Jenifer (Zarknorph)

The Midnight Castle Forum On Delphi

Hosted by Jenifer (Zarknorph)|All FAQs Answered Here!

A forum devoted to the FTP game Midnight Castle. All formats and platforms. Find Friends, learn tips and tricks, read strategy guides, ask for help or just kick back in Fletcher's Tea Room and dodge the odd explosion.

  • 1878
    MEMBERS
  • 88272
    MESSAGES
  • 101
    POSTS TODAY

Discussions

MC Journal Pages   Tips, Tricks, Guides and Advice

Started 4/22/18 by AEGram; 2333 views.
In reply toRe: msg 1
AEGram

From: AEGram

4/22/18

CASTLE AREA 
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. 
Oct. 1984 

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. 
Dec. 1984 

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! 
Sept. 1985 

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! 
Nov. 1985
 

  • Edited April 22, 2018 9:45 pm  by  AEGram
In reply toRe: msg 2
AEGram

From: AEGram

4/22/18

CASTLE AREA 
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. 
Jan. 1986 

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. 

TOWN AREA 
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.

  • Edited April 22, 2018 9:46 pm  by  AEGram
In reply toRe: msg 3
AEGram

From: AEGram

4/22/18

TOWN AREA 
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! 

TOWN AREA 
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. 

TOWN AREA 
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.

  • Edited April 22, 2018 9:46 pm  by  AEGram
In reply toRe: msg 4
AEGram

From: AEGram

4/22/18

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. 

TOWN AREA 
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. 

TOWN AREA 
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.

TOWN AREA 
31... KALEY'S FANCY GOODS... Twenty years ago, it was a thriving shop. Then one day everything changed.

In reply toRe: msg 5
AEGram

From: AEGram

4/22/18

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! 

HARBOR AREA 
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.

In reply toRe: msg 6
AEGram

From: AEGram

4/22/18

ATLANTIS AREA 
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!

Msg 172.8 deleted
In reply toRe: msg 7
AEGram

From: AEGram

4/22/18

EAST AREA 
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.

In reply toRe: msg 9
AEGram

From: AEGram

4/22/18

by Annelliegram on Sep 20, 17 6:17 PM

EAST AREA 
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.

In reply toRe: msg 10
AEGram

From: AEGram

6/5/18

BONE KINGDOM AREA
60… BONE PALACE… Every column, statue, and secret room in the Bone Palace celebrates death. This is no place for the living.

61… BALLROOM… What could be more charming than the Ball of the Dead? Guests come from across time – if ou unmask the nearest couple, you may find your ancestors cutting a rug.

62… RUINED GALLERY… They say the Bone King and his servants have been searching for the chosen Prince and Princess to dance in the red moonlight and begin the reign of the dead.

63…HALL OF SOULS… Not all souls agree to serve the Bone King, but that doesn’t bother him. He ordered a Sphere of Souls built in the palace dungeon, which holds the non-obeying souls and living people the King wants to have as his servants.

64…KING’S CRYPT… Even the worst villains have a sense of beauty. The King ordered a crypt built for himself that rivaled history’s greatest architecture, featuring elegant columns, glass domes, and the skulls of his vanquished enemies.

65…GHOST GROTTO… Ancient myths describe the spirits of the dead sailing down a river into the Underworld. What if this river was real? You could bargain with the silent fairyman and visit the land of the dead. Just make sure you have a way back …

66…ROAD TO GHOST TOWN… Many weary souls have traveled the road from the land of the living into the realm of the dead. Of course, some want to come back, but the rules are hard to break.

67…GHOST TOWN SQUARE… Ghost Town is not a pleasant place for mortals. There’s no laughter here. No whispers of loving couples, or shouts of joy in the streets. Those who used to be alive have become echoes of the past. Fog, twilight, and silence prevail.

68…CREEPY STREET… This is no place for mortals, but necromancers, adventurers, and artifact hunters insisting on discovering the secrets hidden on these mysterious streets. Few find their way in and even fewer escape.

69…CURSED HOUSE… Legend tells of a warlock who managed to hide in one of the houses on this street in order to continue his dark work. He made a deal with the local spirits, but none will speak of the price he paid to honor it.

70…GRIM CELLAR… Magic works differently in the Underworld. Dark spells become stronger, while light magic becomes weaker. This is why the darkest spells are cast in the grim cellars of Ghost Town.

  • Edited December 18, 2018 2:26 am  by  AEGram
TOP