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Герои 3 - карта Arcamia (revised)

26/05/2015Файл к игре: Heroes of Might and Magic 3: The Restoration of Erathia

Arcamia (revised)
Трейнер к игреHeroes of Might and Magic 3: The Restoration of Erathia
Ещё называютГерои меча и магии 3: Возрождение Эрафии
Вышла на платформахPC
РазработчикNew World Computing
ЖанрStrategy
Дата выхода1999-03-01
In the quest for the Grail, your path leads to the distant and uncivilized land of Arcamia. If you find this glorius artifact within the year, peace will reign in the nation. Alternate orders are to convert all of the natives to your religion thereby gaining enough riches to suppress any rebels.

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Arcamia (revised)

Объекты

  • Случайный город
    • 6, 6 подземелье
    • Имя: Intro 1
    • Сообщение: You are an esteemed general of the army under the Blue Flag of Alamanaia. Your close friend, leader of those who follow the Purple Flag of Calistrд, cannot follow you in your quest for the Grail, but will be sending you aid. So off you go on your quest...
    • Имя: Intro 2
    • Сообщение: Once upon a time, the Prince of the White Flag charged you with finding the Grail so he could rightfully claim the throne. Without it, the city-states would remain in chaos. While the army of the Purple Flag quelled rebellions at home, you chose to solve the problem once and for all- with the crown.
    • Имя: Intro 3
    • Сообщение: So for years you searched the Valley of Kantеpa- to no avail. Then you searched the Mountains of Andror. The fruits of that journey amounted to a maimed seer showing you the map of Santarman, the map general Quotus used to conquer the Alameans. The map points you toward the Desert of Jakццr. Here you found nothing but the Sands of Reversal, which made you younger. You then took up sailing to go to the Raging Seas of Hanoor. Here you found the world's most renown fish to be prolific. Thus you raised enought funds to continue. Next your journeys led you to the Wastes of Grahhln.
    • Имя: Intro 4
    • Сообщение: You soon found out these wastes were already ruled by barbarians. You cut your losses and fled to the Hills of Дngenour. Here you lost two heroes to a one-way portal leading into the Icelands of Frocious. You search for them in desperation and find a shaman who says they have chanced upon the Grail. But, he says, they ran away due to the great power of its keepers. With renewed strength, you resume your quest. You come to the Swamps of Bдal and decide to search them. Your downcast, and somewhat crazy, army follows you in. You get lost and spend the next 4 years searching for a way out.
    • Имя: Intro 5
    • Сообщение: Finding a witch who tells you that you have reached the center of the swamp, you ask what to do next. For the price of your two strongest heroes, she will tell you where the Grail lies and how to get there. You gratefully accept and send your beastmaster and barbarian on their way. Your original army of 16 heroes, has been reduced to only 3. There are an additional two stranded in Frocious and yet two who you will soon find out are back in the Wastes of Grahhln. You continue your trek through the swamp as per the witch's instructions.
    • Имя: Intro 6
    • Сообщение: Just when you can go no farther, you find a town overlooking the beach to the legendary land of Arcamia. You conquest the undefended keep and brutally subjugate the spiders who have made it their home. Now the real quest begins...
    • Имя: Intro 7
    • Сообщение: ------- Thoroughly confused by your long journey, you now attempt to put things together. You fortify the town as your thoughts turn to your missing men. Your pensive meditation leads you to find a Stone of Communication which lets you speak with your missing comrades. Time to search for the Grail!
    • Имя: Stone destroyed
    • Сообщение: Before you master the powers of the Stone of Communication, a Marsalian raiding party destroys it. You crush their force, but can no longer communicate with your allies. You will need to find a new Stone to give your heroes direct orders and recieve information.
    • Имя: New Stone
    • Сообщение: A mad diviner tells you that another Stone of Communication is hidden in the land where your heroes are stranded. If he is right, you should try to explore the land as quickly as possible. Construct new warships and conquest the new world!
    • Имя: Free troops
    • Сообщение: Some mercenaries join your army looking for safe haven from the Yellow-flagged people known as the Harmanaeans. They have been trained to level two using your techniques.
    • Имя: Contracting
    • Сообщение: Your friend, the leader of Calistrд, has agreed to send some architects and engineers to your keep in the swamp. For 2000 gold, 5 wood, and 10 ore they construct a definite plane from which you can build on the swamp from. This also bolsters your keep to a citadel-equivalent defence level.
    • Имя: Story
    • Сообщение: The mad diviner returns to your court with an interesting tale made better by the artful recounting of a story obviously told time and time again by the natives of the land. Unfortunately, it couldn't be a more dull plot. It basically amounts to a muddlesome dream where
    • Имя: Galuf 1
    • Сообщение: A traveling merchant comes to your keep to buy some of the unique goods you have acquired from your journeys. You give him 1000 Gold worth of silks in exchange for the meaning of the dream the madman told you just days ago. You relate to him the dream and he tells you what he knows.
    • Имя: Galuf 2
    • Сообщение: An ancient Sorcerer for the High King of Arcamia made an interpretation about that dream. He said the king must act as the third man. It was a symbol that the king would crush his foes if he attacked with surprise- even to attack his allies, who, according to the dream, would doublecross him. But another man- who was yet undistinguished in the halls of magic but had plenty of honor in the field of war- told him that it would be a mistake to attack anyone in their current, overextended state. They should wait until they could wrest any foe, gaurding themselves against any man or dream.
    • Имя: Galuf 3
    • Сообщение: The king followed the Sorcerer's advice, though, so the rather than lead the king's army, the general left to study in seclusion. Tactically, the king won the war with the help of his allies whom he was about to turn on. However, while he was away taking the last stronghold of the foes, the peasants revolted and sacked his capitol. His kingdom fell into ruin until his prudent general returned. By now, he had learned a great deal of magic, and exceeded the power of anyone else. Bearing a new job and a new name, Galuf restored order to the kingdom. He made allies with the just nation of Cеlis and brought their arms to quell the rampant mobs.
    • Имя: Galuf 4
    • Сообщение: Using magical artifacts, Galuf united the entire continent under one ruler. The powerful Stones of Communication kept the king in contact with his subjects in all parts of the world and Galuf became a revered wizard of the highest order. He was dubbed Arch-Magus of Arcamia... until it all fell apart... In the 387th year of Galuf's service, a ruthless despot came to the throne whom Galuf was powerless to stop. The ruler had him thrown in a jail of magical barriers. The people were harshly oppressed until Galuf escaped his confines and went back to stop the tyrant through the Stones.
    • Имя: Galuf 5
    • Сообщение: He knew he would be unable to destroy the Stones of Communication since his lifeforce had been tied to them. They had kept him alive for the past 400 years. So he stole the Stones at the royal palace and hid them in various locations around Arcamia, magically cloaking them so no one could ever find them all and get that much power again. The despot quickly fell out of power but Galuf concealed his identity so no one could ever find him again. He was so distraught by his mistake that he feared he could do no more right. Thereafter he led a life of seclusion and misery never to be seen again.
    • Имя: Galuf 6
    • Сообщение: He was revered twice in history and once in war. Still, Galuf was not satisfied with his accomplishments. Without his leadership, Arcamia fell into the worst condition it had ever known. If you want to fix things, you'll need to find Galuf's Stones to reunite your armies and bring peace!
    • Имя: Bad Times A
    • Сообщение: Things are not going well. Morale is at an all time low and resources are plummeting. You construct a rickety raft to send a messenger so he can ask the Purple general for aid.
    • Имя: Bad Times B
    • Сообщение: If your messanger does not return soon or you get no land reinforcements soon, you may have a revolution on your hands. You placate the peasants for now with a celebration of alcohol which costs you heavily.
    • Имя: Bad Times C
    • Сообщение: The peasants have started defacing statues with your name on them and others of your close subjects. Some have even hung you in effigy. Still more have vandalized your private estate in the center of the complex. You pray that you get some relief.
    • Имя: Good Times A, 1
    • Сообщение: An army approaches your keep at the break of dawn. With piteously low morale and perhaps poorer equipment, you prepare to surrender. Just as they reach catapult range of your keep, the front man raises a purple flag with yours just underneath it. The messenger has returned.
    • Имя: Good Times A, 2
    • Сообщение: Behind him are forces you can recruit and plenty of supplies. Your entire nation celebrates and you erect a new statue honoring the event. Strangely enough, the sculptor chose for it to depict a mother nourishing her children.
    • Имя: Good Times A, 3
    • Сообщение: You personally think it disgusting and inappropriate, but something compels you to finance it anyway. Somehow, you just feel that this is the best possible way to commemorate the event. Anyway, food and morale are no longer problems.
    • Имя: Peasants Downfall 1
    • Сообщение: A mystical seer appears outside your castle gates demanding to see you. Your gaurds let him in and he tells you something. You have heard of the dream of three men, but you have not heard the rest of the story. So it must be told...
    • Имя: Peasants Downfall 2
    • Сообщение: When the peasants overthrew thier king, an evil sorcerer whose name has been forgotten and is now known only as The Priest ressurected him privately. He gave the king strength but only as great as the people's faith in him, or so the story goes.
    • Имя: Peasants Downfall 3
    • Сообщение: Know you that it is a belief of the Arcamians that the soil they tilled was only as great as their king's health and mood. If he was angry, the soil was infertile. If he became weak, the soil died out. Needless to say, the masses never regained their confidence in the king.
    • Имя: Peasants Downfall 4
    • Сообщение: No matter what anyone tried, the soil began to decay. The king's health failed and the peasants were eternally punished for thier disloyalty to the king in the first place. They were transplanted underground to till that unreceptive ground until they became emancipated.
    • Имя: Peasants Downfall 5
    • Сообщение: As far as anyone knows, they are still down there somewhere. Beware your quest- for this is the price of treason here! With that, the seer dissappears into thin air. You are beginning to seriously wonder about these natives by now. What treason have you committed, anyway?
    • Имя: Bad Times D
    • Сообщение: Distrust for your officials is undermining your authority. Few peasants expect your governers to uphold the law properly. To make matters worse, your armies are far outstretched they are not prepared for a domestic rebellion. If this keeps up, your granaries and storage facilities may be sacked.
    • Имя: Malacai's Journal
    • Сообщение: Word has been traveling through your kingdom about a myth of a man named Malacai. Your advisor hires someone to tell you the story as he thinks it might be of use in your quest. A woman comes to your table bearing the tale. Malacai was a man distraught with troubles. He chose to explore as an outlet for his depression. When he heard of a land that no man had set foot upon, he of course set his mast right away never to be seen again. He always kept a journal of events, perhaps this would be usefult if you found it.
    • Имя: Bad Times F, 1
    • Сообщение: Natives are abroad! People are retreating closer to your forts for protection. Yet overcrowding is driving them back out. You have decided to send a task force of 200 mercenaries. Tomorrow you will send the dispatch. Each mercenary asks for 100 Gold, so be prepared.
    • Имя: Bad Times E
    • Сообщение: Revolution is near! You must do something quickly to quell the peasants or you may have no peasants to quell. You immediately dispatch ale and meat to your people to avoid full-scale war. You have won their hearts for now, but nothing has really been solved.
    • Имя: Bad Times F, 2
    • Сообщение: The mercenaries are officially under your command. Unexpectadly, you get a signing bonus! They offer to split half of the spoils of the war with you! When the campaign is over in about a week, you should both have the enemy general and a surplus of resources!
    • Имя: Good Times B
    • Сообщение: The campaign against the natives is a victory! You split the loot and the mercenaries disband. The civilians have a whole-hearted love of your leadership now and honor your name. You also get the native's general for your torturing pleasures. You decide to be merciful and interrogate him.
    • Имя: Malacai Intro
    • Сообщение: After 3 exhaustive days, the native has loosed the word Malacai but refuses to speak further. You recall the story of Malacai and ponder the significance. The native is thrown back in the brig to be questioned again in two weeks time. If you learn nothing then, the native will be executed.
    • Имя: Malacai Story
    • Сообщение: Right on schedule, you pull the native out of the brig for further information about Malacai- which seems to have become more important now. After brutal coersion, he gives the whole of the story that he knows. It went about as follows
    • Имя: Dragontails Information
    • Сообщение: Some of your advanced scouts have finally returned from long-range reconnaisance missions. Of note was Dragontail Canyon far to the south. A land of magnificent treasure, it holds as much loot as the rest of Arcamia combined! Beyond that, is the fabled Dragontail Snowfields that you have heard so much about since you were a child. It was a land of mythic creatures and fairy tales. You never believed in this place until now, but now some of your advisors believe it might be worth investigating. The peasants are for it, maybe it would raise morale further...
    • Имя: Multiple Quests
    • Сообщение: Two natives arguing over a useless trinket take their troubles to your court. You must decide who gets the meaningless item, and to sway your interest, both offer you different services. You realize that this skill of determining who gets what will be an invaluable asset as many people in Arcamia might be squabling over trinkets also.
  • Некромант
    • 140, 1 подземелье
    • Биография: Aislinn, an astrologer, told people their fortunes in the stars. One day, she examined the stars for her own fortune. When they predicted death, she turned to necromancy- seeking the ability to reanimate herself after death. She still holds sway over the sky, however, and can send meteors from the heavens at her foes.
  • Ящик Пандоры
    • 0, 12 подземелье
    • Сообщение: The box has only one word written on it
  • Колдун
    • 142, 2 подземелье
    • Биография: Cyra always believed that intelligence was better than strength. But as she grew more frail, she learned that neither could be neglected. However, as she began to train for both might and magic, she realized she never had enough time. She discovered the spell of Haste which gave her enormous sums of time. However, casting the spell all day long always drained her magic too much and she eventually halted her training as an alchemist.
  • Хижина провидца
    • 90, 124 подземелье
    • Сообщение: Gaurded by the elements and golems, lies the Necklace of Ocean Guidance which I so desperately desire. Give it to me and I shall trade you some creatures I have trained. But you must do this soon or my mood shall change and there shall be no reward!
  • Знак
    • 65, 51 подземелье
    • Сообщение: Scrub Country Stamp out all the fires to prevent grassfires and brushfires!
  • Знак
    • 136, 36 подземелье
    • Сообщение: North Rough- Leave at once for your own good!
  • Знак
    • 121, 41 подземелье
    • Сообщение: Turn Back! The North Rough destroys all who enter!
  • Знак
    • 95, 136 подземелье
    • Сообщение: The inhabitants of this island would like to remain completely neutral. Please take our only artifact if it will make you leave.
  • Знак
    • 135, 142 подземелье
    • Сообщение: Please Note, Messengers
  • Знак
    • 137, 91 подземелье
    • Сообщение: Flower Grove
  • Знак
    • 132, 87 подземелье
    • Сообщение: Messengers
  • Событие
    • 143, 137 подземелье
    • Сообщение: There's a scrap of paper here. Hastily written upon it is
  • Событие
    • 142, 143 подземелье
    • Сообщение: After translating the note, you search Six steps down and one left. Digging in the ground, you find a buried statue. Written on the base is Deliver me.
  • Варвар
    • 141, 142 подземелье
    • Биография: Gurnisson has always valued war over warlocks. From the time he passed into adolescence, he has shown an incredible aptitude to military tactics and guile. A youthful and ambitious general who sought power, he volunteered to be sent into the teleporter out of the swamps. Now he is in his element... blood.
  • Знак
    • 76, 120 подземелье
    • Сообщение: Dragon Tail Ice-fields It is important to note that although the Dragons originally owned these Ice-fields, the Titans have now taken hold.
  • Чёрный дракон
    • 77, 136 подземелье
    • Сообщение: You listen to the Dragons conversing in flight
  • Знак
    • 85, 138 подземелье
    • Сообщение: You take a look at the sign. Delicately scrawled in human blood are the words
  • Знак
    • 116, 70 подземелье
    • Сообщение: Horseshoe Mountains.
  • Событие
    • 60, 54 подземелье
    • Сообщение: Ahead, you see a pyramid. It is rumored that the pyramids in this land harbor great spells of massive strength not seen anywhere else in the land. Perhaps it's time to see if there is fact to this fiction.
  • Знак
    • 9, 79 подземелье
    • Сообщение: Catacombs of the Fallen
  • Знак
    • 6, 108 подземелье
    • Сообщение: Lost Woods
  • Знак
    • 21, 116 подземелье
    • Сообщение: Forsaken Forest
  • Знак
    • 32, 126 подземелье
    • Сообщение: Wood of the Damned
  • Знак
    • 44, 140 подземелье
    • Сообщение: The boat of Charon.
  • Событие
    • 45, 140 подземелье
    • Сообщение: You notice the boat ahead has a great stockpile of magnificent curio guarded by a strange figure. As pale as death you realize the figure is Charon, the ferryman of the dead. Ambushed, Charon's Arch-devils intend to take you with them- to Hades!
  • Знак
    • 107, 67 подземелье
    • Сообщение: Ground is Shifting
  • Инферно
    • 40, 51 подземелье
    • Имя: Malacaian
  • Замок
    • 57, 77 подземелье
    • Имя: Santarman
  • Случайный монстр 3
    • 143, 5 подземелье
    • Сообщение: A mystical aura is emanating from the south. The Wizard might be able to identify it.
  • Случайный монстр 3
    • 138, 1 подземелье
    • Сообщение: You see the bones of the dead surrounding this army. Perhaps the Necromancer should go this way.
  • Случайный монстр 3
    • 140, 11 подземелье
    • Сообщение: Aha! That must be the source of the magical disturbance, thinks Cyra. I'd better take that Tower as soon as possible.
  • Случайный ресурс
    • 141, 13 подземелье
    • Сообщение: Some extra resources have been left outside the mill. Might as well gather it instead of letting it go to waste.
  • Событие
    • 107, 9 подземелье
    • Сообщение: You are ambushed at the river fork!
  • Мантия Вампира
    • 106, 0 подземелье
    • Сообщение: A horde of vampires are loitering here. As you pass, they snarl at you. You know that if you kill them you know you could get their capes. Do you wish to fight them?
  • Циклоп
    • 92, 12 подземелье
    • Сообщение: Outside the shack are several cyclops who seem to be pouting. We've just been kicked out! says one. We'll join you, says another, If you just help us beat those bullies!
  • Знак
    • 86, 1 подземелье
    • Сообщение: <- Pass of the Golems <- -> Lake of Evil Presence -> -> Gorge of the Necromancers ->
  • Знак
    • 107, 12 подземелье
    • Сообщение: <- Dusty Road
  • Знак
    • 79, 15 подземелье
    • Сообщение: The Dusty Road
  • Хижина провидца
    • 63, 5 подземелье
    • Сообщение: My friend lost an Amulet of the Undertaker out in the woods to the South. She wanted to make it out of the finest wood she could find. Look for some chopped wood around the forest and I think you might find it.
  • Знак
    • 73, 21 подземелье
    • Сообщение: Indian Paintbrush garden. Now Hiring Mercenaries
  • Знак
    • 17, 5 подземелье
    • Сообщение: Welcome to Arcamia
  • Знак
    • 83, 27 подземелье
    • Сообщение: This Water Wheel, erected by Lord Nantuk, supplies enough dampness to this Dungeon for it to be above ground.
  • Океанская бутыль
    • 88, 46 подземелье
    • Сообщение: The Lost Library of Atlantis
  • Событие
    • 96, 28 подземелье
    • Сообщение: Ho Ho Ho! bellows the generous tree. Take my gems and I'll teach you something! It's so lonely all by myself... just spend one day resting here, won't you? You can search around my forest if you want.
  • Событие
    • 92, 29 подземелье
    • Сообщение: Did the Tree of Knowledge leave you a gift for your faithful services? Maybe someone just lost their spellbook on the ground...
  • Событие
    • 94, 25 подземелье
    • Сообщение: The trees come alive and attack!
  • Знак
    • 93, 21 подземелье
    • Сообщение: This is the Barren Wood. There is nothing in here so KEEP OUT!
  • Хижина провидца
    • 101, 30 подземелье
    • Сообщение: You see a distressed seer panting to run up to your army, so you stop by his house. He tells you, A thief took my Collar of Conjuring to the Dark Forest. If you it, all I can pay you is a Diplomat's Ring- but it might prove useful.
  • Знак
    • 97, 28 подземелье
    • Сообщение: Now in Barren Wood. <- Lake Atlantis The Dark Forest -> North Rough ->
  • Событие
    • 76, 75 подземелье
    • Сообщение: So this is the other Stone of Communication... All this time it has been cleverly disguised as a Subterranean Gate... When the arch-warlock Galuf wants something hidden, he hides it. But it seems to have lost its power over the years... nothing happens.
  • Событие
    • 112, 23 подземелье
    • Сообщение: You think you've found it! You dig down in the hole. There's a box... in the box is a letter with sloppy handwriting and grossly bad grammar that reads, Yu wun't git yure coler bak that eesy man old!
  • Знак
    • 101, 27 подземелье
    • Сообщение: Barren Wood Storehouse
  • Гремлин
    • 143, 22 подземелье
    • Сообщение: The thief submits. You imprison him and force him to tell you where the Collar is. It in the water-movin' system, he says. He points to the Rampart, Of that place. You look, you see. I hide it in flowers. You take his gold and free him. (Or you could be really cruel and kill him)
  • Знак
    • 118, 36 подземелье
    • Сообщение: Only fools rely on a river to give them direction. Signpost courtesy of the Shrine of Magic Thought
  • Элементаль воды
    • 114, 38 подземелье
    • Сообщение: We are the guardians of the river. We must warn you to turn back for this road leads you only to woe.
  • Знак
    • 116, 45 подземелье
    • Сообщение: Spring of the Founders
  • Знак
    • 85, 39 подземелье
    • Сообщение: North Rough -> Stone of Communication <- Whirlpool of the Pharohs <- This sign is dedicated in the memory of the sunken city of Atlantis.
  • Океанская бутыль
    • 81, 44 подземелье
    • Сообщение: It is said the lost city of Atlantis was sucked into this whirlpool and the capital arose on the other side.
  • Знак
    • 76, 33 подземелье
    • Сообщение: Gold Valley
  • Золотой голем
    • 75, 33 подземелье
    • Сообщение: We are the keepers of the narrow, but rich, Gold Valley. Leave at once or we shall have to annihilate you!
  • Знак
    • 79, 68 подземелье
    • Сообщение: <- Stone of Communication -> North Rough -> South Rough You think to yourself, I thought the other Stones were hidden. Odd...
  • Знак
    • 99, 0 подземелье
    • Сообщение: Can you name this lake? Take 1 pace down and 1 left from this sign for each letter in the name (excluding spaces) to find something.
  • Событие
    • 81, 18 подземелье
    • Сообщение: The Lake of Evil Prescence has left you another gift.
  • Случайный монстр 4
    • 138, 135 подземелье
    • Сообщение: There is an embedded note in the dust. It reads, FI RI RHW XWBRWE ID FE'GGKB
  • Знак
    • 133, 126 подземелье
    • Сообщение: **Walled Cities** <- Fortress Stronghold ->
  • Знак
    • 109, 116 подземелье
    • Сообщение: Messengers
  • Знак
    • 119, 110 подземелье
    • Сообщение: Deliver the Statue to the North.
  • Событие
    • 114, 116 подземелье
    • Сообщение: You search in the freshly opened hole. At the bottom is a note that reads
  • Хижина провидца
    • 137, 101 подземелье
    • Сообщение: My tarot cards, my tarot cards! Some genies stole my tarot cards! Please, I am a simple prophet and have lost my only deck. I will exchange a valuable pendant for their return, just find my cards! ...If you could find these genies, you could win a valuable prize...
  • Хижина провидца
    • 84, 83 подземелье
    • Сообщение: Please, return my faithful statue. I, Roderick, will join you if you give it to me. I have the strength of 10 angels, and would be a useful asset.
  • Событие
    • 101, 110 подземелье
    • Сообщение: You chance upon a deck of cards in the stash of the genies.
  • Тяжёлый арбалетчик
    • 112, 97 подземелье
    • Сообщение: Some rogue thieves have stockpiled some gold and are guarding it.
  • Знак
    • 96, 92 подземелье
    • Сообщение: The humble tomb of Roderick. The noble warrior who bested 50 magi but died after he lost his watchful statue which prepared him before danger came.
  • Знак
    • 85, 84 подземелье
    • Сообщение: The birthplace of Roderick
  • Событие
    • 84, 85 подземелье
    • Сообщение: When you approach the birthplace of the founder of the city, an angel alights from the sky. It is Roderick, the warrior. He has the strength of ten normal angels. He says he will join your ranks if you return the statue to his family.
  • Событие
    • 90, 92 подземелье
    • Сообщение: This looks like a full castle defence from the moat to the porticullis. You wouldn't be surprised if they dumped boiling oil from the towers and filled the moat with alligators.
  • Знак
    • 83, 106 подземелье
    • Сообщение: Wyrm Skull Gorge is overseen by the shear cliffs of Dragon Tail Canyon
  • Нага
    • 84, 104 подземелье
    • Сообщение: All creatures of the wyrm species defend our canyon. No one can enter except wyrms!
  • Знак
    • 94, 77 подземелье
    • Сообщение: Brushlands
  • Знак
    • 111, 86 подземелье
    • Сообщение: <- Brushlands <- Stone of Communication -> Horseshoe Mountains -> Inferno
  • Знак
    • 5, 42 подземелье
    • Сообщение: Derelict Wastes
  • Рыцарь Смерти
    • 4, 60 подземелье
    • Имя: The Priest
  • Демон
    • 40, 52 подземелье
    • Имя: Malacai Soul
  • Знак
    • 66, 99 подземелье
    • Сообщение: -> Dragon Tail Canyon ->
  • Знак
    • 42, 137 подземелье
    • Сообщение: <- Lake of Fire <- Storehouse of Souls Charon's Ferry -> (called by some the Stockpile of Souls)
  • Событие
    • 6, 103 подземелье
    • Сообщение: Charon tells you to follow the reefs closely. He gives no reason why but there is a look of longing in his eyes.
  • Событие
    • 3, 101 подземелье
    • Сообщение: Charon is gripped by nostalgia, as if he was remembering his own life before he became the boatkeeper of the damned. Remorse softens his heart and he tells you of long forgotten knowledge that only existed in his ancient time. You learn the forbidden spells.
  • Океанская бутыль
    • 14, 107 подземелье
    • Сообщение: Charon's bounty
  • Знак
    • 28, 67 подземелье
    • Сообщение: Rio Velтz
  • Событие
    • 34, 68 подземелье
    • Сообщение: As you are about to cross over the narrow plain, hordes of sylvan creatures ambush your party in alliance with those of the sky.
  • Ифрит
    • 142, 86 подземелье
    • Сообщение: What? You're looking for Cards of Prophecy that the genies use to magnify their strength and divinic abilites? They store that at their home, not in their valley. Because it is constantly threatened... by US!
  • Знак
    • 134, 82 подземелье
    • Сообщение: Valley of the Genies
  • Событие
    • 143, 73 подземелье
    • Сообщение: Genies are not so foolish as to hide thier possessions in mundane holes in the ground. You need to look harder.
  • Знак
    • 31, 79 подземелье
    • Сообщение: Choose your Opponent, Challengers!
  • Знак
    • 0, 143 подземелье
    • Сообщение: Some have called this magnificent capital the Storehouse of Souls since no one has ever managed to defeat the proud inhabitants.
  • Знак
    • 63, 71 подземелье
    • Сообщение: Do not enter unless you are strong!
  • Событие
    • 33, 90 подземелье
    • Сообщение: Your army searches in the ground around here and finds the Colossal Tree Seeds! All along the swamp you plant them and charge tourists to see them. You reap a daily 500 gold reward for your environmental efforts.
  • Знак
    • 39, 68 подземелье
    • Сообщение: Turn back for this path ends soon
  • Событие
    • 40, 105 подземелье
    • Сообщение: Buried gold dubloons!
  • Хозяин зверей
    • 53, 14 подземелье
    • Имя: Beast King
  • Чернокнижник
    • 52, 114 подземелье
    • Имя: Beach Gaurd
  • Колдун
    • 76, 127 подземелье
    • Имя: Quotus XIII
  • Знак
    • 62, 103 подземелье
    • Сообщение: Dragon Tail Gorge
  • Знак
    • 40, 18 подземелье
    • Сообщение: The Tower
  • Знак
    • 81, 143 подземелье
    • Сообщение: This is the eye of the Cyclops of Thunder who the Dragons slew and the Magi instilled eternal suffering upon.
  • Событие
    • 68, 132 подземелье
    • Сообщение: Ahead you see a massive battle between the Titans and the Dragons. Blast holes and smoldering fires lie between the two fronts. If you attack, you have a chance to determine who wins. But do you really want to?
  • Событие
    • 68, 139 подземелье
    • Сообщение: Ahead you see a Chimera (Manticore) army and Silver Pegasus army at each other's throats. Apparently, the unrest in this place has allowed other factions to duel out their rivalries in neutral territory.
  • Горгона
    • 74, 141 подземелье
    • Сообщение: The Medusa bellows, I'm just another Gorgan! Why can't you accept me? Replying rather nastily the Gorgan jeers and answers, Then why do you shoot arrows and are a snake? Angrily, the Medusж resume combat.
  • Хобгоблин
    • 67, 143 подземелье
    • Сообщение: Goblins rule!
  • Орк
    • 66, 143 подземелье
    • Сообщение: Orcs are better!
  • Тяжёлый арбалетчик
    • 77, 138 подземелье
    • Сообщение: Perfectly good sport, replies the Marksman. They're just Gremlins- nobody's sweat, sneer his followers. Anyway, you slaughter them and serve justice for yet another day.
  • Гремлин
    • 72, 135 подземелье
    • Сообщение: Help us! moan the poor Gremlins. Those Marksmen over there are hunting us! We don't wanna be game!
  • Тяжёлый арбалетчик
    • 64, 139 подземелье
    • Сообщение: Go Rocs! You can beat 'em! Smash that griffin! If you kill enough, you might learn how to harness lightning- that'd teach 'em! Yeah!
  • Алебардщик
    • 64, 138 подземелье
    • Сообщение: Dwarves! Dwarves! Raise a cheer, for your battle is near! Dwarves! Dwarves! Take a beer, for the victory is here!
  • Архимаг
    • 69, 131 подземелье
    • Сообщение: The Arch-Magi take cover in the mountains and try to flee into the woods.
  • Кавалерист
    • 68, 130 подземелье
    • Сообщение: A cavalry unit charges their arch-rivals, the Arch-Magi.
  • Событие
    • 66, 141 подземелье
    • Сообщение: Out past the shore you can see the flying creatures dueling each other. In fact, it might be a safe guess to say every living creature fights its counterpart here. However, some spectators have stopped and are watching the slaughter from a distance.
  • Крестоносец
    • 64, 142 подземелье
    • Сообщение: I'm betting 50 gold on you, genies! Don't let me dow--- #$%! Get him back for that low shot! Don't take that kind a beating! Hey! Do we need some kind of referee here?! Those efreeti just took a double counterstrike! That's no fair! I thought magic was banned! You sorry bastards!
  • Знак
    • 65, 138 подземелье
    • Сообщение: Field all bets at the trading post to the South! Employees Only
  • Событие
    • 53, 143 подземелье
    • Сообщение: Charon leads you to the Seaport of Solice where you can buy some needed supplies.
  • Событие
    • 49, 140 подземелье
    • Сообщение: Although the ferry was not intended for it, you instruct Charon to lead you out of the tiny reef. Beyond lies the whole of Arcamia which you have conquered. Behind, you leave the conquest which is yet unfinished- the Capital of the natives which towers over the will of the land.
  • Руда
    • 70, 69 подземелье
    • Сообщение: Looks like you're really the fool now. The other Subterranean Gate was just a decoy- close enough to deflect your detection spells from their real target. The real Stone of Communication, which you now hold in your hands, echoes with infinite voices; each whispering for a chance to be heard.
  • Случайный монстр 3
    • 126, 136 подземелье
    • Сообщение: This is our wood! shout the monsters working the mill.
  • Событие
    • 7, 12 подземелье
    • Сообщение: This is the sister of the witch who sent your Beastmaster and Barbarian into the Wastes of Grahhln. You beat her, but later feel bad about it and lose morale.
  • Знак
    • 137, 142 подземелье
    • Сообщение: Northwestern border of the Wastes of Grahhln. This area is now neutral since Grahhln has left these wastes in search of the Grail.
  • Океанская бутыль
    • 116, 142 подземелье
    • Сообщение: If you are reading this message, then you are either in the Raging seas of Hanoor, or this has drifted along the ocean to a new, undiscovered place.
  • Событие
    • 113, 129 подземелье
    • Сообщение: Written on the bottom of the bouy are the words
  • Знак
    • 137, 129 подземелье
    • Сообщение: You are now standing on Arcamian soil.
  • Ящер
    • 14, 4 подземелье
    • Сообщение: For some unknown reason, the Lizardmen tell you that the seer is not being completely honest with you. They say she neglected to tell that her sister also seeks this Spyglass since it is the family heirloom. Clueless as to how some lizardmen can know this, your advisor ponders the thought.
  • Клирик
    • 56, 78 подземелье
    • Имя: Ship Master
  • Боевой маг
    • 17, 75 подземелье
    • Имя: Grahhln
  • Следопыт
    • 59, 101 подземелье
    • Имя: DragonKeeper
  • Событие
    • 47, 141 подземелье
    • Сообщение: You think it rather strange how much Charon looks like a Wraith. His tall body is masked by a black cloak and his face is that of a skull with little remaining flesh. He seems to hover above the ground and has a mystical ghost-like aura. Perhaps long ago, Wraiths were much stronger.
  • Событие
    • 65, 14 подземелье
    • Сообщение: Digging around the forest floor, you find an interesting piece of wood. Scooping it out of the ground, you quickly discover that it is not just a piece of wood, but a box. Someone seems to have left their amulet here. Inscribed upon it are some arcane symbols which the Necromancer translates to mean, Do not give. Take. This merely leaves you to wonder what this inscription is referencing. Skeletons, maybe? Or the amulet?
  • Событие
    • 134, 23 подземелье
    • Сообщение: The depression in the ground here has been caused by a lot of wear. Someone has been pacing here recently.
  • Событие
    • 136, 22 подземелье
    • Сообщение: You finally find the hiding place of the Collar! The thief hid it in the irrigation system of the Rampart. You wouldn't have even noticed it if you weren't looking for it since it was behind some rocks and buried underneath a flower bed.
  • Событие
    • 141, 41 подземелье
    • Сообщение: A seer walks out to meet you. You try to speak to him but find out he is deaf. He points to a sign by his hut which reads
  • Хозяин зверей
    • 139, 143 подземелье
    • Биография: Poor Drakon haplessly followed your army because he was mentally retarded. When the fiasco with the witches occured, he didn't understand what happened until everyone disappeared. But that's not what you hired him for anyway. He is a tough brute who has a special connection animals.
  • Руки Легиона
    • 136, 60 подземелье
    • Сообщение: Now was that worth it? you think to yourself. Noooooo... you instictively tack on, shuddering. Definitely not. Nope. Uh-uh. Not a chance. And now we have to go back through that corridor...
  • Событие
    • 129, 74 подземелье
    • Сообщение: Suddenly the trees part like a fruit when pared. A swathe of fire blazes a path ahead and at the end lies a glowing gate to another world. You wonder where beyond the stars it might take you... But some balls of light emerge from the portal and block your path.
  • Фанатик
    • 133, 73 подземелье
    • Сообщение: We gaurd this gate. It takes you to a foreign world known to us as K'zar. Untamable creatures have kept our ancestors from entering for centuries. We cannot let you pass through the gate to our former homeland. The zealots then doff their hoods and underneath are glowing spheres of light!
  • Океанская бутыль
    • 75, 98 подземелье
    • Сообщение: Dragontail Canyon known by some as the Fjord of Dragons
  • Знак
    • 61, 65 подземелье
    • Сообщение: Secret Zone
  • Знак
    • 142, 53 подземелье
    • Сообщение: Hidden by the elements, the Legion's power is unquestionable.
  • Фолиант Магии Огня
    • 40, 142 подземелье
    • Сообщение: This tome has caused the lake to burn in flames. Can you take it? First, you must destroy some gaurdians!
  • Событие
    • 52, 140 подземелье
    • Сообщение: Somehow, floating on just a little bit of kelp, a cartographer has built his home in the sea. Dealing in maps of the land does not stop him from his hobby of sailing. He cordially greets you as you approach his humble abode.
  • Событие
    • 58, 33 подземелье
    • Сообщение: I won't have to talk to Lizardmen anymore! chuckles the seer with her newfound Spyglass.
  • Хижина провидца
    • 57, 33 подземелье
    • Сообщение: Aha! With your Spyglass I will no longer need this magical mirror to see my sister's affairs! Give it to me and I will trade you the mirror!
  • Знак
    • 24, 84 подземелье
    • Сообщение: The writting is ancient. The sign reads
  • Событие
    • 43, 41 подземелье
    • Сообщение: There is a torn scrap of paper embedded in the sand here. The page reads, Malacai's Journal but the rest of it is gone.
  • Событие
    • 56, 41 подземелье
    • Сообщение: Inscribed in the limestone is, Malacai's Caverns. When word reaches your troops of this, some wonder if these tales of Malacai are true... Maybe you should investigate further...
  • Событие
    • 57, 44 подземелье
    • Сообщение: The single word Malacai is engraved deep into the rock surface here. He must have been an adventurer who got stranded on the beach. You wonder what happened to him.
  • Событие
    • 50, 53 подземелье
    • Сообщение: Malacai lets forth a howl of fury and torment as the gate opens; his evil soul has been unleashed across the realm! Stop him!
  • Событие
    • 35, 41 подземелье
    • Сообщение: As you open the gate you can hear the suppressed screams Malacai's tormented soul. He has built an Inferno here that rises from the depths of the earth's core.
  • Монах
    • 42, 30 подземелье
    • Сообщение: A man coalesces in the sand close to you. He speaks in a calm yet urgent tone
  • Событие
    • 48, 32 подземелье
    • Сообщение: Ghosts swirl around in the sky and apparations dance in the distance. Yet as soon as you touch one it dissappears and your hand catches thin air. This place is haunted! Let's leave! shout your soldiers. You wonder if these visions are even real, though.
  • Событие
    • 39, 37 подземелье
    • Сообщение: You chance upon an artifact buried in the sand. As you grasp it you can remember memories that are not yours! ...You see an arena... A devil is in the ring... A boat is sailing... You are looking out of a cavern... ...How strange!
  • Событие
    • 55, 58 подземелье
    • Сообщение: You've seen this shipyard somewhere before... The Pendant of Total Recall! Those were Malacai's memories! You try to remember more but cannot.
  • Событие
    • 58, 59 подземелье
    • Сообщение: Malacai's memories flood your brain
  • Событие
    • 53, 50 подземелье
    • Сообщение: Blowing in the wind is an integral page of Malacai's journal; it explains how he got here. He was sailing to explore a newly discovered land when a storm blew him far off course. He shipwrecked on this beach, which was still undiscovered, where he subsisted on kelp. Until one day-- ...the rest is gone.
  • Событие
    • 52, 57 подземелье
    • Сообщение: -Malacai's Journal, Day 134- Finally, someone has found me! He says he will take me off this acursed island if I prove I am strong enough! I'm going to fight and I'm going to win!
  • Событие
    • 1, 46 подземелье
    • Сообщение: You have heard that an undead skeleton known as The Priest lives here. He is renowned as extremely knowledgeble in ancient myths. Maybe he has some clues as to where the Grail is... Or maybe you should sanctify his realm in the name of King!
  • Событие
    • 4, 59 подземелье
    • Сообщение: Maniacly, the undead chant the following incessantly
  • Событие
    • 9, 85 подземелье
    • Сообщение: The Priest! Circles and Squares around the Necropolis! The Undead chant! Malacai's battle in the arena! This is the tomb of his descendants. The Priest may yet reap his revenge against your armies as literally thousands of skeletons arise from the ground!!
  • Событие
    • 12, 83 подземелье
    • Сообщение: On the back of this crypt you can see an unusual inscription- instead of a dedication, there is a circle with a diamond that intersects it. Where have you seen that before... and what did it mean?
  • Событие
    • 0, 4 подземелье
    • Сообщение: The river flows endlessly on into the distance. You see mountains are valleys stream together as they all flow together. Stepping up to take in the majesty, your foot gets caught in something. You notice that the ground here has recently been interred. Upon closer examination you find 5000 gold.
  • Чёрный рыцарь
    • 0, 10 подземелье
    • Сообщение: You shall not open the box! For you shall die!
  • Хижина провидца
    • 105, 11 подземелье
    • Сообщение: Please find my father's bow! He was supposed to give it to me a few years ago, but I heard he died in the Barren Wood! That bow brings back so many tales of wisdom... You would be welcom to stay if you brought me the bow. I could impart to you much of my experience...
  • Событие
    • 107, 15 подземелье
    • Сообщение: You relate to the scholar your quest for the Bow of Elven Cherrywood. He tells you that elves usually hide anything their bows near oak trees. He proceeds to tell you that you should look in a warmer place, since elves never come to the icelands.
  • Океанская бутыль
    • 43, 118 подземелье
    • Сообщение: Ship Graveyard
  • Событие
    • 10, 98 подземелье
    • Сообщение: As the sirens lull your armies toward them, a voice in your head tells you to retreat to the reefs. Do you follow prudence or lust?
  • Событие
    • 20, 103 подземелье
    • Сообщение: Rising majestically up out of the ocean, the stalagmate has a prominent feel about it. Presently, one of your men notices a cave in the face. Do you decide to investigate?
  • Хижина провидца
    • 128, 14 подземелье
    • Сообщение: There is a notorious Gremlin thief that has damaged this area. He's hiding out by the Rampart just to the southeast of here. The reward has a deadline at the middle of the fourth month, so be quick if you want the reward!
  • Страж прохода
    • 140, 17 подземелье
    • Сообщение: Sorry, you can only open this gate if you have captured the thief. What? You don't know of any thief? Go away! (Time Limit
  • Страж прохода
    • 136, 93 подземелье
    • Сообщение: Admittance to the Flower Grove is only granted to the knowledgeable! decree the gaurds. You must be level 15 or greater to fully appreciate the garden. We, however, do not care if your knowledge comes from school or from battle.
  • Страж прохода
    • 139, 59 подземелье
    • Сообщение: The guards eye you dubiously, and inform you
  • Страж прохода
    • 124, 111 подземелье
    • Сообщение: This is a valuable trade route. For 40 Ore and 10 Gems, you too can trade here. But the offer expires by the first of the third month, so you must pay quickly, or someone else will take the deal!
  • Страж прохода
    • 116, 84 подземелье
    • Сообщение: I am researching the Heavenly Helm of Enlightenment. For the phase I am on right now, I would like to see someone who has stats as good as or better than it provides. Return to me when you prove to me that you are that hero.
  • Случайный артефакт сокровищницы
    • 117, 132 подземелье
    • Сообщение: Buried in the sand is a magical artifact. You pick it up, polish it off, and put it in your backpack. Feeling its magical power from within your pack, you decide instead to equip it.
  • Знак
    • 2, 76 подземелье
    • Сообщение: This ancient sign reads
  • Событие
    • 126, 3 подземелье
    • Сообщение: The river is guarded!
  • Знак
    • 120, 15 подземелье
    • Сообщение: Road to the Old Observatory
  • Событие
    • 98, 12 подземелье
    • Сообщение: The obelisk glows with energy. Voices stir at your approach. Stay back! they say, and with that, an army of wraiths materialize and attack!
  • Событие
    • 5, 65 подземелье
    • Сообщение: The Priest has inscribed a circle and a diamond on the dust here. In what erudite language is this?
  • Хижина провидца
    • 137, 114 подземелье
    • Сообщение: I am studying to become a wizard. However, I have discovered that it would be much easier if I skipped all this difficult spell memorization and just got a crown signifying my proficiency. If you could get me a Crown of the Supreme Magi, I would be most grateful.
  • Страж прохода
    • 143, 76 подземелье
    • Сообщение: The genies will only let you through if you pay homage to them with the Crown of the Supreme Magi.
  • Корона Верховного Волхва
    • 114, 97 подземелье
    • Сообщение: A powerful wizard has left his hat here or it was stolen by the rogues. In any event, it's yours now!
  • Хижина провидца
    • 61, 94 подземелье
    • Сообщение: I have heard of an extremely powerful wizard who was supposedly a descendant of the great Genereal Quotus. If you could bring me his head, I would know that this person exists, and reward you.
  • Знак
    • 125, 11 подземелье
    • Сообщение: Sulfur ahead
  • Событие
    • 87, 5 подземелье
    • Сообщение: Some creatures are guarding the Star Axis! In fact, they seem to be drawing energy from it...
  • Страж прохода
    • 71, 1 подземелье
    • Сообщение: Kill a tree, plant a tree. This really has no bearing on the situation since you're just talking to the tree. Nonetheless, these gaurds inisist that you plant a tree in order to talk to this one. Out of sheer spite you decide that instead of planting a tree, you will have your army build a fake one out of excess (50) wood.
  • Тролль
    • 26, 83 подземелье
    • Сообщение: We guard the Battle Arena you puny combatant! To enter you must kill us- and that is something you shall never commit!
  • Событие
    • 36, 101 подземелье
    • Сообщение: You can't reach the Tent that easily! You are ambushed at the entrance!
  • Хижина провидца
    • 88, 52 подземелье
    • Сообщение: I am obsessed with skeletons. I want all the skeletons I can get! Give me all the necromancy artifacts and I will trade you my extra troops.
  • Событие
    • 115, 6 подземелье
    • Сообщение: Convinced that increased necromancy is the way to go, Aislinn sets off with a new quest to find anything she can to increase her necromancy skill.
  • Хижина провидца
    • 125, 120 подземелье
    • Сообщение: I am very fearful of my neighbors, and would like someone to protect me. Better yet, if I could have the means to protect myself, I would reward whoever so endowed me these means handsomely. Simply bring me four wyverns. But hurry, I am not popular and may be dead if you do not complete this quest soon.
  • Событие
    • 16, 43 подземелье
    • Сообщение: Never seen that type of hole before. It's a glowing trough that feels warm and magical. Odd, don't you think?
  • Событие
    • 141, 113 подземелье
    • Сообщение: Odd. For an uncivilized, untamed land, you wouldn't expect them to have a school of any sort. Nonetheless, here lies a school of war, where you know you can learn new battle techniques.
  • Событие
    • 143, 100 подземелье
    • Сообщение: That's a curious hut. You deem investigation necessary, but as you progress, you feel a sinking feeling. Your army slows down, as if walking through water when you realize you have been cursed. Morale drops.
  • Хижина провидца
    • 24, 60 подземелье
    • Сообщение: I have a rather curious request. But first, you might be rather interested to know that I come from Enroth (the land of Heroes 2). Anyway, I have heard that hydras are indeginous to this land as well, but they are a different breed. I'd imagine they live in the Hall of Powerful Creatures I've heard so much about- what with this Malacai myth and all- and I would like to see one. Bring me one of their carcasses and I will reward you greatly indeed.
  • Страж прохода
    • 63, 38 подземелье
    • Сообщение: We're having a drought over here in the Scrub Country-Gold Valley region! If you lift this drought, we will let you have our treasure. We think the keepers of a river on the other side of this sea have been hoarding the water for themselves. Kill them, and we shall let you pass.
  • Событие
    • 131, 142 подземелье
    • Сообщение: The shipyard looks like it is in rather good condition. As you are about to construct a boat, some monsters leap out from behind the planks and ambush your army!
  • Хижина провидца
    • 113, 88 подземелье
    • Сообщение: Journeying far, I have traveled much in search of something to fulfill my ambition of becoming a fortune teller. I believe there are some Tarot Cards south of here being held by some genies. Bring them to me and I shall tell you what your future holds.
  • Василиск
    • 10, 14 подземелье
    • Сообщение: The basilisks resolutely gaurd the shipyard. You're going to have to fight them to take control of the boat manufactury.
  • Лорд вампиров
    • 19, 4 подземелье
    • Сообщение: We will allow no one to pass! Leave at once or suffer our wrath!
  • Событие
    • 18, 2 подземелье
    • Сообщение: There is a poorly hidden note here. It reads
  • Снайпер
    • 108, 131 подземелье
    • Сообщение: Sharpshooters bombard your boat as you dock.
  • Событие
    • 108, 26 подземелье
    • Сообщение: Ambush!!
  • Событие
    • 138, 60 подземелье
    • Сообщение: NOOOOOOOO! The Hideous Plant Monster creeps out of the crack to attack your army! It gobbles up half of your front ranks in seconds. Luckily, it momentarily recedes in the crack shifting to the left side of the precipice. Quick, take the Arms of Legion before it comes back!
  • Событие
    • 137, 60 подземелье
    • Сообщение: AAAAAARGH! It's the return of the Hideous Plant Monster! You stamp it out frustradely not without a hint of fear. Finally, after a grueling 8 hour campaign, you claim victory over the hideous beast.
  • Событие
    • 6, 100 подземелье
    • Сообщение: Charon tires of your company. He attempts to send you to the City of the Forgotten with the sumnation of every element under his control. If you defeat him and his legions, you can get all the artifacts he has accumulated from his journeys and now carries on his boat.
  • Орк на кабане
    • 132, 139 подземелье
    • Сообщение: The boars seem to be fascinated by the pillar to the right. Maybe if you touched it...
  • Событие
    • 108, 96 подземелье
    • Сообщение: Under the soil is a loosely packed leaf of paper. On it is written
  • Событие
    • 97, 22 подземелье
    • Сообщение: There's a bow in the riverbed here.
  • Инферно
    • 3, 141 подземелье
    • Имя: Cumulative Resources
  • Гидра хаоса
    • 75, 75 суша
    • Сообщение: We are the entrance to the Underworld- whether you are living or not! hiss the hydrж. (Sorry. Cerebri aren't tough enough, so I went with something else with lots of heads)
  • Древнее чудище
    • 67, 70 суша
    • Сообщение: You can't come in here! bellow the Ancient Behemeths as they lumber over to destroy your army.
  • Знак
    • 57, 110 суша
    • Сообщение: Behold- the Ring of Abandon
  • Знак
    • 25, 92 суша
    • Сообщение: Ring of Abandon
  • Знак
    • 44, 104 суша
    • Сообщение: Plot of Hope
  • Знак
    • 76, 76 суша
    • Сообщение: Underground Colisseum Stick to the top with fighters and the bottom with mages.
  • Знак
    • 71, 78 суша
    • Сообщение: The spectators will please take a seat in the stands.
  • Знак
    • 77, 70 суша
    • Сообщение: Will the spectators please take their seats in the stands where it is safe?
  • Знак
    • 139, 141 суша
    • Сообщение: The Maze A clue is scripted below this
  • Знак
    • 5, 105 суша
    • Сообщение: Welcome to the Forest of Fear.
  • Знак
    • 3, 99 суша
    • Сообщение: Keep Out! The Forest of Fire waits for all of its victims to burn
  • Знак
    • 2, 102 суша
    • Сообщение: Woe to all who have journeyed into the Wood of Despair.
  • Знак
    • 116, 109 суша
    • Сообщение: Refreshment Springs
  • Знак
    • 102, 112 суша
    • Сообщение: Underground Aqueduct
  • Знак
    • 89, 118 суша
    • Сообщение: Ruined Stream
  • Знак
    • 79, 127 суша
    • Сообщение: Be wary, for the true labyrinth lies ahead
  • Знак
    • 87, 108 суша
    • Сообщение: Sparkling Swamp
  • Знак
    • 66, 67 суша
    • Сообщение: The Skull These crags are the teeth
  • Знак
    • 56, 18 суша
    • Сообщение: The Long Hallway blocked due to an overgrowth.
  • Знак
    • 103, 70 суша
    • Сообщение: The lair of monsters- Beware!
  • Знак
    • 81, 56 суша
    • Сообщение: Hallowed Garden- Do Not Distrurb the Eternal Peace
  • Знак
    • 6, 41 суша
    • Сообщение: Room 1
  • Знак
    • 21, 51 суша
    • Сообщение: Room 2
  • Знак
    • 5, 54 суша
    • Сообщение: Room 3
  • Знак
    • 25, 62 суша
    • Сообщение: Room 4
  • Знак
    • 6, 69 суша
    • Сообщение: Room 5
  • Знак
    • 18, 75 суша
    • Сообщение: Room 6
  • Знак
    • 15, 29 суша
    • Сообщение: Teleporter Maze
  • Знак
    • 127, 50 суша
    • Сообщение: Elemental Chamber
  • Знак
    • 77, 24 суша
    • Сообщение: Room of Magic
  • Знак
    • 36, 83 суша
    • Сообщение: Ring of Abandon
  • Знак
    • 35, 28 суша
    • Сообщение: The Long Hallway
  • Знак
    • 139, 70 суша
    • Сообщение: Welcome to RAZK. Land of the Elements, and Land of the Legions.
  • Знак
    • 136, 25 суша
    • Сообщение: Land of Battle
  • Знак
    • 129, 7 суша
    • Сообщение: The Land of Magic
  • Знак
    • 138, 53 суша
    • Сообщение: The legions have been hidden in another world known as AIMACRA.
  • Знак
    • 133, 71 суша
    • Сообщение: RETAW
  • Знак
    • 137, 64 суша
    • Сообщение: ERIF Notice
  • Знак
    • 130, 59 суша
    • Сообщение: HTRAE
  • Знак
    • 140, 58 суша
    • Сообщение: RIA
  • Элементаль воды
    • 136, 72 суша
    • Сообщение: The Water Elementals ritually surround your army. They start screaming incohesively, SLOOF, EID!
  • Огненный элементаль
    • 135, 67 суша
    • Сообщение: The Fire Elementals make a box about your army before they attack. Your army can here whispers saying EMOC OT SAW TI YLLOF TAHW.
  • Элементаль земли
    • 133, 63 суша
    • Сообщение: Forming a triangle about your army, the Earth Elementals stomp toward your army. The ground rumbles under their footsteps as if to say, EMIT RUOY GNITSAW ERA UOY!
  • Воздушный элементаль
    • 138, 62 суша
    • Сообщение: The Air Elementals form an oval surrounding your army before they close. Their invisible claws pierce your armor and men fall screaming, SESRUC!
  • Алмазный голем
    • 139, 55 суша
    • Сообщение: The Diamond Golem leader looks you dead in the eyes with an emotionless face. It raises its hand signaling the rest of its cold brethren to attack as they charge in a straight line toward your army.
  • Золотой голем
    • 127, 57 суша
    • Сообщение: The Gold Golems laugh as your pitiful army approaches. They form their group into a half-crescent and charge!
  • Знак
    • 91, 2 суша
    • Сообщение: What is the shape of earth? -A Triangle -A Circle -A Sphere
  • Знак
    • 9, 97 суша
    • Сообщение: Beware- Ahead lies the Forest of Damnation
  • Знак
    • 12, 97 суша
    • Сообщение: All that lies ahead of you now is the Forest of Infinite Sorrow.
  • Знак
    • 119, 96 суша
    • Сообщение: A warning to all who would pass- The Capital is guarded by the Invisible Path (aka. The Maze) and the Ring of Abandon before the Stockpile of Souls.
  • Знак
    • 84, 36 суша
    • Сообщение: The Watering Hole
  • Знак
    • 39, 7 суша
    • Сообщение: Enter, said the Spider.
  • Знак
    • 6, 96 суша
    • Сообщение: Do not proceed into the Forest of Loss if you value your life
  • Событие
    • 43, 103 суша
    • Сообщение: NEW SPELL RESTRICTIONS EVENT
  • Случайный монстр 6
    • 141, 141 суша
    • Сообщение: Proceed no further foolish person! The maze awaits all who proceed and none shall advance through me!!
  • Знак
    • 128, 111 суша
    • Сообщение: Palace of the Dead
  • Знак
    • 109, 41 суша
    • Сообщение: Hall of Powerful Creatures
  • Архидьявол
    • 109, 39 суша
    • Сообщение: Mwahaha! I killed Malacai when he challenged me in the Battle Arena! He said it was his only way to get off some island. (scoffs) I won and bound his soul to that acursed beach he hated so! How truly evil! Now you will join that weakling!
  • Событие
    • 122, 127 суша
    • Сообщение: The face looks as though it is laughing at you, mocking you. When you smite it, it looks as though it has returned to its normal, surprised affect. Disgusted, you return to the chambers of the mystical maze which has already led you astray once.
  • Знак
    • 110, 116 суша
    • Сообщение: You have been mislead.
  • Знак
    • 46, 44 суша
    • Сообщение: Orange never could repair the skull of the ancinet king who they destroyed. As a result, their land was forever cursed to resemble his wretched skull.
  • Знак
    • 99, 10 суша
    • Сообщение: The Quiz Room **PRIZES** Please, don't save and load to get everything right!
  • Ящик Пандоры
    • 91, 0 суша
    • Сообщение: A Circle
  • Ящик Пандоры
    • 92, 0 суша
    • Сообщение: A Sphere
  • Ящик Пандоры
    • 90, 0 суша
    • Сообщение: A Triangle
  • Знак
    • 75, 5 суша
    • Сообщение: What is the shape of air? -A Square -An Oval -No Shape
  • Ящик Пандоры
    • 73, 4 суша
    • Сообщение: A Square
  • Ящик Пандоры
    • 73, 5 суша
    • Сообщение: An Oval
  • Ящик Пандоры
    • 73, 6 суша
    • Сообщение: No Shape
  • Случайный город
    • 94, 89 суша
    • Имя: Colisseum
  • Ящик Пандоры
    • 118, 13 суша
    • Сообщение: Amorphous
  • Ящик Пандоры
    • 118, 20 суша
    • Сообщение: Enter
  • Ящик Пандоры
    • 117, 21 суша
    • Сообщение: Come
  • Ящик Пандоры
    • 116, 22 суша
    • Сообщение: Leave
  • Знак
    • 115, 20 суша
    • Сообщение: What does the Spider say? -Leave -Come -Enter
  • Ящик Пандоры
    • 106, 28 суша
    • Сообщение: Oval
  • Ящик Пандоры
    • 107, 28 суша
    • Сообщение: Rectangle
  • Ящик Пандоры
    • 108, 28 суша
    • Сообщение: No definite shape
  • Знак
    • 107, 26 суша
    • Сообщение: What is the shape of fire? -An Oval -A Rectangle -No definite shape
  • Ящик Пандоры
    • 81, 13 суша
    • Сообщение: GREETSHPAH
  • Ящик Пандоры
    • 82, 14 суша
    • Сообщение: GOOD BYE
  • Ящик Пандоры
    • 83, 15 суша
    • Сообщение: OLLEH
  • Знак
    • 84, 13 суша
    • Сообщение: How do they say hello in K'Zar? -GREETSHPAH -GOOD BYE -OLLEH
  • Знак
    • 96, 20 суша
    • Сообщение: In reverse coding, what might Roderick say to you? -YJSML UPI -BI RG'BJA -IP WEKD
  • Ящик Пандоры
    • 94, 22 суша
    • Сообщение: YJSML UP
  • Ящик Пандоры
    • 95, 22 суша
    • Сообщение: BI RG'BJA
  • Ящик Пандоры
    • 96, 23 суша
    • Сообщение: IP WEKD
  • Знак
    • 108, 2 суша
    • Сообщение: The shape that gold and diamond make when mixed -A Heart -A Pentagon -A Star -A Half-Moon
  • Ящик Пандоры
    • 107, 0 суша
    • Сообщение: A Heart
  • Ящик Пандоры
    • 108, 0 суша
    • Сообщение: A Pentagon
  • Ящик Пандоры
    • 109, 0 суша
    • Сообщение: A Star
  • Ящик Пандоры
    • 110, 0 суша
    • Сообщение: A Half-Moon
  • Знак
    • 116, 11 суша
    • Сообщение: What is the shape of water? -A Triangle -A Circle -It is amorphous
  • Ящик Пандоры
    • 118, 12 суша
    • Сообщение: A Circle
  • Ящик Пандоры
    • 118, 11 суша
    • Сообщение: A Triangle
  • Хижина провидца
    • 86, 58 суша
    • Сообщение: I would like to see the most powerful creature ever to grace the earth. If you could show me 1 Azure Dragon and let me keep it as a pet, I would be most grateful to you.
  • Страж прохода
    • 80, 1 суша
    • Сообщение: Did you kill the Priest?
  • Ящик Пандоры
    • 80, 0 суша
    • Сообщение: Do you wish to open the box?
  • Страж прохода
    • 99, 1 суша
    • Сообщение: Have you defeated the Dragon Keeper?
  • Ящик Пандоры
    • 99, 0 суша
    • Сообщение: Do you wish to open the box?
  • Страж прохода
    • 115, 7 суша
    • Сообщение: Do you possess the Golden Bow?
  • Ящик Пандоры
    • 116, 7 суша
    • Сообщение: Do you wish to open the box?
  • Страж прохода
    • 89, 17 суша
    • Сообщение: This is a test of your memory. If the question is phrased correctly, you should open the box. If it is phrased incorrectly, you should leave the box alone. (You see a Pandora's Box embedded in the ground two paces down)
  • Событие
    • 89, 18 суша
    • Сообщение: Do you wish to leave the box alone?
  • Страж прохода
    • 78, 9 суша
    • Сообщение: You must bring a trinket from Malacai to gain entrance here.
  • Ящик Пандоры
    • 77, 10 суша
    • Сообщение: This box is emblazened with brimstone and has a black exterior. Streaks of red course through it like fire. As you pick it up, it bubbles in your hand like magma, although it is a normal tempeture. Do you wish to open it?
  • Событие
    • 113, 116 суша
    • Сообщение: This scholar is lost too. He expresses his frustration in his inability to even find the entrance to this accursed maze!
  • Хижина провидца
    • 7, 104 суша
    • Сообщение: I am a scholar of fire magic who detests the ruler of this land! If you could bring me a Tome of Fire Magic, I might be able enchant your sword into an inferno of destruction! I believe that you can acquire this book near Charon, but beware, for when I tried to take it the guards chased me away...
  • Страж прохода
    • 108, 17 суша
    • Сообщение: I send you on a very difficult quest. In order to pass, you must pay me the four relics that hold the most power! A Gladius, a Shield, a Helmet, and a Cuirass, I request! Give them to me, to recieve my best!
  • Ящик Пандоры
    • 108, 18 суша
    • Сообщение: You've committed this much, you have no reason not open the box now. Good luck!
  • Знак
    • 107, 16 суша
    • Сообщение: Bonus Room! Accomplish a quest, and recieve a box of unknown contents. Might be good, might be bad! But that's what the quiz room is all about!!
  • Событие
    • 88, 8 суша
    • Сообщение: What a damn devious trick! Translating the four number series into coordinates, you find the real meaning of the box- not the false meaning of trolls and peasants.
  • Ящик Пандоры
    • 85, 4 суша
    • Сообщение: Inscribed on the box's surface is a serious of four numbers
  • Событие
    • 20, 11 суша
    • Сообщение: Experience for Computer
  • Событие
    • 85, 81 суша
    • Сообщение: Experience for Computer
  • Свиток с заклинанием
    • 43, 95 суша
    • Сообщение: Finally! A scroll with the forbidden spell town portal scripted upon it! You can now use it!
  • Знак
    • 49, 141 суша
    • Сообщение: Stockpile of Souls ahead. Storehouse of Souls from the west entrance. Which are you going to?
  • Событие
    • 52, 130 суша
    • Сообщение: Well this is certainly strange...
  • Хижина провидца
    • 50, 124 суша
    • Сообщение: The seer is dancing in a random manner chanting. He has several Crystal Dragons chained to a leash which amazingly haven't killed the annoying freak. War! War! he chants, Heh, heh... War! I love... War! Give me... War! War! Hee hee hee hee, WAAAAR! What a crazy sociopath, you think. You consider talking to him to see how he keeps the Dragons tame, but you notice the leash is extremely short and he merely dances out of their range. You figure the dragons probably hate this guy as much as you, and if you could knock him off, they would probably join you. But how...? A plan hits you! Being the honest and moral person you are, you can't just kill him in cold blood. But, you can replace the leash. Obviously, no leash extends far enough so he couldn't run away from it, BUT if you simply use the Shackles of War- they would prevent him from running away! Now to find the old things...
  • Знак
    • 107, 9 суша
    • Сообщение: Bonus Room!
  • Сопряжение
    • 17, 11 суша
    • Имя: The Spider
  • Сопряжение
    • 137, 132 суша
    • Имя: Maze Gate
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