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Posts from Islands of Mystery, Chapter 2: Dragon Wisdom

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In reply to Mupy-Mup!
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It must be that my auto-battle feature is broken. ;)
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Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
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RedHeavenHero
It seems like my auto-battle feature is broken. ;)

I'm looking at the screenshot... it looks like it's broken. =[

Did you upgrade the machines? There's also a cart and some money nearby as a hint.
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Finished this amazing campaign! It was great. In the last mission, I didn't waste much time. After completing the quest for the earth elementals, I rushed to defeat Runtar. The battle was very tough; it took me three tries. With the help of 90 elementals and several gremlins, Runtar was finally defeated. I had only 2 elementals left. I captured his fully built castle. I could have explored the map a bit more, but I jumped into the portal, and the campaign was over. Sadir was level 34 and had the following stats: 15-30-33-41. The battle is attached.
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Wasteland of Secrets
Mission Four
I completed the Wasteland of Secrets. The battles with the wasteland demons are interesting and engaging. The best counter to Greed is Berserk. The most dangerous demon, in my opinion, is Pride: it has more troops, and magic doesn't affect its black dragons.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
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The Light of Knowledge
Mission Five
Despite realizing that time was not on my side, due to the enemy player having a town (which, as it turned out later, had an upgraded Ash's Tear), I decided not to rush through the entire mission, but instead visit all the buildings and complete all the quests. I started with the snowy lands, where an earth elemental offered to let me take on some trials. For each completed trial, I received 50 earth elementals, which played a key role in the entire mission. Since the path to the lava lands was blocked by a wall of fire, Saddir had to return. At the exit, he was greeted with open arms by Nura, who took with her to the grave all the gremlins, golems, and 38 earth elementals. But what can you do... Next was the scorching desert. There, for some reason, I captured all the dwellings there, but later there was no time to go back. I completed a quest from the air elementals, for which I received 100 of them. There was no point in getting distracted by the monsters guarding the resources, since these resources (except for gold) could not be used. Therefore, I set off on a voyage across the sea, which did not last long due to the sudden appearance of Jalib. In the battle with him, 83 air elementals and some minor units from the academy dwellings were lost. Next, I wandered a bit through the forests in the center of the map, received a quest from the phoenixes, and also upgraded the elementals in the fortress to onyx and gas elementals. The second voyage turned out to be more successful: I finally reached the master, received 15 phoenixes, and saved the Well of Life from the necromancer (+60 water elementals). Meanwhile, Narhiz was running around on the mainland, but he was far enough away and therefore did not interfere. Returning to land, Saddir passed under the purple vortex, which gives +4 to defense, and then headed to the lava lands. The walk through the obsidian fields can be called more than successful, not only because for the quest from the fire elementals, Saddir received 80 of the aforementioned, but also because 31 archliches joined him. Leaving the lava lands, I transformed the fire elementals into plasma elementals, the water elementals into mist elementals, and the phoenixes into storm birds. All that remained was to break through the red garrison, and there Runthar, unable to wait any longer, attacks our hero. The recording is attached. Well, then - we reach the pyramid, and the mission is over, but before that, a very encouraging dialogue is shown.

Undoubtedly, this campaign is one of the best of its kind; I think it is even the best. All aspects of the game are worked out in the smallest detail. The plot - the most striking part of the campaign - draws you into the game completely and simply demands a continuation. The balance, with rare exceptions, fully justifies the chosen difficulty level. It will be interesting for both beginners and hardcore players to play through the campaign, as the conditions for this are available.

I wish you success in creating the third part of the Islands of Mystery! I hope it doesn't get lost in the wild depths of the hard drive. :)
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Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to RedHeavenHero
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RedHeavenHero
Light of Knowledge

I wish you success in creating the third part of Islands of Mystery! I hope it doesn't get lost in the wild depths of the hard drive. :)

I would also really like to see the third part,
and participate in its testing if possible.:smile13:
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I can't download the campaign; please upload the campaign archive if anyone still has it.
In reply to GodRick
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Thank you, friends, for the warm feedback. I am very pleased :) I don't see any point in delaying the announcement of the third chapter any further; maybe the work will go faster... in short:

Since the development has moved off dead center, testers are urgently needed. If there is still time to check the scripts and do everything else, then there is no time left for balancing.

Testers are needed to check the difficulty levels: warrior-hero. The recruit will be very easy.

For now, send applications via PM. The first map will appear on the test server no earlier than Monday.

Thank you all again!

p.s. I will check the link and replace it.

Added 31 minutes ago
Now you can download it here; I will fix the situation later: http://www.maps4heroes.com/campaign_opinions.php?campaign_id=9&game=5
Клан "Вершители Асхана" - "Masters of Ashan"
In reply to RedHeavenHero
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RedHeavenHero
Light of Knowledge
Mission Five
I changed the fire elementals to plasma elementals, the water elementals to mist elementals, and the phoenixes to stormbirds.
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Can I ask a question? How did you change them? When I go to the Fortress, I don't have the option to change the Elementals...
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I'm playing on Hero difficulty and can't complete the first mission. I reached the Elven city-port, but I'm not sure if I need to capture it. There are ships there, but I can't get to them. I don't know what to do next, and I don't have enough troops to capture the city.
In reply to pobeditel
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pobeditel
I'm playing on hero difficulty and can't get past the first mission. I reached the elven city-port, but I'm not sure if I need to capture it. There are ships there, but I can't get to them. I don't know what to do next, and I don't have enough troops to capture the city.
You definitely need to capture the city to complete the mission, and the ships are just for decoration, I think.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Damn, I got stuck in the second map, played until the 11th month, and it crashes to the desktop during the turn of the green player.
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Will anyone write a Walkthrough?
The first mission seemed like a nightmare at the beginning, I mean the screenshot in the very first post of the topic. :eek: I replayed it several times, and I thought that there might be troop reinforcement in the garrison, but there wasn't. You still need to complete the entire circuit through the prison dungeon and reach the surface with level 6-7. And on this first garrison on the surface, the "Danger" is "high," so auto-combat is useless; by the way, the same goes for all previous encounters with neutrals below. You need to save as many Djinns as possible; they are the main force against the outpost, casting your Darkness spells on them. And you don't need to add Berserkers and anyone else who comes in units of 1; it's better to kill them for experience before leaving, and split the Djinns into the maximum possible number of stacks. If you get the Fire Warriors skill while exploring the basement, consider yourself lucky. And yes, you definitely need to buy combat machines; there's a workshop there, and that's exactly what the underground money is for.
After that, everything becomes a little easier, but almost the entire map is traversed with manual combat: auto-combat will result in unnecessary losses. You reach the limit of development before the last quest.
Mission 2, beginning. There's a flooded Temple to the north, and when I went there, I found 12 Titans and others waiting. But by that time, the main character was summoning 97 Fire Elementals (with the corresponding ring) and casting Ring of Cold, dealing 440 damage on the Titans and their company, plus we should also consider the triple ballista, which was extremely necessary on the first map...:smile16:

P.S. Since the needs of the second mission are different from the first, and perhaps you quickly took what was offered instead of what was needed, there's an island with a mentor to the north-north-east of the starting point. That's great. I managed to change the education branch to Dark Magic, and Vampirism, obtained in that very Flooded Temple, was activated. :cool:
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Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:

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