
                   HEROES IV SCENARIO

Map Name:	Imperial Prison (Imperial Prison_v1.7.h4c)
Version:	1.7	
Map Maker:	Laelth (Alan Taylor)
E-mail Address:	laelth@vandea.com
Domain:     vandea.com

Map Type:	Single or Multi (2 human, 1 computer)
Map Size:	M (with underground)
Game Version:	HOMM IV Standard
Language:	English

Description:	The Emperor has made you warden of the Imperial Prison, and has 
		given you the power to release 3 heroes who will aid you in destroying 
		your rebellious enemy.

Special Win:	None.
Special Loss:	None.

Difficulty:	Intermediate.

Notes:		"Imperial Prison" is a completely closed map designed for 
		tournament play.  Portals into enemy territory begin to randomly open 
		during the seventh week of the game, making an early rush impossible.  
		Players begin in a walled prison compound and have ample time to 
		consider various options carefully.  Each player may release one 
		prisoner on day 1, a second on day 2, and a third on day 3.  Players 
		may exit the walled prison compound no earlier than day 3.  One randomly 
		chosen exit opens on day 3, another on day 4, and the last on day 5.  
			This map is designed to allow for a long, thoughtful game. 
		Building the most effective hero combination given the towns available 
		becomes the trick to mastering this map.

Testers:		Sha' Plet (wafusa@yahoo.com)
			Blue Camel (eaab@hiwaay.net)
			many dedicated players in the heroes community	

Spoilers:		Heroes: Each player begins with two heroes and may release 3 more 
		from prisons inside the walled compound.  In addition, on each side of 
		the map, 3 lords are available for release from prisons outside the 
		compound.
			Towns:  There are 2 towns on each side of the map that are linked 
		to the players' native alignments--one above ground and one underground.  
		The other 4 towns on each side are unlinked.  A quest hut inside the 
		prison compound allows players to choose to open a gate that's blocking 
		access to one of the four towns in the map's upper or lower corners.  
		Each player gets to access one of the two towns on his or her side of 
		the map that is blocked at the beginning of the game.  In total, then, 
		each player will have access to 5 towns--2 linked and 3 unlinked.
			Alignments:  Might is disabled as a starting-alignment option on 
		this map.
			Skills:  No skills are disabled on this map.  A death player, 
		because all taverns are disabled on this map, will have only limited 
		access to vampires through lvl. 3 generators and the necromancy skill.
			Spells Disabled:  Mass Cancellation, Mire, and Summon Ship are 
		disabled.
			Artifacts:  Halberd of the Swiftwatch, Sword of Swiftness, 
		Neener's Invulnerable Cloak, Ring of Permanency, Boots of Travel, 
		Equestrian's Gloves, Robe of the Guardian, all magical "tomes," Shackles 
		of War, and Potion of Mana are all disabled as are a number of artifacts 
		that are not appropriate for this map.  In addition, there are a number 
		of artifacts available to both players.  These are Dwarven Shield, Ring 
		of Regeneration, Ring of Health, Warlord's Ring, Crusader's Mace, 
		Breastplate of Regeneration, Adamantite Armor, Bull Rune Battle Axe, 
		Amulet of Fear, and Hideous Mask.
			Quests:  One interesting quest hut allows a player to release a GM 
		Stealth, GM Combat, GM Melee, and GM Magic Resistance hero inside his or 
		her opponent's territory.  This hut can be activated no earlier than day 24.

Version 1.1 Notes:	Corrected a number of passability problems inside the walled
		prison compound.

Version 1.2 Notes:	Replaced Ring of Greater Negation with Breastplate of
		Regeneration.  Replaced two lvl. 3 generators with Sacred Temples and moved
		the one-way portals that lead to the gold mines in an attempt to keep the lvl.
		28 Ranger from acquiring troops or getting "stuck" in the gold mine area.
		Added a couple more freebies to each side to make the map a little richer in
		the early game.  Lengthened red's route to the unlinked town in the SW corner
		of the map to more closely equal the length of teal's trip to the town in the
		NE corner. Replaced a gold mine with a Tree of Knowledge on each side of the
		map.

Version 1.3 Notes:	Repaired a number of passability errors, some of which were
		crucial.  Further lengthened red's route to the unlinked town in the SW 
		corner of the map to more closely equal the length of teal's trip to the town
		in the NE corner.  Removed three more artifacts:  Demonary, Journeyman's
		Notebook, and Master's Spellbook.

Version 1.4 Notes:	Removed Apprentice's Handbook.  Changed Pandora's Boxes to give 
		experience to the first hero in each army.  Reduced the numbers of nagas in 
		the underground mine areas.  Changed the one-way portals that lead to the 
		mine areas into 2-way portals blocked by quest gates.

Version 1.5 Notes:	Deleted several libraries and made the one unlinked town near the
		prison compound unable to produce lvl. 4 creatures.  The previously unlinked
		town inside the walls is now linked.  Deleted the "Sanctuary" and "Town Gate"
		spells.  Reduced the attack bonus from a "medium" Pandora's Box from 15 to 10.
		Equalled-out the artifacts and skills of the lords in prisons outside the
		compound.  Placed bombs to remove prisons inside the compound on day 6.
		Placed bombs to remove altars along the sides of the compound on day 13.
		Removed one lvl. 4 generator per side and replaced it with a mausoleum.

Version 1.6 Notes:	Removed Guildmaster's Compendium.  Removed stealth skill and 
		necromancy.  Corrected a serious imbalance in version 1.5 (one side was 
		missing a lvl. 4 creature generator that the other side had).  White and red 
		oracle quests now give equestrian's gloves in addition to all the other 
		goodies.  Home towns now start off with town hall pre-built.  Replaced the 
		lvl. 2 generators in the corner towns with lvl. 4 generators.  Replaced the
		lvl. 4 shrines near the corner towns with lvl. 5 shrines.  Returned the lvl. 
		4 generators that had been removed in version 1.5.  Made a number of 
		passability improvements and slightly enriched the map with a few more 
		resources.

Version 1.7 Notes:  Replaced the lvl. 4 generators near corner towns with lvl. 3 
		generators.  Re-activated the libraries in the towns outside the prison 
		compound.  Corrected a couple of passability errors.  Eliminated the need to 
		pick up altars before a certain day.  The altars you did not select are 
		destroyed when you make your selection.  Made the guards for the white and 
		red oracles weak lvl. 2 stacks to take away the bandit's advantage of being 
		able to sneak a peek without fighting.