Passage of game Might and Magic X Legacy. Quest: Shard of Air and Silana's Blessing Might and Magic 10 Dark Crypt

Our detachment starts from the pier of Soprigal.

We arrive in the city with the task "Ashes to Ashes" (additional task).

Task description: You were taught by Owen, an adventurer who fought demons to protect Hammerhol during the Second Eclipse. Before his death, Owen asked to take his ashes to a small chapel in his hometown of Kartal to be buried next to his ancestors. You have decided to fulfill the last will of your mentor.

Coming from the pier, Dustan meets you, and gives you the first main task - "In search of work"
Task description: Arriving in the small town of Sorpigal-by-the-sea, the adventurers found out that the gates of Kartal were currently closed. Following the precepts of their mentor, they decided to look for work. A friendly interlocutor at the port directed them to Maxim, the captain of the local garrison.

Dustan joins the squad, and if you look around the city, he talks about its inhabitants.

It makes sense to go around the city, collect valuables in chests, open barrels and collect additional tasks from city residents:
- Bestiary of Yassad (coordinates on the city map 16.14)
- Lost Sheep (10.28)
- Flowers for fallen heroes (1.22)
- Robbers (10.12) - take Rosalyn with you
- Smuggler's Cove (24.9)

Maxim is in the Sorpigal City Garrison (19.21) - at the entrance to the city.

At the end of the quest "Looking for work" Dustan leaves you.

Maxim gives you the next main task - "Spiders in the well".
Task description: Giant spiders have settled in caves near Sorpigal and attack the inhabitants. The heroes, accompanied by Maxim, must go down into the city well and kill the spiders.

You need to go down to the spider lair and kill the spider queen. The entrance to the lair is located in the well of Soprigal (15.8).

Before descending into the well, it makes sense to buy bottles for health and mana using the found gold (Charms and talismans of Johara - 6.22), learn several new spells (Library of secret knowledge - 8.3) or improve ammunition.

Maxim goes with you on the task "Spiders in the Well".


The spider queen is in the center of the den (14.11). Maxim accepts the task of destroying the spider queen immediately after its completion and returns to the garrison.

Simultaneously with the main quest in the lair of the spiders, we find the smugglers 'bay and the smuggler's chest (15.0) for the task "Smugglers' bay".

We rise back to the city, we hand over additional. quest "Smuggler's Bay" and go to the garrison for the next main task.

From Maxim we get the next task - "The Extinguished Lighthouse"
Task description: There is an old lighthouse to the south of Sorpigal. Not long ago, just before the fire went out, strange nagas were seen there. Maxim wants to make sure these nagas do not belong to the Cult of the Drowning One, and has asked you to take over the business.

You can now get out of the city.

A part of the Aegin peninsula opens in front of you.

The lighthouse is located northwest of Soprigal. But it's better not to go there right away. Your squad is still weak. Better to swing, clearing the accessible part of the peninsula.

At the same time, you can complete several previously taken tasks.
"Flowers for Fallen Heroes" for rent on the Ash Hills (108.43)
"Robbers" - a den of thieves in shady forests.


In the mysterious script (126.64), turning the torches to the center, we get a relic.

We do not climb into dangerous caves and ghosts in the cursed ruins. They are too tough for us yet.

There is a Wandering Merchant in Ash Hills (119.55) from whom you can buy supplies and trade with.

We get several levels and new skills, we go to carry out the current main task to the Lighthouse.

The lighthouse turns out to be taken over by the cult of the "Drowning One". We systematically clean up the levels one by one.

At the first level, free Hamato. Upon completion of the cleanup of the lighthouse, it will be possible to take two additional tasks from him and train the squad in two-handed combat at the master level.

At the very top of the lighthouse, on the fourth level, we meet the boss Mamushi. The most important thing is not to stand on the edge during the fight with him. He has a special blow that displaces our squad on a cell back and he is able to throw us off the Lighthouse.


After the victory, you need to light a fire on the lighthouse by pressing four plates in the correct sequence. The lighthouse is working! We return for a reward and a new assignment to Maxim.

This time we are instructed to travel to Portmeiron Castle and meet with the Governor.
Quest: The Thorny Path to Portmeiron
Description: Maximus sent you to Portmeiron Castle, where you are to meet with the Governor of the Aeginian Peninsula. He may need your services.

The main part of the castle was captured by robbers. The Governor holds the defense on the third level of the dungeon. With the release of the Governor, we complete Act 1.



Back in 2014, another game "Might and Magic 10" was released, which became the last in the series. The resurrection of old ideas, rethinking of gameplay and updating of graphics were expected. However, it turned out the opposite. Lots of disgruntled reviews, disappointed fans and the final death of the once great epic. But there were heroes who went through this creation to the end. It is thanks to them that people can now familiarize themselves with the passage of "Might and Magic 10". In order not to spoil the experience of the game, only the selection of the group, act 1, as well as the most difficult dungeons, with which players usually have problems, will be considered.

The birth of heroes

There are only 4 races in the game, but they affect the available pumping options. Humans, gnomes, elves and orcs. The player can choose for each 1 of 3 classes - warrior, mage, hybrid. However, most players do not recommend using "pure" classes and shooters, as they are "useless". So what should the ideal game be like?

  1. Crusader Man (hybrid). It is an excellent tank with a heel. Can become a grandmaster of heavy armor, sword, arcane discipline (magical protection) and light magic.
  2. Orc hunter (hybrid). Can become a grandeur of stamina, evasion and magical protection. Masterfully owns air magic and maces. Unfortunately, he only uses light armor and shields at the basic level. The basis of his survival is a large supply of health and evasion. If desired, you can replace it with a gnome protector (warrior). Can become a grandeur of ax, heavy armor, shield and military affairs.
  3. Man-magician. The only one able to learn black magic. Uses spells of any school, but especially succeeded in the spells of earth, darkness and primordial. Not able to use armor, and "passive" skills do not even reach the master level. If survival is needed, it can be replaced with an elf druid. But in this way the party will be deprived of the spells of the dark school and fire. And that means "Whispering Shadows" showing secret passages.
  4. The last slot should be used at discretion. You can leave under any gnome (warrior or hybrid).

However, you should definitely not take classes that specialize in shooting - elf (warrior or hybrid). In this game, the most important part is the heroes. The passage of "Might and Magic 10" is such that at a certain point the group runs the risk of being in the middle of the plot, unable to resist.

Sorpigal

This city has nothing to do with its "twin" from the 6th part. In addition, the passage of "Might and Magic 10" begins here. Here you need to do the same as when you first visit any city:

  • go around all buildings to get quests and information about teachers;
  • search nooks and crannies for chests and barrels;
  • sell unnecessary junk from inventory;
  • stock up on potions;
  • hand over assignments.

If you go around the whole town, then the following entries should appear in the list of tasks:


After finishing sightseeing, the party moves into its first dungeon - "Well with spiders". It belongs to the relevant assignment. Also in the dungeon you will find the "Smuggler's Cove". After opening the quest chest, monsters will attack the heroes. The dungeon itself is not too complex and linear, but it is worth remembering that spiders are very poisonous. Before the hike, you should buy "green" potions, or try to shoot monsters from afar. Upon returning to the city, you will need to turn in both tasks and receive the "Extinguished Lighthouse" quest.

Aegin peninsula

You can go here from the starting city. But do not rush with assignments. One of the main tasks during the passage of "Might and Magic 10" - pumping the group. This location is perfect for this. The order of stripping is as follows:

  1. Plain between the entrance to the city and the bay.
  2. A den of thieves in the west.
  3. Ash Hills (in the center of the map there is an altar for the quest).
  4. Valley around the castle in the north.

It is advisable not to miss a single chest. For recovery, you should use either fountains (once a day) or supplies. You don't have to go to Dangerous Caves yet. But you can visit another location.

Passing the "Mysterious Crypt" in "Sword and Magic 10" is not considered very difficult. It's just a little mystery. The player just needs to turn all the torches to the center of the room by clicking the tiles on the floor. To do this, you should "enter" the following combination:

  1. Click on the right tile once.
  2. Two times to the left.
  3. And three times to the far.

After completing the passage of the "Mysterious Crypt" in "Sword and Magic 10", the player receives the first artifact in the game - "Sacred Sandals" (Titan Gaiters).

Lair of thieves

The second serious "dungeon". Here, the player will need even more antidote potions, as local opponents are able to shoot poisonous shells. You will also need the "Whispering Shadows" spell, which is studied by adepts of fire magic. It will allow you to see hidden doors. The location itself is not too confusing.

Important: all directions are indicated if you look at the map:

  1. Immediately to the left of the entrance is a room with a chest.
  2. A room with a quest key is symmetrical from it.
  3. Then you need to move down.
  4. First, turn right. On the left hand there should be a secret passage with a chest.
  5. After going straight, the player will find himself in a room with a book of teleportation to the "Distant Star".
  6. Returning to the place with the cache, you need to go down. At the end of the hallway is a treasure room.
  7. Then you can go to the left side of the dungeon. On the right hand there is another cache with a lever. By pressing it, you can safely go down.
  8. On the left is a room with a chest. Opens with a lever in a cache.
  9. To the right is a chest and a transition to the lower floor.

The second floor is much simpler:

  1. To the right of the entrance is a room with a barrel.
  2. A little further to the left - 2 chests.
  3. After passing along the "linear" corridor, at the fork in the road, you should first look to the right to the next treasure.
  4. Return to the fork and continue straight up to the end. Don't miss the lever. There will be a chest at the end.
  5. Return to the bend and move left.
  6. At the end there will be a room with a boss and a quest chest.

This completes the passage of "Den of Thieves" in "Might and Magic 10".

Lighthouse

Having pumped "in the field", having passed the tasks, you can go to the lighthouse along the storyline. If the player's group has raised several levels earlier, then difficulties should not arise.

  1. On the first floor, you can find a chest and a barrel. If you go down from the exit from the floor, then the party will stumble upon a quest NPC, next to which there is a cache.
  2. There is also a chest and a barrel on the second floor.
  3. The third stage will require pressing two tiles at opposite ends of the location. There is a secret passage in the left corridor.
  4. On the top floor, the group will meet with the boss. It is necessary to stay away from the edge of the site, otherwise the monster will throw off the heroes. In addition, it deals damage to all characters at once, so it is worth using massive protective spells.

Portmeiron

Continuing the passage of the game "Might and Magic 10", the group is sent to the local governor, but even such a trivial task turns into a test.

  1. There will be few forks on the ground floor. It is recommended to first visit the tunnel to the left of the entrance, then to the right. Be careful, there will be a secret passage near the lever.
  2. The second floor is huge. It is recommended to just go around it completely, collecting all the treasures. Don't miss the secret room. Use Whispering Shadows. It will contain a key to a locked door with a book. At the end of the dungeon there is a room with levers. There are three of them, so it's not difficult to find a combination.
  3. On the third floor, no surprises. 3 chests, a barrel, a book and a boss.

This is how the first act of the game ends. After talking with Morgan, the difficulty will increase exponentially.

Shards from the doors

The first quest that the player will have to face in Act 2 is the Forge of the Elements. Passing "Might and Magic 10" entirely will allow you not only to complete the story quest, but also to receive the blessing of Shalasa, which makes it possible to walk on water and get to some interesting points in the game world. Therefore, it is initially recommended to visit some places and collect all the "keys".

  1. Shard of the Earth. The group will receive it from the story quest when they first move to the Forge.
  2. The Shard of Water must be found in the Abandoned City at level 4.
  3. The Shard of Light is stored in the Falagar Mansion on the 2nd floor.
  4. A Shard of Wind in the Skull Cave at level 2.
  5. Shard of Fire, again, in the Abandoned City only at stage 3.
  6. Shard of Darkness in Kartal Prison.

Having collected all the items, you can safely go to carry out the plot.

Forge of the elements

The passage of the forge itself is not too confusing. The group will appear at the 3rd level of the catacombs. With each transition, the enemies will become more and more, so you should prepare for serious resistance. Since most of the corridors are straight, it is enough to provide only a list of caches in each of the levels so that the player knows what to find:

  1. On the 3rd floor, you should look for 2 chests, a barrel, a book and a key. Another chest can be found in the "Area of ​​Light".
  2. The second floor is slightly larger. It has 3 secret passages. Behind the first one is hidden the Master Master of "Enhance Magic". 2nd move is nearby, and behind it is a chest. The third move is next to the door to the "Area of ​​Water".
  3. On the ground floor, you can take a book and a chest. A chest is hidden in the "Realm of Darkness". Also in the "Area of ​​the Earth" there is a barrel and a treasure.

That's all. After opening the quest door, the party will face a golem boss. He hits one target, but can put the entire group to sleep. For battle, you should stock up on scrolls of spell removal. You can find them right there as you progress through the dungeon.

"Unknown Peninsula"

One of the most unpleasant quests for "superficial" players. If a person does not like to read books and notes in the game, or is simply inattentive, then he is unlikely to be able to answer all the questions of this quiz himself. Also, the game is not conducive to a detailed study of the world. Therefore, here is a list of answers:

  1. The name of the bay is Tyria Bay.
  2. The river in Kartal - "Inspiration".
  3. The name of the lake on the island is "Eye".
  4. Rocky coast - "Mentil".
  5. North Sea - "Iris".
  6. The old name of the land is "Malin".
  7. Eastern Forest - "Shady Forests".
  8. Songs of the Wind - "Weislin".

The heroes will be rewarded with 1500 experience and an artifact. Thus, in Might and Magic 10, the passage of the "Unknown Peninsula" does not represent anything serious.

Questions and answers

Another unpleasant moment is the "Tower of Riddles". The passage of "Might and Magic 10" can be deadlocked if you do not answer a few interesting enough questions. The group gets into this dungeon through two quests - "Advancement to the Archmages" and "The Forbidden Saga". The player should not expect strong resistance in the face of monsters, however, most caches and chests can be opened only by solving riddles:

  1. The first floor is in the shape of a square. In each corner are pieces of the code for the door to the second floor. Chests can be found behind three secret doors. The answers to the riddles are as follows - "Cloud", "Death", "Nothing". Near the exit you can find the "Destroyer Night" quest book. The answer is "Age".
  2. At the second stage, the corridors are "linear". The first test will be the pressure plates. The order of passage, if you stand facing them, is as follows - WDAWAWDDA. In front of this room, you need to visit the cache with the chest. Then there will be a room with traps. Upon entering the room, you need to turn left and walk along the wall, but do not stand directly in the corners. In the last passage in the cache there is another riddle. The answer is "Coin".
  3. The 3rd floor can be traversed in a straight line. From the entrance you need to go straight to the stop, not forgetting the barrel along the way. Then to the left and to the end to the statue on the quest. She needs to answer - "Fear". Then go up the map. The group will run straight into a cache with a chest and a flute. Then you need to get out of the cache and to the right until it stops - on the left there will be another cache with the answer to the riddle - "Mushroom". Here you can also find a grandee teaching "Primordial Magic". You should leave through the upper corridor, where you can find a relic.

If the player is worried about whether he will start "Might and Magic 10", then he should calm down. Despite the release year, it is very difficult to find a PC that will not handle the game. The required configuration is shown below.

This concludes the descriptions of the passage of "Might and Magic 10. Legacy". Eroi will be able to survive and complete their journey only with the help of the player and careful pumping. In order not to discourage interest in the plot and the game, to give people the opportunity to independently explore the new world, only general tips for passing will be given below:

  1. Examine each area carefully. It is never known in advance where a treasure or hiding place can be found.
  2. Kill anything that moves. The experience inflow is severely limited, monsters are not restored. Therefore, the player is forced to extract every grain.
  3. If during the first act you get the feeling that the game is too weak, then perhaps you should start over with other playable classes.
  4. You should not go headlong. If the first monster in the dungeon is too strong, it's best to leave and return later.
  5. Elixirs are life. In the previous parts of the game, they played a less important role.
  6. Think carefully about pumping. What skills are needed now, what later.
  7. Study spells. More than half of them will never be useful. It's a shame to spend money on unnecessary things.

Genre: role-playing game.
Developer: Limbic Entertainment.
Publisher: Ubisoft Entertainment.
Platform: Uplay.
Release date: January 23, 2014.

Introduction

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The revival of the forgotten is a good thing. In addition to the failures of high-budget projects, recent years have been marked by a series of reprints and sequels of the once popular series. Among them were good (Shadow Warrior), minimalistic (Age of Empires II HD), inconspicuous (Flashback HD), bad (Syndicate), but the essence of everything was one thing: to transfer the well-known formula to modern technologies.

In the process of giving old people a second youth, it is only important not to overdo it, as the developers from Limbic Entertainment c "Legacy" did. The continuation of the cult role-playing series of the nineties does not boast of either advanced graphics or skillful design solutions - only respect for the original source. But can you do something good without trying to improve it?

- It is unlikely that in our area you will find someone who might like adventure. They only have problems, you will miss your lunch!
film "The Hobbit: An Unexpected Journey" (2012)

Night at the Museum

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In our time, financing of development at the expense of consumers is gaining momentum. The scheme without any catch is flawless: you pay a little more, but immediately become the owner of a working assembly, and the creators receive not only additional income, but also volunteers who agree to work as testers on pure enthusiasm: look for software failures and report them on the forums.

Running games as they are created - there is in this its own romance. Coming through the maps once again at different stages of development, you will notice little things that beginners will not even know about: that road was previously littered with stones; this character was silent all the time, and now he tells tales and gives tasks; that mission can already be completed, since the key character does not fall through the textures.

The Dragon. Just a dragon. Once he was the same treasure seeker like us, but then he received an arrow ...

The downside of such pleasure is unstable program code, errors and inaccuracies in the description. With each update, you run around the same places, do the same tasks, start developing characters from scratch, or drop the whole thing, waiting for the official release.

To then discover that after the "birthday" the game has not changed at all and ask the only pertinent question: was there an alpha test at all or was it all a dream? Game crashes, frame rate drops, non-working scripts and translation errors - the authors carefully transferred all this to the release, and a patch with attempts to put at least some order appeared only a month later.

Legacy is replete with references to other games in the universe. Sandor from the clan of Vyacheslav lives in a tent in the south, but Tieru - in three hundred years he will play an important role in the plot of the fifth "Heroes".

Most of all went to the owners of 32-bit operating systems. Not only will they not allow you to set the maximum resolution of textures and cut off the voice acting of the characters, but also the passage may end prematurely: in the second act, the game crashes so often that even saving every minute will not save, and the likelihood of losing the accumulated progress is completely "classic genre ".

The funny thing is that during the "early access" there were no such problems - the graphics settings were not blocked at the engine level, the characters weighed out discreet phrases in battle and dialogues, only bugs were always there. Even funnier is that no matter how hard you try, the game will not and will not be able to eat more than 3 gigabytes of memory.

Chaos. Intrigue. Soap. This is what textures look like on Windows 7 32-bit.

The second question to the creators is much more prosaic: was there funding? Legacy looks good only as the work of amateurs with talent but empty pockets. Look closely at the illustrations and you will notice portraits and models from the fifth and sixth "Heroes", a hodgepodge of different artistic styles, the poverty of the world around us, and meager dialogues by the standards of role-playing games.

Archaism and poverty - these words vividly describe, if not the whole game, then at least the first impression of it. It is not entirely correct to start the review with obvious shortcomings, but this is exactly what Might and Magic X does to us: they wanted to adjust the game "antique", but in the end we got the usual hack.

The crystal spider is well remembered. The third act was coming to an end, and this was the first video on the engine in the game.

The Uplay platform deserves special flattery, because whatever one may say - what game, so is the service. Unlike Steam, where there is at least some compression at download, here you have to download the files in full, and if you reinstall the client, the game will fly away after - creating a backup copy is not provided. Add to everything the non-working "cloudiness": most often synchronization ends with an error, but files are chased back and forth both at startup and at exit from the game.

Chalassa-Malassa

Heritage has one trump card up its sleeve, and it is so weighty and inexplicable that all of the above becomes a trifle. The game is incredibly addictive. The world is quite small, the map can be walked along or across on foot in ten minutes, but here you can hang out for days, weeks and even months, exploring abandoned temples, solving all sorts of riddles or experimenting with the selection and development of a party of heroes.

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"Might and Magic X" is an indirect continuation of the sixth "Heroes", more precisely, their storyline. The offspring of Duke Vyacheslav exposed the conspiracy of the Archangel Uriel and the War of the Ancients ended, but the problems, as is often the case, remained. The influence of the Holy Empire weakened, talks about the separation of church and state began, and the empress's new reforms did not find approval everywhere.

There are many books scattered around the world. At the end of the passage, collect your little library.

On the Aegin peninsula, far from political squabbles, stands the city of Kartal. Like Kirkwall from Dragon Age II, he is considered free, although neighboring duchies are trying to push their people into its "top". Autonomy has become one of the causes of concern, and once the city was simply locked with a key from the inside. How well the four heroes gathered there: “Are you in Kartal? Carry out our instructions, and then we'll see. "

So an ordinary walk turns into the salvation of the world. The story tries to sound original and even throws in a few unexpected twists, but not to say that it is exciting. In addition to the random remarks of the characters, there is no voice acting, there are very few videos and cut-scenes, and the quality of the dialogues kills the remaining intrigue. Passages in the style “Friends, I'm glad to see you. My daughter was kidnapped ”at first they amuse, but only for the first time. The science fiction references in previous games in the series have also disappeared.

Through the mouth of this gentleman, two-thirds of the story is retold. Still wondering why the plot is so weak?

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It is much more interesting to explore the map that covers the entire peninsula. At first, the world seems to be linear, but over time, more and more new roads open up, and you return to the already traversed lands to clear a cave with a strong monster or dispel a magical barrier. You have to run pretty well, because there are no portals like in Diablo here, and the mission objectives are not always clear.

Some of the quests are built according to the classic "bring / kill" formula, others are phased and stretch throughout the game. If you get a shard and defeat the spirit in the forge of the elements, he will give the blessing of his Dragon God: the gift of Shalassa will allow you to walk in shallow water, Malassa will help with the search for caches. There is also a typical task with obelisks - to collect all the clues and dig up the buried treasure.

The forge of the elements is full of mysteries and secret passages, as well as assorted elementals.

Quests that increase the rank of heroes have a special role. The magician will not learn the strongest spells until he becomes an archmage, and such diplomas are not bought in the academy of the Seven Cities, so the teacher's whims have to be fulfilled. Each class has its own quest, so it is better to play a party of different races and specializations.

This is important: against the gnome - there is no reception. If you do not take a representative of the Northern Clans into the squad, you will not be able to get to the dwarven city of Sudgart and get a tangible portion of experience for the monsters and the task. The mission with the Shantiri disc also cannot be brought to its logical conclusion if there is no crusader in the squad.

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Fallout-style slides are a worthy reward for those who diligently traveled the world and helped those in need.

The main asset of "Legacy" is not tasks or even the world, but riddles and puzzles. Remember the times when the correct answers were not chosen out of four possible, but manually entered into an empty field? With local riddles, everything is the same: some of the chests are password protected, some doors cannot be opened without a code word, and one day you will even be asked to take an exam on knowledge of the geography of the peninsula.

Real tests of ingenuity await in mysterious crypts, where valuable relics are gathering dust under the protection of ancient mechanisms. In one dungeon, you need to find the correct sequence of teleports, in another, go across the plates or a field with deadly traps in the correct order.

Trap rooms are easier to pass with Elrath's blessing. Or rely on trial and error.

The game captivates by the fact that it does not indulge. Have you been told to find the sacred grove? Remember where you saw the entrance to this cave and how to get into it - no one will lead there by the handle with a magic arrow or a miraculous marker. Even more interesting is the search for teachers: some have settled in large cities, and some wander on the world map or in the dungeons - keep a notepad with a felt-tip pen at the ready in order to timely mark the location of such clients and not be killed later by their searches.

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Note: If you are having difficulty completing the game, check out the Steam Community for the game. There you can find a list of all teachers, a detailed map of the world and dungeons with all caches, secrets and other useful designations.

In a tavern near Kartal sits a dear fortune-teller. Do not forget to visit her after completing the game.

This approach inspires respect, but in places the game has been unnecessarily overcomplicated. The map does not scale, which makes it difficult to know which direction to move in so as not to run into a dead end. Location already found teachers could be noted in the game magazine. There is a very lack of autosave one step before the start or after the end of the battle. All this would not make the game easier, but it would significantly relieve it of routine and a lot of unnecessary actions.

Fantastic Four

In Legacy, your squad does two things: explore and fight. If you do not wander the world and do not solve another riddle, then you are pounding pesky enemies or you are counting on pumping your subjects. If neither one nor the other, then, most likely, the game crashed and "hangs" on the synchronization window.

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Clichés of computer games. Note # 25. No matter how big the wolf is, there is always a chance to miss it.

Our adventure is not only role-playing, but also tactical, and planning, choosing the optimal combination of classes, distributing talents and characteristics of each member of the squad plays an important role in such games. Mistakes are not forgiven here, because we cannot clear the brains of the heroes and distribute skills anew. We broke firewood by pumping a two-handed magician - start over or live with it.

Between the lines: let's go the other way. Not all classes are equally effective, some are noticeably stronger, others are almost useless, so I don't recommend playing with the default four. The archer should be replaced with a dancing one with blades and "sharpened" her under daggers, and instead of a gnome protector, take a rune priest: it is difficult to pass the game without protective spells, so an extra magician will not hurt.

The party can carry two hired companions with it. At that moment I regretted not taking the merchant with me.

By participating in battles and completing quests, the party accumulates experience and gains new levels, and with them several free points of characteristics and skills. Some points are invested in strength, magic, perception, etc., while others improve class features: combat skills or magic schools. Specializations consist of three ranks; only a certain teacher can issue you the next degree.

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The developers focused on the early parts of the series, so the whole game is exclusively turn-based. In cities, mountains, meadows and forests, you move through the cells, if the party of heroes is noticed by enemies, the battle begins. In combat mode, in one move, you can either move the entire squad to an adjacent cell, or use the ability with each character, be it a blow or a spell. You cannot run away from enemies.

Walking around a corner is a sure-fire escape from ranged attacks. Archers and magicians will not wait for you to look out again, and they themselves will come within striking distance.

Battles are fascinating with complexity. Even on an "adventurer" it is worthwhile to correctly apply spells, save life elixirs and mana bubbles - the monster population will recover only on the hundredth day of the adventure, so do not expect to enrich yourself by beating weak living creatures. Health and magical energy are not replenished, you can restore strength only by drinking from the fountain or by relaxing in the camp.

Fighting is interesting at first, but towards the end of the journey, the monotony becomes more and more pronounced, and the battles take place according to the same learned pattern. Enemies have a very poor set of techniques, with the richest bestiary the difference between a ghoul, a harpy and a panther is minimal: someone can stun, others return some of the damage, some get an additional attack for each miss or block.

With "bosses" usually the conversation is short. Two defend, two beat.

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Tactics are also sparse. The enemy loves to appear right out of thin air from several sides, shoot as soon as you enter a narrow passage and take numbers in the hope that the heroes' mana will run out faster than their heads. Boss battles stand out at first, but once you become a master of the magic of Light, the strongmen will quickly become pawns even against the background of ordinary enemies, with the exception of a couple of people.

Conclusion

The tenth "Might and Magic" is a game about overcoming difficulties. Accustomed to its outdated technology, resigned to an abundance of software and design flaws, accepted the too far-fetched complexity caused by clumsy navigation and interface, as well as a lot of gaming conventions - get an unforgettable adventure where you can get lost for a long time.

The developers really wanted to make the game "as then", in the mid-90s, but if "Legacy" came out after the ninth part, it would probably have been accepted even cooler than its predecessor. Imagine a game where there are no innovations at all, and the merits of its creators end with an engine concocted on the knee and copying an ancient concept as a world. Shouts about the conveyor would be a natural outcome.

The “Heritage” is saved by the fact that no one makes such games now. It's not even about the fans of the series and banal nostalgia, but the fact that players began to forget what it was like to solve really difficult puzzles, look for treasures themselves, and not just walk around and pick them up looking at the map. Despite the external wretchedness, we need such games, because in them we play, and not only act out our role.

Verdict: not everyone will see beauty in a rainbow after rain or dawn, not everyone will consider the game of their dreams in Legacy. It captivates and addicts, even if at heart it is just a museum exhibit.

Rating: 7.5 ("Good").

Vitaly Krasnovid aka Dezintegration

  • Discussion of the game at the conference site.

Sorpigal by the sea

Arriving in the small town of Sorpigal-by-the-sea, you adventurers, a team of four characters, find out that the gates of Kartal, a large city on the Aigin Peninsula, are closed. Having met the mentor Dustan on the shore, you received the first task -. To do this, you need to find Maxim, the captain of the local garrison. Take Dustan with you. However, before heading into the city, turn right and look into the barrel. Barrels are broken using the space bar. Chests also open. The barrels contain different colored liquids that increase the characteristics of your characters (magic, defense, spirit, etc.). But sometimes a monster can jump out of the barrel. By the way, you will find all useful places, as well as the names of houses, a list of teachers, chests, assignments on our maps.

We go to the city. In the nearest building “ City garrison”, Just outside the gates of the city and you can turn in the task. There will be a knight at the entrance. You can go straight to the house, or walk around the city and listen to Dustan's stories about local attractions. However, if you decide to complete this quest right away, you will have to kick Dustan out.

I advise you to walk first, listening to Dustan's stories at the same time.

If you go around the city garrison, you can find a book and a chest. Nearby there are shops where you can buy weapons or armor, shields. But I think you don’t have enough money yet. And for a start, what you already have is enough for you.

In the upper left part of the city, you can take tasks:

And also soak your first creature - a spider, clean out another chest and a barrel.

You can buy potions, magic items or spells in the store “Amulets and Talismans of Johara”. You will need:

  • red potions- restore health
  • blue potions- restore mana
  • green potions- they remove the antidote, this is especially important, since soon you will be poisoned by spiders.

In the city center stands “ Chapel of Elrath”.


In such religious institutions, you can resurrect characters who have died in battle, restore health and mana. In the Chapel of Elrath, talk to Rosalyn (at the top of the screen, the tab for switching characters in this building). Rosalyn will give you the task “”. Take it with you. There is also a teacher of the expert in the magic of light. All teachers are marked on the map. To develop your character, you need to get experience points (given for killing monsters and completing tasks), thereby increasing your level. For each new level you are given 3 skill points. You spend skill points on the development of skills (for example, magic of light). There are 3 skill stages: Expert, Master, and Master. Each stage has its own teacher, teachers are scattered throughout the cities. In general, you better read in more detail in. Take the book to the right of the chapel entrance.

Opposite the chapel is Goblin Watchtower Tavern... Ailos is standing next to her, he can be hired, but there is not much benefit from him. In places like this, you can rest (8 hours), buy supplies. Your group needs a rest every 20 hours (playing time), otherwise the characters will weaken and lose strength until they eventually go insane. You can rest either in the tavern or in the field, spending supplies. In the tavern, you can take the task “”, hire a cook. However, there is also little sense in a cook.

We leave the tavern and turn the corner. There you will see Zeyla, who will give the task “”. After completing this task, you need to return to Zeyl to receive a reward (gold and experience points). There is a chest behind Zeyl. Next to it is the "Training Hall", where there are many different teachers (see map).

If you go around the Training Hall, then in the lower right corner of the map you can find the place "Horse Paradise", from here in the future it will be possible to get to Kartal and the Sea Harbor, but for now the road there is closed to you. You can also hire a Horse here. In this case, you will have an additional item bag. A very useful character, especially when you walk through different dungeons - over time, you will not have enough space in your bag.

At the very bottom of the city, there is a guard at the exit. He will not let you in until you get the task from Maxim "".

Below you can also find the "Library of secret knowledge", in it you can buy spells and find teachers. There is a chest next to the building. If you go around the Library, you can kill another spider.

So, you are ready - return to Maxim to receive the task “”. Maxim will go with you.

Spider well

To complete the task with the spiders, we go into the well (it is marked on the map). We stock up on the antidote, buy uniforms with the money that we have saved. The passage of this quest is described here "". Also in the well you will find the smugglers' cove from the quest "". Do not forget to turn in this quest to Zeyl.

Maksim

After you soak all the spiders - go to Maxim, he will give you the next task - "". South of Sorpigal there is an old lighthouse, before it went out, strange nagas were seen there. Maxim wants to make sure these nagas don't belong to the Drowning cult. After receiving this task, you will be able to leave the city. Well, let's get out of here!

Aegin peninsula

We leave the city and find ourselves on the Aegin Peninsula. The map is in an enlarged form.


Our strategy in this part of the world is as follows: first, we clear the entire plain at the Gulf of Tyria. We collect books, open chests. You can periodically meet crystals, which will give additional protection from different schools of magic and fountains that fully restore health and mana once a day for the whole team. We are not in a hurry to go to the Lighthouse, as there are quite strong enemies and it is better to pump the characters first. I recommend that you first visit the Den of Thieves (on the left side of the map) and clear the Ash Hills and the area around Portmeiron Castle (above) from monsters. The entrance to the Castle will be available only after receiving the corresponding quest.

Ash hills

In the center of the map on the Ash Hills, you can complete the quest "" by placing them on the altar. In the center of Ash Hills is also the wagon of the itinerant merchant who sells potions, supplies, and is a teacher. Crossing the bridge to the right side of the map, you can find an obelisk. Read the inscription on it and you will have a task with inscriptions on the obelisks that you will need to collect. Obelisks are located throughout the peninsula.

We open a couple of chests, we do not enter the dangerous caves, which is located here and near Tyria Bay. You will not be able to defeat these monsters yet.

Mysterious crypt


At the top of the map you can find the entrance to the Mysterious Crypt. In it, you need to press on the plates on the floor in such a way that all the torches light up and turn to the center. I think that by poking several times in different orders, you can set them in the desired position. Usually, this does not cause problems for anyone.

Cursed ruins

Located on the left side of the map. We are not going there yet (and not yet soon). However, there is a chest and a barrel with a spider nearby. If you go around the Cursed Ruins, then you can find another obelisk and a chest with a riddle, if you don’t guess yourself, then you can find the answers to all the riddles.

There is also a guard at the top of the map, who will release you only after completing the quest with the lion and the forge of the elements.

You can also come across a place that will require Ilat's blessing from you. You don't have it yet, you can get it much later.

Lair of thieves

So, we go to the Lair. Stock up on an antidote as there are many shooters that shoot poisoned arrows. To get there, you need to go through the Shady Woods, there we also clear the chests and kill the monsters, which are enough there. Having reached the entrance, we listen to Rosalyn's confession and go inside.

Chess