They are listed by power (weakest to strongest, and are all pairs except 2 and 13), area found in, coordinates + town they hire out of. Happy Hirling!
4. Atop a red pedestal rests a disc. Take it (y/n)?
->get Fire Disc
5. Hall of Spells
->C2/3 C3(1,9), C3/6 C2(11,1), C4/2 A1(8,8), C5/1 A1(1,14), C5/3 B4(8,1)
->C6/1 E4(8,8), C6/4 A4(1,1), C6/5 A4(8,8), C7/1 E4(14,1), C8/1 E1(14,14)
->C8/2 E1(8,8), C9/1 Druid's Cave(14,14)
6. Yellow Interleave - every two letters should be matched 'til the end. Try this way: 9-5-6-1-7-4-2-8-3.
7. Atop a transparent pedestal rests a disc. Take it (y/n)?
->get Air Disc
8. Hall of Spells
->C9/2 C1(5,5) South, S2/1 Middlegate (10,2), S2/6 Corak's Cave (7,11)
->S3/6 Sandsobar (7,4), S5/2 C1(1,8), S7/1 A2(15,11), S9/3 D1(5,6)
->S9/4 Gemmaker's Cave (3,3)
9. Hall of Hireling
->Cavern under Middlegate (0,15) 1, Sandsobar (4,10) 5
->Vulcania (4,2) 4, Atlantium (0,14) 2, Cavern under Vulcania (1,14) 1
->Tundara (15,10) 3, Castle Hillstone (8,4) 5
->D1 (14,1) 4, B4 (10,1) 2, A3 (8,1) 2
->Sarakin's Mine (7,2) 3, Dawn's Cavern (4,11) 2
10. D3 (1,14) 5
11. Red Interleave - one letter, then two, and finally three letters. Repeat. Use this order: 8-5-2-6-1-3-9-7-4.
12. Atop an aqua pedestal rests a disc. Take it (y/n)?
->get Water Disc
13. Atop a brown pedestal rests a disc. Take it (y/n)?
->get Earth Disc

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