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» SpellForce: Shadow of the Phoenix Walkthrough. Passage of games

SpellForce: Shadow of the Phoenix Walkthrough. Passage of games

Soon, Spellforce with number 2 will appear soon. Without a doubt, they are waiting for it and will play it. Indeed, although not a single masterpiece has yet left the conveyors of JoWooD for centuries, the Germans have long learned to make high-quality games that will definitely please the buyer. In the meantime, while waiting for the number 2, you will get another continuation of a very, very good game.

It should be noted that this time there were no radical innovations. A bunch of new spells, a pack of new runes (with some sickly helper heroes), a flock of fresh monsters. That is - standard applications. Not without a couple of new buildings (each race, of course), each of which produces the new kind troops. And so that no one is offended, the troops differ only in names and appearance. Their purpose is exactly the same. First on the list is meat. These are such small monsters (well, who cares - the elves have, for example, fairies), produced at once by a dozen. They are produced quickly and exist in quantities no more than a dozen (but common places are not required). Feature- made for food. And many remember that food is required only to increase the population limit of your troops. Then she's useless. That is, it is very convenient to place such things closer to the front line and help troops exhausted in battle without leaving the battlefield.

This is interesting: when ordering for the construction of monsters, they will be brought to the number 10, after which production will stop. If you have a continuous loss of them, then the production will be continuous.

The second warrior granted to each race is the destroyer of buildings. This is a long-range magician or artilleryman who, on his own initiative, will destroy enemy buildings. There is only one problem - he needs to firmly fix on a certain point. Then, after a while, he will begin to shoot at enemy buildings (and very painfully), without ceasing to beat other enemies that have fallen under the arm.

The only really drastic change is that the campaign can be played in two (albeit slightly different) ways. That is, take the heroes from the main game or from the first sequel. But it is unlikely that many people keep their saves from past games, so our path is the path of the Phoenix!

Character selection

It's good if you have the footage from the original game and the first sequel to Spellforce: you can continue on your way with your favorite hero. Unfortunately, hard drives sometimes break down, get formatted, or just get full. The developers of the game have provided a similar opportunity - we have several predefined heroes to choose from. All characters have in common the stupidity of pumping: in the course of a reasonable game, such narrow-minded personalities would never have arisen. It turns out that the choice is not so great: it all depends on the manner of fighting. Therefore, it is much better to create a hero yourself.

There are three distinct types of battles in Spellforce: solo (volunteer companions don't count), along with rune warriors, and at the head of an army. All three types require different abilities, and finding a balanced hero is quite difficult. It is necessary to achieve success in all three options, which is why choosing a hero is so difficult.

The simplest option is heavy warrior. Special thoughts are not needed, special abilities - at least, tactics - come up and hit on the head. I don’t know, however, under what conditions the need for the simultaneous development of the skills of heavy blades and heavy clubs could arise. It would be better to learn how to shoot from a bow or heal at least a little! However, if the main thing for you is the surrounding beauty, and the tactics of the behavior of one soldier are too small a scale, a heavy warrior will suit you. He feels great both alone and in the company of subordinate friends, and during mass battles he simply does not get under his feet: it is enough to send him into the thick of the battle, and he will surely find a target for himself.

Light Warrior- in fact, the younger brother of a heavy warrior. The armor is thinner, the speed is higher, the tactics are the same. The requirements for attention for this character are higher: it is worth a little distraction, and our hero will immediately turn into a corpse. But the main reason for the choice is a wide selection of good weapons, especially with all sorts of "add-ons". You won’t be fed up with pure damage alone, so any dagger that drains mana or life (and even if it is endowed with several properties at once!), Helps a lot. And if you take such daggers in both hands!

Archer- an interesting character. One bow is not enough, so I had to learn a related profession - piercing weapons. Of course, it is a pity to spend points on the simultaneous development of bows and crossbows, but in this case the situation is much better than other options. After a couple of levels, pick up a decent dagger for yourself, and things will go fine: if someone has time to run to us, they will get a dagger in the eye. An additional plus: the archer is usually useful in the back rows, and you do not need to constantly worry about his safety. But when using accuracy, some shots threaten to become deadly, killing awkward monsters with one hit.

Dark magician- A wonderful character, aimed solely at the destruction of enemies. The spell "death" is a real curse for enemies! The choice of spells against crowds of enemies is smaller, but the effectiveness is not much lower than the elemental magician, in any case, the dark magician is one of the strongest characters.

Light Mage- the opposite of a dark magician, no matter how trite it may sound. A lot of opportunities for healing, blessing, consecration - and almost no opportunities for destroying the enemy. As part of a group, a light mage is effective, but what will he do one on one with the enemy? Animal control could still save him, but the mana cost is too high. The light magician is the main character's best friend (for example, the priest Lakios with his healing aura is worth two heavily armed warriors), but he is not destined to lead the war: the world is too warlike.

mentalist, a specialist in mindbending is a special calling. His spells seem to be designed against other magicians: what is worth only the dependence of damage on the mind of the enemy! In online games, the mentalist is a source of a lot of unusual tactics, but in the campaign it is not very useful. The initial abilities in white magic still somehow save the situation, but all the same, this does not fundamentally change the situation.

Elemental Mage- a powerful sorcerer, well balanced for both single actions and mass military actions. His main attack on a single enemy is much inferior to the dark magician, but the variety of spells allows you to use fantasy. What is the tactics alone worth when we impose on the enemy a battle with our peasants and inhumanely cover the battlefield with a fiery rain mixed with a snowstorm! The main contender for the war along with the dark magician.

To sum up: the character is best created by yourself. Better than others, a light warrior is suitable for this. If you endow him with the magic of life, then there are auras that allow the hero to self-medicate (and he will not forget about others). And this is the path not only to survival, but also to victory.

Walkthrough

In the world, as usual, evil has awakened, and our hero is in a hurry to help. And why does this always happen?

Darkwater Coast

The owner of the Phoenix stone returned to his native land. An old friend Darius needs help - you have to look for him. There is no time for reflection: we immediately learn about the revival of the Order of the Dawn and go to war. The tasks are extremely simple: kill those, kill these... Soon we will reach the village, but they will only let us in together with the leader of the order, Uriah. Luckily, he's in captivity not far to the north. True, it is well guarded - you need to be careful. We go to the village and together with the sharply increased detachment to the southwest, to the corpse of one of the lieutenants. With a ring on your finger, life is dramatically simplified: the skeletons steadily turn into their original image - a soldier of the order: such an unusual necromancy is the other way around. Without thinking in vain, we destroy the camp in the east and go down south to the portal.

onyx bay

The chase continues. Our hero came out of the portal and found himself in front of an enemy with an unpronounceable name - the dark magician Anktahr. After killing him, our warrior found a rune temple in the south and activated it. Don't forget to pick up the warrior rune! After a conversation with a local fisherman, it became clear that we would have to fortify ourselves for a long time. The hero is waiting for two standing enemy armies and several bases. The first task is to get rid of the bases in the east and clear the way to the temple of heroes.

You can’t stop: as soon as the army licked its wounds, the troops went south. Behind the enemy army is their base, and next to it is another rune temple. Do not hesitate for a minute: the enemy is about to receive reinforcements from the main base in the south.

On a note: the enemy has a clear order - to wait for the attack of the enemy. You can build your base right in front of them, and the hardened veterans won't even move, but if one arrow flies in their direction, they will fight to the last.

Let some volunteer explore the passage to the southwest so that another wave of enemies does not take us by surprise. When you accumulate enough strength and build towers, make your way to the village. The settlement is not too big: the only business is to talk with the headman of Terio. A reward awaits us: broken things - they can be repaired in the future, and the headman will also offer to either open their vaults (you can get araya there), or give a piece of honey. Honey will allow you to make friends with the strong bear Gur in the far west of the map: after the treat, the beast will patrol the path from the enemy to our base. However, I don’t see much point in this, since the main problem is to strengthen the enemy, it’s better to get access to the deposit.

Our interlocutor has only one problem: lack of water. One warrior went to investigate the situation, but never returned. The well is easy to find in the northeast of the first base. There is also a crazy messenger standing there, talk to him for a bit and kill him when you get bored. Be careful: he is strong enough, you cannot cope with him alone. Take a stick from the corpse and pick it in the well - the task will be completed. By the way, after receiving the task, a hungry dragon will appear at the temple of heroes. If you do not eliminate it in time, you can lose rune warriors.

The next step is to free the gnome in the southwest of the map. As a thank you, the gnome will open a short path to the enemy base (in response to a question about the terrain features) - otherwise, with each assault, you will have to lose half an army from fire catapults. There is also a second, less effective option rewards - the dwarf will convince the headman to open an iron deposit. Now just gradually destroy the enemy barracks. As soon as you complete the process, the path to the south, to the capital, will open.

Emparia

Behind the desert, enemy warriors and interlocutor lizards - in front of us is the capital of the world Emparia. A typical human settlement: a third of the city is the emperor's palace, a third is a market with dozens of merchants, a third is a variety of slums. By the way, the emperor is doing dark deeds with our enemy - Faceless, so the royal guards are hunting for us and we better not meddle in the palace. However, the guards in the city center treat visitors much more flexibly.

It is not so easy to enter the city - only the elite are allowed inside. We'll have to run around the thieves' quarter in front of the gate. We will talk with the main thief Elia and we will undertake to find the thief Flink McWinter. Along the way, we brush off a little thief who is trying to sell us a variety of garbage at astronomical prices. The only worthwhile item gem"Tear of the Zerbits", it is useful when repairing weapons. We go to Flick and try to convince him to return the money to Elia. In response, the thief will set two or three gangs of bandits on us three times, but in the end he will agree with a peaceful point of view. By the way, you will have to add 10 gold coins from your own wallet. Elia will give us lock picks and provide valuable advice to distract the guards.

The easiest way to enter the market is from the city center. Talk to Jilla, the guard's wife Endo, and run with her letter to the gate in the north. The guard will say that he is afraid to return home: he lost his wedding bracelet. Let's go down into the pit to the animals and get the decoration - the path is clear. In the market (except for merchants, of course) you can talk to Niama. Does anyone know what is the feminine gender of the word "blacksmith" - is it really "blacksmith"? The translators agreed on the term "craftswoman". However, it doesn't matter: Niama is able to repair broken weapons from the village in Onyx Bay. To do this, you need to collect "Tears of the Zerbites" - the more, the better the weapon will be (maximum 3). Even in the market, you can resolve the dispute between two merchants: it is enough to blame everything on some bandit Borgo from the central region and either pay him money or kill him.

Talk to the gladiator Uzakan: after a bottle of cognac, he will agree to train us. The entrance to the circus is in the east, without unnecessary tricks we will kill two guards and go to the arena. After training, you can open the second way to the arena (additional experience does not interfere): we will talk with the guard Yarod in the north and sign up for battles. Main disadvantage approach - kithar opponents are too strong for a novice hero. There is a bank in the north of the region: it's too early to rob it - all the guards will come running. It's easier to collect 4 bank seals and get there quietly. Moreover, the guards still can not be interrupted.

Cognac and wine can be bought from a merchant in the central part of the city. Other residents of the central quarter - Commander Ishtar and Hairdresser Shazam - can get a couple more tasks. We will accept the task of finding some valuables from Tuomi. Ishtar will ask you to buy more of the local drug - the sand of oblivion, in order to rid him of the streets and find the villain Borgo. I did not see any effect from the transfer of the drug, except for the loss of my own money, but the villain should be looked for in the south of the city. There are two options here: kill the thief and get some experience from Ishtar, or let him go in exchange for the secret of the bank. The second way is less honest, but much more promising.

To the northwest of the center is a church quarter. Getting there is easy: just ask Flink to distract the guard. Inside, we find the priest Lirio Forella, make sure that he has problems, go to the hero in the center of the quarter, then return to the thieves' quarter. We will buy a drug from the pharmacists, give it to the hero along with the wine, and take the resulting mixture to the priest. In addition to the experience, we will get the opportunity to go to the market and through the church gates.

Have you forgotten that our main task is to talk to the dryad and find Darius? Two gates from the market lead to the palace. The guards at the left gate are thirsty: you can put a bottle of wine on them. It is more interesting to overhear the conversation of two guards on the right gate: they boast of victories on the love front. Wanted in central city the cuckold Boron and snitch on his guards.

The portal to the dryad is located in the west. Let's bypass the level 45 guard and find desired garden. You should not talk to the guards at the entrance: just make your way through the entrance in the south, take the key from the chest and head to the portal.

The dryad's grove is poisoned: the vile emperor blackmails the girl. The principle of solving problems is simple: kill everyone except the dryad. First, we will talk with the dryad, after which we gradually move through the grove until we find a spider ghost. Then we pursue him and, finally, we kill him. The antidote from the spider's corpse will cure the well, then we will have a serious talk with the dryad (during my conversation, the night turned into a sunny day) and we will receive the task of reviving four lands: in Onyx Bay, in the Red Desert, in Cathay and the Twilight Mountains. And immediately you will not be able to call her for a second conversation, only after you stumble upon one of the places defiled by demons. In these places there will be cut down trees, and the demons will be reborn, no matter how much you destroy them. Then it will be necessary to return and talk again. The dryad will instruct to plant sacred seeds in cursed places (and we will immediately get 4 pieces).

She can also issue another task to free the ifrit locked in the zoo in Emparia. Again, you will have to talk to the dryad again, and she will say that you need to talk to the owner of the zoo about ifrit. He will agree to let the ifrit go, but in exchange for a certain car that you don’t have yet.

Let's return to Elia and head to the land of the Cathays. Don't forget to talk to Shazam along the way! However, we can tell Elia that we have unfinished business and talk to Urias. For this, we will be rewarded with an additional task to relocate the detachment. We move through the portal stone to the camp of the Knights of Dawn and give the order to move to the head of the detachment. The people are madly happy, but that's not all. If you talk a little more with the commander, he will tell you about a ghost that tediously howls near the camp. Here is another task - a passage opens to the altar of heroes, next to which the ghost is located. As it turned out, the ghost of the dwarf Gurrim worries about his brother, who was deceived by the dragons and locked in a rune. As it becomes clear - it is necessary to kill the dragons. Fortunately, the dwarf will tell you the best way to beat specific dragons (some with a blade, some with a bow, etc.). The first two will be easy. The next one breeds fire elementals, and by killing the elementals, you remove the life from the dragon as well. Therefore, we do not pay attention to the dragon, destroying only elementals. The last one, the dragon with ice elementals, is very strong, and you should not poke your head at him before level 40. Although the tactics are similar to the previous patient. After that, it remains only to help the dwarf in the last battle, killing his opponents faster than they kill him. His gratitude will know no bounds.

red desert

We got here to save the prophetess. Of course, only she knows how to get into the Shadowlands. In the meantime, you need to get through the canyon, at the end of which there is a door. Only the merchant Barrio can open the door, and he is too shy to go. And just something to do - before the local tribes fought among themselves and they had no time for any merchants there. Now they have reconciled. The desire to fight remains, so they are always ready to beat someone else. Therefore, the merchant will offer us a way out of the situation - to gather together the leaders of the gangs, in the sense of the leaders of the tribes, and release a small avalanche on them. The tribes will immediately take care of each other and completely lose interest in all sorts of travelers. The merchant's assistant organizes a meeting, and we must stand a little north of the lever, otherwise the separate irresponsible personalities of the detachment will become like the local natives and rush to beat them manually. But when the second leader comes - pull.

While the natives sort things out, take over the village of orcs and rebuild the city there. Then destroy the surviving winners. It is very important to cover the iron mining with towers, otherwise the savages can easily get close to it. And orcs without iron are not fighters.

Return to Barrio, and he will open the passage, but he will warn you that numerous and very unhappy zombies are roaming on the other side of it. But on the other hand, fire works well against them, in which (here's a happy coincidence!) Orcs specialize. Just remember to build more troops before contacting the merchant. On the way along the canyon, leave part of the army near the rise up (zombies descend from there), and with another part run ahead and destroy all the zombies on the way of the caravan. It will be possible to return to the turn later. And now we are faced with a choice - to go to the passage of the Raven or to the city of Souls ...

In the market of Emparia, one could find a merchant who would like to get materials to sew some fantastic fabrics. Only things are a little exotic: frog skins (can be found with a dryad), purple dust and shadow silk. The second thing can be found with the natives, and the silk - with the zombies. Both that, and another comes across at observers on the parties. In gratitude, the merchant will give out a nice set of clothes.

At the same time, you can try to join the guild of assassins (earlier you are unlikely to be allowed to do this because of the low level). There they will give the task to finish off the unfortunate killer Seth, who is standing in the center of the market. This genius will complain about his health, and you will have a choice - kill him or complete his task for him. And his task is to eliminate General Irmir (who does not wish us health at all). In this case, he will give us the key to the soldiers' barracks, which are located near the arena. It is almost deserted there and you can not touch anyone except Irmir; however, with this option, the path to the guild is ordered to us. We will be rewarded with a sapphire rose, which can only be owned by the guild master. However, by destroying Set, you will get even less. The guild master will tell you that you are too visible for the killer and will give you a crappy dagger as a reward.

City of Souls

The first arrival in the City of Souls will most likely be very, very short-lived - the opponents here are extremely powerful and you will be too tough. Although some things can be done for the first time. First you need to kill all the skeletons. While we do not pay attention to three dark towers - they kill our hero instantly. But it is worth doing jellyfish. There are 4 of them, and they are brazenly treated. But there is a way out of this situation - a pedestal on which the gargoyle sits. She looks at 4 pedestals (of course, only one of them at a time). The jellyfish associated with this plinth does not regenerate. If you manage to kill one of the jellyfish, then you can go and break (with the sword that falls out of it) the altar of another jellyfish. We calculate the unfortunate - we kill her. And so we continue until the complete extermination of jellyfish.

By this time, only locked doors and three towers will remain in front of you. But now you should have collected all the pieces needed to create the golem. Be sure to make the onyx golem - it is invulnerable to the magic of the towers. The golem will easily take them all down and you will be able to pass. And then on the way there will be a girl who is tormented by a certain dream eater. She will offer to kill her in order to deprive him of his strength, but you will be able to cope with him! Another local mystery is gnomelings. No matter how much you kill them, they still resurrect. And the bottom line is that you need to kill that gnomeling with a mace. After that, you will have to kill a few more skeletons, but the gnomes are now vulnerable.

And there remains a locked door, a portal with demons and mummies of the 41st level. It's too early to mess with them. Don't forget to just pick up a mechanical animal near the portal with demons.

Crow Pass

Already at the very beginning, we stumble upon a fortress that completely blocks the path. Elia will immediately leave us, promising to return later. And in general, go to the rear of the enemy. Therefore, first we go to the east, where we will find a drunken giant. His hangover is so great that he can only watch the goblins operating in his warehouse. Let's help! At the same time, you can gut one chest - all the same, everyone will be blamed on goblins. As a reward, we will be offered 750 food, or close 3 of the 5 caves, or the giant will join us. It is most profitable to block the next 3 caves. Then the remaining 2 will actually be covered by one detachment. After we create an army and defend it from all sorts of "aliens". When the army is ready, we build siege towers. The technique of using them is unusual - we bring these towers closer to the enemy black towers and leave them. They will shoot on their own. If you specifically specify a goal for them, they will climb to fight hand-to-hand. After the destruction of the towers, the doors of the first fortress will open and a crowd of undead will pour out of these doors. Destroy it and immediately destroy the producing buildings. In the fortress itself, in one of the chests, there will be a key that opens the dungeon with the dwarf Jarl. He will help us make a breach in the walls of the second fortress, from where a crowd of undead will immediately pour in. We repeat the cleaning procedure.

In the second fortress, we will find an almost completely rebuilt base of the dark elves. And then it will be proposed to repel the counterattack of the enemy. Quickly pull up the trolls and complete the base, after which it remains to repel the enemy attack.

Near the third fortress there is a portal, near which lies a dying dark elf. He will ask you to take the holy symbol to Craig so that he leads the dark elves, otherwise they will kill each other. Immediately, several dark elves will crawl out of the portal and kill the envoy. We will go through the portal and get into the "inner fortress" of the third fortress (!), where we will be offered to play the Pacman game. That is, we need to turn on 6 levers in the maze, while all sorts of evil creatures will chase after us. A minimum of 4 levers is sufficient (due to door designs), at 5 they count the opening of the doors, and at 6 - the whole puzzle. We return back to the portal and go to capture the fortress. There are few people there, but you can replenish your troops with trolls and dark elves.

The gates of the fourth fortress are already open, but the entrance is controlled by black towers. So we pull up siege equipment and start destroying the towers. There are few skeletons, and they all live near the towers. But inside there are a couple of level 50 lizards, which must be carefully destroyed in turn. Immediately after their destruction, two enemy crowds will go through the passage you entered and through the one you have to exit. But the passages are narrow, and if you block them with your soldiers, then the enemy will not attack with the whole crowd, but only with those who manage to enter into a direct collision. So we build more towers (both elves and trolls), a lot of throwers and repel attacks in this way. And that's where Elia comes in.

You can immediately go further, or you can go a little further west. Some strange warrior with guards will stand there, who, after his death, will give us a rune with a warrior. You can immediately go to the Sparkling Stones. Although we can go to Cathay.

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sparkling stones

Near the entrance we will meet an orc who will tell us that the terrible giant Utrur cursed these lands three times already. And now there will be no happiness here until these curses are lifted. For example, the first of them - 5 human girls were given to the giant as a wife, who gladly accepted gifts, which did not prevent them from despising the giant with all possible force. The indignant husband bewitched his wives, turning them into toads, after which he put guards on them. It is extremely simple to disenchant them - you need to kill three (for the last girl - four) guards, then the curse will be lifted. It's easy, you just need to follow the route, destroying all the oncoming skeletons along the way and sometimes slaughtering the guards of the princesses to death. However, the vile laughter emitted by the princesses upon release makes one think that the giant was not so wrong ...

The next task that will fall on our head is to free the country from the werewolf camps. There are seven of them in total, and the monument of heroes is located just at the very last one (which, for some reason, will be the sixth in the game). Already around the first one, you can find a base for creating elves, but you shouldn’t mess with them - if you have elves, then there will only be more werewolves, and you will spend much more time. It is quite possible to cope with enemies and alone. And near the last werewolf base there will be a monument of heroes. Very timely, because after the destruction of all the werewolves, the brother of the giant Surt will appear and will figure out who is causing disgrace here. True, he will come alone, which will allow you to easily deal with him without helpers. But then they will be needed, because after talking with the goblin guide we have to rid the country of the third curse. Who would have thought that these were mainline missions?

The third curse is that the giant populated the country with goblin thieves. And these guys are constantly stealing something. You do not look at the fact that they are so small - they are even very much ready to fight. Therefore, one cannot do without the help of rune heroes. But you shouldn't be foolishly chasing after every goblin. This area is inhabited by monsters, on the bases of which the goblins continue to brazenly breed. Therefore, first exterminate all the monster camps, and the goblins will not go anywhere from you. Near one of the monster camps there will be a chest with an Araya crystal. Be sure to find it - it will come in handy later. After the extermination of all the goblins, our kind orc assistant will suddenly turn into a dragon. But he will not exterminate us, but instead will announce that the hero has received the right to a bonus game in the local coliseum, where the portal has already been opened. Surprise!

But it's too early to leave this map - not everything has been done here yet. Not far from the portal to the colosseum is a modest temple with the undead. If you break through the timid barriers, then you will find a shattered mosaic. You already have one of its pieces - taken from one of the fallen skeletons. After installing a piece of the mosaic in place in the main hall, the skeletons will suddenly come to life, and in greater numbers than before. In total, 4 pieces of the mosaic have to be inserted, and after each next skeletons there will be more and more, and they themselves will become more and more powerful. After the last piece, I would recommend quickly running away from the mosaic and then luring the skeletons one by one or in small groups. Those who are at the mosaic itself - strictly one at a time. Otherwise, level 41 mummies cannot be dealt with. But the main "boss" after his death will leave quite a lot of pleasant things.

Finally, there were still lava monsters on top of the mountain. Their level is low, so there will be no difficulties with them. It is only necessary to find a hiding place with a bank seal on the top of the mountain. She might still be of use to us.

Coliseum

Why go to the coliseum if it's a side quest and has nothing to do with the main storyline? First, for experience levels. For that short time that the hero spends in the colosseum, he will gain 3 levels of experience. Secondly, behind the runes. If you win all the fights, you will receive 4 runes, and some of them will come in handy. Thirdly, for new things. Even if what you get as a reward for the fights does not satisfy you, the local market is full of merchants who will gladly sell anything you want. There would be money.

So, immediately after you get here, Zerbo will meet you. He will explain that to win you need to win 10 fights in a row. The one who escaped will be declared a coward and lose. Agree to a fight, then run around the arena and approach the mercenary seller. He supplies titans for battle so modestly. Pay the money and these mighty warriors will accompany you into battle, thereby increasing your chances of winning. Without them, there are real chances to win in 3, maximum 4 fights. Fans of savings can immediately take the Cyclops for 5000 gold and get by with one. Cautious better to add someone else to it. Although it is known for sure that only the Cyclops can withstand all 10 fights alone.

Winning in the arena is not very difficult. Main principle here - to divide the opponents. They themselves do not like to walk in a crowd. And if you additionally separate them to the sides, then one by one it will be much easier to deal with them. Therefore, usually after the start of the round, you should immediately run out of the starting tunnel and run to the side. Otherwise, very often several enemies (pairs of enemies) converge on him, and then you have to deal with a whole crowd. Another tip - enter the arena only after you see that the enemy is already in it. Otherwise, it may end up with an error, after which you will not be able to start the battle.

In the first round, you will face 5 level 35 gladiators. Round 2 - 8 level 38 monsters that like to walk in pairs. In the third round, you will face 4 level 45 dragons, who will stand alone. Cannibals and trolls of round 4 will be level 42, they stand alone, but they see each other very well, so you need to be more careful when luring them out. Round 5 - 6 incomprehensible spirits that look like skulls. Even their 45th level does not help to understand what these spirits wanted. Round 6 - 4 pairs of dark elves of level 44. One elf in a pair is a priest, the second is a warrior. And the priest usually arranges all sorts of nasty things, for which he must be killed first. The seventh round will be an encounter with 4 level 48 golems. It's pretty easy, just don't run into two starting golems at once. In round 8, you will face 4 pairs of level 46 skeletons. This is somewhat more difficult than golems, and I do not recommend fighting with more than one pair of skeletons. Round 9 - meeting with 3 blades of the 25th level and 3 blades of the 48th level. Although they stand alone, they are very strong (especially level 48). At least the fact that they hit very hard. Although it cannot but rejoice that their protection is not so strong. In round 10 you will face 4 level 50 demons. These are at least worth it. The complete opposite of the blades - they hit weaker, but you can’t break through them either. After this round, you will receive the last well-deserved prizes - you are the absolute champion of the coliseum.

It should be noted that battles and trade are not the only local entertainment. There are also goblin races here. It is enough to bet 500 coins on one of the 4 goblins - and you will get a chance to earn 5000 gold. Only your goblin for some reason always comes second...

katai

Well, here we are in Cathay. And here, by the way, the dominance of skeletons, so the first task will be to destroy the three camps of this evil. The camps are scattered across the desert (and there are just enough skeletons, homeless people). However, the reward for all this will be the opportunity to build a city of people in order to fight the undead with a large army.

It is useless to break through the upper and middle gates - your siege mages cannot shoot at high ground. But near the lower gate you will meet Cathays fighting with skeletons. Their forces are not enough to destroy the places of rebirth of the undead, but yours is very enough. But what follows is a long and tedious liberation of the city from bony invaders.

However, the locals do not trust you too much and offer to get out of their lands. Here is the reward for liberation! But in the end, you will be offered a test. You just need to find ritual objects, ruts, in order to pass this test. You must think that you have seen these items on the altars in the city, just before no one allowed you to take them. Take two to go to the test with an assistant. On the test, first destroy the opponent's assistant, then everything will end easily and simply.

However, testing isn't everything. Suddenly, the emperor comes with the troops and also suggests that we get out somewhere far away. When they try to resist, they kill Uriya and roll our human base over logs. And what can be done against a large army with a titan?

Everything seems to be really bad, but then the prophetess Ur will open the passage to the sacred territory for us. And on this very territory there is a well-built city of gnomes. Settle down there and put the dwarf army in the barriers. The most powerful barrier should be placed near the central gate - it is through them that the main enemy armies will go. And now we have a task - to destroy three enemy commanders. Start with the two armies that don't have titanium. And then deal with the latter. And finally, the emperor. Here, it turns out, they promised him incredible power. And he, the fool, believed. And now, like a real schizophrenic, he threatens to grind us to powder with one movement of his eyebrow. Only now something with the eyebrows did not work out, and Eliya slaughtered him, like a completely ordinary person. So the daughter killed her father. How, did you miss the part where she confessed that she was the emperor's daughter? Here are some family fights...

Clockwork Crypt

In order to continue your journey to the Faceless, you need to understand the puzzles of this place.

First puzzle

Soon, Spellforce with number 2 will appear soon. Without a doubt, they are waiting for it and will play it. Indeed, although not a single masterpiece has yet left the conveyors of JoWooD for centuries, the Germans have long learned to make high-quality games that will definitely please the buyer. In the meantime, while waiting for the number 2, you will get another continuation of a very, very good game.

It should be noted that this time there were no radical innovations. A bunch of new spells, a pack of new runes (with some sickly helper heroes), a flock of fresh monsters. That is - standard applications. Not without a couple of new buildings (each race, of course), each of which produces a new type of troops. And so that no one is offended, the troops differ only in names and appearance. Their purpose is exactly the same. First on the list is meat. These are such small monsters (well, who cares - the elves have, for example, fairies), produced at once by a dozen. They are produced quickly and exist in an amount no more than a dozen (but they do not require common places). A characteristic feature is that they are produced for food. And many remember that food is required only to increase the population limit of your troops. Then she's useless. That is, it is very convenient to place such things closer to the front line and help troops exhausted in battle without leaving the battlefield.

This is interesting: when ordering for the construction of monsters, they will be brought to the number 10, after which production will stop. If you have a continuous loss of them, then the production will be continuous.

The second warrior granted to each race is the destroyer of buildings. This is a long-range magician or artilleryman who, on his own initiative, will destroy enemy buildings. There is only one problem - he needs to firmly fix on a certain point. Then, after a while, he will begin to shoot at enemy buildings (and very painfully), without ceasing to beat other enemies that have fallen under the arm.

The only really drastic change is that the campaign can be played in two (albeit slightly different) ways. That is, take the heroes from the main game or from the first sequel. But it is unlikely that many people keep their saves from past games, so our path is the path of the Phoenix!

Character selection

It's good if you have the footage from the original game and the first sequel to Spellforce: you can continue on your way with your favorite hero. Unfortunately, hard drives sometimes break down, get formatted, or just get full. The developers of the game have provided a similar opportunity - we have several predefined heroes to choose from. All characters have in common the stupidity of pumping: in the course of a reasonable game, such narrow-minded personalities would never have arisen. It turns out that the choice is not so great: it all depends on the manner of fighting. Therefore, it is much better to create a hero yourself.

There are three distinct types of battles in Spellforce: solo (volunteer companions don't count), along with rune warriors, and at the head of an army. All three types require different abilities, and finding a balanced hero is quite difficult. It is necessary to achieve success in all three options, which is why choosing a hero is so difficult.

The simplest option is heavy warrior. Special thoughts are not needed, special abilities - at least, tactics - come up and hit on the head. I don’t know, however, under what conditions the need for the simultaneous development of the skills of heavy blades and heavy clubs could arise. It would be better to learn how to shoot from a bow or heal at least a little! However, if the main thing for you is the surrounding beauty, and the tactics of the behavior of one soldier are too small a scale, a heavy warrior will suit you. He feels great both alone and in the company of subordinate friends, and during mass battles he simply does not get under his feet: it is enough to send him into the thick of the battle, and he will surely find a target for himself.

The help of a titan in the battle with enemies is always palpable.

Light Warrior- in fact, the younger brother of a heavy warrior. The armor is thinner, the speed is higher, the tactics are the same. The requirements for attention for this character are higher: it is worth a little distraction, and our hero will immediately turn into a corpse. But the main reason for the choice is a wide selection of good weapons, especially with all sorts of "add-ons". You won’t be fed up with pure damage alone, so any dagger that drains mana or life (and even if it is endowed with several properties at once!), Helps a lot. And if you take such daggers in both hands!

Archer- an interesting character. One bow is not enough, so I had to learn a related profession - piercing weapons. Of course, it is a pity to spend points on the simultaneous development of bows and crossbows, but in this case the situation is much better than other options. After a couple of levels, pick up a decent dagger for yourself, and things will go fine: if someone has time to run to us, they will get a dagger in the eye. An additional plus: the archer is usually useful in the back rows, and you do not need to constantly worry about his safety. But when using accuracy, some shots threaten to become deadly, killing awkward monsters with one hit.

Dark magician- A wonderful character, aimed solely at the destruction of enemies. The spell "death" is a real curse for enemies! The choice of spells against crowds of enemies is smaller, but the effectiveness is not much lower than the elemental magician, in any case, the dark magician is one of the strongest characters.

Light Mage- the opposite of a dark magician, no matter how trite it may sound. A lot of opportunities for healing, blessing, consecration - and almost no opportunities for destroying the enemy. As part of a group, a light mage is effective, but what will he do one on one with the enemy? Animal control could still save him, but the mana cost is too high. The light magician is the main character's best friend (for example, the priest Lakios with his healing aura is worth two heavily armed warriors), but he is not destined to lead the war: the world is too warlike.

mentalist, a specialist in mindbending is a special calling. His spells seem to be designed against other magicians: what is worth only the dependence of damage on the mind of the enemy! In online games, the mentalist is a source of a lot of unusual tactics, but in the campaign it is not very useful. The initial abilities in white magic still somehow save the situation, but all the same, this does not fundamentally change the situation.

Elemental Mage- a powerful sorcerer, well balanced for both single actions and mass military actions. His main attack on a single enemy is much inferior to the dark magician, but the variety of spells allows you to use fantasy. What is the tactics alone worth when we impose on the enemy a battle with our peasants and inhumanely cover the battlefield with a fiery rain mixed with a snowstorm! The main contender for the war along with the dark magician.

To sum up: the character is best created by yourself. Better than others, a light warrior is suitable for this. If you endow him with the magic of life, then there are auras that allow the hero to self-medicate (and he will not forget about others). And this is the path not only to survival, but also to victory.

Walkthrough

Magic often produces beautiful effects.

In the world, as usual, evil has awakened, and our hero is in a hurry to help. And why does this always happen?

Darkwater Coast

The owner of the Phoenix stone returned to his native land. An old friend Darius needs help - you have to look for him. There is no time for reflection: we immediately learn about the revival of the Order of the Dawn and go to war. The tasks are extremely simple: kill those, kill these... Soon we will reach the village, but they will only let us in together with the leader of the order, Uriah. Luckily, he's in captivity not far to the north. True, it is well guarded - you need to be careful. We go to the village and together with the sharply increased detachment to the southwest, to the corpse of one of the lieutenants. With a ring on your finger, life is dramatically simplified: the skeletons steadily turn into their original image - a soldier of the order: such an unusual necromancy is the other way around. Without thinking in vain, we destroy the camp in the east and go down south to the portal.

onyx bay

The chase continues. Our hero came out of the portal and found himself in front of an enemy with an unpronounceable name - the dark magician Anktahr. After killing him, our warrior found a rune temple in the south and activated it. Don't forget to pick up the warrior rune! After a conversation with a local fisherman, it became clear that we would have to fortify ourselves for a long time. The hero is waiting for two standing enemy armies and several bases. The first task is to get rid of the bases in the east and clear the way to the temple of heroes.

You can’t stop: as soon as the army licked its wounds, the troops went south. Behind the enemy army is their base, and next to it is another rune temple. Do not hesitate for a minute: the enemy is about to receive reinforcements from the main base in the south.

On a note: the enemy has a clear order - to wait for the attack of the enemy. You can build your base right in front of them, and the hardened veterans won't even move, but if one arrow flies in their direction, they will fight to the last.

Let some volunteer explore the passage to the southwest so that another wave of enemies does not take us by surprise. When you accumulate enough strength and build towers, make your way to the village. The settlement is not too big: the only business is to talk with the headman of Terio. A reward awaits us: broken things - they can be repaired in the future, and the headman will also offer to either open their vaults (you can get araya there), or give a piece of honey. Honey will allow you to make friends with the strong bear Gur in the far west of the map: after the treat, the beast will patrol the path from the enemy to our base. However, I don’t see much point in this, since the main problem is to strengthen the enemy, it’s better to get access to the deposit.

Our interlocutor has only one problem: lack of water. One warrior went to investigate the situation, but never returned. The well is easy to find in the northeast of the first base. There is also a crazy messenger standing there, talk to him for a bit and kill him when you get bored. Be careful: he is strong enough, you cannot cope with him alone. Take a stick from the corpse and pick it in the well - the task will be completed. By the way, after receiving the task, a hungry dragon will appear at the temple of heroes. If you do not eliminate it in time, you can lose rune warriors.

The next step is to free the gnome in the southwest of the map. As a thank you, the gnome will open a short path to the enemy base (in response to a question about the terrain features) - otherwise, with each assault, you will have to lose half an army from fire catapults. There is a second, less effective reward option - the dwarf will convince the headman to open an iron deposit. Now just gradually destroy the enemy barracks. As soon as you complete the process, the path to the south, to the capital, will open.

Emparia

headshot! Immediately to death.

Behind the desert, enemy warriors and interlocutor lizards - in front of us is the capital of the world Emparia. A typical human settlement: a third of the city is the emperor's palace, a third is a market with dozens of merchants, a third is a variety of slums. By the way, the emperor is doing dark deeds with our enemy - Faceless, so the royal guards are hunting for us and we better not meddle in the palace. However, the guards in the city center treat visitors much more flexibly.

It is not so easy to enter the city - only the elite are allowed inside. We'll have to run around the thieves' quarter in front of the gate. We will talk with the main thief Elia and we will undertake to find the thief Flink McWinter. Along the way, we brush off a little thief who is trying to sell us a variety of garbage at astronomical prices. The only worthwhile item is the Zerbit Tear gem, which is useful when repairing weapons. We go to Flick and try to convince him to return the money to Elia. In response, the thief will set two or three gangs of bandits on us three times, but in the end he will agree with a peaceful point of view. By the way, you will have to add 10 gold coins from your own wallet. Elia will give us lock picks and provide valuable advice to distract the guards.

The easiest way to enter the market is from the city center. Talk to Jilla, the guard's wife Endo, and run with her letter to the gate in the north. The guard will say that he is afraid to return home: he lost his wedding bracelet. Let's go down into the pit to the animals and get the decoration - the path is clear. In the market (except for merchants, of course) you can talk to Niama. Does anyone know what is the feminine gender of the word "blacksmith" - is it really "blacksmith"? The translators agreed on the term "craftswoman". However, it doesn't matter: Niama is able to repair broken weapons from the village in Onyx Bay. To do this, you need to collect "Tears of the Zerbites" - the more, the better the weapon will be (maximum 3). Even in the market, you can resolve the dispute between two merchants: it is enough to blame everything on some bandit Borgo from the central region and either pay him money or kill him.

Talk to the gladiator Uzakan: after a bottle of cognac, he will agree to train us. The entrance to the circus is in the east, without unnecessary tricks we will kill two guards and go to the arena. After training, you can open the second way to the arena (additional experience does not interfere): we will talk with the guard Yarod in the north and sign up for battles. The main disadvantage of the approach is that the kithar opponents are too strong for a novice hero. There is a bank in the north of the region: it's too early to rob it - all the guards will come running. It's easier to collect 4 bank seals and get there quietly. Moreover, the guards still can not be interrupted.

Cognac and wine can be bought from a merchant in the central part of the city. Other residents of the central quarter - Commander Ishtar and Hairdresser Shazam - can get a couple more tasks. We will accept the task of finding some valuables from Tuomi. Ishtar will ask you to buy more of the local drug - the sand of oblivion, in order to rid him of the streets and find the villain Borgo. I did not see any effect from the transfer of the drug, except for the loss of my own money, but the villain should be looked for in the south of the city. There are two options here: kill the thief and get some experience from Ishtar, or let him go in exchange for the secret of the bank. The second way is less honest, but much more promising.

Darkspawn love to fight in the dark.

To the northwest of the center is a church quarter. Getting there is easy: just ask Flink to distract the guard. Inside, we find the priest Lirio Forella, make sure that he has problems, go to the hero in the center of the quarter, then return to the thieves' quarter. We will buy a drug from the pharmacists, give it to the hero along with the wine, and take the resulting mixture to the priest. In addition to the experience, we will get the opportunity to go to the market and through the church gates.

Have you forgotten that our main task is to talk to the dryad and find Darius? Two gates from the market lead to the palace. The guards at the left gate are thirsty: you can put a bottle of wine on them. It is more interesting to overhear the conversation of two guards on the right gate: they boast of victories on the love front. We will find the cuckold Boron in the central city and snitch on his guards.

The portal to the dryad is located in the west. Let's bypass the level 45 guard and find the right garden. You should not talk to the guards at the entrance: just make your way through the entrance in the south, take the key from the chest and head to the portal.

The dryad's grove is poisoned: the vile emperor blackmails the girl. The principle of solving problems is simple: kill everyone except the dryad. First, we will talk with the dryad, after which we gradually move through the grove until we find a spider ghost. Then we pursue him and, finally, we kill him. The antidote from the spider's corpse will cure the well, then we will have a serious talk with the dryad (during my conversation, the night turned into a sunny day) and we will receive the task of reviving four lands: in Onyx Bay, in the Red Desert, in Cathay and the Twilight Mountains. And immediately you will not be able to call her for a second conversation, only after you stumble upon one of the places defiled by demons. In these places there will be cut down trees, and the demons will be reborn, no matter how much you destroy them. Then it will be necessary to return and talk again. The dryad will instruct to plant sacred seeds in cursed places (and we will immediately get 4 pieces).

She can also issue another task to free the ifrit locked in the zoo in Emparia. Again, you will have to talk to the dryad again, and she will say that you need to talk to the owner of the zoo about ifrit. He will agree to let the ifrit go, but in exchange for a certain car that you don’t have yet.

Let's return to Elia and head to the land of the Cathays. Don't forget to talk to Shazam along the way! However, we can tell Elia that we have unfinished business and talk to Urias. For this, we will be rewarded with an additional task to relocate the detachment. We move through the portal stone to the camp of the Knights of Dawn and give the order to move to the head of the detachment. The people are madly happy, but that's not all. If you talk a little more with the commander, he will tell you about a ghost that tediously howls near the camp. Here is another task - a passage opens to the altar of heroes, next to which the ghost is located. As it turned out, the ghost of the dwarf Gurrim worries about his brother, who was deceived by the dragons and locked in a rune. As it becomes clear - it is necessary to kill the dragons. Fortunately, the dwarf will tell you the best way to beat specific dragons (some with a blade, some with a bow, etc.). The first two will be easy. The next one breeds fire elementals, and by killing the elementals, you remove the life from the dragon as well. Therefore, we do not pay attention to the dragon, destroying only elementals. The last one, the dragon with ice elementals, is very strong, and you should not poke your head at him before level 40. Although the tactics are similar to the previous patient. After that, it remains only to help the dwarf in the last battle, killing his opponents faster than they kill him. His gratitude will know no bounds.

red desert

We got here to save the prophetess. Of course, only she knows how to get into the Shadowlands. In the meantime, you need to get through the canyon, at the end of which there is a door. Only the merchant Barrio can open the door, and he is too shy to go. And just something to do - before the local tribes fought among themselves and they had no time for any merchants there. Now they have reconciled. The desire to fight remains, so they are always ready to beat someone else. Therefore, the merchant will offer us a way out of the situation - to gather together the leaders of the gangs, in the sense of the leaders of the tribes, and release a small avalanche on them. The tribes will immediately take care of each other and completely lose interest in all sorts of travelers. The merchant's assistant organizes a meeting, and we must stand a little north of the lever, otherwise the separate irresponsible personalities of the detachment will become like the local natives and rush to beat them manually. But when the second leader comes - pull.

While the natives sort things out, take over the village of orcs and rebuild the city there. Then destroy the surviving winners. It is very important to cover the iron mining with towers, otherwise the savages can easily get close to it. And orcs without iron are not fighters.

That's the kind of princess she is...

Return to Barrio, and he will open the passage, but he will warn you that numerous and very unhappy zombies are roaming on the other side of it. But on the other hand, fire works well against them, in which (here's a happy coincidence!) Orcs specialize. Just remember to build more troops before contacting the merchant. On the way along the canyon, leave part of the army near the rise up (zombies descend from there), and with another part run ahead and destroy all the zombies on the way of the caravan. It will be possible to return to the turn later. And now we are faced with a choice - to go to the passage of the Raven or to the city of Souls ...

In the market of Emparia, one could find a merchant who would like to get materials to sew some fantastic fabrics. Only things are a little exotic: frog skins (can be found with a dryad), purple dust and shadow silk. The second thing can be found with the natives, and the silk - with the zombies. Both that, and another comes across at observers on the parties. In gratitude, the merchant will give out a nice set of clothes.

At the same time, you can try to join the guild of assassins (earlier you are unlikely to be allowed to do this because of the low level). There they will give the task to finish off the unfortunate killer Seth, who is standing in the center of the market. This genius will complain about his health, and you will have a choice - kill him or complete his task for him. And his task is to eliminate General Irmir (who does not wish us health at all). In this case, he will give us the key to the soldiers' barracks, which are located near the arena. It is almost deserted there and you can not touch anyone except Irmir; however, with this option, the path to the guild is ordered to us. We will be rewarded with a sapphire rose, which can only be owned by the guild master. However, by destroying Set, you will get even less. The guild master will tell you that you are too visible for the killer and will give you a crappy dagger as a reward.

City of Souls

In the battle in the arena, the titans are a tangible help.

The first arrival in the City of Souls will most likely be very, very short-lived - the opponents here are extremely powerful and you will be too tough. Although some things can be done for the first time. First you need to kill all the skeletons. While we do not pay attention to three dark towers - they kill our hero instantly. But it is worth doing jellyfish. There are 4 of them, and they are brazenly treated. But there is a way out of this situation - a pedestal on which the gargoyle sits. She looks at 4 pedestals (of course, only one of them at a time). The jellyfish associated with this plinth does not regenerate. If you manage to kill one of the jellyfish, then you can go and break (with the sword that falls out of it) the altar of another jellyfish. We calculate the unfortunate - we kill her. And so we continue until the complete extermination of jellyfish.

By this time, only locked doors and three towers will remain in front of you. But now you should have collected all the pieces needed to create the golem. Be sure to make the onyx golem - it is invulnerable to the magic of the towers. The golem will easily take them all down and you will be able to pass. And then on the way there will be a girl who is tormented by a certain dream eater. She will offer to kill her in order to deprive him of his strength, but you will be able to cope with him! Another local mystery is gnomelings. No matter how much you kill them, they still resurrect. And the bottom line is that you need to kill that gnomeling with a mace. After that, you will have to kill a few more skeletons, but the gnomes are now vulnerable.

And there remains a locked door, a portal with demons and mummies of the 41st level. It's too early to mess with them. Don't forget to just pick up a mechanical animal near the portal with demons.

Crow Pass

Already at the very beginning, we stumble upon a fortress that completely blocks the path. Elia will immediately leave us, promising to return later. And in general, go to the rear of the enemy. Therefore, first we go to the east, where we will find a drunken giant. His hangover is so great that he can only watch the goblins operating in his warehouse. Let's help! At the same time, you can gut one chest - all the same, everyone will be blamed on goblins. As a reward, we will be offered 750 food, or close 3 of the 5 caves, or the giant will join us. It is most profitable to block the next 3 caves. Then the remaining 2 will actually be covered by one detachment. After we create an army and defend it from all sorts of "aliens". When the army is ready, we build siege towers. The technique of using them is unusual - we bring these towers closer to the enemy black towers and leave them. They will shoot on their own. If you specifically specify a goal for them, they will climb to fight hand-to-hand. After the destruction of the towers, the doors of the first fortress will open and a crowd of undead will pour out of these doors. Destroy it and immediately destroy the producing buildings. In the fortress itself, in one of the chests, there will be a key that opens the dungeon with the dwarf Jarl. He will help us make a breach in the walls of the second fortress, from where a crowd of undead will immediately pour in. We repeat the cleaning procedure.

In the second fortress, we will find an almost completely rebuilt base of the dark elves. And then it will be proposed to repel the counterattack of the enemy. Quickly pull up the trolls and complete the base, after which it remains to repel the enemy attack.

Near the third fortress there is a portal, near which lies a dying dark elf. He will ask you to take the holy symbol to Craig so that he leads the dark elves, otherwise they will kill each other. Immediately, several dark elves will crawl out of the portal and kill the envoy. We will go through the portal and get into the "inner fortress" of the third fortress (!), where we will be offered to play the Pacman game. That is, we need to turn on 6 levers in the maze, while all sorts of evil creatures will chase after us. At least 4 levers are enough (due to the design of the doors), with 5 they will count the opening of the doors, and with 6 - the whole riddle. We return back to the portal and go to capture the fortress. There are few people there, but you can replenish your troops with trolls and dark elves.

The gates of the fourth fortress are already open, but the entrance is controlled by black towers. So we pull up siege equipment and start destroying the towers. There are few skeletons, and they all live near the towers. But inside there are a couple of level 50 lizards, which must be carefully destroyed in turn. Immediately after their destruction, two enemy crowds will go through the passage you entered and through the one you have to exit. But the passages are narrow, and if you block them with your soldiers, then the enemy will not attack with the whole crowd, but only with those who manage to enter into a direct collision. So we build more towers (both elves and trolls), a lot of throwers and repel attacks in this way. And that's where Elia comes in.

You can immediately go further, or you can go a little further west. Some strange warrior with guards will stand there, who, after his death, will give us a rune with a warrior. You can immediately go to the Sparkling Stones. Although we can go to Cathay.

SECOND PAGE

sparkling stones

Near the entrance we will meet an orc who will tell us that the terrible giant Utrur cursed these lands three times already. And now there will be no happiness here until these curses are lifted. For example, the first of them - 5 human girls were given to the giant as a wife, who gladly accepted gifts, which did not prevent them from despising the giant with all possible force. The indignant husband bewitched his wives, turning them into toads, after which he put guards on them. It is extremely simple to disenchant them - you need to kill three (for the last girl - four) guards, then the curse will be lifted. It's easy, you just need to follow the route, destroying all the oncoming skeletons along the way and sometimes slaughtering the guards of the princesses to death. However, the vile laughter emitted by the princesses upon release makes one think that the giant was not so wrong ...

The next task that will fall on our head is to free the country from the werewolf camps. There are seven of them in total, and the monument of heroes is located just at the very last one (which, for some reason, will be the sixth in the game). Already around the first one, you can find a base for creating elves, but you shouldn’t mess with them - if you have elves, then there will only be more werewolves, and you will spend much more time. It is quite possible to cope with enemies and alone. And near the last werewolf base there will be a monument of heroes. Very timely, because after the destruction of all the werewolves, the brother of the giant Surt will appear and will figure out who is causing disgrace here. True, he will come alone, which will allow you to easily deal with him without helpers. But then they will be needed, because after talking with the goblin guide we have to rid the country of the third curse. Who would have thought that these were mainline missions?

The third curse is that the giant populated the country with goblin thieves. And these guys are constantly stealing something. You do not look at the fact that they are so small - they are even very much ready to fight. Therefore, one cannot do without the help of rune heroes. But you shouldn't be foolishly chasing after every goblin. This area is inhabited by monsters, on the bases of which the goblins continue to brazenly breed. Therefore, first exterminate all the monster camps, and the goblins will not go anywhere from you. Near one of the monster camps there will be a chest with an Araya crystal. Be sure to find it - it will come in handy later. After the extermination of all the goblins, our kind orc assistant will suddenly turn into a dragon. But he will not exterminate us, but instead will announce that the hero has received the right to a bonus game in the local coliseum, where the portal has already been opened. Surprise!

But it's too early to leave this map - not everything has been done here yet. Not far from the portal to the colosseum is a modest temple with the undead. If you break through the timid barriers, then you will find a shattered mosaic. You already have one of its pieces - taken from one of the fallen skeletons. After installing a piece of the mosaic in place in the main hall, the skeletons will suddenly come to life, and in greater numbers than before. In total, 4 pieces of the mosaic have to be inserted, and after each next skeletons there will be more and more, and they themselves will become more and more powerful. After the last piece, I would recommend quickly running away from the mosaic and then luring the skeletons one by one or in small groups. Those who are at the mosaic itself - strictly one at a time. Otherwise, level 41 mummies cannot be dealt with. But the main "boss" after his death will leave quite a lot of pleasant things.

Finally, there were still lava monsters on top of the mountain. Their level is low, so there will be no difficulties with them. It is only necessary to find a hiding place with a bank seal on the top of the mountain. She might still be of use to us.

Coliseum

Why go to the coliseum if it's a side quest and has nothing to do with the main storyline? First, for experience levels. In the short time that the hero spends in the colosseum, he will gain 3 levels of experience. Secondly, behind the runes. If you win all the fights, you will receive 4 runes, and some of them will come in handy. Thirdly, for new things. Even if what you get as a reward for the fights does not satisfy you, the local market is full of merchants who will gladly sell whatever you want. There would be money.

So, immediately after you get here, Zerbo will meet you. He will explain that to win you need to win 10 fights in a row. The one who escaped will be declared a coward and lose. Agree to a fight, then run around the arena and approach the mercenary seller. He supplies titans for battle so modestly. Pay the money and these mighty warriors will accompany you into battle, thereby increasing your chances of winning. Without them, there are real chances to win in 3, maximum 4 fights. Fans of savings can immediately take the Cyclops for 5000 gold and get by with one. Cautious better to add someone else to it. Although it is known for sure that only the Cyclops can withstand all 10 fights alone.

Every orphan strives to offend!

Winning in the arena is not very difficult. The main principle here is to separate opponents. They themselves do not like to walk in a crowd. And if you additionally separate them to the sides, then one by one it will be much easier to deal with them. Therefore, usually after the start of the round, you should immediately run out of the starting tunnel and run to the side. Otherwise, very often several enemies (pairs of enemies) converge on him, and then you have to deal with a whole crowd. Another tip - enter the arena only after you see that the enemy is already in it. Otherwise, it may end up with an error, after which you will not be able to start the battle.

In the first round, you will face 5 level 35 gladiators. Round 2 - 8 level 38 monsters that like to walk in pairs. In the third round, you will face 4 level 45 dragons, who will stand alone. Cannibals and trolls of round 4 will be level 42, they stand alone, but they see each other very well, so you need to be more careful when luring them out. Round 5 - 6 incomprehensible spirits that look like skulls. Even their 45th level does not help to understand what these spirits wanted. Round 6 - 4 pairs of dark elves of level 44. One elf in a pair is a priest, the second is a warrior. And the priest usually arranges all sorts of nasty things, for which he must be killed first. The seventh round will be an encounter with 4 level 48 golems. It's pretty easy, just don't run into two starting golems at once. In round 8, you will face 4 pairs of level 46 skeletons. This is somewhat more difficult than golems, and I do not recommend fighting with more than one pair of skeletons. Round 9 - meeting with 3 blades of the 25th level and 3 blades of the 48th level. Although they stand alone, they are very strong (especially level 48). At least the fact that they hit very hard. Although it cannot but rejoice that their protection is not so strong. In round 10 you will face 4 level 50 demons. These are at least worth it. The complete opposite of the blades - they hit weaker, but you can’t break through them either. After this round, you will receive the last well-deserved prizes - you are the absolute champion of the coliseum.

It should be noted that battles and trade are not the only local entertainment. There are also goblin races here. It is enough to bet 500 coins on one of the 4 goblins - and you will get a chance to earn 5000 gold. Only your goblin for some reason always comes second...

katai

Well, here we are in Cathay. And here, by the way, the dominance of skeletons, so the first task will be to destroy the three camps of this evil. The camps are scattered across the desert (and there are just enough skeletons, homeless people). However, the reward for all this will be the opportunity to build a city of people in order to fight the undead with a large army.

It is useless to break through the upper and middle gates - your siege mages cannot shoot at high ground. But near the lower gate you will meet Cathays fighting with skeletons. Their forces are not enough to destroy the places of rebirth of the undead, but yours is very enough. But what follows is a long and tedious liberation of the city from bony invaders.

However, the locals do not trust you too much and offer to get out of their lands. Here is the reward for liberation! But in the end, you will be offered a test. You just need to find ritual objects, ruts, in order to pass this test. You must think that you have seen these items on the altars in the city, just before no one allowed you to take them. Take two to go to the test with an assistant. On the test, first destroy the opponent's assistant, then everything will end easily and simply.

However, testing isn't everything. Suddenly, the emperor comes with the troops and also suggests that we get out somewhere far away. When they try to resist, they kill Uriya and roll our human base over logs. And what can be done against a large army with a titan?

Everything seems to be really bad, but then the prophetess Ur will open the passage to the sacred territory for us. And on this very territory there is a well-built city of gnomes. Settle down there and put the dwarf army in the barriers. The most powerful barrier should be placed near the central gate - it is through them that the main enemy armies will go. And now we have a task - to destroy three enemy commanders. Start with the two armies that don't have titanium. And then deal with the latter. And finally, the emperor. Here, it turns out, they promised him incredible power. And he, the fool, believed. And now, like a real schizophrenic, he threatens to grind us to powder with one movement of his eyebrow. Only now something with the eyebrows did not work out, and Eliya slaughtered him, like a completely ordinary person. So the daughter killed her father. How, did you miss the part where she confessed that she was the emperor's daughter? Here are some family fights...

Clockwork Crypt

In order to continue your journey to the Faceless, you need to understand the puzzles of this place.

The first puzzle will even show us how to solve it. You just need to remember and put the levers in action in a similar way. There will be 3 more similar puzzles that are quite easy to solve.

The next puzzle is 9 crates with guards roaming around. If caught in their eyes, they are instantly killed. But it is enough to be behind them or run along the path through the box from them, and they will not notice you. It is not enough to open the box, you also need to climb into it and take the contents, that is, we deal with the box in 2 steps. If we count the upper left drawer as 1, and then, counting them from left to right and from top to bottom, take the lower right drawer as 9, then the sequence of opening the boxes will be: 5, 1, 8, 2, 4, 3, 6, 7, 9 .

For the next puzzle, you need to go into the room with the titans locked in cages. If you touch the central monument, the sequence in which the torches light up will be shown. This sequence must be remembered and the torches should be lit in the same sequence (they immediately go out, so it is necessary). If you typed the combination correctly, then three titans will be released and will help you in the future.

The next room is the spider room. It is useless to kill all the spiders, they still respawn. Find the most powerful spider (level 45) and destroy it. This will give you not only a clue, but also that the spiders will no longer breed.

The next task is to listen to the stone heads. You just need to carry your tongue with you, it is one for all heads. And keep in mind that, after listening to the next head, you release a few more demons that attack you.

Another puzzle is two chests surrounded by torches. If you pull the correct levers, then all the torches around the chest will light up and the chest will open. If, again, we count the left lever in the top row as 1, and the right one in the bottom row as 8, then for the left chest you need to pull levers 1, 7, 5 and 2. The right chest needs 5, 3, 8 and 2 levers.

Two more chests are opened by lighting torches. For one chest, you need to light all the torches, for another, on the contrary, you need to extinguish everything. The problem is that when you touch one of the torches, 2 more torches light up (or go out). It is impossible to give an exact recipe here, but counting the top torch 1, and counting further clockwise (middle torch - No. 7), you can tell about what corresponds to what. 1 - 4 and 5. 2 - 3 and 6. 3 - 2 and 5. 4 - 2 and 6. 5 - 4 and 7. 6 - 1 and 7. 7 - 1 and 3.

So that's what you are - a shadow rune warrior!

In the north there will be a puzzle similar to the first, only it will have 2 sets of levers, one of which will be pulled by the ghost of a zerbit, and you will have to control the second. However, it is also quite easy to deal with. As a result, you will gain access to the chest, which requires you to spend 1 air coin to open. But in the chest there will be as many as three.

The next room will be in the southwest of this maze. It will have a "chess" floor. Your task is not to step on tiles with skeletons or blood spilled on them. Otherwise, the skeletons will immediately rise and wish to fight with you. In the end, you will meet with Xalabar again. In a conversation with him, promise to find a staff, then he will give the key to the exit. But immediately speak again and kill him. To the south of this room there will be a portal to the exit from this labyrinth.

But we are not finished here yet. Head to the eastern part of the map and start exploring the real labyrinth. Here again it is difficult to suggest the exact scheme of action. The task is as follows - jumping through the portals, you need to open passages to all places of the labyrinth. Then you will have access to 5 obelisks, near each of which you need to place 1 of your rune heroes. Then the puzzle will work and you will get access to the warehouse, where you will collect more coins.

The warehouse consists of paired chests (there is only 1 unpaired chest between the top pairs). Let's name them according to the same technology as before, and open them in the sequence 8, 3, 12, 7, 4, 11, 5, 10, 1, 6, 9. The single, 13th chest will be the last. If you open everything in a row, then some chests may disappear.

Magic! Everywhere is magic! And then mountains of corpses will remain ...

Now you need to go to the portal of heroes and call the rune lich hero. Then the ghosts of the Zerbits will appear nearby. We give them this rune and get a few more coins in return. It's time to go collect the prizes.

Now we can get into the treasure room. Unfortunately there are 2 roaming evil demon Level 48 You can defeat them, but it will take a very long time. Much faster to run away from them. There are 7 chests in the hall (which we will name according to the usual scheme). However, it is too early to open them. First you need to get from there through the portals to 2 other halls with chests. Each hall has buttons and chests. There are numbers on the chests. For black chests, you need to press the buttons, and the numbers on them will add up (you need to get the number on the chest), for red chests - multiply. Having typed the necessary numbers, we will open the seventh chest in the common room (from it it will be possible to pick up a shield for Tuomi). The rest of the chests will be opened for coins. 1 (3 coins of fire) - hadeko doll, 2 (1 coin of fire, earth, water) - rune of a warrior of level 38, 3 (3 coins of earth) - mask, 4 (1 coin of fire, air and earth) - helmet for Toumi, 5 (1 coin each of fire, water and earth) - nothing of value, 6 (3 coins of water) - armor for Tuomi, 7 the chest opens with a code.

Now you can go to Tuomi in Emparia and give her the collected things. She will immediately put them on and climb into the labyrinth, where she will meet with the Zerbits. You can join her and try to win a game of a strange game. But the maximum that is possible in it is to play a draw. Then the armor and prizes will not go to anyone. You will only get a lousy ring. You can just lose. Then you won't get anything at all.

Fortress of the Dark Winds

There are armies of the Faceless lurking around here, and there is very little time left before the victory over him. But for the time being, these armies must be defeated, and they are very large. To begin with, we go to the west, there is a monument of heroes, so you can increase your power with a few assistants. A little further there is a locked passage, the key to which is in one of the skeletons. If you open this passage, then not only Elia and a friend will come to your aid, but also 20 Cathay warriors. However, the warriors should be preserved for the time being, there is still work for them. Now we return back and go south, cutting out the local monkeys along the way. Soon you will be able to climb the mountain, where the last corrupted tree will be. Now you can go to the dryad.

Having cleared the territory of small gangs, you can take on the real armies of the Faceless. It's better to start with northern army. The ones in the center are still too strong for you. Having cleared everything to a narrow passage in which it is convenient to organize defense, build a base for the dwarves (their settlement is just there). You can go a little further and free the elves' settlement. It is good because the enemy never comes there, and bad because it is impossible to build there because of the thickets of the forest. Nothing, you can build for the gnomes. But the elves will provide defensive structures. With the central army, everything is somewhat worse - not only are there many of them, but after a while the Faceless troops will begin to come in order to defeat your bases. Therefore, it is better to rebuild the defense in advance. After several assaults, the enemy will run out of steam and will no longer attack. It's time to destroy their bases.

However, it will not be possible to break through directly - there are too many troops in the passage leading to the bases. Then we go around, again exterminating the unfortunate monkeys. But at the end we will come to a wonderful clearing, where there are settlements of elves and dwarves. So you can create an army there and from there hit the rear of enemy bases. And there it remains only to finish off those who sat down in the aisle and get a new task.

It is worth approaching the door near the bridge with an already prepared army. And the more of it, the better. This is where your Cathays, who have been idle for so long, will come in handy. Near the passage we are immediately in trouble - they came for Elia. She, you see, is the emperor's daughter, and now she must become an empress. She is not at all eager to become an empress, but it must be so. I'll have to manage without her.

And behind the bridge there are caves, from which reinforcements constantly run out to the blades. The way out is simple - during the attack on each cave, drive several of your soldiers inside it (3-4 is enough). Sometimes they will run there themselves if they are nearby. This blocks the cave and there will be no more reinforcements. So block all 4 caves and take on the central island with lizards. You can not expect strong resistance from them, but there will be two prisoners useful to us at once. One of them, Craig, will not want to return to rule. But he wants us to take the dagger entrusted to us to the dark elf embassy in Emparia. However, in no case do not give the dagger, just show it. The second is a mysterious shadow rune warrior whose soul is captured by an equally mysterious sword. He knows that he will die anyway, but he agrees to help us.

Re-assemble the army (as much as possible) and go to the last gate. There you will be met very strong army blades, but you have to manage. And this will open the way for you further, to the Bone Temple.

City of Souls

Yes, it's time to end here. But before that, you should visit the dryad and tell him that you have found all 4 defiled places. She will immediately remember that there was also a fifth - just in the City of Souls. And he will give us a key to the door, another seed and a bowl. In the city, we open the hitherto impregnable door and, having destroyed the guards, we fill the bowl. We run to next door and water the plant from the bowl, preventing the passage. That's all, one more place is restored in rights, there is no more desecration.

You can also fight the demons out of curiosity. But they only increase their crowd in size, like the bad memory of a mythical hydra. With local mummies, it’s a little better - at least they don’t recover. Now you can finish things in Emparia.

Emparia

They won't sew him new legs - this monster is dead.

Let's visit Elia first. Nothing particularly useful, but we'll say goodbye, and we'll close the task.

Next on the list will be the owner of the circus. Let's exchange the ifrit for a mechanical beast, after which the ifrit will go to the dryad quite independently. We follow him and learn from the dryad that ifrit is not averse to joining us. All you have to do is feed him. If you feed him three crystals of Araya in a row, then ifrit will become good. If the three hearts of the enemy - on the contrary, evil. You just need to have a few mortars with you, otherwise ifrit himself cannot chew food. I can’t say anything for the evil, but the good one is engaged in our treatment as long as there is mana. Unfortunately, there is an error in the game and ifrit does not restore magical energy. She appears with him only when you move from map to map. One more thing useful property- ifrit does not rush into battle on its own initiative, like most of your stupid fellow travelers like Uriah.

Next on the list is Uzakan. You should be level 48 by now. So finish your gladiator training. Naturally, his complete and unconditional defeat.

Now it's worth going to the dark elf embassy. Wow, what intrigues they have here! We do not want to give the dagger away - they want to kill immediately. They didn't attack him! And you don’t even have to follow Craig, he quietly looked at everything and now he agrees to return to his homeland and become the ruler.

Finally, Borgo, a local drug dealer and buyer of stolen goods, lives in poor neighborhoods. It is enough to kill 2 bandits guarding him, and he will immediately offer you the secret of robbing a local bank. It turns out that you need to collect 4 bank seals - and you can open the bank. But you can just kill the bastard and finish the task with this ...

Gorge

The beginning is inspiring - you need to turn off 6 portals, from which all evil spirits come down. Closing the portals is prevented by some spirits of blacksmiths who strive to turn them back on. And here's what you need to do. Near the starting point there is a monument of heroes, so you will have helpers. In addition, there are settlements of orcs and trolls nearby. And it is necessary to build some kind of camp - the portals are covered with dark towers, which are best destroyed by regular building destroyers. Further, the technology is fully developed: we demolish the tower, close the portal and wait. After a while, a blacksmith (or maybe two at once) will appear, wanting to turn the portal back on. Then we will knock him on the crazy head. Just hit the spirit of the blacksmith, and not the monsters that he summons. Without it, monsters will die. We do this with all six portals.

In general, there is nothing more to do on this map. You've probably already cut out the monkeys staggering around the map. It remains only to destroy the guards of the bridge (we will exit the map along it) - and the job is done.

bone temple

There are already 4 settlements near the portal - humans, elves, orcs and dark elves. Here it is important to make a choice who will help you - either orcs with dark elves, or people with elves. It is not worth interfering with them, since the dark ones with the light ones will definitely fight. And you will not have a war with the Faceless, but the pacification of your own army.

There are also 4 chests nearby. One opens quite simply and naturally. In order to open the rest, you need to pay 5 skull coins. But the reward will be the runes of level 43 fighters - a warrior, a magician and an archer. It's about time!

To the northwest of your camp is a hermit who will carefully intimidate you about the fact that they will kill, maim and so on. However, you can persuade him to help you. In battle, he will be of no use, but he can heal your character from diseases, and there is someone here to poison and infect.

Then you have to go for a long time, freeing the area from enemy troops. This will continue until the place where you can find 4 more settlements (and the troops do not have to be driven far!). Nearby you can find a pen with monkeys guarded by blades. If you free them, then the little monkey will agree to open the gates of the fortress for you. But it’s better not to talk to her at first, but to clear the space in front of the fortress from enemy troops and buildings, build your own fortified area in front of the gate, and only then communicate with the monkey. Otherwise, when the gates open, it will turn out that the fortress is overflowing with enemy troops, and this whole crowd will pour out to fight with you. And with the defensive structures we will somehow cope with this crowd. It remains only to destroy those who still remained in the fortress, and go through the portal.

Behind the portal there will be a monument of heroes and many blades. We carefully cut out the blades so that they do not interfere in the final battle, after which we approach the Circle of Mages. They just call Belial, whom we have to kill. That's all! Of course, Faceless will try to threaten, assuring that since the Circle gave birth to rune heroes, he will kill them now. But then a phoenix egg is born and some rune warrior we saved breaks it. This is how evil was once again defeated ...

Soon, Spellforce with number 2 will appear soon. Without a doubt, they are waiting for it and will play it. Indeed, although not a single masterpiece has yet left the conveyors of JoWooD for centuries, the Germans have long learned to make high-quality games that will definitely please the buyer. In the meantime, while waiting for the number 2, you will get another continuation of a very, very good game.

It should be noted that this time there were no radical innovations. A bunch of new spells, a pack of new runes (with some sickly helper heroes), a flock of fresh monsters. That is - standard applications. Not without a couple of new buildings (each race, of course), each of which produces a new type of troops. And so that no one is offended, the troops differ only in names and appearance. Their purpose is exactly the same. First on the list is meat. These are such small monsters (well, who cares - the elves have, for example, fairies), produced at once by a dozen. They are produced quickly and exist in an amount no more than a dozen (but they do not require common places). A characteristic feature is that they are produced for food. And many remember that food is required only to increase the population limit of your troops. Then she's useless. That is, it is very convenient to place such things closer to the front line and help troops exhausted in battle without leaving the battlefield.

This is interesting: when ordering for the construction of monsters, they will be brought to the number 10, after which production will stop. If you have a continuous loss of them, then the production will be continuous.

The second warrior granted to each race is the destroyer of buildings. This is a long-range magician or artilleryman who, on his own initiative, will destroy enemy buildings. There is only one problem - he needs to firmly fix on a certain point. Then, after a while, he will begin to shoot at enemy buildings (and very painfully), without ceasing to beat other enemies that have fallen under the arm.

The only really drastic change is that the campaign can be played in two (albeit slightly different) ways. That is, take the heroes from the main game or from the first sequel. But it is unlikely that many people keep their saves from past games, so our path is the path of the Phoenix!

Character selection

It's good if you have the footage from the original game and the first sequel to Spellforce: you can continue on your way with your favorite hero. Unfortunately, hard drives sometimes break down, get formatted, or just get full. The developers of the game have provided a similar opportunity - we have several predefined heroes to choose from. All characters have in common the stupidity of pumping: in the course of a reasonable game, such narrow-minded personalities would never have arisen. It turns out that the choice is not so great: it all depends on the manner of fighting. Therefore, it is much better to create a hero yourself.

There are three distinct types of battles in Spellforce: solo (volunteer companions don't count), along with rune warriors, and at the head of an army. All three types require different abilities, and finding a balanced hero is quite difficult. It is necessary to achieve success in all three options, which is why choosing a hero is so difficult.

The simplest option is heavy warrior. Special thoughts are not needed, special abilities - at least, tactics - come up and hit on the head. I don’t know, however, under what conditions the need for the simultaneous development of the skills of heavy blades and heavy clubs could arise. It would be better to learn how to shoot from a bow or heal at least a little! However, if the main thing for you is the surrounding beauty, and the tactics of the behavior of one soldier are too small a scale, a heavy warrior will suit you. He feels great both alone and in the company of subordinate friends, and during mass battles he simply does not get under his feet: it is enough to send him into the thick of the battle, and he will surely find a target for himself.

The help of a titan in the battle with enemies is always palpable.

Light Warrior- in fact, the younger brother of a heavy warrior. The armor is thinner, the speed is higher, the tactics are the same. The requirements for attention for this character are higher: it is worth a little distraction, and our hero will immediately turn into a corpse. But main reason choice - a wide selection of good weapons, especially with all sorts of "add-ons". You won’t be fed up with pure damage alone, so any dagger that drains mana or life (and even if it is endowed with several properties at once!), Helps a lot. And if you take such daggers in both hands!

Archer- an interesting character. One bow is not enough, so I had to learn a related profession - piercing weapons. Of course, it is a pity to spend points on the simultaneous development of bows and crossbows, but in this case the situation is much better than other options. After a couple of levels, pick up a decent dagger for yourself, and things will go fine: if someone has time to run to us, they will get a dagger in the eye. An additional plus: the archer is usually useful in the back rows, and you do not need to constantly worry about his safety. But when using accuracy, some shots threaten to become deadly, killing awkward monsters with one hit.

Dark magician- A wonderful character, aimed solely at the destruction of enemies. The spell "death" is a real curse for enemies! The choice of spells against crowds of enemies is smaller, but the effectiveness is not much lower than the elemental magician, in any case, the dark magician is one of the strongest characters.

Light Mage- the opposite of a dark magician, no matter how trite it may sound. A lot of opportunities for healing, blessing, consecration - and almost no opportunities for destroying the enemy. As part of a group, a light mage is effective, but what will he do one on one with the enemy? Animal control could still save him, but the mana cost is too high. The light magician is the main character's best friend (for example, the priest Lakios with his healing aura is worth two heavily armed warriors), but he is not destined to lead the war: the world is too warlike.

mentalist, a specialist in mindbending is a special calling. His spells seem to be designed against other magicians: what is worth only the dependence of damage on the mind of the enemy! In online games, the mentalist is a source of a lot of unusual tactics, but in the campaign it is not very useful. The initial abilities in white magic still somehow save the situation, but all the same, this does not fundamentally change the situation.

Elemental Mage- a powerful sorcerer, well balanced for both single actions and mass military actions. His main attack on a single enemy is much inferior to the dark magician, but the variety of spells allows you to use fantasy. What is the tactics alone worth when we impose on the enemy a battle with our peasants and inhumanely cover the battlefield with a fiery rain mixed with a snowstorm! The main contender for the war along with the dark magician.

To sum up: the character is best created by yourself. Better than others, a light warrior is suitable for this. If you endow him with the magic of life, then there are auras that allow the hero to self-medicate (and he will not forget about others). And this is the path not only to survival, but also to victory.

Walkthrough

Magic often produces beautiful effects.

In the world, as usual, evil has awakened, and our hero is in a hurry to help. And why does this always happen?

Darkwater Coast

The owner of the Phoenix stone returned to his native land. An old friend Darius needs help - you have to look for him. There is no time for reflection: we immediately learn about the revival of the Order of the Dawn and go to war. The tasks are extremely simple: kill those, kill these... Soon we will reach the village, but they will only let us go there together with the leader of the order, Uriah. Luckily, he's in captivity not far to the north. True, it is well guarded - you need to be careful. We go to the village and together with the sharply increased detachment to the southwest, to the corpse of one of the lieutenants. With a ring on your finger, life is dramatically simplified: the skeletons steadily turn into their original image - a soldier of the order: such an unusual necromancy is the other way around. Without thinking in vain, we destroy the camp in the east and go down south to the portal.

onyx bay

The chase continues. Our hero came out of the portal and found himself in front of an enemy with an unpronounceable name - the dark magician Anktahr. After killing him, our warrior found a rune temple in the south and activated it. Don't forget to pick up the warrior rune! After a conversation with a local fisherman, it became clear that we would have to fortify ourselves for a long time. The hero is waiting for two standing enemy armies and several bases. The first task is to get rid of the bases in the east and clear the way to the temple of heroes.

You can’t stop: as soon as the army licked its wounds, the troops went south. Behind the enemy army is their base, and next to it is another rune temple. Do not hesitate for a minute: the enemy is about to receive reinforcements from the main base in the south.

On a note: the enemy has a clear order - to wait for the attack of the enemy. You can build your base right in front of them, and the hardened veterans won't even move, but if one arrow flies in their direction, they will fight to the last.

Let some volunteer explore the passage to the southwest, so that another wave of enemies does not take us by surprise. When you accumulate enough strength and build towers, make your way to the village. The settlement is not too big: the only business is to talk with the headman of Terio. A reward awaits us: broken things - they can be repaired in the future, and the headman will also offer to either open their vaults (you can get araya there), or give a piece of honey. Honey will allow you to make friends with the strong bear Gur in the far west of the map: after a treat, the beast will patrol the path from the enemy to our base. However, I don’t see much point in this, since the main problem is to strengthen the enemy, it’s better to get access to the deposit.

Our interlocutor has only one problem: lack of water. One warrior went to investigate the situation, but never returned. The well is easy to find in the northeast of the first base. There is also a crazy messenger standing there, talk to him for a bit and kill him when you get bored. Be careful: he is strong enough, you cannot cope with him alone. Take a stick from the corpse and pick it in the well - the task will be completed. By the way, after receiving the task, a hungry dragon will appear at the temple of heroes. If you do not eliminate it in time, you can lose rune warriors.

The next step is to free the gnome in the southwest of the map. As a thank you, the gnome will open a short path to the enemy base (in response to a question about the terrain features) - otherwise, with each assault, you will have to lose half an army from fire catapults. There is a second, less effective reward option - the dwarf will convince the headman to open an iron deposit. Now just gradually destroy the enemy barracks. As soon as you complete the process, the path to the south, to the capital, will open.

Emparia

headshot! Immediately to death.

Behind the desert, enemy warriors and interlocutor lizards - in front of us is the capital of the world Emparia. A typical human settlement: a third of the city is the emperor's palace, a third is a market with dozens of merchants, a third is a variety of slums. By the way, the emperor is doing dark deeds with our enemy - Faceless, so the royal guards are hunting for us and we better not meddle in the palace. However, the guards in the city center treat visitors much more flexibly.

It is not so easy to enter the city - only the elite are allowed inside. We'll have to run around the thieves' quarter in front of the gate. We will talk with the main thief Elia and we will undertake to find the thief Flink McWinter. Along the way, we brush off a little thief who is trying to sell us a variety of garbage at astronomical prices. The only worthwhile item is the Zerbit Tear gem, which is useful when repairing weapons. We go to Flick and try to convince him to return the money to Elia. In response, the thief will set two or three gangs of bandits on us three times, but in the end he will agree with a peaceful point of view. By the way, you will have to add 10 gold coins from your own wallet. Elia will give us lock picks and supply valuable advice distract the guards.

The easiest way to enter the market is from the city center. Talk to Jilla, the guard's wife Endo, and run with her letter to the gate in the north. The guard will say that he is afraid to return home: he lost his wedding bracelet. Let's go down into the pit to the animals and get the decoration - the path is clear. In the market (except for merchants, of course) you can talk to Niama. Does anyone know what is the feminine gender of the word "blacksmith" - is it really "blacksmith"? The translators agreed on the term "craftswoman". However, it doesn't matter: Niama is able to repair broken weapons from the village in Onyx Bay. To do this, you need to collect "Tears of the Zerbites" - the more, the better the weapon will be (maximum 3). Even in the market, you can resolve the dispute between two merchants: it is enough to blame everything on some bandit Borgo from the central region and either pay him money or kill him.

Talk to the gladiator Uzakan: after a bottle of cognac, he will agree to train us. The entrance to the circus is in the east, without unnecessary tricks we will kill two guards and go to the arena. After training, you can open the second way to the arena (additional experience does not interfere): we will talk with the guard Yarod in the north and sign up for battles. The main disadvantage of the approach is that the kithar opponents are too strong for a novice hero. There is a bank in the north of the region: it's too early to rob it - all the guards will come running. It's easier to collect 4 bank seals and get there quietly. Moreover, the guards still can not be interrupted.

Cognac and wine can be bought from a merchant in the central part of the city. Other residents of the central quarter - Commander Ishtar and Hairdresser Shazam - can get a couple more tasks. We will accept the task of finding some valuables from Tuomi. Ishtar will ask you to buy more of the local drug - the sand of oblivion, in order to rid him of the streets and find the villain Borgo. I did not see any effect from the transfer of the drug, except for the loss of my own money, but the villain should be looked for in the south of the city. There are two options here: kill the thief and get some experience from Ishtar, or let him go in exchange for the secret of the bank. The second way is less honest, but much more promising.

Darkspawn love to fight in the dark.

To the northwest of the center is a church quarter. Getting there is easy: just ask Flink to distract the guard. Inside, we find the priest Lirio Forella, make sure that he has problems, go to the hero in the center of the quarter, then return to the thieves' quarter. We will buy a drug from the pharmacists, give it to the hero along with the wine, and take the resulting mixture to the priest. In addition to the experience, we will get the opportunity to go to the market and through the church gates.

Have you forgotten that our main task is to talk to the dryad and find Darius? Two gates from the market lead to the palace. The guards at the left gate are thirsty: you can put a bottle of wine on them. It is more interesting to overhear the conversation of two guards on the right gate: they boast of victories on the love front. We will find the cuckold Boron in the central city and snitch on his guards.

The portal to the dryad is located in the west. Let's bypass the level 45 guard and find the right garden. You should not talk to the guards at the entrance: just make your way through the entrance in the south, take the key from the chest and head to the portal.

The dryad's grove is poisoned: the vile emperor blackmails the girl. The principle of solving problems is simple: kill everyone except the dryad. First, we will talk with the dryad, after which we gradually move through the grove until we find a spider ghost. Then we pursue him and, finally, we kill him. The antidote from the spider’s corpse will cure the well, then we’ll have a serious talk with the dryad (during my conversation, the night turned into a sunny day) and we will get the task of reviving four lands: in Onyx Bay, in the Red Desert, in Cathay and the Twilight Mountains. And immediately you will not be able to call her for a second conversation, only after you stumble upon one of the places defiled by demons. In these places there will be cut down trees, and the demons will be reborn, no matter how much you destroy them. Then it will be necessary to return and talk again. The dryad will instruct to plant sacred seeds in cursed places (and we will immediately get 4 pieces).

She can also issue another task to free the ifrit locked in the zoo in Emparia. Again, you will have to talk to the dryad again, and she will say that you need to talk to the owner of the zoo about ifrit. He will agree to let the ifrit go, but in exchange for a certain car that you don’t have yet.

Let's return to Elia and head to the land of the Cathays. Don't forget to talk to Shazam along the way! However, we can tell Elia that we have unfinished business and talk to Urias. For this, we will be rewarded with an additional task to relocate the detachment. We move through the portal stone to the camp of the Knights of Dawn and give the order to move to the head of the detachment. The people are madly happy, but that's not all. If you talk a little more with the commander, he will tell you about a ghost that tediously howls near the camp. Here is another task - a passage opens to the altar of heroes, next to which the ghost is located. As it turned out, the ghost of the dwarf Gurrim worries about his brother, who was deceived by the dragons and locked in a rune. As it becomes clear - it is necessary to kill the dragons. Fortunately, the dwarf will tell you the best way to beat specific dragons (some with a blade, some with a bow, etc.). The first two will be easy. The next one breeds fire elementals, and by killing the elementals, you remove the life from the dragon as well. Therefore, we do not pay attention to the dragon, destroying only elementals. The last one, the dragon with ice elementals, is very strong, and you should not poke your head at him before level 40. Although the tactics are similar to the previous patient. After that, it remains only to help the dwarf in the last battle, killing his opponents faster than they kill him. His gratitude will know no bounds.

red desert

We got here to save the prophetess. Of course, only she knows how to get into the Shadowlands. In the meantime, you need to get through the canyon, at the end of which there is a door. Only the merchant Barrio can open the door, and he is too shy to go. And just something to do - before the local tribes fought among themselves and they had no time for any merchants there. Now they have reconciled. The desire to fight remains, so they are always ready to beat someone else. Therefore, the merchant will offer us a way out of the situation - to gather together the leaders of the gangs, in the sense of the leaders of the tribes, and release a small avalanche on them. The tribes will immediately take care of each other and completely lose interest in all sorts of travelers. The merchant's assistant organizes a meeting, and we must stand a little north of the lever, otherwise the separate irresponsible personalities of the detachment will become like the local natives and rush to beat them manually. But when the second leader comes - pull.

While the natives sort things out, take over the village of orcs and rebuild the city there. Then destroy the surviving winners. It is very important to cover the iron mining with towers, otherwise the savages can easily get close to it. And orcs without iron are not fighters.

That's the kind of princess she is...

Return to Barrio, and he will open the passage, but he will warn you that numerous and very unhappy zombies are roaming on the other side of it. But on the other hand, fire works well against them, in which (here's a happy coincidence!) Orcs specialize. Just remember to build more troops before contacting the merchant. On the way along the canyon, leave part of the army near the rise up (zombies descend from there), and with another part run forward and destroy all the zombies on the way of the caravan. It will be possible to return to the turn later. And now we are faced with a choice - to go to the passage of the Raven or to the city of Souls ...

In the market of Emparia, one could find a merchant who would like to get materials to sew some fantastic fabrics. Only things are a little exotic: frog skins (can be found with a dryad), purple dust and shadow silk. The second thing can be found with the natives, and the silk - with the zombies. Both that, and another comes across at observers on the parties. In gratitude, the merchant will give out a nice set of clothes.

At the same time, you can try to join the guild of assassins (earlier you are unlikely to be allowed to do this because of the low level). There they will give the task to finish off the unfortunate killer Seth, who is standing in the center of the market. This genius will complain about his health, and you will have a choice - kill him or complete his task for him. And his task is to eliminate General Irmir (who does not wish us health at all). In this case, he will give us the key to the soldiers' barracks, which are located near the arena. It is almost deserted there and you can not touch anyone except Irmir; however, with this option, the path to the guild is ordered to us. We will be rewarded with a sapphire rose, which can only be owned by the guild master. However, by destroying Set, you will get even less. The guild master will tell you that you are too visible for the killer and will give you a crappy dagger as a reward.

City of Souls

In the battle in the arena, the titans are a tangible help.

The first arrival in the City of Souls will most likely be very, very short-lived - the opponents here are extremely powerful and you will be too tough. Although some things can be done for the first time. First you need to kill all the skeletons. While we do not pay attention to three dark towers - they kill our hero instantly. But it is worth doing jellyfish. There are 4 of them, and they are brazenly treated. But there is a way out of this situation - a pedestal on which the gargoyle sits. She looks at 4 pedestals (of course, only one of them at a time). The jellyfish associated with this plinth does not regenerate. If you manage to kill one of the jellyfish, then you can go and break (with the sword that falls out of it) the altar of another jellyfish. We calculate the unfortunate - we kill her. And so we continue until the complete extermination of jellyfish.

By this time, only locked doors and three towers will remain in front of you. But now you should have collected all the pieces needed to create the golem. Be sure to make the onyx golem - it is invulnerable to the magic of the towers. The golem will easily take them all down and you will be able to pass. And then on the way there will be a girl who is tormented by a certain dream eater. She will offer to kill her in order to deprive him of his strength, but you will be able to cope with him! Another local mystery is gnomelings. No matter how much you kill them, they still resurrect. And the bottom line is that you need to kill that gnomeling with a mace. After that, you will have to kill a few more skeletons, but the gnomes are now vulnerable.

And there remains a locked door, a portal with demons and mummies of the 41st level. It's too early to mess with them. Don't forget to just pick up a mechanical animal near the portal with demons.

Crow Pass

Already at the very beginning, we stumble upon a fortress that completely blocks the path. Elia will immediately leave us, promising to return later. And in general, go to the rear of the enemy. Therefore, first we go to the east, where we will find a drunken giant. His hangover is so great that he can only watch the goblins operating in his warehouse. Let's help! At the same time, you can gut one chest - all the same, everyone will be blamed on goblins. As a reward, we will be offered 750 food, or close 3 of the 5 caves, or the giant will join us. It is most profitable to block the next 3 caves. Then the remaining 2 will actually be covered by one detachment. After we create an army and defend it from all sorts of "aliens". When the army is ready, we build siege towers. The technique of using them is unusual - we bring these towers closer to the enemy black towers and leave them. They will shoot on their own. If you specifically specify a goal for them, they will climb to fight hand-to-hand. After the destruction of the towers, the doors of the first fortress will open and a crowd of undead will pour out of these doors. Destroy it and immediately destroy the producing buildings. In the fortress itself, in one of the chests, there will be a key that opens the dungeon with the dwarf Jarl. He will help us make a breach in the walls of the second fortress, from where a crowd of undead will immediately pour in. We repeat the cleaning procedure.

In the second fortress, we will find an almost completely rebuilt base of the dark elves. And then it will be proposed to repel the counterattack of the enemy. Quickly pull up the trolls and complete the base, after which it remains to repel the enemy attack.

Near the third fortress there is a portal, near which lies a dying dark elf. He will ask you to take the holy symbol to Craig so that he leads the dark elves, otherwise they will kill each other. Immediately, several dark elves will crawl out of the portal and kill the envoy. We will go through the portal and get into the "inner fortress" of the third fortress (!), where we will be offered to play the Pacman game. That is, we need to turn on 6 levers in the maze, while all sorts of evil creatures will chase after us. At least 4 levers are enough (due to the design of the doors), with 5 they will count the opening of the doors, and with 6 - the whole riddle. We return back to the portal and go to capture the fortress. There are few people there, but you can replenish your troops with trolls and dark elves.

The gates of the fourth fortress are already open, but the entrance is controlled by black towers. So we pull up siege equipment and start destroying the towers. There are few skeletons, and they all live near the towers. But inside there are a couple of level 50 lizards, which must be carefully destroyed in turn. Immediately after their destruction, two enemy crowds will go through the passage you entered and through the one you have to exit. But the passages are narrow, and if you block them with your soldiers, then the enemy will not attack with the whole crowd, but only with those who manage to enter into a direct collision. So we build more towers (both elves and trolls), a lot of throwers and repel attacks in this way. And that's where Elia comes in.

You can immediately go further, or you can go a little further west. Some strange warrior with guards will stand there, who, after his death, will give us a rune with a warrior. You can immediately go to the Sparkling Stones. Although we can go to Cathay.

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sparkling stones

Near the entrance we will meet an orc who will tell us that the terrible giant Utrur cursed these lands three times already. And now there will be no happiness here until these curses are lifted. For example, the first of them - 5 human girls were given to the giant as a wife, who gladly accepted gifts, which did not prevent them from despising the giant with all possible force. The indignant husband bewitched his wives, turning them into toads, after which he put guards on them. It is extremely simple to disenchant them - you need to kill three (for the last girl - four) guards, then the curse will be lifted. It's easy, you just need to follow the route, destroying all the oncoming skeletons along the way and sometimes slaughtering the guards of the princesses to death. However, the vile laughter emitted by the princesses upon release makes one think that the giant was not so wrong ...

The next task that will fall on our head is to free the country from the werewolf camps. There are seven of them in total, and the monument of heroes is located just at the very last one (which, for some reason, will be the sixth in the game). Already around the first one, you can find a base for creating elves, but you shouldn’t mess with them - if you have elves, then there will only be more werewolves, and you will spend much more time. It is quite possible to cope with enemies and alone. And near the last werewolf base there will be a monument of heroes. Very timely, because after the destruction of all the werewolves, the brother of the giant Surt will appear and will figure out who is causing disgrace here. True, he will come alone, which will allow you to easily deal with him without helpers. But then they will be needed, because after talking with the goblin guide we have to rid the country of the third curse. Who would have thought that these were mainline missions?

The third curse is that the giant populated the country with goblin thieves. And these guys are constantly stealing something. You do not look at the fact that they are so small - they are even very much ready to fight. Therefore, one cannot do without the help of rune heroes. But you shouldn't be foolishly chasing after every goblin. This area is inhabited by monsters, on the bases of which the goblins continue to brazenly breed. Therefore, first exterminate all the monster camps, and the goblins will not go anywhere from you. Near one of the monster camps there will be a chest with an Araya crystal. Be sure to find it - it will come in handy later. After the extermination of all the goblins, our kind orc assistant will suddenly turn into a dragon. But he will not exterminate us, but instead will announce that the hero has received the right to a bonus game in the local coliseum, where the portal has already been opened. Surprise!

But it's too early to leave this map - not everything has been done here yet. Not far from the portal to the colosseum is a modest temple with the undead. If you break through the timid barriers, then you will find a shattered mosaic. You already have one of its pieces - taken from one of the fallen skeletons. After installing a piece of the mosaic in place in the main hall, the skeletons will suddenly come to life, and in greater numbers than before. In total, 4 pieces of the mosaic have to be inserted, and after each next skeletons there will be more and more, and they themselves will become more and more powerful. After the last piece, I would recommend quickly running away from the mosaic and then luring the skeletons one by one or in small groups. Those who are at the mosaic itself - strictly one at a time. Otherwise, level 41 mummies cannot be dealt with. But the main "boss" after his death will leave quite a lot of pleasant things.

Finally, there were still lava monsters on top of the mountain. Their level is low, so there will be no difficulties with them. It is only necessary to find a hiding place with a bank seal on the top of the mountain. She might still be of use to us.

Coliseum

Why go to the coliseum if it's a side quest and has nothing to do with the main storyline? First, for experience levels. In the short time that the hero spends in the colosseum, he will gain 3 levels of experience. Secondly, behind the runes. If you win all the fights, you will receive 4 runes, and some of them will come in handy. Thirdly, for new things. Even if what you get as a reward for the fights does not satisfy you, the local market is full of merchants who will gladly sell anything you want. There would be money.

So, immediately after you get here, Zerbo will meet you. He will explain that to win you need to win 10 fights in a row. The one who escaped will be declared a coward and lose. Agree to a fight, then run around the arena and approach the mercenary seller. He supplies titans for battle so modestly. Pay the money and these mighty warriors will accompany you into battle, thereby increasing your chances of winning. Without them, there are real chances to win in 3, maximum 4 fights. Fans of savings can immediately take the Cyclops for 5000 gold and get by with one. Cautious better to add someone else to it. Although it is known for sure that only the Cyclops can withstand all 10 fights alone.

Every orphan strives to offend!

Winning in the arena is not very difficult. The main principle here is to separate opponents. They themselves do not like to walk in a crowd. And if you additionally separate them to the sides, then one by one it will be much easier to deal with them. Therefore, usually after the start of the round, you should immediately run out of the starting tunnel and run to the side. Otherwise, very often several enemies (pairs of enemies) converge on him, and then you have to deal with a whole crowd. Another tip - enter the arena only after you see that the enemy is already in it. Otherwise, it may end up with an error, after which you will not be able to start the battle.

In the first round, you will face 5 level 35 gladiators. Round 2 - 8 level 38 monsters that like to walk in pairs. In the third round, you will face 4 level 45 dragons, who will stand alone. Cannibals and trolls of the 4th round will be level 42, they stand alone, but they see each other very well, so you need to be more careful when luring them out. Round 5 - 6 incomprehensible spirits that look like skulls. Even their 45th level does not help to understand what these spirits wanted. Round 6 - 4 pairs of dark elves of level 44. One elf in a pair is a priest, the second is a warrior. And the priest usually arranges all sorts of nasty things, for which he must be killed first. The seventh round will be an encounter with 4 level 48 golems. It's pretty easy, just don't run into two starting golems at once. In round 8, you will face 4 pairs of level 46 skeletons. This is somewhat more difficult than golems, and I do not recommend fighting with more than one pair of skeletons. Round 9 - meeting with 3 blades of the 25th level and 3 blades of the 48th level. Although they stand alone, they are very strong (especially level 48). At least the fact that they hit very hard. Although it cannot but rejoice that their protection is not so strong. In round 10 you will face 4 level 50 demons. These are at least worth it. The complete opposite of the blades - they hit weaker, but you can’t break through them either. After this round, you will receive the last well-deserved prizes - you are the absolute champion of the coliseum.

It should be noted that battles and trade are not the only local entertainment. There are also goblin races here. It is enough to bet 500 coins on one of the 4 goblins - and you will get a chance to earn 5000 gold. Only your goblin for some reason always comes second...

katai

Well, here we are in Cathay. And here, by the way, the dominance of skeletons, so the first task will be to destroy the three camps of this evil. The camps are scattered across the desert (and there are just enough skeletons, homeless people). However, the reward for all this will be the opportunity to build a city of people in order to fight the undead with a large army.

It is useless to break through the upper and middle gates - your siege mages cannot shoot at high ground. But near the lower gate you will meet Cathays fighting with skeletons. Their forces are not enough to destroy the places of rebirth of the undead, but yours is very enough. But what follows is a long and tedious liberation of the city from bony invaders.

However, the locals do not trust you too much and offer to get out of their lands. Here is the reward for liberation! But in the end, you will be offered a test. You just need to find ritual objects, ruts, in order to pass this test. You must think that you have seen these items on the altars in the city, just before no one allowed you to take them. Take two to go to the test with an assistant. On the test, first destroy the opponent's assistant, then everything will end easily and simply.

However, testing isn't everything. Suddenly, the emperor comes with the troops and also suggests that we get out somewhere far away. When they try to resist, they kill Uriya and roll our human base over logs. And what can be done against a large army with a titan?

Everything seems to be really bad, but then the prophetess Ur will open the passage to the sacred territory for us. And on this very territory there is a well-built city of gnomes. Settle down there and put the dwarf army in the barriers. The most powerful barrier should be placed near the central gate - it is through them that the main enemy armies will go. And now we have a task - to destroy three enemy commanders. Start with the two armies that don't have titanium. And then deal with the latter. And finally, the emperor. Here, it turns out, they promised him incredible power. And he, the fool, believed. And now, like a real schizophrenic, he threatens to grind us to powder with one movement of his eyebrow. Only now something with the eyebrows did not work out, and Eliya slaughtered him, like a completely ordinary person. So the daughter killed her father. How, did you miss the part where she confessed that she was the emperor's daughter? Here are some family fights...

Clockwork Crypt

In order to continue your journey to the Faceless, you need to understand the puzzles of this place.

The first puzzle will even show us how to solve it. You just need to remember and put the levers in action in a similar way. There will be 3 more similar puzzles that are quite easy to solve.

The next puzzle is 9 crates with guards roaming around. If caught in their eyes, they are instantly killed. But it is enough to be behind them or run along the path through the box from them, and they will not notice you. It is not enough to open the box, you also need to climb into it and take the contents, that is, we deal with the box in 2 steps. If we count the upper left drawer as 1, and then, counting them from left to right and from top to bottom, take the lower right drawer as 9, then the sequence of opening the boxes will be: 5, 1, 8, 2, 4, 3, 6, 7, 9 .

For the next puzzle, you need to go into the room with the titans locked in cages. If you touch the central monument, the sequence in which the torches light up will be shown. This sequence must be remembered and the torches should be lit in the same sequence (they immediately go out, so it is necessary). If you typed the combination correctly, then three titans will be released and will help you in the future.

The next room is the spider room. It is useless to kill all the spiders, they still respawn. Find the most powerful spider (level 45) and destroy it. This will give you not only a clue, but also that the spiders will no longer breed.

The next task is to listen to the stone heads. You just need to carry your tongue with you, it is one for all heads. And keep in mind that, after listening to the next head, you release a few more demons that attack you.

Another puzzle is two chests surrounded by torches. If you pull the correct levers, then all the torches around the chest will light up and the chest will open. If, again, we count the left lever in the top row as 1, and the right one in the bottom row as 8, then for the left chest you need to pull levers 1, 7, 5 and 2. The right chest needs 5, 3, 8 and 2 levers.

Two more chests are opened by lighting torches. For one chest, you need to light all the torches, for another, on the contrary, you need to extinguish everything. The problem is that when you touch one of the torches, 2 more torches light up (or go out). It is impossible to give an exact recipe here, but counting the top torch 1, and counting further clockwise (middle torch - No. 7), you can tell about what corresponds to what. 1 - 4 and 5. 2 - 3 and 6. 3 - 2 and 5. 4 - 2 and 6. 5 - 4 and 7. 6 - 1 and 7. 7 - 1 and 3.

So that's what you are - a shadow rune warrior!

In the north there will be a puzzle similar to the first, only it will have 2 sets of levers, one of which will be pulled by the ghost of a zerbit, and you will have to control the second. However, it is also quite easy to deal with. As a result, you will gain access to the chest, which requires you to spend 1 air coin to open. But in the chest there will be as many as three.

The next room will be in the southwest of this maze. It will have a "chess" floor. Your task is not to step on tiles with skeletons or blood spilled on them. Otherwise, the skeletons will immediately rise and wish to fight with you. In the end, you will meet with Xalabar again. In a conversation with him, promise to find a staff, then he will give the key to the exit. But immediately speak again and kill him. To the south of this room there will be a portal to the exit from this labyrinth.

But we are not finished here yet. Go to eastern part maps and start exploring the real labyrinth. Here again it is difficult to suggest the exact scheme of action. The task is as follows - jumping through the portals, you need to open passages to all places of the labyrinth. Then you will have access to 5 obelisks, near each of which you need to place 1 of your rune heroes. Then the puzzle will work and you will get access to the warehouse, where you will collect more coins.

The warehouse consists of paired chests (there is only 1 unpaired chest between the top pairs). Let's name them according to the same technology as before, and open them in the sequence 8, 3, 12, 7, 4, 11, 5, 10, 1, 6, 9. The single, 13th chest will be the last. If you open everything in a row, then some chests may disappear.

Magic! Everywhere is magic! And then mountains of corpses will remain ...

Now you need to go to the portal of heroes and call the rune lich hero. Then the ghosts of the Zerbits will appear nearby. We give them this rune and get a few more coins in return. It's time to go collect the prizes.

Now we can get into the treasure room. Unfortunately, there are 2 evil level 48 demons roaming there. You can defeat them, but it will take a very long time. Much faster to run away from them. There are 7 chests in the hall (which we will name according to the usual scheme). However, it is too early to open them. First you need to get from there through the portals to 2 other halls with chests. Each hall has buttons and chests. There are numbers on the chests. For black chests, you need to press the buttons, and the numbers on them will add up (you need to get the number on the chest), for red chests - multiply. Having typed the necessary numbers, we will open the seventh chest in the common room (from it it will be possible to pick up a shield for Tuomi). The rest of the chests will be opened for coins. 1 (3 coins of fire) - hadeko doll, 2 (1 coin of fire, earth, water) - rune of a warrior of level 38, 3 (3 coins of earth) - mask, 4 (1 coin of fire, air and earth) - helmet for Toumi, 5 (1 coin each of fire, water and earth) - nothing of value, 6 (3 coins of water) - armor for Tuomi, 7 the chest opens with a code.

Now you can go to Tuomi in Emparia and give her the collected things. She will immediately put them on and climb into the labyrinth, where she will meet with the Zerbits. You can join her and try to win a game of a strange game. But the maximum that is possible in it is to play a draw. Then the armor and prizes will not go to anyone. You will only get a lousy ring. You can just lose. Then you won't get anything at all.

Fortress of the Dark Winds

There are armies of the Faceless lurking around here, and there is very little time left before the victory over him. But for the time being, these armies must be defeated, and they are very large. To begin with, we go to the west, there is a monument of heroes, so you can increase your power with a few assistants. A little further there is a locked passage, the key to which is in one of the skeletons. If you open this passage, then not only Elia and a friend will come to your aid, but also 20 Cathay warriors. However, the warriors should be preserved for the time being, there is still work for them. Now we return back and go south, cutting out the local monkeys along the way. Soon you will be able to climb the mountain, where the last corrupted tree will be. Now you can go to the dryad.

Having cleared the territory of small gangs, you can take on the real armies of the Faceless. It is better to start with the northern army. The ones in the center are still too strong for you. Having cleared everything to a narrow passage in which it is convenient to organize defense, build a base for the dwarves (their settlement is just there). You can go a little further and free the elves' settlement. It is good because the enemy never comes there, and bad because it is impossible to build there because of the thickets of the forest. Nothing, you can build for the gnomes. But the elves will provide defensive structures. With the central army, everything is somewhat worse - not only are there many of them, but after a while the Faceless troops will begin to arrive in order to defeat your bases. Therefore, it is better to rebuild the defense in advance. After several assaults, the enemy will run out of steam and will no longer attack. It's time to destroy their bases.

However, it will not be possible to break through directly - there are too many troops in the passage leading to the bases. Then we go around, again exterminating the unfortunate monkeys. But at the end we will come to a wonderful clearing, where there are settlements of elves and dwarves. So you can create an army there and from there hit the rear of enemy bases. And there it remains only to finish off those who sat down in the aisle and get a new task.

It is worth approaching the door near the bridge with an already prepared army. And the more of it, the better. This is where your Cathays, who have been idle for so long, will come in handy. Near the passage we are immediately in trouble - they came for Elia. She, you see, is the emperor's daughter, and now she must become an empress. She is not at all eager to become an empress, but it must be so. I'll have to manage without her.

And behind the bridge there are caves, from which reinforcements constantly run out to the blades. The way out is simple - during the attack on each cave, drive several of your soldiers inside it (3-4 is enough). Sometimes they will run there themselves if they are nearby. This blocks the cave and there will be no more reinforcements. So block all 4 caves and take on the central island with lizards. You can not expect strong resistance from them, but there will be two prisoners useful to us at once. One of them, Craig, will not want to return to rule. But he wants us to take the dagger entrusted to us to the dark elf embassy in Emparia. However, in no case do not give the dagger, just show it. The second is a mysterious shadow rune warrior whose soul is captured by an equally mysterious sword. He knows that he will die anyway, but he agrees to help us.

Re-assemble the army (as much as possible) and go to the last gate. There you will be met by a very strong army of blades, but you must manage. And this will open the way for you further, to the Bone Temple.

City of Souls

Yes, it's time to end here. But before that, you should visit the dryad and tell him that you have found all 4 defiled places. She will immediately remember that there was also a fifth - just in the City of Souls. And he will give us a key to the door, another seed and a bowl. In the city, we open the hitherto impregnable door and, having destroyed the guards, we fill the bowl. We reach the next door and water the plant from the bowl, which prevents us from passing. That's all, one more place is restored in rights, there is no more desecration.

You can also fight the demons out of curiosity. But they only increase their crowd in size, like the bad memory of a mythical hydra. With local mummies, it’s a little better - at least they don’t recover. Now you can finish things in Emparia.

Emparia

They won't sew him new legs - this monster is dead.

Let's visit Elia first. Nothing particularly useful, but we'll say goodbye, and we'll close the task.

Next on the list will be the owner of the circus. Let's exchange the ifrit for a mechanical beast, after which the ifrit will go to the dryad quite independently. We follow him and learn from the dryad that ifrit is not averse to joining us. All you have to do is feed him. If you feed him three crystals of Araya in a row, then ifrit will become good. If the three hearts of the enemy - on the contrary, evil. You just need to have a few mortars with you, otherwise ifrit himself cannot chew food. I can’t say anything for the evil, but the good one is engaged in our treatment as long as there is mana. Unfortunately, there is an error in the game and ifrit does not restore magical energy. She appears with him only when you move from map to map. And one more useful property - ifrit, on its own initiative, does not rush into battle, like most of your stupid fellow travelers like Uriah.

Next on the list is Uzakan. You should be level 48 by now. So finish your gladiator training. Naturally, his complete and unconditional defeat.

Now it's worth going to the dark elf embassy. Wow, what intrigues they have here! We do not want to give the dagger away - they want to kill immediately. They didn't attack him! And you don’t even have to follow Craig, he quietly looked at everything and now he agrees to return to his homeland and become the ruler.

Finally, Borgo, a local drug dealer and buyer of stolen goods, lives in poor neighborhoods. It is enough to kill 2 bandits guarding him, and he will immediately offer you the secret of robbing a local bank. It turns out that you need to collect 4 bank seals - and you can open the bank. But you can just kill the bastard and finish the task with this ...

Gorge

The beginning is inspiring - you need to turn off 6 portals, from which all evil spirits come down. Closing the portals is prevented by some spirits of blacksmiths who strive to turn them back on. And here's what you need to do. Near the starting point there is a monument of heroes, so you will have helpers. In addition, there are settlements of orcs and trolls nearby. And it is necessary to build some kind of camp - the portals are covered with dark towers, which are best destroyed by regular building destroyers. Further, the technology is fully developed: we demolish the tower, close the portal and wait. After a while, a blacksmith (or maybe two at once) will appear, wanting to turn the portal back on. Then we will knock him on the crazy head. Just hit the spirit of the blacksmith, and not the monsters that he summons. Without it, monsters will die. We do this with all six portals.

In general, there is nothing more to do on this map. You've probably already cut out the monkeys staggering around the map. It remains only to destroy the guards of the bridge (we will exit the map along it) - and the job is done.

bone temple

There are already 4 settlements near the portal - humans, elves, orcs and dark elves. Here it is important to make a choice who will help you - either orcs with dark elves, or people with elves. It is not worth interfering with them, since the dark ones with the light ones will definitely fight. And you will not have a war with the Faceless, but the pacification of your own army.

There are also 4 chests nearby. One opens quite simply and naturally. In order to open the rest, you need to pay 5 skull coins. But the reward will be the runes of level 43 fighters - a warrior, a magician and an archer. It's about time!

To the northwest of your camp is a hermit who will carefully intimidate you about the fact that they will kill, maim and so on. However, you can persuade him to help you. In battle, he will be of no use, but he can heal your character from diseases, and there is someone here to poison and infect.

Then you have to go for a long time, freeing the area from enemy troops. This will continue until the place where you can find 4 more settlements (and the troops do not have to be driven far!). Nearby you can find a pen with monkeys guarded by blades. If you free them, then the little monkey will agree to open the gates of the fortress for you. But it’s better not to talk to her at first, but to clear the space in front of the fortress from enemy troops and buildings, build your own fortified area in front of the gate, and only then communicate with the monkey. Otherwise, when the gates open, it will turn out that the fortress is overflowing with enemy troops, and this whole crowd will pour out to fight with you. And with the defensive structures we will somehow cope with this crowd. It remains only to destroy those who still remained in the fortress, and go through the portal.

Behind the portal there will be a monument of heroes and many blades. We carefully cut out the blades so that they do not interfere in the final battle, after which we approach the Circle of Mages. They just call Belial, whom we have to kill. That's all! Of course, Faceless will try to threaten, assuring that since the Circle gave birth to rune heroes, he will kill them now. But then a phoenix egg is born and some rune warrior we saved breaks it. This is how evil was once again defeated ...

You are on the page of the game SpellForce: The Shadow of the Phoenix, created in the genre of RPG/Strategy/Add-on, where you can find a lot of useful information. The game was released by Phenomic Game Development. The SpellForce: The Shadow of the Phoenix walkthrough we found will help you quickly solve in-game problems and get tips on difficult moments. Also for the game SpellForce: The Shadow of the Phoenix codes and cheats are simply necessary for everyone who likes to receive free bonuses.

The SpellForce: The Shadow of the Phoenix game was localized in Russia by GFI / Russobit-M, but this does not negate the need for a crack, because sometimes errors appear during the game, and the original version is always better than the remade one. Yes and passing on mother tongue nicer. You will play alone, going through each stage without anyone's help.

Reviews and feedback from readers will help you understand if the game is worth your time. Given that the game was released on 2005-02-18, we can say that it belongs to the category of classics.

In addition to general information, you may need a variety of files. Use add-ons when you are tired of the main plot - they will significantly expand the standard features. Mods and patches will help diversify and fix game process. You can download them in our file storage.

sparkling stones

Near the entrance we will meet an orc who will tell us that the terrible giant Utrur cursed these lands three times already. And now there will be no happiness here until these curses are lifted. For example, the first of them - 5 human girls were given as wives to the giant, who gladly accepted gifts, which did not prevent them from despising the giant with all possible force. The indignant husband bewitched his wives, turning them into toads, after which he put guards on them. It is extremely simple to disenchant them - you need to kill three (for the last girl - four) guards, then the curse will be lifted. It's easy, you just need to follow the route, destroying all the oncoming skeletons along the way and sometimes slaughtering the guards of the princesses to death. However, the vile laughter emitted by the princesses upon release makes one think that the giant was not so wrong ...

The next task that will fall on our heads is to free the country from the werewolf camps. There are seven of them in total, and the monument of heroes is located just at the very last one (which, for some reason, will be the sixth in the game). Already around the first one, you can find a base for creating elves, but you shouldn’t mess with them - if you have elves, then there will only be more werewolves, and you will spend much more time. It is quite possible to cope with enemies and alone. And near the last werewolf base there will be a monument of heroes. Very timely, because after the destruction of all the werewolves, the brother of the giant Surt will appear and will figure out who is causing disgrace here. True, he will come alone, which will allow you to easily deal with him without helpers. But then they will be needed, because after talking with the goblin guide we have to rid the country of the third curse. Who would have thought that these were mainline missions?

The third curse is that the giant populated the country with goblin thieves. And these guys are constantly stealing something. You do not look at the fact that they are so small - they are even very much ready to fight. Therefore, one cannot do without the help of rune heroes. But you shouldn't be foolishly chasing after every goblin. This area is inhabited by monsters, on the bases of which the goblins continue to brazenly breed. Therefore, first exterminate all the monster camps, and the goblins will not go anywhere from you. Near one of the monster camps there will be a chest with an Araya crystal. Be sure to find it - it will come in handy later. After the extermination of all the goblins, our kind orc assistant will suddenly turn into a dragon. But he will not exterminate us, but instead will announce that the hero has received the right to a bonus game in the local coliseum, where the portal has already been opened. Surprise!

But it's still too early to leave this map - not everything has been done here yet. Not far from the portal to the colosseum is a modest temple with the undead. If you break through the timid barriers, then you will find a shattered mosaic. You already have one of its pieces - taken from one of the fallen skeletons. After installing a piece of the mosaic in place in the main hall, the skeletons will suddenly come to life, and in greater numbers than before. In total, 4 pieces of the mosaic have to be inserted, and after each next skeletons there will be more and more, and they themselves will become more and more powerful. After the last piece, I would recommend quickly running away from the mosaic and then luring the skeletons one by one or in small groups. Those who are at the mosaic itself - strictly one at a time. Otherwise, level 41 mummies cannot be dealt with. But the main "boss" after his death will leave quite a lot of nice things.

Finally, there were still lava monsters on top of the mountain. Their level is low, so there will be no difficulties with them. It is only necessary to find a hiding place with a bank seal on the top of the mountain. She might still be of use to us.

Coliseum

Why go to the coliseum if it's a side quest and has nothing to do with the main storyline? First, for experience levels. In the short time that the hero spends in the colosseum, he will gain 3 levels of experience. Secondly, behind the runes. If you win all the fights, you will receive 4 runes, and some of them will come in handy. Thirdly, for new things. Even if what you get as a reward for the fights does not satisfy you, the local market is full of merchants who will gladly sell anything you want. There would be money.

So, immediately after you get here, Zerbo will meet you. He will explain that to win you need to win 10 fights in a row. The one who escaped will be declared a coward and lose. Agree to a fight, then run around the arena and approach the mercenary seller. He supplies titans for battle so modestly. Pay money - and these mighty warriors will accompany you into battle, thereby increasing your chances of winning. Without them, there are real chances to win in 3, maximum 4 fights. Fans of savings can immediately take the Cyclops for 5000 gold and get by with one. Cautious better to add someone else to it. Although it is known for sure that only the Cyclops can withstand all 10 fights alone.

Winning in the arena is not very difficult. The main principle here is to separate opponents. They themselves do not like to walk in a crowd. And if you additionally separate them to the sides, then one by one it will be much easier to deal with them. Therefore, usually after the start of the round, you should immediately run out of the starting tunnel and run to the side. Otherwise, very often several enemies (pairs of enemies) converge on him, and then you have to deal with a whole crowd. Another tip - enter the arena only after you see that the enemy is already in it. Otherwise, it may end up with an error, after which you will not be able to start the battle.

In the first round, you will face 5 level 35 gladiators. Round 2 - 8 level 38 monsters that like to walk in pairs. In the third round, you will face 4 level 45 dragons, who will stand alone. Cannibals and trolls of the 4th round will be level 42, they stand alone, but they see each other very well, so you need to be more careful when luring them out. Round 5 - 6 incomprehensible spirits that look like skulls. Even their 45th level does not help to understand what these spirits wanted. Round 6 - 4 pairs of dark elves of level 44. One elf in a pair is a priest, the second is a warrior. And the priest usually arranges all sorts of nasty things, for which he must be killed first. The seventh round will be an encounter with 4 level 48 golems. It's pretty easy, just don't run into two starting golems at once. In round 8, you will face 4 pairs of level 46 skeletons. This is somewhat more difficult than golems, and I do not recommend fighting with more than one pair of skeletons. Round 9 - meeting with 3 blades of the 25th level and 3 blades of the 48th level. Although they stand alone, they are very strong (especially level 48). At least the fact that they hit very hard. Although it cannot but rejoice that their protection is not so strong. In round 10 you will face 4 level 50 demons. These are at least worth it. The complete opposite of the blades - they hit weaker, but you can’t break through them either. After this round, you will receive the last well-deserved prizes - you are the absolute champion of the coliseum.

It should be noted that battles and trade are not the only local entertainments. There are also goblin races here. It is enough to put 500 coins on one of the 4 goblins - and you will get a chance to earn 5000 gold. Only your goblin for some reason always comes second...

katai

Well, here we are in Cathay. And here, by the way, the dominance of skeletons, so the first task will be to destroy the three camps of this evil. The camps are scattered across the desert (and there are just enough skeletons, homeless people). However, the reward for all this will be the opportunity to build a city of people in order to fight the undead with a large army.

It is useless to break through the upper and middle gates - your siege mages cannot shoot at high ground. But near the lower gate you will meet Cathays fighting with skeletons. Their forces are not enough to destroy the places of rebirth of the undead, but yours is very much enough. But what follows is a long and tedious liberation of the city from bony invaders.

However, the locals do not trust you too much and offer to get out of their lands. Here is the reward for liberation! But in the end, you will be offered a test. You just need to find ritual objects, ruts, in order to pass this test. You must think that you have seen these items on the altars in the city, just before no one allowed you to take them. Take two to go to the test with an assistant. On the test, first destroy the opponent's assistant, then everything will end easily and simply.

However, testing isn't everything. Suddenly, the emperor comes with the troops and also suggests that we get out somewhere far away. When they try to resist, they kill Uriya and roll our human base over logs. And what can be done against a large army with a titan?

Everything seems to be really bad, but then the prophetess Ur will open the passage to the sacred territory for us. And on this very territory there is a well-built city of gnomes. Settle down there and put the dwarf army in the barriers. The most powerful barrier should be placed near the central gate - it is through them that the main enemy armies will go. And now we have a task - to destroy three enemy commanders. Start with the two armies that don't have titanium. And then deal with the latter. Well, and in conclusion - the emperor. Here, it turns out, they promised him incredible power. And he, the fool, believed. And now, like a real schizophrenic, he threatens to grind us to powder with one movement of his eyebrow. Only now something with the eyebrows did not work out, and Eliya slaughtered him, like a completely ordinary person. So the daughter killed her father. How, did you miss the part where she confessed that she was the emperor's daughter? Here are some family fights...

Clockwork Crypt

In order to continue your journey to the Faceless, you need to understand the puzzles of this place.

The first puzzle will even show us how to solve it. You just need to remember and put the levers in action in a similar way. There will be 3 more similar puzzles that are quite easy to solve.

The next puzzle is 9 boxes, around which the guards roam. If caught in their eyes, they are instantly killed. But it is enough to be behind them or run along the path through the box from them, and they will not notice you. It is not enough to open the box, you also need to climb into it and take the contents, that is, we deal with the box in 2 steps. If we count the upper left drawer as 1, and then, counting them from left to right and from top to bottom, take the lower right drawer as 9, then the sequence of opening the boxes will be: 5, 1, 8, 2, 4, 3, 6, 7, 9 .

For the next puzzle, you need to go into the room with the titans locked in cages. If you touch the central monument, the sequence in which the torches light up will be shown. This sequence must be remembered and the torches should be lit in the same sequence (they immediately go out, so it is necessary). If you typed the combination correctly, then three titans will be released and will help you in the future.

The next room is the spider room. It is useless to kill all the spiders, they still respawn. Find the most powerful spider (level 45) and destroy it. This will give you not only a clue, but also that the spiders will no longer breed.

The next task is to listen to the stone heads. You just need to carry your tongue with you, it is one for all heads. And keep in mind that, after listening to the next head, you release a few more demons that attack you.

Another puzzle is two chests surrounded by torches. If you pull the correct levers, then all the torches around the chest will light up and the chest will open. If, again, we count the left lever in the top row as 1, and the right one in the bottom row as 8, then for the left chest you need to pull levers 1, 7, 5 and 2. The right chest needs 5, 3, 8 and 2 levers.

Two more chests are opened by lighting torches. For one chest, you need to light all the torches, for another, on the contrary, you need to extinguish everything. The problem is that when you touch one of the torches, another 2 torches light up (or go out). It is impossible to give an exact recipe here, but counting the top torch 1, and further counting clockwise (middle torch - No. 7), you can tell about what corresponds to what. 1 - 4 and 5. 2 - 3 and 6. 3 - 2 and 5. 4 - 2 and 6. 5 - 4 and 7. 6 - 1 and 7. 7 - 1 and 3.

In the north there will be a puzzle similar to the first, only it will have 2 sets of levers, one of which will be pulled by the ghost of a zerbit, and you will have to control the second. However, it is also quite easy to deal with. As a result, you will gain access to the chest, which requires you to spend 1 air coin to open. But in the chest there will be as many as three.

The next room will be in the southwest of this maze. It will have a “chess” floor. Your task is not to step on tiles with skeletons or blood spilled on them. Otherwise, the skeletons will immediately rise and wish to fight with you. In the end, you will meet with Xalabar again. In a conversation with him, promise to find a staff, then he will give the key to the exit. But immediately speak again and kill him. To the south of this room there will be a portal to the exit from this labyrinth.

But we are not finished here yet. Head to the eastern part of the map and start exploring the real labyrinth. Here again it is difficult to suggest the exact scheme of action. The task is this - jumping through the portals, you need to open passages to all places of the labyrinth. Then you will have access to 5 obelisks, near each of which you need to place 1 of your rune heroes. Then the puzzle will work and you will get access to the warehouse, where you will collect more coins.

The warehouse consists of paired chests (there is only 1 unpaired chest between the top pairs). Let's name them according to the same technology as before, and open them in the sequence 8, 3, 12, 7, 4, 11, 5, 10, 1, 6, 9. The single, 13th chest will be the last. If you open everything in a row, then some chests may disappear.

Now you need to go to the portal of heroes and call the rune lich hero. Then the ghosts of the Zerbits will appear nearby. We give them this rune and get a few more coins in return. It's time to go collect the prizes.

Now we can get into the treasure room. Unfortunately, there are 2 evil level 48 demons roaming there. You can defeat them, but it will take a very long time. Much faster to run away from them. There are 7 chests in the hall (which we will name according to the usual scheme). However, it is too early to open them. First you need to get from there through the portals to 2 other halls with chests. Each hall has buttons and chests. There are numbers on the chests. For black chests, you need to press the buttons, and the numbers on them will add up (you need to get the number on the chest), for red chests - multiply. Having typed the necessary numbers, we will open the seventh chest in the common room (from it it will be possible to pick up a shield for Tuomi). The rest of the chests will be opened for coins. 1 (3 coins of fire) - hadeko doll, 2 (1 coin of fire, earth, water) - rune of a warrior of level 38, 3 (3 coins of earth) - mask, 4 (1 coin of fire, air and earth) - helmet for Toumi, 5 (1 coin each of fire, water and earth) - nothing of value, 6 (3 coins of water) - armor for Tuomi, 7 the chest opens with a code.

Now you can go to Tuomi in Emparia and give her the collected things. She will immediately put them on and climb into the labyrinth, where she will meet with the Zerbits. You can join her and try to win a game of a strange game. But the maximum that is possible in it is to play a draw. Then the armor and prizes will not go to anyone. You will only get a lousy ring. You can just lose. Then you won't get anything at all.