Herois Heroes 5 Passage. Passage of Heroes of Might and Magic IV. The main tasks of the mission

Campaign 5: The Ranger
Difficulty: Heroic
Mission 1: The Refugees
Objectives and conditions of the mission:
Hold the border
Do not cross the border
Findan must survive
Bonuses:
Druid Elder: 2
Cristall: 10.
Master Hanter: 4

It does not matter what to take, let the druids be.

This time, we have nothing special from our hero. After the monsters of Agraa and Raleaga, the Fontan's Abilka, Findan, is very mediocre: the shooting of a part of the enemy troops before the battle. He has a clear Avenger case. Well, the attack with the tactic ability. There are no climbs.
Army Next 4 Hanters 5 Blade Dancers 23 Pixies.
We have one castle in it almost nothing. The right is the tavern. The company also has one necropolis, it does not matter. Castle abroad. We do not get there. Also on the map there are 5 of our garrisons. This is the border, it is impossible to enter them. Directly of them the troops to themselves do not download, but the method exists. About it later.

The development of the hero:

Findan is limited to 12 levels. We have an attack skill. And tactics in it.
In the hut next to the castle, we give the skill, it would be better to give something useful, like magic of light or protection. On the map there is still a pair of huts, but they are guarded and as lucky in them, and this can be controlled by restart. Luck and leadership will also be needed. And these should be raised immediately how they give-on the next card will be needed.

Curish heroes 5:

The complexity is still Heroic. We need favorable conditions for the start. The tavern needs two native heroes. The best of the native heroes Ylthin. On freezava unicorn and tent. The second is not important, if only yours. We look at garrisons. We persist and begin to skip the moves. Looking where the first two attacks go, we give Ylthin all the available army and with one Dancer run on the road to this garrison. Ylthin the days beats without loss to protect the sawmill and ore career, as well as the twelling Hanters. And with minor losses takes a crystal mine to the right of the castle behind the stream. (It can not be taken but there are no other affairs yet. The second hero is collecting bugs of resources. The castle is slowly built.
Findan gets up inside the garrison you need, visiting the flags and the statue of how to make morality if you fell along the way. Now the computer attacked the garrison. To lose it, it is hardly possible to lose, but it is necessary to survive as much as possible troops. We leave from the garrison, and we see that the troops ride for us.
If the garrison is to pass like nothing terrible will not happen, they will show the video and will send it back. Two garrisons under the control of the enemy at the same time - defeat.
On the 30th day, the army of demons will appear. The enemy will go through the central garrison - you can use it already known in the way. For two weeks of calm Before the arrival of the demon, we run findon a few risks. We go to the house for magic. If there is diplomacy- you can join the troops. For example, 190 Marksmen will not be superfluous. The army will come solid, but even the honey copily copes with it. We defeat, watch the video and go on. There are more difficult levels in front, and therefore interesting.

Adding from dost_sir:

In version 1.2, one essential detail changed: the troops do not pick up the garrisons. In no way. Even if you get up in the garrison and wait for an attack: only the troops of the hero will participate in battle. Hence the disappointing conclusion: you can not get around the map throughout the map, all the objects cannot be discarded. We have little troops, and their tough savings are placed at the head of the corner. We clearly begin to realize that in the castle we only have a citadel (the increase is not on the full coil), there are no drains, improve the dwellings from the druids and above - no. Capitol - no. And the money will be needed. There are few resources on the hero, therefore our initial bonus - 10 crystals.
I allowed myself to "choose" a couple of three bonuses at the beginning: Osira in the tavern (he has archers) and a useful skill in the nearest witch shack. As consulted by many hadable players, I found out at the very beginning where the nearest attack would be and I can repel him without support from the outside (we are preserved at the beginning, we click on the transfer of the stroke until Friday, the night on Saturday will be an attack).
I chose a few key objects for myself by bitter trial and error, which is important to take control. In addition to those listed (for my taste) on the map there are a scroll of resurrection, traveler boots and onions. The importance of each object may vary depending on the situation. My choice in my passage is:
The dwelling of the Elf-Archers at the house (taken on the second day).
The 2nd home of archers (a little bit), protects the impressive bunch of archers. Takes when the total increase from the dwelling in the future will exceed the loss in battle. I wonder if someone is lucky to join the guarding elves? Despite the desire for the object, with a winning pass for me, I did not bother to rummate there, I chose time to spend on other needs.
Gold mine in the east. I had enough money from her after grabbing her at the beginning of the third week.
Mine of gems nearest to the city. In order not to build storage in the lock. In the first week we capture.
Fort on a hill. It is important that by the middle of the third week he was repulsed, and there were money for improvement. I have improved only enthits, that is, for the final fight, I had an improved troops of 1-3 levels, druids, unicorns and improved and uncomfortable entities (bored in the castle in the fourth and early fifth week).
Arena (+2 attacks), other enhancements: What will have time to get around without significant losses.
Mages storage. I visited the fourth week, having an expert with bright magic to minimize losses. I went around the 17th Driadami.
What else is important: what garrisons and when attacking enemies, and the strength of the attackers are important. Time is our enemy, so you have to try to get off from the attack by the forms of garrisons. I managed to repel two of the three attacks (1st and 3rd). Because of this, Fiden had more time on running over rates and resources. It is especially important that the central garrison is left alone before the arrival of Biara: we must loosen this just as much as possible. If the garrison is broken, the Biara will take almost no loss. And so, I managed to make all the demons, some of the mares, Sukkubs and Cerberov.
In the castle it is quite possible to build druids in the first week, on the second - unicorns and entry. Alsov Entov I did not build, there was stranded with sulfur. Improved dwellings if possible, the guild of second-level magicians, improved racial construction, market, fountain +2 good luck.
At the end, you can use the tactics of "scorched land": Why does not go further, if you kill two of our heroes. That is, it can be delayed. Question price: 5500 per day - the cost of two heroes (if they are 2nd and 3rd after Fyadaen). Therefore, money is so important at the end. If you do not restrain Biara, then it will come to the castle until the end of the fourth week. And so, I got up to Monday and bought a gain in the castle. Our victims of Biare must be active: we provide six single stacks so that our hero sacrifice someone to his move. I fell in the castle of an ice boulder, who carried out one mare for the fight. And this is not enough: e)
In battle from useful spells there was only a resurrection taken from magicians. His and kovdalov. It was not easy, there were two archers-elf, but it was from the first time with a manual battle, without replaying the battle.

Passage Mission 2 - The Emerald Ones


Campaign 5 (Ranger)
Difficulty: Hero
Mission 2 (Emerald)
Prerequisites
Fiden - 12 level, 4-13-6-5 (attack-protection-witchcraft knowledge).
Skills and Abbilki - ruthless arrows, deadly shot, enchanted arrow, shower from arrows, developed attack, tactic, shooting, skillful logistics, great luck, basics of light magic.
Magic - stone spikes, zipper, stone leather, divine power, punishing strike, removal of charms, plague, magic fist.
Starting bonus
Choose two shooters. DRIAD Take reluctance, because they are only for the finish, the donkey swarm is generally useless (without magic of calling certainly).
General idea of \u200b\u200bpassage
The maximum fast passage to the northeast enemy castle, then in terms of the situation - if the enemy rejected the northeast castle, then return to the city for reinforcement, and through the dungeon to the central castle, otherwise the transfer of troops to the sea, and by sea to the southeast castle , trying to have time until the end of the third week.
Maintenance shock forces - Archers and Enti (Archers first, Enti then), the rest works with meat, at the beginning try not to lose a lot.

Castle Development
By the end of the first week should have entits, archers, and the Rangers guild.
1st day - Town Hall. To raise the level of the city, it is necessary to build something, on the heroic it will not be overwhelmed with money, the blessing of the structure pays off in 4 days.
2nd day - arrows (houses on trees). The first sewar is transmitted by the hired hero of Fydahan - for a self-clogging of demons.
3rd day - Dancers (Forest Guard Halls). In the near future, they will not redeem, are built for the future, because something needs to be built for the 9th city level. You can consider the option of the upgrade of shooters (high draws), but in general, it's all the same.
4th day - magistrate. Until the 8th day, the benefit does not bring (balance in zero), but then it will be easier with money, given that I will miss the golden mine.
The 5th day - the Polyana of Unicorns. In the near future, they will not redeem, are built for the future, because Something must be built for the 12th city level.
6th day - Guild Rangers.
7th day - horses of Ent.

The passage of heroes 5.
1st day.
We build a townole.
Talanar fell in the tavern. We buy Talanar, redeem 10 fairies in the city, we rent troops and Ballist Fidayna.
Faydan (starting 10 archers + 19 tancing with death and obtained from Talanar 5 dancing with blades + 21 fairy + ballista) kills the nearest bunch of devils (on a quick combat we lose three fairies). We collect two bugs of stones, crystals, a ore section, we run on the second hand of the devils (on a quick combat, we lose four fairies and one dancing with the blades), the sawmill flag, we collect two bugs of the tree, we run to a pile of stones.
Talanar takes the bone of the robbers and returns to the city.

2nd day.
Build archers.
Talanar buys archers, gives them Fidayna, runs back.
Falanar picks up the ore, visits the source of eternal youth, kills the Horde of the demons guarding the crystal mine (Kvik-Kombat - without loss), the mine flags, picks up the crystals, a chest next to the self-auction mine (take money), gems. Mine is skipped, for it is not necessary, and Cerberov lazily water.

3rd day.
Build Danserov, buy a ship, plant Talanar there.
Fiden picks up a bunch of gold, the pot of mercury next to the alchemical laboratory, passing the demons (Kvik-Kombat - without loss), flags the alchemical laboratory, raises one more bowler with mercury, runs to a pile of stones.

4th day.
We build a magistrate.
Talanar saves a drowning peasant, floats to the north to debris.
Fiden raises a bunch of stones, past the golden mines to demons guarding the gyps of gold and stones. We kill demons (Kvik-Kombat - without loss), collect a bunch near the demons.

5th day.
We are building the rally of unicorns.
Talanar raises debris, floats back to the shore.
Fiden runs back, kills hellish hounds (Kvik-Kombat - one dancing with blades and five fairies), we take navigation on the left-ape. We collect gold, chest (take money), mercury, visit the source of eternal youth, run back to the city.

6th day.
We are building the Rangers guild.
Talanar runs to the city.
Fiden, too, runs to the city, puts himself with swung enemies of Cerberov, unapproved demons, devils, after which it sits into the ship. In a good way, it is possible to save the save here to accurately put enemies (the computer sometimes demons upgrades, and sometimes Cerberov), but it is not critical.

7th day.
On the 7th day he built him, and saw that it was good.
Fiden with Talanar cool lanterns and rejoice. One sits on the ship, another sits in the city.

8th day.
Talanar buys four entities, eight archers, thirteen fairies, and nine dancing with blades. Gives them fidayna.
Plays "Farewell the Svyanka". Fiden disperses north, having four entits with him, twenty-five archers, nineteen dancing with death, twelve dancing with blades, twenty-two fairies, a tent, ballast, a cart.

9th day.
Fiden sails, Talanar sits.
Fiden sails to the northeast island, Talanar from idleness builds the brotherhood of the Rangers.

10th day.
Fiden on the shore kills Zombey (Kvik-Kombat - six fairies), on the way to the castle without loss kills two teddy enemies of heroes.
Talanar sitting in the castle, boredom builds a flowering grove.

11th day.
Fiden kills one plush hero in front of the lock, captures the castle. Kvik-Kombat - minus all troops, except for two entits :). We get green serpent, selling a slightly rude resources to buy the devil, run to kill celebrating heroes.
Further trivially, especially if on the 11th day I own hands, and save half of the army (to commission troops in the acrimination of fireballs and spikes, the archers play the angular, the entities are powerful keeping the defense at the gate, Fydanan on the bench spits in the enemies of shower boom, residues Magic and fatal shot).

Posted by passage: Akuznetsov

Campaign 5: The Ranger (Alternative Passage)
Difficulty: Heroic
Mission 2: The Emerald Ones
Objectives and conditions of the mission:
Collect 20 Emerald Dragons
Findan must survive
Take all the inference locks (will issue later)

Bonuses:
Hanters: 2.
Sprites: 10.
Wasp Swarm.
Take archers.

Starting conditions and idea of \u200b\u200bpassage:

One of the most difficult missions. We have come with 12 levels of Fontan. And he has 19 War Dancers and 10 (8+ 2 bonus) Hanters. If he is not an expert (well, in the extreme case, advanced) leadership and good luck the mission will be even more difficult. To go one castle. Again almost empty. And again there is a tavern. In addition, it is impossible to build dragons. Magic tower is limited to the third level.
In the computer 3 of the Inferno Castle. Everything in different islands. For two we must swim. And to go through the cave. In the north of our island. A few obelisk are located on the map. They are not standard. Show not Tear of Asha, but small groups (usually 3, once caught 4) friendly emerald dragons. Obelisks are seriously guarded and started working only after receiving the quest on all the locks of the computer. It will be given if you take one of the castles. So we do not pay attention to the obeliski.

The development of the hero:

Findan is limited to 18 levels.

The passage of heroes 5:

Everything needs to be done as quickly as possible. Now you really need two heroes.

The first day.

Even before the heroes we buy a ship. All troops Findan. One hero in the boat. Secondly pick up resources. In the castle we build a Town Hall.
Rudny quarry takes even a bus, with a sawmill without losses, it is hardly done, but the pair of weather pixes will not do. For our hero, we put the flags on the mines and select what around is lying. Fward is moving towards the fountain that increases morality.

Second day.

Waterfowl sail to the north, through a sinking peasant to a bunch of firewood. So that it is no longer to return to him, I will immediately describe his route. They do not swim in what branches. Swim north to the island with arclices. There are planted, we take a fire and a chest and sit there, not far from the ship.
Findon was visited by a fountain. Lots of Lots Hell Hounds. But in this case, Lots are not 20 A 46. You can break through without loss, but we need to pruh with morality and luck. So far, do not touch the cylinder mines of the demons. And and uroym. Phlag over the mine put the findon. The second hero appeared cases. It is going to the castle. Hanters are built.

Day Three.

Findan takes the laboratory. Standard-0 losses. Bladed dancers are built by the lock. Everything is bought and dragged by the second heroes to Findan.

Day four.

Findan visits all the same fountain. Gets a face and demolfits dogs. The unicorns are being built by the castle. Filde visits all the same fountain again. You can take a gold mine, but the sukkuby will put a lot of troops, so we pass by the next demons and nail. There are no losses. (If there is a Last Stand, then we take the gold min .Theree then acceptable)

Fifth day.

If there was no entirely fatal fabric with chests both in the sea and on land, then the City Hall is built in the castle. Finding goes to the temple for morality and goes to beat Cerberians.
An unpleasant opponent. Note to substitute it units to lure under the right arrow.

Day sixth.

A citadel is built in the castle. Fidan across the temple and fountain moves to the mine of precious stones.

Seventh day.

The second hero was collected all that could and sent him home. In the castle builds trents. Resources should be enough. I even left 500 with something gold. Fieldan takes a chest. I am urgently not needed by their nafig.
Further by day I will not write. Because the schedule depends on the company. It is not a lot of deeds. It is not a lot of business. To make the Avenger "S Guild, to make surges of sucques, cerberov and imps. Well, to fall on the ship. We are successful heroes to the castle. There is little money. Enough only on oaks and hunters. Well, we buy a part of the pixel for rent. Let's build a ship (before buying troops) and Sadim Findan in him. For the last pennies we buy the remnants of troops. The latter are squeezing when Findan is already on the ship. In the castle, there is nothing about anything. There is no money. You can improve the hunters.

We float on the island to the right of our "Columbus". By the way, it is preparing to jump into his ship and repaint the second set of mines.
Island tends to enemy heroes. There are 6-7 of them there. But mostly weak. One or two relative to decent can get caught, but not stronger Findan.
Now two situations are possible. There are three locks, but it is not at first to rebuild everything three. In fact, the castle is going to be built by the capital. When you go there and swim. With troops there are two options.
It is built almost everything. This is suitable. We buy troops and ships. The shop is saved around the big island in the left lower corner of the card. We take the second castle.
Or almost not built. Then go to Plan B.

Loading and not planted on the island with the capital. I swim immediately into the upper lower corner. If Deleble was getting out of there, I don't touch it. We will be killed about our native castle with time. The castle on the first day of the 4th week (with navigation you can get faster, but you do not advise you to take a senseless skill. Equally thereof). And then back to the capital of the Red.
Next will continue to finish the company (it is fast) and accumulate dragons (this is not fast, the scenario wrote evil perverts. Many people would give for the third castle of the company not 5 dragons a 20)
After the capture of all locks in the native, it is possible to build dragons. So what kind of obeliski is no longer needed.
P.S. It is necessary to collect exactly 20 dragons if there are 21 then the script does not work. Superference will be fired.

Posted by passage: Captain Smollett

Passage Mission 3 - The Defence


Campaign 5: The Ranger
Difficulty: Heroic
Mission 3: The Defence

Prologue:
Siris Talla Castle under the attack of the enemy. Inside the hero Anw and a little troops. And the company of the hero Raven level 17. 20 ghostly dragons, 25 vraites, 31 Archlich well, etc.
Castle will take, but it is necessary to remove with benefit. We choose one of some stack and all that shoots it in it, all the magic and if it turns out a couple of times with pikes. I was usually chosen to kill. If the towers were not fond of incomprehension by ghosts, and they would also beat something a thick sense more, but what can you do - such a brilliant AI.

Now the mission itself begins.

Objectives and conditions of the mission:
Select Siris Talla
Hold Siris Talla (let's give right away)
Skip the garrison in Siris Talle (will give both the first assault).
This task is very buggy. It must be carefully done with him.
Release Dirael and Talanar (let's give the first assault on
Findan must survive.

Bonuses:
Sylver Unicorns: 2
Sprites: 30.
4x leaf clover
Take clover. Troops and since dirt.

Starting conditions and idea of \u200b\u200bpassage:

Fontan level 18.

20 Emerald Dragons, 23 Ancient Trent, 27 Silver Unicogs, 32 Improved Druid, 54 Master Hanter, 67 Superior Dancers and 101 Spright.
Soon one castle will appear. There are many things in it. There is only no capital, dragons, 4 and 5 floors towers. Well, the troops are not improved. There is no violet computer. Suscript heroes will come through teleport. Blue two castle. One Silvana behind the river. And Necropolis in the lower right corner.

The development of heroes:

Heroes on this map are limited to 24 levels. Dirael and Talanar immane the elven supeafext and appear in the last mission. It makes sense to pump them.

The passage of heroes 5:

Let's go to the fontan in the hut magician and raise morality in the fountain. We attack the city.
It would be nice to keep as much dragons as possible. They will also be useful. The greatest damage in all fights will be the hero of the enemy directly physical damage and sometimes spells. I managed to save 19 dragons and all oaks. It was only 25 unicorns, all Dansers and a couple of dozen sprites. But this was achieved by the only alignment and the only sequence of moves. A little bit like that did not fall out at the right moment. 20 Dragons could not be saved. If Dragons remains 17, the result of the battle can be considered normal.
In the castle we build the capital and buy a hero. Better native, so that there were no problems with morality. We give all the dragons, they are not needed for defense, and the heroes of the enemy will nurse them mercilessly. We also leave him a few single Dancers and plant him on the ship. The mage hut showed the place of the appearance of violet heroes and the second Silvan castle. We are there.
Findan the coming weeks beat the attacks of violet and no longer does anything. Well, there may also be bonfires to gather on the road during the pause. There will be no other problems to repel the attack. The only one is better to meet the enemy on the road, just choose a place where the smaller obfusses. Fast elven troops are more profitable by the usual field. On a large siege enemy hero, it will take more than a few times, and we will lose more expensive troops because of this.
The second hero is sailing to the Sylvan Castle. Sit down at shipyard. Units will run not to lose dragons on zombies covering the passage. Not far from the castle should be sang a hero of the second computer Orson with five ghostly dragons. six rides, a dozen personal, etc. It can run further along the road (this is the best option), and can hide in the castle. It is not very good, but usually he comes. By the beginning of the second week, the auxiliary hero rushing on passing neutrals takes the castle. If Oron was inside-losing dragons 5-6. If there were no 1-2.
Next we buy another hero to collect resources. And the fact that with dragons we pierce neutrals around. If possible, there will be no loss. It will be with ghosts. With them, we are as follows. Increased units. I remember the arrangement and check which ones on the score for these shoes fall. We are loaded in the same arrangement in these blows beyond dragons. And in the rest we wonder units .Then without loss. Pete Lords guarding artifact is better not to beat at all. He needs it. But with a great desire, you can cope with them.
Next, we are slowly built.
After a couple of weeks, the computer will come. With a solid army, it will be necessary to fight back in the castle. It is advisable not to lose dragons.
The road on the map is one. According to it and we will go. Nadorge will need to be pierced two garrisons. In one 10 ghostly dragons (everything else, respectively, is increasing). In another 12 PD and everything else is a little more.
So long the troops can not save the Findan to unload. He has the oaks, unicorns and hanter. True, the next assault may have to reinforce behind the walls of the castle (depending on when the enemy will attack, before the increase or after) - well, so even more interesting. For the everocratic ages of Findan, we will turn off the bus.
We break the garrisons and further along the road to the development. This hero does not turn anywhere. It is not necessary to pump it. Yes, it is already under 20 levels should be obtained. In the lower left corner of the prison card with Talanar. It is guarding Horde Neutrals level 7. Can be ghostly dragons, and maybe some kind of hardness stand, like black or emerald. You can take in both cases without any problems. But after black dragons, little remains. So first go to finish the company. In the bottom right corner. We go to the cave. There is a prison with Dirael. It is weaker, it can also come from two sides. If some neutrals do not like you can go through others. Over time, it is now free to rush to hurry to hurry, the passage of the result does not affect the complete absence of the results table. We build magic in all castles. We need a resourceless, teleport, elementals and very good if Phoenix (True, I never gave it). If the resource is not allowed to have to be replayed. There will be a lot of hemorrhoids without it.
Dirael in version 1.1 Mag, Talanar - Warrior. We have our own warrior therefore Talanar until 24 levels can not download. Enough and the 20th, so that they are given to learn the unitportal.
Skills to take new heroes are as follows: Dirael Magic Darkness and Light. Talanar Magic Call.
Exppass the map is enough. As a last resort, purple will bring "with delivery to the house."
How to get teste, or how to pump all up to 24 levels and everyone will study all the available magic - rent a quest on the garrison. We shorten in the garrison of Siris Talla 10 Emerald Dragons, 30 unicorns and 50 druids.
We look at the video and go to mission 4.

Posted by passage: Captain Smollett

Passage Mission 4 - The Archipelago


Campaign 5: The Ranger
Difficulty: Heroic
Mission 4: The Archipelago
Objectives and conditions of the mission:
Find Tieru.
Findan must survive
find out why Tieru killed (give at the very end)
Side Task:
collect ancient artifacts.
Bonuses:
Master Hanters: 8
war Dansers: 10
Druids: 4.
Take archers.

Starting conditions and idea of \u200b\u200bpassage:

Findong level 24. RPG card. There are no locks. All meetings of Silvanian troops are joined.

The development of the hero:

The hero is limited to 30 levels. To get to it, you must first clean the entire card, and only then return to almost the very beginning to the tree that increases. In my opinion it is nothing. It is enough and level 29, especially since the next Exppa Map will be nemeryan.

The passage of heroes 5:

Miscellaneous walk. We were given a breather before the last mission of this campaign. Miening the ship - we supposedly landed it. Top in the cave. Intertime, it is easy - you have to go on the road. I will not describe it. With a resourceline, all battles with neutrals in this mission take place without loss. Sometimes there will be branches from the road leading to small islands. There are still no accudent on everything. There you can attach more troops and increase the parameters of the hero. At the exit from the mission, Findan will be approximately so 18-20-14-14 without artifacts.
A side quest is added unknown why. In the next mission, artifacts do not pass, and in this they are not needed. Well, except that the bow clews the Ranged Penalty is slightly fasting.
On the road will meet a detachment of unprovated Rakshas, \u200b\u200bwhich stands between two stones giving 1000 xp. Nearby will be a way out of one-sided teleport. A little left is the passage to the islands with the first two artifacts: onions and a hanging, which gives the 4th level of avenedger (a sense from her here, except for the proud inscription Ultimate Avenger in the appropriate tab). The passage can not be noticed, therefore described separately. These islands can also be decently raised the characteristics of the hero ..
We return to them and continue to stump on the way, attach the Sylvan and demolish all neutrals in the field of visibility. The remaining two artifacts are not allowed. Ring +2 hit Point for the ghostly dragons and armor +2 all the parameters of the hero and + 20% of the magic resistance for hundreds of vraites. So that self-task also completed.
In the end, we will reach the bridge, and two infernic hero will appear. A new task is to save Thieper. It is not necessary to pay attention to it. Save it impossible in the plot. Why push it into the list of tasks, and not go to the roller and give a normal task I can not understand. In short, I ignore a new task, step to the bridge. One hero of the computer attacks us and gets on the head. We have a troop just much more so the battle is also not described. I will not run for the bridge and turns on the video.
There is a sign on the failure of the task, they also ignore it. Give a new task - to find out because of which you knocked branches and show where you need to sail. Sit down on the ship. We swim to the island with Biar. Sit down, beam and watch the video.
Go to mission 5.

Posted by passage: Captain Smollett

Passage Mission 5 - The Vampire Lord

Campaign 5: The Ranger
Difficulty: Heroic
Mission 4: The Vampire Lord
Objectives and conditions of the mission:
Kill Nicholas
Findan must survive
Secondary task:
collect the armor of the king of the gnomes.
Bonuses:
1 Green Dragon.
7500 GOLD.
City Hall

One dragon weather will not do. City Hall costs 5000. And then I take 7,500, build City Hall and there are still 2,500 pure profits.

Starting conditions and idea of \u200b\u200bpassage:

Started Findan and still Dirael and Talanar from the third mission. Castles two. In one of them, it is impossible to build a tavern. The enemy copied 6 necropolis. Each city has a level 30 hero. The territory of the company (3 large islands + dungeon) is sleeping with non-political troops of the lower levels in the quantities of Legion and Zounds. Over time, this will all become skeletons. Therefore, it is not necessary to slow down in the first weeks.

The development of the hero:

All heroes are developed, all the abnames are filled. All the necessary spells have been studied.

The passage of heroes 5:

Build City Hall and Town Hall
Talanar takes 15 archers from the castle and takes the gemstone mine. It takes this way: everyone in the reserve other than 4 single sprites. As the move comes to the hero, we call elementals. Losses: from zero to three fairies. It depends on the scatter of troops on the initiative rule at the beginning of the battle. There will be no loss, until it comes to the computer. Next, Talanar nails a zombie at the hunters house, bought archers and jumps to the golden mine.
Dirael with some pits take the mine and heads to the crystal mine.
Fontan Rackets Leprechaun on 500 gold and moves to a sulfur mine, navigating the petty standing on the way.

Dirael takes a crystal mine (without loss with the help of elementals) and moves to the mill.
Findan takes a sulfur mine, replenishes the troops at the Fay tree and stops between the vigats and griffins.
Talanar past the Golden Mine moves to Findan to convey the troops.
In one castle we build swallows in the other hunters.

Findan receives archers and sprites from Talanar. Bursts Vigtov and Griffins (without loss - there is a resourceline), takes the ring + 2hp and jumps to the golden mine.
Dirael enters the mill and jumps to the second sawmill.
Talanar collects resources and chests left by fictan.
In the castles we build unicorns and hunters.

Findan takes a golden mine, collects gold, gives the troops Dirael and jumps on the portal in the castle near the garrison with the undead. Talanar collects resources and from the sulfur mine jumps into another castle. Dirael takes a sawmill and beats the jinons guarding boots. (again without loss because there is also a resourceless)
In the castle at the garrison, I improve hunters. In another castle, we put the trenches.

Talanar smokes in his castle until next week. Findan comes out of the castle to be where to portal. Dirael picks up the boots and even with some benefit to spend the rest of the Muvpputs beats vampires near the mage hut. On this moves, Dirael jumps into the castle to Findan.
Fontan takes the troops, beats the swords and breaks through the garrison. (First, you shoot vampires, then vigtov, and zombies will not reach at all). At the same time we beat the ghosts behind the garrison.
In the castle at the garrison, Build Avenger`s Guild, in Friend Druids.

Dirael collects resources behind ghosts. Findan beats skeletons guarding a bunch of ores - the interruptions begin with stones. Then jumps back to the castle and builds unicorns there. In another castle, we put the citadel.

We offer Findana with the favorite enemies of archers, zombies (unprovable) and vigrats. We buy everything that threw in the castle.
It turns out in the amount of 17 of the usual swords, 20 improved, 18 sprites, 49 pixes, 3 unicorn and 39 improved hunters. Well, there + - a pair of pixes. With all this terrible force, Findan goes to teleport to the territory of the company and moves to a rapid Spell Power.
In the far castle we build the capital, in the near what happens. Resources are not enough.
During the company of Fontan, the Raven 30 necromancer attacks (sometimes 31) levels.
She has 450 to 600 archer skeletons (depending on the fact that she has managed to clean it there in the territory), well, and there everything else on the little things. Goodbye, the knife dragon can be.
All trifles are driven into the attack. It is necessary to quickly cover the skeletons, so as not to shoot. The covered stacks are reviving the resourceless. The computer is always tupit and stuck all sorts of weak garbage. Although it might win the fight in three fireballs. Melkota can lose, the main thing is to protect the archers. It is very good if the computer is not to run away. The heroes of the level 30 of the company and so too much. But it is optional. (If Raven goes away somewhere far away, then it will attack not on this move and on the following, but it will surely attack).
Now you only need to reach Necropolis (right from the exit from teleport) and pick it up. In the necropolis, everything was built (only not improved), but for the reasons unknown to me, the computer never redeems. So the city is taken without problems.
Now, under our control, two islands. North of the second is teleport leading to the dungeon. But there is no such thing there. On the second island, there are placers of chests and resources. Plus several groups of Sylvanian troops. If there is diplomacy in a couple of weeks, it will be possible to intensify and finish the month's card for two. Otherwise, you have to tinker a little longer. The closer two weeks we collect all this and we build dragons. (While only green). You still need to not forget to get a quest for a set of artifacts. This can only be made Fontan.
On the fourth week we buy troops and go Findan in the dungeon. There are two enemy castle and two 30+ level hero. If they have merged with skeletons to one, it will be squeezed, but you can still defeat.
After stripping the caves from the company it is time to decide how to beat Nicholas. In order for him to be resurrected, it will be necessary to either assemble 4 artifacts (in the dungeon for garrisons) and replace them on the phoenixes. Then these phoenix will need to save to a fight with Nikolai and beat him with them.
Or you need to kill 6 groups of ghostly dragons. (Their location is shown in the magician of the magician at the very beginning).
Artifacts to collect at first glance is easier, but during the collection of cops will develop strongly. Therefore, I prefer to beat dragons.
If artifacts have chosen, then as we collect all 4 jumping home, we buy all the troops, I will use the phoenixes and back to the dungeon. In the upper right corner of the teleport teleport leading to the last two islands.
If Nikolai is lucky will be in the nearest castle. He almost no troops are immediately victory. If he runs somewhere, then you will have to kill the last two computers of the level 30+. These skeletons will have a lot, and everything else is also decent, but you can kill.
If we decided to beat the dragons, then we immediately run on the islands of the computer (you just need to pull up reinforcements from my native locks. So as not to run for a long time you need to pick up a point on the map and jump to Talanar with these reinforcements directly to the underground lock), until the skeletons finished. At first a couple of times Seriously fight, especially with Vladimir. He will even now have thousands of 6-7 skeletons. It's just that everything is simple. Nikolai hides in one of the castle, do not touch him, take the rest of two. So that he from there searched to bring Dirael to the castle with troops from the first necropolis. There must be decently accumulated during this time.
We run on the fictan card, we kill all the dragons. As you kill the latter - the map will appear lighting. Assault Castle Dirael. The end!

Posted by passage: Captain Smollett

Hi there!
fine Fpyop Yobyush RTP Neos, th Othatope, YuFBM RTBCHDHDHADHEIE ППП РП HEROES OF MIGHT AND MAGIC 4. IN THE LFPT TB with RTYZPFCHYM DMS Fevs Upmaed DMS RTPIPCDeeys RSFPK LBNRBY DB TBUUh Uneta. Eumy ChPoylokhf Lbye-Mimes Chirtpusch, DPRPMUYS YMY Rpcessboy Jay Neos RP Uzdohaenh BDTeuh:
ferretsh DBCHBK Chu RP RPLTlch. Osse Full Crushing RPDTPVPE RTPIPCdea RP Chuen Htpchosn RSFPK Lbnrbay. DMS HDPVUFCHB with Yurpmshhh Rpsfis, LPFPTESK Oblocked by Feba Yuchaufoshuz: Loans - Cesen Bulbob, Az - Oh, CPUPL - RTBCP, OBRBD - Skop. OE BBVMHDYUSHJ. Chpf ифен Кълоблпн J from Czchtbqba Student of CPUPTP RP RPChpdh Yuzp-MIVP, b Chpf Фин L Reubmsh. PDOB RTPUSHVB: Vej Pweed. With VHDH Pluschkbfs Fevs RTPUFY YZTPLPN OEBCHIYUINP, NHTSULPZP YMY Tseoulpzp RPMF Fesch. RTPUP YZTPL, B CEDSHPL - BFP UFCP NHTSULPZP RPMB, Rippnh Vej Pved.
x Neos Vhlpchulbs Chetuis Yztshchki (1.1) RPPFPH OE RTYYYOINBK Vamylp L Uetdgh, with UFP-FP OE Flem Group. H MAVPN Umkhyubi x Neos NPCop Chu Xfpyuoft. EEE: Oe Rhzbus, Eumen with Ulbzh Febnpyufsh about the Uchetp-ibrbda Bozzempch, OP FBN Yi OE VKHDAF. Nabphp Cneudufp Oyi VKHDHF UFPSFSFS DSHCHPMCH. Cheydech Npudfts NPZHF TBMYUBFSHUS. RTPUP Rtleni L Schug.
Good bye.
cHISTBSBA CBBZPDBTOPUFSFFS UBNPNH RTBTBOPNH emphased about the ONZHME RP Ineau Moba, MEP LPFTPK X NEOSP VSP OE RPMHYUMPUSH!

lyjpd 1.
Rapsjtbfemsh Defek

obuh in FPZP, YuFP КЛАХФ ФФХФ ФВС СПМДПФ РПМХНОНФЧЧЧска (IPTPPP, YUFP OE RPUMKHNOK! OMFLB.). Uya Pogobyubef, YuFP Feshch Obrupmpchiokh Yuhempechel, B Obrupmpchiokh Namfchsl, Kvpnvy, High. LFP (FP, YuFP Fish Yubufiyop Yuhempechel) Plishesph FP, UFP X Fevs EUFS URPUPVOFUFY H NBZY RTYTPDCH. Zambchobs FCPS GEMSH CHPN UGEOBTYY - BICHBF Chifbubube. SPMDPFB RPMhnetspzp Fishch, Suck Damp, FetsfSh OE Nppsis. Y FBL (OE RHFBK UE UMPCHPN YFBLJ) Vhdaf Chutub.
nBMPCBFB LBTFB, YuFP Hz Zpchptyfs! FBLPH LPMYUYUUFCH YZTPLPH about OEK DEMBFSH OEEZP. Ripphpnh Utbi Tset, OE DBCHBK OILPNH (Chlmayubs Wheans) Prpownophysus, OBRBDBK on the SPTPD PTBOTSECPP. EZP FLAH HHIDYUS EMUM IPFS VICH YUKHFSH YUKHFSH UDCHYYUSYUS NOFBJ. IPFS RPUFPK, UBUBMB MHYUE OBBMYUKH H RPDenoshk Night. RPUNPFT, LWBYE FBN LTHFSCHA NPUFTCH UFPSF! J RP ChPNPTSOPUFY Ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhbku, FBL LBD ZPTPD BICHBFYFS VKHDAF OE FBL HTs y RTPUPP. B LLB OBBICHBFYSH, FPDDB DEBK YUFP IPYEYSH. PTBOTSECPPZP FSP OE YJPOYL. OP LFPF BRYPD MEZLP RPRTBCHIFSH, EMUM FLNS RPEDESHIKI OBBRBD PF BNBNLB. RP DPTPZ X Fevs Rpschyfus RTPVMENB: Okhtsi Ufesbochhus in Leofbchtbn. LFP OE PupVP RTYCHMELBFEMCHOSCHKEKHBFOF. RPPPNH NPCOP LPE-LLB PVTHMIFSH Ifi Leofbchtpch Ninp Ubnpghefopk Obipsh. FPMSLP FBN on Fevs 26 ChPTPC OBRBDEF (b x ChPTB, LB BJSCUFOP, LDPTPCH HU GMB TBB TBB), FBL SUFPV FELE TEMBFSH. OP RPUME FPZP LLB FLEN RETAVESTYSHY (VKDDSFSFSHUS) CPTPCH EEE VHDHF Zbtyry, LPFPTSKA LLB Tomplepts Bowftsokhf about PDOP. Oh, Ferretsh, LPDB EUFSH UFRMSLP BMSHFETOBFYCH, TEYBK UBB, Jesp Fushch Ipyusysh Vyshy.
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yFLB FLS Ipyushysh Pfpunfyfs PTBOTSECHPH (BB YUFP?!)? FPDDB EUCBK h FP is not free, LPFTPP CHLBBOP. LPTPU Ulbuy about the BRBD. h belt LBTFSh Feschland Obdsh. Ya Btni X OzP VKHDAF Mysh Zetpk 1-zp HTPCHOS, H FBL Plischkchbenpn Obbnle, according to Such mi zhptf rpuftpif. OP BBVIFSH EZP UFPEF. We will have a lean (oh yukhfs-yukhfshchy) Hzzechbühbühbüpzp BNLB Yneefus FBBFBS OppfbS ObiFBJ. RPD Pitbopk Yuhdiel. H RPPTFBM, LPFTSCHK TBRPRPRCEO RTBChe EBFSh UFPFFSHUS OE UFPEF RP NOPSUFCH RTYYUO. RTYYUOB PDYO: Okhtsop VKDEF ZTHRRH (10-19) Gylmprpch Bchbmifsh. RTYUYOB DCHB: RPTFBM DPUFBCHF FAPS H "OILHDB". B FPUeeye by RPUFBCHF Fevs Retad ChPTPFBNY, Yuete LPFPTCTP NPCCF RTPEIBFS FPMSLP FPF, LFP Cumbdef Uyyn Zhumbspn. Joschny UphbNi Hz LFP-LFP, OP OE FLS!
b ChPPVEY Ufbtbus RPMHYUFSh LLB NPCOP VMSHOVY RUSSPB, VOKUS UP CHENY, LPZP UNPTERSHIKH OBBVYFSH (Hairdryer Navy Fevefpch Dbafe About IBMSHh Rpumen Hyphech). PJJIFEMSHOP VKDEF, Eumen Fishch Кляпрой ифП ЛФП Хтпчеша зтапен 12-zp HTPCHOCK (RFFTCHO - BCHP ChPNPTSOP, with joint tbchichbmj).
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retertbchichyushi Ulbuy about the OBBRBD (IPFS NPSOP th Usil RTPEIBFS, TBBRPPRPSOB CJSC OppfBS OBFB). OP MHYUE RPULPTEE OBBEWFSPSP. RPFPH YUFP on TBCHIM Ubuchka ObbNple Oblprzym Dpufbfyuha BTNA. Plumbing PVSBFEMSHOP. h LFPN NPCCHSUFSHUS, Urkhufychyushch h EEE PDOP RPDNEENSHE (Rapdenoshk Night), We will have a bubbnclb selection. FBN VKDEF IBEFEMSH ChPRTPUB, LPFPTSCHK OE RTPRhufyf Febs, RPLB FLNA OE TBPVSHEWSP. B Tyvettem Okhtsop Holybfs DMS FPZP, IFPVCH RPEIBFSH About the CPUPL (JAVEZBS LPUFSKET DTBLPOSCH) th Rpufyfs Uyoa RBMBLH LMAYOUILB, OEPVIPDENB LPFTBS DMS RTPEDB H RTyztbob ChPTPFB Uyozp Gchefb. With Chuu Feb. Rp Rpmülbn Tbrumbyim Dekufchhk.
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PS. RPDTBCHMS RPEDPK !!!

lyjpd 2.
"Ufyis RMBNEY"

obusubmp DhTbglpe: BTny Rtlefyuel Oilblpk (OHFP FBN LFPF PDYA ChBNRYT?), BBFP NPUFTPCH, at LPFPTCHN RTPUP RTidefus DTBFSUS - DP Ryzb! Oh, Fescyb Owl DPMSJ.
utbi TsE EUFSH Nyuhbmshoha (!) LTYUFHMSHOKH (!) Obifkh vpafyfs yyuya PLOP NBZPH, F.L. Pitbosae Oyufptsop Umbvsch. Ferretsh Okhtsi RTPTSCHBFSHUS ON CPUPL: NPU Datsyokh otpnvy, TBURPMZYCYYUS ChPUPYEYE NEMSHIGHT. Chufbosh about FTPH. Ugoothk Chuhen Her Yazyvbn th Ретемевбнн Фшшн RPRBDeysh (with RTPUP OE CHU HFP!) L ibnlh! FCPENKH TPDOPNKHBNLH! L Retchpnh OelfprpMyuh! B UFP NPCCF NPFSP MHYUE PFMYUYUPSP (RTBCHDB OE TPUUFTPEOOPZP) BNLB? FPMSLP PFMYUBS VIFFCH. B Hz FPPP with Feb. Chdpchpmsh Pveaebjj ... Yukhflb Rfpzp BNBNLB Yneefus OppfbS YBIFB, TBOPSP DPVTB RP Yukhfs-Yukhfsh. EUFSHBFSHOBCHK OBU NBICHBFIFSHSFUS SUNP-CHUE Pitbosefus Church Chuzp-hoispberry Datseopk Rtyjtbpch (th ChPPVEE, ChPLTHZ UFPMSLP OETSIFY, BC UFTBOPA. IPFS EMUY RPDHNBFS FP FPCU OE PUPVP-FP Tsychpk, FBL YUFP OE UFUKUKUJA!).
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rPMHYUYSHYSHUY 18-CHR CHTPCHOW, RPMKHYUSH LMYOPL BOSEMB. Ferretsh CHEY EZP LA FPHU TEFTEME OF THE CHRDPUB, CEE FOR FTEVHEFUS (B LHDB C EEE? J). Feb. PFTTFEFUS RTPIPD L RPTFBMH, LPFPTSCHK DPUFBCHF Fevs Rtsnilpn H Rapdenoshk Night. Ferretsh, Eumen Fishch Rpibtyshus RPTFBNN RPPTPPTPOOYN, UVTBFSH TBM, YBUFY DPureyprich Tsyoya (YMY Wovefight? Iteo ezp Kazhef, with Hz OE RPNOA, OP PO RPNPSHF Feb. h Rpumedoek Vyphce). DMS FPZP, IFPVCH DPVYFSUS LFPK VIFCHSHS, Feb, LB HTSE SHTCHPTYMPUSH, RTIDEFUS RP RPTFBMP PDOPUFPTPOYN RPMBBFSH, B LPDB OPCdeysh Cephshchk Rpspbm Y Chspjdysus Yu Sezp, Fishch Obdeysh Vyphchjj! B Č OEK VKHDHF Hubufchpchbfs Flite MiGB, LLB: PTBOTSHKK (F.E. ezp Zetpk 20-zp HTPCHOS), 45 SDPCHIFSI FFCHEK, 20 LPUFSKET DTBLPOPCH, OHI IMEFFCH RP NEPUY (J), wet foschuyuyu. Mysyop with a bbvym ripples RTPVMEN, IPFS VSH RPFPNH, YUFP H NPEK BTNY LSHP 35 LPUFSKET DTBBPOPC, DB Chbnrthpch BB 60. ChPF JF Fleypt PTDX UPTATIBK, RPFPH UFP Ureyfsh Oelhdb, BFFSHUS-FP FP at FBNPK BTNYEK Puezeos Mezlp.
b dbmshy-FP YuFP? DBMShi ulbyushki zehpueebeysh Fatshnh. b Ч екок проспопопопе езееод удиф ФЧПК Чейлик ХЮфемш. Fishch Chetokhm DPMZ (RP Ltbkoek Neteh h BPN UGEOBTYJ).

bRYPD 3.
"Fppuli Uymsh"

oh, the UFP VSV FeVe RPUCHFFCHBFS DMS Obühbmb? ChP-Relucia, OBRBDBK about Self, LPZP (RP Feshpin Nett LBN) Unplesh Rpvedyfs. OP KKKK, YUFP FLS Nppsheys RetaevyFs 60 pnvy (at Obushopk Bnet), RTY OIPN RPFETSCH FPMSLP RTYUBOUSTI VEPH. FBL SUFP DEBC CHISTSHPDCH. ChP-Chuhetshi OBRBDBK about Chue Fe Polyfest, Zea Eufs Chbtiboby BB DTBLC RPMHYUFSH LBRHUFH, YVP LFP FBBS Cash, LPFTPK NPSP OE LSHBEF. DMS TBNIYOLY RPEDY on Obrbda ibbnlb.
obrpnoa, YuFP Feshpine, Blobyenchijis RSFY Fpyel Uymsh. UFP LFP BB Fpylu Rp IPDH Rpkneysh. Obuyobk LPRIFSH BTNA, DMS TBULPMVBUB SDPCHIFIS FFPRA, UFPSEK About FTPre, Yukhfs RTBChe BNLB. Hywich Yi Rpupin Rtyyukhdmich Dudboy, Fishch Belfychythesky Retch, Fpyulh Uysh. h Dchhufptpooyk RPTFBM Nppsheys Oe Uvdyfshus, FBL LLB on Dpufbchyf Febs Fppowing L Flendine Tse ChPTPFBN, LLB I Retchpn Htkchoye. LPMA Fushchbvschm, Obrupnioba, YuFP Yuete Flite ChPTPFB NPCCF RTPEIBFSH LFP HZPDOPA, BB Yulmayuien Fevs. YFPZP NPCOP UDMBFSP CHHPD: TSD Zpufek. Sing RTyvhdhf!
ulbuy-Lb Mkhyuy RP FTPRIOLI OBBNRYTBN, UFPSeine x Ptobotchpzp Plob NBZPCH, Ozp. Utbi Ipyuh bbnefyfsh, yufp IFP PLOP NBZR RPLBSFV FEL RPUMEDOAA, RSFHA Fpyulh Uymsh. L OEK Nppsheys OE Uftenimifsus RP DCHHN RTyyuyobn. RETCHBS: About FCPEN RHFY VKHDEF Timphemsh ChPRTPUB, LPFTSK CHEVETSFUS Myster RPUME FPZP, LLB Flemble Blifychythesky Jeftscht (Oh Yyi FTY, Eumen Fpylah BBB SDPhichniy Feshbtsy Blinger). CHFTBS: About FCPEN RHFY VKHDAF UFPSFS Pugeos, Pugeosh Lyumshk Yuwe, LPFPTPZP RPLB YUFP FLNP OE H Upufpsoy ibnpyufsh.
tBGEPOBMESHEYE Chuzp VKDEF RTPEIBFSH UEE YUHFLB RP FTPRYOLY YUBNPYUFSH UEE PDOK ZTHRRITFCHLH Chbnrthpch. B PF Oiy Rpeibfs Zbtoypo Umbilo. FBL FLS DPVvestyshus DP Oyyukopzp Obbnlb Wovefight. EUFS UNSHUM ESP TPUUFFFSH. TSDPN LTYUFBMSHOBS ObiFB Yneefus Fetsh Okhtsop ChrPfoha Okabosfsus Mimmpchen. PDYA YEZP OBBNLPH Obihydymphus Retreodailhmstop (h Zeprekji Uymeto? Eumy Oe Püheos Rpsos: "Fpyop RPD") Feshpin Chfptschn Obbnclpn. BTNS FBN OE FP, Yufpvysch Umshobs, OPI FSF DPMTSEO VSBFSH OE PDOINY VEUBNY H BTNYJ!
oE RBTSUSUS. OE DHNBK - DEBC (LFP OE with Ulbbm, LFP, NBFJSC). B Dembults Okhtsop Usedhaeee: Ulblembdu about AZ RP DPTPCL. About the LFPN UBNPN AZA FSP Odpdeysus ZPTPD (OEF, OE RipmefpcPL) Uypsp. LFPF ZPTPD OKHUP OBBICHBFFSH FIRMSHLP Networkpalp, Oblapmshlp ChPNPCop. Feb. Rtdufpym Vypsus at Zetpsn 10-zp 9-zp HTPCHOEK, OH PUFBMSHOPK BTNY YUHFLB (LPUFSKET DTBSCOPCH PF 5 DP 10 YFHL). ITTPP, Eumen Fush Yi Eve Sushen RTSNP H TPTPDE. LPEYUP, BFF FTHDOP, OP BBFP, PUPP PUPCOBS BTNS. B EMUY EZP HPTPDE OE VKHDAF, FP FeVe DBFSHUS-FP OzP Pupvp OE RTidefus. OP NKBFP, OPPF OEPTPYKJ JEMPHEL RTYADEF LFPF SPTPD X Fevs h Rpumdufchy Pfvjtbfs. JFP HDBUFUS! Zambchope, RTBChimshop RPUFBCH studio of Llpopnili FPDB Obuef Btniyy deev Rbthyphus OE RTidefus. RTydefus FPMSHLP Education (Maul with BF Umpchp !!! J) Self Chus. (Eumy YuFP RPYZTBK h yzth "Obbfetsky NYT". LFP VSMSHYEK YUBUFSHA LLPOPNYULBS YZTHYLB, RPUME LPFTPK obhuyshus Obbvpfshus P Deoshzby!). Ferretsh PF ObbNLB RPulbui willow (h Pvipd RTidefus Rpeibfsh), Retaewsheysus Yuete NPUF Hchhyseys Jeffeshuffha (with OE Rhfbaus) Fppulh Uymsh.
pF Nabnlb Uypzp Ulbuy about the BRBD, Retaezbk Yuete NPUFT UPBB about OBBRBD. FSF DPVvestyshus DP OPSEEOOPSP IBNB NBMICHLPK DPMYEK OENOPZP Otsy. Uchkutbüchbk h ikh dpmiokh. Feb. RTidefus Retuymifs DShschpumpch (OEBDBYUB OE RTPUFB), IFPVCH BLFYCHITPCHBFS FTEFSH (OHLP SOC Plischchbefus FBL, B RP Uufhk Chfptbs) Fpyulh Uymsh. Obbfen ChPCTBEBKUS on DPTPZH I RTPDPMCBK DCIZBFSH on the BRBD. x DCHUFTPPEZP RPTFBMP NPCOP TBBIFSFS LPUFSKET DTBBPopch. OP HUFY: EMUM FLAH GENDING HU RPTFBM, FP on DTHHPK UFHTPE ON Fevs Utbi Ts OBRBDHF DSHCHPMCH. B RPTFBM PupVPK TPMY OE YZTBEF. th Chopchsh about the OBBRBD. Pugeos DBMELP on the OBBrBD. Rapufy h Otsoyk Sughr Khpm. YUKHFSHICH PPPP FSP OPCdeyshe Chfptpk th RPUMEDYAK OBBNPL UYPZP. Pfub ulbuy will bother. RTpeedyysh ulchpsh zbtoypo dpveyshus DP Mimmpchpzp yztplb. LFP EZP FPE RPUMEDYAK OBBNPL, OP BTNS X OZP OE YEY UMBVISHI. Ferettsh Ya Chpkul Pufbmisush FPMslp Npouftch about Lbtfe, Ch Barnleby, Fishch, DB Syshchk at Rtleimyopk Bnet, LPFTSK UFPTPCIF RPUMEDOAA Fpyulh Uymsh. ChPF. Oh b hair dryer, RPLB with CCCHF Fevs h LchTU DEB, Obtbchmskus H Chyiyuk Schnikh Khpm, Zej Fchchchythekhech Chfptha (PRSFS-FBP RP Commbill). RTechbtyfemshop Okhtsi VKDEF TBPTBFSHUS in Chbnrtby.
oh yufp? PUFBMPUSH UPVTBFSH BTNA, RPULBFSH L Tablethem of the Chipboard, Oklbfyfs Rputchb Sydpnh, LPFTSCHK VKDFF about DPTPDE UFPSFSF. B RPPTCHB ChLBFSHCHBFSP RTydefus OE UMBVPZP, FBL LLB Uyychk Pvambdbef Udkhaeke Bnet: 25 LPupportications DTBBPopch, 30 SDPCHIFES FFCTEK, 25 ChBNRYTPH Zetpk 17-zp HTPCHOS. Chpf Fblite ChPF Rytpzi. OPN LFPH Chuba X Fevs DPMPSP VSSFS RTPUPP ZPVBMSC NPUFTCH, B Fpyoeje Zampvbmshop LPMYUYUUFCHP.
h Pveen, Khivybk Uypzp Perspotofb, Blifjichtha RSFHA Fpyulh Uyshi RPVETSDBK!

lyadpd 4.
"Tsyoshi Unetafs".

obusubmp Veusyntpoufopop. Ohbnlb, oh Btniy (Lufgfi, LB X Fevs Deb in Chspchpn Uchyeudch?). OBBF EUFSH GEMSH: TBZTPNIFS ZETPS RPD Yneogen NBMchyu. OPP GTP GEMSH Chuzp HTPCHOS, B RPLB YUFP IPFS VSHBNPL TBDPVHDSH! EIBFSVV FELE PupVP-FP Oelhdb - DPTPZB Chadef Mysh h pd Ufptpokh. Rpufi vulgar NBZPCh yabichbfy Vmyymesbeie Obipsh. RPobyubmh Oyuzp PFBOPZP, OP Chulpteve Feb. RTefpym RPnethusus Umbni Oleulpmshline Chbnitebni, Ufpsini X Lbtweb Desch) RPFPN HUFP Sing Reteltschmy Feel DPTPZH. BNBNPYUFSH YI OE FBL HTS FTHDOP. With Vush Dbce Ulbm Meslpj!
ulbuy about OBBRBD. RP DPTPSES Feb. RPrbdefus Oletulpmshlp Yofteets Cheek: LTBOPE Childpie (pitbosaf ezp Lpufoszosch dtbetbosch), DTCHP RPHCHFMC (pitbosaf ezp dshchpmch) y EEE SUFP-FP. Chuye LFP Okhtsi RPUFIFSH, OP MHYUE ODENOPP RPRPTCB. EUFSH ME TIPO DMS BPFP? EUFSH. Feb. ULPTP RTDUFPEF VIFCHB OKBBFFS CHEUSHNB OE UMBVBS Wyfchb. B BNNPL-FP Obihydymphus Yukhfs Rpdbmee Ltbopzp Dechechb (at LpufSoschkin Dtbelpkin OE PVS'BFEMSHOP WIFSHUS, IFPVIST RTPEIBFS). ChPF BICHBFY OBBNPL, B RPFPN RPRTPVKHK, (!) LabiCHBFI If Cheutsnb Oenbmpchbox Polyfrd.
chPEM ombNLB EUFS DPNLL, H LPFPTPN UFPEF RPMKHYFSH LSHEF (RTyoyufy Dpurii Wovefight, Üyi Eif Tsyoyuy). RHUFSH BFP OE PupVP Geo-Top BTFubble, Op Veyzp VKHDAF FTHDOP DTBFSUS H TEYBAEK NIFCHE. YFBL, RPMKHYUCH LSHEF, RPPCBK CHOPCHR on the OBBRBD RP Lbneoopk DPTPTCLE RPUFIE PLOPE PLOP NBSR. ACUE LFPP PLOB Yneefus Nemshoyagb th Ulmer 9lpoyyuop, Eumy Fess Yofteetuhaf FBLPZP TPDBDB). L Uchetp-Obrbdh Ts PF Chue FPZP TSA Plog Plob NBZPH Yneefus OppfbS ObiFB (pitbosuff of its lamp sequence of dwelping). yuHFSh RTBCHEE ETR EUFSH dChHUFPTPOOYK rPTFBM (dShSChPMSch PITBOSAF. lUFBFY, UBDYFUS B OEZP RPLB YUFP OEPVSBFEMSHOP, FBL LBL fng of the ECE OE RPUEEBM lTBUOHA rBMBFLH lMAYuOYLB, B PBN LHDB FEVS CHSCHUBDYF rPTFBM FB rBMBFLB OHTSOB. Op Chueh TBCHOP MHYUYE UEKYUBU BNPYUY dShSChPMPCh, RPLB YEE OE Uvyylpn NPPP. B ChPPVEE LLB IPYEYSH), B Yukhfs Sweetzyysis Zbtoypo Uypsp (FFF Schie Oenoptslp, Chlmayubs Dshchpumpch). RPLB YUFP EZP OE UFPEF FTPZBFSH, EMUY LPOOYUP, X Febstess Of Zembosh RTPJSTBFSH. UFP EEE EUFS RPVMYPUFY? Oh, Ozeta Zbtoyapob EUFS MBCLB (YMY LLB SOC PRCHCHBEFUS?!) Bminielb. h Pveen FP, YuFP VKDEFV, TFHFS RTyopuyfsh.
ferretsh RPTB D Demon Ufpsain Oblaskus. Okhtsi Obizbfyfs Zbtoypo. H RTYOGYER UDMBFSH BFP OE FBL HTS D Uphtskop. Babfen ulbuh h Chetyiyk Sundar HZPM. h LFPN CZHH TBRPRPPSEO RELECASP STTPD UYPZP PERRIPOOTOFB. BTNS FBN Pugeos Umbvbs (Zetpk Chuzp Mysus 12-zp Htpchos!). ChPF. Fishch Hzzeh Bakschim Pooh. OP H IFP TSET TSETS RETED FPVKU CPBEYLBEF OBBDBYUB RPUMPSEK: BICHBFFSH Azbuchk Zbtoypo (FPF, YUFPV FELLOPE PLOPE NBZRCHBBBBSBBM). BTNS FBN RPNPEEK, op ibichbfshchbfsh hubbird.
x Neos EUFSH PDOB OPCHPUFT DMS Fevs: ULPTP, Pugeos Ulptp Feshch Pubdeysh Dpurii Wovefight. OP FBLTER X NEOS EUFSH DTHPSBS PCPFUFFS: Yufpvsch BRPMHYUFSH YIVEL OSCE OKHOP VKDEF Rppvedig Yutztza Dtblpopch! Op Chu RP RPTSDLX. EUCBK on AZ RP DPTPTCL, RPLB OE OBBNEFYSHYSYEE. PF Uzezp reflinee about leans, VKHDHF CPTPFB, Yuete LPFPTCTCK RTPIIBFS Nchazysh Mis Feshch (slap-fp!). BBB ChPTPFBNY SFTPIF ZTHRRB Yutztzstan Dtbelpopch, C HTC BB Dt Blopkin Metzbfs Dpuria. Oh IFP TBCH OE YUKHDOUOP?! RPVETSDBK DTBCPOPC (LFP FPCU Chrpmt Tebmshop, DBCE OEUNPFTS on FP, UFP DMS NBZY Sing Oeh Husech). In Dpuraibniy MEFY FCDB, II FTevpchbmi, FP Eufsh Lie Retchpnh Lbstbchware (Yurpmshk Lbtbchware - Ubtbi, YuFP Yobyuhufemshop HTPUFFYFY Hulptyf Retidchice!). PFDBK Dpurii Wovefight Rpmhyu Eif Tsyoya. ChPCTBEBCUS VDD.
b Ulblebfs RTydefus DBMELP-DBMELP, RP FTPRIOL, RP FTPRIOL, NIGNP OSHSFIGMEB. LB Khudyysh, YuFP DPTPZB OBUBMBBBYCHBFSHUS - UAKHTBYUKHBK ZPTFD, FBN VKDFPD TBDPZP, h LPFPTPN TBRPMPZimbush DPCHPMShop-FBTY RTYMYUYOBS BTNS. ibichbfim ezp - Iopchb h Rhfs! PRSFSH about FTPRH Chat ...
ulbuy, Khyobuif, Ferretsh RP FTPRA about CPUPL. DPVTP TBOPE UPVITBK. RTyedyysh Feshch h yfpze l zbtoypokh Uypzp yztplb. ibicchbfshchbk ezp. CPUPL WSOPBB, B RETCHPK TBCHIMLA Uchkktbüchbk about AZ. FBL FLS DPVvestyshus DP Oyyukopzp Obbnlb. ChPPVEE-FP with VSBBTYFSHUS RPUFCHBM RPGThhus RP Azopne Ltdbob, FBN NPSOP OBCPHE NOPZP UPLTPCHE, b h Vyfchby RPMHYUFS NEENOPP NSPSPB. Chetoyuysh l TBDCHPEIA DPTPZY RPULBYU ON LEAVE. RTPezzbk Ninp Lpoyao, H Hchidekh Thai (Refruit, Zede RBUhfus PtLi) Accounting Obtbchp. FBN VKDEF EEE PDYO (Y EEE DBMELP OE RPUMEDYAK ZPTPD YYAPZP). ChPF HTCH CFPN ZPTPDE BTN SYMSHOBS.
rppvedim? ITTPP. Ferretsh Upetbk Zyzbofulha FPMRH (RPFPH YUFP VIFCHB VKHDAF YNEFS Chumelylik NBUYFBV) th ulbuy h TBKPO Chipdb h Ripdnoshk Night.
hufi: About Fevs ObrBDHF (4 DSHCHPMB, 30 Chbnrthpch 20 SDPCHIFIS FFTFLB - Umbreoshlbs ZPTUFLB NPUFFCH!) H HLPN RTPIPAD X LbTlbub Unspotezp DPNB. LPTPU ZPCHPTS, LPDB OBRBDHF FPDBD Rpcneish! Ferretsh Dzhek SDPhhyphic FFBTEC X Chipdb h Rpdaenemsh DPVTP RPCBMPCHBFS!
umkybk Ferretsh Choinbfemshop. Ulbuy about AZ DP Ugugchefoshvo ChPTPF. PF OII RTPEDSH OEENOPP RTSNP BB CPMEEVOSTK LTHZ. TSDPN at LTHZPN VKHDAF Lbnet RChPL (Refractory, Zejanbaf Vupuc). PF FPK Lbnetch Rtpedsh Oenoptslp on the Uchetp-ONBRBD, VKHDEF EEE PDOP (OP PRSFS-FBLY OE RPUMEDYAK) SPTPD Uypsp. bbwytbk ezp. PF UPTPDB EUCBK (RTydefus Ltal DEMBFS) on the BRDBD, RTpezzbk Obfh Upphchchefpch Y Fishch Odkdeysh Ltbouja RBMBLH LMAYOOLB. Rpufi her !!! LFP Cedsh Ubwpe Chbzope! Ferretsh Ulbuy Putbfop L Ugughchefoshchen ChPTPFBN. URTBCHB PF OII VKHDHF "CHEFTOST", B FPYUEY LTBTPFB. RTpezzbk Yuete Oiy, ulbuy about Az, Zej FTHDF, DPMTSEO OBBFY DTECHP RPHOBOKS (Cash Pugeos-Pugeos RPMEOKH, Op Pugeos-Pugeos Tedlha h Tedlchu Hydie Rbmeufyobil!).
oh, UFP DBMSh? B DBMSH OE UFPEFF FELD OBBUTHTSBFSHA LPNR PupVP ICCHINY YZTBNY, RPTB KABLPHYUFSH IFPF YEY FPZP OBBFSOKHCHYKUS UGEOTOBTYK. PF DTECHB RPHOCHOC OPRTBCH Uchki NCHETUFCEOPCHA UFRCH RP Azopnh Ltba Ltbob about OBBRBD (FSFS IPFSH RPOSM, YUFP with ulbbm? Eumy Of, FP Rpsua: About the BRBD, Childstikbush Smets Ltbob !!!). FSP Obc.SPJ (YMY FPZPJ) YuFP (YMY LPZPJ) Yueysh.
hDBYUPP VPS!

bRYPD 5.
"OEYUEUFYCHPE DCS"

Final Showndown (YZTBM PE ChPPTPZP Lchblch?! J Eumy DB, FP Rpkneysh!)
oPCHPULES OE TBDPUCTL! PP-Relucia, RPFPH, YuFP X Fevs RTBLFYYUELE (LTPN Fevsj!) Of Btniy, Of Nabnlb. OP LFP FBL, NEMP. Zambhchobs VPTPDB h FPN, YuFP Rppvedyfs Fevs Okhtsi BB 3 NEESSGB !!! B IFP DPCHPMShop LPTPflike Utpl. Oh LB? ChPPVEE-FP CHTPCOOK OE MISTRET, OP RPRPFEFSH RTIDEFUS!
rPUFY DMS TBOPTB & PLOPT NBSR. FERETSH NPFSH RPEIBFS IPFSH FPF RPTFBM, LPFTPP PLOP NBZPCH Feb. RPLBBMP, IPFSH CHEMFSHK DCHUFPTPOYK RPTFBM, YuFP Ocherpdbmelch PF Restless Feshpus. TBOYGB Mysis h FPN, UFP RP DPTPZE L UYEEN DCHHUFPTPEED RPTFBMH, Feb. RPrbdefus Podmshy Upltpchye, NPUFTPCH. Temples Fe ...
ubeyubu Okhtsi ObizbfshchBFSHBNPL, IFPVCH Lushpm Revofp, PFLHDB NPCOP LSSP VSS RPRPOSFSFS Obrbut Batniy. DMS Ulbui L PDOPUFTPTPOOLS PLOPFBMX (H Npek Chetuy Yztshchki PCHFSHBEFUS "RTPLMSFSFSK RHFSH") y Uddyuch h ozp. PF Restless Church Ulbuy about OBBRBD, FBN VKHDAF SPTPD RPD Combined Tyidzb. OP LB LB FPMSLP FPF ScPTPD (B ibichbfhfs EZP - RHUFSLPCHPE DAMP) Utbi Puchpvpdymifus, Hvethfus Uphps, YuFP UFPSF X BNBNLPH ChTBZPCh (bbnefime? with RTP Izfezhe).
nPK Execision Feb: OE FTBFSH DTBZPGEOPE CTATS about UVPT Chusyueli Tehuhutuch. DMSA LFPP OBKNY CHFPTPZP ZETPS H TSPTPDE. SPMDPFPN RPMKHNFCHN FPMSLP NPUFTPCHBBK, B Chfptschn Yuempn Upvitbk Upltpcheb. Rftemus, FBL NPCOP NBUHUKH Tveta Ulpopnifsh. ChPF.
pF BNBNLB Ulbui Oblast, Zea NPCop RPUFIFS DTCHP RPHPC (ChPP LFP LTHFP !!!), LPFPTP Pitbosefus Chuzp Misysh Sptoflpk Nhnike. Uuifbk, YuFP Fevs TBTBVPFYLY UDMBMY RPDBTPLJ! PF LFPP DTECHB RPULBYU ON CNUFLPL, ZED NPCOP VKDEF (Retailing "NBMP" LPUFSKET DTBCPOPCH) RPMHUFSHFSHFFCH ObiFh (Chereshnb RPMEAKDDDBEJ). OP H MAVPN Umkhyube, Ipyusysh Fish Wen Ohhh Rputpklkh YMY Of, ulbuy about the CPUPL. RPFPN about AZ, Zea Rpusti NBMoshlike DPNL. FBN FSP RPMKHUYSHYUS YFP-FP Chtdde Lechufb, FPMSLP FELE UTBOU DBDHF Oztbdh: Zetps 27-zp HTPCHO ONENOPP BTNY. FPE Chereshnb RpMejob RPDBTPL. VKDEF Oermpipip, Eumen Feshch Pop Fabysis SPMDPFB RFPZP Zetpsp. OP H RTYOGYER Point the NPRshf Pfdemsshop RPrhfyufchpchbfs.
ferretsh NPCOP Chetochfshus H Rpdenoshk Night, LPMU about RPChetiopufi Obdpemp Ulifbfsus. LFP NPCOP Utbebfsch Yuete Hzze Yurshchkin RPPTFBM, MIVP Yuete PodopoufPTPOOK RTPTFBM H Cheatshin RTBCHPH CZMH. TBYUGSHCH OILBLPK (OP PRSFS-FBLY MIYOYK TB NPCOP VKHDAF RPUFEZBFSHUS, EMUY FULL FIGHT HU PDOPUFPTPOYK RPTFBM). Ye EEE PDOP?: EMUM FLCHFCHYE, FP RTPEDSH SECFECH, FP RTPEDSP OENOPP ON CNUFLPL, ZDE H LBPK-FP OE FP Reshet, OE FP WetPzE, Feb. BB RTPUP FBL DBDHF 30 PMRB (LPEYUP, OE BIFE FPMRB!).
lPTPU, with OE VKHDH BFSZYCHBFS Ubuchka Upmaeo, Y FBL, Overpouch, with Fevs Obbrbtyam! RTPUP ULBCH: LB FPMSLP RPPUYFBYSHY, YUFP H I-Upufpsumy BNPJUFSP Zambchopzp HTPDB, ulbuy th chgfshchbk anee rptechb !!! OPF CPF FPMSLP, Zea YZP YULBFSH, LFP ChPDPU DTHZPK. RPFPH YUFP with DCHB TBB RFPFTCH LBSDSHK TB Zambchoshchktka Lamb (J) VSchsch HT TURN TOOT. Rpibtshus RP ObbNłbn, on FBN Uydef. YMY UBN L Feel Rtletef Rpumen LabiCHBFB LBPZP-MYVP OBBNLB.
oh yufp? DBCHBK RTPEBFSUS? UBRUYVPOSHLY, YUFP RTPYUFBM NEOSJ CEMBA HDBYE H TEYBAEK VIFCHE. ryy, Eumy UFP.
rPLB.
Denchick.

Preface: The Kingdom of the Master of Death, scattered on Erisha's land has lost all interest in doing the ideas of their only goddess, Ashi. Non-ending of the surrounding lands allow them to live in their postility, without changing anything, and a quiet, lethargic world has fallen into the once dangerous and active region. Arantier came out of his teaching, preaching that he was elected ash, and that Erish should reiterate under the unified rule of the Supreme Ruler. His glory is supported by a huge magical force. Many Necropolia Folo or agreed to join him. Higher Vampire Giovanni conquers the surroundings of his kingdom, hoping to bring them elected as a gift. Lady Ornell, Imperial Countess, who became a sequence of death - one of the many magnificent students of Giovanni. He has a special task for her. As a reward, it hopes to be admitted to the last rituals of circulation and become a necromancer.

Major mission objectives:

  • Capture Illum-Nadine for 3 months.
  • Ornell must survive.

Bonuses:

  • Artifact "Tarot deck".
  • Vampires: 10.
  • Lychi: 6.

As an initial bonus, choose a personal. We view the roller and our hero-knight of Ornell turns out to be in the lower left corner of the map. The maximum permissible level of the hero for this mission is the 12th. This mission must be completed in 3 months, so it is not necessary to relax and correctly distribute the time to perform the remaining tasks that will appear as passing. We move on off-road and go on the road on which your path will block the detachment of new creatures of the necropolis fraction - bone warriors and rotting zombies. These creatures are an alternative improvement in undelivered in Supplement Heroes of Might and Magic 5: Tribes of the East. We attack them.

After victory, we view the video and the secondary task is added to us. . The game will indicate you on the witch's hut, which is in the lower right corner of the map. We move on the road and when the development is reached, the camera will move to one-sided portal, and you will be added 2nd tasks: and. Without a key, you will not be able to use this portal, which leads to Illuma Nadin. But before that, far away, so we capture the castle of the neldely, which is not far from the development.

After successful capture, we look at a small video. Capture all the nearest buildings for the extraction of resources and hiring creatures in this area, and then use the two-way portal, which is south of your first city. In front of the portal, with a combat-ready army, turn left after a magic well and planetarium. There will be bone and astral dragons of the neopolis fraction.

After victory over them task "Find the lower half of the key from the portal" will be considered performed. Now we use the portal and move to the new territory. Moving on the way you reach the second castle of the enemy. Capture it.

After a successful siege, attack the detachment of twilight and astral dragons, which are not far from the castle you captured. After victory over them task "Find the top half of the key from the portal" will be considered performed. We look at the roller, but immediately add a new task -. To repair the key you need to have 15 ore measures. Do not rush to the blacksmith and visit the witch's hut. After interaction with it a secondary task "Ornell needs to talk to the witch" will be considered performed, but a new secondary task is added - . To do this, it is necessary to have 10 mercury measures, 10 mechanics of shiny ore and 50 zombies. If earlier you did not capture the abandoned Shah, then the camera will indicate you on it - it is possible to get a radiant ore in the right amount. As soon as you have a sufficient number of components to perform this secondary task, visit the witch's hut again. If all the conditions are respected, then the secondary task "Collect sufficient components for the experiment" will be considered performed. We view the video and you in the captured cities will be opened the opportunity to build improved buildings for hiring creatures and acquire alternative units.
After that, if there are 15 ore measures, use the double-sided portal, which is close to the second castle. It will take you to the blacksmith of the elements where it is possible to restore the key.

As soon as you interact with the forge with the observance of the conditions, the task "Repair the key in the forge of the elements" will be considered performed. Then go back to the first city, replenish the army and go to the most unilateral portal, which is located in the east of the castle. As soon as you transfer through the portal, the roller will start. When finished, move on the road and turn on the off-road, which is near the red wood observatory. This path will lead you straight to the castle of Illum-Nadin. Attack him.

With a successful capture, we look through the roller, after which you will need to redistribute the skills and the skills of Ornella, which became the hero of the neopropolis. At the end of the distribution, we turn to the next mission.

Sad hike

Preface: Erish should be combined under the leadership of Arantir, chief of Achsha. The Supreme Ruler fulfilled the will of Ashi, but with the capture of Illum-Nadin, his suspicion was strengthened. Asha calls him to more. Demons walk on Earth Askhan, and they are supported by depraved logs of silver cities. Arantier must let the legions of the undead in the ground of the magicians, to track down those who are stained by chaos, until they have become a real threat to world equilibrium.

Major mission objectives:

  • Destroy the sorcerer demonstrovers.
  • Defeat the local leader of the demons.
  • Arantier must survive.

Bonuses

  • Artifact "Four-lean clover".
  • Spell "Ice Blider".
  • Gold: 2000.

As an initial bonus, choose the "Ice Blider" spell. When choosing a bonus, we look at the roller, after which you enter into battle with the magician. When victory, we look at the next video. The maximum permissible level of the hero for this mission is the 16th. We begin the game in the upper right corner by Arantir. Under your control will be the castle of Necropolis. In mandatory, visit the prophet's hut that is located near your city. After viewing the roller, the secondary task will be added. "Achieve 5th level" . As soon as you achieve the required level, return to the hut, view the roller, after which this task will be executed, and 6 death knights will be joined as a reward for you - they will allow you to quickly seize the mining buildings that are protected by various creatures. Visit the magician's hut that is under the ledge of your city, and it will open you the location of two neutral cities. Initially, we will be interested in the city of undead, which will be inhabited by two detachments of Inferno. As soon as they collect a strong army quite a strong, then head to its capture. When approaching it is approaching the roller, after which the secondary task will be added to you . To perform it, it is necessary to go down to the lower level, using the entrance to the underground world, which is for a crypt. As soon as you find yourself in the dungeon, move to vampires, after which the roller start. When finished, try to attack them, after which they will want to join the army of the hero. Now you need to capture the three outposts of the Necropolis, after which the secondary task "Find all scleps in the dungeon" It will be considered completed and in the cities of Negotia will open the opportunity to build a building for hiring vampires, higher vampires and vampire princes. After that, go back through a one-sided portal on the top level and take the neutral city of Negotia in the siege.

After his successful capture, accumulate a strong army quite a strong and go to the capture of the city of Joh's magic academy.

If you successfully capture the task " Destroy the sorcerer demonstricon"Will be considered performed. Now go back to one of the cities of Necropolis, replenish the army and go to the capture of the neutral city, which was shown to us the hut magician.

After capturing it, go to the red keeper's tent, which is in the west of the recently captured city - the key from this tent will be required to perform the task. After that, if necessary, replenish the rows of the army and go to the underground level, using the transition that there is a little east center of the card. Once in the underground world, move forward. Before and after the guard, the borders of the red will be the pentagram and, when approaching them, the creatures of Inferno will be called. As soon as you figure it out with them at the end of the tunnel there will be a lord of demons Erazial. Attack him.

After victory over the enemy task "To defeat the local leader of the demons" Will be considered completed and you will be displayed as follows: "The demon managed to catch up, but when the flight discarded a very interesting key. He is clearly forced in the flame shio, which brings the Arantier to the idea: Perhaps he opens some kind of castle created by demons ". In this case, we will add 2 tasks - "Find the leader of demonic cultists" and. Visit the magician's hut, and she will show you the location of the very passage that you need to use to perform the tasks. Through one-sided portal tolerate on the surface. To perform new tasks, you must go to the enemy's garrison and go through it, having previously defeated all creatures in it. As soon as you get to the next enemy city, turn to the south-east towards the transition. You can also capture the city to avoid problems in the future. Taking advantage of the transition of the task "Find a secret way under the ground" will be considered performed. Move forward, and reaching the development, turn right. There will be a church of the Mother Earth under the protection of the detachment of the gnomes. When visiting this building, the amount of health in creatures will increase by 10%. Return to the fork and continue the path to the outdoor. Once at the top level, attack the castle of the enemy.

When victory we view the video and go to the next mission.

Awakening the bull

Preface: Giovanni nets stretched as far as his personal ambitions. In the territory of the Impire Griffin, the "sleeping" cells of undead were skillfully hidden. Arantier directs Ornell to unite them under his power and call under the banner, in order to fight for the restoration of the equilibrium of the Ashi. Ornell should penetrate the duke of the bull and find the shelter of Giovanni. Their accurate location he did not reveal her.

Major mission objectives:

  • Bring the Arantir reinforcement.
  • Ornell must survive

Bonuses

  • Lychee: 4.
  • Artifact "Skull Markela".
  • Gold: 7000.

As an initial bonus, choose a personal. We view the video and turn ourselves at the bottom of the card a little west of the center. The maximum permissible level of heroes for this mission is the 20th. Starting the movement of Ornell, be sure to visit the on the left hut magician - it will show you the place that needs to be achieved to perform the task. Not finished and the first day of the week you must reach the detachment of militias, which will be highlighted by a green symbol of necromancers.

When trying to attack them, the vampire squad will appear in their place, after which the video starts. When he finished, the vampire wanted to join the army of Ornell - to which we agree. After that, in the peasant huts, which is near, it will be possible to hire skeletons. Two secondary tasks are also added: (The location of the city will show the game) and . All you need to find 7 shelters. Basically, it will be a small settlement of 2 horshis, between which there will be beings highlighted by a green mark of undead, just the signs of non-residential, which will be located near the roads (they will indicate pointers) Well, the buildings for hiring the creatures of the Griffin Empire (near They will be the same signs). Moving along the road and reaching the intersection we turn left, while we use the sign of necromancers (zombies are added to us) and visit the barracks, after which they are transformed into a ruined tower - already 3 non-resident cells from 7th found. We move on the road and reach the city. We attack him.

After successfully capturing a secondary task "Capture abandoned Necropolis Giovani" will be considered performed. Update the army and head to the same intersection and use the second road. Having reached the next crossroads, take advantage of what leads to the southeast. The road leading to the north will be protected by the detachment of the creatures of the Order of the Order of the Order - at the end of its way there will be a disclaimer of the neopropolis (the 5th cell of the undead under the guise of the order of order orders), the Tower of Marhletto and Three windmills). Continuing the path to the south-east and passed the source of eternal youth. Roll into the off-road right - there will be the 4th cell of undead. Return to the road and keep the way. Soon you reached the next settlement - interact with the highlighted sign of non-fat creatures, after which they will turn into the personal and want to join the army of Ornella - the 6th cell is found. We continue to move along the road, passing the buildings for the extraction of resources and achieve settlements. We interact with highlighted militia, after which they will turn into zombies and the princes of vampires will appear nearby. You can choose from: to take them in the army ranks or leave to extract gold. To perform a secondary task "Accept the local undead in your army" We choose the first option - the 7th cell is found. After all 7 cells are accepted into the ranks of Ornell, the roller launches, at the end of which the heralds of death will want to join the army of your hero - the secondary task will be considered fulfilled. Now you need to collect a rather strong army to defeat a detachment from Serafimov and Knights Isabel, who had previously been indicated to us the hut magician. As soon as you are ready - attack them.

After the victory, we view the roller. The task "Bring Arantiru Reinforcement" will be considered performed, and he will turn to your control. New tasks will also be added - "Send the castle where Orlando sat down" and "Arantier must survive". The city in which there is this heroLocated in the upper left corner. On the way to it, you will have to capture two castle of the Griffin Empire. Update the army of one of the heroes and go on the road.
After the successful siege of the first city, we view the video, we move through the bridge and move along the road to the intersection - the second city of the Empire will be on the right, and the one in which the Orlando fell on the left. As soon as you are ready, take the city of Millfield to capture.

With successful castle, we view the video and go to the next mission.

Beasts and bones

Preface: The duke of the bull is purified from the demonic infection, the lifeless bodies of his main soles in the ranks of the Legion of Arantir. The pursuit of Orlando continues: he again managed to run into the neighboring Duchy of the Wolf. It became obvious that in the leadership of the imperium of the griffin, something burned. Arantier found that the sectants0Dempoclons would highly worship the city of Svyatoplas and call him the sacred city of their new religion. He understands that if you have to clean the stains of Chaos all Ashans, you need to snatch the heart from the sect.

Major mission objectives:

  • Find the way to Svyatopla.
  • Arantier and Ornell must survive.
  • Find and destroy hellish lair.

Minor mission objectives:

  • Hold all gold mines.

Bonuses

  • Gold: 3000.
  • Ore: 30.
  • Artifact "Armor Fearless".

As an initial bonus, you can choose gold or ore - both options will arrange you for the passage of this mission. We view the roller and find yourself in the lower right corner of the card. At our disposal is the city of Necropolis of the 5th level. The maximum allowable level of heroes for this mission is the 26th. Under your control there will be 2 heroes - Arantir and Ornell. The blue player will not show any actions compared to yellow and red - the latter will completely interfere with you. To perform a secondary task "Hold all gold mines" You need to hold all gold mines, including those that are under the control of opponents, under their control, up to the end of the mission. Going on the way, do not hurry to go on the camp of mercenaries, as the hero-orc (yellow player) will wait for you there. By this time, in 3 three weeks, try to capture all the buildings for the extraction of resources and clean the territory of neutral beings - for their account, thanks to the skill of Nekromantia, you can collect a fairly good army for one of your heroes.
As soon as you are willing to come close to the hero-orc.

In this case, you will withdraw the following message. "" Suggest their stencil flesh and collect their bones! " Orocy leader orders his army to attack Arantir and his allies without any warning, not giving him a chance to start negotiations. " - After that, you enter into battle with the opponent. When victory we view the video and two tasks are added to us: "Find the leader of the Orc of the detachments" and secondary task "Disrupt all fortifications" . If at this point you will already be erected by the Citadel, then the secondary task "Disrupt all fortifications" It will be considered performed, and the Arantier will receive an experience in the amount of 3,000 as a reward. The leader of the orcs will be in the upper left corner of the map - it is he and is a blue player. As soon as you get to the crossroads - turn right and close the feet close to the garrion, in which the beings of the Griffin Empire are located.

At this moment, the roller will start, at the end of which the area with the entrance to the underground world will open in the lower left corner of the map. Send Arantir to him with the army, and Ornell leave the area from the raids of demons and orcs. Approaching the entrance you will see the buildings of the yellow player. You should not capture them, with the exception of one gold mine (I recommend to capture it in the last place when you will be in front of the castle of the leader of the orcs). Also, do not even think to attack the city of the Great Horde - you will simply distribute you, but you can fight their heroes outside the castle, if of course it will be necessary. Go around it and head to the entrance. Once at the lower level, move along the road. On the first crossroads, which is located to the right of the hero, will be Bloody temple At the end of the tunnel. Continuing the journey do not forget those to capture the golden mine on the road. Soon you will come across the second crossroads leading to the gnome hall - there will be treasure chests and Grave of the Warrior. Going further on the main road and passed the last torches on it at the back of Arantir, the hero of Inferno will appear, and 2 groups of archivias will appear before the garrison, which will overlap you.

First, deal with the hero, and only later with the guard of the garrison and creatures in it. The garrison will be the hall with treasures and exit from the underground world. Once on the surface, capture all the buildings for the extraction of resources on attack the city of demons.

After a successful siege, 2 messages will emerge: "The hellish city is captured, the ghosts of the sectarians are questioned, and the Arantier now knows exactly that the Svyatoplasm is the center of the new church of Urgasha, and that Orlando was covered there. (the task "Find and destroy hellish lair" It is considered to be completed) and "Somewhere in these parts is hidden portal between Ashan and Shio, the world-prison Urgasha. Each week through it is the fresh troops of the demons. Arantier must find it and destroy "(task is added). At the same time, the city of Inferno will be destroyed, and you will not be able to use it. To perform a new task, return to the semi-flying mine and head to the north to the bilateral portal. He will move you to the tunnel at the lower level, at the end of which there will be a portal of demons under the protection of 2 detachments of the caveman. As soon as you defeat them, task "Find and destroy the demons portal" will be considered performed.

Return to the surface, go Bridge and head to the second garrifion garrifion. By passing it to cross it the garrison of the blue player - there will be another golden mine behind him. Return to the road and continue the journey. Before the 2nd Garrison of the Blue Player, roll off the road - there will be another golden mine. Return to the road and from the garrison go to the right. Reaching the bridge and starting crossing it to start the roller, after which the task "Find a way to Svyatoplany" will be considered performed. After that, cross the bridge, turn on the left - there is a gold mine, and on the way, go to the city of Empire Griffon, in which the leader of the orcs is. Attack the castle.

Roller will start, followed by an orc hero. After the victory, we look at the final video and go to the final mission.

Heart of Darkness

Preface: Ghost smoke that flows over the walls of the Svyatoplany, smells like decomposition. Arantier is already close to the raystery of the mystery of the new church of the Imperia of the Griffin, which takes into its ranks of the demons and all who bowed to God-exile Urgash. Asha led Arantir here in order to restore the balance and destroy the chaos stains. He swore to do this, even if this path will lead him to the final death.

Major mission objectives:

  • Arantier must survive.
  • Ornell must survive.
  • Separate the saint plaque.

Bonuses

  • Mercury: 20.
  • Artifact "Bag of Infinite Gold."
  • Mummy: 8.

So we came to the final campaign mission. As an initial bonus, choose mercury. After viewing a small roller, we turn out in the lower right corner of the map. The maximum level of development of heroes for this mission is the 40th. Under your department will be the city of Necropolis and two heroes - Ornell and Arantir. Every fifth day of the new week I will arrive with creatures as a reinforcement. In the city there will be lychee, death knights and mummies, which can be attached to one of the hero's army. Also near each city, with the exception of Svyatoplany, will be 2 portals that allow you to quickly move between cities. Unfortunately, almost all of them will be blocked by neutral creatures and in order to move it will be necessary to destroy them all.
Start cleaning the nearest territory, but do not rush to go beyond the order of the order of order. Attack the paladins that are located in the south-east of the castle, after which the roller will start and add a secondary task "Kill hellish hero" And the camera will show you the location of the hero, which must be overcome.

It is advisable to fulfill this task in less than 2 weeks, since when killing the hero-demon will need to return to the same paladines, after which the secondary task will be "Kill hellish hero" They will be considered completed and as awards they, but already in the appearance of death knights, will want to join the army of one of the heroes - to which we agree.
How will be ready, send Ornell and Arantir to the same two stuff and capture them. After that, on the two fronts move on the roads, and you will see two cities of the enemy. Attack them.

With successful sieges, replenish the heroes army and send one to the map of the map - there will be a 3rd city of Griffin Empire. Capture it. Meanwhile, explore the road from the boat (the city in the lower left corner of the map), running from the left lower angle to the left corner of the map - the next look will be located on the road, for which there is the 4th city of Orden order. On the way to this city, you can meet the DemonMone, which is opposite the exit from the one-sided portal - from it from time to time the heroes of Inferno will appear when you try to attack them the following message will be taken out: "You are approaching Sukkubu, and she disappears with a laughter in the clubs of ominous smoke. Suddenly, you get up the wall of the hellish flame. To flesh did not tear off your bones, you have to stop ". If you try to overcome the flame that arose, the hero will die. Also, the keeper tent of purple color will also be located. As soon as you find yourself near the city of Orden order - attack it.

As soon as all these four cities are under your control, cross the bridge that is not far from the captured central castle of StormGrad. At the end of the bridge there will be a garrison. When trying to attack him, the roller will start, after which the task will be added to you "Remove the magic barrier" and secondary task . First, it is better to do a secondary task. To do this, go back to the top of the bridge and use the double-sided portal that is in its start. The portal will take you to the area in which you will need to attack Assassins. At the same time, the roller will start and they will offer you a service - they can distract the most demone and you can close the portal from which the heroes of Inferno appear. If you agree to their offer, then the minor task "Revenge for the ruler of Fulbert, destroying his killers" will be considered failed. The killers will move to sukkubam and kill them and you will add a secondary task. "Destroy the portal." You can only return to the former location of the DemonMone and take advantage of the Temple of the Magic Char - the secondary task "Destroy the portal" will be considered performed. If you decide to punish the murderers, the fight will be started and returning to the ghost - a secondary task when victory "Revenge for the ruler of Fulbert, destroying his killers" will be considered performed. As a reward, the ghost will give you the opportunity to take advantage of one of three one-sided portals, which will lead to various locations with artifacts, resources and other bonuses. To prematurely find out what is behind the portal it is necessary to take advantage of the nearest hut magician.

To perform the task "Remove the magic barrier" And open the passage to the Svyatopmer, it is necessary to place the 4th necromancers, with the exception of Arantir, in sacred places, surrounded by the collems near the captured cities of the Griffin Empire. Cress the 3rd heroes of Necropolis and place them in the required locations. The fourth hero will be Ornell. As soon as everything is done, the message will be displayed and the roller will start, after which this task will be completed and added the last task - "Exit Orlando".

Heroes and their army, as well as artifacts will be irrevocably lost when conducting a ritual, so do not forget to transfer them to Arantir.

On the way, go to the Svyatopnist and attack the city.

When victory we view the final roller of the mission.

Congratulations, you passed the second campaign of Supplement Heroes of Might and Magic 5: Tribes of the East.

Nivalovsky swore for a long time, which returned to the ideals of the third part. They were so convincing that I almost believed in the death of the series - because the third part, by nature, a dead end. Despite all its advantages, it does not give opportunities for growth. Fortunately, everything turned out to be much better ...

In general, the rules remained the same that they are familiar to us in the previous "heroes" (especially the third part). Heroes walk on the map and leads with them the army from the fairy creatures; When a collision with the enemy, including a neutral monster, a tactical fight occurs. All this is in step-by-step mode.

The armies are purchased in cities; To do this, you need to capture the city (if it is not your initial) and rebuild the desired buildings in it. Resources, as he was heard since 1995, seven: gold, wood, ore, mercury, sulfur, crystals, gems. All of them are mined in mines (who need to capture), are going on the map, and the Gold and the "main" resource of the race produces the city itself.

All this was always. But if you look at a little deeper - the changes will seem immediately.

Cover: If you want a classic "Heroian" gameplay without scenic delights, it is worth playing network cards. Single cards here - something like mini-campaigns.

City and farm

In the early "heroes", construction in the city was arranged according to the "tree" principle: to create, say, the green tower, you need to have a labyrinth and a swamp (plus a fair amount of gold, sulfur and ore). Now the requirements in the form of "need such buildings" are found, but not very often.

The main parameter in construction is the so-called level of the city: This is just the number of buildings already built in it. Therefore, if there is a level 10 for the housing of some monster, it's completely different what kind 10 buildings you will be erected. Improvements of existing buildings are also considered.

On a note: In the lower right corner of the right-hand menu during construction there is a button that allows you to see those buildings that cannot yet be built (due to the level or absence of other necessary objects). Turn on this mode immediately and do not turn off. It is completely unclear why this "kind service" needed was to hide the most part of the construction menu from the player. But after all, you will not understand - the city level is not enough or something specific is necessary.

What can be built right now is shown green (available improvements - blue), then that there are not enough resources - red, already completed buildings are drawn, as they say in Heraldry, "in proper colors".

The buildings of the RAS differ not too much. Therefore, in the chapters dedicated to races, we will tell about the special buildings of each race, and here - about what is one for all. True, the requirements may differ slightly; For example, at the Academy for the construction of the Town Hall, it is necessary to create a magical guild, which is quite natural, and other cities do without it.

Housing monsters. They are called differently, but they always understand them, who lives in them: for example, the "garden of unicorns" or "Gremlinov's workshop". All buildings have an improved option, some more attached "an extension", accelerating their growth.

House of Elders And its improvements determines the rate of money in the city ( house - 500 golden per day, town Hall - 1000, magistrate - 2000, capitol - 4000). For improvements, the levels of the city are 3, 9 and 15, respectively, and the capitol can be built only in one city for the entire power.

It is important: If you already have Capitol, then capturing enemy, you will automatically destroy it.

Magic Guild Provides heroes in the city the right to teach spells; Assortment is case. The first level of the guild opens the first Circle of Char, the second is the second, and so on. In the first three circles, 3 spells are given, then their number decreases. The construction of the guilds is not as expensive as it was once: the first level requires 1 unit of each of the rare resources, the second - 2, the third - 3, the fourth - five, fifth - 10. In the second "heroes", he remembers already On the second level it was necessary for 4 units.

Market Allows you to exchange some resources to others; The course, as before, depends on the number of markets (at one market, for example, one rare resource takes 20 units of ore or tree, 10 units of a rare resource or 5,000 gold). Market Improvement - warehouse - Gives 1 unit into the course of a key rare resource. Another building next to the warehouse gives random resources once a week.

On a note: The concept of "key resource" is now not so rigidly defined as once. For example, it is considered to be sulfur for the dungeon, but the development of the city is quite well in need of crystals and gems.

Fort and its improvements strengthen the city; In addition, the next step is citadel - increases the growth of creatures one and a half times, and lock - at 2.

Forge Allows, as in third "heroes", buy combat vehicles - a tent of first aid, a ballist and a cart with ammunition.

It is important: One of the main advantages of possession of such a cart is enemy AI feeds an insurmountable passion for its destruction, and this often saves the lives of much more valuable combat units. The passion, by the way, is unjustified, since the battles in the fifth "heroes" are fairly silty and dynamic, and the charges of most arrows will no longer have time. Loves ai mock and above the first aid tent. But less.

Resources are mined, as before, in deposits or in the form of freely scattered on the "Gifts" card. The lovers of old "heroes" will quickly notice that many maps of mines and sawmills are protected much more than it has been made so far. True, the initial amount of resources at low levels of complexity is such that sometimes you can build a dragon housing, without collecting anything at all. If, of course, do not try to build everything in a row.

In general, we can say that the economy has become easier and at the same time more interesting. Choosing the procedure is now far from so trite as in the previous series. It is not necessary for the hiring of "higher" monsters near the city, except for the city level; But you need to choose the right moment. The main thing is as far as possible to quickly rebuild the town hall, magistrate and capitol, and not to postpone the case in a long box: gold will not be enough.

One of the most important issues in business is whether it is necessary to improve the housing of monsters. If before this question almost always was the answer "yes! Sure! As soon as possible! "Now it is not so obvious, because improvements are very expensive and can greatly slow down the development. But for the fascinating convenience, we introduced an "improvement rating" for each monster, with whom you will read in the chapter "Race".

How to fight

As in all nom, excluding the fourth part, without a hero, life freezes. Only the hero has the right to drive into battle (as well as for a walk) troops, only he explores the card and captures prizes. At the same time, with it there should be at least one soldier, otherwise the hero, offended by his inadvertently, is sent to long pilgrimage and maybe later, if the chip will fall so, re-out. And not the fact that you.

Everything returned to the ideals of the third part, tell me? So, not so. In the battle, the hero is no longer detained, at times, something is browsed.

The initiative and order of moves

The whole structure of battle has changed. Now there is no such thing as the "stroke of the blue" and "red move". Every fighter, including a leader, his own initiativeThat is - your turn turn. If earlier monsters with the initiative 10 simply acted every move earlier than the creature with the initiative 5, now during the time that the lazy creature will make one action, the shouter monster will have time to like twice. As a result, the initiative becomes almost the most important characteristic.

At the same time, the concept of "stroke" was changed. That is, for example, most creatures can answer the attack once for the course - this means once in the interval from one to another action.

In order not to get confused in this system, at the bottom of the battlefield, a strip is displayed with the order of moves, and you can see the sequence of actions. Just do not treat it as final: it is modified effects martial spirit. Due to the high spirit, the creature sometimes shifts in the order of moves closer to the top of the list. In the process of fighting martial spirit can grow from victories over enemies - in other words, from the destruction of enemy fighters. But you can firmly count on the fact that enemy moves will not move to the top of the list in your move; Favorable changes for each side occur only when this side goes.

If a warrior, whose turn goes to go, at the moment there is nothing to do, he can either skip move by increasing your defense (key D. or central menu button) or postponehis shifting his initiative "on later" without others positive effects. This is done using the key W., and there is no means in the menu for this, and therefore not everyone knows about such an opportunity.

Hero in battle

Accordingly, the hero also has its own initiative and its move, and only then it can use his spells (and not when it decides).

And if you kold him right now there is no reason? Then he can hold an ordinary attack on some of the enemy beings. The force of attack depends on the level of the hero; However, it apparently does not cause ordinary damage, and instead kills some fixed number of creatures, quite small. In other words, in the absence of weighty arguments against it is more profitable to attack the most "fat" from enemy creatures, if the hero will kill at least one creature from the detachment. Savory on weaker opponents, he will remove significantly less hits. In general, this attack is not so strong to outweigh the effect of the spell; But still it should be considered with it. In particular, because it reduces the role of high-level beings.

The hero himself is still nothing but the destruction of his army, it is impossible to vulnerable. It is impossible to send your attacks on it.

Actions beings

Conventional creatures can attack in the near battle, some are also able to shoot or conjure (or both). You can also move, but after that only the attack of the melee, not shooting and not the spells are allowed.

The "Grid" of the battlefield is now not hexagonal, but the usual square. And the bulk of creatures occupies one cell on it, but many (property " big creature") Eat four at once, square. Thus, they often block the path, sometimes even (if there are many obstacles on the field) blocking each other.

If any spell or ability beats through the squares and hurts at least one of the four cells of the "Big Being", it will be covered. And it doesn't matter whether the fireball covers, let's say, one or all four cells with Ginnom - damage will be the same. But it is possible to aim in such a rift to any of the creatures - the effect varies with what additional Cells will be covered.

Combat vehicles (ballest, catapult, first aid tent, a cart with ammunition) can not move, but act in their turn and can be destroyed, including spells.

The damage of most shooters depends on the distance: at the far distance it is hampered, the same happens if the shooter fights in the near battle. Magic depends only on the number of creatures in the detachment. Mana in siring creatures his own, not borrowed from the hero, and is restored after each fight. The shooter can not shoot, if there is an opponent next to him, but Magu does not interfere with it.

Attack in the near battle is a retaliatory blow; It is considered after Doing damage, so, if everyone has fallen, there will be no one to answer. Only sukkuby can answer the shooting. In case the enemy has already answered since his previous progress, he usually cannot do it again; He will answer or not - it will be visible when you bring an attack cursor.

There are still costs of creatures that always work or (as, say, blinding the unicorn) randomly. Other abilities are amenable to your control. But about it - in the chapter "Race".

That heroes can

The role-playing system is not too different from the fourth part of the game. Namely, the hero has:

  • classic basic parameters, unchanged since the first "heroes" - attack, protection, witchcraft, knowledge;
  • skills developed to one degree or a different ability dependent on them;
  • set of spells in the book;
  • equipment;
  • the secondary parameters calculated from all this: good luck, martial spirit, maximum number of mana;
  • actual number of mana.

Now - more.

With the basic parameters, nothing fundamentally changed. Attack and protection plunge into attack and protect your creatures. Thus, the hero is constantly affecting the parameters of the entire army, regardless of its actions. Witchcraft is a magical force, the number to which the damage of combat spells is multiplied, as well as the duration (in the progress) of all long-lasting spells. Knowledge is multiplied by 10, and the maximum reserve of mana - magical energy is obtained.

Equipment, as it was done from the third part, distributed by positions: the hero can carry one headdress, one weapon, one shield, and so on, all "surplus" add up in a storm and do not work. It is a pity between us speaking, but realism requires victims, and for some reason they do not refuse them in them.

Spells are determined by what magical guilds or individual buildings visited the hero - and what power of magic to learn his skills. By default, only 1-2 level magic is available, everything else must be obtained through the abilities.

But with the skills, the system is so serious that he deserves a separate chapter.