HERO QUEST, PART 3
This is the third and final part of the Hero Quest guide. As I mentioned in the previous issue, additional scenarios (EXPANSION) exist for this game. They are known as RETURN OF THE WITCHLORD. In the 128K version, it is simply called HERO QUEST 2.
And now, the scenarios:
1. THE GATE OF DOOM
The Gate of Doom — The entrance to the fortress is not hard to find, since nobody has ever tried to hide it. The outer gate stands open, and you can see the tracks of many creatures that have passed through it recently. But you must make your way through frightening, terrifying tunnels to find the Gate of Doom, beyond which your destiny awaits.
Be careful, my friend: the enemy has had many days to prepare a welcome for you.
2. THE COLD HALLS
The Cold Halls — These icy passages are the resting place of the dreadful ghost riders who once led the cavalry of the sorcerer, the Lord of the Skeletons, into battle. Now they lie dreaming of past victories, but wait to be summoned to battle once more beneath the black banner.
3. THE SILENT PASSAGES
The Silent Passages — These corridors have been silent for more than a thousand years. The last sounds to echo through these sacred halls were made by King Agrain and his men as they hurried to defend the city.
Legend says that an ancient curse hangs over this place. So tread carefully, my friend.
4. HALLS OF VISION
Halls of Vision — King Agrain was one of the Great Kings who ruled before chaos came. He was an invincible warrior, and his rule was known for its fairness. The king also learned magic and created the Halls of Vision—a maze of magical rooms whose secret lies in Agrain's Keys.
5. THE GATE OF BELLTHOR
The Gate of Bellthor — Here begins the Sorcerer's true domain. In these deepest caverns, he created his own underground fortress, from which he plots the destruction of the Empire. The old books say: “I am Bellthor, the dreadful guardian who guards the gate. You must face me together if you wish to emerge victorious.”
6. HALLS OF THE DEAD
Halls of the Dead — You enter the Halls of the Dead, where the Witch Lord has gathered his infamous army. Here, where his presence can be felt in the air, you must strike first, at once, before he can escape. Good luck! Your skill and agility are your only hope.
7. THE FORGOTTEN LEGION
The Forgotten Legion — You escaped from the Witch Lord, but he will not delay in pursuing you. The corridors you now travel through are home to the Forgotten Legion, the elite of the Witch Lord's army. Their commander is Skulmar. They are terrifying in battle, for every one of them bears the scars of a thousand battles, each of which was a victory for Chaos.
8. THE FORBIDDEN CITY
The Forbidden City — No human has ever set foot here. Even the Learned Book will tell you little about what you might encounter. They say the passages are full of zombies, the mindless servants of Morcar, condemned to wander the streets of the Forbidden City forever. You must also beware of the city itself, which could collapse at any moment.
9. THE LAST GATE
The Last Gate — This, my friends, is the Last Gate before you reach the Witch Lord's court. The corridors beyond the gate are guarded by Chaos Warriors from the Army of Doom. Be cautious, for they are more powerful than any other warriors you have fought.
10. THE COURT OF THE WITCHLORD
The Court of the Witch Lord — The Witch Lord has been watching your progress. He wanted to destroy you, but each time you managed to thwart his plans. Now he has fled to the Throne Room. You must face him here. This time, there will be no way for him to escape.
Like the previous series, this one is also arranged into a logical whole and forms something like a story.
This part is harder than the first, and you need plenty of experience to complete the game successfully. Still, perhaps you can get rid of the pesky Witch Lord once and for all. Or perhaps someone will make another part...
Pyza
Translated from English by RadXcellent
Share your thoughts about the article