Difference between revisions of "Enderal:Castle Ad'Balor"

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(Ruins)
(Level 2)
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When you finally obtained the key in the Banqueting Hall, you can now ulock the doors to '''Ad'Balor Ruins'''. Taking a few steps further into the dungeons, you will find yourself in a spacious room with  a huge chandelier, emanating its bright light and thus making the room brighter. Do not, however, drop your guard, since in other tunnels you will have to evade a large number of bear traps. If you make it to a small room guarded by a [[Enderal:Wild Mage|Wild Mage]], examine the walls in this very room because there is a '''lever''' on one of the walls. Pulling the level  opens a hidden entrance to '''Castle Ad'Balor, Ruins(level 2)'''.There is also an alternate entrance to the level 2 ruins. You do not need to pull the lever in the Mage's room, simply  follow the other tunnel until you reach a  '''trap room''' with lots of pendulum axes. In order to open the gate at the end of the trap room it is indispensible to pull  the '''chain''' on a wall in the very middle of the axes. Thus you might enter '''Ad'Balor, Ruins level 2'''.
 
When you finally obtained the key in the Banqueting Hall, you can now ulock the doors to '''Ad'Balor Ruins'''. Taking a few steps further into the dungeons, you will find yourself in a spacious room with  a huge chandelier, emanating its bright light and thus making the room brighter. Do not, however, drop your guard, since in other tunnels you will have to evade a large number of bear traps. If you make it to a small room guarded by a [[Enderal:Wild Mage|Wild Mage]], examine the walls in this very room because there is a '''lever''' on one of the walls. Pulling the level  opens a hidden entrance to '''Castle Ad'Balor, Ruins(level 2)'''.There is also an alternate entrance to the level 2 ruins. You do not need to pull the lever in the Mage's room, simply  follow the other tunnel until you reach a  '''trap room''' with lots of pendulum axes. In order to open the gate at the end of the trap room it is indispensible to pull  the '''chain''' on a wall in the very middle of the axes. Thus you might enter '''Ad'Balor, Ruins level 2'''.
 
====Level 2====
 
====Level 2====
 +
Level 2 of the Ruins is quite straightforward and it is enough to follow the main path to reach the gate to '''Ad'Balor Depths'''. However, there are still two other passages to the previous level, the one to the Mage's room again. There is no key, lever, or chain requird to open the doors to the last level, the depths.
  
 
===Depths===
 
===Depths===

Revision as of 17:17, 5 July 2017

< Enderal < Places
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Tower
Castle Ad'Balor
Castle Ad'Balor
Marked
Yes
Zones
3
Dungeon
Yes
Region
Occupants

Rabid Fox, Ice Elemental, Mud Elemental, Wild Mage, Highwayman, Butterfly, Gildaumier the Mad One

Location

Heartlands, east of Thur, west of Old Rashengrad

Console Cells

FortAdBalorL1, FortAdBalorL2, FortAdBalorL3

Castle Ad'Balor is an imposing and complex castle, with multiple traps waiting for any reckless adventurer to step upond them and join the ranks of skleletons scattered around this undeground stronghold. There are no guardiants of the castle in the exterior area apart from a stray Rabid Fox.

Items Found

  • Holly
  • Chest
  • Adept Book Elementarism
  • Ad'Balor Ruin Key
  • Plate
  • Wooden Bowl
  • Empty Wine Bottle
  • Chair
  • Mug
  • Adept Book Two-Handed
  • Old Book from Ad'Balor
  • Bucket
  • Drum
  • Note
  • Bed
  • Chain
  • Lever
  • Gildaumier's Key

Boss Loot:

  • Adept Book Entropy
  • Cold Glance of the Ratcatchers (Set Item)
  • Ectoplasm
  • Endralean Penny Coins 4x
  • Fine Leather Boots
  • Nimbus of the Mysterious Nomad (Set Item)
  • Petty Soul Gem (Filled)
  • Robe of the Inner Flame
  • Spellbook:Magelight (Rank II)
  • Staff of Fire Wrath

Levels/Rooms

The Banqueting Hall

When inside the prviously magnificent Banqueting Hall, you will be attacked by elemental creatures, such as an Ice Elemental and a Mud Elemental. Once splendid and frequented by nobility, elabrorate spiderwebs dreadfully adorning almost every corner of the castle dungeons speak of disuse and negligence. Exploring the rooms, you will notice that one of the doors are locked with a Key. The Ad'Balor Ruin Key to the second area, Ruins, is in an ice cave on the very same level. It seems a skeleton in the river is still trying to reach out for the key on the frozen ground. Pick up the Key and open the door to Ad'Balor Ruins.

Ruins

Level 1

When you finally obtained the key in the Banqueting Hall, you can now ulock the doors to Ad'Balor Ruins. Taking a few steps further into the dungeons, you will find yourself in a spacious room with a huge chandelier, emanating its bright light and thus making the room brighter. Do not, however, drop your guard, since in other tunnels you will have to evade a large number of bear traps. If you make it to a small room guarded by a Wild Mage, examine the walls in this very room because there is a lever on one of the walls. Pulling the level opens a hidden entrance to Castle Ad'Balor, Ruins(level 2).There is also an alternate entrance to the level 2 ruins. You do not need to pull the lever in the Mage's room, simply follow the other tunnel until you reach a trap room with lots of pendulum axes. In order to open the gate at the end of the trap room it is indispensible to pull the chain on a wall in the very middle of the axes. Thus you might enter Ad'Balor, Ruins level 2.

Level 2

Level 2 of the Ruins is quite straightforward and it is enough to follow the main path to reach the gate to Ad'Balor Depths. However, there are still two other passages to the previous level, the one to the Mage's room again. There is no key, lever, or chain requird to open the doors to the last level, the depths.

Depths

Tips/Notes

Gallery