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 |
沒有留言:
張貼留言