Map Name: Unification.zip Map Maker: Rife aka Ivan Gabriel Resto E-Mail Address: rife@lycosmail.com Map Type: Singleplayer AB campaign (M,M,M2lvl,XL2lvl) Language: English Description: A seeming accident with an artifact creates a problem that could end up affecting the entire world. Special Win: Defeat the Master. Special Loss: Lose the heroes Rife, Sari, Kyllian or Lance. Special Other: NONE Narrative: Welcome. Thank you for downloading my campaign. I've put a lot of work into it and am sure you will enjoy it. The story takes place in the Heroes world around the beginning of Armageddon's Blade in a cluster of islands about midway between Enroth and Antagarich. The hero Rife, around which the story revolves, is a wizard just starting out on his own. A man of great potential, little of it realized, he has chosen to settle on an island renowned for it's magical anomalies. Aware that his sister Sari's birthday is near, but short on gold due to the massive cost of building a Tower, he sets out into the forest to find her a present. This sets off a chain of events that could end up destroying the entire world... Play-Testers: Angelique@h3trio.com RexMundi_cto@yahoo.com Fatrim@cyberdude.com Known Bugs/Issues ----------------- In Map3, the only way to the second level of the map is guarded by quest guards requiring artifacts (Crown of Dragontooth, Red Dragon Flame Tongue) in the possession of the enemy's two main heroes. It is possible to eliminate the enemy without ever defeating those heroes (by 7 day rule). Doing so will make the game unwinnable however. Be sure to acquire the artifacts from the enemy before eliminating them. I have found no way around this. Setting the quest guard to 'Defeat specific hero' creates the same problem. Gameplay/Hints & Tips --------------------- It is possible to complete the campaign without any of the main characters save Kyllian, but for obvious reasons this is not recommended. Keep Rife, Sari, Lance and Kyllian alive and you'll have a much easier, more enjoyable (and less confusing) time. Diplomacy is a VERY valuable skill for everyone but Kyllian, and it will make things MUCH easier for Rife. Earth Magic is also recommended for everyone (mainly for Expert Implosion, Resurrection, and Animate Dead). This campaign is NOT for the inexperienced. The first two maps are designed to encourage risk. If you play too cautiously, you may find yourself at serious disadvantage in later maps. For instance, in the first map there are a few Crystal Dragons guarding entry into the further reaches of the forest. Crystal Dragons are quite hard to beat, and the Tower is limited to Magi and Master Genies as the most powerful creature available to recruit. A lot of people would wait around until they had overwhelming forces before taking on the Crystal Dragons, and that would be a mistake. You only have six months to complete the scenario; building that large a force could use up time better spent searching for Sari's present, and may eventually cause you to run out of time. Similarly, in the second map Sari is in a secluded section of the map. If you let him, the hero Lance can sometimes defeat all your enemies for you without you ever having to stray very far from your town. Troops carry over into the next scenario, but if you let this happen Sari will be extremely weak stats-wise, and will be too weak overall to survive long against the tougher enemies in the third and fourth scenarios. (Not to mention she is not invulnerable to attack in her prison.) Keeping that in mind, the third map is fairly straightforward and I only offer one tip: take a secondary hero sailing if at all possible, and give the benefits of that trip to Sari before finishing. For the last map this is VERY IMPORTANT: SAVE before playing the Faerie Dragon Gameshow. You'll know why if you don't. Also, though it's a good idea to send more than one hero in, Lance or another knight/cleric would profit most from exploring the Labyrinth. Visit Seer's Huts and Quest Guards more than once before completing their respective quests. At the very least there is often an amusing progress message, and sometimes there are important hints. Finally, beyond the territory of the Senexcal a lone Archangel perches on the roof of a church. Doing what he asks requires a great sacrifice you may be unwilling to make, but trust me... it's worth it. SPOILERS: WARNING!!! SPOILER INFORMATION FOLLOWS PROCEED AT YOUR OWN RISK! SPOILERS: WARNING!!! SPOILER INFORMATION FOLLOWS PROCEED AT YOUR OWN RISK! SPOILERS: WARNING!!! SPOILER INFORMATION FOLLOWS PROCEED AT YOUR OWN RISK! SPOILERS: WARNING!!! SPOILER INFORMATION FOLLOWS PROCEED AT YOUR OWN RISK! Faerie Dragon Gameshow SPOILER: ------------------------------- Take the middle path, Defeat the Royal Griffins, take the path to the right, giving up the Rib Cage. Visit the two Quest Guards past it, then go north to the Guard asking for the Clover of Fortune. Follow that path, giving up the Greater Gnoll's Flail. Head south of the skeleton, taking out the Griffins and exploring the crater to get two other artifacts. Head back down to the Quest Guard asking for the Shield of the Damned, and go through. Return to the gems and mercury and get them. DO NOT SPEND ANY! Equip the Orb of Inhibition and head for the exit south. ================================================================================== Version 3 Fixed: In Scenario 4: Changed Border Gate so Azure Dragons could not be removed by player. Inserted a Portal to Green's territory so victory can be achieved by 'defeat all enemies' Added one quest guard and edited another so the Master is more likely to have more troops in final battle.