The Dink Network

Initiation Hints

Cast Awakening Part 1: Initiation

October 2nd 2004, 10:02 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
* 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.
October 2nd 2004, 08:04 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Oh, and there are also 4 endings.
February 4th 2005, 01:18 PM
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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 ?
February 4th 2005, 01:27 PM
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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.
February 4th 2005, 06:55 PM
custom_king.png
redink1
King He/Him United States bloop
A mother ducking wizard 
Wow

Did you examine the scripts to find that stuff?

The dildonator thing is what I was hoping no-one would find.
February 5th 2005, 02:26 AM
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Yes, I examined the scripts and the map to find that stuff ( except for the dildonator, which I found by chance the first time I played the game ).