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Герои 3 - карта Shattered Nations

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

Shattered Nations
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
When the peaceful king died, the treaties he had formed dissolved. Ambitious lords from many of the provinces closed in on the throne. War broke out and shattered all the newly formed nations. Everyone must now recoup and prepare for another war as the final battle for ascension begins.

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Shattered Nations

Слухи

  • Rampart
    I hear that those bearing the flag of nature are in the Southeast. The barbarians are down there, too, you know. Do you think they get along- Nature Lovers and War Mongers, I mean?
  • Castle
    The castles have developed boating technology superior to anyone else. Their engineers have discovered an economic way to make ships and can manufacture one with only ten trees and a fee of a thousand gold pieces!
  • Tower
    You ever wonder what happens to your gems when you pawn them at the bazaar? I'll tell you- the wizards get them. They have stockpiles of gems... More than they can possibly use! Why on earth do they horde them?
  • Inferno
    Crime doesn't pay. I used to think being evil would get you more money, so I went to an Inferno town posing as a Pit Fiend for a quick 500. But I never got recruited. Now I'm back to being a Pikeman...
  • Necropolis
    Did you notice that none of the undead jumped for the throne during the first war for ascension? They must be building up for something REALLY big!
  • Defense
    A grizzled man motions you over. A piece of advice. Defend your assets for it is easy for someone to backstab you without warning.
  • Magic Vale
    Somewhere, I heard there's a Magic Vale, and an arcane necklace is hidden there. If you could find it, this necklace would give you incredible power!
  • Eyeball
    There's an old riddle-- In the C, Next to I, I will be, with a T. It doesn't make any sense to me, but can you figure it out?
  • Resources
    The wars have ravaged these lands. Few mines remain and most places have to make their own resources. Remember that.
  • Elementals
    Hidden about the world are scrolls which contain the knowledge of elemental conjuring. These scrolls are hidden in their native elements except for the Air Summon which is in Windy Hollow.

События

  • Player 1 Intro (Red Necropolis)
    The war has left your undead hordes even stronger. You control two Necropolises close to each other. Use this advantage since you must attack quickly, defeating foes before they can prepare. If you wait too long, your Skeleton hordes will be useless against the stronger forces.
  • Player 2 Intro (Blue Tower)
    These wars have torn your nation from one end of the world to the other. To unite, you must trade your gems for wood and ore. As a Wizard, you should rely on your magic more than your military might. However, when it comes to war, your Southern base is not well defended.
  • Player 2 (Cont.)
    You assess how many extra gems you own.
  • Player 3 Intro (Tan Dungeon)
    During the war, your forces fled underground to build strength. Before long, you had explored most of the subterranean world. Now your armies can re-emerge and attack the other weakened lords. However, you have noticed that there are not many trees underground.
  • Player 3 (Cont.)
    Most of your wood stores have been depleted in constructing your Forts.
  • Player 4 Intro (Green Rampart)
    After being decimated in the first war, you will have trouble obtaining troops early on. Once you get a sawmill and ore pit, start recruiting as fast as you can since your neighbors have strong starting armies.
  • Player 5 (Cont.)
    Raiders ransacked your royal treasury, making your economic empire yet weaker.
  • Player 5 Intro (Orange Inferno)
    Your Demonic forces are strong and willing, but you have little initial gold with which to recruit them. Above your Inferno Fortress is a gold mine which you must salvage quickly. But if you wish to survive, your Southern Inferno must build a strong army.
  • Player 7 Intro (Teal Castle)
    Your Castle has control of the seas. Use this advantage wisely, for your armies cannot easily reach any of the other lords by land. (Note: Don't build a shipyard the first week)
  • Grendel
    (One week before this map starts) You arrange for the master story teller, Grendel, to tell your court the story of what has happened to the nation to bring it to such disarray. His messengers inform you that he can arrive tomorrow. If things go well, your court should approve full scale war.
  • History I
    The master story teller, Grendel, arrives. He tells the following story: A long time ago, King Orfeo sealed all the Subterranean gates from the surface to protect his kingdom from subterranean beasts. This made things peaceful for a while... but, time passes by and things change.
  • History II
    Eventually, the underground creatures evolved into super powerful beasts! They burst through the ground taking their prey back down with them. People lived in fear because no one knew when an attack might occur. People pooled in villages and Castles forming miltiж and protection groups.
  • History III
    Guards were posted everywhere to defend the towns. Eventually, the small hamlets were all overrun. By now, mercenaries, known as Overlords, had discovered a way to control these beasts. Every Castle in the Nation hired at least one. Everyone soon lived in easily defended Castles or Ramparts.
  • History IV
    But then the Necromancers persuaded the Overlords to turn to thier side. The next time the underground beasts attacked, the valiant barons who depended on the Overlords help were annihilated. In their wake the Necromancers raised an undead horde. However...
  • History V
    The Wizards came to the rescue. They forced the Overlords underground and suppressed the undead. For a time, peace again reigned although many Ramparts were left in ruins and the Strongholds no longer allied themselves with good. The Wizards now returned to thier frigid homelands and isolationism.
  • History VI
    Now everyone's set into their current positions. We don't know who's still with us, so we must annihilate them all. Castle and Necropolis alike must be taken if we are to insure the continuation of our way of life! We must declare WAR!! Grendel ends his story.
  • History VII
    Now your council will decide what to do next. You will await their decision tomorrow.
  • Recap
    NOTICE 1: Events are now back on the normal schedule (same day). i.e. No more events will be 'One week ago.' NOTICE 2: In relatively random locations, good and bad events are hidden- you can search for them but most should not affect the map too much.
  • Funky Info Event
    ьйвдаезклипомДЕЙжЖфцтыщяЦЬўЈҐPѓбнуъсСЄєї_¬ЅјЎ«» (@alt176) Days counter cannot last longer than 2.0 years (24 mos. @ 28 days ea.)

Объекты

  • Некрополь
    • 25, 63 подземелье
    • Название: War
    • Сообщение: Your council objects to destroying the Overlords since you are stronger with them. They advise you send some liches behind Overlord lines and raise an undead horde. Then you can destroy the Overlords with your hordes in their back lines and legions in their front.
    • Название: Dead Council
    • Сообщение: You completely disagree with their decision so you have them all killed and raise back them as Skeletons. Maybe they'll be more faithful now.
  • Башня
    • 101, 5 подземелье
    • Название: Delay
    • Сообщение: Your council is not yet ready to make a decision. You will await their decision tomorrow.
    • Название: Sabotage
    • Сообщение: Your council spent their time yesterday in sabotage! They destroyed the Magic Link between your two Towers. You can no longer funnel troops and knowledge between your empire. Your council controls the Southern Tower while you control the Greater Tower.
    • Название: Sabotage (cont)
    • Сообщение: Apparently, your power-hungry council was unsatisfied with your withdrawal from the mainland. They seek conquest of the mainland now, and you seem to have no other choice. If you remain isolated you will be killed by your own allies.
    • Название: Alliance
    • Сообщение: You recieve word today that your council has lost almost all troops and morale in their citadel. It has been razed and they are again loyal. Your humanity decides to send them some aide so they don't get slaughtered. You cannot, however, revoke your decision for war and will continue your conquest.
  • Замок
    • 47, 25 подземелье
    • Название: War Approved
    • Сообщение: Your council has approved full action for war. You recieve access to the royal treasury to aid you in the destruction of everyone else, including the Wizards who were your former allies.
    • Название: Ships
    • Сообщение: Your shipbuilders have discovered a new type of ship that can easily be constructed, refined and used in one day! You commence building a new shipyard for these...
  • Замок
    • 44, 89 подземелье
    • Название: Portal of Glory
    • Сообщение: Oh, master! The people of your Castle have something to tell you
  • Бастион
    • 79, 81 подземелье
    • Название: Rampart Summary
    • Сообщение: Your council renounces war, so you must continue on without them. You flee to your private Rampart in the South. There is no garrison here since it was only a pleasure home for you. You've sent your Centaur escort loyal only to you to scout the area. Many of them arrive back today.
  • Кентавр
    • 79, 82 подземелье
    • Сообщение: The first wave of Centaur scouts are back from their search. They tell you that there is ore to the West and wood to the East. To the North your fearsome guard prevents exploration. Another wave of Centaur scouts went South and have not yet returned.
  • Капитан кентавров
    • 80, 93 подземелье
    • Сообщение: The second squad of Centaur scouts have grown tougher from battle. They tell you of Strongholds to the South, untouched by war. But monsters are everywhere and must first be eradicated.
  • Скелет воин
    • 30, 64 подземелье
    • Сообщение: Master, we found little resistance along this road, follow it unto death.
  • Высокий эльф
    • 65, 42 подземелье
    • Сообщение: The captain of the guard walks out to meet your forces. Please, let us remain neutral! We mean you no harm. Before waiting for a response he flees to the battlements and prepares the troops.
  • Зеленый дракон
    • 80, 75 подземелье
    • Сообщение: We guard this valley for the Green Rampart! No one shall come in or go out!
  • Указатель
    • 80, 88 подземелье
    • Сообщение: Magic Glade
  • Событие
    • 96, 65 подземелье
    • Сообщение: This looks to be the remains of an old Pyramid. Well, it looks like no one's been here since it's construction so it should be safe to enter... but what about the curse?
  • Указатель
    • 16, 86 подземелье
    • Сообщение: Old farmer Amй never trusted anyone so he hid his fresh water well where no one could find it.
  • Событие
    • 44, 90 подземелье
    • Сообщение: We will never surrender, you undead bastards!
  • Фанатик
    • 39, 89 подземелье
    • Сообщение: Stand back, vile undead beasts!
  • Монах
    • 43, 75 подземелье
    • Сообщение: You capture a monk and ask him what he is doing. He replies, None of your business! You'll have to kill me before you learn anything. He then attempts to run away. Do you stop him?
  • Зловещий рыцарь
    • 35, 56 подземелье
    • Сообщение: Sire, I wish to tell you nothing of value lies back here. There is only a lonesome Knight far to the North not worth taking. However, I did not get a chance to explore the swamp because the gatekeeper would not let me in.
  • Зомби
    • 38, 77 подземелье
    • Сообщение: Sire, this valley is a dead end, but at the end is a Star Axis we could use.
  • Чемпион
    • 38, 75 подземелье
    • Сообщение: You must beat the champions of the arena to come in!
  • Крестоносец
    • 50, 89 подземелье
    • Сообщение: The forward guard meets your soldiers and insists that you pull back. When you refuse, they attack!
  • Событие
    • 16, 95 подземелье
    • Сообщение: You search in the sea, next to eye, it will be, with a T. You figured it out.
  • Мечник
    • 48, 12 подземелье
    • Сообщение: We're afraid we can't let you have this crystal cave, sir. You see, we've mined here our whole lives- and quite frankly, this is all we know how to do. So if you want the crystals, you'll have to beat us first.
  • Монах
    • 34, 6 подземелье
    • Сообщение: We are missionaries, and we have contracted a group to build us a boat. We have also obtained an appropriate amount of wood to build it with. You can finish our boat if you want, since we no longer wish to leave. We see evil and must destroy it with your help!
  • Железный голем
    • 100, 10 подземелье
    • Сообщение: We guard the remains of our ancestors, the Diamond Golems.
  • Маг
    • 96, 8 подземелье
    • Сообщение: You cannot have our magic Orb! You must fight us to get it!
  • Обсидиановая горгулья
    • 94, 4 подземелье
    • Сообщение: We have stockpiled these gems, and no one may take them, the Gargoyles hiss. We bow to no man!
  • Событие
    • 104, 7 подземелье
    • Сообщение: A Genie appears in front of you and prepares a boat off the coast. He bids you take it and keep him for safe keeping.
  • Гигант
    • 99, 14 подземелье
    • Сообщение: A giant stops your path. Halt all who would question the great Icearius! You must pay me a fee or you shall not pass. 100 Gems! he barks. Obviously, you have no intention of paying him. Expidus! he shouts, and several more giants join the battle.
  • Бутылка
    • 57, 33 подземелье
    • Сообщение: Help! I'm being taken to the Southern Country! I'll leave more messages there...
  • Бутылка
    • 29, 34 подземелье
    • Сообщение: I hear I'm being taken to the red gems... I don't know where that is, but please, I implore you to find me!
  • Событие
    • 56, 65 подземелье
    • Сообщение: There's a scrap of paper on the ground here. I'm leaving my necklace by my prison... to the South... If you find it... it's yours... just free me. I haven't long to live...
  • Событие
    • 44, 105 подземелье
    • Сообщение: You wonder what a pillar of fire is doing above ground? Perhaps more strange things are to come... Then again, it could be nothing.
  • Событие
    • 99, 38 подземелье
    • Сообщение: It's the legendary Lighthouse of Neptune! You never thought it existed, but here it is! This lighthouse has saved more boats than there are stars! This is the lighthouse that was built in the middle of the swamp before any other lighthouse... this is the legendary.
  • Указатель
    • 99, 36 подземелье
    • Сообщение: Here lies the Ancient light tower of Neptune and his ancient lake from times even earlier.
  • Событие
    • 69, 80 подземелье
    • Сообщение: Your dwarven miners refuse to work for you any longer. They seem to have found something in the pits and do not want to let it go. Do you value thier treasure more than thier work?
  • Указатель
    • 51, 106 подземелье
    • Сообщение: To Secret Treasure Area
  • Черный дракон
    • 2, 68 подземелье
    • Сообщение: We are the Black Dragons who guard these relics. Prepare to fight!
  • Золотой дракон
    • 2, 69 подземелье
    • Сообщение: And we are the Gold Dragons who guard these relics. Prepare to be finished!
  • Призрачный дракон
    • 1, 69 подземелье
    • Сообщение: We, the Ghost Dragons, guard these relics. Prepare to die!
  • Событие
    • 56, 77 подземелье
    • Сообщение: So this must be the Magic Vale... Wasn't there something someone said about this place?
  • Указатель
    • 58, 74 подземелье
    • Сообщение: The magic here makes these crystals ACTUALLY become gems. However, since no one can tell the difference, you still count them as crystals.
  • Владыка джиннов
    • 6, 94 подземелье
    • Сообщение: These are our gems!
  • Ифрит
    • 19, 102 подземелье
    • Сообщение: This is our mercury!
  • Событие
    • 64, 75 подземелье
    • Сообщение: You found it! The Celestial Necklace of Bliss is yours!
  • Указатель
    • 11, 11 подземелье
    • Сообщение: Welcome to Hell, the Unreachable
  • Указатель
    • 71, 16 подземелье
    • Сообщение: Ruins are guarded by an ancient and very strong creature.
  • Событие
    • 102, 18 подземелье
    • Сообщение: While searching between the rocks, you find something- the remnants of an old boat upon the rocks it crashed on! You salvage what you can, although there is nothing of monetary value.
  • Событие
    • 86, 74 подземелье
    • Сообщение: Avoiding the creatures, you take the safe route. You realize the importance of the Hill Fort but cannot yet claim it.
  • Событие
    • 95, 107 подземелье
    • Сообщение: There's something wedged between the rocks here... It seems like a... ... It's nothing- just the bones of a dead body.
  • Событие
    • 14, 107 подземелье
    • Сообщение: Before going up the parapet, something catches your eye... Aha! That's it- a cache of gems.
  • Событие
    • 21, 71 подземелье
    • Сообщение: The oasis soothes the soul and the body. You mind is taken off your duties as is your men's. Your morale goes way up!
  • Событие
    • 52, 55 подземелье
    • Сообщение: You are about to go underground when an old man catches your eye. He hobbles up on one leg and tells you a fascinating story. It has to do with a fictious place called Erathia and heroes who command hordes of creatures. When he ends you remember it's just a story and continue about your business.
  • Волшебный свиток
    • 12, 1 подземелье
    • Сообщение: What's this? A scroll of sorts? It seems to have arcane writings on it. You have your scholar examine it to find it holds an extremely complex spell.
  • Событие
    • 71, 74 подземелье
    • Сообщение: This is a hut of the mystic magi you have never heard about except in fairy tales. Do you dare creep inside? Who knows what ghastly---- well, beetles might lurk in there? Or---- well, okay... locust? (iccck!)
  • Событие
    • 43, 102 подземелье
    • Сообщение: As you approach the land, Water Elementals lash out and attack your boat! You will be lucky to survive this one.
  • Указатель
    • 85, 54 подземелье
    • Сообщение: Windy Hollow
  • Указатель
    • 67, 60 подземелье
    • Сообщение: Beastmaster's! Go Away!
  • Событие
    • 86, 54 подземелье
    • Сообщение: Air Elementals are taking refuge here. When your army approaches the eerily silent mountain, the air conjures itself up into the shape of fierce monsters whose only desire is to destroy those who disturbed thier peace.
  • Подземелье
    • 55, 16 суша
    • Название: War!
    • Сообщение: If your council wasn't just a puppet of your will, they might have rejected war. But then, the general populous would have killed them, so what choice did they have? You will formally declare war in three days, when you should have enough troops rallied to scare everyone else off.
  • Инферно
    • 16, 14 суша
    • Название: Death
    • Сообщение: Grendel mentioned nothing about you and your Infernos! Therefore, there's only one solution
  • Случайный город
    • 56, 68 суша
    • Название: Tartumburges
  • Случайный город
    • 96, 37 суша
    • Название: Minicus
  • Указатель
    • 1, 106 суша
    • Сообщение: This school is dedicated to the memory of King Tartumburges
  • Владыка бездны
    • 4, 5 суша
    • Сообщение: Master, you will need us if you want to capture the gold mine quickly.
  • Указатель
    • 3, 6 суша
    • Сообщение: Gold mine, South and up
  • Указатель
    • 43, 62 суша
    • Сообщение: Passage sealed by right of the Dungeon Overlords
  • Королевский минотавров
    • 79, 65 суша
    • Сообщение: We no longer wish to serve you because you have become evil and corrupt!
  • Случайный город
    • 93, 6 суша
    • Название: Dijbulon
  • Указатель
    • 102, 5 суша
    • Сообщение: Circle of Mushrooms Do Not Disturb!
  • Указатель
    • 100, 49 суша
    • Сообщение: Minicus Keep denotes it's territory by destroying all possible debris and rubble in that area.
  • Указатель
    • 99, 22 суша
    • Сообщение: Northern border of Minicus Keep
  • Указатель
    • 98, 16 суша
    • Сообщение: Southern border of Dijbulan City
  • Указатель
    • 80, 13 суша
    • Сообщение: Dijbulan City promotes the growth of mushrooms and so they grow rampant here
  • Указатель
    • 101, 38 суша
    • Сообщение: Unfortunately, the industrialization of Minicus has bored some tunnels into the planet's surface and some lava has surfaced as a result.
  • Гог
    • 20, 88 суша
    • Сообщение: We bid you come this way, Masssster. We can assisssst you.
  • Тюрьма
    • 53, 67 суша
    • Название: Burgess
  • Тюрьма
    • 58, 64 суша
    • Название: Tartum
  • Горгон
    • 52, 53 суша
    • Сообщение: Above us is the entrance to the Beastmaster Fortresses. We will stop you to keep our masters safe!
  • Событие
    • 80, 61 суша
    • Сообщение: South of here you can see the beginnings of a minotaur rebellion. Perhaps it would be best to leave them alone.
  • Волшебный свиток
    • 77, 0 суша
    • Сообщение: Some Angels approach and ask you if you wish to fight them so they will teach you the Dimension Door spell. Do you accept?
  • Титан
    • 73, 4 суша
    • Сообщение: These Titans guard the entrance to the ancient retreat of the Angels where they live in harmony with the Griffons.
  • Волшебный свиток
    • 28, 37 суша
    • Сообщение: Some Devils guard a scroll. As you approach they sneer at you as a general sign of contempt. Do you fight them... and find out whats on this scroll?
  • Указатель
    • 39, 21 суша
    • Сообщение: Teleporter Malfunction
  • Ящик Пандоры
    • 37, 20 суша
    • Сообщение: Pandora's box sits- beckoning you to open it. Will it hold treasures beyond belief-- or devastation? Only one way to find out... You open the box.
  • Указатель
    • 36, 20 суша
    • Сообщение: Warning! Do not open Pandora's Box, for it contains the Four Horsemen of Apocalypse! Each has ten men's strength! You must not unleash their wrath now
  • Событие
    • 71, 2 суша
    • Сообщение: Upon approaching the Sanctuary, several Angels approach your army to offer thier aid. Anyone seeking the Sanctuary of the Lord is welcome with us, says the leader. You quickly accept their help.
  • Цербер
    • 29, 96 суша
    • Сообщение: The three-headed Cerebri tells you that mercury lies above this gate. However, they no longer desire to join an army. They would rather die then be confined to an army.
  • Огр-маг
    • 28, 83 суша
    • Сообщение: The Ogre Magi growl at your army. Death to the front of us and death to the back of us! the leader shouts. We shall make it death all around us!
  • Событие
    • 44, 102 суша
    • Сообщение: When you approach the rally flag to attack the castle, you remember that you have forgotten your lucky trinket.
  • Событие
    • 63, 54 суша
    • Сообщение: You find a stockpile of much needed wood!
  • Событие
    • 32, 40 суша
    • Сообщение: As you trudge through the ice, morale reaches an all-time low. You try to cheer your troops up to no avail.
  • Событие
    • 4, 71 суша
    • Сообщение: This is an old teleporter exit. It's hard to tell if it's still in use, but... wait a second... Some monsters jump out of the portal!!
  • Событие
    • 79, 40 суша
    • Сообщение: More ore surrounds you. Are there no trees in this jungle of rock?!
  • Событие
    • 94, 83 суша
    • Сообщение: Ahead, monsters guard the boat. If you could obtain it, it would be a substantial advatage in this underground muck.
  • Событие
    • 31, 105 суша
    • Сообщение: Dunes of sand have accumulated here and the volcanic activity from the nearby Inferno has turned it into sulfur.
  • Событие
    • 22, 58 суша
    • Сообщение: Ahead lies a Necropolis. Few have ventured inside and survived. Skeletons rise from the ground answering the call of the Necromancers. Zombies crawl out of graves. A wave of Wraiths materialize behind your army- all going to the Necropolis.
  • Событие
    • 92, 100 суша
    • Сообщение: This castle towers the land around it. The people are rich, and arrogant, for they keep a gold mine of indefatigable depths. The locals gather around your armies like the coming storm and begin strife with your army.
  • Событие
    • 67, 105 суша
    • Сообщение: You have a bad feeling about the lake. Perhaps it would be best not to advance.
  • Событие
    • 65, 105 суша
    • Сообщение: The lake reeks of an acrid smell befitting only of the dead. You prepare for an army of Skeletons when Earth Elementals rise up out of the ground gnawing the bones of those they have killed.
  • Событие
    • 22, 60 суша
    • Сообщение: You are engulfed in a cloud of Skeletons marching to the Necropolis. Not yet knowing their master's orders, they take no heed of you. Other lost souls break the bond and maul the mindless wave. A third party joins you.
  • Событие
    • 49, 104 суша
    • Сообщение: As you are about to drink from the well, you think about your missing trinket. You throw in a coin and have a new lucky quirk.
  • Событие
    • 100, 62 суша
    • Сообщение: It strikes you that the eyes of this statue are in fact rubies. All of the others have eyes of stone but this one's seem to glimmer in the light. You take them and estimate their value.
  • Событие
    • 7, 10 суша
    • Сообщение: You never could figure out HOW a school of magic came about right here in the middle of a lava field away from all civilization. Nonetheless, they have as much intelligence as any mage you have ever met and can teach you a thing or two.
  • Событие
    • 102, 9 суша
    • Сообщение: The mushrooms here emit some type of spore that puts you to sleep. You wake up completely replinished in every way.
  • Событие
    • 61, 30 суша
    • Сообщение: There is a hidden supply of timber hidden under the earth here!
  • Событие
    • 72, 81 суша
    • Сообщение: The den of thieves is one of the more foolish endeavours of the wicked. If any militia wanted to reduce crime their first target would be to ransack this place. Nonetheless, they can help you.
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