Gates of Wonder
Author: Amir Goldberg (Amiz)
Download link:
http://www.celestialheavens.com/search2.php?map_name=Gates+of+Wonder&author_name=&size=&nr_players=&playing_type=&version=&sort_by=map_name&order=asc&multiplayer=&month=&year=&minimaps=on&results1=20&page=1&action=search&submit=SearchPomazok1329 recommended this map to me.
Genre: RPG.
Plot: For years, Stephanor has tried to conquer the wealthy kingdom of Marbla. It seems that even the fact that he was killed last night won't stop him. So, he makes a deal with the soul-eaters...
The original story is about a hero who was killed, but the Necromancer faction provided him with a body "for temporary use" to take revenge on his killer. Naturally, after completing this task, Stephanor doesn't want to disappear forever and escapes from the soul-eaters, unilaterally terminating the deal. Now, he will try again to fulfill his long-held dream, conquering the rich and flourishing kingdom of Marbla, the path to which is blocked by the legendary Gates of Wonder.
The map is not very well-known and is quite old (2000), but overall it's not too difficult and quite enjoyable for a relaxed "exploration" experience. I can recommend it to beginner players and those who simply enjoy RPG maps.
Strengths
The presence of an original idea, plot, and well-thought-out world geography.
Weaknesses
The central island with the capital of Purple Marbla can only be reached by using Flight, as the only place where you could potentially pass through is guarded by a red border guard, and a red tent is only located on this island. The fact that after defeating Feg, we have the Tome of Air is a nice touch, but it makes the role-playing aspect of the remaining part of the map unnecessary, as we can fly anywhere and in any order.
From the above, it also follows that the quest from the seer, who returns our Angel Wings, is also "unnecessary" (although it is part of the plot, logically concluding the main character's relationship with the Necromancers). To ensure that everything goes exactly as the author intended, the Tome of Air should be completely prohibited. Without Flight, everything works as it should: the player passes through the entrance of the red one-way monolith, defeats the Necromancers, visits the green tent, goes to the seer, receives the Wings, and flies to the center, where the final battle takes place.
Some heroes freed from prisons do not play any significant role in the plot: even if they are not freed, it does not prevent our victory. However, these heroes can visit mills and outposts.
It is also not necessary to visit the area behind the white border guard in cell 139,65, and it is unlikely that anyone will activate the event on the side if they don't look it up in the editor to see that it's there.
Tips
The walkthrough should not cause you any serious difficulties. I will only suggest that at the beginning, you do not need to fight the Necromancers and capture cities: you are still too weak for that. You only need to kill Dendel Nar, and this should be done by the Slime Ball: it has Haste in its spellbook. After that, you need to give the Spirit of Despair to the seer and go to the shore. There, each hero should get into their own boat, and before that, all troops should be transferred to Stephanor: after landing, he will encounter a squad of hostile cavalry.
About my playthrough
I will not retell the events this time - those who want to will see everything for themselves. I don't want to deprive you of the pleasure, and there is no need for it.
The Grail was dug up and placed in one of the Towers (to the author's credit, enemies could not reach it there).
On 6-1-2, I captured Marbla, and I was congratulated on my victory.
Result: 142 days.