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Runes in good hands.

#144
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The map is interesting, the layouts are good, and the strong neutral stacks in the later stages are particularly noteworthy. The RPG elements are present, there are quests, and the references were enjoyable. Overall, the map would have brought only positive emotions if not for a huge problem I encountered: "Pay 10,000 gold at the beginning or lose the game." Well, I didn't expect that. I understand that the goal was to diversify the endings and generally give weight to the decisions, but this is clearly an overreach. They could have at least placed a very strong guard near the priests, requiring skill-based gameplay or forcing players to sail to them by sea, but instead, they simply placed impassable rocks. And I'm discovering this now, after playing for 7 months. After this, I have no desire to play through it again, nor do I want to use cheats or, most likely, break the scripts. It's a shame for such a disappointing outcome for an otherwise good map.

P.S. After opening all the obelisks and obtaining a map fragment from the hermit, I still can't find the tear. The landmarks don't match at all, and even after finding the location based on your coordinates, I wouldn't say that it's the one depicted on the riddle map. But these are minor issues that didn't cause any inconvenience, unlike what I described above.