Walkthrough of the game Might and Magic X Legacy. Walkthrough of the game Might & Magic X Legacy (Might and Magic X Legacy) Heroes of Might and Magic 10 riddles

ABOUT Might & Magic X We already - at the end of August last year, the game was released to the public in early access in order to bring it to its best form using the “open development” method. Almost For six months, the developers patched up the game, finalized the content and made changes based on the requests and wishes of the players, and finally the result came out. We collect four heroes - and forward. See if the classic has returned or remains where it was buried .

Big heroes...

Over the nine parts of the series, the heroes set out on many worlds - the non-space stations “Varn-4” (in the first Might & Magic) and “Kron” (II), broken into elemental islands of Terra (III), cloudy gloomy Xin (IV, V), two continents and the archipelago of colorful Enroth (VI, VII, VIII) and nondescript Axeot (IX). The worlds were a decent size, with plenty of cities, abandoned castles, caves, secrets and treasures - and a sci-fi backdrop that was sure to reveal itself towards the end. In the tenth part, it was not the continent or the whole planet that was given to the farm, but only a piece of Ashan, familiar from the fifth and sixth “Heroes” - the Aegin Peninsula in the southwest of the Falcon Empire. Blasters, robots and entertaining Ancients are alien to this world, so what we have here is pure fantasy.

Instead of the Ancients, the role of “gods ex machina” was taken on by the Shantiri civilization, which had previously been casually mentioned in games based on Ashan. Their ruins and sun disks are found everywhere.

The plot of the game begins after the events of the sixth “Heroes”, and there are plenty of references, familiar characters and old conflicts here. Some of the Griffin family, some heroes of might and magic, and even Craig Hack, this time a retired pirate, all ended up on Aegina. Meanwhile, a “frantic quartet” of adventurers - our squad - arrives in the small port town of Sorpigal.

We will have to start, as usual, with the creation of this very detachment. Four races (humans, elves, gnomes and orcs) with three classes each and a scanty set of skills - compared to what was in the previous parts of the series, the role-playing system is rather poor, but there is still something to think about. You can choose a balance: take a “tank” warrior, a marksman and two magicians - a combat and a healer. You can experiment and recruit, for example, four magicians - it’s not a fact that such a party will be able to survive some battles, but since there is room for creativity, it would be a sin not to use it.



Governor John Morgan is our main employer in the main story. At the same time, he teaches everyone to wield a sword. A more or less universal composition - there is a strong warrior, a sharp shooter and a pair of sorcerers that complement each other. Should work like a clock.

Such an important part of the series as the development and growth of controlled characters did not suffer in the tenth part. As before, with each level we train skills, look for teachers and move to new levels of mastery - from beginners to masters. Watching how the four adventurers transform from a team of green crooked hands into legendary heroes is a great pleasure. The new developers managed to transfer this element of M&M as expected.

...in a small world

Aegin is a small province. It only fits four cities and a couple dozen dungeons, and you can go through it from end to end in ten minutes of real time. The question “why so ma?!” suggests itself, but here you have to face the truth. Limbic, with their means and experience, could go two ways - to make either a huge, but empty and meaningless world, or a tiny, but extremely rich one. They chose the second road, and, as it turns out as they get into the game, it was not in vain.

Travel across the peninsula takes place in real time, but discretely - cell by cell, as in M&M from the first to the fifth. A lot of people didn’t like this - for some reason everyone was waiting for the rebirth of later games in the series, although the guidelines were established from the very beginning of development. There is nothing wrong with discreteness to this day, LegendofGrimrock recently proved this successfully. Despite the apparent slowness of the process, the compactness of Aegina compensates for this, and for the impatient, ships and crews sail between the four cities - Sorpigal, the cosmopolitan Sea Harbor, the metropolis of Kartal and the pirate Crag.

But you have to wander around Aegina, looking under every pebble and meticulously studying every corner of the map. Limbic filled every nook and cranny with at least something worth looking there for, be it a chest of trophies, someone’s house, a monster wasting away over gold, or another fragment of the history of Ashan, set out in someone’s handwritten work.

A worthy compensation for the size of the peninsula was another mandatory attribute of any “first-person party RPG” - dungeons. Multi-level caves, castles and ruins are bursting with secret doors and switches, puzzles and weighty trophies. The very spirit of Might and Magic, expressed in “where else would you go in search of adventure, treasure and experience points,” was conveyed impeccably by Limbic.



Scattered across the world are nine heretical poems about long-forgotten worlds. Remember Love.

Legacy is “concentrated” - and it’s a pity that it’s still very small. Solving the riddle of the Obelisks, finding all the master teachers and exploring the world up and down is quite possible, almost at once. There could also be more quests - especially those that do not come down to come-kill-report or clearing out another castle full of bandits.

Dance of Death

As soon as the party stumbles upon enemies, the game switches to turn-based mode. Here parallels with Legend of Grimrock are immediately dismissed - there is much more from our own ancestors, and even from WizardryVII With LandsofLore. Considering that you will have to fight almost as much as wander around the world, it is worth remembering as early as possible that even at a moderate level of difficulty, enemies do not stand on ceremony with the squad.

There are plenty of varieties of enemies - from poisonous spiders to fire elementals that explode upon death - and almost everyone has some interesting abilities that complicate our lives. We can contrast a wide selection of spells (seven schools, eleven sorceries in each) and military techniques, a supply of potions and our own ingenuity. The latter helps track imbalances in the arsenal. Some skills are clearly more useful than others - like the “armor of God”, which saves you from most of the incoming damage, or the “hour of power”, which turns the squad into four all-crushing terminators.

But even with this you can’t figure out the fight head-on - it’s necessary think, what to do with the heroes during their turn: defend, heal, give maximum damage, or take the enemy out of the battle for a while, so as not to take risks. Battles with bosses that can knock out a strong knight with one blow are a good test of what you have learned so far.

The battles begin to gradually become boring as the party's strength grows. When more powerful magic appears and the heroes begin to compete in strength with dragons, the enchanting prospect of “becoming cooler and then showing them” disappears. They begin to throw almost dozens of enemies at the squad, alternating warriors, shooters and magicians, adding giants like minotaurs and cyclops. But a careful approach and patience wear down even such divisions. One mistake, however, can still cost you a victory.

What kind of dungeon would it be without a giant shell-shaped spider, which with one bite will send even a knight clad in armor to the next world?

* * *

When talking about the early version, we predicted that the graphics would remain the weakest point of the game. And so it became, from an aesthetic point of view, the tenth M&M is helpless. There are few portraits for the heroes; the “doll” of the hero, memorable from the Enroth trilogy, which displays the equipment he was wearing, is gone. The game world is a mishmash of styles and motifs, with a fair share of NPCs and monsters coming from the fifth and sixth Heroes and Dark Messiah. Get ready to watch dwarven kings working their backs in the forge, dark elves dyed green to pass for forest, and cloned townspeople... which we have also seen somewhere before.




Three screenshots, three models from three different sources. All three are in fundamentally different styles.

There are also too many simplifications and oversights in Legacy compared to older games. The death of heroes is no longer a burden, many auxiliary skills like repair and identification of objects have disappeared... in the end, now you can even set up a camp right in the middle of an enemy crowd, and nothing will happen to you for it.

Back in 2014, the next game “Might and Magic 10” was released, which became the last in the series. It was expected that old ideas would be resurrected, gameplay would be rethought, and graphics would be updated. However, everything turned out the other way around. A lot of dissatisfied reviews, disappointed fans and the final death of a once great epic. But there were heroes who completed 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 impression of the game, only group selection, Act 1, as well as the most difficult dungeons with which players usually have problems will be considered.

Birth of Heroes

There are only 4 races in the game, but they affect the available leveling options. People, dwarves, elves and orcs. The player can choose 1 of 3 classes for each - warrior, mage, hybrid. However, most players do not recommend using “pure” classes and shooters, since they are “useless”. So what should the ideal party be?

  1. Human Crusader (hybrid). Is an excellent tank with a heal. Can become a Grandmaster of Heavy Armor, Sword, Arcane Discipline (Magic Defense) and Light Magic.
  2. Orc hunter (hybrid). Can become a giant in stamina, evasion and magical defense. Masterfully wields 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 defender (warrior). Can become a grand axe, heavy armor, shield, and martial artist.
  3. Magician man. The only one capable of learning black magic. He uses spells of any school, but is especially successful in the spells of earth, darkness and primordial ones. He is not able to use armor, and his “passive” skills do not even reach the master level. If you need survivability, you can replace it with an elf druid. But this way the party will lose 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. Can be left for 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 moment the group risks finding itself in the middle of the plot, unable to resist.

Sorpigal

This city has nothing in common with its “sister city” from part 6. In addition, the passage of Might and Magic 10 begins here. Here you need to do the same thing as when you first visit any city:

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

If you walk around the entire town, the following entries should appear in the list of tasks:


Having finished sightseeing, the party advances to their first dungeon - “The Well with Spiders”. It refers to the corresponding task. Also in the dungeon you will find “Smugglers’ Cove”. After opening the quest chest, monsters will attack the heroes. The dungeon itself is not too difficult and linear, but it is worth remembering that spiders are very poisonous. Before going on a hike, you should buy “green” potions, or try to shoot monsters from afar. Upon returning to the city, you will need to pass both tasks and receive the quest “The Extinguished Lighthouse”.

Aegina Peninsula

You can go here from the starting city. But don't rush through the tasks. One of the main tasks when completing Might and Magic 10 is leveling up the group. This location is ideal for this. The cleaning procedure is as follows:

  1. The plain between the entrance to the city and the bay.
  2. Den of thieves in the west.
  3. Ash Hills (in the center of the map there is an altar for the quest).
  4. The valley around the castle in the north.

It is advisable not to miss a single chest. To restore, you should use either fountains (once a day) or supplies. There is no need to go to the "Dangerous Caves" yet. But you can visit another location.

Passing the "Mysterious Crypt" in "Might 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 pressing the tiles on the floor. To do this, enter the following combination:

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

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

Den of Thieves

The second serious dungeon. Here the player will need even more antidote potions, as local enemies can shoot poisoned projectiles. You will also need the “Whispering Shadows” spell, 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. Symmetrical to it is the room with the quest key.
  3. Next you need to move down.
  4. First you should 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 teleport book to the “Remote Star”.
  6. Returning to the place with the cache, you need to go down. At the end of the corridor is a room with a treasure.
  7. Then you can go to the left side of the dungeon. On the right hand 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 the hiding place.
  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 are 2 chests.
  3. Having walked along the “linear” corridor, at the fork, 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. At the end there will be a chest.
  5. Return to the turn and go left.
  6. At the end there will be a room with a boss and a quest chest.

At this point, the passage of “Den of Thieves” in “Might and Magic 10” can be considered complete.

Lighthouse

After leveling up “in the field” and passing tasks, you can go to the lighthouse along the storyline. If the player's group has raised several levels previously, then there should not be any difficulties.

  1. On the ground floor you can find a chest and a barrel. If you go down from the exit from the floor, the party will come across a quest NPC, next to whom 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 different ends of the location. There is a secret passage in the left corridor.
  4. On the last floor the group will meet the boss. You must stay away from the edge of the area, otherwise the monster will throw off the heroes. In addition, it deals damage to all characters at once, so it is worth using massive defensive spells.

Portmeyron

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

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

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

Door fragments

The first quest that the player will have to face in Act 2 is “Forge of the Elements”. Completing Might and Magic 10 in its entirety will allow you not only to complete the story quest, but also to receive Shalasa’s blessing, which allows you 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. A fragment of the Earth. The group will receive it as part of the story quest when they first move to the Forge.
  2. The Water Shard must be found in the Abandoned City at level 4.
  3. The Shard of Light is kept in Falagar's mansion on the 2nd floor.
  4. Wind Shard in the skull cave on level 2.
  5. The Shard of Fire, again, is in the Abandoned City only at stage 3.
  6. A Shard of Darkness in Kartal prison.

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

Elemental Forge

The passage of the forge itself is not too confusing. The group will appear on the 3rd level of the catacombs. With each transition there will be more and more enemies, so you should prepare for serious resistance. Since most corridors are straight, it is enough to provide only a list of caches on each level 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 a little larger. It has 3 secret passages. Hidden behind the first one is the master teacher of "Enhancing Magic". Turn 2 is nearby, and behind it is a chest. The third move is next to the door to the "Area of ​​Water".
  3. On the first floor you can take a book and a chest. There is a chest hidden in the "Area of ​​Darkness". There is also a barrel and treasure in the "Earth Area".

That's all. After opening the quest door, the party will face a golem boss. It hits one target, but can put the entire group to sleep. For battle, you should stock up on spell removal scrolls. You can find them immediately 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. The game also doesn’t encourage detailed exploration of the world. So here is a list of answers:

  1. The name of the bay is "Tyria Bay".
  2. The river in Kartal is "Navea".
  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 - "Vaislin".

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 Mysteries”. The passage of "Might and Magic 10" can reach a dead end if you do not answer several rather interesting questions. The group enters this dungeon through two quests - “Advancement to Archmages” and “Forbidden Saga”. The player should not expect strong resistance from monsters, however, most caches and chests can only be opened by solving riddles:

  1. The first floor has a square shape. In each corner there are parts of the code for the door to the second floor. Behind three secret doors you can find chests. The answers to the riddles are as follows: “Cloud”, “Death”, “Nothing”. Near the exit you can find the quest book “Night of the Destroyer”. 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 are facing them, is as follows - WDAWAWDDA. In front of this room you need to visit a cache with a 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 right in the corners. In the last passage in the cache there is another riddle. The answer is "Coin".
  3. You can walk around the 3rd floor in a straight line. From the entrance you need to go straight all the way, not forgetting the barrel along the way. Then go left and all the way to the statue for the quest. She needs to answer - “Fear”. Then up the map. The group will run straight into a cache with a chest and a flute. Then you need to leave the cache and go all the way to the right - 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 exit through the upper corridor, in which you can find a relic.

If a player is worried about whether Might and Magic 10 will launch for him, then he should calm down. Despite the year of release, it is very difficult to find a PC that will not run the game. Below is the required configuration.

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

  1. Carefully examine each area. You never know in advance where you can find a treasure or hiding place.
  2. Kill everything that moves. The flow of experience is severely limited, monsters do not recover. Therefore, the player is forced to extract every grain.
  3. If during the first act you get the feeling that the party is too weak, then perhaps you should start over with other playable classes.
  4. You shouldn't go headlong. If the first monster in the dungeon is too strong, it is better to leave and come back later.
  5. Elixirs are life. In previous parts of the game they did not play such an important role.
  6. Think carefully about pumping. What skills are needed now, what later.
  7. Learn 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 re-releases and continuations of once popular series. There were good ones (Shadow Warrior), minimalistic ones (Age of Empires II HD), inconspicuous ones (Flashback HD), bad ones (Syndicate), but the essence was always the same: 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 did with “Legacy”. The continuation of the cult role-playing series of the nineties does not boast of either advanced graphics or skillful design solutions - only a careful attitude to the original source. But is it possible to create something good without trying to improve anything?

- It is unlikely that in our area you will find someone who might enjoy adventure. They're nothing but problems and you'll miss lunch!
film “The Hobbit: An Unexpected Journey” (2012)

Night at the Museum

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Nowadays, development financing at the expense of consumers is gaining momentum. The scheme is flawless without any catch: 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 out of pure enthusiasm: look for software glitches and report them on the forums.

Testing games as they are being created has its own romance. Combing through the maps once again at different stages of development, you will notice little things that beginners will not even know about: that road over there used to be 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 upon a time he was a treasure hunter 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 give up 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 relevant question: was there an alpha test at all or was it all a dream? Game crashes, frame rate drops, broken scripts and translation errors - the authors carefully transferred all this into the release, and a patch with attempts to restore at least some order appeared only a month later.

Legacy is full of references to other games in the universe. Sandor from the family of Vyacheslav lives in a tent in the south, but Tieru - three hundred years later he will play an important role in the plot of the fifth “Heroes”.

Owners of 32-bit operating systems suffered the most. Not only will you not be allowed to set the maximum texture resolution and the voice acting of the characters will be cut off, but the passage may also end prematurely: in the second act the game crashes so often that even saving every minute will not save you, and the possibility of losing accumulated progress is a “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 heroes said discreet phrases in battle and dialogue, only bugs were always there. What’s even funnier is that no matter how hard you try, the game will not and cannot eat up more than 3 gigabytes of memory.

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

The second question to the creators is much more prosaic: was there funding? "The Inheritance" looks good only as the work of amateurs with talent but empty pockets. Take a closer look at the illustrations and notice portraits and models from the fifth and sixth “Heroes”, a hodgepodge of different artistic styles, the poverty of the surrounding world and dialogues that are sparse by the standards of role-playing games.

Archaic and poor - these words vividly describe, if not the entire game, then at least the first impression of it. It’s not entirely correct to start a review with obvious shortcomings, but that’s exactly what “Might and Magic X” does to us: they wanted to make the game look “antique,” ​​but in the end it turned out to be an ordinary hack.

The Crystal Spider is well remembered. The third act was ending, and this was the first video on the engine in the game.

The Uplay platform deserves special adulation, because no matter what the game, so is the service. Unlike Steam, where there is at least some compression during downloading, here you have to download the files in full, and if you reinstall the client, the game will fly away - there is no provision for creating a backup copy. Add to this the non-working “cloud”: most often the synchronization ends with an error, but the files are rushed back and forth both when starting and when exiting the game.

Shalassa-Malassa

“Legacy” has one ace up its sleeve, and it is so significant and inexplicable that all of the above becomes trivial. The game is incredibly addictive. The world is very small, the map along or across takes ten minutes on foot, but here you can hang out for days, weeks and even months, exploring abandoned temples, solving all sorts of puzzles 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", or rather, their storyline. The offspring of Duke Vyacheslav exposed the conspiracy of the Archangel Uriel and the War of the Ancients ended, but problems, as often happens, remained. The influence of the Holy Empire weakened, talk began about the separation of church and state, and the empress’s new reforms did not find approval everywhere.

There are many books scattered in different parts of the world. At the end of the passage you will collect your own small library.

On the Aegin Peninsula, far from political squabbles, stands the city of Kartal. Like Kirkwall from Dragon Age II, it is considered free, although the neighboring duchies are trying to push their people into its “top”. Autonomy became one of the causes of concern, and one day the city was simply locked from the inside. How fortunate it was for the four heroes to gather there: “You want to go to Kartal? Follow our instructions, and then we’ll see.”

This is how an ordinary walk turns into saving the world. The story tries to seem original and even throws in a few unexpected twists, but it can't be said to be exciting. Apart from random lines from the characters, there is no voice acting, there are very few videos and cut scenes, and the quality of the dialogue kills the remaining intrigue. Passages in the style of “Friends, I’m glad to see you. “My daughter was kidnapped” is amusing at first, but only for the first time. The references to science fiction that were characteristic of previous games in the series have also disappeared.

Two-thirds of the story is told through the lips of this gentleman. Still asking why the plot is so weak?

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

Some quests are built according to the classic “fetch/kill” formula, others are stage-by-stage and last throughout the entire game. If you get a fragment and defeat the spirit in the forge of elements, he will give the blessing of his Dragon God: Shalassa’s gift will allow you to walk in shallow water, Malassa will help you find hiding places. There is also a typical task with obelisks - collect all the clues and dig up the buried treasure.

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

Quests that increase the rank of heroes have a special role. A magician will not learn the most powerful spells until he becomes an archmage, and such diplomas are not bought from the Academy of the Seven Cities, so he has to fulfill the whims of the teacher. Each class has its own quest, so it is better to play with a party of different races and specializations.

This is important: there is no trick against a gnome. If you don’t take a representative of the Northern Clans into your squad, you won’t be able to get to the dwarven city of Sudgert and get a significant portion of experience for the monsters and the task. The mission with the Shantiri disk 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 the tasks or even the world, but the riddles and puzzles. Remember the times when the correct answers were not chosen from four possible ones, but were entered into an empty field manually? It’s the same with local riddles: some of the chests are protected with passwords, some doors cannot be opened without a code word, and one day you will even be asked to take an exam on your knowledge of the geography of the peninsula.

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

Rooms with traps are easier to navigate with Elrath's blessing. Or rely on trial and error.

The game is captivating because it doesn’t make concessions. Have you been told to find a sacred grove? Remember where you saw the entrance to this cave and how to get into it - no one will lead you 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 dungeons - keep a notebook with a felt-tip pen at the ready to timely mark the location of such clients and not be killed by searching for them later.

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Note: if you have difficulty completing the game, take a look at 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 symbols.

In a tavern near Kartal there sits a sweet fortune teller. Don't forget to visit her after completing the game.

This approach inspires respect, but in some places the game was unjustifiably overcomplicated. The map doesn't scale, making it difficult to know which direction to go in order to avoid hitting a dead end. Location already found teachers could be tagged in the game journal. There is a real lack of autosaving 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 many unnecessary actions.

Fantastic Four

In Legacy, your squad does two things: explore and fight. If you're not wandering the world and solving another riddle, then you're beating up annoying enemies or planning on leveling up your subjects. If neither one nor the other, then most likely the game has crashed and is hanging on the synchronization window.

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Computer game clichés. Note #25. No matter how big a wolf is, there is always a chance to miss it.

Our adventure is not only role-playing, but also tactical, and in such games planning, choosing the optimal combination of classes, and distributing the talents and characteristics of each squad member play an important role. Mistakes are not forgiven here, because we cannot clear the heroes’ brains and distribute skills anew. You messed up by upgrading the magician's two-handed weapon - 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 do not recommend playing with the default four. The archer should be replaced with a dancer with blades and “sharpened” her for daggers, and instead of a dwarf defender, take a rune priest: it’s hard to beat the game without protective spells, so an extra mage won’t hurt.

The party can carry two mercenary companions with them. 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 give you the next degree.

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

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

The battles are captivatingly complex. Even on the “adventurer”, it’s worth using spells wisely, saving elixirs of life and vials of mana - the monster population will be restored only on the hundredth day of the adventure, so don’t expect to get rich by beating up weak creatures. Health and magical energy are not replenished; you can only restore strength by drinking from a fountain or resting in a camp.

Fighting is interesting at first, but towards the end of the journey the monotony takes its toll more and more, and the battles take place according to the same memorized pattern. The enemies have a very poor set of moves; despite the richest bestiary, the difference between a ghoul, a harpy and a panther is minimal: some can stun, others return part of the damage, some receive an additional attack for each miss or block.

The conversation with the “bosses” is usually short. Two defend, two strike.

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Tactical techniques 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 out numbers in the hope that the heroes’ mana will run out faster than their heads. Battles with bosses stand out at first, but once you become a master of Light magic, 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. Get used to its outdated technology, come to terms with the abundance of software and design flaws, accept the overly contrived 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 “like it was back then,” in the mid-90s, but if “Legacy” had been released after the ninth part, it would probably have been received 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 a concept as ancient as the world. Cries about the conveyor belt would be a natural outcome.

What saves Heritage is that no one is making games like this right now. It’s not even about fans of the series and banal nostalgia, but about the fact that players began to forget what it was like to solve truly complex puzzles, to look for treasures themselves, and not just go and pick them up by looking at the map. Despite the outward wretchedness, we need such games, because we play in them, and not just act out our role.

Verdict: not everyone will see the beauty in a rainbow after the rain or the morning dawn, and not everyone will consider the game of their dreams in “Legacy”. It's captivating and addictive, even if at heart it's just a museum piece.

Rating: 7.5 (“Good”).

Vitaly Krasnovid aka Disintegration

  • Discussion of the game at the conference site.

Our squad starts from the Soprigal pier.

We arrive in the city with the quest “Ashes to Ashes” (additional quest).

Task description: You were trained by Owen, an adventurer who fought demons while defending Hammerhal during the Second Eclipse. Before his death, Owen asked that his ashes be taken to a small chapel in his hometown of Cartal so that he could be buried next to his ancestors. You have decided to fulfill your mentor's last wish.

Coming off the pier, Dustan meets you and gives you the first main task - “Looking for 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 party, and if you explore the city, he talks about its inhabitants.

It makes sense to go around the city, collect valuables in chests, open kegs 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 Rosaleen with you
- Smuggler's Bay (24.9)

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

Upon completion of the quest “Looking for a Job,” Dustan leaves you.

Maxim gives you the next main task - “Spiders in the Well”.
Task description: Giant spiders have taken up residence in the caves beneath Sorpigal and are attacking 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 spiders' lair and kill the spider queen. The entrance to the lair is located in Soprigal's well (15.8).

Before going down into the well, it makes sense to use the gold you find to buy bottles of health and mana (Amulets and Talismans of Dzhokhara - 6.22), learn several new spells (Library of Secret Knowledge - 8.3) or improve ammunition.

Maxim goes with you on the “Spiders in the Well” mission.


The spider queen is in the center of the lair (14,11). Maxim accepts the task of destroying the spider queen immediately after completing it and returns to the garrison.

Simultaneously with the main quest in the spiders' lair, we find Smuggler's Cove and a Smuggler's Chest (15.0) for the quest "Smuggler's Cove".

We go back to the city, hand over extra. task “Smugglers Bay” and go to the garrison for the next main task.

From Maxim we receive the following task - “The Extinguished Lighthouse”
Task description: South of Sorpigal there is an old lighthouse. Not long ago, just before the fire went out, strange nagas were seen there. Maxim wants to make sure that these nagas do not belong to the Flooder Cult, and has asked you to take care of this matter.

You can now leave the city.

Part of the Aegina Peninsula opens before you.

The lighthouse is located northwest of Soprigal. But it’s better not to go there right away. Your squad is still weak. It's 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" is available for rent on the Ashen Hills (108.43)
"Robbers" is a den of thieves in the shady forests.


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

We don’t go into dangerous caves or ghosts in cursed ruins. They are too tough for us yet.

There is a Wandering Trader in the Ash Hills (119.55) who you can buy supplies from and trade with.

Let's get several levels and new skills, and set off to complete the current main task to the Lighthouse.

The lighthouse turns out to be captured by the Flooder cult. We systematically clear the levels one by one.

At the first level we free Hamato. Upon completion of clearing the lighthouse, you can 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 during a fight with him is not to stand at the edge. He has a special blow that moves our squad one square back and is capable of throwing us off the Lighthouse.


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

This time we are instructed to go to Portmeyron Castle and meet with the governor.
Quest: The Thorny Path to Portmeiron
Description: Maxim has sent you to Portmeiron Castle, where you must meet with the Governor of the Aegina 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. Having freed the governor, we complete Act 1.



Before starting the game, you can assemble your squad (create 4 different characters, distribute their skills, etc.). Note that in the game everything is divided into cells that have coordinates on the world map. Therefore, some places will be indicated as coordinates.

Act 1

Watch a bright and epic video in which the plot and your task will be revealed. You will begin your journey at the harbour. Walk straight and a guy will talk to you. He will offer you a job, agree and, on his advice, go to the general. After going through the arch, go through the first door on the right. Get the task.

Destroy the spiders

The creeping creatures just want to ruin the lives of the townspeople, go to the town hall (the largest building). There is a well on the left (15.8). Go down it. You find yourself in a cave, explore everything in it and most importantly - kill all the spiders. Be sure to collect everything from the chests. Go back.

Bestiary of Yassad

You will be asked to kill various creatures. It's simple, when you kill every tenth monster, go to Yassad for a bonus.

Bandit Bay

The guard will ask you to get the treasure. It's funny, but you found it in one of the chests in the well, so just return the item to the owner. Next, you will have the opportunity to go to the lighthouse to find out new details about your mission, but it is better to complete additional tasks and just kill the monsters in the area.

The thieves

Go to the bandits' lair. You need to kill everyone in the building and collect treasures. Study every corner carefully. Secret rooms are available at 10.6 and 7.2.

Headhunter's Sword

Follow the cave (31,26). You need to go through two levels, each of them has a bunch of enemies that you have to kill. At the end, defeat the leader, take the sword and take it to the owner.

Flowers for fallen heroes

Leave the city, go to 108.43. Put flowers.

Lighthouse

Go south to the water, there you will see a lighthouse (113.22). Then everything is simple, kill the enemies at the entrance. You need to climb to the fourth level. There will be soldiers and monsters on your way, and you will have to eliminate them. Reach your goal. A fake boss will appear, so don't expect an easy fight. Be careful of the edges, otherwise the villain will simply throw you down. Try to attack with ranged combat; if you don’t have such a character, then go at the enemy with the strongest one. When you're done, teleport to Maxim.

Path to Portmeyron

Go to the governor's house. Proceed to one of the outer rooms, press the lever. A passage will open. Follow it and just forward, kill enemies on your way. When you're done, go back, go west, and use the lever to open access to the eastern rooms. Go further through them to the ruins, eliminating opponents along the way. Activate the lever on the left, go to the spearman.

Follow to the second level. The new lever is on the wall (0.15). Go to the other lever that appears, kill the enemies on the way. Next to the door (8,11). Next, you have the opportunity to choose a path. Try to go through each of them. Let us note right away that bad people and creatures are waiting everywhere, fight them back. After much fighting, pull the two levers and open the gate. Follow to the third level.

Continue your way, kill enemies. Go through the open door and get the golden key. Now go to the eastern part, there you will find another key. Then go southeast to the door and open it. A battle with Ivan awaits you. Move more often in battle with him; it is better to fight against him with an archer or knight. Talk to the guard, go to the forge.

Act 2

Elemental Discontent

You find yourself in a forge, it consists of three levels. Each of them will have to go through. You won’t have any major difficulties, unless, of course, you consider the huge number of enemies on your way to be a problem. When you're done, collect the trophies and go to Morgan.

Eyes and ears

Visit Horse Paradise and move to another city. Talk to the guy who is at 60.66.

Hunt for Mandbat

If you are located where you took the task, then the passage is at 75.75. First, buy potions and only then hit the road. Kill your enemies, don't be afraid to retreat. The dead soldiers have the key to the door. When you're done, go to the next level.

Clear the area again. You cannot go further because of the closed door, go towards the harbor and eliminate everyone on your way. Now go upstairs, open the door with the bronze key. A large crowd of enemies will attack you, so be prepared for massacres. Reach the end and defeat Mandbat using magic.

Last wish

Go to the church, which is located in the starting town.

Morgan's spy

Follow the harbor, then south through the forests. Turn right and find the entrance (71,32). Talk to the girl, and then kill everyone in your way. As a result, you will find yourself in a mansion. Chat with Ripley, turn the levers (4,7;12,0;12) and finally make your way to the door (3,3). Take the ashes to the church.

Naga tea

Collect several varieties of tea (5 pieces from each merchant in each city). Take the herbs to the store (4,23).

Archdruid

Take the book from the guy in the slums (7,26). Take the book to Minho (40,53).

Fallen star

Go to the abandoned lands, find the artifact (45,19). Take it to the blade shop, which is located in the harbor. Wait. Get a rare sword.

Master of the Art of War

Kill all monsters.

Great Salvation

First talk to the witch in the tavern, and then with Hamza (14.31).

Sewer key

Follow to the tavern (17,23). Give the tramp a drink and take the key from him.

Accomplices

Go to the poor area of ​​Kartal, find shelter (3,23). Visit the blacksmith to receive a blessing. Give the water to the blacksmith, it is in the chest (fourth level of the lost city). The key lies under the cabinet (4.15).

Follow the door made of fire. Open it, then place the plates and activate the levers. Kill the leader. Head towards the sunken ship. Kill the guards, talk to the man. Make your way to the Fang's lair through the area where there used to be water.

Master of Archery

Get to the cave of skulls. Eliminate the mermaid and return to the guy who gave you the task.

Truce with pirates

Go west into the empty lands. Find the Greek in the fort, give him the letter.

Dunstan

Go to Kartal. Talk to the bartender at the tavern. Go east through the jungle. Find the tent (25,76). Talk to the girl.

Rank leader

Go through swamps and jungles. Go through the mountains, find a nest. Kill the dragon, talk to the leader.

Title Guardian

Pass the sea harbour. Go northeast across the river. Go into the cave. Kill the cyclops, talk to the gnome. Continue to the Nevean Plains.

Act 3

Dive into horror

Stock up on supplies because there's no going back. Punch through crowds of enemy creatures up to level four. Walk on it on the yellow slabs. Go downstairs. Destroy the eye of fear. Talk to the locals, return to Morgan.

Battle for Kartal

Head to the pirate city. Talk to the Greek, then go to Kartal. Find a necromancer, he will tell you what ingredients are needed for the medicine. Buy mercury from a merchant, and sulfur in the harbor. Give the medicine to the Greek. Follow to the pier. You won't be able to return, so stock up on everything you need.

Find the parts ( 13.21 and 2.20). Well, then just kill a huge number of enemies, demons. Inspect all the rooms. As a result, you will find a lot of fragments. Kill Erebos. He will try to kill you, so keep moving. When you collect the item, place it on the platform that is in the center of the bridges. The general's name is Mikhail. The game is over.

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