Archangel Castle Map Submission Template

Campaign Name:	The Adventures of Wren
Map Name:	Arundel
Map Maker:	Jörgen Linde
E-mail Address:	tomli@ebox.tninet.se

Map Type:	Medium, 2 Levels, 1H/(2C)
Difficulty:	Displayed as Expert. Estimated to range between very Hard and Expert.
Language:	English

Short Cuts:	Hints	Special Rules

Notes:		This is part two of Wren's adventures. Next map in the campaign will be
		concerning the human lands north of Dead Forest (- no elves involved).
		And yes, it will be a multifront map...
		What does 'pgp' mean? - It is a short for 'population growth pattern'
		No obelisks are present, since they distorted the pgp.

Update Info:	1st h3m (original) and 1st h3c (ab) versions.

Desription:	This is the continuing story of the adventures of Wren.
		A mixed RPG styled map. The player begins with one hero and a small force.
		Two reference files and one addendum file are also included with the map;
		"Durnath - Reference" (= Arundel1.htm) -- First half of the map.
		"Arundel - Reference" (= Arundel2.htm) -- Second half of the map.
		"Elves - Addendum" (= Elves.htm) -- Philosophical map related stuff.

Play time est:	3 Hours

Special Win:	None
Special Loss:	Time Limit (6 months - after that, the Demons will have won)
Special Other:	None

Instructions:	Before starting the map, read "Resumé", "Prologue", "The halls of Mogaruith",
		and "Chapter 2" in the Durnath reference file.
		On the scenario screen, choose: impossible & gold/res starting bonus for all.
		Read "Gozer", "Scharch", "Daz", "Mogdath", "Carondus" and "Ysthra" before
		resolving combat with these purple heroes.

Narrative:	Having opened the Gate to Durnath, Wren must now proceed to Arundel and carry
		news to the elves about the coming dangers. Many dangers await and in the
		lands of Arundel a demonic presence has appeared. Can Wren overcome the
		dangers before they overcome her?

Play-Testers:	Emmanuel Issaly (covenant@cybercable.fr) - (Homepage)
		Bernie Margolis (bemargol@cs.nmsu.edu)
		Tomas Linde	(tomli@ebox.tninet.se)
		Jörgen Linde	(tomli@ebox.tninet.se)

Thanks:		Bernie & Emmanuel (& Tomas, of course) for valuable feedback and comments.

Other maps
posted:		Dark Age.

Find the latest
versions at:	http://www.h3trio.com/gwhen1.html
		http://www.astralwizard.com
		http://www.heroes3.org
		

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!


Hints


The line up in the beginning is a good line up. When adding the dwarves, place them in slot 2.
It is possible to keep everyone alive in the first part without casting Cure - maybe excluding these battles: Red Tent, Minotaur.
Try not to spend any days recovering spell points - you don't have time to do that! Use wells instead.
Try to even out the damage taken between the crusader and the dwarves when facing few, but strong enemies, like a diamond golem or two gold golems - this way you don't have to use up spell points.
The minotaur is not hard to beat w/o losses if you use a certain tactics.
Do not take any one way teleporters until you have been all the way down to Farpoint Spring!
It is possible to reach The Hall w/o previous losses of characters but you can still cope without some of the low level characters.
Get Khazim (north of Hechal Arur) and revisit the armoury if you wish to minimize your losses against Mogdath, but do not let Daz join forces with Mogdath!
Prayer is an underestimated spell. If you are using the might approach and have enough spell points (& Expert Water Magic) - use it!
Try to capture the Abandoned Mines in the Hall. They may prove very useful later.
Have you been to the hall of illusions (- green two way teleporter)?
You should be past the Ferryman at around the beginning of the 3rd month (ie 2 months of time).
You will get a chance to 'resurrect' all characters who have fallen (- when you meet the Faeries), except: Khazim and Pegasus. Therefore, try not to lose these two, since they will be permanently lost.
Be sure to not let Carondus flee (- use a lucky tactics or equip the shackles of war)! He holds a quest artifact and something more. Without this quest artifact you can Not succeed!
Save as much gold as possible to be able to recruit (and upgrade) Giants and (possibly) Dragons.
The longer you take to reach Ysthra, the stronger she gets! On the other hand you are probably getting stronger as well. Remember that you must reach Arundel before the 7th month begins!
This AB version features more difficult abandoned mines. If you use the magic approach you will probably not be able to capture the mines. This will make the game more difficult, but it is still quite winnable.
You should have at least 4 Titans, 4 Archangels and 2-3 Gold Dragons plus lesser troops when you engage Ysthra.


Special Rules



Special Artifacts:
Elven Bow of Cherrywood (starting artifact) - Proves that you are Wren from Dead Forest.
Cart of Lumber - Symbolizes a strange malady that is threatening the forest around Arundel. It must be brought to the Gnome Elders or all will be lost! Carondus holds it...

Hourglass of Evil - Symbolizes a strange force cube made by the Demon Lord Agarash.
Do Not Sacrifice the above artifacts!!
Other Artifacts:
Chaos Helmet (Aghul Khatush) - A terribly dangerous item which can twist the minds of anybody but elves.
Blackshard Sword (Aleth Khelosh) - Mogdath's personal weapon. The origins of this blade are unknown.
Ring of Life (Lefaleth) - An ancient elvish parting gift, given to the dwarves guarding Durnath. It was lost during the wars of the Dwarven Lords. The ring is imbued with life powers.

Vial of Lifeblood (No name) - Some of the results from Tarnag's experiments.

Dismiss (or put in garrison) any surviving dwarves after having defeated Mogdath.


The red garrison in the southwestern corner of the surface layer symbolizes that you have received healing. This means that you may 'resurrect' those troops which have fallen in battle by adding them to your forces. Under no circumstances may you add any characters which haven't been lost. Furthermore, you may only do this once. Don't return here and pick up troops again!

Gold is partly symbolizing your ability to recruit followers and finding hidden items.

You will probably dismiss (or put in garrison) many or all of your original characters as you venture on the surface layer. This does not mean that they have left you, only that they are no longer directly involved in battle situations.








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