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This thread was originally started by tazruby2000 in 2015, but it was locked because of non-activity. On July 17, 2017, Robyn (as Shadow3814) was successful in getting it unlocked. But, she started the Journal Page listing from the beginning. However, when she died, I completed what was missing when the updates arrived.
by Shadow3814 on Jul 17, 17 4:51 PM
I have decided to start this over, from the beginning. The Journal Pages will be listed in the same order as the Character Quests were given to me, in my second game, so there will be a slight difference between what tazruby posted and what I have posted here. This makes me believe that the DEVS, at some point, went in and fixed the problem with the "Emerald Key".
You will notice that the dates on entries #3 and #4 are reversed... as I was instructed to open the CASTLE ENTRY before the TAVERN. Also... entries #5 and #6... the dates are correct, but what is written seems out of place... These pages should have been placed in their respective rooms. The only explanation I can come up with is... I believe, this is the location, of the game, where we 'Old Timers' wink had the problem with obtaining the elusive EMERALD KEY? In my Main Game, I had Major problems getting it, whereas... in my Second Game... it was easy peasy. This is what leads me to believe that the DEVS did correct this area of play, but forgot to switch the Journal Pages to their respective rooms.
I have also given you the Area and Location where each Page is found. It's amazing just how much we jumped around! It leveled out at the Dark Tower, but that's not to say we couldn't start jumping around again... There is still plenty of room for new Locations to open up in old Areas.....
And now... for the 'Old Timers' wink that are still out there... smirk
Take a stroll down Memory Lane and reminisce about old times and what use to be... ENJOY
1... CASTLE VICINITY... There is talk that the Mystery Chamber fulfills one wish for whomever discovers it and my wish must be granted! I must find the chamber.
2... CASTLE GATES... Henry and I had a breakthrough today, but it isn't our doing - it is Anabel, my friend's little daughter. Her quick eye sees the truth.
3... CASTLE ENTRY... The Moon is nigh. Many rune stones are active now - we can't let our chance slip away! Henry picked up a soaked wet puppy at the doorstep of the castle and he was naught but a wolf cub. And now, completely tamed. He already tries to protect little Anabel.
Mar. 1985 (should read Feb.1985)
4... TAVERN... Our expedition is camped out in an old abandoned inn, not far from the main road. There's no time to restore it. Our opponents - Jeronimo Took and Valeria - are only 3 or 4 months behind us in their investigation.
Feb. 1985 (should read Mar. 1985) (On some formats it lists Warren Took)
5... ICE ROCK... We managed to open the castle throne room. It's all cobwebs and dust - I feel this place is cursed with evil spirits. Perhaps the guards can spend the night.
June 1985 (This should be located in the Throne Room Location)
6... THRONE ROOM... Henry has at last discovered a place of repose - a small neglected garden nurtured back into life. I'm glad for him, but we can't stay idle - the Mystery Chamber is close!
Aug. 1985 (this should be located in the Ice Rock Location)
7... FORBIDDEN TOWER... The raven nestling you discovered in the tower will never leave my sight. Such a wise creature - he seems to understand all I say and cannot say. Yet, this very nestling found the way to the dark dungeons of the castle!
8... DUNGEON OF THE CURSED... I have a bad feeling - as if someone - or something - is watching us. The unknown is scarier than ghosts or vampires, isn't it? It's as if there's someone behind me right now...
9... UNDERGROUND GROTTO... I had no idea the castle had such an extended system of caves and passages. We are examining the grotto to put all the passages on the map. I know now it's not a passage or a cave that leads to the Mystery Chamber! I am on the verge of the discovery. Just a couple of runes are missing!
10... MIRROR LAKE... It has become unbelievably cold in the grotto. The pirate ship is frozen into the ice, and it seems like life itself has stopped its flow. Henry is spending more and more time upstairs in the castle. I think I'm starting to feels what he is - endless cold, weariness, and despair.
11... MYSTERY CHAMBER... He watched from the shadows, the path of an exhausted, but not yet broken, man - whole-hearted in his devotion. Passing the rune ring, he thrust the dagger into the count's back... And then he lost his corporal shell in the dragon fire.
12... CITY SQUARE... The desolate town of Rocksville has always been a popular destination for adventurers. Its proximity to the Midnight Castle intrigues, but it was this that caused people to leave Rocksville 20 years earlier.
13... ANCIENT PARK... The park used to be clean, with picturesque fountains and beautiful flower beds. These times are long gone. The fight for the Mystery Chamber had the most devastating effect on this once charming place.
14... CHAPEL... When the streets of Rocksville empied and filled with junk, the little chapel in the park became the symbol of order and hope for the better future. But sometimes patience is called for.
CLOUD CITY AREA
15... CLOUD PIER... The second expedition suffered an appalling fate - it came as a great shock to our citizens. Naturally, only two people wished to join the third expedition. We did find the expedition leader, although it appears that this expedition is doomed to failure... Cloud City Committee.
16... COMMERCIAL DISTRICT... No one knows who the warlock is, or from whence he comes. Few dare to approach him. One look is enough to fill a soul with dread.
17... METRO STATION... The old metro station built by the gnomes didn't last long after the disaster. When the gnomes left their native mountains, the equipment and station mechanisms began to decay.
CLOUD CITY AREA
18... RUNE GARDEN... The gnomes created the rune garden upon the place of their most precious thing - the Mountain Heart. After some time passed, the spot even held legislative and judicial functions.
CLOUD CITY AREA
19... SOURCE GATES... Legend has it that the Source was created in ancient times by the gods themselves. Much later, humans and gnomes found it - and sealed the entrance. Back then, very few people dared to step on the stones trod by the gods. Especially not when they hovered in the air!
20... CRAFTSMAN DISTRICT... It's always hot and stuffy in the craftsman district of Cloud City. It's located within the rocks supporting the city. But on the plus side - you can't fall off!
21... FAR METRO STATION... The Far Metro Station was actually the closest and most important one in the mountains. From here, they left Cloud City - realizing it was the only way to survive.
CLOUD CITY AREA
22...DREAM PALACE... This was the place for the gnomes to rest and meditate. After that, a gnome could decide to return to temporal affairs, or take its way to the Deep Roads to meet their final hour.
23... UNDERGROUND TREASURY... The gnome treasury has always served as storage for gems and other valuables. It was a place of secret lore, and spells of immense power.
CLOUD CITY AREA
24... CLOUD CITY PRISON... The prison of Cloud City has been empty for decades, as gnomes are such law-abiding citizens. The prison dungeon is all but forgotten.
ELVYN FOREST AREA
25... POND OF LIFE... The miraculous pond hiddem in the elf wood has powerful healing properties. The secret is guarded by elves - but not many have witnessed it themselves.
26... RESIDENTIAL DISTRICT... The residential district in the gnome mountains looks like a smithy. This is because hard-working gnomes can't imagine living without mining and metal.
ELVYN FOREST AREA
27... FOREST PALACE... Few people has a chance to visit the forest palace. Even fewer lived to tell the tale.
28... CITY CEMETERY... The city of Rocksville once was teaming with life. The gold rush brought people from all over the world - eager to find the Mystery Chamber. Now only words carved in stone remain.
29... LIMB ENTRANCE... The search for the Mystery Chamber led me to a strange place which, against my will, became my new home. I don't know if I'll ever be able to leave.
ELVYN FOREST AREA
30... TREE TOP... Only the chosen ones could climb to the top of those ancient tree. Those who succeeded either didn't want to go home - or they couldn't find a way out of the forest.
31... KALEY'S FANCY GOODS... Twenty years ago, it was a thriving shop. Then one day everything changed.
DARK TOWER AREA
32... DARK TOWER GATES... I've never heard about this place. Apparently, nobody entered this place... or come back from it. Well, I have no other choice, I have to go ahead... Ahead to the Tower.
33... DARK TOWER HALL... I want to see what's on the other floors.
34... GUEST ROOM... This was a nice place for visitors, back in the day.
35... LIBRARY... I've never read the books that fill these shelves.
36... LABORATORY... This looks like an alchemy lab. But who worked here?
37... DARK PORTAL... What a find! It appears new horizons awaits me!
38... PORT... The Legend of the Mystery Chamber attracted those from beyond the seas. Over and over, heavy frigates, light brigantines, and shabby boats cast their anchors into port. Weeks passed, and the adventurers sailed away with naught to show for their labors. Not many ever saw their homes again.
39... CAPTAIN'S BRIDGE... This ship never had the same crew longer than one voyage. No matter who the captain hired, when the new expedition began, the crew had terrible nightmares. All sobbed like babies, and begged to travel home.
40... LIGHTHOUSE... I saw many things from the lighthouse. The owners of Midnight Castle changed, people left the old nearby towns and created new ones. Only the lighthouse stayed constant, as we pointed towards the coast for the ships, and watched them sail their last journeys.
41... CARGO HOLD... The Captain hides this fact, but the hold of the ship is where his faithful friend, the rat Magnus, has lived for years. He has survived many a storm; matching only the stalwart Captain. Magnus regularly enjoys food and a pint of rum for his faithfulness.
42... GATES TO ATLANTIS... Our ship was tossed by the angry sea for five days, carrying the wealth of a small country - and then we were washed ashore in Atlantis. The ship was shattered into a thousand pieces. I am the only survivor. Please, if you find this note - save me! Ship Doctor Rogers.
43... WATERY BRIDGE... I've been here for two weeks. Luckily, the climate is mild, and the plants and fruit is plentiful. I've been fishing daily, and I will not give up!
44... TEMPLE ENTRANCE... I've reached the gates of the temple ruins. Once, this land was glorious! A pity I am stranded. I'd be rich if I could sell even a limb of these priceless statues!
45... ATLANTEAN TEMPLE... It seems this is the end for me. I found an alter of 1000 candles in the temple, with each marking a tsunami. According to my predictions, the next tsunami will be tomorrow. Please, whatever you find of my things, give to my beloved wife, Dorothy -
FAIRY FOREST AREA
46... FAIRY TALE FOREST... My brother and I were shipwrecked and found this highly unusual place. There's a red-hooded girl bringing pies for a wolf in a dress, some animal musicians, a gingerbread house with a witch inside, and more! Our only hope of escape is writing the end of the story, where someone saves us!
47... ENCHANTED CREEK... While my brother explored the museum, I tried to help a girl named Rapunzel, who's locked in a tower. I asked some dwarves for help, but they were busy waking up someone named Snow White. Tom Thumb's always underfoot, and several times he's narrowly missed bring squished.
48... MUSEUM OF TALES... Rumpelstiltskin, a local con artist, offered to make us rich in exchange for our souls. Of course we refused, and went on to write enough tales to become famous without his help. Now we're looking of the girl who lost her glass slipper. What a world!
49... PALACE SQUARE... I am Shahryar, Sultan of Persia. It is said that the husband is more likely to wander in his affections, but it was my beloved wife who proved unfaithful, wounding me deeply. Yet within my broken heart is the hope that someday I will find my one true love.
50... PERSIAN BAZAAR... For many years I've searched throughout the kingdom, but I an unable to find a woman who can make me believe in love again. Yesterday I consulted the Grand Vizier, a wise man, and he told me from his heart that he knew no girl better and purer than his own daughter, Scheherazade. This seems promising.
51... SULTAN'S GALLERY... Scheherazade has astonished us all with her beauty, intelligence, and talent for spinning a tale. She told one about a sultan and his noblemen, about merchants and sailors. I could not bear for her to stop, and the story wasn't done when dawn came. She promised to come back and finish it.
52... PALACE BALCONY... One thousand nights have passed, each full of heroic adventures and cunning shenanigans. Scherazade's tales have become a cherished part of my life - as has she. I wait for every night as for the moonrise. The love story of Shahryar and Scheherazade will be among the immortal tales told for generations to come.
53... SERENITY GARDEN... Nobody knows who planted this garden. It's not here for adventurers seeking riches - it exists for the few who seek solitude and peace.
54... HALL OF CREATION... Writers and taletellers the world over have searched for inspiration since time began. Some appeal to the muses of talent, others count on luck or swear by hard work. But this is an enchanted hall, where anything created is instantly a masterpiece!
55... MAGIC COUNCIL CHAMBER... Our United World of Magic wouldn't be such a happy world without the Code of Unbreakable Rules. Abiding by its laws allows us to live without war or catastrophes, and our world can flourish in peace and harmony.
56... WORLD'S EDGE... This is not a myth! There is an edge of the Earth, and it's here! I've never seen anything as beautiful. There's no constraints of time or space here - only happiness, peace, and limitless horizons.
CLOUD CITY AREA
57... TEMPLE OF JUSTICE... Even in the world of magic there is good and evil, and there are criminals who break the laws. Beware of using magic for evil -- the fair Court of Elders will find and punish you!
58... CRIMINAL'S DEN... The walls of the Prison for Magic Creatures can endure many types of damage: the scratching of claws, the striking of horns and hooves, the impact of superhuman fists. The Council of Elders have used powerful charms on these walls to contain the criminals of the magic world.
59... TORTURE CHAMBER... The court puts only the worst criminals into the torture cell -- those who try to take the lives of other creatures. The ones who enter this grim vault never leave it.