BATTLEJUICE 2.5 MAYDAY (ally)
Szczegóły
- Autor
- 32167
- Rozmiar
- G (252x252)
- Poziom trudności
- Niemożliwy
- Język
- Angielski
- Podziemia
- Tak
- Woda
- Wielki Kontynent
- Fabuła
- Nie
- Warunki wygranej
- pokonanie wszystkich wrogów
- Warunki przegranej
- utrata wszystkich bohaterów i zamków
- Graczy ludzkich
- 2
- Graczy komputerowych
- 6
- Wyświetlono szczegóły
- 304 razy
- Pobrano
- 103 razy
- Średnia ocena
- 0
This version is a remake of Battlejuice 2 Delirium furens. There’s a lot less quests and it’s a little easier.
Map contains non-standard quests. When you defeat a tripwire character, a chain of events is triggered, Clone, Berserk, DD, Fly are only available in the underworld. Eagle Eye and Scholar are blocked, Play only at the IMPOSSIBLE level.
Three great lords long ago living under the yoke of the necromancer. Charter to pay tribute the lords decide to unite and attack the necromancer.
After a while you get a signal from them - "Mayday! Mayday! Mayday!" And the silence...
Now you’re sending a signal - "Mayday! Mayday! Mayday!" And the silence...
And only the bones of the undead army creak...
Komentarze
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Dear players,
While creating this map, I tried to avoid the main problem of giant maps - the moment when at the initial stage of the game you become a factual winner and the remaining 80% of the time you just finish off weak AI opponents.
A large number of sequential chains of events, which are launched by the player himself in the process of moving along the map, were integrated into the map. If you simultaneously launch several events at once without gaining sufficient strength, a double or triple storm of very strong AI heroes will fall on you, which is truly impossible to resist.
Therefore, I decided to make a small guide with tips to make playing on the map fun and not annoying. If you want to go through the map without hints, please do not read this comment further.
Key points: any creatures from the cities of this map can be exchanged for any other creatures and vise versa; most artifacts can be sold at a high price or traded for the shackles of war and then for thieves, who in turn can be traded for any other creatures/primary skills, etc.
1. At the very beginning of the game you will have a two-week head start over the other two players (who are available for selection at the start).
- at this moment I recommend breaking through to the sea as quickly as possible and capturing as many beacons and resources as possible;
- in the second stage, free two heroes from prisons near the starting town. From them you will receive both an army and an important artifact;
- then go to the second town within walking distance from the starting town, in its vicinity there is the black tent you need, and in the city itself there is useful magic;
- the Hut of the Magi will show you all the key points and the castle where you will receive TP (after having visited the black tent);
- at the same time, you will need to accumulate peasants to access magic spells (res, blind, FF). A lot of peasants are hidden in the sea, in Pandora's boxes;
- the strength of the two starting AI players will grow faster than yours. As soon as they gain access to the second castle (within walking distance from the starting one), the AI army will begin to increase in number geometrically;
- DO NOT attack the Untouchable until you have taken the starting castles of two neighbors (ideally, it is better to first take control of all 12 cities from the available territory)
- if, however, at some point you get bored, attack the Untouchable and it will immediately become fun.
2. Untouchable. After his defeat, a massive invasion will begin; to slow it down, you will need to constantly keep the lighthouses under control (it is better to do this at the previous stage)
- get to the center of the map as quickly as possible to exchange creatures for several of the most powerful units;
- here the decisive role will be played by resources and the unification of the armies of the three factions into one;
- under no circumstances give all the castles to the enemy, get them back and slow down the invaders at sea;
- DO NOT GO into the underground under any circumstances until the invaders stop coming and you get your castles.
3. Underground. Once you get there, the map will split into two separate ones.
- after capturing the Necropolis, the pink player will die and a passage will open to the northwestern part of the map (Water World);
- all cities of the water world can be captured in two ways, by force or by quest. The quest consists of one hero walking on water and the hero standing on the ship so that the first hero changes the trajectory of movement and bypasses all ambush traps. Walking starting point - water puddles on evil fog.
- beyond the territory of the water world, at the very edge of the map, there is a passage to the blue necromancer. The way to it is through the prison in which the hero with the necromancy skill sits. This guy will help you a lot in the future.
- the bad news is that after the death of the pink player, a necromancer invasion will begin on the surface. It will be even more dangerous than the Untouchable event.
- more bad news - initially only Gelu (the Artificer) will be able to move in the dungeon;
- even more bad news - killing the orange and green heroes in the dungeon will trigger the rapid chain of their development. Now you have to be very fast.
- meanwhile, the final bosses are accumulating strength and when you get to them, they will have several units of 150-300 thousand level 7 monsters in their army
- during the game, ambushes of 7x9999 azure dragons on a cursed land will not seem to you such impossible events.
Well, good luck to you and go ahead! If you have any questions, do not hesitate to ask.