Difference between revisions of "Category:Dark Castle"
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− | + | ''Deep in the darkest forests lies a place so evil the few travellers that visit these parts circle around it and only refer to it as 'The Dark Castle'. Not only in reference to its black walls but more to the necromancing that is practiced there. The lord of the Dark Castle is a wicked [[:Category: Wizards |wizard]] who sold his soul in exchange for supernatural powers. He wishes to conquer the world and use it for his own twisted and warped experiments. Already he has gathered a large mercenary army but also he is using the aid of the Demon realm to accomplish his evil schemes.'' | |
− | + | '''Level Range:''' 51-51 | |
− | + | '''Builder:''' Kariya | |
− | + | == Directions == | |
− | + | Walking route from [[Aelmon |Aelmon]]: 16e, [e], 2e, n, 2e, 3s, 3e, 3n, 2w, 3n, w, n, e, n, e, 3n, 2e, 2s, 3e, 2s, 2e, 3s, 3e, n, 2e, n, e, 2n, w, n. | |
− | + | [[Portal |Portaling]] point(s) suggested: [[Tall Sentry|tall sentry]]. | |
− | + | == Connections == | |
+ | |||
+ | == Navigation == | ||
+ | |||
+ | == Adventuring == | ||
+ | |||
+ | |||
+ | This area is suitable for low [[:Category: Hero |heroes]]; however, the relatively small number of [[:Category: Mobs |mobs]] make it more suitable for duos than large groups. | ||
+ | |||
+ | Portalling [[Mercenary Captain |merc cap]] will either take you to outside the castle, or on the second floor (depending on which repopped last). Presuming you ended up outside (the non-sanced one), there will be wandering mercenaries that will [[Wimpy Mobs |flee]] and [[Assistive Mobs |assist]]. The captain has a wield, but he's not too tough. South from the captain will be a paper; that's your ticket to get inside the castle. Give it to the [[Castle Guard |castle guard]] south and west to get the key; the door is east. Farther south will take you to [[:Category: Wildwood |Wildwood]] and out of the area. | ||
+ | |||
+ | Inside the castle you'll find some roaming shadowbeasts: they have a high [[Wimpy |wimpy]] and [[Aggressive Mobs |will aggy]] non-hidden. The east end of the hall carries a passageway up into the tower, and south from the middle of the hall will take you down to the torturers. | ||
+ | |||
+ | The second floor has a hidden door north; going north will take you to the second set of mercs. The mercs in here act just like the ones outside; the sanced one is only more difficult because of sanc. Two north from the entrance has more hidden doors east and west; the sleepy man room is [[Private Rooms |private]], but the guards are easy non-assisting [[Experience Points |exp]]. | ||
+ | |||
+ | Going to the top of the tower and following the north path will take you to another shadowbeast, and a suit of armor (also an easy mob). Along the way there will be hidden doors east/west with two [[Black Aura |black aura]]'d sanced mobs of similar difficulty. Farther north and down will eventually take you to Killl'gher and many mean mobs that will kill you if you wander in by accident. | ||
+ | |||
+ | Back down the tower and in the basement are where the torturers and prisoners are held; travel east and look for hidden north/south doors. The torturers [[Aggressive Mobs |will aggy]], and their wields/[[Plague |plague]] can be a pain in the neck. The prisoners are easy to kill and give very low [[Experience Points |exp]]. All the way to the end of the hall is another pair of guards in a hidden room north, and another prisoner behind the locked door east. | ||
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[[Category: Hero Areas]] | [[Category: Hero Areas]] |
Latest revision as of 12:30, 3 February 2014
Deep in the darkest forests lies a place so evil the few travellers that visit these parts circle around it and only refer to it as 'The Dark Castle'. Not only in reference to its black walls but more to the necromancing that is practiced there. The lord of the Dark Castle is a wicked wizard who sold his soul in exchange for supernatural powers. He wishes to conquer the world and use it for his own twisted and warped experiments. Already he has gathered a large mercenary army but also he is using the aid of the Demon realm to accomplish his evil schemes.
Level Range: 51-51
Builder: Kariya
Directions
Walking route from Aelmon: 16e, [e], 2e, n, 2e, 3s, 3e, 3n, 2w, 3n, w, n, e, n, e, 3n, 2e, 2s, 3e, 2s, 2e, 3s, 3e, n, 2e, n, e, 2n, w, n.
Portaling point(s) suggested: tall sentry.
Connections
Adventuring
This area is suitable for low heroes; however, the relatively small number of mobs make it more suitable for duos than large groups.
Portalling merc cap will either take you to outside the castle, or on the second floor (depending on which repopped last). Presuming you ended up outside (the non-sanced one), there will be wandering mercenaries that will flee and assist. The captain has a wield, but he's not too tough. South from the captain will be a paper; that's your ticket to get inside the castle. Give it to the castle guard south and west to get the key; the door is east. Farther south will take you to Wildwood and out of the area.
Inside the castle you'll find some roaming shadowbeasts: they have a high wimpy and will aggy non-hidden. The east end of the hall carries a passageway up into the tower, and south from the middle of the hall will take you down to the torturers.
The second floor has a hidden door north; going north will take you to the second set of mercs. The mercs in here act just like the ones outside; the sanced one is only more difficult because of sanc. Two north from the entrance has more hidden doors east and west; the sleepy man room is private, but the guards are easy non-assisting exp.
Going to the top of the tower and following the north path will take you to another shadowbeast, and a suit of armor (also an easy mob). Along the way there will be hidden doors east/west with two black aura'd sanced mobs of similar difficulty. Farther north and down will eventually take you to Killl'gher and many mean mobs that will kill you if you wander in by accident.
Back down the tower and in the basement are where the torturers and prisoners are held; travel east and look for hidden north/south doors. The torturers will aggy, and their wields/plague can be a pain in the neck. The prisoners are easy to kill and give very low exp. All the way to the end of the hall is another pair of guards in a hidden room north, and another prisoner behind the locked door east.
Subcategories
This category has the following 3 subcategories, out of 3 total.