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Posts from Islands of Mystery, Chapter 2: Dragon Wisdom

5.0 (5 ratings)
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9 years ago
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In the beta, I completed the last mission without Phoenixes and even without Elementals :p
True, a lot has probably changed since then, but it's unlikely that the opponent was made several times stronger.
In reply to Ment
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9 years ago
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I don't know if this information is still relevant. I downloaded the map from the Heroes' Corner. In mission 5 during a stream, a bug was discovered. If you don't take the quest near the ship and kill the Necromancer guarding the Conflux, you'll get water elementals, but you won't be able to pass through the wall to reach the fire elementals. Although, it might be because a hero was killed first and the main magic Castle was captured. If this bug has been fixed давно, then I apologize for the off-topic.

Here's the stream itself (at 59:56): https://www.youtube.com/watch?v=IF1ZGYsQEG8
In reply to RedHeavenHero
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8 years ago
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RedHeavenHero
I am very grateful for The Islands of Mystery, the campaigns are magnificent. :smile20: After completing all the islands, you should at least be awarded the Nobel Prize.;) I am really looking forward to the third part, and I would be happy to help in its creation. I can write scripts, check their functionality.

I agree. Your campaigns are really engaging (well-thought-out plot based on the lore, balance, quests, videos, scripts - everything is top-notch). I would like to see a continuation - I am ready to test, and I can also help with the voice acting for the videos.

Added 5 minutes ago
Ser9K
Thank you for the feedback ;)
And I would like to remind you that I am happy to see any volunteer who is ready to test the finished maps of the third part. There are only three of them for now, but soon there will be all five. So, if you are interested, add me on Skype yashiggi or write to me in a private message.

Good news! The main thing is that the creation of the third part has moved off dead center
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8 years ago
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Unfortunately, the author is not active on Skype, and hasn't been on the forum for a long time (last visited the forum on 03/03/2017). What should we do? Does anyone have these three maps for the third part? Has anyone received a response from the author?
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8 years ago
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What’s the point? I once participated in the beta test (didn’t finish it), and everything was quite interesting, but for a wider audience, the campaign needs to be completed. After all, the author has to finish it himself.
If Ser9K isn’t active on Skype, it means he’s having a hard time. Hang in there.
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8 years ago
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Does anyone have the author's email address? I'll try writing to them there.
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8 years ago
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The continuation of the "Island of Secrets" campaign is presented in the form of the scenario "Chill of Death" (beta version).
The scenario runs without any problems. There are no bugs, but the balance needs to be refined. Excellent introductory video.
(P.S.: while we wait for the author to make improvements, it can still be played).
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8 years ago
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I recently completed the campaign. I would like to express my sincere gratitude to the author; I am very pleased with the game. I noticed this series of campaigns a long time ago, but only recently did I have the time to start playing through them. I really hope that the respected Ser9K will have the opportunity to complete this series of campaigns. And now, a little about my playthrough. I decided to challenge myself and started playing on Veteran difficulty (I'm not a very experienced player. But, for example, I completed the previous campaign on Warrior difficulty in one go). Wastes of the Ancients. The map had a deceptively easy start, when I, taking a deep breath, escaped from the dungeon. Fire Warriors played the most important role in the entire playthrough (as well as the stupidity of the AI, when archmages, instead of shooting down my units, start frantically casting "Crushing Blow" on each other). I think that if the Phoenix summoning had appeared in the pyramid, there would have been no further problems. But, as they say, not every day is a holiday. So, with the remnants of my army, I got stuck on the elven garrisons (taking into account the band of Nuram I found). Even after breaking through to the city with a couple of surviving assassins, I was severely defeated by its defenses. In the end, I almost despaired and almost gave up. If I hadn't found the strength to try a different tactic, I would have put the map aside for a long time and started on Warrior difficulty. But everything worked out. Glimmers of Truth. The enemies didn't really get in the way. I quickly developed the starting city, after which the hired hero easily defended against all the besiegers. At first, I cleared the left half up to the elven city (although I made a small mistake at the start, prematurely venturing onto the mainland). After a short battle, I defeated both the Knight and the Elf. But I couldn't defeat Hazim. This guy easily defeated me with one hit. By that time, I had already visited the mentor, obtained "Spell Lore" (in my opinion, it's impossible to continue without it). In short, I gave up on Hazim and moved on. I completed only one optional quest - the one with the pesky hobbit. By the way, where can I find that ghost ship? Riddle of the Sphinx. It was only here that I appreciated the full beauty of mentorship, when a hero jumps from level 1 to 21 or 22. It was such heroes who held Yavet, while Saddir explored the upper part of the map. However, I still didn't understand why the dwarves were needed on this map, but that's the author's vision. The elves were, to put it mildly, unexpected. But that's okay. The Gates of Chaos annoyed me a bit, so I had to bang my head against the wall again. But with "Subjugate" and a Phoenix, there are no problems again. Wastelands of Despair. I read a bit about the topic, like everyone else, and I agree about the nastiness of "Greed." No, I'm not demanding any changes) I just agree that it requires a special approach. In addition, I was wondering whether to say it or not, but I decided to say it: in version 3.0, in this mission, "Astral Gate" is available in the spellbook, so those who are struggling with the Demon or Fear (I didn't go through "Pride") can easily do without a fight - with some skill, it's not difficult to determine the location before the script is triggered and after it, to land. Beacon of Knowledge. I played it twice. The first time was slow and standard (Earth, Air, Water, Fire elementals, Phoenixes, battles with the Turquoise Wizard...). And the second time... I had to play it again, because I was tired of fighting Runtar and his forces, which were not only superior but also had a counterspell. In short, timing played a big role. I decided to complete the entire mission at a gallop (thankfully, I had skillful logistics). So, I first ran to the Air elementals, then successfully escaped from Nuram to the Phoenixes (Tower - Sanctuary), then visited the islands to their master and the Water elementals (I still haven't had a battle with the Turquoise Wizard), then to the Fire elementals, and finally to the Earth elementals. As I suppose, the author did not expect such a move to the Earth elementals, because their quest did not trigger for me from the entrance from the fire zone (fortunately, the quest huts worked and gave elementals after the battle). In short, with a whole army of elementals, I fought a weaker Runtar than last time and, after many attempts, I defeated him. Still, the enemy's counterspell, with an army three times stronger, is something else. If he had cast it every turn, there would have been no salvation. The Water elementals helped for only three rounds, until they were destroyed. In short, "Divine Intervention" and subjugating the enemy's Phoenix are the key. The most annoying in that battle were the Obsidian Golems, as they are immune to magic (you can't call them holy). But in the end, Runtar fell, and the campaign was completed (not a single Turquoise Wizard player suffered). That's how it was. Once again, I would like to thank the author of the map for the work done.
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In reply to Rameliya
7 years ago
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I don't really enjoy playing as the Academy, so I didn't get as much enjoyment from it as I did from the first Campaign. It was frustrating to have to replay almost every battle with a single unit and a Phoenix to avoid losses. But overall, the Campaign is excellent. I take my hat off to it again. And thank you to the forum users for the advice to upgrade the hero's siege workshop with a ballista right from the start; I can't even imagine how to get past the first garrison without it.

Added 15 hours 28 minutes ago
atlant108
The continuation of the "Island of Wonders" Campaign is presented in the form of the scenario "Chill of Death" (beta version).
The scenario runs without problems. There are no bugs, but the balance needs to be refined. Excellent introductory video.
(P.S.: while we wait for the author to refine it, it can still be played.)
I couldn't resist and played this scenario. You play as the Necropolis against the Dwarves. Regarding the balance: I was indeed a little surprised when, on the fourth week, a level 24 Dwarf attacked me with a Nihil army, but it turned out that even if you lose all your cities, you can still run around the map without a city; the main thing is to manage to buy back your entire army and escape in time. Overall, the scenario is also good; I give it a thumbs up.
In reply to atlant108
7 years ago
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atlant108
The continuation of the "Island of Secrets" campaign is presented in the form of the scenario "Chill of Death" (beta version).
The scenario runs without any problems. There are no bugs, but the balance needs to be improved. Excellent introductory video.
(P.S.: while we wait for the author to make improvements, it can still be played.)
I played through the scenario; as always, it was difficult but enjoyable, as is typical for Ser9K. One question: I couldn't find the Defiled Knight – the location with his grave is visible, but I can't get to it. I vaguely remember playing this map before (was I a beta tester?). It seems like everything was fine with that then. Could it be that the version available hasn't been fully updated yet?
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6 years ago
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Okay, I've finished tweaking it. It's a great campaign (the author should show up!). I have a couple of questions.
P.S. I only encountered one difficulty in the Wastes on Grand. I barely managed to defeat the demon (the third one, I think). That annoying guy kept subduing my units.
In reply to raspisnoy
6 years ago
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Excellent sequel. I was particularly pleased that the grammar in the dialogues is better this time.
raspisnoy

P.S. I only encountered one difficulty in the Wastes. I barely managed to defeat the demon (the third one, I think). That annoying minion spell was a pain.
Yes, the demon is the most difficult one there. The first two were killed with a single stack of gargoyles providing cover, but I had to deploy the entire army for him. I simply ignored his hypnosis (he can't control more than 1 target, and losing 1 stack won't hurt), instead, I debuffed the enemies with Mass Darkness and used other spells I needed (my build: Omniscience + Darkness + Defense, and all the bonuses from arenas and war academies also went into defense).
Silas Zanj

The Sphinx's Riddle.
It was here that I truly appreciated the beauty of mentorship, when a hero jumps from level 1 to level 21 or 22.
I had a newly hired hero for defending the city of Ora/Jora jump straight to level 27, if I remember correctly. Moreover, after a couple of reloads, I managed to choose the right path so that she would immediately reach Omniscience. After that, this woman with her unique ability cast Armageddons and other spells like a machine gun.) In general, after gaining Omniscience, most of the opponents were easily defeated with golems + Armageddon. I wanted to do the same on the last map: I went to the desert, hired elementals, hired 72 more golems, went to the fort, upgraded them, and then immediately rushed to the brown (I defeated the strongest hero in terms of troops, the turquoise one, at the exit from the desert, using only 1 stack of gremlins), but it didn't work, I had to deploy all the troops, as a result, the stack of air elementals was completely destroyed, and the golems and gremlins were cut off. I was very lucky that I found the Staff of the Underworld (-20% enemy initiative) in the dragon lair in the desert, otherwise, the brown one had medals on all his troops, it seems, for +42% initiative, and also morale often triggered. They are writing here about counterspell, but I have never seen the opponent use it in the game, although in terms of spellcasting, the AI is completely broken in 3.1.
4 years ago
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The download link doesn't work. Does anyone have the downloaded file and could share the link, please?

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