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Герои 3 - карта The Flying Dutchman

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

The Flying Dutchman
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
You are the Flying Dutchman, accursed to sail on the seas until someone falls in love with you and loves nobody else in her life. The curse seems to be wearing off, though - you can stay on land as long as you wish. Now it's time to break the curse and get home after all these centuries.

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The Flying Dutchman

Слухи

  • Orb
    Some say that the Orb of Driving Rain is lying in the hot sand of a desert...
  • Thieves
    All the thieves' dens are in the south.
  • Grail
    The holy grail might be lying on the bottom of the Sea of Sorrow.

События

  • Story 1
    You, a cursed captain, have sailed on the seas for centuries looking for someone to free you from your curse. You have only been able to visit the land in every seven years, but a few days ago you found the coast again after only three days had passed since your last visit.
  • Story 2
    So the curse seems to be weakening. All this time sailors have feared your ghastly ship, avoiding it like it carried a plague within its sails. You are ready to board your ship again. But without a large force someone like you can not travel safely far inland.
  • Story 3
    There is a town, Vidomia, in the north some miles away. The town's defenders have been fending off bandits in the north, and will return after four days. As your military now consists only your crew, this is a chance you must take. Conquer the town within three days and start building an empire.
  • Story 4
    Old tales tell of a mysterious and eternal woman, Senta, who will fall in love with the man who shoots her with an arrow made of an angel's feathers. Your quest to find these arrows is to begin. The final part isn't that nice - you must put her life to an end to break the curse.
  • Story 5
    On the eastern coast of the Sea of Sorrow lie the empires of Dandalea and Dewhad. The knights and orcs have fought from times when time was not measured without a cease fire. At the moment The orcs of Dewhad have gained a foothold in Dandalea, but the war will go on.
  • Story 6
    On the southern coast live the witches of Byuran, who have not had many wars with the other nations, but mostly struggling with each other. If they can settle their differences they can grow to be very strong and powerful.
  • Story 7
    Elves populate the western coast. They would be very strong only if they hadn't broken into two factions; Teufrat of the south and Sardanne of the north. The elves of Teufrat have control over the only shipyard but Sardanne has won the most recent battles. The war has wrecked the middle of the land.
  • Story 8
    Ultimately, the warlocks populate the underground areas. Senta also lives there. However, there is only one entrance to their realm and its location is unknown. Some say that they are related to the witches...
  • Senta
    It is now surely known that Senta resides in the end of a tunnel in the warlocks' lands. After shooting her with an arrow you must trade the rest for boots which let you walk on water and then end her misery.
  • Famous
    During your travels, you come across to a man. Aren't you the cursed captain? What are you doing on land? He must be the 1274th person saying that. You swallow your anger and refrain from slaying him.
  • Sword
    You find a beautiful sword lying on the road. It feels magical and you instantly fall in love with the thing, but then a Dandalean soldier runs to you: Thank you so much for finding my sword, but I have a regiment to catch. You are left swearing as the warrior runs away back to his men.
  • Imposter
    An alchemist comes to talk to you. Milord, I can transform all your copper coins into golden ones if you allow me to have the honor to do it. Trusting him you hand him some coins but he immediately disappears into the woods. Bugger.
  • Dragonfly
    A particularly annoying dragonfly desperately seeking attention is buzzing about. Look at mee! Looook at meeee! He has to dodge two of your arrows before realizing that it is time to leave. And quickly.
  • Marketplace
    At a local marketplace you run to the same guy who stole some of your coins recently. The man tries to run away but is caught by two of your men. You have him slain and retrieve your coins, taking a little extra with them.
  • Fools
    You meet three fools coming down the road. One of them is juggling balls and drops one of them, hitting your foot. It costs him four pieces of crystal to convince you that it was an accident.
  • Northwest
    The northwest territories of the land are completely unpopulated. Well, hydras are a good reason why not to live there...
  • Bragger
    Two boys are having an argument about which one has a better sword. They slice wood with them and swing them around until you come and decide to show your huge sword. They keep staring at you as you ride away.

Объекты

  • Виверна-монарх
    • 35, 9 подземелье
    • Сообщение: This island is known for its dangerous residents - a royal breed of wyverns. And they don't like visitors.
  • Рыцарь
    • 48, 11 подземелье
    • Название: Dutchman
  • Замок
    • 68, 3 подземелье
    • Название: Amandria
  • Замок
    • 44, 5 подземелье
    • Название: Vidomia
    • Название: Arrival
    • Сообщение: Phew! You took over the castle just in time. The generals with some troops arrived to strenghten Vidomia's defenses but they are not aware of the new command around here. It's time to start the search.
  • Древесина
    • 48, 7 подземелье
    • Сообщение: As you pick up the pile of wood, a man approaches you telling you to follow him to the beach. Well, he might have something important to say.
  • Бастион
    • 21, 21 подземелье
    • Название: Sardanne
  • Бастион
    • 7, 40 подземелье
    • Название: Teufrat
  • Замок
    • 68, 24 подземелье
    • Название: Dandalea
  • Цитадель
    • 61, 52 подземелье
    • Название: Dewhad
  • Крепость
    • 29, 61 подземелье
    • Название: Byuran
  • Событие
    • 31, 4 подземелье
    • Сообщение: As you approach the seer's hut, your foot gets stuck in the mud. When you are pulling it off, the seer comes out of his house and starts talking to you. So you are looking for the mythical arrows? A broken heart? I'm willing to give it to you if you bring me the Orb of Driving Rain. I like water.
  • Событие
    • 63, 35 подземелье
    • Сообщение: Medusas don't usually wander this far north, but these snake-haired beings have set up a stores. The knights of Dandalea have not dared to set foot in this building.
  • Событие
    • 62, 41 подземелье
    • Сообщение: These Dandalean horsemen were left to the wrong side of the front line when the forces of Dewhad made their breakthrough. But they have managed to survive as taking over their training grounds would cost the barbarians too many troops.
  • Событие
    • 52, 65 подземелье
    • Сообщение: After following the given instructions, you stop to the place three steps south and five east from the entrance of school of war. You spend a few minutes digging the sand and there it was! The Orb of Driving Rain. As you remove it from its dry grave black clouds gather together in the sky.
  • Событие
    • 66, 68 подземелье
    • Сообщение: Plants have grown to block the path to the gate. Seems like this route was last used a long time ago.
  • Событие
    • 43, 69 подземелье
    • Сообщение: A band of fire elemental in the midst of these tropical trees. An accident waiting to happen.
  • Событие
    • 6, 7 подземелье
    • Сообщение: What a bummer. To die of thirst so close to a well. And he wasn't even observing the world from up here and therefore the redwood observatory couldn't have hidden the well from him.
  • Событие
    • 32, 3 подземелье
    • Сообщение: Here lives the seer who has the Angel Feather Arrows. Let's go hear what he wants in return.
  • Событие
    • 46, 56 подземелье
    • Сообщение: This is the serpent flies' hive. Annoying sound, isn't it?
  • Событие
    • 46, 6 подземелье
    • Сообщение: This land is small, so you must start expanding your empire after a while. The knights of Dandalea in the east seem weak enough, but let's get the priorities straight first. Travel to the swamps to the west and visit the seer living in there. He will tell you how to get the Angel Feather Arrows.
  • Событие
    • 52, 55 подземелье
    • Сообщение: This is the biggest thieves' den in the land. One can only imagine how many bodies are lying in that jungle.
  • Событие
    • 38, 71 подземелье
    • Сообщение: The only ones who have had time for studies because not having too many wars are the witches, so they have set up this university. It's not big, but it's something unique.
  • Событие
    • 10, 65 подземелье
    • Сообщение: At the crossroads you almost have a traffic accident with a man driving a wagon. The man insults you, and your pride can't take it. You quickly flee from the scene after decapitating the man.
  • Событие
    • 6, 44 подземелье
    • Сообщение: The only two trees of knowledge are found from elvish land. Why they have such a close relationship is a mystery.
  • Событие
    • 14, 35 подземелье
    • Сообщение: This land is full of dead elven soldiers. Decades of fighting have cursed the land.
  • Событие
    • 48, 2 подземелье
    • Сообщение: Ah, the local village idiot. He seems to be learned, however, so it would be wise to pay him a visit.
  • Событие
    • 54, 5 подземелье
    • Сообщение: Why the people have built a shipyard here is a mystery to you. From here one can only get to Amandria, your home - a place off limits to you for now.
  • Событие
    • 49, 8 подземелье
    • Сообщение: So you are the Flying Dutchman? I know your story and I know the seer who possesses the Angel Feather Arrows - what he wants is the Orb of Driving Rain. Go three steps south and five east from the school of war south of Dewhad - it is buried in the sand. Return to me if you forget my instructions.
  • Бутылка
    • 41, 11 подземелье
    • Сообщение: senD hElp
  • Событие
    • 39, 18 подземелье
    • Сообщение: Obviously the message in a bottle was thrown to the sea by this man. Unluckily for him it didn't reach the shore in time.
  • Указатель
    • 47, 65 подземелье
    • Сообщение: North to Dewhad West to Byuran
  • Событие
    • 66, 5 подземелье
    • Сообщение: The curse is beaten. She who loved you until the end can love no more, and therefore you are free. You see your hometown, Amandria, opening before you. What a lovely place!
  • Событие
    • 67, 4 подземелье
    • Сообщение: What the...pirates have taken over your hometown! You must stand by you men and win one more fight - Amandria's fate is not to be a home to ruffians!
  • Подземелье
    • 10, 7 суша
    • Название: -Money
  • Чернокнижник
    • 27, 43 суша
    • Название: Senta
  • Событие
    • 33, 43 суша
    • Сообщение: There she is. As you have shot a few arrows at her she seems deeply in love with you. You feel sad that you now must put and end to her life.
  • Событие
    • 65, 61 суша
    • Сообщение: A scout of yours returns to you. Senta is indeed in one of these caves, but I've seen her with hordes of frightening monsters. And only getting past the warlocks is hard enough.
  • Событие
    • 28, 43 суша
    • Сообщение: Here she stands with her collection of various beasts. Behind her is the key to home.
  • Событие
    • 39, 43 суша
    • Сообщение: Senta makes her home in the other end of the cavern. You better have your angelic arrows ready, she doesn't seem too pleased with her life.
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