Initiation Hints
Cast Awakening Part 1: Initiation
* There are a 16 equippable items. Each one does something, though it may not be apparent at first. It is possible to get all 16 at once.
* There are a total of 3 spells. There are also 3 tiers of behavior, where spells will simply behave in a much more powerful way depending on the number of magic points you have.
* One very obscure secret exists that I hope nobody discovers.
* Riddle gates and doors can be bypassed, with explosive results.
* There are a total of 3 spells. There are also 3 tiers of behavior, where spells will simply behave in a much more powerful way depending on the number of magic points you have.
* One very obscure secret exists that I hope nobody discovers.
* Riddle gates and doors can be bypassed, with explosive results.
I found three weird things in this dmod :
-First, if you push the dildonator while playing the "adult" game, you get a rather weird cutscene.
-Second, if you give the barkeep the necronomicon, all dead cast knights will be "revived"... as ghosts.
-Third, if you use shock magic on the gate in the sewers, the light in levels 7,6,5,4,3,2 will be turned down.
Is one of this weird things the "obscure" secret ?
-First, if you push the dildonator while playing the "adult" game, you get a rather weird cutscene.
-Second, if you give the barkeep the necronomicon, all dead cast knights will be "revived"... as ghosts.
-Third, if you use shock magic on the gate in the sewers, the light in levels 7,6,5,4,3,2 will be turned down.
Is one of this weird things the "obscure" secret ?
Oh, and if you talk to the fire gate ( Level 0 ) 100 times it will let you pass; and you'll be able to kill the Cast king without fighting him.
Wow
Did you examine the scripts to find that stuff?
The dildonator thing is what I was hoping no-one would find.
Did you examine the scripts to find that stuff?
The dildonator thing is what I was hoping no-one would find.