珍妮弗环梦之旅(情之祭奠)

珍妮弗环梦之旅(情之祭奠) 珍妮弗环梦之旅(情之祭奠) — underground
Heroes III Scenario
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珍妮弗环梦之旅(情之祭奠).h3m
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At a glance

Read from the map file
Players
8 1 human-playable
Teams
7 v 1
Map size
Extra Large — 144×144 Two levels
Victory
Capture a town
Defeat
Lose a key town
Difficulty
Expert
Game version
The Shadow of Death
Towns
48 4 neutral
Player slots 8
Colour Played by Faction Team
Red Human or computer 1
Blue Computer only 2
Tan Computer only 2
Green Computer only 2
Orange Computer only 2
Purple Computer only 2
Teal Computer only 2
Pink Computer only 2
Uploader
kolotok

- there are no taverns. Only after 2/3 of the map can you capture one single castle where you can build a tavern and buy the necessary heroes there, primarily Jela for archers. But the "daddies" remain the ones we played with from the prisons.
- there are no spells of flight and dimension door,
- berserk can be learned by buying someone from the enemies in the tavern who knows this spell and retraining them. IMHO, the author may have anticipated this option.
- there is no artifact sphere of prohibition, and the sphere of vulnerability is given only for a couple of final battles,
- there are no necropolises and no undead in general (and it makes no sense to take them from the tavern at the end, since the map is coming to an end), demons are also not profitable,
- there are all collections of artifacts (alliance of angels, titan's roar, AOTD, sniper bow, etc.),
- I could not dig up the grail because I opened the obelisks, but it was impossible to dig it up because it said "look for it in another location." IMHO, the author made a mistake here, or he deliberately made it impossible to dig up the grail.
- the map encourages accumulating money and increasing it due to the 2 ramparts, because at the end of the map there will not be enough money (especially if you are recruiting creatures for money).

3. Walkthrough and heroes.
I will not go into details here. The strategy is similar to other Chinese maps: the number of heroes is limited; we mainly play Orrin (at the beginning) and then Mephala (from the middle to the end of the game).
Only the armorsmith could adequately fight against forces that greatly outnumbered him. A logistician is also helping, but he does not lead serious battles.
Be careful and do not exceed your experience due to experience trees. For example, I played Mephala at level 74, and that was enough.
You cannot stall for too long, and there is no need to.
There is no need to choose skills; they are all "pre-installed."
It will be too late to recruit new heroes from the tavern, and it is not necessary.

4. Battles
The enemy's forces are superior, but since the map is static, we MUST ALWAYS double our mana + PASS the MORALE and LUCK BOOSTS, because our army is almost always "negative" in morale. We also select a set of troops for each enemy. Up to 80% of the battles are 2-3 ranged stacks (titans, wizards, and cyclops, later you can take snipers).
In the final stage, only titans remain among the ranged troops, the rest of the troops are archs (for clone/resurrection), as well as dragons (azure dragons are a must, and the rest are optional - rusty, crystal, etc.).
In some cases, you have to take exactly as many ranged troops as needed so that the enemy does not want to leave/flee the castle. Then it turns out to be clever: the enemy tries to kill our azure dragons with his ranged troops, and our arch clones raise them. At the same time, we kill his flying units in the castle with our ranged troops and "drain" the enemy's mana. According to practical observations, the enemy must outnumber us in ranged troops by 2-3 times, then he will not flee. The enemy is also very afraid of cyclops (so it is better to take titans and wizards). I discovered this strategy for myself for the first time, but it will only work with the armorsmith.
I would like to emphasize once again that quite often you have to use the landscape, especially this helped in the battle with Halon in the desolate lands, see the screenshot. Later, having found a Chinese guide, I saw that the Chinese passed it in a different place and in a different way, but also with the landscape. I chose my own option.
There are many battles, and the strategies are different, and this is what I like about this map.
Gorgons were needed only in one of the initial battles and in one battle in the middle of the game (to kill azure dragons). In general, bears pierce azure dragons much better.
A feature of almost all enemies: the presence of the skill magic resistance + always 3 artifacts for resistance. So you will have to experiment with random effects quite a bit.

P.S. What I learned new on the map is from a battle with a hero who has a lot of power and only 2-3 spells (blindness + healing + dispel magic). In another case, this is a hero with 56,000 phoenixes and also dispel magic and the second spell is armageddon. So, in a head-to-head battle, you cannot kill them, they are too strong. You can hide behind a force field with azure dragons and archers, but there are not enough shots (something will only work with frenzy). So, a useful observation: the enemy uses dispel magic only when you put buffs on your stacks that increase damage (blessing, prayer) or, for some reason, a fire shield. Then the enemy immediately dispels our force field (there is no sphere of dispel magic on the map), and we are finished. To prevent this from happening, I hid the archdevil + archer with a cart behind the force field + all the artifacts for speed + I gave the archdevil the spells "speed" and "protection from fire." The latter spells do not annoy the enemy, although he could dispel everything and finish us off. Therefore, we can sit behind the force field until the enemy runs out of mana, and only then we start shooting everyone with frenzy

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