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#1203
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Marlo_Stanfield
Map Title: Metataxer's Revenge
Version: English, 20.0
Author: Nautilus
Downloaded: from the Heroesportal map catalog

I can hardly believe it myself, but I finally finished the Walkthrough.
My sincerest congratulations! I believe that Metataxer in map design is a real event and a serious challenge for all the pros:) In terms of the emotions that remained after completing the Walkthrough, Metataxer is unrivaled for me:)
Marlo_Stanfield

Now, about the Walkthrough itself. I'm ninety percent sure that without a general understanding of the map and without occasionally using hints from RoseKavalier, I wouldn't have managed it.
Similarly, I learned a lot of new things from RoseKavalier's description – both in terms of a general understanding of the mechanics and in terms of how to handle certain moments. I also have serious doubts that I could have completed this map without RoseKavalier's help.
Marlo_Stanfield
Well, and to the main point. And the main thing on this map is the battles. The player has to overcome simply unimaginable difficulties throughout almost the entire scenario (you can only breathe after the battle with Nosferatu at the end of the map).
Oh, yes!!!:smile04: :smile04:
and, as usual, when mentioning battles from Biobob, Rise of the Sun King is potentially even more challenging in terms of battles. It's a pity that there's no certainty that it's sufficiently tested and playable.
Marlo_Stanfield
A two-hour battle in the (!) final version against the hero Bunzenburn convinced me to use Turbo SoD. I advise you to maximize the animation speed when playing this map; otherwise, it will simply take too much time.
You're persistent!:) I realized the need for turbo-accelerated animation when dealing with the Elvish fairies with Ellesh and Kirra with crystal dragons. Each of these battles in the final version and with already turbo animation took at least half an hour.
Marlo_Stanfield

- battles that required the use of hit-and-run tactics: Bunzenburn, ScytheScroge (a real clinical case, about ten hit-and-run attacks), Bellpell, the last frifix, Nosferatu;
In my case, I decided to pay tribute by completing the map without hit-and-run tactics. This not only helps for speedrunning, but it also seemed to me that the authors did not include the use of hit-and-run tactics in their concept. In some places, it turned out to be not the most elegant solution, such as mass restarts for ScytheScroge. For Bellpell, however, a more complete solution emerged than in RoseKavalier's guide.
Marlo_Stanfield

- battles with a shock effect: Blue Sniper, frifix in the city of frifix' first, Bellpell;
the density of shock battles on this map is off the charts, yes:) there's a lot to remember:)
Marlo_Stanfield

- unexpectedly easy battles: Wendigo, Cow Heel, Kalryh (the last one would have been difficult if I had completed it before Arth. Dent and Mr. Canoli, and not after; as it was, Sepello defeated the opponent head-on);
well, it already depends on the circumstances. The battle with Wendigo becomes much more difficult if you fight him not on magical ground. As paradoxical as it sounds, if the enemy has mass healing, the battle is easier than if the healing is not massive.
Marlo_Stanfield

2) noticed that a resurrected creature in battle can move either in the same round when it was actually resurrected, or (more often) in the next. If everything is clear with the clone (a simple priority based on speed decides), then with the resurrection, it's an obscure mess.
But with resurrection, it seems to be simple. If, at the time of death, the creature still had the opportunity to move in the current round (it didn't move or was paralyzed), then after resurrection, it can move in that round.
Marlo_Stanfield

P.P.S. Finished the Walkthrough on 4.2.5. One of the best maps for the third game.
quite quickly, especially considering the lack of emphasis on speed. And once again, congratulations on completing the Walkthrough:)

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