Walkthrough
D4 — Isles of Illusion: East
Corak's Notes
The eastern Isle of Illusion holds the ruins of Castle Blackwind, where the spirit of Blackwind the Spellbinder is imprisoned. Freeing him is a critical step toward completing the game. Two wells of contradiction stand at the mountain's flanks — they offer genuine benefits, but strike against the very attribute they enhance before the blessing takes hold. Pirate treasure buried in the sand is illusion for all but one day of the year.
Monsters: Cobra Fiends, Plasmoids
- 1Castle Blackwind — ruins of Blackwind the Spellbinder's fortress. Enter to free his spirit and receive knowledge vital to completing the game.
- 2Chest (Onesday only) — 500 gold + 25 gems + 2 L1 items.
- 3Chest (Onesday only) — 500 gold + 25 gems + 2 L1 items.
- 4Chest (Onesday only) — 1,500 gold + 100 gems + 3 L3 items.
- 5Treasure (day 99 annually) — Sea Shell of Serenity.
- 6Chest (Onesday only) — 1,000 gold + 50 gems + 3 L2 items.
Castle Blackwind (point 1) is a mandatory story objective. Freeing Blackwind the Spellbinder yields the second half of the number needed to complete the game — the first half comes from Greywind in area C4. Inside the castle you will also find spells, including the option to teach all spells to a single character for 2,000,000 gold.
The two wells of contradiction sit at opposite corners of the mountain range surrounding the castle. The northern well improves Poison Resistance — but first lowers it. The southern well enhances Might — but first reduces it. Both effects are worth accepting if you understand their nature.
Pirate chests are scattered across the sand. For nearly every day of the year they appear as mirages; they become real on one specific day, when their contents can be collected.
Adjacent areas: D3 — Isle of Fire: Southeast, C4 — Isles of Illusion: West, E4 — Buzzard Bluff