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

Ultima
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
Britannia beckons! Explore the vast continent, become an Avatar, seek treasure, or just kill stuff. The choice is yours... Red = Terfin; Blue = LB's Castle; Tan = New Magincia; Green = Empath Abbey; Orange = Lycaeum; Purple = Stygius; Teal = Serpent's Hold; Pink = Ambrosia

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Слухи

  • Dungeons
    Each of the eight dungeons contains a hideously powerful artifact.
  • Shrines
    Visit all eight shrines to become an Avatar.
  • Codex
    Only an Avatar can enter the Codex.
  • Guild
    A shadowy figure leans over and whispers, Lord British's real name is Lard Buttish.
  • Shadowlords
    The Shadowlords have returned with a vengeance.
  • Ho
    Ho Eyoh He Hum!
  • Grail
    The Grail is at the Codex (duh!)
  • Codex2
    The Codex contains incredible wisdom and power.
  • Virtues
    Follow the Virtues!
  • Shackles
    There's a prison near Minoc where Blackthorn magically imprisons anyone who displeases him.
  • Isle of the Avatar
    The Isle of the Avatar is a dangerous place, but in its heat are forged some powerful resources indeed.
  • Dawn
    The city of Dawn has a hidden gold mine nearby which even the greatest magic cannot reveal.
  • Isle of Fire
    The Isle of Fire contains a most powerful blade, but few can pass the tests of Truth, Love, and Courage.
  • Winds
    Ever since the disturbance the winds have been blowing in circles, and no one can figure out why.

События

  • Global Intro
    It's just another peaceful day in Britannia and you're relaxing in your favorite easy chair, when all of a sudden reality itself seems to rip and shatter. Images from past, present, and future spin and collide, finally reassembling themselves into a mockery of the Britannia you once knew. You sense the presence of friends long gone and enemies from the distant future, and you somehow know that nothing good can come of this.
  • Terfin Intro
    From deep within your psyche, the voice of your ancestor Mondain speaks to you. Greetings, child. I have chosen you to fulfill my destiny. You shall rid Britannia of all who stand against me. First, though, since you are so weak, you must seek out the help of my child Exodus. The timequake has brought it into a cavern below Terfin. Exodus will help you become strong. Do not tarry - our enemies will be here soon.
  • Britain Intro
    You get up and look around. You're still in Castle British. Your posessions are still here, and a quick survey of the castle informs you that Lord British is nowhere to be found. Thinking quickly, you sneak into his quarters and forge a note on his stationery naming you as acting monarch. You leave the note on his desk, and then return unseen to your quarters. Later that day you are summoned to the throne room where you are declared leader. It's good to be the king...
  • New Mag Intro
    Ah yes, a world filled with sudden confusion. It is now time to avenge the fallen. We shall drain our enemies of their sanity, and then feed their brains to our minions. Now quickly, to the kill!
  • Empath Intro
    As you look around the Abbey, you see that people are scared out of their minds. Some are hurt, some are screaming and clutching at their heads. Obviously something terrible has befallen Britannia, and the only way to set it right is to stop all the petty bickering between powers and figure this thing out. Without wasting a minute, you draw up letters with offers of peace, then summon your swiftest messengers and send them to the other leaders.
  • Lycaeum Intro
    The Mage Council reports that the Lycaeum has been torn out of time, as have the other regions of Britannia. Some have been brought forward from the distant past, while some are your contemporaries. Other pieces seem to be from your future, or at least a possible future. Finally, you think to yourself, finally here is a challenge worthy of your intellect. You summon the Elders and the Mage Council, and begin working with them to research this odd phenomenon.
  • Stygius Intro
    This unbalanced Britannia is an abomination! Order must be restored at all costs. Your Chief Administrator suggests that it might be wise to enlist the aid of Skara Brae, despite your dislike of the surface. The fire gate should still be just outside the entrance to the Abyss.
  • Serpent Intro
    Your troops come rushing into the Hold, confused and seeking direction. That's when it hits you: It's an invasion. The best time to attack is when the enemy is confused. You order your troops to work double shifts on patrol, since whoever caused the disturbance is obviously hostile and will be attacking soon. Meanwhile you go see about instating a draft -- a defensive stance is worthless against a determined enemy unless your attacks are also relentless.
  • Ambrosia Intro
    The disturbance causes you to pass out, and when you wake up everything looks normal. Could it have just been a bad dream? You decide to send a couple of scouts to look around.
  • Terfin Combo
    The voice of Mondain comes to you again. I have most fortunate news. It seems that in Exodus' cavern there are now several powerful artifacts which can be combined to form an extraordinary suit of armor. After you join with Exodus, you should seek these components, for with them you will be unstoppable.
  • Britain combo
    One of Lord British's advisors (actually, your advisor now) requests an audience with you. It seems he knows of a powerful artifact that can unite all the races of the land, but it must be assembled from pieces that can be found in the dungeon Despise to the north. It's certainly ironic - he doesn't seem to realize that your idea of unification is rather more hostile than his, but it still sounds like this item could be of great benefit either way.
  • Britain peace
    Now that you think about it, an alliance seems a great way to catch the other powers off guard. You design an official document reminding the others of their ties to their sovereign British and requesting that they donate their funds to research while allowing your Britannian army to handle defense. You give the notes to swift messengers and send them to the other strongholds. Who knows? Maybe some of them will actually fall for it...
  • New Mag Combo
    A noise startles you while you're sleeping. You turn quickly and see an apparition of the legendary Undead King. It beckons you over, and somehow the wind becomes its words. my cloak... power... It begins to crackle with electricity. power... beyond... mortals... The sparks increase until they fill the room. seek... in... Hythloth... Then suddenly it vanishes in a reddish mist. You're not sure, but you think your mission of vengeance just got a powerful endorsement. This is good...
  • Empath Combo
    A priest runs into the Abbey, completely out of breath, and stands before you trying to talk. You recognize him as the curator of the forest museum. The bow... They took it... Rangers... You escort him to the healer. This does not bode well. You remember a group of elves calling themselves Rangers wanting to convert the old, ruined prison of Wrong into an underground oasis, but they didn't seem hostile. Then again, if they aren't hostile, why steal the Bow of the Sharpshooter? This bears further investigation, you think to yourself.
  • Lycaeum Combo
    One of the Elders pulls you aside for a moment. Sir, we have discovered something unusual. The pieces of the legendary Wizard's Well have somehow appeared in the dungeon Deceit. It seems obvious that we were meant to find it. This would seem to suggest that there was conscious thought behind the timequake. Based on that conjecture, I have asked the Mage Council to try to detect other such items of power. I will keep you informed.
  • Stygius Combo
    The Chief Adminstrator approaches you at your desk. Sir, I have convened the High Council in order to assist you in this time of crisis. They are currently in session discussing possible approaches to our situation. I will be delivering their results to you so that you can take full advantage of their input. You're not really sure if you like sharing power with the Council, but right now you need them to help maintain order among the populace.
  • Serpent Combo
    One of your scouts returns and tells you that he has actually found the Dragon City in a cave to the west. Since the day when you heard of the legend, no one has admitted knowledge of this place or of the hideously powerful Dragon Father. Somehow, though, you always knew they were keeping information from you. Perhaps there was some concealment spell which was knocked loose yesterday, but for whatever the reason, you now have proof of their cover-up right in your backyard.
  • Ambrosia Combo
    Your scouts return and tell you that Ambrosia looks normal except for the cards. Where there were once shrines containing four mystical cards, there are now artifacts of immense power. You recall that there was once a prophecy involving the cards destroying an evil power, and so you figure that's what the prophecy meant. The transformation of the cards is an undeniable sign that evil is approaching, but it also mentions a mysterious stranger. No matter, you decide to collect the card/artifacts yourself.
  • Ambrosia scouts the Whirlpool
    While you feel confident you'll be able to wield the artifacts, you're still uneasy about the prophecy's mysterious stranger. Since you've had no visitors in a very long time, you decide to send a scout through the whirlpool to make sure it still works. Besides, you can't help being a little curious about what the people of Sosaria have been up to for the last few hundred years.
  • Lycaeum Combo II
    The Elder returns to your office looking intrigued. You will recall, sir, that I asked the Mage Council to look for artifacts of power across the land. Well, they returned to me almost immediately. It seems that every dungeon and center of power has one such artifact. This supports our theory that this is a puzzle to be solved, undoubtedly devised by the perpetrator of the timequake. We find it likely that we will have to unite the artifacts to find the solution to this little puzzle, and that how we do that is of the utmost importance to this entity, for it surely hopes to divine our true nature from our actions in its game.
  • Stygius Combo II
    You're just sitting down to brunch when the Chief Administrator bursts in. Sir, I think you might be interested in this. The High Council has received information that the components of the legendary Elixir of Life have somehow appeared right here in the Abyss. They have recommended that you seek out the components out most urgently, for it will strengthen our troops greatly. Seems like good advice, but there's something nagging at the back of your mind that you can't quite put your finger on...
  • Britain accept Empath peace
    An elven rider enters the castle and requests an audience with you. My lord sends greetings from Empath Abbey, and a proposal. We believe that the only way to deal with the current crisis is to unite all the powers and work together. People all over Britannia are confused and suffering, and with your help we can give them comfort, and at the same time find a way to reverse the effects of whatever happened. This is too good! The idiots are already playing into your hand. You send the rider back with your acceptance.
  • Ambrosia meets the stranger
    One of your servants rushes into your chambers looking almost delirious. Sir! Sir! A visitor came through the whirlpool! Could it be the stranger from the prophecy? You jump to your feet and go out to meet him. Greetings Excellency. I am called Dromen, from a town near the other side of the whirlpool. I represent the land of Britannia, formerly Sosaria, and I bring news. Dromen proceeds to tell you about Britannia, its major powers, and about a delightful sounding pleasure resort called Buccaneer's Den. The tales are fascinating, and may even prove useful, so you invite him to stay a while as an honored guest.
  • New Mag rejects Emp's peace
    A messenger arrives from Empath Abbey and requests an audience. My lord sends greetings from Empath Abbey, and a proposal. We believe- You interrupt him for a moment to ask him to move to his left, which he foolishly does. As I was saying, we believe that the only way to deal with the current crisis is to unite all th- You flip a switch and activate the Skeleton Transformer as you cackle with maniacal glee.
  • New Mag rejects Emp's peace II
    The messenger screams as all the flesh literally explodes off of his body. The infernal machine wracks him with its twisted enchantments, causing pain, anguish, and insanity, until finally you are left with a skeleton completely under your control. You staple a request for more troops to its forehead and send it back.
  • Empath accepts Brit's Peace
    A knight rides into the Abbey and dismounts. Hail! I bring news from Castle British. The Lord sends his regards and wants you to know that the seat of Britannia stands firm after the disturbance. He also requests a favor: your Lord would like you to divert your efforts toward research. In exchange for this action, the Britannian Army will be deployed to take care of your defensive needs. What say you? It seems that you're not the only one looking for peace. This is a most fortuitous sign, and you send the knight on his way with your heartfelt acceptance.
  • Lycaeum accepts Empath Peace
    An elven sailor enters the Lycaeum and approaches your office. My lord sends greetings from Empath Abbey, and a proposal. We believe that the only way to deal with the current crisis is to unite all the powers and work together. People all over Britannia are confused and suffering, and with your help we can give them comfort, and at the same time find a way to reverse the effects of whatever happened. Presumptuous fools! It's obvious that they have no clue what's going on. Still, this might be a good opportunity to keep them docile while we solve this little puzzle. You summon a promising young mage to accompany the elf back to Empath Abbey and act as an advisor to represent your interests.
  • Lycaeum senses Codex
    Your Mage Council liaison returns with more news. Sir, the Mage Council has been searching for power sources and found that the Codex of Ultimate Wisdom still contains the power it once conferred upon the Avatar. It would appear that in its timeline the Avatar hasn't found it yet. If we could get there first, we could use its power to undo what has happened here. As I recall, the Avatar had to meditate at all eight shrines in order to become the embodiment of the Virtues and gain access to the Codex. Hmmm, very useful information. This might be a wise course to take.
  • Serpent neutral on Emp's peace
    Security Chief Garrett enters your throne room and tells you that an elf was captured trying to enter the Hold. When searched, all he had was a piece of paper. He hands it to you and you read it. My lord sends greetings from Empath Abbey, and a proposal. We believe that the only way to deal with the current crisis is to unite all the powers and work together... The note continues down the page, but you've got the gist. You discuss it with Garrett, who doesn't trust him for an instant, and you decide to release the elf. If Empath Abbey can prove its intentions you might consider a treaty of some sort.
  • Terfin rejects Emp's peace
    A tired elven scout enters the castle and requests an audience with you, which you generously grant. My lord sends greetings from Empath Abbey, and a proposal. We believe that the only way to deal with the current crisis is to unite all the powers and... um... why are you looking at me like that? A hint of a smile crosses your shadowy face as you summon a gate behind him. As he turns around to see what you did, you summon a large flaming pitchfork and propel it toward him, impaling him and sending him through the portal back to his idiotic Abbey.
  • New Mag rejects Brit's Peace
    A knight approaches you in your Castle. You grin in deranged anticipation. Hail! I bring news from Castle British. The Lord sends his regards and wants you to know that the seat of Britannia stands firm after the disturbance. He would also like to request a favor-- ZOT! The infernal machine rips him apart, leaving another skeleton under your control. You let out a hellish screech that slowly turns to howling laughter as you drift into a vision of legions of undead covering the entire landscape, gathered from across all known lands.
  • Empath receive Brit's acceptance
    Great news! The first rider has returned from Castle British with their acceptance of peace. It seems no one has heard from Lord British since the disturbance, but the acting king seems to be following in the noble monarch's footsteps.
  • Empath receives Terfin's rejection
    Without any warning you see an elf appear in midair with a large flaming pitchfork through his midsection, flying at high speed toward the wall. The pitchfork embeds itself there with a loud thump, and the elf slumps over. Everyone in the Abbey turns pale. You look closer and see that it's Devlin, the messenger you sent to Terfin. Well, at least it didn't look like he suffered for long. You've always been a patient and compassionate leader, but this flagrant act of hostility is too much even for you. You issue an official declaration of war and send a messenger to Castle British to enlist the aid of your new ally.
  • Lycaeum accepts Brit's Peace
    One of Lord British's knights greets you. Hail! I bring news from Castle British. The Lord sends his regards and wants you to know that the seat of Britannia stands firm after the disturbance. He also requests a favor: your Lord would like you to divert your efforts toward research. In exchange for this action, the Britannian Army will be deployed to take care of your defensive needs. What say you? Well, at least they're willing to admit that your superior intellect is their only hope of survival, but the part about the Army makes you a bit nervous.
  • Lycaeum accepts Brit's peace II
    Castle British will need to be watched very carefully with their threat of military might, so you convene the High Council. In an unprecedented act of bravery, Rymar, one of the most respected Elders, agrees to ride back with the knight to assume the role of advisor. He bows deeply to the rest of the Council and departs. You can't shake the feeling that you'll never see Rymar again.
  • Stygius accepts Empath's Peace
    You are summoned by the Chief Administator to the High Council chambers. On the podium is a visitor, elven if you're not mistaken. He addresses the Chief Administrator. My lord sends greetings from Empath Abbey, and a proposal. We believe that the only way to deal with the current crisis is to unite all the powers and work together. People all over Britannia are confused and suffering, and with your help we can give them comfort, and at the same time find a way to reverse the effects of whatever happened.
  • Stygius accepts Emp's Peace II
    A lengthly debate ensues among the Council members in which you are occasionally asked to provide an opinion. Hours later you and the Council finally agree to the proposal, provided that Empath Abbey does not try to overstep its territory, since that would upset the balance. You wake up the elf, who runs out the door as fast as he can after you give him the decision.
  • Serpent rejects Brit's Peace
    You're out making your rounds when Security Chief Garrett runs up to you dragging a Britannian knight. Milord, this knight I just picked up told me that Lord British is sending the Britannian Army to take over! The knight looks like he's about to soil his armor. B-B-But Sir, it's just an offer of peace. The Army would just be there to watch your back so you can- Yeah, I'll just bet you want to watch our back. You and Empath Abbey and, oh let's see, how about the Tooth Fairy and the Timelord too. We're just one big happy continent here, ready to expose our backs to anyone who says they're on our side. You're lucky I don't- You stop Garrett and pull him aside. It's time.
  • Serpent rejects Brit's Peace II
    You gather your top officers and address them. I think you know what this is all about. We've known for a long time that this day would come, and we've prepared ourselves well. Lord British, backed by the Abbey and probably others, has finally moved against us. So let's just make it official: As of this moment, Serpent's Hold declares itself an independent state. We now exercise the right to defend and expand our borders as we see fit, in order to protect our interests and the interests of those we protect...
  • Serpent rejects Brit's Peace III
    Your gaze shifts to the terrified Britannian knight. And we WILL defend that right! You pause for dramatic effect, staring hard at the knight. Take this message back to Castle British and Empath Abbey: We will not be bullied. We will not be infiltrated. We will not be defeated. If you attempt to intervene, we will retaliate with lethal force. Now go! Garrett releases the knight, who runs away in a blind panic.
  • Ambrosia rejects Empath's Peace
    An elf enters the Drawing Room where you and Dromen are talking. My lord sends greetings from Empath Abbey, and a proposal. We believe that the only way to deal with the current crisis is to unite all the powers and work together. People all over Britannia are confused and suffering, and with your help we can give them comfort, and at the same time find a way to reverse the effects of whatever happened. Hmmm, a crisis? Perhaps the evil of the prophecy. Unfortunately you can't be sure which side this elf is on. Dromen recommends gathering more intelligence before answering, so you invite the elf to stay until a decision is reached.
  • Terfin rejects Brit's Peace
    A weary knight bearing the standard of Lord British approaches you in your throne room. Hail! I bring news from Castle British. The Lord sends his regards and wants you to know that the seat of Britannia stands firm after the disturbance. He also requests a favor: your Lord would like-- You've heard enough of this. Didn't you just send back a message yesterday? Fine, then. You have the knight dismembered and placed on the five slowest boats you can find headed back to Castle British.
  • Britain receives Emp's acceptance
    Your emissary to that whiny Empath Abbey returns with a big grin on his face. They're in. All the way. Even that part about sending our army to 'protect' them. You smirk at that and then go to prepare the troops...
  • Stygius debates Brit's peace
    Once again the Chief Administator summons you to the High Council chambers for an urgent matter of state, which turns out to be a visiting knight. Hail! I bring news from Castle British. The Lord sends his regards and wants you to know that the seat of Britannia stands firm after the disturbance. He also requests a favor: your Lord would like you to divert your efforts toward research. In exchange for this action, the Britannian Army will be deployed to take care of your defensive needs. What say you?
  • Stygius debates Brit's peace II
    Obviously that meddler Lord British is trying to bring Order, which will upset the balance, and will probably have very bad consequences for the world in general. Unfortunately, in the short time you've spent deducing the obvious, a huge debate has ensued among the High Council members. It seems some of them were swayed by the positive things British can offer. You send out for the caterers and settle in - it's going to be a long day...
  • Ambrosia rejects Brit's peace
    A knight in shiny armor enters your throne room. Hail! I bring news from Castle British. The Lord sends his regards and wants you to know that the seat of Britannia stands firm after the disturbance. He also requests a favor: your Lord would like you to divert your efforts toward research. In exchange for this action, the Britannian Army will be deployed to take care of your defensive needs. What say you?
  • Ambrosia rejects Brit's peace II
    Dromen leans in toward you and says Lord British has always been something of a tyrant, and is notorious for not telling the entire truth. Until we know more, I'd be very cautious about trusting him. You look warily at the knight, and tell him that perhaps an agreement can be reached at a later date, but not today.
  • Ambrosia buys a couple of spies
    With all the information you seem to be lacking, you decide it's time to gather some intelligence. Dromen offers to hire some off-duty security people from Buccaneers' Den to scout out Castle British and Empath Abbey for a reasonable fee. Since they know the area and you don't, you accept the offer.
  • Britain accepts Emp's request for aid
    Another irritating elven messenger enters your presence and addresses you. I am here under the terms of our alliance to formally request aid against our mortal enemies in Terfin. Great. You've allied yourself with a bunch of whiners. Still, best to keep them off guard. Very well, although most of our troops our engaged elsewhere, we will lend you what little support we can spare.
  • Empath receives Lycaeum's acceptance+advisor
    Your emissary to the Lycaeum returns, along with a youthful looking guest who introduces himself as Gareth. It seems that the scholars have not only accepted your alliance, but have also sent an ambassador. You set up quarters for Gareth and then begin planning a celebration.
  • Empath receives Serpent's response
    Your Serpent's Hold emissary returns and informs you that they might be willing to join your alliance if you can prove your intentions. This is unbelievable! I guess it's not enough to be the keeper of the candle of Love and the embodiment of the virtue of Compassion. You have no idea how to prove yourself further, so you ask Gareth what he would do. Gareth recommends finding out who their enemies are, and ingratiating yourself by helping defend against them. You decide to send an ambassador to Serpent's Hold...
  • Empath receives New Mag's response
    Just after sending the ambassador, you hear screams outside. Running out, you are greeted by an animated skeleton. When it sees you, it points at its own head and makes a disconcerting scraping sound. There you see a note from New Magincia addressed to you: Hey, thanks for the skelly! We accept your alliance, so please send us more people. Together we can blanket Britannia with the undead! You draw your sword and chop the abomination into little bits.
  • Empath requests more help
    Enraged, you send messengers to Castle British and the Lycaeum informing them of the brutality of New Magincia and requesting a formal declaration of war. You ask Gareth if he thinks the Elders will accept, but he says he's not sure.
  • Stygius accepts Brit's peace
    After a grueling 30-hour session, the High Council has decided to accept the peace offer with Castle British, but with strict provisions: First, that they do not overextend their boundaries; second, that we maintain executive control over any troops they send; and third, that they provide us with weekly status reports on the alliance. Finally, the Council decided to send a warning to both British and Empath Abbey describing the consequences of creating imbalance.
  • Lycaeum detects artifacts I
    The Mage Council has been busy the last few days, and has managed to identify and locate another Power Artifact that you might find useful: somewhere near Buccaneer's Den lie the pieces of the Admiral's Hat which, if assembled properly, will bestow mastery of the seas upon whoever wears it.
  • Terfin sends doppelganger to Styg
    Bored, bored, bored. It's been a whole week and all you've got to show for it is a missing pitchfork. Well, it's time to change that. You throw a dart at your map of Britannia and it lands on Stygius. Heh, that should be fun, those balance-freaks could use some excitement. You hire a doppelganger to go replace their High Administrator (or whatever they call him) and lead their Council in pointless directions.
  • Britain receives Lycaeum advisor
    Your emissary to the Lycaeum returns along with an aged ambassador who introduces himself as Kraal. He tells you that the Lycaeum accepts your terms, provided that he can represent their interests in affairs of state. You figure he might be useful for spreading disinformation, so you decide not to kill him for now. Smiling widely, you have quarters prepared for him.
  • Britain receives Serpent threat
    Herbert, your emissary to Serpent's Hold enters your chambers, breathless and pale. They're insane! They're psychotic and paranoid and they were going to kill me! They told me that they were declaring independence and that they'd kill anyone who stands in their way. You look down with disdain at this coward and ponder what to do with him...
  • Britain receives New Mag skelly
    An animated skeleton walks into the castle. When it sees you, it points at its own head and makes an ugly scraping sound. There you see a note from New Magincia addressed to you: Hey, thanks for the skelly! We accept your alliance, so please send us more people. Together we can blanket Britannia with the undead! Well, it can't hurt to make a temporary alliance. Snickering, you send that coward Herbert to New Magincia to accept.
  • Britain receives New Mag skelly II
    Kraal suggests that with your growing number of enemies (and future enemies), that perhaps it might be time to withdraw your aid from Empath Abbey so you can build up your forces. Hmmm, this guy seems alright - maybe you'll let him live after all...
  • New Mag goes scouting
    Hmm, you haven't received any visitors for a while, so you decide to follow up on something you heard in a tavern. It seems that there are some lost gem shards that you can use to summon the Shadowlords, who could cause all kinds of fun all over the world. You raise an archaeological team (actually just a few skellies with shovels) to go try to find them.
  • Emp receives Serpent's threat
    You receive a message from Serpent's Hold. It seems they've declared independence from the rest of Britannia and are threatening to annihilate anyone who stands in their way. This is terrible! Unification is your only hope, and they're threatening to destroy it! Quickly, you send a messenger to Serpent's Hold urging them to reconsider before we tear ourselves apart.
  • Britain receives Emp's request for aid w/New Mag
    Those annoying elves at Empath Abbey have sent yet another messenger! This is ridiculous! This one wants you to send aid to help with their battle against New Magincia - seems those goody-goodies didn't like the skelly trick. You discuss this with Kraal and decide to request gold in exchange for military aid. The elf rides back to the Abbey with your message.
  • Emp receives Brit's alliance vs Terf
    One of Lord British's knights delivers a small sum of gold, which you suppose constitutes aid for your Terfin war. No troops. No resources. Just a petty amount of gold. Gareth seems to suspect that they're not really that intererested in the alliance, but you're not sure yet - they could have problems of their own. Either way, you have a feeling that this is going to be a bad week.
  • Emp receives Styg's response
    The messenger you sent to Stygius returns and greets you. Milord, I apologize for being late, but the Stygian High Council debated your proposal for two days before they made a decision. They've decided to accept your alliance, provided that we don't expand past our current land holdings. Well, this is simply ridiculous! With all the evil that's afoot, you must be permitted to attack, otherwise all is surely lost. You send back a counterproposal that would make exceptions for attacking evil.
  • Lycaeum detects artifacts II
    The Mage Council returns with more results of their Power Artifact research: there are two powerful items near the town of Minoc, but their proximity to each other is making identification impossible. Given the nature of this challenge, though, you feel certain that at least one of them lies in the dungeon Covetous.
  • Britain receives Ambrosia rejection
    Your envoy to Ambrosia returns with news. They seem to believe that Lord British had the Avatar executed when he didn't finish his quest fast enough, and that he regularly enforces slavery and torture among the peasantry. You're somewhat puzzled by this since you're pretty sure these stories aren't true, but no matter. The more confused they are, the easier they'll be to defeat when their time comes.
  • Lycaeum receives Emp's Terf war proposal
    You receive word from Gareth at Empath Abbey. It seems the elves want you to aid in their war against Terfin. As much as you'd like to help, you can't afford to divert the resources from your research, and besides, your research will aid them far more than any material goods would. You send word back to Gareth.
  • Stygius can't find Chief Admin
    You are summoned before the High Council for another in their interminable series of meeting. With all the overtime they've been spending on assisting you with matters of state, they now believe that they should be paid more money. You can't help but wonder where the Chief Administrator is - after all, he's supposed to handle these sort of petty things. You stall the Council as best you can in the hope that the Chief Administrator will show up soon.
  • Serpent receives Emp's ambassador
    Security Chief Garrett bursts into your office holding a well-dressed but terrified elf completely off the ground. Look what I found at the docks - another spy! It's like I told ya, they're making a power play, and now they've got their sights set on us. He's shaking the elf for emphasis, who is now screaming, But I was sent as an ambassador! We don't want- You don't want us making a move without British knowing about it? You don't want to rest until we're back under Britannian rule? I don't think so. You're lucky I don't just- You stop Garrett and tell him to throw the spy in jail.
  • Ambrosia has spies in place
    Dromen comes to see you today in order to deliver the report from your intelligence-gathering mission. My associates Gareth and Kraal have taken up residence at Empath Abbey and Castle British. They report that Lord British is trying to trick everyone into letting their army take over, and that Empath Abbey is trying diplomatically to get everyone to let down their guard. In case you're interested, Castle British lies northwest of the whirlpool exit, and Empath Abbey is in the northwest corner of the same continent. You thank Dromen and ask him to keep relaying information.
  • Brit receives Styg's acceptance
    Your emissary to Stygius finally returns to you. Sir, I apologize for the delay. Their High Council debated for 36 straight hours about your peace proposal. It was horrible, but at last they decided to accept. Oh, and they said something about not creating imbalance or something. So they're a bureaucracy now. If they weren't so far away, they'd be the first to die.
  • Emp receives Styg's imbalance warning
    You receive a dire warning from Stygius about the dangers of creating imbalance. Seems they were worried after receiving another peace offer from Castle British, but it sounds like they're still in the alliance. With all that's gone wrong, you can at least be thankful for that.
  • Emp receives Brit's request for money
    One of Lord British's knights arrives with a response to your request for aid against the evil undead of New Magincia. It seems they are now demanding money in order to send troops. You consider the deal, but Gareth is outraged and insists that you only send 10 gold pieces as an insult. You reluctantly accept.
  • Stygius Chief Admin returns
    The Chief Administrator finally returns! You send him to the Council, where he makes an impassioned speech about conserving our resources, and working for our survival, not our greed. To your amazement, it actually works. The Council is quiet. Perhaps you misjudged the Chief Administrator earlier - you resolve to pay more attention to his ideas in the future.
  • Serpent receives Emp's protest of innocence
    Security Chief Garrett strides into your office again (doesn't he ever sleep? or even relax?) This is ridiculous! I just got a note from Empath Abbey insisting that they're innocent. Well, I got news for them - no one is innocent, especially people who claim to be innocent. I say we kill the spy that's in prison, how about it? You ponder the situation for a while, and then decide this can work to your advantage. You instruct Garrett not to kill him yet, but to send a ransom demand for their ambassador.
  • Ambrosia wants more info
    With the useful information Dromen's associates have turned up, you think it might be a good idea to learn more about the other powers of the world. You summon Dromen and ask him to find out for you.
  • Terfin receives doppelganger confirmation
    A courier delivers a sealed message from Stygius. You open it and see that it's from your doppelganger: Have arrived at Stygius and removed target. No trace will be found. Proceeding to phase 2. You smirk in anticipation of the hell they're about to go through.
  • Lycaeum detects no more artifacts
    Your favorite Mage Council representative steps into your office again, this time with a more serious look. Sir, we were unable to identify any other Artifacts of Power. Their auras are shifting, possibly because they're been found, or possibly because of their proximity to other mages or magical fields. In any case, we must rest, as the attempts have been most draining. You dismiss him and ponder how to acquire artifacts which have already been found by others...
  • Britain breaks alliance with Emp
    You receive 10 gold from Empath Abbey, presumably for you to send them troops. Heh heh, looks like they finally bought a backbone. Oh well, they were getting boring anyway with their constant whining and begging for help. You send back a nasty message breaking the alliance.
  • Empath receives Lycaeum's decline of aid
    Gareth informs you that the Council of Mages at the Lycaeum needs all its resources now, but they will continue to lend support in the form of advice. That's just great, another rejection - isn't anyone interested in preserving the peace anymore?
  • Stygius receives Emp's counterproposal
    A messenger from Empath Abbey brings a counterproposal - it seems they don't like the idea of staying put while their enemies have the freedom to expand. They indicate that they will be happy to stay put, with the exception of attacking evil. The High Council brings you in for a meeting, but the Chief Administrator has them form subcommittees and research teams so they'll leave you alone. It costs money, but it's worth it not to be dragged into their excruciating sessions.
  • Ambrosia learns about empires
    Dromen comes to see you, a smile on his face. Here's the latest information from my associates: The New Magincians live on an island just east of the whirlpool, and are quite skilled at the magical and necromantic arts. Although they can be a bit aggressive at times, not to mention a bit smelly, I personally have a couple of friends there. Trust them at a distance, is what I say about them. We've also scouted out the Lycaeum, a center for pompous intellectuals. They claim to be everyone's friend, but never come across with any solid help when it's needed. They're on another island east of New Magincia. The world has changed much, apparently. You wonder if anyone has any respect for the old legends anymore.
  • Emp receives ransom note from Serpent
    A courier brings you a message from Serpent's Hold. You turn pale as you read it. Hello 'friends', this is your wake-up call. We caught your so-called ambassador trying to spy on us. He's scheduled to get a front row seat at our next axe-o-thon if you don't come across with a grand. And next time you want to try to bring us down, send an army, 'cause there's nothing I hate more than cowards who sit behind desks pretending to be innocent. Let me tell you, no one is innocent and I don't believe for one second that... The message continues ranting for several pages, but you've got the gist. You send 1000G to save the poor ambassador.
  • Stygius debates Emp's counterproposal
    The High Council spends the entire day in session, reviewing research and subcommittee findings, debating their validity, debating whether or not more research is needed, and whether balance is truly served. They also devise a new parliamentary procedure in which everyone must sign up ahead of time to speak their mind, register rebuttals, and generally make everyone more accountable and orderly. You're delighted that you're not a part of this, but you wonder if this is really the best use of your gold.
  • Terfin receives first doppel cash
    You receive another sealed note from your doppleganger, along with a package. Phase 2 proceeding according to plan. Council was quite receptive to more layers of bureaucracy, and is actually willing to divert funds to it. Here's their first payment, courtesy of the Stygian treasury. Excellent, they'll be ripe for conquering soon...
  • New Mag finds shards
    You are shocked and amazed when your idiot skeleton archaeologists actually return with the shards of Mondain's power gem. The only explanation you can come up with is that your troops are somehow drawn toward hideous evil. You set a research team on figuring out how to summon those delightful Shadowlords.
  • Empath receives Brit's alliance break
    Today you receive another message from Castle British. You open it up, fearing more bad news. Hello losers. Guess what? We're sick of your whining, so we're kicking you off the continent. See you when our armies arrive, suckers! Even Lord British's people don't want peace. You can't help but feel deeply betrayed and thoroughly depressed. You send out a formal declaration of war.
  • Stygius rejects counterproposal
    FINALLY! The High Council has finished debating Empath Abbey's counterproposal, and they've actually decided not only to reject it, but also to rescind the earlier alliance. It's probably for the best, though - they were never really interested in preserving the balance. You have a courier sent to inform them.
  • Ambrosia learns about empires II
    Dromen comes to see you again. My associates have gathered some more information for you: Serpent's Hold is located on an island south of the whirlpool. They are barbaric, trusting no one, and wanting to fight everyone. Recently they've declared themselves an independent state, and seem to be trying to antagonize everyone else. As violent as they are, at least they think they're doing the right thing... Not so with Terfin - they're evil and diabolical to the core. Living on a small island east of Serpent's Hold, they tolerate no incursion, no talks, no surrender. They just want to kill everyone, by any means possible. Rumor has it that they keep the beast Exodus in an underground cavern- Exodus! You recognize the name.
  • Ambrosia learns about empires III
    In a flash, you realize that your suspicions were true. You get up, almost yelling at Dromen, Exodus is the name passed down in legends of the evil that we are here to destroy! The cards that were replaced with artifacts were meant to destroy it. It is written that you will use them to defeat Exodus. Dromen looks shocked. M-me? Part of your prophecy? I don't think- You interrupt, Of course it's you. All the signs are here. You think for a second, and then continue calmly, But of course we can't rush prophecy. You will defeat them when you are ready. Dromen leaves, visibly disturbed.
  • New Mag summons Faulinei
    This is great! Your researchers seem to have no problem figuring out how to summon Faulinei, the Shadowlord of Falsehood, so you grab your components, set up your pentagram, and get started. A field of shimmering blue appears in the center of the pentagram, which slowly coalesces into a wraithlike form. An orangish comet appears in the sky as it slowly gains substance. Its red eyes regard you, and somehow you know it's offering to repay you for bringing it back. You don't even have to think about it. Go wreak havoc at the Lycaeum! It nods slightly and then disappears. You giggle maniacally for hours from the thought of how much fun they're about to have.
  • Faulinei's comet
    Last night an orangish comet suddenly appeared in the sky. Your historians tell you that comets were linked to the appearance of the Shadowlords years and years ago, but your astronomers assure you that it's just a coincidence.
  • Faulinei's comet II
    Last night an orangish comet suddenly appeared in the sky. Legends say that the appearance of a comet is linked to the emergence of great evil, or so your astrologers tell you. You're not terribly worried though.
  • Britain receives war declaration
    You receive a formal declaration of war from Empath Abbey. Such poilte little losers. Oh well, better get ready - they'll be coming soon.
  • New Mag summons Nosfentor
    Your researchers have unlocked the secret of how to summon Nosfentor, the Shadowlord of Cowardice. This has got to be the best week ever! You cackle merrily as you perform the ritual and send the Shadowlord to Serpent's Hold. A greenish comet appears in the sky to herald the occasion. Hee Hee!
  • Serpent receives Emp's ransom
    Security Chief Garrett bursts into your office (again) holding a bag and looking suspicious. As usual, he just starts talking as if the two of you were already in mid-conversation. This is what bugs me - they folded WAY too fast for someone who's got nothing to hide. He drops the ransom on your desk while talking. The way I see it, either the gold is funny, or this guy in jail is a LOT more important than he lets on. Don't worry, I already had the gold checked and laundered through some of my friends at Buc's Den, but I think the spy may be hiding something. You haven't gotten to where you are by being careless, so you order a painful invasive search for the ambassador. It turns up nothing, so you reluctantly let him go.
  • Ambrosia learns about empires IV
    Dromen enters your office. You greet the future savior of the land with a wide smile. It seems to make him nervous. My associates have the last piece of information that you asked for. The empire of Stygius is actually underground in the Great Stygian Abyss (hence the name). The entrance is in a large field of fire on the Isle of the Av-, umm, the southeasternmost island in the world. They are dedicated to Order and preserving the global balance, and will fight against anyone who tries to gain an upper hand, good or evil. They might make good allies for a time, but their attitude guarantees that they must betray you eventually. I say we don't bother. You agree with Dromen.
  • Nosfentor's comet
    Last night a greenish comet appeared in the sky, along with the orangish comet from the night before. Your astronomers can't explain it, and you're starting to wonder if perhaps the Shadowlords are returning.
  • Nosfentor's comet II
    Last night a greenish comet appeared in the sky, along with the orangish comet from the night before. This fact, coupled with the encounter you had with Faulinei yesterday, leads you to deduce that someone is releasing the ancient Shadowlords. This is very bad.
  • Nosfentor's comet III
    Last night a greenish comet appeared in the sky, along with the orangish comet from the night before. Your astrologers are very worried now, saying that these comets herald great evil and destruction. You try to assure them that there's nothing to worry about, and you're able to calm them down some. Just in case, though, you double the guard at the castle.
  • New Mag summons Astaroth
    There's just no end to the fun around here! Your research team completes their work, and delivers the ritual for summoning Astaroth, Shadowlord of Hatred. You've been looking forward to sending Empath Abbey another gift for so long now, and this is just too perfect. You send Astaroth on his way and spend the rest of the day laughing hysterically while rolling around on the floor.
  • Astaroth's comet
    A purplish comet appeared in the sky last night, joining the orangish and greenish comets of the previous two nights. Your people are in a state of alarm. Three comets. Three Shadowlords. As much as you try to calm them, you can't help but feel a little bit of their fear. You know deep down that this does not bode well.
  • Astaroth's comet II
    Last night a purplish comet joined the other two, and you already know it'll be the last. Three comets. Three Shadowlords. Faulinei, Nosfentor, Astaroth. They're all here now, bringing their special kind of pain to Britannia. You wonder if you'll ever be safe again.
  • Astaroth's comet III
    Last night a purplish comet appeared in the sky, joining the orangish and greenish comets from the previous two nights. Your astrologers have gone mad, predicting nothing short of the end of the world. You see fear and sometimes panic in their eyes, but now there's something else: certainty. These people no longer have any doubt that the word is coming to an end. At Dromen's suggestion, you lock them all up so that the masses aren't infected with their panic. You hope they won't have to stay long.
  • Empath receives Stygius' rejection
    A courier enters with a message from Stygius. You're still upset about your crumbling dream of peace, so you're really not that surprised when you read that Stygius broke off the alliance. You don't even care enough to read why.
  • Council begins color debate
    You are summoned to the High Council to address yet another urgent matter of state. One of the Council members begins speaking. For years now, our identity, our symbol, our flag has been purple. We in the Council feel that the people need a more neutral color to represent our ethos. Perhaps gray, or a rainbow. You've heard enough - you send in the Chief Administrator to deal with those idiots.
  • Council forms color subcommittee
    The Chief Administrator meets with you before today's Council session. Sir, I believe that we can use this flag color issue to promote improved policy. If I can find a color choice that they can relate to more efficient government, then perhaps the Council will stop getting in the way so much. Of course I'd need to form a task force, which would... You interrupt him, All right, you can have the money. Just keep them away from me. He thanks you and disappears.
  • Terfin receives next doppel payment
    Your doppelganger sends you some more money and a note. Phase 2 proceeding well - the High Council is so tied up with inane meetings that they can't get anything important done. You smile in anticipation of conquering those morons.
  • Stygius High Council meets with an accident
    The High Council summons you to inform you of their decision. The Chief Administrator addresses you. Sir, we have decided that it would be too expensive to change all of our flags, so we've decided on a subtle psychological approach. Instead of calling our flag 'purple,' we've decided that from now on the color of our flag will be called 'berry.' The rage is finally too much to control...
  • Stygius High Council meets with an accident II
    You draw your sword, and with a fearsome battle cry, you chop off the Chief Administrator's head. You direct your attention toward the Council. That's it! You're all fired! No more High Council! No more wasted time! If I EVER see any one of you again, you're DEAD! They all run out in a panic, and suddenly you feel a whole lot better. You look around the empty room, content, until you notice that the Administrator's body has reverted to a less-than-human form.
  • Stygius High Council meets with an accident III
    When you search the Chief Administrator's quarters, you find evidence suggesting that he was a Terfin spy, sent here to cripple your already-slow government processes. You also find some gold that he had stashed away, presumably from the task force funding. You swear eternal vengeance on Terfin.
  • Dark clouds over Stonegate
    Your scouts tell you that some unnatural weather patterns are forming over the city of Stonegate. Dark, ominous clouds are growing larger and hovering over the city, unaffected by wind. After witnessing the comets last week, many people are convinced that the Shadowlords are reclaiming their old home.
  • Dark clouds over Stonegate II
    Your scouts tell you that some unnatural weather patterns are forming over the city of Stonegate. Dark, ominous clouds are growing larger and hovering over the city, unaffected by wind. Dromen tells you of the legend of the three Shadowlords who once lived at Stonegate - Astaroth, the evil one who kills for no reason; Faulinei, the good one who always seeks solutions through discourse, and Nosfentor, the neutral one who believes in non-interference. After witnessing the comets last week, Dromen seems convinced that the Shadowlords are reclaiming their old home.
  • Evil Storm over Stonegate
    The dark clouds over Stonegate have erupted into a full storm, raining boiling hot water and black hail over the surrounding lands. Yep, it's evil all right.
  • Evil Storm over Stonegate II
    The dark clouds over Stonegate have erupted into a full storm, raining boiling hot water and black hail over the surrounding lands. The storm seems awfully evil compared to the Shadowlord legend - perhaps it's only Astaroth, or perhaps it's something else entirely.
  • Stonegate goes dark
    The few scouts who are still alive and monitoring the Stonegate situation report that everything has gone pitch black, making it much more difficult to avoid the evil storm's effects. If it truly is the Shadowlords, they're definitely increasing their power. You worry about what will happen when they make their move.
  • Stonegate gets clear
    All of a sudden the skies above Stonegate become clear. No trace of the darkness, the storm, or even the clouds. The area is perfectly silent, like it's holding its breath waiting for something.
  • Ambrosia wonders when the prophecy will happen
    You've been thinking about the prophecy for a while, and you need an answer. You summon Dromen and ask him when he plans to get started fighting Exodus. He smiles and answers. My lord, I've been thinking about that a great deal, and I'm wondering if the prophecy might not have meant that I would engineer the destruction of Exodus from here. I could act as your General, recommending where your troops should go in order to beat this evil Exodus. You consider this for a while, but then reject his idea. He may be the chosen one, but he needs to go into the world, to learn and to fight before he can understand what it takes to command. You send him on his way, telling him that he will always be welcome here.

Герои

Tanya, Gwenno, Hook, Dupre, Jaana, Nastassia, Sylvia, Shamino, Draxinusom, Julia, Batlin, Horance, Katrina, Minax, Biff, Iskander, Geoffrey, Sherry, Raven, Penumbra, Nystul, Mariah, Iolo Array

Объекты

  • Указатель
    • 105, 76 подземелье
    • Сообщение: The Dungeon Hythloth
  • Случайный город
    • 127, 49 подземелье
    • Название: Vesper
  • Случайный город
    • 45, 66 подземелье
    • Название: Britain
    • Название: Faulinei
    • Сообщение: An air of falsehood surrounds the town of Britain. Mages miscast spells, wasting reagents. Merchants make bad deals, wasting gold. Faulinei kills a few guards. It's not a good day.
    • Название: Astaroth
    • Сообщение: An air of hatred surrounds the town of Britain. Angry citizens flock to the recruitment centers demanding to be allowed to fight. Astaroth kills some of them anyway.
    • Название: Nosfentor
    • Сообщение: An air of cowardice surrounds the town of Britain. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Nosfentor II
    • Сообщение: An air of cowardice surrounds the town of Britain. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Chuckles!
    • Сообщение: A boat arrives at Britain carrying none other than Chuckles, who bounces out of the boat and immediately begins singing and prancing his way toward Castle British.
  • Случайный город
    • 87, 15 подземелье
    • Название: Minoc
    • Название: Astaroth
    • Сообщение: An air of hatred surrounds the town of Minoc. Angry citizens flock to the recruitment centers demanding to be allowed to fight. Astaroth kills some of them anyway.
    • Название: Faulinei
    • Сообщение: An air of falsehood surrounds the town of Minoc. Mages miscast spells, wasting reagents. Merchants make bad deals, wasting gold. Faulinei kills a few guards. It's not a good day.
    • Название: Nosfentor
    • Сообщение: An air of cowardice surrounds the town of Minoc. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Nosfentor II
    • Сообщение: An air of cowardice surrounds the town of Minoc. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Chuckles!
    • Сообщение: An exhausted-looking man in a tattered entertainer's outfit arrives in Minoc and goes to the local inn. Why did the jester go to the Void? he asks. He waits, as if to add dramatic effect to the punchline. No really, I just got out and it sucked and I want to know why. Not getting an answer, he just rests for the night, cleans up, gets fresh clothes, and departs for the moongate.
  • Замок
    • 58, 102 подземелье
    • Название: Trinsic
    • Название: Astaroth
    • Сообщение: An air of hatred surrounds the town of Trinsic. Angry citizens flock to the recruitment centers demanding to be allowed to fight. Astaroth kills some of them anyway.
    • Название: Faulinei
    • Сообщение: An air of falsehood surrounds the town of Trinsic. Mages miscast spells, wasting reagents. Merchants make bad deals, wasting gold. Faulinei kills a few guards. It's not a good day.
    • Название: Nosfentor
    • Сообщение: An air of cowardice surrounds the town of Trinsic. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Nosfentor II
    • Сообщение: An air of cowardice surrounds the town of Trinsic. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
  • Указатель
    • 42, 101 подземелье
    • Сообщение: The Dungeon Shame
  • Случайный город
    • 12, 97 подземелье
    • Название: Skara Brae
    • Название: Astaroth
    • Сообщение: An air of hatred surrounds the town of Skara Brae. Angry citizens flock to the recruitment centers demanding to be allowed to fight. Astaroth kills some of them anyway.
    • Название: Faulinei
    • Сообщение: An air of falsehood surrounds the town of Skara Brae. Mages miscast spells, wasting reagents. Merchants make bad deals, wasting gold. Faulinei kills a few guards. It's not a good day.
    • Название: Nosfentor
    • Сообщение: An air of cowardice surrounds the town of Skara Brae. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Nosfentor II
    • Сообщение: An air of cowardice surrounds the town of Skara Brae. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
  • Случайный город
    • 18, 124 подземелье
    • Название: Jhelom
    • Название: Faulinei
    • Сообщение: An air of falsehood surrounds the town of Jhelom. Mages miscast spells, wasting reagents. Merchants make bad deals, wasting gold. Faulinei kills a few guards. It's not a good day.
    • Название: Astaroth
    • Сообщение: An air of hatred surrounds the town of Jhelom. Angry citizens flock to the recruitment centers demanding to be allowed to fight. Astaroth kills some of them anyway.
    • Название: Nosfentor
    • Сообщение: An air of cowardice surrounds the town of Jhelom. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Nosfentor II
    • Сообщение: An air of cowardice surrounds the town of Jhelom. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
  • Указатель
    • 46, 48 подземелье
    • Сообщение: The Dungeon Despise
  • Случайный город
    • 98, 39 подземелье
    • Название: Cove
  • Указатель
    • 139, 48 подземелье
    • Сообщение: The Shrine of Honesty
  • Указатель
    • 34, 135 подземелье
    • Сообщение: The Dungeon Destard
  • Указатель
    • 27, 126 подземелье
    • Сообщение: The Shrine of Valor
  • Указатель
    • 32, 93 подземелье
    • Сообщение: The Shrine of Honor
  • Указатель
    • 133, 117 подземелье
    • Сообщение: The Shrine of Humility
  • Рогатый демон
    • 133, 116 подземелье
    • Сообщение: Looks like you don't have the Silver Horn. Oh well...
  • Указатель
    • 131, 34 подземелье
    • Сообщение: The Shrine of Sacrifice
  • Указатель
    • 47, 7 подземелье
    • Сообщение: The Shrine of Justice
  • Событие
    • 86, 50 подземелье
    • Сообщение: Hmm... you'd swear this shrine used to be yellow. Must be the swamp gas...
  • Указатель
    • 138, 59 подземелье
    • Сообщение: The Dungeon Deceit
  • Хижина предсказателя
    • 129, 82 подземелье
    • Сообщение: We were hoping you might be able to help us out - you see, there's a group of paranoid survivalist mages who call themselves the Protectorate, who believe that magic should not be used but rather saved up for some vague cataclysm they keep ranting about. They have recently taken to violence, and unfortunately they possess an item that keeps us from detecting them. In exchange for stopping them, we will give you a rare spell that may prove very useful.
  • Событие
    • 139, 59 подземелье
    • Сообщение: Five enchanters burst out of Deceit and yell We've got a message in blood for your leader, non-believer! The future must be protected at all costs!
  • Событие
    • 131, 88 подземелье
    • Сообщение: A crazed looking mage approaches you and says You may have heard some... unfortunate.. things about us, but the Protectorate is here to ensure a future for Britannia, so as long as you do not interfere with us... He pauses overly dramatically and then continues, ...no one needs to be hurt. He then turns and retreats into the forest.
  • Случайный город
    • 107, 134 подземелье
    • Название: Terfin
  • Случайный город
    • 128, 80 подземелье
    • Название: Lycaeum
    • Название: Faulinei arrives
    • Сообщение: A thundering explosion rocks the foundations of the Lycaeum. Running to the source, you discover the burning remnants of the Altar of Truth and a wraithlike figure desecrating the room. You recognize it immediately as Faulinei, Shadowlord of Falsehood. You order everyone to get away - without the Altar there's no hope of banishing the thing. The only thing you can do is wait for its rampage to end. It eventually does go away, but the cost of repair is high.
  • Случайный город
    • 139, 94 подземелье
    • Название: Moonglow
    • Название: Faulinei
    • Сообщение: An air of falsehood surrounds the town of Moonglow. Mages miscast spells, wasting reagents. Merchants make bad deals, wasting gold. Faulinei kills a few guards. It's not a good day.
    • Название: Nosfentor
    • Сообщение: An air of cowardice surrounds the town of Moonglow. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Nosfentor II
    • Сообщение: An air of cowardice surrounds the town of Moonglow. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Astaroth
    • Сообщение: An air of hatred surrounds the town of Moonglow. Angry citizens flock to the recruitment centers demanding to be allowed to fight. Astaroth kills some of them anyway.
  • Случайный город
    • 75, 82 подземелье
    • Название: Buc's Den
  • Случайный город
    • 52, 59 подземелье
    • Название: Castle British
    • Название: Enter Chuckles
    • Сообщение: A bouncy jester hops in front of you on your way to the outhouse and says, Hi ho! I'm Chuckles, and I've got a clue-o for you-o! Hee hee! He bounces around for a while, juggling and singing, somehow always managing to block your path. It doesn't take long for your patience to wear thin, especially with the call of nature becoming more urgent, and so you erupt. JUST GIVE ME THE CLUE, YOU RAVING IMBECILE! Chuckles looks hurt and whimpers away. You'd chase him down, but you have more pressing matters to attend to right now...
    • Название: Chuckles II - the sequel
    • Сообщение: Out of the corner of your eye, you catch a glimpse of a disturbingly bright outfit, but as you turn toward it, it disappears. You get up and look down the corridor, but there's no trace of Chuckles. You wonder how someone so loud and obnoxious can be that stealthy. Oh well, at least he's gone.
    • Название: Chuckles III - This time it's personal
    • Сообщение: At the exact crack of dawn, someone throws open the curtains of your bedroom and starts dancing on your bed around you. Before you open your eyes, you know it's going to be Chuckles. You look anyway and immediately regret it as Chuckles produces some sort of hideous noisemaker and adds it to his unbelievably annoying performance. Ho Eyoh He Hum! he sings over and over as he begins twisting the noisemaker in different directions, each one producing its own unique form of spine-jarring, chill-inducing screech, buzz, or whine. When you finally kick at him, he nimbly leaps out of the way and says, The clue, the clue, I've got your clue! Look under the shoes for all your clues! And with that, he disappears.
    • Название: Where did he go?
    • Сообщение: Despite all your concerns about your armies and your neighbors, it's actually been a relatively peaceful couple of days. You walk through the calm and quiet castle gardens, and suddenly you realize that you haven't seen Chuckles around the castle for the last couple of days. Being in such a good mood, you actually feel concern that something might have happened to him, but that concern quickly turns to dread as you realize that it's more likely he's up to something...
    • Название: Peace emissary to Terfin returns
    • Сообщение: Investigators discover that five recently arrived boats contain pieces of the knight who was sent on the peace mission to Terfin. Horrified, you vow revenge on those cruel fiends.
    • Название: Peace emissary to Terfin returns II
    • Сообщение: A panicked investigator comes to find you - it seems there's been a most horrible murder. Five pieces of a Britannian knight were found on separate ships which just arrived. You chuckle to yourself and decide to celebrate your speed and skill by lopping off the investigator's head and plundering the ships.
    • Название: Chuckles IV
    • Сообщение: An eerie screeching grinding sound echoes through the halls of Castle British, seemingly everywhere but having no discernable source. You send out guards to investigate, but with no apparent source their efforts are fruitless. The sound continues periodically throughout the day, unnerving the troops and irritating you, but after a while you begin to recognize components of the horrible sound
    • Название: Chuckles V - A New Hope
    • Сообщение: Sometime in the middle of the night you heard Chuckles and those hideous noisemakers followed by goofy laughter and Ho Eyoh He-- Waaaaaa! The sounds of running followed, and then blissful silence. This morning the Captain of the Guard reports that although Chuckles escaped, he was able to confiscate the noisemaking devices. When you attempt to destroy them, though, they seem to resist with some sort of magical enchantment. That's okay, you figure, you can always prevent Chuckles from ever getting his hands on them again. You set up a permanent guard post on a magically sealed iron box containing the devices. You smile and relax somewhat...
    • Название: Chuckles VI - Enough is too much
    • Сообщение: When you arrive in your office, you find Chuckles frantically searching through your stuff, no doubt looking for his toys. As soon as he sees you, though, he turns and leaps out the window before you can react. You've had enough - you get your best mage to set up teleport fields randomly around the castle that will only be activated by Chuckles. You set up random destinations that are all very distant, including a couple to various parts of the Void.
    • Название: Chuckles VII - To the Void!
    • Сообщение: Your court mage in Castle British reports that Chuckles was seen walking into a teleport field that led to the Ethereal Void. You're so happy that you throw a huge party, get really drunk, and set off lots of fireworks.
    • Название: Chuckles VIII - To Ambrosia!
    • Сообщение: Your scouts report seeing Chuckles approaching Castle British from the local moongate. This was sooner than expected, so you decide to make the teleport locations more distant. By the time he arrives, you've got a special one set up at the hidden side entrance, which he stupidly walks into. Good, he'll be gone for a while.
    • Название: Chuckles IX - Ascension
    • Сообщение: One of your more astute dockworkers at Castle British reports that there's a stowaway dressed in flashy garb trying to get off a boat unseen. It's got to be Chuckles, you think. You put a squad of guards at the boat so he can't get off, and then order the boat to Serpent's Hold. Slowly.
    • Название: Chuckles X - Chuckle Harder
    • Сообщение: You see Chuckles cautiously approaching Castle British, as if nervous about making a wrong step. When he goes through the front door and nothing happens, he returns to being his noisy bouncy self, dancing through the halls singing Ho Eyoh He Hum at the top of his lungs. One of the guards shuts him up before anyone kills him.
    • Название: Chuckles XI - Chuckles with a vengeance
    • Сообщение: You awake to find that the entire staff of Castle British was murdered in their sleep, and a blood-soaked Chuckles is lying unconscious on your desk. You're really surprised that the guards didn't catch him - then again, he always was annoyingly hard to catch. Since he obviously can't be trusted now, you throw him into your most secure (and soundproof) cell for a very long time. After that you get to the expensive task of hiring a new staff...
    • Название: Chuckles XII - A New Beginning
    • Сообщение: One of your staff reminds you that Chuckles is still in a cell under Castle British. You decide that Chuckles has had enough punishment, so you let him out. With his eternal energy he actually manages to bound through the door of the cell, apparently in mid-song. You appoint him as commander-in-chief of your forces, since you must be pretty lame not to have won by now, and he lives happily ever after.
  • Случайный город
    • 16, 26 подземелье
    • Название: Empath Abbey
    • Название: Astaroth arrives
    • Сообщение: The entire back of Empath Abbey explodes in a huge ball of flame, throwing rocks, wood, and miscellaneous shrapnel everywhere. You run toward the source of the explosion and see a wraithlike form smashing everything it can find. Judging from the blast pattern, you'd say the explosion was centered on the Altar of Love, which would make this thing Astaroth, the Shadowlord of Hatred. Well, the Altar's gone, so you can't banish it, so you just wait for it to finish and then repair the damage.
  • Случайный город
    • 70, 130 подземелье
    • Название: Serpent's Hold
    • Название: Nosfentor arrives
    • Сообщение: You hear a loud explosion from the back of Serpent's Hold, so you grab your sword and run toward the back. Garrett meets you on the way and points you to the altar room. You find what's left of the Altar of Courage lying in a smoldering heap on the floor, and a wraithlike figure who seems to shift into being just long enough to smash something, then it disappears again. Unless you're mistaken, it's Nosfentor, the Shadowlord of Cowardice. You know better than to get its attention, so you let it run around until it goes away. While Garrett tries to figure out who sent it here, you supervise the expensive repair operation.
    • Название: Chuckles!
    • Сообщение: Security Chief Garrett bursts into your office holding a worn-looking jester over his shoulder. Great! Just great! Now they're trying to trick us with jesters. Laugh and the world laughs with you, right? Well I'm not laughing. In fact, I think this whole thing stinks. They just want to distract us so they can slip the knife in when we're not looking. Right, funny man? The jester looks horrified. You're lucky I don't just- Hold on a second, Chief, you say thoughtfully, I recognize him - he's Lord British's fool Chuckles. We can do better than kill him. You and Garrett plot into the night...
    • Название: Psycho-Chuckles I
    • Сообщение: You and Security Chief Garrett have plotted into the night, and have decided to reprogram Chuckles into a remoseless killing machine, and then send him back to Lord British. Garrett and his best specialist take Chuckles below and begin to work on him.
    • Название: Chuckles (blue)
    • Сообщение: Security Chief Garrett bursts into your office holding a worn-looking jester over his shoulder. Great! Just great! Now they're trying to trick us with jesters. Laugh and the world laughs with you, right? Well I'm not laughing. In fact, I think this whole thing stinks. They just want to distract us so they can slip the knife in when we're not looking. Right, funny man? The jester looks horrified. You're lucky I don't just- Hold on a second, Chief, you say thoughtfully, This hideously annoying creature is Chuckles. We need to do something more interesting... You and Garrett plot into the night...
    • Название: Psycho-Chuckles I (blue)
    • Сообщение: You and Security Chief Garrett have plotted into the night, and have decided to reprogram Chuckles into a remoseless killing machine, and then send him back to Castle British, where your guards will make short work of him. Garrett and his best specialist take Chuckles below and begin to work on him.
    • Название: Psycho-Chuckles II
    • Сообщение: Security Chief Garrett strolls into your office. Chuckles is ready. He'll go to Britain and then walk to the Castle. Once there, he'll wander around acting stupid during the day, then creep around slitting throats at night. It's perfect. You charter a fast boat to Britain and stick Chuckles on it.
    • Название: Psycho-Chuckles II (blue)
    • Сообщение: Security Chief Garrett strolls into your office. Chuckles is ready. He'll go to Britain and then walk to the Castle. Once there, he'll wander around acting stupid during the day, then creep around slitting throats at night. It's perfect. You have your court mage take down the teleport fields, since you never really liked those idiots at the castle anyway. You charter a fast boat to Britain and stick Chuckles on it.
  • Указатель
    • 122, 134 подземелье
    • Сообщение: The Great Stygian Abyss
  • Случайный город
    • 101, 79 подземелье
    • Название: New Magincia
    • Название: Receive Chief Administrator
    • Сообщение: One of your cargo ships brings you a special delivery - it's a large box that contains a corpse! Looking closer, you actually recognize it as the Chief Administrator of Stygius - this is too funny! You cackle gleefully as you reanimate the corpse, and decide that someday you must visit them and thank them properly.
    • Название: Receive Britain's acceptance
    • Сообщение: Another Britannian knight comes to see you. Gurgling with delight, you show him in to the skeleton transformer room. On the way, he tells you that Castle British has accepted your proposal for a temporary alliance, and will send more troops for a price. You ponder this for a moment as the screaming knight's flesh is ripped apart by the machine, and eventually decide to ignore this probable deception.
    • Название: Receive real Lycaeum advisors
    • Сообщение: A package arrives from one of your shadier friends at Buc's Den. Looking inside, you find a couple of corpses - looks like he knew exactly what you wanted! Most of their clothes are missing, but you can still sense a vague nobility, or perhaps scholarly demeanor about them. Oh well, a skelly is a skelly...
    • Название: Nosfentor
    • Сообщение: An air of cowardice surrounds the town of New Magincia. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Astaroth
    • Сообщение: An air of hatred surrounds the town of New Magincia. Angry citizens flock to the recruitment centers demanding to be allowed to fight. Astaroth kills some of them anyway.
    • Название: Faulinei
    • Сообщение: An air of falsehood surrounds the town of New Magincia. Mages miscast spells, wasting reagents. Merchants make bad deals, wasting gold. Faulinei kills a few guards. It's not a good day.
    • Название: Nosfentor Ia
    • Сообщение: An air of cowardice surrounds the town of New Magincia. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone. What's going on here? Didn't you summon him? Doesn't he have any loyalty? You feel afraid that you might have made a terrible mistake.
    • Название: Astaroth Ia
    • Сообщение: An air of hatred surrounds the town of New Magincia. Angry citizens flock to the recruitment centers demanding to be allowed to fight. Astaroth kills some of them anyway. You feel seething anger that this thing you summoned has betrayed you, and consider using your new troops just to combat it.
    • Название: Faulinei Ia
    • Сообщение: An air of falsehood surrounds the town of New Magincia. Mages miscast spells, wasting reagents. Merchants make bad deals, wasting gold. Faulinei kills a few guards. Although you're upset that this summoned creature betrayed you, you're pretty sure those guards deserved to die anyway.
    • Название: Nosfentor II
    • Сообщение: An air of cowardice surrounds the town of New Magincia. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Nosfentor IIa
    • Сообщение: An air of cowardice surrounds the town of New Magincia. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone. You're still upset, but you fear something bad will happen if you try to unsummon the Shadowlord.
    • Название: Nosfentor III
    • Сообщение: An air of cowardice surrounds the town of New Magincia. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Nosfentor IIIa
    • Сообщение: An air of cowardice surrounds the town of New Magincia. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone. You've figured out that you're only scared becuase the Shadowlord is here, but you still can't overcome that fear.
  • Хижина предсказателя
    • 96, 17 подземелье
    • Сообщение: You see an old man shackled to the wall of a rickety hut. Please help me! My power is too weak to maintain my Lockpick spell long enough to remove these shackles, but if I had the Ring of the Magi, I'm sure I could escape. I have few possessions, but I'm sure I could find something around here to serve as a reward. His eyes glaze over for a minute or two, and then he continues as if nothing happened. The Ring lies in the treacherous Ethereal Void, in a place accessible only through the Shrine of Spirituality, which lies through the moofgate -- oops, hee hee, I mean moongate -- around the mountains to the North. Please hurry back. I'm so hungry.
  • Разбойник
    • 71, 80 подземелье
    • Сообщение: This here is our hideout, not yours. We kill you now!
  • Указатель
    • 73, 85 подземелье
    • Сообщение: Pyrits only. No tresspessurs.
  • Указатель
    • 81, 78 подземелье
    • Сообщение: Pyrits only. No tresspessurs.
  • Указатель
    • 59, 137 подземелье
    • Сообщение: The Dungeon Destard
  • Хижина предсказателя
    • 37, 136 подземелье
    • Сообщение: You see a short, jovial, weak-looking man sitting at a small desk. Hi there! My name's Mr. Furryfoot of the Halflings. You've probably never seen one of us - we had to travel a long way to find this place. There were 25 of us who came here on a diplomatic mission to visit your Lord British, but our ship ran aground here. My friends went out to look for food, but I haven't them in some time. I think they may be in trouble. If you could find them and bring them back, I'd be ever so relieved.
  • Полурослик
    • 6, 132 подземелье
    • Сообщение: Thank the Dark Master! I thought those lion-things were going to eat us for sure. Please help us get back to our friend Mr. Furryfoot - we only left him in that hut because there's no way he could survive in the wilderness. Who knew we'd be the ones in trouble?
  • Указатель
    • 85, 48 подземелье
    • Сообщение: The Shrine of Compassion
  • Хижина предсказателя
    • 42, 59 подземелье
    • Сообщение: Could you do me a huge favor? You see, I was going to have my friend Gerald over for dinner, but I can't afford to pay for the ferry to bring him over from the lighthouse. If you could pick him up, I'd be tremendously grateful.
  • Событие
    • 41, 55 подземелье
    • Сообщение: You see your old buddy Hawkwind step out from... hey, where DID he come from? Before you can ask, he speaks. Greetings Avatar! You're right on time. Here is your Ankh - I've brought it to this place in case you wanted it. Now go and finish my little game. He turns and walks behind a rock outcropping, but when you try to follow, he has disappeared. All at once you realize who he really his, and what he's done here. And he's right - all that remains is to win. You walk away a little wiser.
  • Крестьянин
    • 55, 66 подземелье
    • Сообщение: Oh, hello. You must be the transport I ordered. Well, don't just stand there - take me back to the mainland!
  • Инферно
    • 135, 128 подземелье
    • Название: Blackgate
  • Случайный город
    • 36, 32 подземелье
    • Название: Yew
    • Название: Astaroth
    • Сообщение: An air of hatred surrounds the town of Yew. Angry citizens flock to the recruitment centers demanding to be allowed to fight. Astaroth kills some of them anyway.
    • Название: Faulinei
    • Сообщение: An air of falsehood surrounds the town of Yew. Mages miscast spells, wasting reagents. Merchants make bad deals, wasting gold. Faulinei kills a few guards. It's not a good day.
    • Название: Nosfentor
    • Сообщение: An air of cowardice surrounds the town of Yew. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
    • Название: Nosfentor II
    • Сообщение: An air of cowardice surrounds the town of Yew. People run and hide in their homes. Those who don't feel protected fortify themselves. Commerce is halted. Nosfentor laughs at everyone.
  • Хижина предсказателя
    • 32, 32 подземелье
    • Сообщение: You enter the well-furnished hut of Judge Dryden's assistant. He sits behind his desk with a scowl on his face shuffling through paperwork looking for something which he eventually finds, and then he turns to address you. Thank you for volunteering your services. As you may know, a group calling themselves the Rangers have moved into the dungeon Wrong and have begun renovating it. They are quite hostile to outsiders, and since they do not technically own the property, under Britannian law they cannot claim defense of property. Your job is to bring one of them in for trial.
  • Указатель
    • 26, 46 подземелье
    • Сообщение: The Dungeon Wrong
  • Некрополь
    • 81, 31 подземелье
    • Название: Stonegate
    • Название: Homecoming
    • Сообщение: Astaroth, Faulinei, and Nosfentor arrive at their ancient home of Stonegate only to find that it's been changed. It's much taller now, and the basement has been completely filled in. This will not do. They begin magically rebuilding it as it was, which mainly involves knocking down the upper levels and clearing out the basement. They allow you to scavenge the fallen stone.
    • Название: Desecrating
    • Сообщение: The Shadowlords have begun their ritual of desecration at Stonegate. Decorating the walls with evil glyphs, they invoke the darkest of forces to solidify their hold on this space.
    • Название: Powering up
    • Сообщение: Using the dark forces within Stonegate, the Shadowlords grow stronger. The evil energy fuels them, draining the surrounding area of life and light. Soon they will be restored to their original, hideously powerful forms.
    • Название: Leaving
    • Сообщение: The Shadowlords stop collecting power at Stonegate - it's time for them to resume their old duties around Britannia. The storm collapses into itself, spiraling tighter and tighter until it vanishes in a singular point. As the black hail on the ground dissolves, you find that each hailstone had magic reagents at its core. You collect as many as you can before they all dissolve.
    • Название: Prize I
    • Сообщение: The Shadowlords return to Stonegate with gold they've taken from their raids this week.
    • Название: Prize II
    • Сообщение: The Shadowlords return to Stonegate and summon more friends to do their bidding.
    • Название: Prize III
    • Сообщение: The Shadowlords return to Stonegate with the fruits of this week's labor.
    • Название: Prize IV
    • Сообщение: The Shadowlords return to Stonegate and summon more undead to carry out their wishes.
  • Башня
    • 97, 115 подземелье
    • Название: Spektran
  • Бастион
    • 30, 83 подземелье
    • Название: Spiritwood
  • Случайный город
    • 19, 59 подземелье
    • Название: Dawn
    • Название: Dawn appears
    • Сообщение: It is the beginning of the Britannian month, the time when both moons are new. With the absence of moonlight, the first rays of the sunrise are visible as they refract through the city of Dawn and onto the secret entrance of its legendary mine. You gather as much gold as you can before the entrance vanishes again.
  • Инферно
    • 118, 41 подземелье
    • Название: Sin'Vraal
  • Рогатый демон
    • 118, 42 подземелье
    • Сообщение: Sin'Vraal himself stands with a few of his buddies at the entrance to his hut. I told you, the guy's name was Astaroth. Now leave me alone already!
  • Событие
    • 81, 34 подземелье
    • Сообщение: This time you remembered your grappling hook. Way to be prepared!
  • Башня
    • 59, 26 подземелье
    • Название: Nicodemus' Hut
  • Инферно
    • 104, 58 подземелье
    • Название: Forge
  • Указатель
    • 106, 61 подземелье
    • Сообщение: The Isle of Fire
  • Клинок Армагеддона
    • 101, 58 подземелье
    • Сообщение: Having passed the tests of Truth, Love, and Courage, you must now forge the Sword and imbue it with the spirit of a Demon. You think to yourself, Hmm, if a Demon makes the sword so powerful, I'll bet the spirits of a whole pack of Arch Devils would make it even more powerful! Of course, this means fighting a whole pack of Arch Devils, but being the megalomaniac you are, you like the idea. Do you want to fight the Arch Devils now?
  • Указатель
    • 103, 62 подземелье
    • Сообщение: The Forge of Virtue
  • Бастион
    • 35, 48 подземелье
    • Название: Iolo's Hut
  • Крепость
    • 53, 78 подземелье
    • Название: Paws
  • Страж задания
    • 101, 59 подземелье
    • Сообщение: Inscribed on a plaque on the tower are these words
  • Страж задания
    • 101, 60 подземелье
    • Сообщение: Inscribed on a plaque on the tower are these words
  • Страж задания
    • 101, 61 подземелье
    • Сообщение: Inscribed on a plaque on the tower are these words
  • Событие
    • 102, 62 подземелье
    • Сообщение: So, traveler, you seek the Demon Sword, the Sword of Blackrock? Know then that the Forge of Virtue demands that you forge your spirit as you forge your Sword. The tests of Truth, Love, and Courage await.
  • Всадник
    • 38, 48 подземелье
    • Сообщение: As you are about to strike down the horse, it suddenly speaks! Hi, I'm Smith! Got any hay? I wanted to go run and jump and play, but Chuckles made me come here. Can I come play with you?
  • Событие
    • 38, 47 подземелье
    • Сообщение: Lying in a small pile of manure is a partially decomposed note. Holding your breath, you reach down and extract it. Some of the words are illegible, but you can make out some of it
  • Указатель
    • 89, 23 подземелье
    • Сообщение: The Dungeon Covetous
  • Событие
    • 111, 29 подземелье
    • Сообщение: You found Nightshade!
  • Событие
    • 34, 84 подземелье
    • Сообщение: A disembodied voice whispers to you from nowhere, Welcome to Spiritwood, mortal.
  • Кочевник
    • 56, 92 подземелье
    • Сообщение: Well, well. It looks like these kids want to intrude on our business. Let's give 'em what for!
  • Событие
    • 53, 94 подземелье
    • Сообщение: A band of gypsies approches the road and greets you. Step right up and see the show! If you like it, we'll be happy to travel with you for the right price!
  • Хижина предсказателя
    • 54, 110 подземелье
    • Сообщение: Rumor has it that a band of gypsies has been robbing people travelling between Paws and Trinsic. They claim all they're doing is putting on a show, so I'd like you to investigate. Return to me when you know more.
  • Хижина предсказателя
    • 5, 62 подземелье
    • Сообщение: Welcome, O seeker! I am the last of the Britannian Assassins Guild, but I am dying. You, however, can continue this time-honored profession and lead our guild into a new age. For your initiation, you must simply kill the shepherdess Katrina. Return to me when you have completed this simple task.
  • Указатель
    • 6, 64 подземелье
    • Сообщение: A faded sign reads The Br-tannia- Assas-ins G-ild shal- never fal-!
  • Огр
    • 35, 62 подземелье
    • Сообщение: Youu... uhhh... wait, what was that thing? ... ... ... Oh yeah, you not take our... umm.. shiny thing... uhhmmm... We kill you now.
  • Чемпион
    • 33, 114 подземелье
    • Сообщение: Sure you can rest here... But first, prove thy valor!
  • Ледяной элементал
    • 6, 7 подземелье
    • Сообщение: Ahhhhh... Another vessel to add to our collection....
  • Бутылка
    • 108, 46 подземелье
    • Сообщение: Ho-Eyoh-He-Rum!! -C
  • Событие
    • 88, 104 подземелье
    • Сообщение: You find the Skull of Mondain the Wizard! Then you remember that the isle of Terfin was built over the skull. No, wait, the skull was thrown into the Abyss. Come to think of it, how DID it get here?
  • Указатель
    • 130, 24 суша
    • Сообщение: Welcome to Ambrosia
  • Указатель
    • 16, 14 суша
    • Сообщение: The Shrine of Spirituality
  • Ящик Пандоры
    • 72, 120 суша
    • Сообщение: Welcome, Avatar. Thou showest well the wisdom of the virtues, especially Valor. Maybe a little too much Valor. Anyway, the power contained herein is formidable, and only an Avatar would not be tempted to use it for evil. Take it, for thou hast certainly earned it, and use it to bring peace to Britannia once and for all.
  • Указатель
    • 72, 137 суша
    • Сообщение: The Codex of Ultimate Wisdom Avatars Only
  • Случайный город
    • 112, 60 суша
    • Название: Ter-ark
  • Указатель
    • 14, 16 суша
    • Сообщение: This way to the Ethereal Void -->
  • Событие
    • 135, 74 суша
    • Сообщение: You hear an enchanter bellow AN SANCT LOR and a large group of magi, enchanters and their summoned servants appear in front of you. The leader steps forward and says We cannot allow you to assemble the Wizard's Well - it would weaken our position and send ripples through the ether, which could gain the attention of evil red otherworldly entities! We regret that you have chosen to ignore the truth... Now, you must die.
  • Событие
    • 134, 73 суша
    • Сообщение: Maybe you're just hallucinating, but you'd swear you just heard the familiar voice of Shamino echoing in your head, saying I hear something to the southeast... Of course, Shamino was full of it most of the time...
  • Случайный город
    • 130, 14 суша
    • Название: Ambrosia
    • Название: Chuckles!
    • Сообщение: A very surprised looking jester appears in the middle of the courtyard at Ambrosia. He tells you his name is Chuckles and he's really supposed to be at Castle British. You offer to let him stay for a while, but he says he's got a special delivery for his liege. He heads to the south shore to try to hitch a ride on the next boat.
  • Указатель
    • 71, 88 суша
    • Сообщение: Skool here. Lurn to make boat go.
  • Разбойник
    • 69, 81 суша
    • Сообщение: Hey, they're not pirates. Let's kill 'em! Okay
  • Разбойник
    • 75, 96 суша
    • Сообщение: Okay, this time all of us fighting you. You go die now, okay?
  • Указатель
    • 74, 92 суша
    • Сообщение: The Grub 'n' Blub
  • Случайный город
    • 103, 115 суша
    • Название: Exodus
    • Название: I am Exodus
    • Сообщение: A hideous machine-like voice fills your mind and says
    • Название: Puny Mortal
    • Сообщение: A hideous machine-like voice fills your mind and says
    • Название: Do not fail
    • Сообщение: A hideous machine-like voice fills your mind and says
    • Название: I'll show them all
    • Сообщение: A hideous machine-like voice fills your mind and says
  • Указатель
    • 43, 135 суша
    • Сообщение: Beware of the Dragon
  • Зеленый дракон
    • 43, 132 суша
    • Сообщение: A large green dragon blocks the path, glaring at you. You hear a voice in your mind. Know, mortal, that ye are invading the Shrine of the Dragon Father, the ancestral home of all Dragonkind. Know that ye are not welcome here.
  • Костяной дракон
    • 33, 123 суша
    • Сообщение: From all around the room you've been hearing the rattling of giant bones, and now you've arrived at the source. As you look up, a large chunk of rotten flesh falls of one of the bone dragons and lands squarely in front of you. A wave of nausea hits you and your troops, and you're really not looking forward to what you'll be smelling if you do happen to win this battle.
  • Красный дракон
    • 51, 119 суша
    • Сообщение: A group of red dragons circles above you, then maneuvers into an attack formation, as you hear in your mind. Humans here? Intolerable!
  • Золотой дракон
    • 37, 114 суша
    • Сообщение: The majestic gold dragons are already on the ground, waiting patiently for your approach. They remain so still that you think they might be ignoring you, so you try to pass by them. When you get too close, though, they simultaneously take flight and attack.
  • Черный дракон
    • 47, 114 суша
    • Сообщение: In your mind you hear a voice filled with hunger and bloodlust. Ahhh... ffresshhh meeaat.
  • Призрачный дракон
    • 36, 129 суша
    • Сообщение: The ghost dragons notice you and start swarming around you, moaning, wailing and screeching in your mind so loudly that it chills your soul and freezes you in panic. They torment you for several minutes and then begin their attack.
  • Сказочный дракон
    • 42, 113 суша
    • Сообщение: A group of playful faerie dragons is frolicking in the air above you. You are surprised to hear them speak out loud in your language. Hey, look down there, it's one of those things! Let's play with it! Okay, wanna take a crap on them? Nah, it's been done. Let's play war! Okay.
  • Ржавый дракон
    • 48, 128 суша
    • Сообщение: The walls and rocks near these dragons are so corroded that they look like they could fall apart at a mere touch. You really don't like what that implies about the dragons themselves...
  • Кристальный дракон
    • 51, 124 суша
    • Сообщение: Crimson light flickers in all directions from the hearts of these insane crystal abominations. The sound of their screeching seems almost mechanical as they rush to dismember you.
  • Лазурный дракон
    • 33, 118 суша
    • Сообщение: From the group of immense azure dragons high overhead, one plummets to the ground, slowing and turning at the last second to land neatly before you. The hatred in its eyes burns like a thousand suns, and a furious voice booms in your head. Enough! For myself, for my companions, and for my ancestors, I will now finish you!
  • Золото
    • 32, 118 суша
    • Сообщение: This appears to be part of the leaders' private stash.
  • Золото
    • 33, 117 суша
    • Сообщение: This appears to be part of the leaders' private stash.
  • Событие
    • 43, 130 суша
    • Сообщение: You emerge from the tunnel into an immense round cavern that doesn't seem to have a ceiling. Stalagmites and scorch marks abound on the floor of the cavern, and the overwhelming stench of dragon droppings is laced with a hint of brimstone. Between that and the faint growling that seems to come from everywhere, you get the distinct impression that this place is not meant for humans.
  • Событие
    • 38, 118 суша
    • Сообщение: A huge pile of dragon droppings lands on your entire party, nearly killing several of your favorite troops. No one is happy about this.
  • Событие
    • 44, 124 суша
    • Сообщение: The imposing sight of the Dragon City causes you and your troops to stop and stare in awe. This turns out to be a good thing because a huge pile of dragon droppings lands right where you would have been if you hadn't paused. Your troops see this as an omen.
  • Событие
    • 44, 117 суша
    • Сообщение: One of your troops starts nervously telling a joke. A black dragon, a faerie dragon, and an azure dragon all walk into a bar. The faerie dragon says -- You smack him and tell him to shut the hell up because you've heard this one before and it's stupid.
  • Случайный город
    • 134, 133 суша
    • Название: Stygius
  • Указатель
    • 130, 99 суша
    • Сообщение: The chaotic brush of a lunatic has painted barely legible words on a stray piece of wood
  • Хижина предсказателя
    • 108, 79 суша
    • Сообщение: A silent woman sits quietly on the floor of the hut. Although she is deep in meditation, there is a sign above her that says Humility is its own reward. You can't shake the feeling that if you were truly humble, you'd understand.
  • Хижина предсказателя
    • 140, 24 суша
    • Сообщение: Ambrosia has always stood for knowledge, enlightenment, cards, and free travel by sea. With the exception of cards, the pirates of Buccaneers' Den are our antithesis. For the sake of our beliefs, you must seek them out and destroy them. Return for your reward when you are done.
  • Хижина предсказателя
    • 127, 127 суша
    • Сообщение: Enlightenment is not just spiritual. In order to achieve true enlightenment, the physical must mirror the spiritual, but in order to achieve this, one must pass through a portal of perfect purity. There is a perfect predator in the world which can give you a perfect death, and then you will have achieved perfect enlightenment. This perfect predator guards the Ambassador's Sash. Bring it to me and I will know you have died a perfect death.
  • Хижина предсказателя
    • 101, 119 суша
    • Сообщение: A middle-aged woman sits in the hut with a vacant stare. When she speaks, it is not with a human voice, but rather the hollow, chilling voice of the abomination Exodus. I am Exodus. I am eternal. My physical form was disabled by the cards of Sun, Moon, Love, and Death, but the mortal who did this was foolish. He left the cards in my rear chamber. You will return the cards to me and I will help you rebuild me. I will rule again.
  • Крестоносец
    • 110, 109 суша
    • Сообщение: Halt! We have been commissioned by Lord British himself to prevent anyone from retrieving the cards. Only the most foul of fiends would even consider restoring Exodus. Prepare to die!
  • Указатель
    • 112, 115 суша
    • Сообщение: By order of Lord British, no one shall be allowed to pass.
  • Алебардщик
    • 112, 112 суша
    • Сообщение: Wha-- Hey, there's someone here! Wake up, you idiots! We've got a tresspasser!
  • Пикси
    • 39, 101 суша
    • Сообщение: Hiya! You should probably know that you can learn great magic here, but the dangers are-- Hey, what are you doing with that sword?
  • Событие
    • 27, 102 суша
    • Сообщение: The hair on the back of your neck bristles and stands on end. You can sense fields of powerful magic ahead.
  • Лесной эльф
    • 24, 55 суша
    • Сообщение: There's the intruder! Shoot him!
  • Снайпер
    • 16, 53 суша
    • Сообщение: Tree killer! Now see how YOU like getting cut down!
  • Титан
    • 16, 63 суша
    • Сообщение: Okay, here's the deal. We don't really care one way or the other about this stupid garden, but the fact is the Rangers paid us very well before they all died, and now we're in a really bad mood. So now you get to give us some stress relief.
  • Высокий эльф
    • 24, 49 суша
    • Сообщение: I see you've made your choice. So be it.
  • Событие
    • 24, 47 суша
    • Сообщение: A small group of uniformed elves stands before you. The leader steps forward and addresses you. This is the private garden of the Rangers. Although we have no quarrel with you, we've spent far too much time renovating this once-horrible dungeon to risk you ruining it. Many of our friends are hiding in the trees and will cut you down if you try to stay. If you leave in peace, we will not bother you again.
  • Событие
    • 18, 61 суша
    • Сообщение: Since you entered this underground cavern, you've been wondering how they keep it so grassy and beautiful, and right around here you wonder if it's some kind of magic. As if triggered by your very thoughts, a handful of enchanters step out into your path, accompanied by all their bow-wielding friends. They must figure you've had enough warnings by now because they don't even bother to say anything before attacking.
  • Событие
    • 18, 52 суша
    • Сообщение: You hear a soft voice from the trees whisper Now! and the next thing you know arrows are whizzing through the air in your general direction.
  • Событие
    • 19, 52 суша
    • Сообщение: You think you hear some faint rustling in the trees to the west...
  • Событие
    • 25, 53 суша
    • Сообщение: A voice from the trees yells Trespasser! You were warned! At his signal, he and quite a lot of his friends leap from the surrounding trees and attack!
  • Событие
    • 25, 52 суша
    • Сообщение: You hear a cough coming from the woods just to the south...
  • Событие
    • 18, 60 суша
    • Сообщение: Although you hear nothing, your increasingly keen sense of the woods tells you that just to the south would be a great spot for an ambush.
  • Сандалии святого
    • 52, 61 суша
    • Сообщение: Hidden under the sandals you see a note
  • Снайпер
    • 15, 60 суша
    • Сообщение: You see the leader of the Rangers in a clearing, as if he intended to be found. Well, you found me -- I suppose you're going to kill me. You must realize, though, that you are the intruder here -- under elven common law, we are the rightful owners of this place now that we've rebuilt it. Furthermore, in accordance with our laws, we give out ample warning before defending our territory. I stand by our actions. I propose we find an impartial judge and see which of us has REALLY done an injustice to the other. But be careful! If you don't kill me, the others would shoot me rather than trust your surface-dweller laws.
  • Событие
    • 124, 80 суша
    • Сообщение: From out of the very walls a seemingly endless swarm of Ancient Behemoths emerge -- obviously the perfect predators the crazy seer talked about. You can't help thinking that next time you want to be enlightened, perhaps you could find a way that doesn't look quite so uncomfortable.
  • Указатель
    • 128, 86 суша
    • Сообщение: Scrawled onto a loose piece of wood
  • Событие
    • 47, 83 суша
    • Сообщение: Be Strong!
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