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The Last Stand

Author File Description
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: S
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: No
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 2
# of players: 2
Skill Level: Expert
Password Protected: No
Surface Minimap:
Cavern Minimap:
=== Your objective ===
*Lose* the war in the most glorious manner possible!

You are Dyfyndr, a powerful Archon wizard who has spent his long life building a wealthy domain and solidifying a coalition of the good and neutral races. Tragically, you are still no match for an insanely ambitious upstart, Ofyndr. He is a goblin master wizard with incalculable resources, broad racial support, and vastly superior forces. The only question is: how long can you last -- sending your troops out to certain death but ever greater honor.

The focus of this scenario is on my favorite part of AOW: tactical combat. More specifically, if you love siege defense, then this map is for you. If it proves popular, it might lead to a new kind of tournament: who can play a map the longest, measured in game turns (days), before succumbing. You will have to use every trick in the book to survive; this is a *hard* scenario, especially in Classic mode! Don't let its small size fool you; it is full of things to keep you busy, with more events than most larger maps.

In single play, you must play as Dyfyndr. (There is no point in playing as the aggressor, Ofyndr, and trouncing a helpless computer). Every day you survive, you will be rewarded... but so, too, will your enemy become stronger. Alternatively, you can play against a friend (1v1). In this case, the human aggressor also tries to beat a record: achieve victory in as few days as possible.

=== How long can you last? ===
Just for fun, here's a scale to rank yourself based on number of *whole* days lived (applies only to single play):

-- Subhuman: 15 or less --
You have as much skill as the rock you left on the Enter key to pass every turn without play.

-- Dunce: 16-35 --
This just isn't your game; maybe try checkers.

-- Bystander: 36-60 --
You find the middle of the bell curve very warm and cozy.

-- Expert: 61-80 --
Your stylish success is raising a few discerning brows.

-- Hero: 81-102 --
People ask you to sign their undergarments shortly before fainting in your presence.

-- Deity: 103 or more --
History books will be written about you and your followers are forming a religion.

(So far, no one has claimed to have made it past day 102.)

=== Scenario facts ===
810 events.
31 heroes.
55 items.
All races on map.
Extensively play tested.
Changing the map settings will negatively impact game play.
Strategy hints available upon request.
Author: Jeff Ettenhofer (jettway att gmail dott com)

=== Update history ===
1.4.1 - Fixed minor bug.

1.4 - One year and over 1200 downloads later, it's time for a special edition! Features new events (72), heroes (5), items (14), locations, and quests, with improved challenge in the late game.

1.3 - Fixed bugs with race relations and hero upgrades.

1.2 - A huge update, almost a different map: more difficult, new locations and characters, a new ending, 70% more events.

1.1 - Fixed minor bug.

=== Known issue ===
You may be asked to choose upgrades for heroes that you do not own! This is not really a bug as it gives you another way to control difficulty: to make the game easier, ignore the these upgrade messages, or, make it harder by selecting an upgrade, thereby making the enemy hero harder to defeat.

I heartily encourage you to review, offer suggestions, and post your score here! Thanks for playing!
AuthorReviews   ( All | Comments Only | Reviews Only )
Map Design5.0
Playability: 5
Started out great and stayed that way to a very satisfying end game.

Balance: 5
It is what it says it is.

Creativity: 5
This is the strong point. A very different and interesting approach. This may actually be kinda of fun as a 1 on 1 game each player doing the other side to see who can last the longerst.

Map Design: 5
Designed well for what it wants to accomplish. Some of the buildings against cities make them hard to defend.

Story/Instructions: 5
The story goes along nicely accept for the wimpy ending. Some nasty surprises that caught me off guard.

Additional Comments:
This is an updated review based on the new version 1.3. I am impressed that the author took the feedback and really improved and already unqiue map.

[Edited on 10/24/10 @ 01:15 PM]

Witty Username
Map Design5.0
Playability: 5
Excellent map. Not exactly winnable, at least that I could see (I have only played it once, though), but very very entertaining.

Balance: 5
Balance is kind of a tricky issue for a map like this, but all in all you did a good job of including good surprises to go with the bad. Although when the Secret City appeared and next turn Safety Lake dried out, I knew I was screwed.

My biggest complaint here was when it said "You order the drilling of another tunnel." What?! No I don't! I do no such thing! My entire strategy is focused on making him come to me through the booby-trapped cave entrance and to the watchtower I built. I don't want another entrance, that is just about the worst thing that could happen. If that event was meant to favor the player...yeah about that. If not, that's totally fine, but I'd feel better about it if it didn't claim it was being done on my orders.

Creativity: 5
A very interesting twist, and I liked the unique heroes and items. It was something different, which was really nice.

Map Design: 5
The staggered gifts of items, spells, and magic catalysts was a nice touch. I didn't get to explore the whole map or anything, but all around very good.

Story/Instructions: 4
The opening speech and the event text was very well-written--much better than I'd expect from a non-story-driven map. The heroes didn't have much in the way of story or anything--overall there's not a lot in the way of explanation or backstory--but I think the events made up for it by following a fairly logical progression, so you can see how what's happening in your little battles is affecting the entire kingdom. It's not precisely a story, but it's good enough for me, especially since the map was never story-driven in the first place.

Additional Comments:
"On turn 60, Dyfyndr the Pathetic was defeated." His dying words: " Fortuna audax iuvat! Glory to the brave!"

A couple of questions. Is the map meant to be winnable for Dyfyndr? If so, how?

How in the name of all that is holy does someone make it to turn 100+? In fact, I think I'd like to hear all of the strategy tips you offered.

Is Orfyndr even on the map? After I was killed I reloaded and used cheats to examine the map, but he didn't appear to be in any of his cities...

[Edited on 05/29/11 @ 01:34 AM]

Map Design5.0
Playability: 5
I played it once and would start another session right away if I had the time. It's a lot of fun, although some things can break your spirit, guess it's all in the game.

Balance: 5
This map wasn't designed to be balanced. I feel a reviewer should be permitted to skip parts that are not applicable. Gave it a 5 to not bring down the overall rating.

Creativity: 5
The first and, I believe, still the only one of its kind. Very Original.

Map Design: 5
Map looks great, has a great feel to it, a lot of things happening all the time. I've not seen the entire map, but most of it. I wonder what's in the bottom right corner ;)

Story/Instructions: 5
YES!!! All that I wanted and more.
A very accurate description also.

Additional Comments:
I always pick emperor for AI wizards, not this time, I picked squire to start off easy. My last stand was on day 48. It wasn't a grand battle as you'd expect, that happened the day before in my main stronghold. I wonder if the map is really meant to be played against Offyndr, the Emperor.

This is the first time I reviewed a map.
I really love this one, it's given me a few ideas as well.

If the author should ever make an update, here's a thing I would like to see:
- The towns outside the perimeter should at least be able to build barracks.
NOT TO MAKE IT LESS DIFFICULT, just a little variety.
Map Design4.0
Playability: 3
This is too much for such s small map! I understand that the intenion was to create a strategy game and take out all the other elements, but I see SM as something more than titanic battles and little else.

Balance: 4
Quite balanced from different angles. A bit unbalanced in the sense that magic almost always wins, but still worth playing.

Creativity: 4
Nice work.

Map Design: 4
In terms of how beautiful the map is, it gets a 5. In terms of how much it makes sense, it gets hardly a 2. I can't see why these dozens of buildings everywhere.

Story/Instructions: 3
Rather poor story line.

Additional Comments:
It is a siege at micro level, following the typical story of bad and good. The problem with such efforts is that when you go to the battleground for the actual battle, the micro level becomes micro-micro and whatever athmosphere existed simply dissapears

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Map Design4.8
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