Magical ManeuversĪ battle mage can use magic to force the weapon to do things that are against the laws of nature. Here you can do one of six moves: perform magical maneuver with cold weapon, cast elemental spell, play magical song, reequip (or drink potion), move any party member, or defend. in real time) when you are not engaged in battle, the game stops when a clash breaks out and the system switches to a turn-based regime. 7 MAGES MAP FREEIn other words, while movement is free (i.e. CombatsĬombats in Seven Mages are turn-based. Each environment has unique enemies with different kinds of behavior that tactically change a battles. every level has its own graphic environment. And there will be much more: dragon guts, sea bottom level, Storm city. Environmentsīesides the crypts at the beginning, players also experience many other environments: they emerge to the surface of the town and into the surrounding forests they sail on boats, wade through swamps and struggle across frozen mountain peaks. The mages you control employ various types of powers, including elemental magic, magical maneuvers and unique musical magic. Seven Mages is a grid-based dungeon crawler with a unique turn-based system of combat that allows you to split up your comrades to make the battles more tactical. They find you, and your first task is to assemble a company of six other mages to help the poor villagers. Pushed to the limit, the peasants pool their last resources and set off to town to hire mages to protect their village. This is a puzzle that is the exact same as the one chest in the Water Tower back at Hubble, so start from the west opening and enter it from the outside, then exit through the eastern one and do the same with the north/south ones to make a bridge appear so you can get to the stairs.Assume the role of a mage charged with protecting a village of poor peasants from raids by rogue mages intent on stealing their crops. Enter the main building and you’ll see some stairs surrounded by water in the middle of the area. You may have seen a scene with the central tower lowering, so return to the main entrance of the castle and speak with the guard there, only to be escorted out.Įxit Hubble and go to the blockade to the southwest, showing the guard there the Queen Mother’s Missive when prompted and travel to the Grand Conjuratorium to the east. Return to the second floor and go south to reach the Fire Tower, heading down to the bottom floor to find two chests with 250 gold coins and a Seed of Strength. Speak with the mother and agree to help her out with delivering a message to the Grand Conjuratorium. Īt the top of the Wind Tower are the former king and his wife, the mother of the current king. Head on over to the Wind Tower by going north to the Earth one and then west, where you’ll find a chest on the first floor that contains a Seed of Magic. Hand it over to the man when he asks for you, and he’ll mention about coming to see him in the Fire Tower later for a reward. If done right, you’ll hear a click and can open the chest for some Sparkling Holy Water. Start from the outside and go through the western opening and exit the eastern one, then move around to the northern side and go south through those two openings. To open it, look at the four openings around the chest and how there’s a statue by the western one. 7 MAGES MAP HOW TOHead upstairs and you’ll find a chest that’s locked and by talking to the NPC nearby, you will be given a clue on how to open it. There are two chests in this first area, both requiring the Magic Key, which contain 310 gold coins and a Cloak of Evasion. Start off by going to the southeastern one, which is the water tower. As you can see from your map, the castle is split into your areas, with each one corresponding to an element (wind, earth, water and fire). Say that you are the Envoy to be able to enter the castle. So, the only place left to go is via the north exit, to Hubble Castle. Entering the big building on the western side of town will prompt a guard to get up and block the door further inside, so you won’t be able explore. If you enter the northwestern building and check one of the bookshelves, you can fight a Hexicon. One of the cupboards on the first floor of the northeastern house contains a Pointy Hat, while you can get a Seed of Magic and Bow Tie from the drawers inside of the well. There is a barrel and pot next to the item shop, so break them open to find a Magic Water. One of the pots next to the inn will have 5 gold coins, while the chest in the equipment shop will have a Magic Shield (requires the Magic Key). Yep, it sounds like the Ruckers and people from Hubble certainly dont get along.
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