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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. :)