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Downloads Home » Scenarios » Heroes of S.P.A.N.K.

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Heroes of S.P.A.N.K.

Author File Description
File Details
Ruleset: AoW: SM - TS Standard Rules
Map Size: M
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: No
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 8
# of players: 7
Skill Level: Any (depends on AI difficulty setting)
Password Protected: No
The Heroes of S.P.A.N.K. scenario is a map designed for both aggressive and tactical play. Similar to the style of play of the former map, Art of War, this map evolves around the seven heroes known as the Heroes of S.P.A.N.K., thus giving the map its name. It is a medium size map that consists of eight players; one Good, one Evil, five Neutrals and one AI controlled player. The map itself has three levels with the third level considered as the "deep" underground. The domains for each wizard have been strategically placed with each surrounding region catering to the wizard's ruling race and nature. The terrain itself has been designed with a sense of realism with interesting waterways and mountain ranges thus allowing for tactical play. Finally, there is some randomness which may provide for a differing pace for each new game, but at the same time, not enough to upset the overall balance of the game.

Now, as stated earlier, this map evolves around seven heroes known as the Heroes of S.P.A.N.K., which means that the "ultimate victory" for this scenario depends on the success of any player's hero. Like most standard maps, there is the usual exploring and conquering, however with this map, the Heroes of S.P.A.N.K. have a major part in this scenario. Each player's hero will be presented a series of quests. These quests, if they are ALL completed, will lead the hero, and only a Hero of S.P.A.N.K., to a legendary item, the Great Crown of Charld. Once the item is won and claimed, it then must be returned to the hero's capital city for the game's "ultimate victory", which then the game will be won and thus ended. Of course, if your Hero of S.P.A.N.K. dies beforehand, you can still prevent another from ultimately winning. Just remember that, if and once the crown has been found, it then can become anyone's game for victory. In this case, who ever remains as the last standing Wizard with or with out the crown, will at least have won, just not with the "ultimate victory", but instead with a lesser victory. So in summary, get your Hero of S.P.A.N.K. to complete ALL the designated quests and get 'em home with the crown! Good luck and may the best Hero win!

Use of Shrines have been disabled due to their effect on the Heroes of S.P.A.N.K. quests. What would happen is; if you were to lose a city with a Shrine in it, any quests still remaining would become null and void regardless of what Spirit type.
You can no longer bypass the "tower" by choosing to retreat. A few minor things were added too.

Map features and notes...

- Customized Wizards with each their own unique and approiate abilitities and sphere of magic.

- Customized starting Hero, which is your Hero of S.P.A.N.K., along with a few others mixed in with some of the old classic ones.

- Customized magical items with also some of the old classic ones.

- Varying population limits on all but your capital. (Planned with the idea in mind to reduce the amount of incoming gold and to have longer construction times for farther away towns. This also works great when if you should lose a village or town. This would not be too much of a loss for you as well as not too much of a gain for your enemy except strategical. It also promotes the production of lower level units even when the game has advanced to the use of higher level units.)

- Each race is intolerable of all the other races. Call it "politics" but what this means is that you will receive heroes of your own races except for those that have been specially designed. Also you will not be able to keep control of different race units except by group force. (I use to hate it when if you were playing the Tigrans and a Frostling Hero would come to join your cause... is the Hero on vacation?... yeah right, hope the hero brought some suntan lotion!)

- There is no neutrality. Every player is at war with everyone.
(Sorry, but alliances make the game too easy. And besides, you know you want the world for yourself!)

- Strategic use of terrain and racial abilities. (Ex. Draconians exist in the "deep" underground with their "shadow walking" ability.)

- No use of Call Hero Spell, Item Teleportation and Pioneers please.
(C'mon, I did say please...thank you.)

- And finally for those who enjoy a bit of a storyline, there are both entertaining and informative signs scattered throughout the lands. Also, there are backgrounds for each wizard and for certain heroes. And of course. an introduction to the scenario is written below.

Well, that's it, so I hope you have fun!!!

Now for those who enjoy storylines...

Once upon a time there were seven human rogues known as the Seven Peasants Against Naughty Kingdoms, or in short, SPANK. Their mission was quite simple, steal from the rich and give to the poor. Although there was peace throughout the lands, there were always those few who became greedy and needed to be taught a lesson. Thus seven peasants, who were just your average Tom, Dick and Harry, decided to take it upon themselves to change the world. They did quite well and soon became famous. At a popular hangout, the Heroes Inn at Riverbend, they would share their stories and wealth with the locals. Eventually over time, the seven became heroes. However, things would change.

One day, the seven came across a magical pool. The pool was both intoxicating and beautiful. And if one was to drink from it's sweet waters, one could become changed by it. Never the less, they could not resist, and so they all dranked from the pool. They then all became enchanted, all except one, the one named Bob.

Soon they began to see changes in themselves as they stared into the pool's reflective surface. Each one also wanted to keep the pool's beauty and magical nature all for themselves. So they begin to argue amongst themselves, with threats of violence soon following. However, because of their strong friendship with one another over the years, they were able to keep from harming each other. Only one of them, Dick, seemed to become the most volatile and he quickly decided to leave.

Now, as for the six remaining, Tom, Sally, Liz, Jane, Harry and of course Bob, they would never see him again, at least not in the way they had known him. The six remaining also knew that they would never be the same too. After a brief silence, they all left, knowing that forever more they would be traveling each their own separate way. And so as the story goes, seven once loyal heroes have now become seven lone rogues, each their own and searching for gold. For many many years, this has been their way, until now.

A long time has passed since the days of S.P.A.N.K. and now the times have changed once again. Tyranny in the name of King Notani Ceguy a.k.a. King Agggh has stricken the lands. His greed and corruption has infected the entire continent from the highest mountain to the deepest underground. And again, those who suffer the most, are the peasants. So word has spread to the most distant lands, and our legendary heroes of S.P.A.N.K. have returned once again.

However, this time, it is a different matter. First, each hero will lead their own army of peasants and reclaim their rightful kingdom with a new leader. After that, each must then battle the forces of King Agggh as well as unfortunately, each other. Only time will tell as to who will succeed. There is much to do to restore order back in the hands of the commoners. And there may also be special quests along the way. Tales speak of a powerful item know as the Great Crown of Charld, which in the hands of a true hero, shall bring forth the world. Of course, that yet remains to be seen.

Anything can happen, this much is for sure. However in the end, there can only be one, with whom the simple folks from across the lands will look upon as their true leader. And with this, the Heroes of S.P.A.N.K. has begun... the quest to be the one.
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File Author
For those who downloaded this map prior to 23 Feb 05.

Please note that this map has been updated since then, so if you were planning on writing a review (Oh please, oh please!), then do read on...

The originally posted version of this scenario had a couple of things that needed to be addressed. Although the map was well tested and checked for errors, these two issues were unfortunately discovered after posting the map from normal playing with friends.

The first issue concerns the special quests regarding the Heroes of S.P.A.N.K. themselves with the use of shrines. What would happen is; if you lost control of a shrine, regardless of spirit type, then any unfinished HOS quests were also lost. So, in the now updated version, the shrines have been removed as well as the production capability.

The second issue concerns the "tower" in the center of the map. There is a way to bypass the units so called "guarding" the "tower" by simply choosing to retreat. Once done, you then had access to King Agggh's underworld without really earning it via the "tower". While play testing, it was known as to what one would have to do, so upon entering into the "tower" it was always do or die.

Well that's it. So I hope that if you played it and discovered these things and were to review the map, then please know that these issues have been corrected and the scenario updated as well. My apologies for the inconvenience and thank you for your time in reading this as well as for playing the map. Of course, if you were just reading this and have yet to play the map, then please be sure you have the updated version. Thanks and happy gaming! :)


[Edited on 02/26/05 @ 11:17 PM]

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