Хранилище файлов

Герои 3 - карта Seven Factions

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

Seven Factions
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
For decades, there have been peace on the island of Montara. Over time, six splinter factions have left the central Heartlands, and developed settlements along the coasts of the island. Though divided, they are strong and powerful today, and the teal/pink alliance is threatened by all of them.

Инструкция

Скачать

НазваниеВесРасширение
Seven Factions0.03МБh3m

Seven Factions

События

  • Start player one...
    You are the Chief Commander of the Fiery Fist warrior society. For decades, your ideas about leading the Montaran people in conquest of ther neighbouring islands have been ridiculed. For years, the society have been building a strong army of their own. Now is the time to repay Sandro, Mutare and all the other sissy peace-loving Heartlanders for all the humiliation you have endured. The Fiery Fist WILL seize control of this island, and later many others as well. Make us proud, Commander!
  • Start player two...
    For centuries, magicians have ruled the Heartlands. Three years ago, that changed when Mutare and Roland became co-rulers of the Heartlands. Their coronation was a grave mistake - you know in your heart that only a mage can rule the Heartlands wisely. In secret, you have started a small sect known as the Sorcerers' Fellowship. With a few like-minded individuals by your side, you have gathered armies and constructed cities in the wilderness to support your cause. Our spies tells us that other factions are also preparing an assault on the Heartlands. Your goal is to conquer the Heartlands before they do, for you alone have the wisdom to protect the Heartlands from it's enemies. To do this, you are even willing to employ alchemists, planeswalkers, overlords and other despicable fighters. The fate of the Heartlands is in your hands. Do not fail, o mighty Leader!
  • Start player three...
    Eight years ago, the Merchant League were forbidden to trade with the Heartlands because of supposedly unethical methods. Outraged, the League have spent years to secretly build a base and train mercenaries in the southern wasteland. As general of the resulting army, your task is to take over the entire island, and permit the Merchant League to trade again. If you're being killed or captured, we don't know you. Actually, we don't even know you if you succeed. You are the only one that is aware of our involvment, and for your sake, I hope you keep it that way. Since you have already been paid, we will most likely never meet again. Godspeed, General... and don't contact us, we'll contact you!
  • Start player four...
    Being Master Druid of the Western Forest, you have complained for decades about the violation that the cities are inflicting on the landscape. Apart from a few barbarians and beastmasters, no one seems to be willing to listen. Finally, you have had it! Having gathered your strength, you and your friends are willing, and more than ready, to do whatever it takes to defend Nature. If they will not take heed to our words, maybe our clubs, spears and axes will make an impression on them. Go forth in Nature's name, Master!
  • Start player five...
    As Head Bishop of the Hand of Light, you have silently watched how the Necromancers and the Heretics have gained more and more influence in the Heartlands. This must be stopped now, or else the entire island will overflow with demons and undead. With the forces of virtue behind you, you must march forward and rid the island of the necromancers, the heretics, and all their allies. Heaven's blessing shine on thee, Bishop!
  • Start player six...
    For years, the wimpy rulers of the Heartlands have countered our every attempt to gain influence over them. The day of politics and espionage are gone... now is the time for open warfare. We are the Veiled Alliance, by our enemies called the ultimate evil, and you have been commissioned to lead our forces into victorious battle. Conquer the island for us, and we'll give you any three cities and a ton of gold. Fail, and spend an eternity screaming. We are the Veiled Alliance. We do not forgive incompetence. Try to succeed. The alternative is so... messy.
  • Start player seven...
    You are our only hope! Our scouts report that six different armies are marching toward the Heartlands. As appointed Lord Captain Commander of the Peacekeepers, you must improve the construction of our cities and do your utmost to keep our enemies at a distance while you recruit and train a sufficient army. Do not forget to support our allies, the Peacemakers, if they should be treathened by defeat. Their philosophy is a little bit... darker.. than ours, but they have been our trusted allies and friends for many decades, and quite frankly, they are the only ones we can count on. Your orders in short: defend the Heartlands against all invaders by repelling any enemy forces that you encounter. We trust in you, Commander. Do not disappoint us.
  • Start player eight...
    You are our only hope! Our scouts report that six different armies are marching toward the Heartlands. As appointed Lord Marshall-General of the Peacemakers, you must improve the construction of our cities and do your utmost to keep our enemies at a distance while you recruit and train a sufficient army. Do not forget to support our allies, the Peacekeepers, if they should be treathened by defeat. They are a little bit... sissy... compared to us, but they have been our trusted allies and friends for many decades, and quite frankly, they are the only ones we can count on. Your orders in short: defend the Heartlands against all invaders by crushing their armies, slaying their heroes, conquering their cities and executing their leaders. We trust in you, General. Do not disappoint us. You will not enjoy the consequences. Should you fail... we will find you.

Объекты

  • Цитадель
    • 18, 78 подземелье
    • Название: Rovener
  • Бастион
    • 27, 85 подземелье
    • Название: Emerald Moor
  • Крепость
    • 11, 53 подземелье
    • Название: Edgewater
  • Башня
    • 17, 49 подземелье
    • Название: Tirith
  • Замок
    • 6, 45 подземелье
    • Название: Cornerstone
  • Инферно
    • 38, 16 подземелье
    • Название: Acheron
  • Некрополь
    • 29, 15 подземелье
    • Название: Shadow Keep
  • Подземелье
    • 29, 21 подземелье
    • Название: Evernight
  • Колония
    • 72, 10 подземелье
    • Название: Wazzar
  • Подземелье
    • 74, 16 подземелье
    • Название: Chillwater
  • Башня
    • 66, 10 подземелье
    • Название: Mystos
  • Цитадель
    • 65, 87 подземелье
    • Название: Cragmoor
  • Бастион
    • 72, 87 подземелье
    • Название: Fortune Keep
  • Замок
    • 70, 93 подземелье
    • Название: Transom
  • Замок
    • 61, 41 подземелье
    • Название: Whistledale
  • Бастион
    • 55, 44 подземелье
    • Название: Green Falls
  • Крепость
    • 19, 85 подземелье
    • Название: Hermit Cove
  • Крепость
    • 69, 43 подземелье
    • Название: Coolmire
  • Башня
    • 74, 48 подземелье
    • Название: Corona
  • Подземелье
    • 72, 54 подземелье
    • Название: Castigare
  • Некрополь
    • 67, 58 подземелье
    • Название: Sanctum
  • Инферно
    • 58, 58 подземелье
    • Название: Candate
  • Колония
    • 51, 49 подземелье
    • Название: Fenderen
  • Некрополь
    • 99, 63 подземелье
    • Название: Blackquarter
  • Инферно
    • 96, 66 подземелье
    • Название: Cinderspire
  • Цитадель
    • 52, 54 подземелье
    • Название: Dolere
  • Колония
    • 100, 71 подземелье
    • Название: Vluchton
Внимание!

Администрация сайта FatalGame следит за размещаемыми файлами, уважает и соблюдает авторские права. Если по каким-либо причинам произошло недоразумение и Ваши права нарушены – свяжитесь с нами, вопрос будет решен в кратчайший срок.

Комментарии к файлу " Seven Factions"