And now, a little break from Final Fantasy. With my Windows machine no longer acting as emergency backup server, I decided to finally finish up the last three maps in Heroes Chronicles: Conquest of the Underworld. And, having made that decision, Windows XP gave me a deadline. First, it declared that the hardware had changed enough that I needed to re-activate Windows within three days. Then, when I tried to do this, it refused, telling me that my registration key had been used too many times. I haven’t yet decided what to do about this. Get Vista? Buy another XP license? Dig my windows 98 CD out of the closet and install that? That last possibility has some appeal; a ten-year-old OS could possibly help me play games of the same vintage, provided it can make sense of my futuristic hardware. At any rate, I had three days to either do something about it, or to finish Conquest of the Underworld and consider my options at my leisure. I chose the latter route.
Fortunately, the last two maps are relatively short. I spent the majority of this session finishing up map 6. That map was a bit of an enigma: enemy heroes kept appearing even after I had taken possession of all the castles I could find. It turned out that their home was on the other side of a one-way portal, making them absolutely impossible to eradicate completely. Generally speaking, the way I’ve been playing this game is that I first eliminate all opposition, then I spend some time sending my main heroes around to places with permanent stat increasers that I didn’t get to during phase one. This time, during that final phase, I had to keep popping back to the vicinity of that portal via the Town Portal spell to slay those pesky heroes.
Map 7 was small, and I managed to wipe out the sole free-roaming enemy with my supercharged Tarnum before he could mount anything resembling a threat. There was just one catch: when I finished the mission objectives, I still hadn’t found the sixth and last piece of the Angelic Alliance. Turning to a walkthrough online, I learned that it was sitting more or less right next to Tarnum at the start of the level. I had given it to one of the other heroes; it hadn’t even occurred to me that it might be important. Fortunately, I had saved just before finishing the level, so I could go back and have the hero who had it deliver it to Tarnum. I suppose the level would have been easier if I had the Alliance from the beginning, but it’s not like Tarnum was ever in serious danger of losing a fight.
Map 7 is also significant in that it’s the first time that Queen Allison shows up as a hero, rather than as an unseen presence who’s mentioned in the plot text. This is important to the conclusion of the plot in map 8, where she’s taken captive by the demonic troops lent to her by a traitorous demon lord, who claims to be an enemy of the guys who abducted Rion Gryphonheart, but is in fact in league with them. This gives an excuse for Tarnum to enter the final chapter alone.
Amusingly, level 8, the depths of the abyss, is the only place in the entire episode where you can recruit halflings. Heroes of Might and Magic 3 has eight different city types, each with its own roster of creatures, but only four have shown up until this point: the castles of the knights staging the invasion, and the cities of the native demons, undead, and dungeon-dwelling creatures (troglodytes and beholders and so forth). The designers felt a need to provide an in-plot justification for the halflings’ sudden presence, but when you come right down to it, there’s a lot of non-underworldy stuff in the game that the player has by this point learned to ignore. Every time you pick up an artifact, for example, you get a randomly-selected piece of canned text describing how you found it. These text snippets aren’t at all customized for the environment, and sometimes mention things, such as orcs, that just plain don’t exist in the Underworld we’re shown. Then there’s the way that some levels have both “above-ground” and “underground” areas. You see this sort of thing all the time in fan-made levels and mods: someone wants to use a game engine to tell a story that it isn’t ideally suited for, so they do their best to map things in the game to elements in their story and just kind of ignore the ways that they don’t mesh. Arguably, this happens in commercially-published games as well, what with powerups and health-packs that aren’t plausibly part of the game setting — heck, I’ve commented before about gameplay elements that contradict the fiction in Final Fantasy. I think the difference that makes the ill-fitting elements seem more amateurish here is that they seem so avoidable. The scenario designers here could have easily written new artifact text to suit the Underworld environment, if they had that kind of control over the engine.
Anyway, Rion’s soul is free, as is his daughter. Hundreds of people gave their lives to make this happen, but apparently that’s okay, because they’re just troops and don’t count the way that characters with names do. Tarnum’s internal monologue is full of comments to the effect that he’s different from Tarnum the Tyrant because he’s learned his lesson about not callously disregarding the sanctity of human life, but I dunno.
There are two more episodes of Heroes Chronicles still on the stack. The next one, Masters of the Elements, has Tarnum as a wizard traversing the elemental planes. That should be fun; four-elements stuff is always appealing somehow. But that’s for another time.