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Old Gnome King Franmar, talked about from Level 34 but appears Level 41 and dialog begins Level 43
(Level 34 through Level 40 is background info before the actual appearance of Franmar)
Rudoguil the Bloody wonders if you know about Franmar the Wise, the last king of the gnomes. They say he had an heir, but no one knows who or where he is. Legend says the one who finds the heir to the gnome throne will get immense fortune. Naturally, the Bloody pirate is interested in that! Rudoguil the Stony continues that the reason the gnomes left the mountains was a disaster, one which no one ever discusses. King Franmar insisted on the Departure, but the gnomes weren’t happy about it and the King hasn’t been seen since.
According to Rune Priest Ragnus Beardrune, the gnomes abandoned the subway because of some untold horror. He’s scared that going down into the subway will disturb the evil there. He refuses to let Rudoguil and his Expedition enter the abandoned tunnels.
Rudoguil the Stony believes Ragnus is opposed to the search for the old power – the old king – because it threatens Ragnus’ power in Cloud City. Rudoguil the Bloody steals the map of the subway from Ragnus and Rudoguil the Stony finds invaluable information on it from the Rune Priest’s notes. Old King Franmar had his reasons for the gnome Exodus, even though many hate him for it.
The Automaton brings information to Rudoguil the Stony that reaching the gnome treasury will be a step towards discovering the truth. Valdo, the goblin treasure hunter, claims to show Rudoguil the direction to the treasury. But is he sure it’s the right direction? Rudoguil the Bloody, fully equipped for the hunt, gets stopped by the guards of Cloud City.
Rudoguil is furious Valdo sent him on the wrong track; it’s a good thing gold was found along the way. Still, that crafty goblin earned his punishment! Valdo says mistakes happen and no one got hurt and, really, Rudoguil could have paid more attention. The Automaton finds a ciphered message that says Valdo is a double agent, working for the Rune Priest, and he must stop Rudoguil. The Automaton must tell Rudoguil the truth about the goblin. Valdo admits he was helping Ragnus, but that was before your Expedition.
The completed Gnome Emblem goes to Far Metro Station and opens the Underground Treasury. There, old gnome King Franmar is encased in a stone of suffering. The old gnome’s face looks like he wants to warn us, but of what? Rudoguil can’t believe what you’ve found and insists on seeing it with his own eyes. Rudoguil confirms it is indeed King Franmar, who organized the Departure and saved all his people. He must try releasing Franmar from his enchanted stone prison.
Ragnus Beardrune is inundated with chaos in the City, the people are rising and the City will soon be engulfed in riot. Ragnus promised to punish Jeronimo for murdering the gnomes, but that’s proven difficult since Jeronimo is a ghost. Needing a way out, Ragnus meets with the Gnome Council of Elders, and their solution is to crown Ragnus! Ragnus makes an announcement to the gnomes and is crowned King Ragnus Sagesmith. Ragnus needs the Spectral Blade to effect punishment on Jeronimo and Rudoguil wants to remove the spell from Franmar, so they make a deal to help each other. Rudoguil finds the Blade (albeit a fake Blade) and Ragnus sends him an artifact to remove the spell from Franmar.
Franmar introduces himself as Lord of Gnomes and says it feels as if thousands of fangs are tearing him apart. When told it was Rudoguil who broke the spell, King Franmar scoffs. Why would he imagine that Franmar would let anyone put a spell on him? Franmar sealed himself in the stone because it was the only way to stop the Spirits of the Abyss from rising. He discovered the Spirits of the Abyss drew their force from the Elemental. The only way to save the world was to seal the Elemental of Earth in his body and perform a spell. Even though he is now free, the Elemental still resides within Franmar. He can control it for a while but the fate of the world depends on his life. King Ragnus Sagesmith is glad Franmar is alive, but suspects his return will have consequences. And Rudoguil the Stony fears Pandora’s Box has been opened instead of Franmar’s tomb!
The Elemental of the Abyss grows stronger daily and Franmar fears not being able to hold it in his body much longer. If the Elemental breaks free, the world will change forever. With Rudoguil’s help, Franmar managed to get rid of the Elemental. But now, evil is on the loose and no one is safe! Franmar vows to fight this vile, nasty spirit and win.
Franmar hasn’t seen or felt the Elemental for quite a while. The evil spirit is hiding somewhere deep in the mountains. Finally, the Elemental was located and is stronger than ever. Franmar once had enough power to seal it up, but now his power is insufficient. And Franmar just learned you can’t access the Source of Sorcery. It’s time to turn to the rune magicians for help. Soon the people will rise up against these evil forces!
Franmar finds it very interesting that Oberon wants to use the Spectral Blade against the ancient Elemental. It seems Ragnus blames some goblin for stealing the ancient artifact, but Franmar knows exactly where the Spectral Blade is. Tell Oberon you now have something to help resist the Elemental!
The spiritual bond between Franmar and the Elemental is strong and he feels it getting ever more powerful. Franmar can’t deal with the Elemental on his own and asks Rudoguil for help. Rudoguil tries and fails to gain the help of the Automaton, who has fallen victim to the Elemental. The Elemental needed a tangible form to fulfill its plans and now the Automaton is the embodiment of evil. Nothing Rudoguil does helps and he declares evil has won the battle! There was just no way of knowing the Automaton would turn into such a monster and now there are too few resources to curb the evil. All of Franmar’s efforts were in vain; pity he’s no longer the king of gnomes. If only he ruled the kingdom of gnomes, the Elemental would have been defeated by now. Franmar ponders getting his power back.
Your Uncle, Count Leonard Vesnik
Some players’ games began with the following cut scene:
“One day I received a strange official-looking envelope in the mail. It was from my uncle, Count Vesnik. He dabbled in magic and lived in a strange castle in a faraway kingdom. I hardly knew him, but he willed his castle to me!
His advisor mentioned a strange force taking over the castle just before my uncle’s death which was sudden and mysterious. His advisor revealed a great secret about my uncle’s castle; it contains the mysterious Chamber of Wishes, which grants its owner any desire! I set out at once. I had to make sure the Mystery Chamber didn’t fall into the wrong hands. After all, it’s mine now!”
Also the initial Journal Entries seem to be written in the first person of Count Vesnik, who partnered with Henry to find the Mystery Chamber and their opponents, Jeronimo Took and Valeria Steiner, were 3 or 4 months behind them. The Journal Entry in the Mystery Chamber reads: “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.”
The Wise Dragon misses your uncle and has a surprise for you in Throne Hall.
A hooded Stranger appears in Throne Hall who says he’s glad to finally meet the person he’s heard so much about. And he hopes you’re equally pleased to meet…your Uncle Vesnik!
Uncle Vesnik has missed so many events and can’t believe his castle is in such bad condition. But it will be a pleasure for an old man to finally get to the castle renovations, and repair the Chamber’s Heart. Uncle Vesnik missed comfort a lot and needs help but it's nice to be home, putting everything in order. Although it seems like repair work never stops. Age is taking its toll and a little cheering up helps the Count go on with the renovations. It gets cozier in the castle, but one important room is completely destroyed and must be fixed as soon as possible. This room belongs to the Count’s daughter, who he lost years ago. Your uncle notes heirlooms missing from his collection, as well as symbols of power any respectful castle owner should have. Thinking back to older days, the Count remembers how his wife knew everything about all the important events and he misses her so much. The Count is aware you found the Mystery Chamber and wants to figure out where he went wrong in his search. It’s just so empty here without his family. The place is nothing if you don’t have your family to share it. Uncle Vesnik says you are actually a person of great skills and believes together the Chamber’s Heart can be fixed in a heartbeat!
The Wise Dragon hid your uncle from the Chamberlain in a different dimension, at a great energy cost to him.
Uncle Vesnik is very lonely and everything reminds him of the wife and little daughter who left this world long ago. They were taken by some unknown plague. He misses them and there is no joy in the castle these days. Poor Uncle Vesnik would do anything; even sell his very soul, to get his family back. Finding the right words is tough, but your uncle asks if you’d be willing to sacrifice your wish so he could bring back his family. He’s very grateful when you agree. But your wish to bring back your uncle's family doesn't work, so Uncle Vesnik consults with the spirits. They tell him that only a person with a kind heart can pass the wish to somebody else and there’s a ritual for it. When the ritual is complete, Uncle Vesnik makes his wish. He hurries to the Mystery Chamber and there is his resurrected wife and daughter, waiting for him. (Uncle Vesnik disappears from Throne Hall and reappears in the Mystery Chamber with family.)
Uncle Vesnik is very glad to see you and still doesn’t know how to thank you for his family’s happiness. The restoration of the castle is in full swing, but those gnomes always want something. They’re very sly and your uncle never knows what they’ll demand next. Count Vesnik wants the castle to look the way it used to; in particular, his daughter’s room. But the gnome builders have no idea what rooms for little girls should look like. A strange dweller was found in the room that, once drawn out, turned out to be a harmless animal. One look at his daughter and it purred in her arms. His daughter named her pet Fluffy. The gnomes promised they would do the renovations quickly and beautifully. But tastes differ, and the gnomes painted the room grey! Uncle Vesnik takes control of the renovation and vows to make his daughter’s room the most beautiful in the castle. While searching for something, the Count notes that gnomes know how to get the levitation spell.
Uncle Vesnik heard rumors about Jeronimo’s disappearance and knows the Mystery Chamber is the only way to bring him back. Your uncle isn’t against using the Mystery Chamber, but the Messenger worries him. What if the Ghostly Messenger uses his power against us? A strong magical force like that could destroy the castle. Uncle Vesnik wants to help Jeronimo but doesn’t want others to be hurt. He wonders if there’s any proof the Messenger is trying to help the castle; if so, Vesnik will agree to help. The Ghostly Messengers message is simple; if you want the Mystery Chamber back, don’t let him die. As proof of his good intentions, the Messenger gives you a shard of magical power. Uncle Vesnik, being less than skilled at magic these days, agrees to trust the Messenger but insists you stay alert. He came across several notes he wrote about the Mystery Chamber. They weren’t important then, but he remembers something about a city shop and a rune garden. Remember, diligence always bears fruit!
Level 59To get the runes needed to bring b
SIR OELAND SILVER MANE
The Iron Knight begins the search for his real father but the only information he has is that his father was a clan leader.
The Knight leaves on his quest to find his father and, following a lead, the Knight passes through one of the neighboring settlements. But the residents are too afraid to talk.
Sir Oeland has been missing for years and can’t be at the ceremony uniting Anabel and the Iron Knight. Together they magnify the search spell to reach past the castle and find Oeland alive. Unfortunately, he’s trapped by a spell somewhere behind the veil of their world. A paid informant tells them the Witch locked Sir Oeland in the space between the worlds. The Keeper of Wishes steps in to help and Sir Oeland is finally free from the witch’s curse and can return to this world.
Oeland Silver Mane appears in the Castle Entry. Oeland thanks you for his rescue but immediately insists on giving his clan a sign he’s alive. Otherwise a power struggle could start. The sign was given and now Oeland must get in touch with the clan so they don’t lose heart. Since you appear to be a fast runner, Oeland inquires if you would like to be his courier. An additional conflict among the clan is the Iron Knights upcoming wedding. Clan affairs come first and Oeland must calm them down. Finally, everything is quiet and Oeland wants to know about his son deciding to marry a vampire. Oeland feels this love is really unwelcome now and hopes his son will come to his senses. His plan didn’t work out, so he’d like to test Anabel. After all, shouldn’t he have some idea what kind of girl his useless son has chosen? Anabel is certainly a pretty girl, but she’s a vampire. It’s time for Oeland to remind his son about the clans’ interests because it seems he’s forgotten all about them. Perhaps the Knight’s sense of responsibility will take over. He’s the son of the leader! That’s important!
Oeland is concerned that some of the clan members don’t approve of his son’s choice and he hopes their peace agreement with the vampires isn’t breached. Oeland gathers all the parties together in an effort to negotiate with the vampires. It’s amazing, but the conflict doesn’t escalate. It’s a big step, and Oeland decides to accept the inevitable and put up with his son’s choice. Now he needs to show the clan that everything is all right and calm down those who have doubts. There is no question the clan will obey Oeland.
Oberon first wanted to use the Mystery Chamber to help his people, but with its magic dried out, Oberon knows the only chance is the Artifact. He knows the Silver Mane clan used to keep the Artifact and hopes Oeland can be persuaded to hand it over. Oeland Silver Mane is not happy with King Oberon’s appearance in the castle and is determined to find out his plans. Oeland learns Oberon is searching for something in the Mystery Chamber and wants to spite him, but Oeland is very low on energy. Oeland finds out Oberon needs the Artifact that many generations of the Werewolf Clan have been keeping. Oeland insists Oberon must not get the Artifact and it must remain hidden. But Oeland finally admits there’s a reason why he couldn’t give Oberon the Artifact even if he wanted to. The meticulous king of elves can read minds, and Oeland fights very hard not to let Oberon know the Artifact was lost by the Silver Mane clan many years ago. Exasperated with not being able to penetrate Oeland’s mind, Oberon decides to try a different tactic. He will not leave without the Artifact!
Oberon kidnaps the Iron Knight for leverage in his quest to persuade Oeland to give up the Artifact. Oeland is livid that Oberon went so far as to kidnap his son, but the scoundrel’s magic is too strong to penetrate. Despite all his efforts, Oeland cannot find where Oberon is hiding his son. Finding the Artifact becomes paramount, but it lies outside the clan’s lands, further complicating the matter. For a long time, Oeland has been the Keeper of the Artifact and he should be able to summon it at any time and distance. First, he must perform the rite of summoning which will bring the Artifact of Nature near. The rite was a success! The Artifact (Unicorn) appears in Throne Hall.
The clans are going through a time of conflict and during heated times, times of hatred, drastic action is required. The clans took the loss of the Mighty Artifact very badly. Oeland managed to buy some time and calm the clans down a bit, but he continues to worry. Oeland wonders how Oberon will respond to his decision to send spies into the Elvyn Forest. Oeland weighed all options in the face of the conflict and knows his advisors want reliable evidence of a successful operation. Bloodshed should be avoided but you have to break a few eggs to make an omelet, right? Oeland’s spies in the Elvyn Forest encountered some trouble and reported suspicious moves from the elves. Oeland’s position is strong and the elves have never been so weak. It’s the best chance for the werewolf clans and Oeland predicts the werewolves will become a significant force in this world. There were a few victims but the goal requires sacrifice. One thing Oeland is sure of…Oberon will be outraged.
Oeland is busy with other things, but he’s glad the Spirit of Chaos is banished. The situation in the Elvyn Forest is dangerous and devastating. Oeland is surprised by the resistance of Oberon, who he respects as someone who reached his status all on his own and is a dangerous opponent. But this is war. The clash of the werewolves and elves was inevitable because the werewolves’ territory is too close to the Elvyn Forest. Looks like the elves were expecting Oeland’s attack and the werewolves will live up to their expectations.
Oeland’s clan is still at war and every step in the forest is a challenge for the werewolves. Every bush or bump could hide a deadly trap. And on top of everything else, a werewolf was caught spying for the elves! There are many opponents inside the clan who failed to yield to the voice of reason and opposed the war. Oeland decides to take drastic action.
Level 2 Anabel, Level 9 Vampire Anabel
Level 26 together, Level 61 unconscious at Dark Tower Gates
Level 75, Anabel as Red Riding Hood
Level 79, Young Anabel and Knight; Level 88 Dark Anabel, Level 89 Anabel in Tiara
Your introduction to Anabel leads to an invitation to join the League of Vampires and has her wondering how sweet your blood tastes. She gives you the key to the castle gates.
Anabel lets you into the Inn and can’t wait to see you turned into one of them, if you don’t find the Mystery Chamber.
Described as one of your uncle’s trusted advisors, Anabel thinks you work well together, as a couple of vampires would.
Anabel completes the Challenge of the Midnight Hour which grants her the power of the highest vampire. Finally she has obtained her true self. Anabel changes into a vampire. The Iron Knight says Anabel expects a gift for her birthday.
Getting used to her new abilities, Anabel remembers her father saying that with great abilities come greater responsibilities. Now she understands his words.
Lord Chamberlain is not pleased to see Anabel in the Council, particularly around election time.
Since the initiation, Anabel’s thirst for blood is insatiable. The Iron Knight isn’t blushing, he’s just flushed from Anabel’s smile. The Knight composed a poem about tenderness in a tough soldier and wonders if Anabel will like it and what she thinks of him.
Lord Chamberlain is expecting a boost in his rank in the High Council of Vampire Clans but worries that Anabel keeps getting in the way. Valeria’s Ghost thinks jealousy drove Anabel to kill her, but then learns Anabel is Innocent.
The Iron Knight is working on a surprise for Anabel when he turns into the Werewolf Knight. He’s a little hairy, but Anabel finds it adorable – but then, she’s a vampire. Anabel seemed sad this morning and needed cheering up.
It seems Anabel left the part you’re looking for at the Convention, but she’ll have them send instructions on how to find it. Anabel thinks it odd the instructions haven’t arrived since the ghoul post is usually pretty timely. She sends another request and can already hear the bat messenger’s squeaking. It seems the ghoul post lost your part in the mist, found it and now Anabel must prove the package is hers. Ah, the bureaucracy! Finally you receive the long-awaited part.
Anabel begins looking for her father. All she knows is he’s alive, living nearby and his name is Henry. Known for his dark ways, Anabel has always been suspicious of Lord Chamberlain. Anabel wants to bring to light the Chamberlain’s abuse of power, but opposing him won’t be easy. Anabel‘s at a loss over rumors her father is a troll from the ice cave. How can she be a troll’s daughter, but a vampire? The stress of being a troll’s daughter has caused Anabel’s blood thirst to soar. What if he has the mannerisms of a troll? Anabel receives some shocking news, but it’s a secret for now.
Henry the Archeologist (formerly Mountain Troll Rustle) can’t believe how grown up and beautiful his daughter, Anabel, is. Vampire or not, Henry wants to know all about Anabel’s admirer. An odd ritual was carried out nearby and Henry asks you to collect what’s left. Among those things Henry noticed the initials of Anabel’s admirer…and a werewolf’s sign. Henry doesn’t like his daughter’s friend, but yearns to get closer to her. He wants to give Anabel a gift and read in an ancient book vampires love black widows. That and a teddy bear should put quite a surprise on Anabel’s pale face. Meantime, things are uncertain with Anabel, but the Knight dreams of the day she will be his. This heartsick knight in love needs help getting Anabel a gift.
You turn green from Anabel’s stone soup, so she decides to take a friend’s suggestion to improve the soup. People just aren’t as honest as they used to be and just as Anabel was about to give you the part you need, a thief stole it. That arrogant thief will be found and he’ll be taken care of vampire-style. She warns you about a new vampire around who is a bit of a klepto.
Anabel suggests one good turn deserves another, or “claw my back and I’ll claw yours.”
It’s nearly time for Dark Valentine’s Day and, once again, the Knight needs a gift for Anabel. According to the Knight, Anabel isn’t the easiest woman to love.
Level 23Anabel heard rumors more people are deserting the Chamberlain and his days are numbered. All members of the Clan Council have turned their backs on him and he may be losing his mysterious powers. Anabel also mentio
1) Level 2
2) Level 15 Werewolf Knight
3) Level 26 Knight and Anabel
4) Level 45 Knight in Underground Grotto
5) Level 63 Knight in Chains Dark Tower
6) Level 66 free from chains
7) Level 75 Knight as Big Bad Wolf (to Anabel's Red Riding Hood)
8) Level 79 Young Anabel & Knight
9) Level 86 Knight from Underworld
10) Level 90 Warrior Knight
The Iron Knight wants to be of service to you.
The Iron Knight is described as one of your uncle’s trusted advisors.
The Iron Knight knows Anabel will be expecting a gift for her birthday. He admits she always leaves him a bit speechless. The Knight shares disturbing news that you have new enemies and must be protected.
There are people in the castle who owe the Iron Knight, so just ask them if you need help. The Knight can’t skip work to help you…he’s on watch and must stay awake till morning.
The Iron Knight would give his sword to know what Anabel thinks of him. He’s not blushing, just flushed from Anabel’s smile. The Knight is astonished at how many mysteries the castle hides and is especially fond of you. You and the Knight are two people who go toward your goal with unflinching determination and courage. The Iron Knight wonders if his loyalty to the castle owners was misguided; maybe he should have dedicated himself to farming. He composes a poem about tenderness in a tough soldier and wonders if Anabel will like it.
Anabel is beautiful as ever, but the Iron Knight can’t get distracted from his duties. He compliments your skill; maybe you should be a knight! You’re not to tell anyone, but the Iron Knight is preparing a surprise for Anabel. He begins to feel something odd and foreboding…Iron Knight changes into Werewolf Knight. He won’t bite as long as you keep the flea jokes to yourself. The new look isn’t so bad really, just a little hairy. Anabel finds it adorable – but then, she’s a vampire! Surely you’ve met a man with hair on his back before and the Knight’s bark is worse than his bite. Anabel seemed very sad this morning and the Knight is determined to cheer her up. As a true friend, Werewolf Knight feels like howling with joy when he sees you. Remember, four legs are better than two!
Henry the Archeologist (Anabel’s father) wants to know all about Anabel’s admirer. An odd ritual was carried out nearby and Henry asks you to collect what’s left. Among those things Henry noticed the initials of Anabel’s admirer…and a werewolf’s sign. Anabel agrees to receive the Werewolf Knight and he dreams of the day when Anabel will be his, but things are so uncertain. Knights never give up and he will wait for his vampire’s love. Meantime, the Werewolf Knight begins searching for his real father and the only information he has is his father was a clan leader. Word around the castle is that your uncle was murdered by Lord Chamberlain. While the Knight doesn’t put a lot of stock in rumors, he never trusted the Chamberlain. Anabel hinted at a gift and, once you help this heartsick knight in love, it’s time to pay Anabel a visit. The Knight gets closer to finding his father but it’s not easy finding traces of him. It seems bribery is his only option to getting the information he needs.
After sifting through a lot of lies, the Werewolf Knight finally has a lead on his father’s whereabouts. While meeting a source who demands payment for info on his father, the Knight is targeted by a band of thieves. Fortunately, the thieves were afraid of him and ran away. Everyone seems scared, as a matter of fact, the Knight’s never seen such fear in his neighbors’ eyes. Before leaving on his quest to find his father, the Knight gets a few gifts for Anabel (including a bouquet of a thousand roses) so she won’t forget him. His father passed through one of the neighboring settlements but the residents are too afraid to talk to the Knight. A gift to their leader might help. Even without using force, he has a decent chance of finding his father. Then the Knight feels his animal nature waking up and urges you to hurry with the protective amulets or you’ll have to deal with a wolf. Thanks to you, the Knight didn’t lose his chivalry. It’s nearly time for Dark Valentine’s Day and, once again, he doesn’t have anything to give Anabel. He finds gifts then says Anabel isn’t particularly forthcoming with her help and she’s not the easiest woman to love.
The Knight calls Anabel “love’s torment”, but the heart wants what it wants. The Werewolf Knight heard someone intends to drag his good name through the mud and needs your help to prevent that. Anabel is going on a little trip and the Knight can’t be with her. Only the light of his love, and some specific items, can protect her from harm. Then he gets word someone plans to steal the family shield, the icon of the castle. It must be protected!
The Werewolf Knight is finally ready to propose to Anabel. She is the love of his life and he can’t think straight for all the butterflies in his stomach. He’s nervous and his heart is pounding, but why is he finding it so hard to pop the question?
IRON KNIGHT AND ANABEL
With the engagement ring ready, the Knight is off to Anabel. Werewolf Knight disappears from Castle Entry and reappears as the Iron Knight with Anabel at Castle Gates. Meantime, Arabella the witch is totally enamored with the Knight and will go to great lengths to get his soul.Anabel and t
1) Level 14
2) Level 16 after raise in vampire's rank
3) Level 23 Arabella turns him into a pudgy purple bat
4) Level 61 Chamberlain turned into a Statue
5) Level 61 Chamberlain back to life
6 and 7) Level 75 as Merlin the Magician
8) Level 80 Young Chamberlain
9) Level 85 Gabrielle with Baby Chamberlain
10) Level 87 Gabrielle with Little Chamberlain
11) Level 89 back to Young Chamberlain
Lord Chamberlain describes himself as the Castle’s keeper and your late Uncle’s right-hand. It’s his duty to test your capacity for patience and assure himself you’re ready to rule in your uncle’s stead.
The Chamberlain warns your true enemy is closer than you think.
Lord Chamberlain says the High Convention is an assembly of fools and the old men in the Council are plotting against him. Lord Chamberlain is unhappy to see Anabel in the middle of Convention elections.
Lord Chamberlain has lived for centuries, yet humans still amaze him. He schools you on the truth about vampires and deems you might be good enough to be a vampire-in-training. The High Council of Vampire Clans promises to raise the Chamberlain’s rank but they move too slowly. And he doesn’t like Anabel constantly getting in the way.
While claiming he doesn’t want to distract you from the Mystery Chamber, he does just that by sending you on errands. Careful with any sort of praise, he does say you’re smarter than your uncle. And, while satisfied with your service, he balks at any celebration in your honor citing how much food would be needed for the guests.
The Council session is about to begin and Lord Chamberlain wants to shine by practicing his speech. He wants more power and, in exchange for your help, he won’t eat you. You’d be amazed at the Chamberlain’s true age and says it’s all about moisturizing. The Chamberlain thinks someone wants to stab him in the back and destroy all his plans. But with your help he will outsmart them and become the most powerful member of the Council. The Chamberlain wants a feast and a glass of red to celebrate his place on the Council. Lord Chamberlain changes into a red cape with batwing collar and red glowing orb on cane. Salty takes part in a ritual that reveals his murderer to be the Lord Chamberlain!
Anabel says it’s no secret the Chamberlain abuses his power, but bringing this info to light and opposing him won’t be easy. Lord Chamberlain promises if you serve him well, you will learn the secret of your uncle’s murder.
The Iron Knight never trusted the Chamberlain and Henry believes the Chamberlain murdered your uncle. Lord Chamberlain readily admits murdering your uncle but isn’t ready to tell you why. Although he does say the Mystery Chamber belongs to him and your uncle didn’t deserve it. He promises if you remain useful, you won’t suffer the same fate as your uncle. He proposes joining forces to find the Mystery Chamber and says life without your uncle should work out pretty well for you, in the end.
Level 19 & 20
Arabella, the witch, seems to be working alongside Lord Chamberlain. When you help one, you help the other. She says she has responsibilities to the Chamberlain and, while he thinks he’s clever, he still needs help. Salty’s Ghost says the Chamberlain’s got it in for him and warns you not to mess with him.
The Chamberlain believes you find collaboration with him distasteful and yet he still seems to exercise some control over you. While it’s an unjust world where only the fittest survive, the Chamberlain does what he has to do. And so should you. While he hopes the ice between you is melting, your eyes say differently.
The Lord Chamberlain admits he destroyed the Heart of the Mystery Chamber. A bad omen is in the air and dark clouds are gathering over the Chamberlain.
Level 23The Chamberlain loses his source of power! Arabella is gleeful of the frightened and grieving Chamberlain. She’s working on a nasty surprise for him, but it’s all for the greater good. The witch isn’t going to kill the Chamberlain; she has something more fun in mind, something that will show the Chamberlain’s true nature. Lord Chamberlain feels something is wrong…Arabella Scales wants to destroy him! The Lord Chamberlain transforms into a pudgy purple bat. (When you click on him, he says “Hey! Stop poking me! I’m the higher vampire and the Chamberlain of this castle. Pay some respect!”) Anabel heard rumors that more people are deserting the Chamberlain and he’s losing his power. All the members of the Clan Coun
1) Level 4 Salty Took
2) Level 13, Ghost Salty
3) Level 41, Prisoner Ghost Salty
4) Level 42, Young man Jeronimo, Prisoner
5) Level 43, Young man Jeronimo, Prisoner Escapee
6) Level 51, Jeronimo hero
7) Level 51, Hero Jeronimo
8) Level 53, Hero Jeronimo holding Spectral Blade
9) Level 56, Hero Jeronimo holding enhanced Spectral Blade
10) Level 61, Old Salty back in Tavern
11) Level 76 Jeronimo as Scarecrow from Wizard of Oz
12) Level 80 Young Jeronimo
INNKEEPER JERONIMO ‘SALTY’ TOOK
(Somewhere, sometime Salty was known as Warren Took, but that has since been replaced by Jeronimo)
Anabel gives you the Forged Key to open the Inn and that’s where you meet Innkeeper ‘Salty’ Took. Salty offers you one for the road and claims the Mystery Chamber gave your uncle a heap of trouble. He’s not sure he should help you find it and implores you to be careful and remember the Mystery Chamber isn’t all it’s cracked up to be.
The Innkeeper, Salty Took, is said to be one of your uncle’s most trusted advisors.
The Innkeeper is beside himself when one of the guests complains about roaches in his room and hopes he doesn’t find out there’s a termite problem too! Salty was once full of adventure and purpose, but if a rolling stone gathers no moss, then Salty’s covered in moss these days.
The Innkeeper says you and he are a lot alike; he also went in search of the Mystery Chamber but it nearly drove him insane. And now your search has brought back bad memories. Jeronimo bets Anabel wants to recruit you into her vampire army. He admits owing the Lord Chamberlain a favor, who never forgets a debt. Salty isn’t so sure he would trust the Chamberlain, as your uncle did.
Salty implores you to give up on the Mystery Chamber, saying it’s like your “Rosebud.” (from the movie Citizen Kane) The Innkeeper wants to help you, but he can’t keep questioning people. It might hurt his reputation.
Despite trying to be all business-like, you catch Salty singing a trading song…do, re, mi…O Sole Mio…but he claims he was only clearing his throat. Anyway, one can’t kill the song in your heart! You’ve made an old man happy after seeing what detestable visitors Salty had before you. You’re an angel in comparison.
Salty muses there are days he would rather close up the Inn and go back to his palace; then insists he never said that. Valeria’s Ghost says the ghost of a decrepit man made fun of her friend, the poor Innkeeper. When she was killed, her friend lost faith and now hangs around the castle, waiting for – what? Then she asks if you would like to become another Innkeeper near the castle.
Gossip around the Inn is that Valeria made an appearance and Jeronimo asks what you now think about life after death. He describes his guests as slobs and advises you to keep moving forward in life like a shark. Salty feels imminent danger with all the doubts, nightmares and shadows lurking in dark corners, but he wants to be remembered as a good man.
To recover his strength, Salty asks for a Live Potion. He says, “What’s this you brought me? That’s low! Inhumane! I was poisoned! And now I’m a ghost! How sad is that?” Salty feels closer to Valeria now that they’re both ghosts. Sometimes he feels like he has wings, then he could just cry ghostly tears. Salty was in love and when Valeria was killed, he lost faith in the Mystery Chamber. He ponders whether he was unhappy alive and wonders if Valeria will fall in love with him again. His whole life was about deals and asks what you think about going into business together.
As a ghost, Valeria visits the Inn and found Took much more humane. Even the Wise Dragon noticed Salty is much kinder as a ghost than he was alive. While your misguided obsession with the Mystery Chamber hasn’t let up, Salty is more interested in apologizing to Valeria. He’s elated when they make up and discovers there are some advantages to being a ghost. Admittedly there are some disadvantages too, but it’s best to stay positive.
Salty admits it’s hard to be a ghost and preserve your humanity. So it’s wise to help him if you don’t want him to become a raging poltergeist. A medium is trying to figure out who murdered the Innkeeper, but needs some things to perform a ritual. Unfortunately, the quack took off with everything! Salty reminds you to never trust a living soul. Always on the lookout for a bargain, Salty takes advantage of some recruits going past the Inn offering a reward for a couple of trophy items. Salty needs to have something human in his life to stay normal and it could be useful having a ghost on your side. Or spooky! Asking your help to get rid of the bad blood around the Inn, Salty says a new vampire visits often. Valeria has become Salty’s soulmate, but they are so far apart. She seems attracted to Salty, but only in the astral sense. Salty hopes that things like the Night Orchid (Valeria’s favorite) and the Silver Arrow (from those she lost) will draw them closer together. He is obsessed with finding his killer and bringing him to justice. A midnight ritual revealed the face of Salty’s murderer…the Lord Chamberlain! But why? Salty needs the courage to find Valeria in the material world, noting it’s not easy for an ordinary Innkeeper to be a ghost. Your uncle was murdered searching for the Mystery Chamber; was the Chamberlain responsible? You can’t kill a ghost but you can dampen their spirits.
Level 20Ever the deal maker, Salty alludes to reselling things on the black – oops, open market. He foun
1) Level 82, Gabrielle in Throne Hall
2) Level 86, Gabrielle with Baby Chamberlain (Richard)
3) Level 87, Gabrielle with Little Chamberlain (Richard)
Once the Mirror of Fate is used, the Wise Dragon transforms into Drake and reunites with his love, Lady Adora. But Lord Chamberlain disappears and Gabrielle appears in Throne Hall with shocking news that the Chamberlain is dead. Gabrielle says that as she entered Throne Hall, she saw a hooded creature holding the burning heart torn out of the Chamberlain’s body. Before Gabrielle could do anything, the murderer disappeared. While you only know Richard (Lord Chamberlain) as a power-hungry egomaniac, Gabrielle remembers him as a young vampire and was so excited to see him again. Gabrielle is Arabella’s mother and she’s aware Arabella thought she died long ago. But her first priority is to find out what happened to Richard. Anyone involved must share what they know in the Temple of Justice, and Gabrielle calls on her daughter Arabella first. Arabella thinks she’s part of the theater of the absurd with her mother returned to life and her father ruthlessly killed. Living through mutual enmity, separation and reunion with her father, Arabella will never give up trying to get in touch with the Chamberlain beyond life. Gabrielle knows Arabella won’t give up until she finds the truth.
Gabrielle finds Jeronimo’s testimony very helpful. It seems the Chamberlain was in the tavern all yesterday evening trying to drown his sorrow. He was being blackmailed by a powerful mage to kill Drake! But the Chamberlain didn’t yield to the blackmail and lost his life. Since Drake may be in danger, Gabrielle suggests enlisting the help of someone with almost limitless power…the Genie. The Genie scoffs at the idea he had anything to do with the death of the Chamberlain and says a known criminal recently escaped from magic prison. The blame lies with him. Don’t forget…when the dragon was made human, he became vulnerable. And the Ghostly Messenger wouldn’t miss a chance to challenge Midnight Castle’s defender at his weakest. Only the power of Adora’s love prevents the Messenger from killing Drake himself. That’s why he decided to use the Chamberlain as a weapon.
Adrian (Ghostly Messenger) appears in the Temple of Justice demanding Drake and threatening everyone with the fate of the Chamberlain if Drake doesn’t give up.
Adrian claims he grew up in an orphanage and never knew his parents. His strength comes from hatred and malice and the desire to get even with the whole world makes him invincible. Gabrielle is stunned by how much the Ghostly Messenger reminds her of someone she’d almost forgotten…her son would look a lot like Adrian if he had lived.
Gabrielle shares secrets from her past. When Arabella was 3 years old, Gabrielle and the Chamberlain learned she would have a little brother. The pregnancy was difficult and the midwives were certain the child and Gabrielle would both die. Shortly before the birth, Richard was called away on urgent business and Gabrielle was left alone at the most crucial moment. The night before the birth, wolves howled at the castle walls and a blood-red moon rose in the sky. Most of that night is still a fog for Gabrielle and the only thing she remembers afterward is the Keeper of the Castle telling her “Your son has died.”
The Keeper of the Castle says the Ghostly Messenger’s corruption has started destroying the castle, but this wasn’t supposed to happen. The Keeper was close to Gabrielle and the Chamberlain, an ambitious vampire and an innocent girl. What good is the power to see the future when there’s no good way to change it? He looked into little Adrian’s future and all he saw was death. He saw the boy would become a powerful dark mage who can read minds, kill the Wise Dragon and destroy Midnight Castle. The Keeper wanted to deal with him then and there; after all, the greater good is more important than one life, isn’t it? But he couldn’t, so he lied to the poor mother and sent the sleeping baby to the farthest orphanage. The Keeper had no way of knowing his actions would create such a sad future.
Gabrielle can’t believe her son is alive and the Keeper of the Castle lied to her all these years. The pain of losing Richard and her anger with the Keeper breaks her heart. How can she ever forgive the Keeper? But Gabrielle knows if we don’t act without emotion, we’ll all die. She never thought she’d say this, but Gabrielle found a way to stop her son’s atrocities…the Mask of Silence that will neutralize Adrian’s power.
Arabella finds it incredible her father was killed by her long-lost brother. Remembering the nightmare she had where the Chamberlain told her she’s next on the killer’s list, Arabella is adamant to resurrect her father. The rules of higher magic allow a soul to return from the dead, but only in exchange for someone else’s life. The Chamberlain wasn’t exactly popular when he was alive, so finding someone willing to sacrifice their life for him may be difficult. It was actually Hansel, himself willing to give his life to make Arabella happy, that came up with the idea of appealing to a creature who possesses more than one life. Legend says cats have nine lives, so why not ask the Storyteller Cat for a favor?
Adrian doesn’t understand why, in spite of ruining the lands and destroying the castle, everyone refuses to give up the Dragon. He’s never known love or friendship and wonders where this Gabrielle woman has been all his life. He decides to seek an ally in Anabel, who didn’t see a villain, just a child with a soul warped by hatred. Anabel made it possible for the Mask of Silence to be placed on Adrian, which neutralized his magic. The fires around the Castle are gone, but so is Anabel and the Iron Knight! Arabella, glad the fight with the Messenger is finally over, never thought a brother could be so much trouble. But a new land has appeared and this new arrival is beyond her expertise. It’s time to bring back the Chamberlain.
Arabella finally found a recipe for the soul-moving potion, the Transference Potion, that will resurrect the Chamberlain. The only problem is that it doesn’t guarantee the Chamberlain will be the same when he returns.
Level 86Storyteller Cat takes the Transference Potion and, as
Once the Fairy Tale Book is complete, it travels to the Museum of Tales in the Fairy Forest where the Storyteller Cat appears. Storyteller Cat introduces himself as an Envoy to the East who creates tales for the good of others. Hansel and Gretel are old friends, and Storyteller Cat demurs to Gretel to give you more information. Gretel loved being distracted from hunting down criminals by the fairy tales, but is intrigued by a talking cat. A clue emerges when she reviews the anonymous letter she received ordering the capture of the Ghostly Messenger and finds cat paw prints all over it! After working for kings and sultans, this is Hansel and Gretel’s first cat client. Storyteller Cat admits he enlisted the hunters to catch the Ghostly Messenger and someone here urgently needs his help. Hansel received an urgent report that one of the prisoners escaped; information which Storyteller Cat already knew. The Cat ponders if he’s overstayed his welcome in this world, but wants to see more of it. The Storyteller Cat disappears from the Museum of Tales and reappears in Palace Square, East.
Meanwhile, relics of the castle residents begin disappearing. The Wise Dragon notes those things weren’t stolen for the money; it was the memories that made them priceless to their owners. These mighty artifacts combine vital forces when gathered together. Hansel is hot on the trail of the escaped mage and Gretel is interviewing witnesses.
A new visitor to the land, the Genie, appears at the Gates of Atlantis claiming to have escaped capture by Hansel and Gretel. He admits “borrowing” the residents’ valuables, but only to fulfill a former lamp master’s wishes. The Genie got caught because they weren’t totally legal wishes, but he must obey his master’s wishes. It was the Storyteller Cat whose wish the Genie had to fulfill! The Storyteller Cat readily admits asking the Genie to “borrow” all the things that disappeared, but for a very good reason. A very good creature, in fact. Storyteller Cat insists he’s just here to create tales, but he has been keeping a secret.
He begins telling a tale about the United World of Magic, a peaceful place where mages and witches, beasts and humans lived in harmony. Knights didn’t slay dragons and dragons didn’t kidnap princesses. Everyday life was regulated by the Code of Inviolable Rules, particularly love. Creatures of different races were forbidden to fall in love with each other and that absence of love seemed to be a condition of peace. This prohibition lasted many centuries, until a great dragon and princess fell in love. This violation of the Code caused the magical world to fall apart; the lovers tilted the balance and put the fate of the world at risk. To maintain peace, the Council of Elders divided the land in half and separated the dragon and the princess in the dark of night without exchanging a final goodbye. The dragon was sent to Midnight Castle and the princess was exiled to foreign lands. The dragon became weak with heartbreak and couldn’t eat or sleep. The only cure was the Oblivion Spell. The Storyteller Cat sends you to the Wise Dragon to remind him of what he’s lost. The Wise Dragon has lived all these years without those memories, until now. But the Storyteller cat assures this tale isn’t over yet.
The Fantasy Fan goes to the Palace Balcony, East where Lady Adora, Princess of the East appears. Lady Adora knows the memory of her has been lost to the sands of time, but she’s happy to see the world of Midnight Castle again. It seems the Storyteller Cat made her solitude brighter and they collaborated on his tales. Storyteller Cat also promised that Adora would hear about the Dragon again, and he was right! Lady Adora often inquired about the fate of the castle and its residents and when she found out the Ghostly Messenger intended to slay her love (the Wise Dragon) she had to act. It was on her orders that Hansel and Gretel got rid of the Ghostly Messenger.
Lady Adora is in no hurry to reunite with the Wise Dragon and says there’s a secret reason why she “borrowed” relics from Midnight Castle residents. She’s combating a curse that poisons her very existence and the residents’ relics helped her survive and look as she does. She asks you to deliver a message to the Dragon that she will always love him and then returns the relics to the residents. Lady Adora’s true face is exposed; that of an old woman whose days are numbered.
The witch, Arabella, decides to try a remedy forbidden by the Witches’ Council to remove the curse from Lady Adora. But her dark magic infused Dream Catcher has unintended results. The wrong people became young and some disappeared altogether! Young Hansel and Gretel are suspicious that Storyteller Cat hasn’t disappeared or changed and decide to interrogate him. Storyteller Cat says while it’s true he hasn’t turned into a kitten or disappeared, he keeps his distance from dark magic and had nothing to do with what happened. After some research, he finds that being a cat protects him from some types of magic. Meow! And he has another secret to share…the Genie is not merely a magician but a powerful Elder on the Council of the United World of Magic and one of those who broke up the Wise Dragon and Lady Adora! Having a new suspect in their sights, Hansel and Gretel question the Genie…and he’s not happy about the Storyteller Cat revealing his identity, claiming that cat has been putting his nose in other people’s business since he was a kitten.
Time Clock goes to World’s Edge, lifts the curse and repairs time. Lady Adora is young and all the castle residents are back to normal.
The Mirror of Fate transforms the Wise Dragon into a man known as Drake.
Gabrielle appears in Throne Hall announcing Lord Chamberlain has been murdered. She saw a hooded creature holding the burning heart he had torn out of the Chamberlain’s body. But the murderer disappeared. Arabella vows to get in touch with her father beyond life.
1) Level 56, Ghostly Messenger
2) Level 56, Ghostly Messenger appears in Limb Entrance
3) Level 59, Nature Blessing heading towards Ghostly Messenger
4) Level 68, Ghostly Messenger at Dark Portal, Dark Tower
5) Level 74, Lydia transforms into Ghostly Messenger, Gates of Atlantis
6 and 7) Level 82, Adrian at Temple of Justice
8 and 9) Level 84, Adrian wearing Mask of Silence, Temple of Justice
After Jeronimo wins the battle against the Elemental of the Abyss (the possessed Automaton), the Limb Entrance opens and there stands the Ghostly Messenger. He claims to be the actual source of sorcery that filled the Mystery Chamber with power. However, the Messenger is now out of power and the Mystery Chamber will be useless until he gets the Nature Blessing to restore his powers. Then the Mystery Chamber will be as it was.
Anabel is glad the Elemental of the Abyss was given the boot but is worried about Jeronimo. His disappearance must certainly be connected to his battle with the Elemental. The Ghostly Messenger is not a detective and is a little taken aback by the request to find the Innkeeper. Too weak to help, the Messenger says restoring the Mystery Chamber will take a lot of energy. The Messenger makes a tempting offer to bring back Jeronimo in exchange for helping him restoe his magical power. Unless you have a better idea. Anabel is worried that restoring the Source can lead to unpredictable events, but she has no choice but to accept his offer. The Iron Knight agrees to help and seeks help from his father, Sir Oeland. Oeland says with all the artifacts Jeronimo was wearing, he must have been protected. Still a search of the entire castle for Jeronimo yields nothing, so Oeland agrees to help.
While there is renewed hope of your success, keeping the Ghostly Messenger waiting has led to unfortunate things before. There is an old friend who might be able to help. The Ghostly Messenger helped the Guardian (Keeper of the Castle) once and he can do so again. But he’s fading fast so time is of the essence. The Keeper of the Castle can’t imagine what old friend you’re talking about as no one immediately comes to mind that fits your description. There was one person the Keeper regretted having dealings with…Lionel Mercer. He was a great mage who went missing years ago. It was rare that anyone asked for Mercer’s help and the Keeper is one of the few who did. And look what happened to him. His advice to you is not to trust the Ghostly Messenger, whether he’s Lionel Mercer or not.
Uncle Vesnik heard the rumors that the Mystery Chamber is the only way to bring Jeronimo back. He worries that a powerful Ghostly Messenger could destroy the castle. The Messenger says the Nature Blessing will make him immortal and, once that happens, he can activate the Mystery Chamber. It’s a matter of life and death and if you want the Mystery Chamber back, you can’t let him die. To prove his good intentions, the Ghostly Messenger hands you a piece to the Nature Blessing. Uncle Vesnik knows the only choice is to work with the Messenger, but warns you to stay alert.
Once the Nature Blessing is complete, it goes to the Limb Entrance and a ball of light fills the Ghostly Messenger. The Source is restored and within a couple of hours, the Chamber of Wishes will be available. Even though the Chamber of Wishes is ready to grant you a wish, the Rune Scroll is needed to make that wish come true. Once filled with runes, Jeronimo can be returned. The Ghostly Messenger suggests the witch may be the one to ask about magic symbols. The only scrolls Arabella has seen already had the runes written on them, but she knows runes can be found in magical places. Once she figures out which runes the scroll needs, she can help you find them. Leaving you in the hands of the witch, the Ghostly Messenger disappears from the Limb Entrance.
The Great Book unlocks the entrance to the Dark Portal in the Dark Tower, but it requires magic to activate it. Stepping into the Dark Portal, you find the Ghostly Messenger waiting there. He’s surprised you found him so quickly, but assures you the chase isn’t over. He disappears into the Portal, leaving behind a gift in the Ghostly Chest. (Portal Activator) THIS BEGINS THE BLUE KEY QUESTS.
The Portal Activator opens the Portal and you follow the Ghostly Messenger to the Harbor. According to the Lighthouse Keeper, a person matching the Ghostly Messenger’s description sailed from the Harbor just before you arrived. As a matter of fact, the Lighthouse Keeper suspects the Ghostly Messenger broke the Lighthouse. You meet an old friend, Skull Pete, on the Captain’s Bridge who readily agrees to catch up to the Messenger’s ship. But the Lighthouse doesn’t work and Pete’s crew is much too small for a far voyage. The Lighthouse Heart fills the Lighthouse and the search for crew volunteers begins.
The crew is complete with volunteers Iron Knight, Henry the Archeologist and Valeria Steiner and, when the repaired Ocean Guide (also broken by the Ghostly Messenger) finds its place on the Captain’s Bridge, Skull Pete’s ship sets sail to hunt down the Ghostly Messenger. The ship lands at the Gates of Atlantis, where you are greeted by a young girl named Lydia. She claims to be an 8-year old orphan who made an unfortunate wish in the Mystery Chamber and ended up in this lonely land. She remembers another visitor who didn’t stay long, a hooded man with glowing eyes.
Arabella has a bit of news for you…there are tablets in Atlantis that will help find the Messenger. But the witch’s magic is depleted so she can’t help you find the tablets. You’ll have to search for them yourself.