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Posts from Runes in good hands.

4.5 (4 ratings)
In reply to }{0TT@6bI4
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Good day. I brought the priests to the city, and it switched to the control of the green player, but I can't attack it – the battle doesn't start. And now I had 1 Aldung in the stack, but now there are 2. In the console: (Script) ERROR: Quantity cannot be negative.
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Good day!
Thank you, I will check; if it's not too much trouble, please send the save file and the profile name.
С уважением, }{0TT@6bI4
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No, the quest to find the hunter is a secondary one and is not related. Most likely, there is an error in the formula for calculating troops for the green castle, which caused the number of creatures to become negative. Do you remember what creatures were in the garrison of the castle that defected from you?

Thank you for the save file; I will take a look and tell you what to enter in the console to successfully continue the game.
С уважением, }{0TT@6bI4
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In reply to }{0TT@6bI4
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Before entering the castle, I removed all the troops from it. Consequently, it was empty. In earlier saves, I even bought all the troops and sent them to another castle using a caravan. Later, 350 Arcat priests and 100 Jarls appear.
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Thank you very much, I've fixed the error! Unfortunately, it won't be possible to continue the game. The video and text can be read in the Walkthrough for Remix's map, but alas, the final battle cannot be completed frown
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So, should I replay it or is it all just a big joke? Will they even release the cartoon?)
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@StartDialogScene("/Maps/SingleMissions/Runes_in_right_hands/Final1.1Scene/DialogScene.xdb#xpointer(/DialogScene)")

Enter this into the console:

Then you can also do this: @MessageBox(path.."final1-1.txt") --Final message
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Great map, thank you!

I liked the mushroom mechanic :) I didn't remember how many I needed to collect, and I was too lazy to check the quest log, so I kept collecting until the mushrooms ran out :)

It was very funny and unexpected, thank you :)

I think I explored the entire map, but I didn't get the quests for the daytime fern and the Phoenix bait. Also, near the Phoenix nest, there's a descent to the water. I swam and swam, but I didn't find anything there, except for a mermaid, I think. I also couldn't figure out how to see my prestige points, but I noticed that the enemy morale often dropped when their morale was "-1". So, I carried the Ring of Broken Spirit throughout the game – it was very helpful. I don't know if it's related to the Haven faction.

I played as a Warrior, and it took me about 9 months to get the Cerberus badge :) I suppressed the rebellion, everything went well :) Happy ending.

The map is very beautiful, it was a pleasure to look at. Thank you again!

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Thank you for completing the walkthrough!
The features you mentioned are secondary quests that I added. There were also plans to attract a phoenix with a special bait, which would be made from day fern; the mermaid would also have a quest for the cove, which is located next to the portal.

Prestige points can only be viewed through the console; they do not affect the database, only the difficulty of battles and – auto-loss in the final if there are fewer of them.
С уважением, }{0TT@6bI4
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If there's nowhere to split the goblins (or accept them), can a mine be placed nearby? The druid's task is unclear. Is the first statement false? - Initially, it's said that four people kicked, and then another is mentioned - the author (the 5th). Perhaps the author has a split personality and, being, for example, a landlord, decided to tease the goblin twice. Is it assumed that someone else will kick the leg next time? Should the number be calculated after another participant kicks the leg? If not, the number won't change if the previous jerk doesn't heal the leg. Maybe it's assumed that the archer can't kick the leg because it was already kicked last time (although, why not kick a healthy leg - each to their own). Or maybe the timing is poorly written, and it meant "received." In general, it's unclear what conditions to base the kicks on and what they are multiples of. 20 is 20. I would also like more understandable wording, for example, when I sent the priests to their elven mother, I tried to activate the rune myself, and I struggled to understand what the author meant by "this plot branch is not the end of the scenario..." - thankfully, it's immediately followed by "game over," but the wording is questionable. And there are still other vague formulations.

Added 3 hours 23 minutes ago
I don't understand; the castles are captured. The Tear has been in the castle almost since the beginning of the game (I didn't look at the hint; I just saw a very suspicious place - I thought I'd dig). The priests' conditions haven't been met. Should I also lead my own priest to them?
I still don't understand the hut's feature. There's a place with a "stop-cock" nearby - I danced around there, but nothing happened.

Added 42 minutes ago
Yes... it's sad. I looked at a Walkthrough, and the Tear isn't needed in the city - you can't dismantle it now! This is definitely a drawback - a person shouldn't have to look at and read a Walkthrough before playing the game. I haven't talked to the priests yet, and I have no idea about the need for the Tear; I'm just walking through the forest, and there's a remarkable clearing - it's clear that something is buried there... or laid out. And the whole game is ruined. Maybe something can be done with the console, but I don't use it in Heroes - I don't know how.
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I remember hiding the Tear of Ashera in the forest, and I was so careful that no one could find it later... You can type @GiveArtefact(GetPlayerHeroes(1)[0], ARTIFACT_GRAIL) in the console, and the Tear of Ashera will appear with your first hero.

"The feature with the hut and the place with the stop button." Could you please explain?
С уважением, }{0TT@6bI4
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"The feature with the hut and the place with the stop button." Could you please explain?
The hut that cannot be interacted with (meaning interaction is possible, but not for everyone...) is located near the top center of the map, before entering the thicket. To the right and above it, there is a spot where the turn constantly interrupts (a natural "stop button" - the hero runs away, is sent further, and stops at a certain point). If you move the hero again, the movement continues. I assumed that this is related to the hut.

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