Трейнер к игре | Heroes of Might and Magic 3: The Restoration of Erathia |
Ещё называют | Герои меча и магии 3: Возрождение Эрафии |
Вышла на платформах | PC |
Разработчик | New World Computing |
Жанр | Strategy |
Дата выхода | 1999-03-01 |
Хранилище файлов
No longer can you rest peacfully in the forests. The seers have forseen that the Ice King will awaken in 12 months time. You must have control of the Frozen Tower by then, or be doomed! --By Scrowe--
Герои 3 - карта Sleeper
29/05/2015Файл к игре: Heroes of Might and Magic 3: The Restoration of ErathiaСлухи
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Look before you leap!
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In the far north-west live the Azzurians, keepers of the Forzen Tower and the Sphere. So I heard anyway.
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The lands of the Azzurians in the far north-west are rumoured to be frozen because that is where the Ice-King fell.
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The Men of the Woods, to the north of Elvenhome, tried to copy the Elvish ways in ages past. Now however they despise the Elves.
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According to legends underground live the Cassish, in ages past earth mages retreated underground, but have now been corrupted by the evil effects of the underworld monsters.
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'Tis said that there are underground tunnels linking all of the lands of Arkania. But it is also rumoured that they are inhabited by the evil Cassish.
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In the north it is said that the land has been corrupted by evil, and the only people who inhabit there are the Tainted.
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I heard a rumour that after the War of the Giants a number of wizards conversed with daemons and sold their souls, and they and the land they settled became corrupted, so now they are know only as the Tainted.
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I heard once that the savage Eerinian Goblins to the east allied themselves with the wizards in the War of the Giants. But I can't believe that those evil barbarians were ever on the side of good.
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I wouldn't trust those sneaky Goblin Eerinians as far as I could throw them.
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Beware the swamps of the Silur-Cha!
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The swamps of the south are inhabited by the evil Silur-Cha. Once descended from Water Mages they lost there love of magic and are now a war like race.
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The Brakadias inhabit but one tower high in the mountains, from which they view the lands around them.
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The least understood of the races of Arkania are the Brakadias. They choose to live in one single tower, yet if they desired they could surely carve out their own empire.
События
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Feed8PinkНазвание:
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TealFeed0
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StartforRed2I will tell you the story as the days go by. For now you must know that all of the other factions who live in the lands of Arkania must be defeated, for they have strayed from the path. It is sad indeed, but you must ride out and capture the Frozen Tower.
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StartforRed3You begin to ask why but your father interupts. Son. As Elves we are the wisest of all the races. In their foolishness the humans in the Frozen Tower, in exactly one years time, will unleash an evil that will destroy Arkania. Only you can stop them. Now go, and I will ride with you.
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FeedGreen0
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Story2Also we Elves have much longer and better memories. I will tell you the exact wording of the story, exactly the same as my father told me, and his father before him.
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Story3To the Humans and Goblins of this land, on the other hand, the story has been half forgotten and perverted as it was passed down the many generations. That is why it is so dangerous.
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AlsoTo the North West live the Wil Men of the Woods. It would be wise to conquer them before they give us trouble. It should not be too hard.
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Story4Anyway, what I am about to tell you is all true, although it may seem like a fairy story it happened, here in Arkania. Pay close attention. You must tell this to your children one day. If you capture the Frozen Tower within the year that is. Otherwise the legacy of the Elves is doomed.
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Story5Many thousands of years ago the lands of Arkania were one gigantic battlefield in the most fierce war ever seen. This was the War of the Giants. These were no ordinary Giants as are seen nowadays, these were at least ten times the height of a Titan today.
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Story6Normal troops were useless against the Giants, however the battle was not fought Giant against foot soldier. It was fought Giant against Wizard, only they had the power to rid the lands of the terrors.
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Story7Despite the size of the Giants the Wizards' magical powers were great and the Giants were defeated one by one, until only one remained. He was the Ice King, a Giant made from freezing cold magic in ages past. He was too mighty to be stopped with the power of the normal wizards.
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Story8However four Wizards were more powerful than all the rest. These were K'Tal, Basheba, Marneus and Illicia. These great Wizards devised a way of defeating the Ice King. They named it the ritual of Katan, and it was designed to banish the Ice King underground for ever.
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Story9As soon as the four great Wizards began the ritual the Ice King sensed the magic energies flowing and charged to the scene, each stride creating earthquakes such was his ferocity. The other Wizards desperatly tried to slow him down but he crashed through their ranks, killing hundreds.
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Story10As the Ice King reached the ritual he roared so loud it burst the eardrums of the four great Wizards and sent them flying, breaking bones against the rocks. But it was too late. The ritual of Katan had just been completed. The ground itself rose up and engulfed the Ice King.
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Story11The Wizards had won but the cost was great. Very few were left. The four great Wizards had hardly any power left in them. They knew they would soon die and using their remaining strength left to find a place where each could finally rest.
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Story12The few remaining Wizards gathered over the spot where the Ice King had been taken into the ground. The lands for miles around began to frost over, the air went cold and the waters turned to ice. As the ground rumbled they realised the Ice King was still alive.
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Story13To make sure the Ice King could never escape his underground prison the Wizards created a magical Sphere that would hold his soul in suspension. But they knew their own power was not great enough, and that in a few thousand years the Sphere would crack and let free the Ice King.
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Story14The Wizards devised another ritual, the ritual of Ash-Katan, which could be performed by any Wizard when the Sphere's power was low. Its power would be restored for another few thosand years. A Wizard's Tower, the Frozen Tower, was built to house the Sphere so it could never be removed.
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Story15The Wizards vowed never to let what had happened fade from memory, and that they would all pass the secrets of Ash-Katan through each future generation until it was needed again. And so time passed, and that is the end of the story I was told.
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Now1Now, in exactly one years time the Sphere will run out of energy unless the ritual of Ash-Katan can be performed at the Frozen Tower. However you will remember I told you that the Humans have short memories. Now they choose not to perfrom the ritual!
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Now2The foolish Humans believe that they can control the Ice King when he awakens, but that is impossible! If they let him free he will destroy us all, for they do not realise that Wizards nowadays are less powerful than before. We must reach the Frozen Tower and perform the ritual, we must!
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Settlers1After the War of the Giants the rmaining Wizards decided to settle the lands of Arkania, so that they could protect the Frozen Tower. The factions existing today are decendents of those Wizards.
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Settlers2Each faction took up a different way of life and a different name depending upon the Wizards that founded them.
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Settlers3The faction that live in the Frozen Tower are known as the Azzurians, decendents of Azzur, the most powerful of the Wizards left after the war.They colonised the frozen wastes that were formed after the Ice King's fall. It is they who belive they can control the Ice King when he awakes!
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Settlers4The Elves of the Deep Woods, as you should know, were descended from the few Elven Wizards remaining who had fought in the War. We are the only faction who remembers the terrors of the times, and know the devestation that letting the Sleeper awaken will bring.
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Settlers5The Wild Men of the Woods were descended form Earth mages who saw the good ways of the Elves and decided to settle in the Deep Woods, like us. Nowadays they have lost their admiration towards us and would surely destroy us if they could.
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Settlers6The Cassish are descended form Cassuns, an Earth Mage who took a number of other Earth mages underground where their energies could be revitalised. They enslaved the underground creatures to do their bidding, but slowly the corrupting influence of the creatures has corrupted them.
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Settlers6(b)Nowadays the Cassish have forgotten what happened, and believe that the other races forced them underground. This is not true of course, they belived that they would be safe there, but now the Cassish have a grudge against the top side world.
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Settlers7One faction, their founders unknown were so desperate for new power, in case such a war started again, that their Wizards communicated with Daemons and sold their souls. From then on they, and the land they setttled was cursed, and now they are known only as The Tainted
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Settlers8Not all of the Wizards during the war were Humans or Elves. The perils of the times meant even the Goblins had to ally with the forces of good. The few remaining Goblin Wizards, lead by Eerin, banded together to colonise an area to the east. The Eerinians soon reverted to their evil goblin ways.
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Settlers9Two powerful Water Mages, Silur and Cha, returned to the swamps of Arkania to recharge their powers. They began the Silur-Cha faction around in the southern swamps today. But as they built more cities there was bitter infighting.
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Settlers9(b)The cities turned on each other using the evil creatures of the swamps as warriors. The race began to forget its magical past and concentrated on war. Today the fighting has stopped, but the swamps of Silur-Cha are still a dangerous place to be.
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Settlers10The Brakians are descended form Brakia, an Air Mage who, along with other Air Mages, settled in the highest peaks of the Highpoint Mountains to recharge their powers. These are the most learned of todays race, after ourselves of course, but still they do not realise the peril that faces us.
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FatherAs you watch your father ride beside you, you notice how old he is. Only 40 days ago he was placing the crown of the Elves of the Deep Woods on your noble brow. Only now do you realise his time on this world is passing away quickly.
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Father2After a few days of relative quiet your father starts to talk again, as if he had been preparing things to say. I am proud to pass the legacy of the Elves of the Deep Woods on to you my son, and I am glad that you have realised the peril that we are in, unless you take the Frozen Tower.
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Father3Son. I have been studying the ancient texts. I now believe that in four areas of Arkania you will find the entrances to the resting places of the four great wizards; K'Tal, Marneus, Basheba and Illicia. In these places will rest powerful magics, but will be guarded heavily.
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Father4If you find the entrance to one of the resting places do not immediately go in! There is a certain path you must follow once inside, and if you don't follow this path you will surely be doomed. The four different paths are written on a number of the Obelisks. Make sure you seek them out!
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Wizards1K'Tal was the greatest Earth Mage of his time. It must have been a loss to the world when he died, for he was loved by all as well as being a most powerful ally.
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Wizards2Illicia was a Fire Mage. She was also a fiery personality, quick to anger. Find her resting place, especially if you wish to learn the secrets of Fire Magic.
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Wizards3Basheba, the Water Mage, was a mysterious figure. Very few people ever saw him, 'twas said he lived under the sea and that his resting place is guarded by thousands of Water Elementals, attacking those who stray from the right path.
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Wizards4Marneus was a mighty Air Mage, and the greatest Scholar of his time. I believe the Brakadias from Highpoint Mts were searching for his resting place, for it is said there lie all the secrets of Air Magic - for those who know the correct path.
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Paths1I belive I am making a breakthrough with the paths that must be taken to get through the traps of the Wizards lairs. Details are scratchy, but I will do my best.
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Paths2An ancient document says that, to infiltrate the resting place of Illicia you must first go right, right again, then left and then right. It admits it does not know the final few ways to turn.
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Paths3I have a scroll revealing the exact path for Marneus' resting place. But it is heavily damaged. It reads, R,L,L,...,R,...,...,2L,... I'm sorry so many letters are missing.
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Paths4I have gazed deep into my crystal ball, and it tells me that for K'Tal the first way is down and the last is up. I hope that helps.
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Paths5The final path, for Basheba the Water Mage, is written in a barely understood code. From what I can fathom you must start by going right, then second left, then left again, then second right. But that is as far as I can understand.
Объекты
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Бастион
- 62, 71 подземелье
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Название: Elven Home
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Название: Messanger1
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Сообщение: A representative of the Azzurians rides to meet you. Your quest is maddness! Leave us and we shall awaken the Sleeper, we can control him! Join us and you can control him too. You have a week to decide.
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Название: Messanger2
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Сообщение: The Azzurian representative returns. Have you decided? Yes. You reply, We will never join your mad scheme! You cannot control the Ice King, he will devour you all. The representative frowns before riding off.
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Название: Messanger3
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Сообщение: Throughout the day you notice a dark rider, just on the horizon but moving away before you can get a better look.
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Название: Messanger4
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Сообщение: You still notice the dark rider, closer now but still moving away before he is in full view.
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Название: Messanger5
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Сообщение: The dark rider now comes very close, although he rides away fast as you get near to him.
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Название: Messanger6
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Сообщение: The dark rider comes up to you. You cannot see a face under the hood. He points a bony finger at you and says Join us. In a harsh whisper. One week.
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Название: Messanger7
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Сообщение: The dark rider returns and asks you again. Join us. Never! you reply, Will will never consort with the Tainted, for you are pure evil. The rider says nothing, just turns and rides off.
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Башня
- 9, 8 подземелье
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Название: Frozen Tower
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Название: MagesFeed
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Бастион
- 75, 65 подземелье
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Название: Green Place
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Рейнджер
- 62, 72 подземелье
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Название: Anthule
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Друид
- 75, 66 подземелье
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Название: Aman
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Бастион
- 54, 57 подземелье
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Название: Pine Heart
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Башня
- 13, 32 подземелье
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Название: Hightop
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Посещение Алхимик: Название
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Название: FeedTroops
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Событие
- 101, 99 подземелье
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Сообщение: Oh says the man outside the ship yard. A customer! My father created those golems to protect my ship yard from evil but it meant no customers could get here. Anyway, please buy a boat here!
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Дивный доспех
- 66, 105 подземелье
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Сообщение: Oooo...
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Указатель
- 83, 78 подземелье
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Сообщение: Last Bridge
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Случайный монстр 5
- 58, 94 подземелье
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Сообщение: A number of monsters are feasting on a Snargle corpse.
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Указатель
- 97, 77 подземелье
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Сообщение: Little Village
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Рейнджер
- 54, 58 подземелье
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Название: Armen
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Цитадель
- 88, 42 подземелье
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Название: Eeril
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Боевой маг
- 88, 43 подземелье
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Название: Grabba
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Крепость
- 56, 103 подземелье
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Название: Cha
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Событие
- 13, 42 подземелье
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Сообщение: The path ends here. It looks like a long climb up ahead.
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Событие
- 13, 37 подземелье
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Сообщение: It starts to snow. Your troops become demoralised.
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Событие
- 13, 41 подземелье
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Сообщение: Slowly the way forwards begins to get steeper...
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Событие
- 13, 38 подземелье
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Сообщение: Phew! This climbing is tough.
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Событие
- 13, 40 подземелье
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Сообщение: ...and steeper.
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Событие
- 13, 39 подземелье
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Сообщение: Your troops grumble as the climb gets harder.
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Событие
- 13, 36 подземелье
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Сообщение: Puff. Almost... pant... there.
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Событие
- 13, 35 подземелье
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Сообщение: Here...gasp...you are...wheeze.
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Событие
- 13, 34 подземелье
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Сообщение: You catch your breath before continuing.
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Указатель
- 100, 49 подземелье
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Сообщение: Cursed Pass - Keep Away!
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Событие
- 59, 15 подземелье
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Сообщение: As you stand in front of the mountain you hear a strange sound coming from inside. Suddenly a shield shoots out of the volcano. You catch it, surprised it is not even warm. you cannot believe your luck. Your troops are filled with joy.
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Событие
- 81, 60 подземелье
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Сообщение: Stand in front of the lonely mountain. 'Tis said a true hero will be rewarded!
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Цитадель
- 98, 56 подземелье
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Название: Eerlet
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Варвар
- 98, 57 подземелье
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Название: Rotta
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Указатель
- 87, 45 подземелье
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Сообщение: Eerinian Territoy - Keep Off!!
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Крепость
- 4, 74 подземелье
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Название: Silur
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Указатель
- 39, 81 подземелье
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Сообщение: Place of Learning - Quiet Please
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Фанатик
- 35, 79 подземелье
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Сообщение: You may not be admitted to the Place of Learning!
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Указатель
- 9, 102 подземелье
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Сообщение: Hives of the Damned
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Крепость
- 19, 96 подземелье
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Название: Silur Cha
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Зверолов
- 56, 104 подземелье
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Название: Snurkle
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Ведьма
- 19, 97 подземелье
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Название: Skab
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Зверолов
- 4, 75 подземелье
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Название: Kraskh
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Событие
- 104, 44 подземелье
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Сообщение: Birds circle overhead... are you sure you want to go this way?
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Событие
- 105, 39 подземелье
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Сообщение: Without warning you are under attack!
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Событие
- 105, 34 подземелье
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Сообщение: Suddenly...
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Событие
- 103, 26 подземелье
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Сообщение: More evil descends...
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Событие
- 104, 30 подземелье
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Сообщение: More assailers swoop from the skies!
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Случайный монстр 7
- 10, 57 подземелье
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Сообщение: You are not allowed into the Darkland prisons!
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Указатель
- 13, 58 подземелье
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Сообщение: Darkland Prisons - Keep Away
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Событие
- 5, 56 подземелье
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Сообщение: You hear someone cry from the prison ahead. Let me free, I will help you! I can summon daemons to do my bidding, help me! Unfortunately the prison guards overhear the shouting and see you. Before you can say anything they prepare to attack.
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Событие
- 5, 53 подземелье
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Сообщение: As you ride towards the prison you notice something being thrown from one of the upstairs windows. It is a piece of brick and it lands at you feet. Attatched is a note saying
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Указатель
- 13, 73 подземелье
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Сообщение: Ahead - The Dusty Plains
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Указатель
- 32, 59 подземелье
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Сообщение: Ahead - The Dusty Plains Enter at own risk
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Указатель
- 36, 64 подземелье
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Сообщение: This path leads to the Mountains Pass and Hightop
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Указатель
- 12, 45 подземелье
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Сообщение: The Mountain Path
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Указатель
- 24, 55 подземелье
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Сообщение: Crossroads
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Указатель
- 22, 54 подземелье
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Сообщение: To Hightop
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Указатель
- 22, 58 подземелье
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Сообщение: To the Swamps of Silur - Cha and Ickleton
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Указатель
- 26, 58 подземелье
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Сообщение: To the Deep Forests
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Указатель
- 27, 54 подземелье
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Сообщение: To the Icy Plateau, the Tainted Lands and Tent Village
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Указатель
- 30, 41 подземелье
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Сообщение: To the Icy Plateau
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Указатель
- 34, 42 подземелье
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Сообщение: To the Tainted Lands
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Указатель
- 30, 50 подземелье
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Сообщение: To Tent Village
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Указатель
- 28, 48 подземелье
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Сообщение: To the Icy Plateau and the Tainted Lands
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Указатель
- 40, 44 подземелье
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Сообщение: Tent Village - Please stop by
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Событие
- 43, 44 подземелье
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Сообщение: A few citizens of Tent Village come to greet you - Long ago a few of us settled this place, and now we are a refuge for those forced from their homes, or just for those with nowhere else to go. I'm sure our inhabitants can help you.
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Указатель
- 18, 63 подземелье
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Сообщение: Ickelton
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Гоблин
- 24, 56 подземелье
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Сообщение: The goblin is playing a lonely game of solitaire. It seems a shame to kill him.
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Архидьявол
- 73, 16 подземелье
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Сообщение: You have come to the forsaken place, foolish one. Now you must die!
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Событие
- 30, 11 подземелье
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Сообщение: You rest in front of the inner lake. Suddenly the ice ahead cracks and a hand appears, bearing a shining sword which you take. You cannot believe your luck. Your troops are filled with joy.
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Воздушный элементал
- 39, 3 подземелье
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Сообщение: We are the guardians of air. No-one may pass.
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Событие
- 104, 98 подземелье
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Сообщение: As you near the obelisk you see the following message appear than slowly fade
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Событие
- 89, 30 подземелье
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Сообщение: As you near the obelisk the following message appears and then fades
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Событие
- 46, 104 подземелье
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Сообщение: As you near the obelisk a message appears then slowly fades
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Событие
- 49, 81 подземелье
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Сообщение: Visit the frozen lake for your reward.
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Меч адского пламени
- 73, 6 подземелье
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Сообщение: A fiery sword emerges from the ground before your very eyes!
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Щит неупокоенных
- 102, 104 подземелье
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Сообщение: A useful shield.
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Шлем Хаоса
- 54, 88 подземелье
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Сообщение: Perhaps a Helm that brings you knowledge could help you find more Snargles?
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Башмаки скороходы
- 56, 73 подземелье
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Сообщение: These should help you outrun those Snargles!
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Кольцо жизни
- 62, 38 подземелье
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Сообщение: I think I could put this to good use.
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Подзорная труба
- 70, 38 подземелье
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Сообщение: This could be handy
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Перчатки всадника
- 96, 22 подземелье
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Сообщение: You should have no problem outrunning those Snargles now!
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Событие
- 105, 41 подземелье
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Сообщение: The way ahead is blocked - to keep you out?
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Событие
- 91, 62 подземелье
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Сообщение: Falling boulders have blocked this route.
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Наследный доспех
- 43, 52 подземелье
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Сообщение: You come upon a dead body by the wayside. You rob his body for a magic item. I hope you are happy! Robbing a dead person, you make me sick. Huh! Disgusting.
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Туника короля циклопов
- 96, 28 подземелье
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Сообщение: As you approach the artifact you are keen eyed enough to spot a number of cyclops' waiting to pounce. Do you still want to continue?
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Стрелы с перьями ангела
- 77, 58 подземелье
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Сообщение: A Snargle Hunter is annoyed at the fact that he can't get his arrows to fire properly. He throws them away before disappearing into the forest. You can't believe your luck, after all you realise he was trying to fire them the wrong way round. You doubt he'll catch many Snargles.
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Корона дракона
- 5, 66 подземелье
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Сообщение: You believe this is the crown once worn by the legendary Snargle hunter, McTaffinch. Now you claim it for your own.
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Событие
- 8, 66 подземелье
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Сообщение: Come into our lair! Say the monsters up ahead.
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Знак мужества
- 63, 84 подземелье
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Сообщение: You come across a hunting party looking for baby Snargles. With your excellent vision you spot one and hunt it down, before the men reward you for your courage.
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Неподвижный глаз дракона
- 52, 92 подземелье
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Сообщение: A dying old Snargle hunter hands you his ring in return for a decent burial. As he takes his last breaths he thanks you. After this you bury him properly.
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Указатель
- 29, 84 подземелье
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Сообщение: Silur - Cha Swamps
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Событие
- 9, 9 подземелье
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Сообщение: You're here... you're finally here. You offer up a prayer for your father before continuing. Father, now is my time, give me guidance as you have always done. Give me strength as you have always done. Help me as I decide the fate of your people, the Elves of the Deep Woods.
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Событие
- 53, 50 подземелье
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Сообщение: Suddenly, Archangels swoop down from the skies. You prepare to defend yoursleves but the Archangels come in peace. They realise your plight. They say they cannot help you, as they cannot stray from this area, but they assure you that if any evil passes this way they will surely smite it.
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Указатель
- 66, 100 подземелье
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Сообщение: Look before you leap!
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Событие
- 71, 101 подземелье
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Сообщение: You hear evil laughter
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Башмаки полярности
- 70, 101 подземелье
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Сообщение: Well these boots are your now I suppose... but aren't you trapped?
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Случайный монстр 4
- 86, 79 подземелье
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Сообщение: We will never leave our posts as guardians of the last bridge!
-
Башня
- 43, 4 подземелье
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Название: Stormpoint
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Инферно
- 67, 7 подземелье
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Название: Slanng
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Древнее чудище
- 22, 26 подземелье
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Сообщение: Gnaarrggh!
-
Красный дракон
- 45, 32 подземелье
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Сообщение: We guard the pass, to keep you out and the Tainted in.
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Событие
- 27, 29 подземелье
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Сообщение: As you near the obelisk a message slowly appears then fades
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Башня
- 15, 16 подземелье
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Название: Coldfront
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Инферно
- 49, 23 подземелье
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Название: Tanit
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Название: Feed
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Название: Devilfeed
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Событие
- 49, 34 подземелье
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Сообщение: You wonder where this way will lead you.
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Указатель
- 62, 27 подземелье
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Сообщение: Big Jeff's School of Combat - Please stop by
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Событие
- 72, 50 подземелье
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Сообщение: Ahead will be Eerinian territory, beware as they are notoriously hostile.
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Указатель
- 91, 67 подземелье
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Сообщение: The Dark Crags
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Чудище
- 96, 68 подземелье
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Сообщение: These Behemoths aren't going to let their cave fall into your hands without a fight.
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Циклоп
- 88, 65 подземелье
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Сообщение: Protect... cave... die... intruder...
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Громовая птица
- 93, 65 подземелье
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Сообщение: Fiercly protective of their nests the Thunderbirds swoop to attack.
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Указатель
- 99, 23 подземелье
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Сообщение: Littleville
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Событие
- 19, 50 подземелье
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Сообщение: A blind man by the road asks for a few gold pieces as you ride past. You stop and give him a few coins and he tells you that you have his blessing.
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Событие
- 23, 28 подземелье
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Сообщение: Ahead is the land of the Azzurians, and the Frozen Tower. But the pass is heavily guarded.
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Событие
- 20, 23 подземелье
-
Сообщение: The path ends here. You are entering the land of the Azzurians.
-
Событие
- 80, 10 подземелье
-
Сообщение: Come with us.
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Событие
- 76, 9 подземелье
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Сообщение: Worship us.
-
Событие
- 73, 8 подземелье
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Сообщение: Feel our presence.
-
Событие
- 80, 4 подземелье
-
Сообщение: You cannot resist us.
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Событие
- 76, 6 подземелье
-
Сообщение: We will make you strong.
-
Событие
- 81, 8 подземелье
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Сообщение: We can make you invincible.
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Амулет маны
- 82, 8 подземелье
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Сообщение: This could be handy.
-
Событие
- 82, 5 подземелье
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Сообщение: We can give you anything.
-
Событие
- 84, 6 подземелье
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Сообщение: You cannot win without us.
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Событие
- 86, 3 подземелье
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Сообщение: Worship us! You shrug off the voices that seem to be in your head.
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Событие
- 83, 4 подземелье
-
Сообщение: You need us.
-
Событие
- 90, 2 подземелье
-
Сообщение: We can make you strong. Your father looks at your expression puzzled.
-
Событие
- 94, 2 подземелье
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Сообщение: We can make you powerful. Begone foul Daemons! You shout.
-
Событие
- 95, 2 подземелье
-
Сообщение: We will make you stronger than your wildest dreams. I will never bow to your pressures, spawn of evil!
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Событие
- 93, 2 подземелье
-
Сообщение: We will make you the greatest warrior Arkania has ever seen. Your father speaks, Son it is the Daemons! This land is tainted and now they want your power too. You must resist.
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Событие
- 92, 2 подземелье
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Сообщение: We can make you invincible. Your father speaks to you, Son? Are you being tempted?
-
Событие
- 96, 2 подземелье
-
Сообщение: We will... NEVER! BEGONE! and never return. The Daemon voices seem to dissapear for the moment. You believe you will have little trouble from them again.
-
Событие
- 12, 10 подземелье
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Сообщение: Father? Father? You realise the long journey and cold climate have finally taken their toll on your father. Before continuing you dig a small grave by the side of the way. I swear I shall take the tower! You shout to the world. I will avenge your death father!
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Событие
- 14, 10 подземелье
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Сообщение: Your father looks points towards the Frozen Tower ahead. At last... He slowly says, Soon we will have prevented the catastophe... remember the ritual of Ash -Katan... only that can prevent the sleeper from awakening.
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Событие
- 13, 10 подземелье
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Сообщение: Your father seems dazed and chilled by the cold. He slumps forwards in his sadle. You rush to support him. Do not worry my son, he says , you are there now.... ah yes.
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Указатель
- 18, 11 подземелье
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Сообщение: Ahead - Frozen Tower
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Событие
- 11, 10 подземелье
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Сообщение: Your troops are sorely shaken by your fathers death, for he was a wise man and much respected.
-
Событие
- 15, 10 подземелье
-
Сообщение: Your father pulls his cloak around him tighter, trying to protect himself against the biting cold.
-
Событие
- 18, 20 подземелье
-
Сообщение: It is so cold.
-
Событие
- 21, 13 подземелье
-
Сообщение: Brrrrr...
-
Событие
- 23, 12 подземелье
-
Сообщение: It is so cold here.
-
Ящик Пандоры
- 24, 47 подземелье
-
Сообщение: What's this box doing just lying here?
-
Бутылка
- 86, 18 подземелье
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Сообщение: Beware the Passage of the Harpys!
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Бутылка
- 102, 2 подземелье
-
Сообщение: No matter how many bottles you pick up, we will never be your friends.
-
Бутылка
- 97, 102 подземелье
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Сообщение: I've forgotten what I was going to write here.
-
Бутылка
- 77, 106 подземелье
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Сообщение: Those damn Harpys! They've stolen all my stuff! Including my favourite hat!
-
Бутылка
- 84, 96 подземелье
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Сообщение: You come across an old map in a bottle, which tells you it will take you to 'treasures most great and wondorous'. Wow! What a lucky find this is...
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Бутылка
- 90, 71 подземелье
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Сообщение: Excuse me? I was having a peaceful swim and you come a get me out of the water for nothing! Can't you just leave us bottles alone?
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Указатель
- 23, 68 подземелье
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Сообщение: Simon the Sign Writer was here
-
Указатель
- 74, 14 подземелье
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Сообщение: Mrs Mary Magellon's Marvelous Map Making Shop Brother of the Mr Mathew Magellon
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Доспех черного дракона
- 74, 24 подземелье
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Сообщение: Ahhh... could this be the armour worn by the legendary Snargle hunter McTaffinch? You hope so, for it is quite powerful!
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Бутылка
- 65, 51 подземелье
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Сообщение: Feel the wrath of the bottle, puny human!
-
Бутылка
- 79, 54 подземелье
-
Сообщение: Gotta love them bottles!
-
Бутылка
- 83, 59 подземелье
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Сообщение: I have found out how to find the Titan's Gladius! --Ramaseus the Scholar--
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Событие
- 31, 43 подземелье
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Сообщение: A group of men are milling around at the junction. We are hunters, they say looking for the rare Brown Snargles. You promise that if you see one you will send back a messanger.
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Событие
- 50, 70 подземелье
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Сообщение: You spot a Snargle, but it flees before you can catch it.
-
Событие
- 49, 68 подземелье
-
Сообщение: You come across some Snargle Hunter by the wayside. You tell them you spotted a Snargle a few hours back. They thank you.
-
Событие
- 79, 72 подземелье
-
Сообщение: Some men come up to you asking if you've seen a Snargle. But you haven't so you shake your head.
-
Событие
- 10, 91 подземелье
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Сообщение: You are sure you caught a glimpse of a rare Swamp Snargle, but you can'r be sure.
-
Событие
- 70, 80 подземелье
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Сообщение: Be very, very quiet. says a man as you ride up to him. I'm hunting Snargles. You ride quietly past.
-
Золотой лук
- 1, 45 подземелье
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Сообщение: You could shoot a Snargle from 100 metres with this!
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Сфера тверди земной
- 102, 97 суша
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Сообщение: K'Tal's powerful magic orb. Now it is yours.
-
Книга магии Земли
- 102, 94 суша
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Сообщение: K'Tal's Earthen Tome - Time to put it to good use.
-
Событие
- 75, 96 суша
-
Сообщение: You search your brains for the right part of the legend. If you remember rightly there is a certain path you must follow to find K'Tal's resting place. If only you could remember what it was. If you can't remember it may be wise to turn back and continue your original quest till you do remember.
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Событие
- 79, 94 суша
-
Сообщение: Your troops feel ill, they tread heavily on the ground, stumbling over rocks and falling over cracks. All your energy begins to fade, even your spell points. This was obviously the wrong way to go.
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Событие
- 82, 97 суша
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Сообщение: From the lava pool rise evil firey monsters. This was not the right way!
-
Земной элементал
- 99, 96 суша
-
Сообщение: As one the Earth Elementals speak. Only the most mighty may pass into the resting place of K'Tal the Earth Mage. Prepare to die.
-
Событие
- 100, 96 суша
-
Сообщение: Now you have defeated the final guardians! You can claim K'Tal's Artefacts.
-
Событие
- 94, 97 суша
-
Сообщение: Rising from the earth come K'Tal's guardians.
-
Событие
- 91, 94 суша
-
Сообщение: The dark shadows begin to swirl around you until the cavern is full of shadows. Then the shadows take form, and you gasp in horror...
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Событие
- 88, 97 суша
-
Сообщение: The air tingles and shimmers. You feel your pockets getting heavy. As you look into them you realise your gold has turned to lead! You curse your bad luck and your troops gasp in despair.
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Указатель
- 59, 100 суша
-
Сообщение: Secret Swamp
-
Чешуя большого василиска
- 52, 98 суша
-
Сообщение: You hear the hiss of a horde of Basilisks. It looks like they will jump out at anyone who tries to take their treasure. Are you going to take it anyway?
-
Указатель
- 71, 57 суша
-
Сообщение: Sandy Hole
-
Указатель
- 74, 95 суша
-
Сообщение: Begone mortals! Or you will face the wrath of K'Tal, the mighty Earth Mage.
-
Водный элементал
- 4, 71 суша
-
Сообщение: As one the Water Elemental speak. You have disturbed the guradians of Basheba. Now you must die.
-
Событие
- 8, 63 суша
-
Сообщение: This is it! The resting place of Basheba the Water Mage!
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Сфера проливного дождя
- 10, 62 суша
-
Сообщение: Bacheba's powerful orb! Now it is yours.
-
Книга магии Воды
- 10, 64 суша
-
Сообщение: The tome feels heavy in your hands but you care not - this is Basheba's own powerful book.
-
Событие
- 13, 78 суша
-
Сообщение: Water elementals attack!
-
Событие
- 4, 75 суша
-
Сообщение: Could you have escaped the maze of Basheba? Only the guardians to go now...
-
Бутылка
- 23, 95 суша
-
Сообщение: Maze of Basheba Could this really be Basheba's Maze? If it is you'd better be prepared and know the way to go. If not perhaps you should turn back.
-
Событие
- 19, 78 суша
-
Сообщение: Water elementals attack!
-
Событие
- 7, 81 суша
-
Сообщение: Water elementals attack!
-
Событие
- 4, 84 суша
-
Сообщение: Water elementals attack!
-
Событие
- 4, 91 суша
-
Сообщение: Water elementals attack!
-
Событие
- 4, 102 суша
-
Сообщение: Water elementals attack!
-
Событие
- 16, 87 суша
-
Сообщение: Water elementals attack!
-
Событие
- 8, 90 суша
-
Сообщение: Water elementals attack!
-
Событие
- 8, 99 суша
-
Сообщение: Water elementals attack!
-
Событие
- 11, 99 суша
-
Сообщение: Water elementals attack!
-
Событие
- 19, 90 суша
-
Сообщение: Water elementals attack!
-
Событие
- 14, 89 суша
-
Сообщение: Water elementals attack!
-
Событие
- 12, 92 суша
-
Сообщение: Water elementals attack!
-
Событие
- 20, 103 суша
-
Сообщение: Water elementals attack!
-
Событие
- 24, 88 суша
-
Сообщение: Water elementals attack!
-
Событие
- 26, 92 суша
-
Сообщение: Water elementals attack!
-
Событие
- 26, 100 суша
-
Сообщение: Water elementals attack!
-
Событие
- 29, 86 суша
-
Сообщение: Water elementals attack!
-
Событие
- 32, 93 суша
-
Сообщение: Water elementals attack!
-
Событие
- 31, 105 суша
-
Сообщение: Water elementals attack!
-
Огненный элементал
- 5, 6 суша
-
Сообщение: As one the Fire Elementals speak. Feel the firey wrath of Illicia!
-
Событие
- 4, 33 суша
-
Сообщение: From the fiery river come forth demons of fire to attack you!
-
Событие
- 4, 29 суша
-
Сообщение: The air becomes hot but you are not burnt. Instead many of your minerals melt before your eyes. This was obviously the wrong way to come!
-
Событие
- 6, 25 суша
-
Сообщение: You can only gasp in horror as your gold melts to liquid.
-
Событие
- 4, 21 суша
-
Сообщение: Fire swirls around your troops, before taking the form of Fire Elementals!
-
Событие
- 6, 17 суша
-
Сообщение: For no apparent reason your troops become demoralised and your luck fades.
-
Событие
- 4, 9 суша
-
Сообщение: You feel so weak, all your troops do.
-
Событие
- 6, 13 суша
-
Сообщение: From the firey pit rise a legion of tiny demons!
-
Событие
- 5, 36 суша
-
Сообщение: You know there is a certain path you must take and you try to remember what it is. If you can't remember it may be wise to turn back and return when you are sure.
-
Указатель
- 5, 43 суша
-
Сообщение: Resting place of Illicia, Fire Mage
-
Подземелье
- 38, 52 суша
-
Название: Vision
-
Воздушный элементал
- 42, 26 суша
-
Сообщение: As one the Air Elementals speak. by the power of Marneus we will destroy you.
-
Событие
- 36, 16 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 25, 16 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 23, 19 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 36, 20 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 33, 19 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 37, 19 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 36, 33 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 37, 31 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 33, 31 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 30, 32 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 28, 31 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 25, 32 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 23, 31 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 26, 28 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 24, 27 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 26, 24 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 24, 23 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 26, 21 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 28, 23 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 38, 23 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 35, 24 суша
-
Сообщение: Air Elementals rise up and attack!
-
Событие
- 33, 27 суша
-
Сообщение: Air Elementals rise up and attack!
-
Верховный лорд
- 38, 53 суша
-
Название: Seeing One
-
Изобильная накидка кристаллов
- 72, 65 суша
-
Сообщение: A Snargle Hunter sits dejected byt he wayside, telling you he cannot find the legendary desert Snargle. You motivate him so well he hands you his cloak before rushing off to find that Snargle!
-
Событие
- 97, 96 суша
-
Сообщение: Could this be...? The resting place of the Earth Mage K'Tal, one of the four great wizards who defeated the Ice King? First you must defeat the final guardians..
-
Указатель
- 37, 54 суша
-
Сообщение: Domain of the All Seeing One, lord of all the Underworld. Begone lest you desire your skull to rest in the dungeon known as Vision.
-
Указатель
- 81, 70 суша
-
Сообщение: Straight ahead - Honest Bob's War Machines
-
Событие
- 78, 62 суша
-
Сообщение: 'Honest Bob' comes out to greet you. At last! He says I knew it was a bad idea to set up shop here, those monsters mande it their lair. Now you've freed me more customers might come. Thanks, now come inside and purchase my wares.
-
Событие
- 33, 12 суша
-
Сообщение: This must be the resting place of Marneus, the Air Mage. If you know the true path forwards travel it, if you don't it would be wise to turn back first.
-
Событие
- 88, 86 суша
-
Сообщение: This is it! You have found Marneus' last resting place.
-
Сфера небесного свода
- 90, 85 суша
-
Сообщение: You take the Ord of Marneus for your own.
-
Книга магии Воздуха
- 90, 87 суша
-
Сообщение: Marneus' powerful tome can now be put to use saving the lands again.
-
Подземелье
- 56, 6 суша
-
Название: Dragonhome
-
Кулон мужества
- 104, 34 суша
-
Сообщение: Oh goody!
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