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28/05/2015Файл к игре: Heroes of Might and Magic 3: The Restoration of Erathia

Heigh Ho
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
Elves. They have those thin, spindling bodies, those silly pointed ears. They prefer magic to machines. And now they've overrun the city. Stop them.

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События

  • Intro 1
    Nearly one hundred fifty years ago, a coalition of dwarves and elves wrestled control of the strategic Icetooth Pass from the yeti, establishing the Peakston Keep outpost near the summit. As years went on, the primitive yeti were exterminated from the region, bands of marauding wolves were relentlessly pushed back, gold was discovered, and the outpost thrived, becoming a sizable village.
  • Intro 2
    But all was not well. As yeti horror became distant memory, and the wolf threat diminished, tensions between dwarves and elves steadily increased. As many as twenty years ago, Bankers Wall was constructed, isolating the city's dwarven quarter. And tensions have escalated since. Elven reforestation initiatives have resulted in measurable increases in local wolf density, and the substantial influx of harpies to work the mines has resulted in repeated elven cries for purification.
  • Intro 3
    Three days ago tensions broke loose in a silent coup -- the only two dwarven held Council positions were eliminated in a redistricting scheme -- and dwarves walked out of the City Assembly. In the wake of these events, the Elven King moved quickly, magically sealing on both sides the gates of Underhome (the dwarven mining region) with impassable guardposts, freezing dwarven bank assets, and seizing the West Union Mining Post. Just last night, a six person dwarven delegation sent to negotiate with the king was ambushed by guardsmen. Thus, an era of cooperation ends and a war of liberation begins.
  • titan
    Finding yourself outside the keep gate, you recall many hours spent listening to the tales of an old explorer, a titan who patrolled the region during Wolf Winter. He always seemed sympathetic to the dwarven cause -- or at least to dwarven children. Last you heard, he had taken up residence in an old seer's hut outside town. Titans are long-lived. Perhaps if you could locate him, he might join your cause.
  • spies
    Apparently a few spies and sympathizers in the elven court have escaped detection: you just received information via a messenger mole. It appears that Underhome has been sealed (both sides) by the king's border guards, but he had no time to erect such guards elsewhere. In particular, passage through Bankers Wall into elf-held areas is possible -- although 75 grand elves have been ordered to man the critical garrison. Further, dwarven supporters erected a mechanical barrier at the city's main gate, as well as a mechanical lockout to the Airtown ghetto. As long as keys can be kept safe, elven garrisons in the dwarven quarter will be without reinforcements.
  • banks
    Dwarven bank accounts were ordered frozen by the Elven King. The money is still in the banks, but you will have to fight for it.
  • toy factory
    It occurs to you that the E-B Industries' Toy Factory (located through a blue lith) could be easily converted to a munitions plant. It would seem wise to visit and bolster your army before unlocking the Airtown border gate.
  • captives
    Spies report via messenger moles that the delegates sent to negotiate with the elven king are indeed being held in the king's dungeon, locked in separate but adjacent cells (apparently elves aren't willing to have even elven prisoners in cells by dwarves). Even better, the dungeon has a secret entrance hidden near Bankers Wall in the Library District.
  • ring
    Your spies report rumors of a missing signet ring of the type used by the elven king to stamp his seal on orders. Acquiring it could be handy -- for security, the king plans to change the seal, but that process could take a couple of months or longer.
  • haste warning
    Spies report that the elven king has called for aid, and a massive infusion of gold, magic, and units is expected from elves across the country. Should that aid arrive before you make significant in-roads against his position, your cause could be lost. Haste is of the essence.
  • forgery
    Your spies have made contact with one skilled in forgery. Should you need his services -- say to forge a royal document -- look behind the hidden guardpost just west of Forestglen, the elf king's castle.
  • earth magic
    Spies report that the elven king is an expert in earth magic. Be prepared to counter it.

Объекты

  • Страж задания
    • 6, 30 подземелье
    • Сообщение: Halflings refuse to serve lesser lords. Only those of level 5 or more may pass.
  • Страж задания
    • 7, 29 подземелье
    • Сообщение: He who would pass into Guilder Meadow must first earn that right. Demonstrate adequate craftsmanship by making a shield of the dwarven lords, and bringing it to me.
  • Страж задания
    • 2, 27 подземелье
    • Сообщение: This entrance has been closed by order of Eleron, king of the elves. None may pass -- unless, of course, they bring orders to the contrary bearing the king's seal.
  • Указатель
    • 17, 27 подземелье
    • Сообщение: Foundress Park This open space is dedicated to Trianna Ellysius, elven foundress of Peakston Keep.
  • Хижина предсказателя
    • 20, 21 подземелье
    • Сообщение: You'd never guess by looking at me now, but I was once happy. I had ambition. I had purpose. I was a dragon rider you know. My Greenwing was queen of the skies. Until Taelsin -- Chief of the Elven Not-So-Secret Police felled her with a poison arrow. Now I live only for his destruction. You know, I saved a vial of Greenwing's fiery blood; I dream of stuffing it down Taelsin's elven throat and watching him writhe as it pickles his insides.
  • Хижина предсказателя
    • 22, 21 подземелье
    • Сообщение: I am loyal dwarf! And with rampant elven duplicity, I trust no one -- not unless I see them riding at the head of a dwarven battleforce. Then, then maybe I can help them access the elven capital. Maybe.
  • Хижина предсказателя
    • 18, 21 подземелье
    • Сообщение: Craftsmanship tutoring available. Bring me twenty crystal to enrich my workshop, and I'll give you a lesson in shield making. You can even keep your product.
  • Бастион
    • 18, 4 подземелье
    • Название: Forestglen
    • Посещение Друид: Название
    • Биография: King of the Elves for so long no one recalls he true name, this leader inspires such awe amongst his elven subjects that they seem to follow his every whim with enthusiasm.
    • Название: infrastructure
    • Сообщение: computer only
    • Название: resources
    • Сообщение: computer only
    • Название: resources 2
    • Сообщение: computer only
    • Название: creatures
    • Сообщение: computer only
    • Название: Mage guild
    • Сообщение: computer only
    • Название: Mage guild II
    • Сообщение: Computer only
    • Название: Wood
    • Сообщение: Computer only
    • Название: Begin massive build
    • Сообщение: Computer only
  • Страж задания
    • 11, 12 подземелье
    • Сообщение: A book is missing from the library! This area is sealed until the book is found.
  • Хижина предсказателя
    • 15, 35 подземелье
    • Сообщение: The resident is a very tall, gold-complected man, who tosses what seems to be a lightning bolt from one hand to the other. So. You are an adventurer. I was too, in my younger days. I'd like to be again. Say, maybe I could join you. Na, I've got this house to care for ... unless Say, maybe if I could find the right sort of caretaker...
  • Рейнджер
    • 19, 10 подземелье
    • Название: Dolgruf
  • Лесной эльф
    • 19, 12 подземелье
    • Сообщение: Cursed elves! Treachery and deceit! Your diplomatic delegation was met by soldiers -- not the king -- captured and tossed in the dungeon. Without an audience with the tyrant, your assassin had no opportunity to act. Well, at least he escaped -- assuming you can fight your way clear of the tyrant's thugs.
  • Указатель
    • 21, 24 подземелье
    • Сообщение: Statue of Trianna Ellysius. This remarkable likeness was rendered by dwarven Craftmaster Torg Ironhammer to celebrate the centennial of her death.
  • Страж задания
    • 15, 4 подземелье
    • Сообщение: So. You need my services. Have you the item to duplicate?
  • Событие
    • 15, 3 подземелье
    • Сообщение: The forger has completed your task. His work is flawless -- you cannot tell the duplicate from the original. Perhaps that is why he commands such a price!
  • Событие
    • 3, 28 подземелье
    • Сообщение: Oh no! The entrance to the mines has been barricaded by the elven king. Nothing but the king's signet ring could get you past -- but how would you ever get that? Unless, perchance, Mooth Slipfinger pilfered one from the captain of the guard. You wouldn't put it past him. Unfortunately, Mooth was with the delegation captured and thrown in the elf king's dungeon. And what if there is a second barricade on the gate's other side?
  • Событие
    • 18, 15 подземелье
    • Сообщение: Ahead lies the gate to the elven king's dungeon. It would be tempting to attempt a rescue of your colleagues. But surely the dungeon is guarded. And if so, once word of your escape is spread, you might be chased! You best not tarry until you reach the safety of Dwarven territory.
  • Друид
    • 8, 9 подземелье
    • Название: Elithea
    • Биография: Elithea Triee is a community planner, carefully designing types and locations for trees, and often militantly executing those plans.
  • Друид
    • 25, 9 подземелье
    • Название: Mercatha
    • Биография: Mercatha was originally recruited as a spy by the elven king. His exceptional sight enabled him to read enemy documents from great distances. Unfortunately, his lack of stealth and unwillingness to take a cover left him ill suited for the job. The elven king quickly realized that Mercatha's true strength was in military leadership, transferring him to a more suitable position.
  • Указатель
    • 5, 30 подземелье
    • Сообщение: Entering Cannonfodder Canyon
  • Событие
    • 18, 5 подземелье
    • Сообщение: Computer Only
  • Книга магии Огня
    • 23, 29 подземелье
    • Сообщение: What's this tripe? Elven fire magic? Those slothful elves never read anything decent -- like, say, a tome on metal forging. Oh well, if the tramps don't read them, the good books won't be scattered about like litter.
  • Событие
    • 27, 10 подземелье
    • Сообщение: So this is the lith the elven king uses to move troops from one area to another. It is probably the only way to other elven territories -- but it's also the way that elves invade Underhome. And if you wound up there, you'd be trapped like everyone else. You best find a safe means to cross these spaces.
  • Событие
    • 26, 10 подземелье
    • Сообщение: So this is the lith the elven king uses to move troops from one area to another. It is probably the only way to other elven territories -- but it's also the way that elves invade Underhome. And if you wound up there, you'd be trapped like everyone else. You best find a safe means to cross these spaces.
  • Событие
    • 26, 9 подземелье
    • Сообщение: So this is the lith the elven king uses to move troops from one area to another. It is probably the only way to other elven territories -- but it's also the way that elves invade Underhome. And if you wound up there, you'd be trapped like everyone else. You best find a safe means to cross these spaces.
  • Событие
    • 31, 16 подземелье
    • Сообщение: As you enter elven territory, you keep your senses keen -- insurgents could be anywhere. And lucky you do, for you no sooner enter than you hear voices. Why do we always get the boring jobs. Everyone knows the gate can't be opened. What about dwarven battering rams? They may be primitive, what with no magic and all, but they work. Ya, and like the whole city wouldn't hear them pounding. Well, look on the bright side. We could be lith blocking. Fool! Our new improved liths can't be blocked; you just move in and attack the enemy on the other side. Everyone knows that. I'm not talking about blocking the enemy, I'm talking about blocking colleagues. With all these one way exits, how do you think the king controls troop movement? He really does that? I don't know, but he ought to. You've heard enough. ELVES! You scream, and rush to attack.
  • Указатель
    • 6, 28 подземелье
    • Сообщение: Guilder Meadow -- Gateway of Dwarven Labor. Underhome -- use subterranean gate E-B Industries -- use blue lith
  • Хижина предсказателя
    • 27, 17 подземелье
    • Сообщение: There appears to be no way through the tangle of dead vegetation.
  • Хижина предсказателя
    • 28, 17 подземелье
    • Сообщение: There appears to be no way through the tangle of dead vegetation.
  • Хижина предсказателя
    • 29, 17 подземелье
    • Сообщение: There appears to be no way through the tangle of dead vegetation.
  • Хижина предсказателя
    • 30, 17 подземелье
    • Сообщение: There appears to be no way through the tangle of dead vegetation.
  • Хижина предсказателя
    • 31, 17 подземелье
    • Сообщение: Here in the ghetto, elven influence is little stronger than in the dwarven quarter. You can tell because these trees are like what trees ought to be in this climate -- dead.
  • Тюрьма
    • 15, 3 суша
    • Название: Gallathry
  • Тюрьма
    • 18, 3 суша
    • Название: Illianna
  • Тюрьма
    • 21, 3 суша
    • Название: Luwalno
  • Тюрьма
    • 24, 3 суша
    • Название: Evretine
  • Тюрьма
    • 15, 7 суша
    • Название: Rin Ironnose
  • Тюрьма
    • 18, 7 суша
    • Название: Silverhammer
  • Тюрьма
    • 27, 7 суша
    • Название: Max Grubrot
  • Страж задания
    • 28, 7 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Ящик Пандоры
    • 7, 5 суша
    • Сообщение: This box is bulging at the seams!
  • Бастион
    • 25, 31 суша
    • Название: East Union
    • Посещение Рейнджер: Название
  • Бастион
    • 6, 22 суша
    • Название: West Union
    • Посещение Друид: Название
    • Биография: Vitasius is deputy chief of the Peakston Keep Secret Police, a native of the area well versed in using the elements to his advantage.
    • Название: creatures
    • Сообщение: computer only
  • Указатель
    • 0, 9 суша
    • Сообщение: E-B Industries Incorporated Manufacturer of the original Elf-in-the-Box.
  • Страж задания
    • 1, 27 суша
    • Сообщение: This entrance has been closed by order of Eleron, king of the elves. None may pass -- unless, of course, they bring orders to the contrary bearing the king's seal.
  • Рейнджер
    • 31, 16 суша
    • Название: Palt Pyrite
  • Страж задания
    • 28, 4 суша
    • Сообщение: There is a slight crack between this door and its latch. Perhaps it can be pried open -- if you have a strong blade.
  • Друид
    • 12, 17 суша
    • Название: Lovinia
  • Друид
    • 12, 34 суша
    • Название: Zendar
  • Ящик Пандоры
    • 4, 1 суша
    • Сообщение: As you approach the box, you hear the pounding and screaming of many dwarves. It appears you have solved the mystery of the missing third shift.
  • Ящик Пандоры
    • 0, 3 суша
    • Сообщение: This elf-in-the-box is solid gold!
  • Событие
    • 1, 8 суша
    • Сообщение: You are greeted by the factory foreman. He welcomes you to E-B Industries Elf-in-the-Box Manufacturing Facility and sounds excited about your plans re-open the city under dwarven administration. He is especially interested in the reopening of the gate to the mines. Apparently the factory is short handed after the mysterious disappearance of the entire third shift sometime last week. New workers are needed soon.
  • Событие
    • 1, 7 суша
    • Сообщение: The foreman is also enthusiastic about your use of his toys in your quest. I imagine you'd find lots of useful stuff in our boxes -- militarily speaking of course. But be careful. Our elf-stuffing machine is a bit unpredictable -- there's no telling what may jump out at you.
  • Друид
    • 30, 2 суша
    • Название: Taelsin
    • Биография: Taelsin serves a chief of the elven king's secret police. He is noted for knowing the unknowable.
  • Страж задания
    • 22, 7 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Страж задания
    • 25, 7 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Страж задания
    • 19, 7 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Страж задания
    • 25, 3 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Страж задания
    • 22, 3 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Страж задания
    • 19, 3 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Страж задания
    • 16, 7 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Страж задания
    • 16, 3 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Страж задания
    • 30, 5 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Событие
    • 33, 4 суша
    • Сообщение: As you enter the dungeon, you recognize what must be the elven king's personal treasure room to your left. Its fabulous riches catch your eye, but there in the back is an item which really galls you. It is a historical treasure. Such a relic ought to be displayed and paraded as an inspiration to the people, not hoarded in a dank cell. You couldn't care less what that pretender to royalty does with his elven trinkets, but the battle ax of Corrander deserves better treatment.
  • Событие
    • 32, 4 суша
    • Сообщение: To the right must lie the elven king's torture room. It reeks of magic -- and you bet that green lightening would hurt.
  • Событие
    • 31, 4 суша
    • Сообщение: And that means ahead is the elven king's prison. You momentarily regret that you have the means to open only one cell, but once the tyrant is overthrown, you'll return with the means to free all.
  • Страж задания
    • 30, 3 суша
    • Сообщение: This tower is locked -- and you have no key. A vial of dragon blood smashed against the door may corrode the lock -- but it would destroy the artifact.
  • Событие
    • 30, 4 суша
    • Сообщение: You come upon a lone elf guard -- outside the garrison. He is easily captured and persuaded to talk. Before his unfortunate death, you learn that indeed, all dwarves are kept in adjacent cells, that Ambassador Torg Silverhammer is in cell #6, and more importantly, that Mooth Slipfinger is locked in cell #7.
  • Событие
    • 27, 5 суша
    • Сообщение: Curses! The cells are not numbered. With various numbering schemes, cell seven could be any of several -- and that's assuming elves can count! You'll have to look around for clues. With one chance, you simply must locate Mooth.
  • Событие
    • 27, 3 суша
    • Сообщение: Curses! The cells are not numbered. With various numbering schemes, cell seven could be any of several -- and that's assuming elves can count! You'll have to look around for clues. With one chance, you simply must locate Mooth.
  • Тюрьма
    • 21, 7 суша
    • Название: Slipfinger
  • Тюрьма
    • 24, 7 суша
    • Название: Mix Grubrot
  • Событие
    • 28, 1 суша
    • Сообщение: OK. There seem to be no clues around here. No clues anywhere. None. You'll just have to think. Consider possibilities. The numbers ought to be in some logical sequence. Cell one could be in either the upper or lower block, either left or right. There were 6 dwarves in the diplomatic delegation. One escaped so 5 are imprisoned. You were informed by spies that no elves will be in a cell adjacent to a dwarf. Perhaps the odds aren't so bad after all.
  • Указатель
    • 4, 2 суша
    • Сообщение: Storage Warehouse. Authorized personnel only.
  • Событие
    • 14, 6 суша
    • Сообщение: OK. There seem to be no clues around here. No clues anywhere. None. You'll just have to think. Consider possibilities. The numbers ought to be in some logical sequence. Cell one could be in either the upper or lower block, either left or right. There were 6 dwarves in the diplomatic delegation. One escaped so 5 are imprisoned. You were informed by spies that no elves will be in a cell adjacent to a dwarf. Perhaps the odds aren't so bad after all.
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