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Герои 3 - карта Lost Souls' Alliance

29/05/2015Файл к игре: Heroes of Might and Magic 3: The Restoration of Erathia

Lost Souls' Alliance
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
Those who live in peace and harmony with other beings are rewarded with eternal rest. Otherwise one is sent to Land of Darkness, but if one's spirit can survive in the land of pain and suffering, there is still hope.

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Lost Souls' Alliance

Слухи

  • Seers
    Some zombies have found hellish artifacts and are now willing to trade them for artifacts of the undead.
  • Wise thing
    Do you think it's a wise thing to do? Well, you're wrong. It's not.
  • Sannia/Mori
    The mountains that form the border between Sannia and Mori have many forts on both sides of the mountain line. They are remains of the old war.
  • Roads
    The dwarves of Ealin want not to harm the nature and the wizards of Taranea never have time or will to build them, so they both suffer from lack of roads.

События

  • Amana story 1
    Amana first saw daylight in the small town of Venn. He grew up in a merchant family with two brothers and a sister. When he was sixteen years old, a fellow merchant accused him of stealing from him. The merchandise was found in a barrel and everybody thought that Amana had hidden it.
  • Amana story 2
    His father was enraged despite the fact that there was no real proof against Amana. The son's opinions didn't matter when he was sent to a monastery. So he became a monk, doing his job well until he passed away due to fever a day before his 33rd birthday.
  • Ensom story 1
    The kingdom of Sannia rejoiced when the king's first son was born. He was named Ensom. He inherited the crown from his father when he was sixteen, not yet completely ready to face the responsibilities, but after two years of studying he became the sole leader of the people.
  • Ensom story 2
    Ensom was a good leader and in a few years the agriculture of Sannia flourished and the kingdom was richer than ever before. But then the land's neighbors turned its greedy eyes at her. Ultimately, Sannia won the long and bitter war but faced a decade of starvation.
  • Ensom story 3
    Ensom was poisoned by revolutionaries and Sannia fell to anarchy. Even though his skills in the art of tactics saved the land from invasion, he was soon forgotten.
  • Zyrc story 1
    Having no memories about his parents, Zyrc was raised by a thief in the dark world of the city of Eloch. We he grew up he became the right hand of the local crime lord, Barc. He was a perfect thief, succeeding in every challenge he faced.
  • Zyrc story 2
    During one cold winter night, Zyrc sneaked into the palace and assasinated the so that Barc could become the leader of the people. The conspiracy was a success. Zyrc became a general, but his fate was to die by an arrow when conquering Sannia.
  • Amana connection
    You are surprised to realize that there are two people whose thoughts you can hear. You share your problems with them and you, a former monk, Ensom, a former king and Zyrc, a former warrior decide to form an alliance to find the relic which grants you eternal rest.
  • Ensom connection
    What? You can hear the thoughts of a former monk and a former warrior, and you all share the same fate. You decide to go look for the Helm of Heavenly Enlightenment together, and therefore gain eternal rest.
  • Zyrc connection
    You catch the thoughts of two other ones who have recently died. Together you form an alliance and try to get the Helm of Heavenly Enlightenment to gain eternal rest. The difference between you and them is that they actually lived good lives. For a brief moment you feel jealous.
  • Helm
    When you three are thinking about your future strategies the three images of your fates open before you. They all state with one voice: You must find the Helm of Heavenly Enlightenment. Should one of you reach it, you all will be granted eternal rest.
  • Dimension Door
    The place you are looking for can not be reached by earthly ways. You must either find the box of your fate or seek for the one place which holds knowledge that great.
  • Loss
    Your fate has a message for you again. It doesn't matter if you were banished; it is your spirit that counts and any friend of yours can complete the quest.
  • War 1
    The Great World War, 5828-5841 The northwestern kingdom of knights, Sannia, once had demanded the coastal area of Arabor for herself. The area, nourished by Sannian river of Vira, was populated by the orcs of Mori. The subject was, however, left to be forgotten.
  • War 2
    In the year of 5828 the revolutionary king of Mori, Barc, accused Sannian forces for violating the border. The real reason was to plunder the flourishing agriculture of the land. During the summer the orcish troops had attacked Sannia via all three mountain passes between the nations.
  • War 3
    After the orcs had taken over the town of Vidinium the main Sannian force arrived, pushing back the attackers to the three passes. The knights requested aid from the wizards of Taranea and the two nations formed an alliance. The Morish people too needed help and it came from east, from Ulunga.
  • War 4
    The witches are sworn enemies of the wizards because they refuse to recognize their magical skills. However, there was little fighting due to the opposite climates of the lands as soldiers didn't want to attack. Meanwhile the dwarven nation of the south, Ealin, declared herself neutral.
  • War 5
    The Warlocks of Kreeg never took part to the war, silently gathering forces for something bigger. With the help of the wizards, the Sannian knights sailed around the front and pillaged the Morish city of Kobot, the center of orcish art and magic.
  • War 6
    The orcs lost their will to fight and suggested a peace treaty after fourteen years of war. Sannia agreed to peace but didn't get the Arabor peninsula.
  • New conditions
    Reports tell the the nations are warring again, this time because of the orcs attacking the dwarves. The dwarves didn't agree to the alliance proposal of the northern knights and wizards and are fighting alone. Also warlocks with armed troops have been seen on the surface...
  • Amana 1
    Why are you here? Why are you undead? These things are something you, at least the monk in you, would find unholy. Why has this happened? What have you evr done to deserve this? One would think that all you have gone through would have granted you a place in paradise.
  • Ensom 1
    Ever since you ended up here you have become more and more sure about the fact that this is a warrior's destiny. Your mind is full of regret, wishing that you never would have had to be a king and lead your people to a war.
  • Zyrc 1
    Here. Suffering. Abandoned by God long ago. Dead. Undead. In deep regret.
  • Amana 2
    You have constructed an altar to the west tower of your castle. Last night you prayed for acceptance, but got no answer.
  • Ensom 2
    God, is this wrong? Is all hate wrong? These are the questions you have been asking him and every time you are left without an answer, you feel more sinful.
  • Zyrc 2
    Why did you have to be born in such a rathole? In those conditions no one can be raised to be a good person. You rely on this as you pray for forgiveness, but you know that you are only kidding yourself.
  • Amana 3
    Why have you forsaken me, Lord? I have dedicated my life to You and I was given an afterlife of pain? The prayer is left unanswered, and you are beginning to get desperate.
  • Ensom 3
    You have tried everything. Last night you burned the necromantic books you had in your library. No effect.
  • Zyrc 3
    You are about to contact your allies, those who have put much trust on a brat, to call of the alliance, but then you remember your fate's words. There is still hope for you, but the quest seems impossible to you.
  • Amana 4
    Nothing matters anymore. Lord has forsaken you and there is no way to get out. Undead are cursed to remain as undead. Your sanity begins to slowly slide away.
  • Ensom 4
    There is only one thing to do. You construct an altar to the center of your castle. In the eternal night you slay hundreds of zombies and other undead beings. Your evil laughter can heard as far as in the eastern kingdom of Ulunga.
  • Zyrc 4
    This is of no use. You call together all your artisans, masons and craftsmen, those who are stilll sane, to make your castle look nicer. You are going to spend a long time in there. Long enough to be immeasurable.
  • Amana 5
    Amana the Humble, states a celestial voice. I have not forsaken you. An unholy being called Lost Soul has stolen your soul, though your spirit remains untouched. There is nothing I can do, you must set things as rightful yourself. Destroy Lost Soul. Destroy all unholy, for so must it be.
  • Amana 6
    You are very relieved. Lord still stands by you and shall never let go.
  • Ensom 5
    You wake up in the morning in a pool of blood. You are awakened by a light so bright it can match the sun, whereever out there it is. Ensom the Leader, states a strong voice. What you did today was a horrible thing. However, it has made the world a better place.
  • Ensom 6
    The reason for your action is easy to understand, but that's not why I am here. I am here to tell you that I have not forsaken you. An undead being called Lost Soul has stolen your soul and so altered your fate. You are not supposed to be here. Just like forgetting something, the voice is gone.
  • Zyrc 5
    Then, suddenly, the voice of the celestial being, long forgotten in your mind, fills your head. Zyrc the dishonourable. I know of your plan. As for the defeat of Lost Soul, you are welcome to help these people who have lost their well-deserved afterlife.
  • Zyrc 6
    The luckiest thing ever happened to you was Lost Soul stealing your soul. Now, via the retrievement of the relic, you can get to paradise. I can not alter these rules I created. However, be informed that I will do my best to stop you!
  • Amana 7
    Amana the Weak, screeches a voice inside you. So have I been exposed, and herefore you get to meet me. I took your soul. I took it and it will do right to my legacy as I need someone to continue my work. I will not stop until every soul on earth is mine.
  • Ensom 7
    God's voice returns to state the missing words. You, a fighter, are destined to be here today. Any weaker spirit could not accomplish this mission. I now call you to the last crusade. Travel to his realm, set things straight and retrieve the holy helm to get to the paradise where you belong!
  • Zyrc 7
    Aren't we shabby. Help is welcome, but the reward is not. At least you now know that victory can be achieved.
  • Amana 8
    You feel the channel opening in your head and now you want to speak to Lost Soul. This land I live in is necessary for the balance of good and evil, but you try to destroy it all. Unholy as you are, you work for another being much stronger than you, a thing that will always be. No answer.
  • Ensom 8
    Ensom the Feeble, the ghastly voice of Lost Soul screeches. So you seek to lead this unholy alliance to victory? You can not prevail. You couldn't lead your people and you can't lead these lost spirits. Welcome to my home - I will gladly crush you.
  • Zyrc 8
    Today, you first meet Lost Soul. Zyrc the Puny, he states. So, you are fighting on two fronts! How do you think you could survive that? Even one front, mine, is too much for you! You look at my life, you reply, I have succeeded in everything but dodging that arrow. I can defeat you.
  • Amana 9
    Lost Soul has something to say again. Why you miserable being, destined to damnation, seek to destroy me? It was your fate to suffer eternal pain. You can not change that. You don't question your lord's word and so you ignore the lie.
  • Ensom 9
    Why, oh why have you chosen me to be your victim? you ask your enemy and get an answer. I didn't choose you. Long before we were born our fates were destined to meet. But your spirit is strong. I thought you couldn't have stood the horrors of the Land of Darkness.
  • Zyrc 9
    Lost Soul has returned. I admit that I did the wrong thing when I stole your soul and gave you a chance. But that doesn't matter, that chance is almost extinct. No. I have two friends who deserve to prevail. In the end, like in Mori, the righteous will win. And I win with them.
  • Amana 10
    The familiar voice screeches in your head again: You and your pitiful allies, Ensom the Incompetent and Zyrc the Puny, will never succeed. I am something that has always been and will always be. I can not be destroyed.
  • Ensom 10
    Lost Soul the Burglar! you shout. Here I raise my vampiric sword and begin my last crusade. World can not breathe freely until your rotten body surrounds its blade! You begin to learn. Your spirit will soon turn to the dark side and you can become my minion.
  • Lost Soul
    You get a divine enlightenment: Lost Soul is just another fabled soul, but during his afterlife he got involved to something with powers too large to understand. So he became a so-called soul thief, stealing every soul he can. He unbalaces life and death. He can and must be destroyed.
  • Amana & Ensom 1
    You wake up in the middle of the night. The voice of your nemesis awoke you. You...did know of your ally's, Zyrc's, past? He was a thief. He was a general in Mori's army. He assassinated their king. And I did wrong when I stole his soul. I gave him a chance. And now you're letting him prevail. You can't get any more sleep tonight as you ponder this matter.
  • Amana & Ensom 2
    Having thought about Lost Soul's words, you now reply to him. What Zyrc did when he still lived was wrong, but now he's made all that up. He's fighting the dictator of Mori, and more importantly, he's fighting you. Even though eternity will never forgive him, we will.
  • Zyrc 10
    Lost Soul contacts you again. Your friends swore loyalty to you. What fools. Now knowing that you have been forgiven, you breathe much more easily.
  • Souls 1
    While you spend your afternoon checking your ranks in your castle courtyard, a sudden gust of coughing makes you fall off the saddle. It just won't stop, and you feel like you were dying again. Then the creepy voice of Lost Soul starts echoing in your mind, first insane laughter and then triumphiant croaking. Your time is up. he states. You have been separated from your soul too long. First you will cough out your rotten innards, then your bones will start melting and ultimately you will fall on the ground, never to move again. You have approximately three weeks, so you better hurry up!
  • Souls 2
    Your first idea is to contact your allies. You decide to launch a campaign to find and destroy the fabled soul before it's too late. Zyrc shall search in the south, Ensom in the west and Amana in the east.
  • Ensom & Zyrc 1
    Lost Soul is nowhere to be found. Amana mumbled something about searching his library for a cure, but destruction seems inevitable.
  • Amana 11
    It might be that even the three of you together can't find Lost Soul in time. You have sent out to search any books with something about afterlife in your library. It seems to be up to you to save Ensom and Zyrc.
  • Ensom & Zyrc 2
    The process seems premature. Your left thyghbone melts, you lose your balance and fall on the ground. Coughing and trying to maintain consciousness, you know that it's all over until Amana's spell reaches you and prevents the eradication. You thank him telepathically for finding a cure and grab yourself a new thyghbone from an unsuspecting skeleton warrior.
  • Amana 12
    Now having found the spell to prevent one's eradication, you sense that Ensom and Zyrc are already dying again. Not completely sure what you are doing, you cast the spell which immediately reaches out to find these two undead bodies and you. As they soon thank you for saving them, you know that the spell had succeeded.

Объекты

  • Ангел
    • 72, 39 подземелье
    • Сообщение: No one is allowed to control the fate of your own nor one of anyone else!
  • Указатель
    • 77, 41 подземелье
    • Сообщение: The one of Zyrc the Dishonourable
  • Ангел
    • 74, 39 подземелье
    • Сообщение: Ensom's fate shall remain as it is, we take care of that!
  • Ангел
    • 76, 39 подземелье
    • Сообщение: Terrible things can happen if Zyrc shall ever gain eternal rest, and we will not let it happen!
  • Указатель
    • 73, 41 подземелье
    • Сообщение: The one of Amana the Humble
  • Указатель
    • 75, 41 подземелье
    • Сообщение: The one of Ensom the Leader
  • Замок
    • 61, 21 подземелье
    • Название: Sanarum
    • Посещение Рыцарь: Название
  • Башня
    • 134, 10 подземелье
    • Название: Avatore
    • Посещение Чародей: Название
  • Бастион
    • 8, 102 подземелье
    • Название: Oak Forest
    • Посещение Рейнджер: Название
  • Крепость
    • 138, 81 подземелье
    • Название: Oranovoki
    • Посещение Ведьма: Название
  • Событие
    • 84, 123 подземелье
    • Сообщение: This gate leads to the underground empire of Kreeg, located under the mountains of Stralune. It is said that the warlocks living in there possess knowledge great enough to gain eternal rest but they themselves are not interested in such a thing.
  • Событие
    • 18, 87 подземелье
    • Сообщение: You never liked your homeland. Your skills of intellect can't handle the fact that the hole where your nose once was is still able to smell the stinking dry mud.
  • Крестоносец
    • 16, 87 подземелье
    • Сообщение: The undead are upon us! We must slay the damned!
  • Крестоносец
    • 7, 17 подземелье
    • Сообщение: What is that thing? It is an undead being! In the name of God, it must be destroyed!
  • Событие
    • 7, 15 подземелье
    • Сообщение: Ahh, the fresh mountain air of Sannia. Your homeland it was and shall always be even if the people wouldn't recognize you.
  • Указатель
    • 7, 20 подземелье
    • Сообщение: The realm of the undead; entering not possible.
  • Событие
    • 5, 18 подземелье
    • Сообщение: From afar you can read what the sign says. If she wasn't the land you love, you would scratch the following text below the existing
  • Событие
    • 4, 46 подземелье
    • Сообщение: The westernmost of the passages between the nations of Mori and Sannia is formed by the Gino river. Nowadays creatures of the swamps populate the valley.
  • Событие
    • 6, 26 подземелье
    • Сообщение: The westernmost of the passages between the nations of Mori and Sannia is formed by the Gino river. Nowadays creatures of the swamps populate the valley.
  • Указатель
    • 58, 20 подземелье
    • Сообщение: The grave of the mischieveously murdered king Ensom; may he rest in peace by the pine trees with no one ever to disturb him.
  • Цитадель
    • 16, 67 подземелье
    • Название: Eloch
    • Посещение Варвар: Название
  • Крепость
    • 129, 67 подземелье
    • Название: Ritamasa
  • Крепость
    • 105, 83 подземелье
    • Название: Ulumoa
  • Башня
    • 110, 37 подземелье
    • Название: Orramon
  • Башня
    • 101, 6 подземелье
    • Название: Ch' Amon
  • Бастион
    • 25, 129 подземелье
    • Название: Pine Tree
  • Замок
    • 29, 8 подземелье
    • Название: Ancatum
  • Замок
    • 26, 31 подземелье
    • Название: Vidinium
  • Событие
    • 88, 4 подземелье
    • Сообщение: This is the isolated nagan peninsula. No one has dared to enter their home during the most recent centuries.
  • Событие
    • 93, 3 подземелье
    • Сообщение: This is the monastery that was your home for the last half of your life. Your friends don't recognize you anymore; only focus their powers to defeat the undead threat.
  • Гремлин
    • 108, 19 подземелье
    • Сообщение: Even though the mountains separating the cursed gate from the rest of the land should be left alone, these gremlins are up and at it.
  • Указатель
    • 137, 37 подземелье
    • Сообщение: The dark guilds of hellfire
  • Указатель
    • 11, 136 подземелье
    • Сообщение: The light guilds of air
  • Указатель
    • 6, 81 подземелье
    • Сообщение: The brute schools of slaying
  • Указатель
    • 137, 65 подземелье
    • Сообщение: The fierce schools of endurance
  • Хижина предсказателя
    • 127, 82 подземелье
    • Сообщение: I am an old lady and would like to know if there really are angels I've been told about. Could you please bring one to me? My heart won't probably work too long so hurry!
  • Событие
    • 61, 50 подземелье
    • Сообщение: The coastline of Aramor peninsula. The Vida river that comes from Sannian lands provides water for a small area on the Morish side. Sannians have once thried to claim the lands as their own and Barc, the king of Mori, used it as a excuse for triggering a war.
  • Событие
    • 68, 59 подземелье
    • Сообщение: The coastline of Aramor peninsula. The Vida river that comes from Sannian lands provides water for a small area on the Morish side. Sannians have once tried to claim the lands as their own and Barc, the king of Mori, used it as a excuse for triggering a war.
  • Ангел
    • 66, 54 подземелье
    • Сообщение: After the war angelic forces volunteered as peacekeepers. Now they refuse to let anyone go through.
  • Указатель
    • 49, 47 подземелье
    • Сообщение: Barracks of the Sannian forces in the Morish war, 5828-5841.
  • Событие
    • 51, 52 подземелье
    • Сообщение: Sannian forces had this ritual
  • Событие
    • 53, 53 подземелье
    • Сообщение: Sannian forces had this ritual
  • Указатель
    • 63, 64 подземелье
    • Сообщение: Morish soldiers lived here for fourteen years. Take off your hat to honor the dead as many bunks were left empty during that time.
  • Событие
    • 64, 65 подземелье
    • Сообщение: This was the idol, a holy place to the Morish; battles on Sundays were his favourite.
  • Привидение
    • 63, 68 подземелье
    • Сообщение: These lost souls have made it clear that they don't want their final resting place to be disturbed.
  • Привидение
    • 47, 43 подземелье
    • Сообщение: These lost souls have made it clear that they don't want their final ersting place to be disturbed.
  • Цитадель
    • 57, 66 подземелье
    • Название: Kobot
  • Золото
    • 21, 36 подземелье
    • Сообщение: This pile of gold is being guarded by two dwarves, related to those living in Ealin. Attacking them would probably cause them to cry for reinforcements, should there be any. Will you take the risk?
  • Событие
    • 42, 44 подземелье
    • Сообщение: Another crypt. You know how it feels but do you care?
  • Медуза
    • 132, 60 подземелье
    • Сообщение: The main medusa stores. Guards are put outside too to scare away the travellers.
  • Событие
    • 124, 64 подземелье
    • Сообщение: Mischieveous dragonflies attack all travellers trying to go by their hives, and you are the next target!
  • Событие
    • 136, 66 подземелье
    • Сообщение: Why would anyone set up stables here in the middle of nothing?
  • Указатель
    • 24, 102 подземелье
    • Сообщение: The healing guilds of pure water
  • Указатель
    • 58, 67 подземелье
    • Сообщение: The once flourished city of Kobot. Human, look what you have done.
  • Событие
    • 97, 7 подземелье
    • Сообщение: You were once told to visit this mage tower and ask if they could loan some sugar. You were amazed when a sugar pot, floating in the air, appeared before you.
  • Событие
    • 118, 29 подземелье
    • Сообщение: As you approach the golem factory, you notice that someone has stolen some of your gems. Minutes later, a gremlin, leading a dozen of golems, comes to you. Please accept these beings as a gesture of goodwill, he states. You know that he took the gems but leave it be as golems are always useful.
  • Событие
    • 104, 19 подземелье
    • Сообщение: This is the icy, dreaded lake of gargoyles. Even though their will has been great to make them join the nation, the magi have not been able to beat the guardians.
  • Указатель
    • 141, 7 подземелье
    • Сообщение: The powered guilds of earth
  • Цитадель
    • 9, 54 подземелье
    • Название: Ruono
  • Событие
    • 15, 87 подземелье
    • Сообщение: One peace condition Mori had to agree to was that Sannian crusaders are placed to guard the undead gate. It is a miracle that the orcs didn't slay the guards before you got here.
  • Указатель
    • 38, 20 подземелье
    • Сообщение: Boat rides on lake Cthun. If no boats are free bring one of your own.
  • Указатель
    • 12, 5 подземелье
    • Сообщение: The honorable guilds of development
  • Событие
    • 8, 7 подземелье
    • Сообщение: Free experience for the first one to visit!
  • Событие
    • 9, 73 подземелье
    • Сообщение: You stop to chat with the smith. Although you weren't very interested of his stories, he got your attention when telling that the materials he needs are lifted from the depths of that canyon.
  • Событие
    • 12, 81 подземелье
    • Сообщение: This valley is known for its richness and many mines are dug to the depths of the mountains. In the west lie the schools of slaying; it might take a while to gather an army strong enough to get past the guards.
  • Событие
    • 23, 74 подземелье
    • Сообщение: When the war began, the few dwarves of Mori were treated like scum and some were even killed. The survivors fled to this old treasury, and now the large building flourishes again.
  • Событие
    • 48, 28 подземелье
    • Сообщение: The river Cthun nourishes many people. The water wheels exploiting it have stood here for decades.
  • Событие
    • 48, 23 подземелье
    • Сообщение: This is the bad part of Sannia. Go drink from the well and get attacked by ruffians. Someone should do something around here...
  • Событие
    • 113, 30 подземелье
    • Сообщение: This is one strange place. During the years you spent in the monastery you heard rumors about a lava lake risen from the depths of earth and releasing imps to the world.
  • Событие
    • 132, 27 подземелье
    • Сообщение: *sigh* This was the university that was supposed to teach you the skills of life, a thing you had waited all your childhood. Only if wrong had not happened.
  • Бастион
    • 33, 112 подземелье
    • Название: Oneness
    • Посещение Друид: Название
  • Событие
    • 128, 31 подземелье
    • Сообщение: Riding by the bay, you receive another message from the soul thief. Having fun, aren't we? All alone on the freezing fields of Taranea? Desert your own and come to me. I can grant you eternal rest! You can become as great as I am! Your answer is brief
  • Событие
    • 125, 13 подземелье
    • Сообщение: Nagas don't only populate the peninsula in the west, but also this lake. It has come time to persuade them to help your cause.
  • Бутылка
    • 68, 40 подземелье
    • Сообщение: The Isle of Fates
  • Событие
    • 94, 23 подземелье
    • Сообщение: Seems like this tree, one that has stood here forever, has as magical system to keep itself warm. Well, it isn't just a normal tree.
  • Указатель
    • 125, 9 подземелье
    • Сообщение: Would someone be brave and strong enough to retrieve my sandals from those treacherous nagas? I am willing to summon fourty vampire lords for you.
  • Крестоносец
    • 113, 18 подземелье
    • Сообщение: These Sannian crusaders seem to take their jobs very seriously. The leader cries them to an attack when the last ones are still finishing their prayers.
  • Событие
    • 115, 16 подземелье
    • Сообщение: This is your former homeland, Taranea, the land of the magi. Old memories fill your rotten heart as you breath the cool mountain air again.
  • Событие
    • 115, 10 подземелье
    • Сообщение: This was the only place where ground was strong and stabile enough to build a lighthouse. One can only hope that those who fish on the lake can see the reefs now.
  • Событие
    • 121, 5 подземелье
    • Сообщение: This is the home of the violent snow cyclopses. Their domain is said to hold many treasures within its solid walls.
  • Указатель
    • 35, 89 подземелье
    • Сообщение: The school for mountain warriors
  • Событие
    • 33, 93 подземелье
    • Сообщение: You hear screams from the forest
  • Событие
    • 44, 86 подземелье
    • Сообщение: Many orcs have been slain during the border disputes when these elves have ambushed them in this great pine forest.
  • Указатель
    • 33, 64 подземелье
    • Сообщение: The Great Canyon; diving not allowed.
  • Хижина предсказателя
    • 32, 62 подземелье
    • Сообщение: Angels block the passage to the Valley of Knowledge. Everybody should be learned, though - so I want you to defeat the celestial forces. Return to me when you have finished this task.
  • Событие
    • 31, 62 подземелье
    • Сообщение: As you approach the seer's hut, you see the seer himself ready to jump to the canyon to end his days. You arrive just in time to grab him by his shirt
  • Событие
    • 26, 76 подземелье
    • Сообщение: These ogres have kept attacking the dwarven treasury sice the war begun, but no attack has been strong enough to take it over. Only if the ogres had the patience and intelligence to gather a few weeks' troops the dwarves would fall.
  • Событие
    • 42, 60 подземелье
    • Сообщение: Here lies Montagio XI, the former king of Mori, dethroned and beheaded by Barc. He has searched for this tomb for months, but has he found it? It can only be checked by defacing king Montagio's final resting place.
  • Событие
    • 45, 27 подземелье
    • Сообщение: When approaching the crossroads, you run to a father/daughter conversation. Young lady, you are grounded for two months! But dad... Then the man notices you. Waahhh! Ghosts! Run, Elaine! Run for your life! He definitely won't remember the grounding after this.
  • Событие
    • 27, 17 подземелье
    • Сообщение: You see a man diving to the pond. Soon he jumps up screaming because he had stepped on many sharp pieces of gems. As he sees you, he tries to get away but can't as the pain is too hard. You remove the pieces off the man's feet, leaving him there sucking his thumb and quivering with fear.
  • Событие
    • 39, 8 подземелье
    • Сообщение: A berserk serpent fly buzzes around a tree and attacks you. You slay the insect with a single blow, finding that he wore a ring around him.
  • Событие
    • 134, 91 подземелье
    • Сообщение: This haunted island has always been a sailor's nightmare. A freak-looking tunnel leads to the inner parts of a volcano, and no one knows what might lurk in there. But when did these gates appear?
  • Некрополь
    • 25, 97 суша
    • Название: Buildings & creatures
    • Сообщение: The head of the laborers has a message for you
    • Название: Wights
    • Сообщение: Again, a group of souls judged to damnation has entered your realm.
  • Некрополь
    • 13, 6 суша
    • Название: Wights
    • Сообщение: Again, a group of souls judged to damnation has entered your realm.
    • Название: Buildings & creatures
    • Сообщение: Your people is growing as world is getting darker and darker. Artisans have constructed homes for these newcomers.
  • Некрополь
    • 125, 21 суша
    • Название: Buildings & creatures
    • Сообщение: Some lost souls have arrived. But none you would recognize as a friend of yours. Room is needed for these beings and therefore some dwellings have been constructed.
    • Название: Wights
    • Сообщение: Again, a group of souls judged to damnation has entered your realm.
  • Некромант
    • 70, 135 суша
    • Название: Amana
  • Рыцарь Смерти
    • 5, 45 суша
    • Название: Ensom
  • Рыцарь Смерти
    • 68, 44 суша
    • Название: Zyrc
  • Событие
    • 23, 99 суша
    • Сообщение: Well, you knew to expect this. After a life of crimes and murder, how could one expect to gain eternal rest?
  • Некрополь
    • 130, 65 суша
    • Посещение Некромант: Название
    • Название: Resources
  • Шлем небесного просветления
    • 139, 57 суша
    • Сообщение: You've found the Helm of Heavenly Enlightenment, the relic that grants its owner eternal rest. You fall to your knees, break down and cry as you know that your earthly suffering is now over.
  • Событие
    • 117, 16 суша
    • Сообщение: As you prepare to walk through the gate to the surface, a zombie labourer stops you. Don't go in there! On the other side there are men dressed in metal who slay everyone trying to leave this place! Knowing that you must, you greet the zombie and leave.
  • Событие
    • 125, 24 суша
    • Сообщение: Oh no! Despite that you lived a very good life and were nice to your people, your destination was the Land of Darkness. Could the Judge have been wrong? Is someone else involved in this?
  • Событие
    • 127, 23 суша
    • Сообщение: Work, work, work. Should have been nicer to people. said a zombie carrying a stone to himself.
  • Событие
    • 124, 22 суша
    • Сообщение: You are now the leader of these undead people. You recognize it as a duty to make your people's afterlives easier.
  • Ящик Пандоры
    • 73, 1 суша
    • Сообщение: With this spell, Ensom the Leader can reach the Helm of Heavenly Enlightenment as well as eternal rest.
  • Ящик Пандоры
    • 6, 63 суша
    • Сообщение: One who possess the skill to cast this spell can gain eternal rest as one can get to the Helm of Heavenly Enlightenment.
  • Ящик Пандоры
    • 6, 139 суша
    • Сообщение: No matter if he didn't deserve it, eternal rest can be gained by anyone, and so with the help of this spell Zyrc the Dishonourable can reach the Helm of Heavenly Enlightenment.
  • Событие
    • 66, 45 суша
    • Сообщение: This is the limbo, you're halfway through your final destination. There is not much to expect, with a life like yours eternal rest cannot be gained.
  • Событие
    • 7, 45 суша
    • Сообщение: The leader of the Sannians is halfway through his journey. Eternal rest is something to expect when one has lived a life this good.
  • Событие
    • 72, 133 суша
    • Сообщение: You are almost sure that on the other side of the portal eternal rest awaits. Time to hop through.
  • Подземелье
    • 91, 142 суша
    • Название: One of Fate
  • Событие
    • 94, 139 суша
    • Сообщение: If one who has opened his box of fate is banished, this is the other place to seek the secret that opens the door between dimensions.
  • Подземелье
    • 137, 108 суша
    • Название: Kreeg
    • Посещение Чернокнижник: Название
  • Событие
    • 69, 4 суша
    • Сообщение: Only Ensom the Humble may touch his own fate. If you wished to do so, you would have to prepare to fight legions of angelic forces.
  • Событие
    • 2, 66 суша
    • Сообщение: On the magic plains you see legions of angels who are more than ready and more than willing to deal with him who wishes to touch Ensom the Leader's fate. It is time to turn back.
  • Событие
    • 2, 142 суша
    • Сообщение: You wonder if Zyrc is really dishonourable? Judging by this place he is. However, you need his help. You receive a message from your fate
  • Событие
    • 49, 98 суша
    • Сообщение: When you approach the gold, an undead dwarf approaches you. Do you wish to take the gold? Fine. I'll go look for more. The dwarf is gone before you can reply. It is obvious that his sin was not having enough rest. Well, at least he's found his call.
  • Событие
    • 30, 99 суша
    • Сообщение: While waiting for your turn to get through the narrow pass you have a chat with a zombie. What's you story? he asks. The normal one. Thievery, murder, an assassination... you reply. You call that normal? Assassinations are not things you would do every day. Say, didn't you kill the king of...
  • Событие
    • 31, 98 суша
    • Сообщение: I don't want to talk about that. Don't worry, you will be here forever. You must let it out someday. Maybe. The conversation ends as you both get through the pass. You had learned during your life that you should never talk about the things you've done, but who would care anymore?
  • Событие
    • 42, 92 суша
    • Сообщение: A skeleton quivers with cold and tries to warm himself up with this fire. When he sees you, he states
  • Хижина предсказателя
    • 37, 89 суша
    • Сообщение: Oh, an adventurer! Would you be kind enough to find me the Shield of the Yawning Dead? I would be happy to reward you with one of the Damned.
  • Событие
    • 35, 93 суша
    • Сообщение: Welcome to our estate the elder vampire states. We are too old and weak to work, so we have built ourselves a nice home. Nice under these conditions. You accept the welcome and explain them the situation. Soon they are willing to join your cause.
  • Событие
    • 28, 91 суша
    • Сообщение: Thrist...dying of thirst... You see a lich with his clothes covered in sand. His nightmare on earth will haunt him for eternity.
  • Событие
    • 22, 91 суша
    • Сообщение: This cursed temple is populated by those who couldn't get enough of war. Most of them have now lost their sanity and beg you to take them out of this fabled land.
  • Событие
    • 49, 95 суша
    • Сообщение: Here live the unholy knights. Like the ones you were.
  • Указатель
    • 29, 89 суша
    • Сообщение: The ring of the shadow faerie
  • Событие
    • 26, 89 суша
    • Сообщение: The zombie keymaster of the tent is surprised to see visitors. You're not going to open the gate on the other side, are you? If the living ever get here we are slain and left to suffer until the end of the world comes.
  • Событие
    • 20, 87 суша
    • Сообщение: Two skeletal guards are watching the gate. Other one states
  • Событие
    • 122, 21 суша
    • Сообщение: An annoyingly curious lich comes to you and asks
  • Указатель
    • 114, 24 суша
    • Сообщение: The pit with no bottom; undead, do not fall in there. Eternity would be somewhat boring if just falling and falling.
  • Событие
    • 119, 20 суша
    • Сообщение: These are the stables of the black knights' horses. You can judge from the stablemaster's appearance that they are mean creatures.
  • Хижина предсказателя
    • 115, 28 суша
    • Сообщение: *The zombie stands up* Hello, traveller. I see you have potential - maybe enough to find one thing I want? Somewhere up there lies the Blackshard of the Dead Knight, a relic to all undead. I want to have it, and if you find it, I'm willing to give you Sword of Hellfire in return. It's more efficient but of no use to me.
  • Событие
    • 108, 29 суша
    • Сообщение: Before entering the estate, you have a chat with the vampires' leader. He sees your point of view and all residents agree to join you.
  • Событие
    • 12, 9 суша
    • Сообщение: Something has gone dreadfully wrong. This is not the paradise you expected. You begin to wonder if any war hero has ever made it there? Is fighting in a war, even in a holy one, a sin?
  • Событие
    • 108, 32 суша
    • Сообщение: The keymaster isn't present but he has left a note
  • Событие
    • 9, 15 суша
    • Сообщение: A vampire once told you that up there is a gate with crusaders on the other side of it. Are you sure this is a wise thing to do?
  • Событие
    • 13, 8 суша
    • Сообщение: However, in the Land of Darkness there is no fighting; just work, work for eternity. The beings of the castle welcome you as their new leader.
  • Событие
    • 14, 7 суша
    • Сообщение: What have you done to this place? an old vampire asks you. This place has turned green since you arrived! But well, guess it isn't that bad.
  • Событие
    • 14, 10 суша
    • Сообщение: A witch, nowadays a lich, screeches an invitation for you. Welcome, our new master! I can teach you skills that help you during your afterlife!
  • Событие
    • 11, 13 суша
    • Сообщение: The vampiric keymaster welcomes you after you have explained him the situation. He, however, doesn't like the idea of the gate being opened and the realm left undefended.
  • Хижина предсказателя
    • 15, 12 суша
    • Сообщение: There is nobody home at the moment but you find a note from the door
  • Событие
    • 19, 11 суша
    • Сообщение: A zombie, floating on the lake, cries for help. You take your shirt off and prepare to help him, but a fellow zombie tells you to not. That is his fate he says. He died when his boat sank and now is destined to spend his afterlife there. A wave pushes him back every time he reaches the shore.
  • Событие
    • 129, 140 суша
    • Сообщение: These are the libraries of the ancient warlocks. They are guarded by their monks, should there be any sign of them...
  • Событие
    • 131, 139 суша
    • Сообщение: Monks appear out of nothing to guard their libraries!
  • Событие
    • 133, 138 суша
    • Сообщение: The first library is one of earth. Its magic welcomes you.
  • Событие
    • 132, 139 суша
    • Сообщение: You can feel magic floating in the air. Its spirit touches you and you feel much more durable.
  • Событие
    • 136, 136 суша
    • Сообщение: The second library is the library of fire. A flaming monk welcomes you, and you think if it would be improper to ask how he does it. You decide to leave it be.
  • Событие
    • 139, 136 суша
    • Сообщение: The last one is one of water. You enter the library through an airlock. Undead should have no trouble with breathing, but still it somehow can be done in the water.
  • Событие
    • 138, 140 суша
    • Сообщение: The most southern library is the library of air. You fly up to the cavern's ceiling with an initiate.
  • Событие
    • 125, 122 суша
    • Сообщение: Although the warlocks are not very happy about it, these two circling streams provide those small areas the nutrients the need for growing.
  • Некрополь
    • 34, 137 суша
    • Название: Sanctuary
  • Событие
    • 135, 68 суша
    • Сообщение: Zyrc the Dishonorable a voice states. Although you have done the required to get to paradise, we will do anything we can to stop you. Angelic forces, attack!
  • Событие
    • 21, 7 суша
    • Сообщение: Mad laughter can be heard from inside the building. Yet another fabled knight has entered the Land of Darkness.
  • Событие
    • 20, 11 суша
    • Сообщение: Only now you understand the cruelty of the darker afterlife as you say to him
  • Событие
    • 24, 3 суша
    • Сообщение: These are the stables, if a bit misplaced, for the horses of the black knights. Also cursed.
  • Указатель
    • 25, 15 суша
    • Сообщение: The bribed fountain
  • Событие
    • 31, 13 суша
    • Сообщение: This is the pond of the death swans. No longer looking for another victim.
  • Подземелье
    • 129, 128 суша
    • Название: Lost Power
  • Подземелье
    • 109, 139 суша
    • Название: Fabled Reign
    • Посещение Верховный лорд: Название
  • Событие
    • 95, 138 суша
    • Сообщение: If one who has opened his box of fate is banished, this is the other place to seek the secret that opens the door between dimensions.
  • Событие
    • 94, 140 суша
    • Сообщение: If one who has opened his box of fate is banished, this is the other place to seek the secret that opens the door between dimensions.
  • Указатель
    • 91, 125 суша
    • Сообщение: East to Kreeg South to the Forbidden Guild
  • Указатель
    • 116, 142 суша
    • Сообщение: Lakeview temple ahead
  • Указатель
    • 108, 127 суша
    • Сообщение: The dwarves possess an artifact lethal to our dragons! The who brings it to me to be destroyed will experience a great experience.
  • Событие
    • 121, 63 суша
    • Сообщение: The image of your fate opens before you
  • Событие
    • 118, 65 суша
    • Сообщение: The voice of ghastly Lost Soul gives you the creeps. Amana the Monk! What brings you to my cursed realm? Is it that helm over there, is it? If you want it, you must face me, and then you are doomed! Doomed!
  • Событие
    • 118, 66 суша
    • Сообщение: Ensom, the king of feeble Sannia, I bow before you! screeches Lost Soul. Did your unholy alliance work out, did you fight by your true enemy? Wahhahhaa! That doesn't matter, you will all now be banished into nothingness!
  • Событие
    • 119, 67 суша
    • Сообщение: Lost Soul is making his presence clear. I will destroy you, Zyrc! I never thought you could make it this far, not even out of the place you were destined to spend you afterlife in, but you did it! You're now awarded with liberation from eternal suffering!
  • Событие
    • 119, 69 суша
    • Сообщение: Why did you do it, you pagan? Why did you have to ruin our afterlives? This cruel world has enough ruined souls for you! See, there is no God! He would have helped you out by now! You know that's not true! It isn't? How is this possible then?
  • Событие
    • 120, 69 суша
    • Сообщение: Lost Soul keeps mocking you. How does it feel to fight by a dog? A dog who conspirated against your land? You are no king, Ensom. You are just a piece of meat that failed. Failed to save your people! That is not true. Your blood will be the last blood to drip from my sword!
  • Событие
    • 121, 69 суша
    • Сообщение: You never know what fate has for you you reply. Despite all my sins and terrible things I've done, I've been given a chance. Lost Soul has nothing to say.
  • Событие
    • 124, 69 суша
    • Сообщение: Lost Soul had taken over Lynneos the Archangel's body and forced him to attack you. You are nothing but a collection of rotten bones! For that I shall resurrect you to kill you again and again! We'll see. Lost Soul replies, but the ceiling bursts open and divine light floods into the cavern. You're not fighting alone.
  • Событие
    • 125, 69 суша
    • Сообщение: A king is to face his final adversary. He finishes his prayers, sharpens his sword and commands his army ready for an attack.
  • Событие
    • 126, 69 суша
    • Сообщение: As you prepare for the final showdown, Lost Soul opens his ghastly mouth once more. You were never given a chance. Even if you beat me and got to the relic, you are never let to enter the paradise. Could it be true? However, you don't let that bother you.
  • Бутылка
    • 38, 131 суша
    • Сообщение: That town of the undead, Sanctuary, is one for the evil. It can never be taken by the forces of light.
  • Событие
    • 26, 99 суша
    • Сообщение: Well, so it had to be. The legends of the world tell of a relic which holds the power to control one's fate, so if you managed to retrieve it, you could one day get to paradise.
  • Событие
    • 16, 12 суша
    • Сообщение: Well, so it had to be. The legends of the world tell of a relic which holds the power to control one's fate, so if you managed to retrieve it, you could one day get to paradise.
  • Событие
    • 121, 23 суша
    • Сообщение: Well, so it had to be. The legends of the world tell of a relic which holds the power to control one's fate, so if you managed to retrieve it, you could one day get to paradise.
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