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Although the mysterious locked door was opened in Level 8 with the Key Ring, revealing Valeria’s Diary, the Keeper of the Castle isn’t revealed sitting there until now. The Keeper of the Castle must preserve peace in the castle but is glad to see a new challenger.
The Keeper of the Castle vows to fight back the bleak thoughts filling the castle. He warns there will be more and more obstacles in your way but you must stand your ground! The Keeper can see the entire castle, but can’t walk around it so he needs your help. The castle will fall without it. Time is slipping away and it gets more and more difficult to hold back the creatures of the night. Each step brings you closer to eliminating the shackles of evil.
The Keeper sees the past, present and future as a rushing river flowing by. Sometimes a good relationship is more valuable than gold. While the world is sadly full of false virtues, you are close to discovering the truth and tasting kindness. The witch rejected the power of good, of course, that’s why she’s a witch. And Henry may be in trouble.
The Keeper of the Castle is relieved the castle is more or less safe since the Chamberlain’s punishment, but knows his negative influence still remains. He offers a short philosophy lesson…If you don’t grow as a person, nothing has meaning. The castle is now free of doom and you have earned the respect of the statue. The Keeper muses how time, while non-existent for him, flies for some and how humans often ask for immortality even though they have no idea how to cope with it. Don’t you fear the Chamberlain’s fate?
The witch displayed unwanted interest in the Knight, trapped the Knight’s father, Sir Oeland, between worlds and somehow deprived the Heart of the Mystery Chamber of magic, but unless she threatens Midnight Castle, the Keeper of the Castle can’t do anything about her. He can, however, give you a storage core that contains concentrated magic.
As Detective Norman Hayes is investigating the gnome murders in Cloud City, he decides to interview everyone. The Keeper of the Castle says he’s been so busy in the castle that he hasn’t heard a thing about the murders. Who could those gnomes have bothered? Perhaps the best approach is to ask the gnomes living in the City.
The threat of invasions of the Elemental of the Abyss is felt throughout the castle and Anabel needs help. Protecting Midnight Castle is the Keeper’s top priority and he assures Anabel she can count on his help.
Jeronimo disappeared after battling the Elemental of the Abyss. With the Mystery Chamber out of power, Jeronimo can’t be wished back. The Ghostly Messenger, the Source of Sorcery, appears and desperately needs power. He attempts a bargain…help him restore his power and he’ll bring back Jeronimo. Everyone must decide whether the Ghostly Messenger can be trusted. The Ghostly Messenger says keeping him waiting has led to unfortunate things before and sends you to his old friend, the Guardian. He helped him once and he can do so again. The Keeper of the Castle can’t imagine what old friend sent you; no one fits your description. Lionel Mercer went missing years ago and, with nothing but bitter memories, the Keeper isn’t looking forward to seeing him. He’s regretted his dealings with Lionel Mercer and would advise against making any deals with him. Lionel was the greatest mage of his time, but it was rare for anyone to ask for his help. Maybe you can guess the Keeper is one of the few who did; and look what he turned into. The Keeper won’t say what he asked for because the agreement between the two of them prohibits it, but warns you not to trust the Ghostly Messenger. The Keeper of the Castle advises remaining wary of the Ghostly Messenger, whether he’s Lionel Mercer or not. But the Keeper decides to help anyway.
Jeronimo returns to his tavern, but everyone else has disappeared! The Keeper of the Castle, urged by Salty to find Anabel, finds traces of her at Dark Tower. Lying unconscious at the Dark Tower Gates, Anabel is just mostly dead according to the Keeper of the Castle. Living Water is needed to save Anabel, but the Keeper knows making it is not a simple task. One ingredient cannot just be found, it must be created. With the lost formula in hand, the Keeper comes through with the ingredient.
Anabel is the only one who knows what happened to the other residents of Midnight Castle and she believes everyone is locked inside the Tower. But the door is locked and pieces to the Dragon’s Tongue Key are missing. The Keeper of the Castle tries to jog his memory for the part you need and, since he doesn’t usually throw anything out, it must be around somewhere. Success!
The Iron Knight is found wrapped in chains in Dark Tower Hall and a way to release him must be found. The Knight doesn’t remember much, but the Keeper of the Castle knows a little information is better than nothing. Trying to knit together the pieces of memory, the Keeper feels the solution is so close he can taste it. If he could taste, that is.
The Keeper and the Lord Chamberlain agree the Dark Tower must be searched. While progress has been made, the Keeper is exhausted and needs to rest. With the Iron Knight still in chains, Skull Pete leaving Midnight Castle for an island to store his treasures (Skull Pete disappears from Mirror Lake) and items being out of place, the Keeper of the Castle can’t listen to your problem. He orders an immediate maintenance check of the Castle and, once satisfied all is well, remembers an ancient book mentioning the Eternal Call. One of the books also describes the Dual Fates which is located in a mystical place…the Mystic Fountain. Success!
Level 66The Keeper of the Castle says the task of freeing the Iron Knight must be more difficult than he though if Valeria Steiner is asking for help. The Keeper jokes about whistling and playing the violin, neither of which he can do, but he
Valdo, appearing in Far Metro Station, introduces himself as a treasure hunter. He usually works alone, but wouldn’t mind having help. He really must fix the metro station, which has become dark and lonesome. Valdo heard you are friends with the Rudoguil gnome who’s searching for the hidden treasury. Valdo has spent some time exploring and has some information on the treasury and the old king! Perhaps he can help everyone achieve mutual goals.
Valdo claims to know every underground passage but before he can show you his attention is diverted by the rarest gem worth a lot of money. When he realizes you’re still waiting to see the map of all the underground caves, Valdo says a goblin took it. Valdo hasn’t come across the special things Rudoguil wants from the gnome treasury, so decides to give him directions to the treasury. At least, Valdo hopes they’re the right directions. Rudoguil the Bloody, fully equipped and prepared to follow Valdo’s directions to the gnome treasury, gets stopped by the guards of Cloud City.
Rudoguil the Stony, awaking from a strange dream, is sure Valdo sent him on the wrong track. Good thing he found some gold, but he fully intends to punish that crafty goblin! Valdo made a mistake with the location of the treasury, but no one was hurt. And Rudoguil did find some gold, after all. The Automaton finds a ciphered message that says Master Valdo works for the Rune Priest Ragnus Beardrune in his efforts to prevent Rudoguil from exploring the underground tunnels. Rudoguil must know the truth about the goblin Valdo. Valdo can prove he’s not guilty. When Rudoguil was caught by the scarabs, Valdo was busy exploding a wall. Therefore, his innocence is obvious and it doesn’t matter that the Automaton found some suspicious information. Valdo has something even more suspicious; information about the illegitimate daughter of a gnome banker. Valdo admits to helping Ragnus, but swears he didn’t know about your search then. He really did mean well.
In order to execute the ghost Jeronimo Took for the murder of the gnomes in Cloud City, King Ragnus Sagesmith needs a very special ancient artifact. He entrusts Rudoguil with finding the Spectral Blade. King Ragnus is in possession of the Blade, but a rune magus says it is a skillful imitation of the ancient artifact and Ragnus is sure it was Valdo who placed the fake Spectral Blade in order to sell it. King Ragnus will find Valdo at any cost!
Skull Pete’s proposition to the new leader of the gnomes is simple; information on the whereabouts of Valdo in exchange for sacks and sacks of money. Pete baits the hook hoping Ragnus will shower him with riches, even though the information Valdo is useless. But the old penny pincher Ragnus refuses to pay Skull Pete.
King Oberon reveals the Spectral Blade can be used to destroy the Elemental of the Abyss, but Ragnus knows to find the weapon he must find Valdo. His most trusted people found goblin traces and searched for Valdo in the most remote places, but never located that rascal of a goblin!
Skull Pete has no trouble telling you where Valdo is…for a price. After all, selling information is just a way of making some coins. Valdo, now in the Commercial District, is livid Pete turned him in and vows to get even with him. Good with blending into a crowd, Valdo knows the best hiding place is the most conspicuous one. Valdo asks for help with some local issues and assures you it’s all legal. Once the townspeople stop annoying him, Valdo understands Ragnus arranged to deliver the Spectral Blade to Rudoguil. But the Spectral Blade is no regular blade and it’s far best that no one has found it. Even though he’s been blamed for stealing the blade, Valdo swears he hasn’t touched it. As a matter of fact, the artifact is still in the gnome treasury.
I just can't get enough of these! Thank you again for all you do!!
Oh you're very welcome! Your post just tickled me pink. I wasn't sure if anyone was really interested in all this like I am. I began this thread just to post pics, but then somewhere along the way, decided to include a character synopsis along with. I thought it would be easier if someone just wanted to know something specific about a character to find it that way, rather than read through the whole dialog thread.
I will do the main characters, but they will be rather long since they're in virtually every level. But his is actually fun for me.
Again, Ada, thank you so much.
1 & 2 Skull Pete Level 20
3 & 4 Human Pete Level 22
5 Pete the Pirate Level 70
6 & 7 Pete as the Tin Man Level 76
8 Skull Pete as Young Pete Level 78
Due to Lord Chamberlain’s curse, Skull Pete seems doomed to remain fleshless forever. Even as his old bones rattle around, Skull Pete longs to be a pirate again. He desperately wants to step foot on his ship again, to smell the sea air and enjoy some rum. And the one thing he loves more than gold…weapons. For Skull Pete, there’s no such thing as enough treasure. Pete wants to be a pirate again but despite all the rituals he’s tried, he remains nothing but bones. But he’s grateful for all your help and is sure he will be human soon. Yo ho ho!
Skull Pete retrieved the recipe that will return his human appearance, thus outwitting the Chamberlain’s curse. He seems to be generally fond of you, first calling you adventurer then apprentice. It upsets Pete that the ghost innkeeper found a large sum of money; after all, he’s not a pirate so doesn’t deserve wealth. Pete presents you with a joint adventure of sorts; selling the finest Elvish rum. But that would require cooperation of the elves, who would likely ask for something in return. Pete needs a new sword and admonishes you not to come back without something sharp, if only your wits! He says his friend Rudolph (Rudoguil?) would have called you a good soul. A certain person promised to make a new mast for Pete, but cheated him on the deal.
Skull Pete is now human! He totally forgot what it means to be human and regrets drinking so much rum. Pete really loves gold and needs to get his head back into the game. Right now the old pirate needs some rest. But first, where did all the rum go? Still proud of you, Pete promotes you to ship boy or perhaps senior seaman. How about celebrating with some more Elvish rum?
Skull Pete has a plan that would make him rich and wonders if you want to go halves with him. You agree, and after splitting the profits, Pete can now afford an entire fleet. But what he wants most is to repair his ship. Being human has never been better and Pete decides to start thinking about securing his mortal life. A bottle of amazing Armagnac fell into his hands, which Pete feels is an honor to taste. You decline his offer, which is okay with Pete since that means more rum for him. Skull Pete is finally sober but is deaf to everything except repairing his ship. So you help him with the most important part of the ship, fixing the wheel. But thunderation and an iron maiden…the wheel broke again! With any luck, the patch will survive at least one sail. The repair is going well and Pete says you would make a good sailor.
Pete’s heard of the Expedition headed by Rudoguil and offers to share some information and a bottle of rum. Seems Pete knew Rudoguil the Stony by a different name…Rudoguil the Bloody. What a pirate he was! While relating disturbing memories, Pete swears he’s stone-cold sober. That bottle of ale just happened to break! Rudoguil the Bloody ruined so many lives. Oops…seems like another bottle of ale broke! Pete claims it’s no good asking Rudoguil about him because he doesn’t always remember things. Either this wasn’t good ale or Pete’s grown old because back in the good old days, Pete and the Bloody One could finish off a whole barrel. Suddenly, you’re demoted to cabin boy. Pete confides he’s sick and tired of the grotto and asks to join your Expedition. But once the amount of work required sinks in, Pete quickly changes his mind. Anyway, his ship isn’t even fixed yet. Pete decides it’s too much trouble to go but wants you to say Hi to Rudoguil for him, if he remembers Pete at all.
Rudoguil the Bloody, knowing you’re acquainted with an old pirate friend of his, gives you a bottle of rum to deliver to Pete. Skull Pete gets a heady feeling from that bottle of famous Elvish rum gifted by his friend, Rudoguil the Bloody. Once the bottle is half gone, Pete decides to pay ole Bloody back with some homemade gnome wort! The recipe itself is in poetry form, but Pete doesn’t have the ingredients. He’s sure they can be bought from some vendors, but “she-gnome’s ringing laughter” could be a problem. He can’t imagine what that is and hopes it doesn’t come from an actual she-gnome. Once ready Pete asks if you’d like a taste, but the color is unappealing. He gives you the bottle of gnome wort to deliver to Rudoguil personally.
Skull Pete is well versed in how to make a fortune but after making money you have to do something with it.
King Ragnus Sagesmith needs a special ancient artifact, the Spectral Blade, to execute ghost Jeronimo Took for the murder of gnomes in Cloud City. He entrusts Rudoguil with finding the artifact, but when it turns out to be a skillful imitation, Ragnus blames Valdo the treasure hunter. Valdo then goes into hiding. Skull Pete has a proposition for the new leader of the gnomes that will make him rich. Ragnus agrees to meet Pete and, in the middle of negotiations, Pete discovers Ragnus can’t be trifled with and he’s stingy to boot! Pete thinks by spilling the beans about Valdo, Ragnus will shower him with riches. So Pete baits the hook and waits for Ragnus to fork out the money, making all his dreams come true. So what if the information on Valdo is useless; Ragnus doesn’t know that and Pete is sure he’ll need sacks to carry all his coins. But Ragnus, the old penny pincher, refuses to pay.
It doesn’t matter to Skull Pete what all the interest in the goblin is about, but if you want to know where Valdo is, it’ll cost you. Peter prefers being an information seller; it never goes bad and there’s no need for a storeroom. Because you’re an old friend, Pete tells you where to find Valdo free of charge. The goblin, hiding in plain sight in the Commercial District, vows to get even with Pete.
as Snow White, Level 76
Opening the hatch in the Dungeon of the Cursed leads to the Underground Grotto and the witch, Arabella Scales. According to Arabella, you’ve met before and since the Chamberlain trusts you, the witch will do the same. Arabella Scales comes from a long line of witches; she still remembers everything her granny witch told her. Her love potions are particularly popular and difficult to keep in stock. The witch finds it funny that the Chamberlain both needs help and gives help at the same time, and hints that he may nearly be out of time.
Arabella is spellbound by your tiny victories with the Chamberlain. She insists alchemy is a calling not a hobby and she could prove it with just the toe of frog. While there is some peace from the Chamberlain, Arabella’s attention goes to her favorite potions. She must act fast because poison in the potions can fade! The Chamberlain grows active again and the witch pacifies him to avoid his temper. He thinks he’s so clever, but who needs who? Not a moment too soon Arabella asks you to replenish her rare ingredients. Her gargoyles are ill! Being a witch doesn’t eliminate her responsibilities to the Chamberlain, but she’s too busy to talk right now with her potions brewing!
According to the Keeper of the Castle, the witch rejected the power of good which is why she’s a witch. But with your help, even a witch can be grateful to a mortal. Arabella is busy with her potions, poisons and herbs and blushes when you ask if she’s making a love potion. This particular potion depends on crow feathers – and they don’t like to be plucked!
Arabella is positively gleeful at the idea of Lord Chamberlain feeling frightened and grieving. She drips with sarcasm over your helping the Chamberlain and reveals she has plans of her own for him. At first, they were a secret but Arabella decides to let you help with her evil surprise. It’s quite nasty but will ultimately benefit everyone. The witch doesn’t want you to worry; her plans don’t include killing the Chamberlain. She has something more fun in mind. The witch begins by conducting a small but pretty complicated ritual that will allow the Chamberlain to show his true nature. Arabella is in a horrible mood and you know what they say…a sad witch is a bad witch. Once the ritual is half-done, Arabella finds the second half in an ancient book. She wanted to finish the ritual alone, but her witch’s powers are so completely exhausted, she needs your help. The witch never imagined the ritual would be so hard, but protection surrounded the Chamberlain. Using her last bits of power Arabella proclaims the deed is done. Gleefully, she sends you back to the Chamberlain with her warmest regards. Arabella turns the Chamberlain into a pudgy purple bat. According to Anabel, the witch isn’t exactly who she is pretending to be.
Arabella heard rumors that the Werewolf Knight is wandering around the castle. The witch contemplates inviting the handsome and presentable Knight over and tries to figure out the best way to lure him. The Werewolf Knight doesn’t show up; it appears he has a tolerance to the witch’s charms. All Arabella needed was his soul, werewolfish and enamored. The witch heard your uncle is alive, but is he really your uncle? Even if he is, is that a good thing? After all, you don’t know each other at all and now this stranger will reap all the rewards while you do the dirty work. Are you really sure that living with a relative and the owner of the castle won’t disturb you? You’ve been warned. While the Knight and Anabel bathe in the glow of their engagement, they feel the witch is still watching them. They find the witch hard to read and could really use a shield from her magic. Apparently, the witch had plans for the werewolves for quite a while and her intrigues included locking up Sir Oeland (the Knight’s father) in the space between the worlds. They distract the witch in a fruitless effort to free Sir Oeland. With the help of Keeper of Wishes, Sir Oeland is no longer captive to the witch’s curse but the Keeper worries the witch will pick up on too many marks left behind.
The Keeper of Wishes feels the witch is beginning to suspect who released Oeland and sends her the wrong way. The witch tried to inflict some horrible curse on the Keeper of Wishes, but the curse was averted. The Keeper of Wishes is sure Arabella is responsible for depriving the Heart of the Mystery Chamber of its magic and sends you to the Keeper of the Castle, who can’t get involved unless the witch threatens Midnight Castle. The witch notices someone is putting things to right in the Mystery Chamber and wants you to be her eyes to what’s happening. Is your uncle improving the castle and are you sure he’s really your uncle? The Keeper of Wishes is the spirit of the Mystery Chamber, and with the Heart losing its magic, the Keeper of Wishes begins to weaken. In an effort to find the problem, the Keeper of Wishes decides to travel to the Source of Magic. She disappears from the Mystery Chamber. The Wise Dragon also notices something wrong with the castle magic. He feels the Source of Sorcery is in danger and he must protect it from whatever threatens it. The Wise Dragon disappears from the Forbidden Tower. Anabel reluctantly agrees to move into the Forbidden Tower and guard the Mystery Chamber in the Dragon’s absence, but she worries once in the Tower, she won’t be able to see what’s happening outside.
Level 28Sure enough, Anabel and the Knight move into the Tower and King Oberon and his elf spies appear at the Castle Gates. Arabella needs you to to find out more about the unknown force who appeared by the castle gates.
The Lighthouse Keeper introduces himself and asks if you’re looking for the man in dark clothing. A ship sailed away just before you arrived and the man you seek was aboard that ship. To catch him, the Lighthouse Keeper suggests talking to the schooner captain at the pier. He’ll fix you up with a good ship. But be careful; they say he’s a pirate. Skull Pete is very happy to see you again and is more than willing to chase after the Ghostly Messenger; finally a good business deal beyond rum bottle collection. But the lighthouse must be repaired so you’ll need to talk to the old man at the port. You visit the Lighthouse Keeper at the most inopportune time, but you ask him directly why the lighthouse is out-of-order. The Lighthouse Keeper admits it all happened so quickly and he did find it suspicious that the Ghostly Messenger’s ship sailed away right as the lighthouse stopped working. Now that he knows the character of the Messenger, he’s probably the one who broke the lighthouse. Restoring the lighthouse takes top priority, but it can’t be done alone.
The lighthouse is now repaired, but the Ocean Guide, the ship’s compass, is broken. And who else but the Ghostly Messenger would have done that? The Lighthouse Keeper considers himself a jack-of-all-trades and wants to help repair the Ocean Guide. The Ocean Guide is the most complicated thing he’s seen and offers to give you all the parts and tools needed to repair the device. But that’s not what you want, so the Lighthouse Keeper says your visit was interesting and wishes you well on your trip.
Your journey takes you to Atlantis where you meet Lydia, an 8-year old orphan who claims the Mystery Chamber brought her to Atlantis. Anabel feels a kinship with Lydia, since she also didn’t know her parents as a child. Anabel wants to share some happiness with Lydia, so asks everyone for humanitarian aid for the child. Particularly the Lighthouse Keeper who knows a lot about loneliness. The Lighthouse Keeper is giddy with the news that Atlantis, sung about and sought after for ages, is real. He’s very happy to help Anabel with gifts for Lydia and suggests looking for everything related to games and leisure. Board games are delightful and he’s especially fond of the one where you sink the other person’s ships. Come to think of it, the Lighthouse Keeper remembers there was a ship once in his port with a little girl on board. Was it Lydia?
Arabella is trying to soak the Dream Catcher with dark magic in an effort to lift the curse from Lady Adora. She believes the final piece may be found with her old friend, the Lighthouse Keeper. It’s been ages since your last visit to the Lighthouse Keeper but a little bird told him about the new world you’ve been exploring. He wants to be filled in on all the changing circumstances…whatever happened to that girl from Atlantis and the dragon’s troubled lady love? And he’s very happy Hansel and Gretel caught the Ghostly Messenger. Getting back to business, the Lighthouse Keeper says it’s no easy task Arabella gave you, but there may be something of interest among his treasures. Then he remembers that long ago, some magician left the piece you’re looking for with him for safekeeping. But does Arabella know for sure it’s not harmful? The Dream Catcher didn’t work as intended; Lady Adora remains cursed but Salty, Henry, Lord Chamberlain, Iron Knight, Anabel, Skull Pete, Hansel and Gretel have become children and Valeria, the Wise Dragon and Lighthouse Keeper have vanished.
Once the Time Clock goes to the World’s Edge, Lady Adora becomes young, the children are once again adults and the Wise Dragon and Lighthouse Keeper are back.
It’s been ages since you last spoke with the Lighthouse Keeper and he’s very glad to see you. He heard about the strange duel in the Jousting Field, but wasn’t aware the Knight was involved. One advantage of living a long life is you acquire a great deal of wisdom. Maybe it’s better that the Joust went wrong. The warriors are still alive, and a common enemy will pull us together. The Lighthouse Keeper says any stories about the Time Slipper among the sailors are long forgotten. But he agrees to ask around to see what he can find.
Of course! The Lighthouse Keeper remembered Old John Lonely Heart recalled parts of an ancient legend about a ship called the Titans’ Fury. It was a good ship with a sad fate. The Titans’ Fury was supposed to hide the Galactic Cluster at the farthest edge of the distant sea. The Lighthouse Keeper wishes for one moment he was part of the Fury’s crew, despite its grim fate. The Titans’ Fury sank into the icy sea after crashing into a huge iceberg. Legends say the ship was cursed. Sailors are a superstitious lot so the Lighthouse Keeper definitely believes in curses!
The Lighthouse Keeper found a wizard who should be able to help his ship, the Brave Rosetta, and crew sail out and retrieve the artifact part. After wishing them good luck on their search, the Lighthouse Keeper hopes the wind and seas have been kind to the brave little ship.
A messenger finally arrives with the news the Brave Rosetta was spotted passing a nearby port and is on the way home! The Lighthouse Keeper is very proud of the nimble ship’s crew and begs to hold the Galactic Cluster a little longer. It’s almost like touching a legend itself. The Keeper hands over the artifact with a warning; don’t let Shadow’s lies confuse you.
Thank you for all the character info. Looking forward to meeting some of them as I progress in the game.
Skull Pete’s ship sails from the Harbor, chasing the Ghostly Messenger, and arrives at a forgotten city. A little girl named Lydia greets you at the City of Atlantis. Standing by the Gates, Lydia claims to be a very lonely 8-year old. All she wants to do is play and gets headaches when she thinks too hard. But she does remember a hooded man with glowing eyes who didn’t stay very long. Frightened that the hooded man may still be around, Lydia doesn’t want to be left alone. Valeria Steiner is amazed a child could manage to survive alone amidst palace vaults and stone debris. She feels affection for Lydia, as if she were family. Valeria senses the girl doesn’t seem lonely in her solitude but she might like some toys. On your next visit, would you ask Lydia if she wishes to meet Aunt Valeria? Salty, on the other hand, can’t accept a girl surviving in such a place and doesn’t trust her. Perhaps Lydia isn’t who she claims to be. Maybe there was collusion between the Ghostly Messenger and the Atlantean child. Lydia wants to tell you everything she remembers, even if it makes her sad. She made a wish in the Mystery Chamber and in the blink of an eye, found herself alone in this beautiful place. A long time has passed, but time doesn’t mean anything in this land of oblivion, with no one else around. Lydia claims to be mostly happy; Atlantis is so pretty and with so much to look at and imagine about. Lydia used to have parents and, after they died, she lived in an orphanage. It was terrible and she hated it there, so she ran away and joined a caravan. That’s how she found Midnight Castle. When the Mystery Chamber opened in front of her, she just went in. It was hard to pick just one wish, but she had her dearest wish fulfilled, just not in the way she wanted. But the Wise Dragon knew she was an innocent child who didn’t need money and power.
Anabel feels a kinship with Lydia, since she also didn’t know her parents as a child. Anabel wants to share some happiness with Lydia, so asks everyone for some humanitarian aid.
Lydia appreciates all the gifts and wants to continue with her story. She missed her parents so much that she just wanted to forget how much it hurt. The Mystery Chamber sent Lydia to Atlantis, a place where nothing hurts because no one lives there. Her wish came true…in a way. The Mystery Chamber didn’t return her parents or make her happier. Why? The Keeper of the Castle says perhaps the Mystery Chamber’s essence can make mistakes, like all living things. If the girl wished to forget everything then Atlantis, the way it has been forgotten, is the perfect place for her. The Keeper sympathizes with Lydia and hopes she’ll be okay. Lydia doesn’t believe the Mystery Chamber can make mistakes. Maybe someone with a dark past that has more experience can answer her question. Lord Chamberlain, with his battered reputation, is happy to give his expert opinion. Sending a person to an abandoned land is the punishment of the Mystery Chamber. What could a child do to deserve that? The Chamberlain has done evil things and suffered his punishment. But he’s not a fatalist and doesn’t believe the death of Lydia’s parents could have been changed. In his opinion, Lydia is not what she seems and the Mystery Chamber can’t make impossible wishes come true. Lydia doesn’t accept Lord Chamberlain’s assessment that she doesn’t deserve happiness. Maybe the wisest mind in the Castle will know more. The Wise Dragon, freshly returned from his travels, is sincerely glad to see you. His travel was exciting but mortals mustn’t know all the details. As far as Lydia and a wish fulfilled incorrectly, the Mystery Chamber is always fair. The problem is in the person making the wish. The problem is in Lydia. Did the girl tell the truth about herself?
Henry the Archeologist agreed to be on the crew of Pete’s ship to follow the Ghostly Messenger, and Atlantis is any archeologist’s dream! There are difficulties with excavations and many valuables hidden beneath boulders. Somewhere in the Atlantean Temple are spells which only Lydia can lift. Lydia tried to protect Atlantis’s treasures because too many greedy people wanted to steal them. Atlantis used to shine but, once everyone died, it became an empty shell. The Atlanteans had everything, but they wanted more and more. You may be helpful and kind, but what about the others around Midnight Castle? Lydia says soon she’ll vanish like a wave on the shore. Lydia wants you to ask your friends how Midnight Castle has changed them. Make them think about how much they have. That way, they won’t be greedy like the Atlanteans.
The Wise Dragon isn’t inclined to believe Lydia’s prediction that Atlantis’ fate will befall Midnight Castle. The Tablets of Wisdom, described as “secrets of an entire generation are hidden in the inscriptions on these tablets” go to the Gates of Atlantis and Lydia. Lydia transforms into the Ghostly Messenger, who says “Bravo! Lydia played her role well, but now I have no more use for that face. The moral of the story is: Be careful what you wish for. No more lessons – the castle will soon fall!
The Ghostly Messenger, at the Temple of Justice, reveals himself to be Adrian, son of Gabrielle and Richard (Lord Chamberlain) and wonders if you remember your last meeting with Lydia, whose story was partly his.
Level 76 as Dorothy from Wizard of Oz
GHOST OF VALERIA STEINER
Valeria’s Diary goes to the Dungeon of the Cursed, a flash of light on the floor and the ghost of Valeria Steiner appears. Right from her very first words, Valeria’s Ghost is obsessed with finding her murderer. She smells the sweet scent of revenge in the air and she zeros in on her first suspect, Mountain Troll ‘Rustle.’ After all, there must be some reason he hides in his Ice Rock. The Troll ignores her but, being a ghost, Valeria isn’t able to punish him anyway. Her memories are gone and she muses how sad to be in this gray world between life and death. The ghost of a decrepit man told Valeria something important and made fun of the innkeeper. Valeria’s Ghost describes Salty as a friend who lost faith after she was killed. Now he just hangs around the castle waiting.
Valeria’s Ghost asks if you still want to find the Mystery Chamber of Wishes and if you’d like to become another innkeeper near the castle. Meanwhile, Salty heard rumors of Valeria’s appearance and, if you’ve seen her, you now have the answer to the life after death question. Salty requests the Live Potion to recover his strength, but then exclaims “What’s this you brought me?” Salty changes into a ghost, claiming he was poisoned! As ghosts, Salty and Valeria are together again.
Ghosts have no memories, but Valeria’s Ghost is determined to find the villains who did this to her. She has visited the inn and finds Salty Took more humane since becoming a ghost. Her list of suspects grows from just the Troll to Anabel (maybe she was jealous) and the Knight (after all, she was killed not far from the Castle Entry). But all are proven innocent. Valeria’s Ghost saw traces of soot where she died, so was she burned to a crisp by the Dragon living in the tower? The Wise Dragon admits killing Valeria, but says he was only defending the Mystery Chamber against Valeria’s evil wishes. Valeria’s Ghost learned her lesson but it’s a pity it will be her last. She bids you goodbye.
Valeria’s Ghost disappears from the Dungeon of the Cursed. She sacrificed her spiritual soul to reveal a hatch, maybe leading to the Mystery Chamber.
Salty calls Valeria his soulmate; they share an astral intimacy yet he yearns to find her in the material world.
The Wise Dragon feels affection for Valeria and had a nightmare of Valeria entering the Chamber making a crazy wish. Then fire, screams and ash.
SPIRIT OF VALERIA STEINER
Valeria’s Spirit appears in the Chapel. She doesn’t know what happened, but wants to apologize to the Wise Dragon. Her guilt tears at her heart but fortunately the Wise Dragon is really wise and isn’t angry with Valeria anymore. Wondering how her old friend Salty is doing, Valeria’s Spirit says he was always too kind and she was so silly. It’s important for Valeria’s Spirit to let Salty know she’s alive, happy and changed a lot. Valeria feels responsible for Jeronimo becoming a ghost and will do anything to make him happy. She tries everything she knows, but so far, nothing has worked to help Jeronimo. Salty knows it isn’t much fun being a ghost and wants to help Valeria regain her human form. He’s not quite sure what happened to Valeria since she isn’t exactly a ghost right now, but he suspects the Source of Sorcery is behind Valeria’s current state. The wizard hermits next to the Source of Sorcery offer a power transfer where Salty can give some of his energy to Valeria so she can become human again. But the wizard warns Salty not to give too much of his energy or he will lose his astral body just as Valeria did.
King of the Elves Oberon appeared at the Castle Gates and his spies have spread throughout Midnight Castle. It doesn’t appear they have evil intentions, but Valeria’s Spirit thinks they’re dangerous so staying alert is prudent. The elves are annoying the innkeeper and Valeria’s Spirit must cheer him up. Valeria’s Spirit performed a small experiment and found a hidden aspect of Oberon’s power. Oberon has the power to drive out ghosts which makes him a danger to Jeronimo and Valeria’s Spirit.
In order to help Jeronimo make a fortune, Valeria’s Spirit found a couple of contracts for him in Cloud City. But in order to trade in the City, you need even the lowest rank in the Trade Guild. All the documents are ready and Valeria’s Spirit bribed the important people. Thanks to your uncle, Midnight Castle is beginning to look grand again and Valeria’s Spirit wants to make her contribution. She can’t believe it…Valeria’s Spirit becomes human Valeria Steiner.
HUMAN VALERIA STEINER
Chris Arwin the Assassin sometimes wants to run away from it all; to escape with a fair lady. He thinks Valeria is very beautiful and hasn’t been able to eat or sleep. Even his training has suffered because his mind is always on Valeria.
Level 33Valeria wants to help with the Spirit of Chaos, but her powers are limited. She decides to learn something new. By making a contribution to the Guild, she’ll be able to take lessons. And guess who her teacher is? None other than Chris Arwin the Assassin! Learning to be an assassin isn’t easy…Valeria’s tired, h