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
Episode III: The Threshold of Kur-Hazeth You are launching a suicidal attack on the homeland of the devils. You must survive for four weeks in order to create a sufficient diversion for your sister general, Wei, to free Queen Amara and liberate her kingdom.
Герои 3 - карта The Legacy of Qun-Jin III
25/05/2015Файл к игре: Heroes of Might and Magic 3: The Restoration of ErathiaСкачать
Название | Вес | Расширение |
The Legacy of Qun-Jin III | 0.03МБ | h3m |
Объекты
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Следопыт
- 1, 1 подземелье
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Имя: Britomart
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Событие
- 1, 2 подземелье
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Сообщение: Britomart has learned much during her experiences in the last two wars.
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Алебардщик
- 6, 2 подземелье
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Сообщение: There was a time when it was hard to recruit halberdiers because of rumors that they were used as cannon fodder, but the economic slump following the recent wars has made certain that there are plenty of unemployed willing to pick up a halberd for a copper piece a week.
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Тяжёлый арбалетчик
- 8, 1 подземелье
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Сообщение: Marksmen are very useful additions to an army, if you can put up with all their derogatory comments about elves.
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Королевский грифон
- 9, 2 подземелье
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Сообщение: Griffins, unlike horses, are very tidy creatures, although they are, in many ways, more logistically demanding. A griffin which has gone for two days without adequate food (about thirty pounds of raw goat meat per day) becomes dangerously temperamental.
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Крестоносец
- 8, 3 подземелье
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Сообщение: These crusaders will attack anything as long as you tell them it's a heathen. It's hard to keep their morale up, however, unless you let them burn a village every week or so.
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Фанатик
- 10, 3 подземелье
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Сообщение: The Zealots are as pompous as the Champions, but they are easier to deal with because they spend most of their time singing and chanting and practicing blowing things up.
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Чемпион
- 11, 2 подземелье
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Сообщение: Champions think they are angels, to hear them talk. It's best to ride far away from them when travelling, because more than one hero has lost her patience with their steady stream of pompous truisms.
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Мастер-гремлин
- 16, 2 подземелье
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Сообщение: Every morning, as the army breaks camp, you can count on the Master Gremlins to leave behind a substantial art installation. If stealth is important, it's best to have the titans clean it up, because the gremlins won't do it.
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Обсидиановая горгулья
- 18, 3 подземелье
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Сообщение: No matter how long you've known a certain gargoyle, you can be sure that a strange urge will periodically compel it to try and trick you into thinking that it's just a statue.
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Стальной голем
- 17, 4 подземелье
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Сообщение: Golems are stupid and slow, but at least they never complain.
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Архимаг
- 15, 3 подземелье
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Сообщение: The stereotype that mages are boring academics is largely unfounded. When these mages aren't on the job, they spend their time swilling ale and engaging in all manner of destructive pyrotechnic pranks.
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Мастер-джинн
- 16, 3 подземелье
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Сообщение: Genies are never as grateful for being let out of their little lamps as they are in the stories.
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Зомби
- 10, 11 подземелье
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Сообщение: Some of these zombies look distinctly familiar, but you'll take help wherever you can get it, and the necromancers are on your side, now.
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Призрак
- 11, 10 подземелье
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Сообщение: Don't ever get in a conversation with a Wraith about which kind of undead is the most powerful and fearsome. Wraiths have hierarchy issues, and they will likely talk your ear off with long, boring complaints about how, in Middle Earth they were really something to be reckoned with, etc. etc. etc.
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Скелет-воин
- 12, 11 подземелье
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Сообщение: Skeletons aren't very useful, but if you visit the scholar to the southwest, you can learn how to make lots, lots more.
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Лорд вампиров
- 10, 9 подземелье
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Сообщение: The vampires are the best-dressed of the undead army. They have a nasty tendency to sit around feeling sorry for themselves, though, so it's best to keep them entertained by sending them off to engender superstition in the local peasantry.
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Могущественный лич
- 8, 10 подземелье
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Сообщение: It's very hard to travel with an undead army, at least without a Purify Air spell. Whatever you do, don't complain publicly about the putrid stench that follows liches around. They are very sensitive about it.
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Рыцарь смерти
- 8, 9 подземелье
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Сообщение: Be sure the Dread Knights don't mistake any of the smaller units in your army for non-combatants, or they'll seize the opportunity to engage in their favorite hobby
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Адский троглодит
- 19, 8 подземелье
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Сообщение: They look like grubs, they fight like grubs... At least there's a lot of them.
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Гарпия-ведьма
- 20, 7 подземелье
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Сообщение: Harpies are the only living unit which smells anywhere near as bad as the undead, but fortunately they spend most of their time flying around and squabbling amongst themselves, instead of hanging around near the provision cart like zombies tend to do.
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Злой глаз
- 18, 7 подземелье
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Сообщение: Despite being excellent missile troops and not half-bad at hand-to-hand fighting, beholders have unsurpassed skills at giving massages. Their many tentacles are surprisingly dextrous--just the right combination of firm and gentle.
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Королева медуз
- 17, 8 подземелье
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Сообщение: At first glance medusas all look alike, but when you've spent some time travelling with them you can notice a very wide range of fine distinctions between the species and coloration of the snakes on their heads. Many of them are rather vain about their particular assortment.
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Король минотавров
- 18, 9 подземелье
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Сообщение: Minotaurs are strong, brave, and good-looking, but forget about provisioning your army with cattle when you've got minotaurs along. They feel about cows the same way humans feel about chimps and apes, and they don't like it when their distant cousins are messily devoured by dragons.
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Скорпикора
- 17, 7 подземелье
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Сообщение: Scorpiocores have a strange mixture of animal and insect behavior. At times they behave like lions, but they also have insect-like tendencies. For instance, when they become very confused (like when a Titan picks one up) they squirm around aimlessly because they aren't programmed with a response.
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Чёрный дракон
- 15, 7 подземелье
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Сообщение: Due to their peculiar physiognomy, dragons always look like they are considering trying to eat you. If you can get past that, however, some of them are very interesting conversationalists.
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Титан
- 14, 5 подземелье
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Сообщение: Nobody can throw things like Titans. Don't let them get hold of your wagons of provisions.
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Королева наг
- 16, 4 подземелье
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Сообщение: Don't ever, EVER compare a naga to a medusa. Other than that, nagas are fairly easy to get along with, and they seem to have a gift for keeping other rowdy units on their best behavior.
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Дракон-Привидение
- 9, 8 подземелье
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Сообщение: Ghost Dragons are the strongest undead unit, though their chief advantage from the hero's point of view is that they don't smell like rotting flesh the way the rest of the army does. Bone dragons, on the other hand...
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Архангел
- 10, 4 подземелье
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Сообщение: Angels, as a rule, are completely obnoxious. They are constantly making pompous pronouncements of one kind or another, and generally being patronizing and conceited. Their peerless fighting abilties make them worth it, but just barely.
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Событие
- 8, 12 подземелье
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Сообщение: The necromancers sent this scholar to teach you Necromancy, in case you want to learn.
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Событие
- 22, 28 подземелье
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Сообщение: You have entered the homelands of the devils. Though the terrain may appear similar to that you have seen before, the familiarity is illusory. Reality in this place is skewed, and the tortured landscape is the result of powerful magical forces beyond the control of even the devils which live here.
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Живой мертвец
- 54, 14 подземелье
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Сообщение: As you approach the woods, you see that they are teeming zombies...
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Дерево
- 50, 17 подземелье
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Сообщение: There's a gigantic stack of wood at the edge of the forest, but it's clearly guarded by a swarm of sulky ogres. It's odd--you've never known ogres to be particularly fond of wood. Still, odd or not, you'll have to fight them if you want it.
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Ифрит
- 32, 45 подземелье
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Сообщение: None shall pass.
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Красный дракон
- 36, 47 подземелье
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Сообщение: Thieving Lake-man! You and your kind shall pay dearly for this intrusion.
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Адский троглодит
- 44, 42 подземелье
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Сообщение: A lot of troglodytes, the scout said. You make a mental note to be ask her exactly what she means by a lot next time...
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Золото
- 20, 39 подземелье
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Сообщение: As you approach the pile of gold (looks like a couple thousand from where you stand), you notice that a throng of harpies is circling protectively overhead. Do you want to risk the wrath of the harpies and try to take the gold?
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Знак
- 92, 18 подземелье
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Сообщение: Goblin caves. Please leave us alone. We are tired of fighting in your wars, and not very good at it anyway.
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Событие
- 81, 16 подземелье
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Сообщение: It's strange, but this portion of the underworld is almost pleasant. The air, though dry, is a moderate temperature, and scattered patches of vegetation enliven the otherwise barren ground. The frigid territory to the west, on the other hand, is best traversed speedily, if at all.
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Событие
- 87, 38 подземелье
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Сообщение: Depending on the direction of the wind, this mountain pass is filled with either the sulfurous stench of volcanic wasteland, or the pleasant scent of a forest in autumn.
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Знак
- 100, 69 подземелье
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Сообщение: Kur-Hazeth
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Золото
- 95, 31 подземелье
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Сообщение: There's a lot of gold in that pile, but there's an unlikely assortment of very tough creatures guarding it. Don't these monsters have something better to do than sit around guarding treasure?
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Архидьявол
- 101, 55 подземелье
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Сообщение: You want the angels? You'll have to make it past us, first.
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Архидьявол
- 103, 53 подземелье
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Сообщение: These are OUR archangels. Clear off!
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Архангел
- 104, 55 подземелье
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Сообщение: Thank you for releasing us from captivity. We are in your debt, and will help you in your quest, as long as you maintain strict moral and spiritual uprightness.
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Событие
- 60, 50 подземелье
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Сообщение: This section of the underworld is inhumanly hot and humid. Worse, the luxuriant fungal growths you and your troops have been using for food can't survive here, so it's back to trail rations.
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Инферно
- 13, 52 суша
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Имя: The big bad army arrives
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Знак
- 16, 48 суша
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Сообщение: The player should never be able to see this area, so if you are reading this, you're being sneaky somehow.
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Знак
- 60, 55 суша
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Сообщение: Don't you wish you were orange? This special cache of goodies symbolizes the special powers orange gets because it lives here and you don't.
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