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Герои 3 - карта The Wizard of Farsee

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

The Wizard of Farsee
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 Wizard of Farsee first arrived, he was hailed as a savior. Petty wars and feuding amongst neighbors ceased once it was known that the Wizard's great Skyship ruled the air. But the Wizard is greedy, and takes more than his fair share....

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The Wizard of Farsee

Слухи

  • Underground mines
    Much of the Wizard's wealth resides in the underground where he has fashioned a world within a world. A cavern of sunlight and sweetwater where life does thrive.
  • Underground treasure
    It is said that the Wizard keeps a cache of resources and gold locked away in his great cavern. Spells also he keeps there hidden behind two walls of magic.
  • The Water
    It is common knowlege that the Wizard is stealing the water of the aboveground to feed his private sanctuary below.
  • The fearful Wizard
    The Wizard fears the revenge of the four kingdoms. Thus, he is unlikely to stray far from his tower whilst their armies roam the countryside.
  • Open the roads
    Travel through the Wizard's realm is difficult. If only the there weren't those foul garrisons. Then the roads would be open, and travel times would be shorter.
  • University
    There is said to be a great university near Farsee that teaches a great many subjects ... for a price.
  • Pandora's Box
    Rumor has it that the mysterious combatants come in the guise of pandora's box.

События

  • Intro
    Though it is difficult to believe now, you were actually grateful when the Wizard of Farsee first arrived. Then, an endless parade of petty skirmishes and blood feuds raged across the land; an ebb and flow of treachery and destruction that drained one's spirits, not to mention the royal coffers.
  • Intro 2
    But the Wizard put an end to all that. Once it was known that his magic Skyship flew, ever watchful, high above the realm, peace became possible once again. Treaties were struck, and oaths sworn, this time with the foreknowlege that treacheries could not easily be hidden from view.
  • Intro 3
    For a time, everyone seemed content. Everyone, that is, except the Wizard. Scarcely a year went by before the Lord of Farsee Tower began to impose changes upon the order that had existed in this land for centuries. First, he erected a series of barriers, effectively severing the travel routes
  • Intro 4
    that had connected the four kingdoms by land. All trade would pass through Farsee, from then on. Next, the Wizard built garrison walls, toll gates if you will, to collect revenue from merchants now forced to travel through his realm. Soon after, these garrisons were fortified.
  • Intro 5
    But these changes, you know now, were to be simply a prelude. Not long after, water began to leave the land. It never rained, it seemed, and irrigation failed. And as each peasant family was forced to move on, there the Wizard would be, to claim their land. And inch by inch, his realm grew.
  • Intro 6
    And as his kingdom grew stronger, richer, and more powerful, yours began to wither and fail; year by year losing ground to the drought and the evil Wizard. Attempts were made against the Wizard, but each time you sought to muster yout troops the Wizard would spy your actions and move against you.
  • Hope
    But perhaps there is still hope! Your spies within Farsee have informed you that a terrible accident occured there last night. An alchemist of dubious abilities, whilst mixing a volatile elixer, touched off a blast that blew up half of Farsee Tower! The damage was quite severe.
  • The Wizard
    At this moment, the Wizard frantically works to rebuild his fortress. If ever there was a time to make your move, it is now. The Wizard will be too busy with his own problems, you are sure, to consult his magic Skyship. You should be able to amass an army without him knowing and acting against you.
  • The Test
    Scouts report that there is a curious group of combatants who wait for you out in the countryside. Apparently they intend to put your resolve to some kind of martial test. Upon the test's successful completion, they will bestow upon you some type of boon. The scouts could learn no more.
  • All is Well
    So far, so good. At first, you were unsure whether mobilizing your troops would attract unwanted attention, but it appears now that your spies were correct. The Wizard has not moved against you, nor has he sent a threatening messenger, as is his wont.
  • Old Ties
    Already, you are beginning to wonder about your course of action. Should you try to take the Wizard's castle and seize his Skyship? Or should you focus your efforts toward battling old foes? The Wizard is strong, but he will be stronger still in the future. Yet dealing with him could be expensive.
  • The Underground
    If nothing else comes of this war, at least the mystery of the drought has been solved. The caverns of the underground are teeming with sweetwater, no doubt skimmed from the lands above at the expense of the poor peasant farmers.
  • The more things change...
    The more things change, the more they stay the same, as the saying goes. After so many years of toiling under the Wizard's yoke, the four kingdoms are finally free, and what do they do? Why they take to resuming old feuds of course! You are completely disgusted and vow revenge on them all!
  • The Vow
    Today you have vowed to end all of the senseless bickering that has plagued this land for so long. Summoning all of your ministers and advisers, as well as the assorted rabble that plagues every court, you have had yourself proclaimed Monarch of the Realm, thus ending all of the confusion.

Объекты

  • Башня
    • 37, 37 подземелье
    • Название: Farsee
    • Посещение Чародей: Название
  • Ящик Пандоры
    • 36, 6 подземелье
    • Сообщение: Before you stands a Power Lich, and behind it, a score of Liches and two score of Vampires. To you, the Power Lich speaks
  • Ящик Пандоры
    • 51, 8 подземелье
    • Сообщение: Before you stands a Cyclops King, and behind it, a score of Cyclops and two score of Ogres. To you the Cyclops King speaks
  • Ящик Пандоры
    • 58, 52 подземелье
    • Сообщение: Before you stands a War Unicorn, and behind it, a score of Dendriod Guards and two score of Grand Elves. To you the War Unicorn speaks
  • Ящик Пандоры
    • 9, 51 подземелье
    • Сообщение: You see a Wyvern Monarch, and behind it, a score of Mighty Gorgons and two score of Dragon Flies. To you the Wyvern speaks
  • Событие
    • 24, 57 подземелье
    • Сообщение: Here, where the parched soil of the Wizard's land meets your own territory, the first garrison of Farsee is located. Manned, no less, by troops akin to your own. No doubt they are the inhabitants of one of your own lost townships, located somewhere beyond this wall. You muster your troops.
  • Событие
    • 51, 56 подземелье
    • Сообщение: Here, where the parched soil of the Wizard's land meets your own territory, the first garrison of Farsee is located. Manned, no less, by troops akin to your own. No doubt they are the inhabitants of one of your own lost townships, located somewhere beyond this wall. You muster your troops.
  • Событие
    • 25, 15 подземелье
    • Сообщение: Here, where the parched soil of the Wizard's land meets your own territory, the first garrison of Farsee is located. Manned, no less, by troops akin to your own. No doubt they are the inhabitants of one of your own lost townships, located somewhere beyond this wall. You muster your troops.
  • Событие
    • 58, 14 подземелье
    • Сообщение: Here, where the parched soil of the Wizard's land meets your own territory, the first garrison of Farsee is located. Manned, no less, by troops akin to your own. No doubt they are the inhabitants of one of your own lost townships, located somewhere beyond this wall. You muster your troops.
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