01-23-2004, 03:49 AM | #1 |
Elite Waterdeep Guard
Join Date: January 4, 2004
Location: Australia, down south
Posts: 39
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hey, need a bit of help lol [img]tongue.gif[/img] I can't find the way out of skull castle, thanks
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hummadinga<br /> [img]\"http://img.villagephotos.com/p/2003-12/539155/skaterdude.gif\" alt=\" - \" /> |
01-23-2004, 04:45 AM | #2 |
Red Dragon
Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
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I can figure out what happened. When you came to the supposed exit, where you opened a crate by means of a "winged latch", you found a closed crate. Right? [img]graemlins/hehe.gif[/img]
This lever is timed. It lets you in but then it closes the crate. The way out is elsewhere. Jump into the water pool. You will find 4 tunnels leading out of the pool. take the south one, which is further from the pool. It will bring you to the exit from the area most quickly. Notes: 1. The accursed lever at the crate is the only lever in the the game which is timed. You need not expect another surprises of this kind later in the game. 2. The tunnels are "one way". Once the "current" in the tunnels takes you, it will bring you to the end of the tunnel and you won't be able to swim back.
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My name is Demon\'s Last Day. Yes, the last one. |
01-23-2004, 09:10 AM | #3 |
40th Level Warrior
Join Date: October 29, 2001
Location: Western Wilds of Michigan
Posts: 11,752
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Radek's right. That grate is one of the most irritating things about this dungeon.
There are two other ways out as well, IIRC. First, if you get to the water pool, you can stabilize the bridge and walk across to the other side. That puts you within reach of getting out. I think... it's been a while since I was in there. Xignal's maps can help with the exact logistics. Second, if you create a portal at the entrance to the dungeon, you can teleport back to it when you need to. Of course, this means you had to think about this to begin with...
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*B* Save Early, Save Often Save Before, Save After Two-Star General, Spelling Soldiers -+-+-+ Give 'em a hug one more time. It might be the last. |
01-23-2004, 07:43 PM | #4 |
Elite Waterdeep Guard
Join Date: January 4, 2004
Location: Australia, down south
Posts: 39
|
Radek, wheres the whater pool?, is it the one with the see-saw dridge thing or where the two headed giant thingo is?. and how do you make portal things, they sound kewl hehe
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hummadinga<br /> [img]\"http://img.villagephotos.com/p/2003-12/539155/skaterdude.gif\" alt=\" - \" /> |
01-23-2004, 08:48 PM | #5 |
40th Level Warrior
Join Date: October 29, 2001
Location: Western Wilds of Michigan
Posts: 11,752
|
The water pool is the one with the see-saw bridge. The two-headed giant comes after you go through one of the paths in that pool.
The best travel spells are 6th and 7th level Moon magic. Create Portal and Teleport are 6th level, and let you memorize a place in a dungeon or map and be able to teleport back to it. The rule is one location per caster per map, so if you have a six-character party, you can have six portals in every map. Of course, then you have to remember which one is which... At 7th level, call of home (which only works on an outdoor map) lets you return to the last town you visited. This is handy when you create a portal at the exit of a dungeon, call home, sell your stuff and train, and then teleport back to the portal. Portals sometimes fail, and I don't know if anyone has figured out why yet. All I know is it's really frustrating... but I get over it [img]smile.gif[/img]
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*B* Save Early, Save Often Save Before, Save After Two-Star General, Spelling Soldiers -+-+-+ Give 'em a hug one more time. It might be the last. |
01-23-2004, 09:56 PM | #6 |
Elite Waterdeep Guard
Join Date: January 4, 2004
Location: Australia, down south
Posts: 39
|
hehe dont worry, found my own way out without going through any water thanks bangleau for the portal info i'll start getting my moon levels up now [img]smile.gif[/img]
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