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Walkthroughs for custom maps.

#1313
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6424 heroes
Marlo_Stanfield

By the way, I also encountered the possibility of killing the orange Fior before he visits the blue tent and blocking a bunch of prisons in the orange zone, but decided not to do so.

Added after 5 minutes
And what is the plan for killing Orrin? In theory, any one of his stacks one-shots our stacks of any size. Hitran? Or are there enough forces to take him down in the first round?

It seems the game can deviate from the author's scenario and become impassable, self-bugging :) The Orange (Flux) and Purple (Swamp) can break into the underground to the fire respawn, and then to the water one. If they summon a boat and leave for the water, they cannot return. There, you can only pass through with Water Walk, which they do not have. That is why my Alkin (swamp dweller) and Fior (orange) are stuck on the water respawn. Neither Alkin nor Fior have opened the tents they were supposed to. I don't know why. And if in the end you can legally reach the swamp dwellers yourself and open their guardians, and the purple one frees whoever they need, then reaching the orange ones is only possible by killing Malekit in the underground. And he is guarded by a guardian requiring the killing of Monere. Monere is in a prison, the tent for which Fior didn't open. And nothing can be done. I have already tried giving Fior Speed Boots + Gloves + Boots of Levitation via a sacrificial hero (with different heroes, and changed the order), but he doesn't want to return home (though with a stable and the boots, he should have enough movement points to hop over the water).....
Sad trouble, especially on the 14th month of the game..... I'll have to cheat with spells, fly to the orange respawn, and open their guardians myself; there is no other way.
If not for this, the map would be rated 10/10. I hope to make a review of it without too many spoilers, fortunately all saves are intact.

As for killing Orrin, later on forces start accumulating very quickly, considering the external dwellings of 7th level. The same Arch Devils at 4/5 castles with 6 growth + 4 dwellings, totaling 28 to 34 units per week. Not to mention the bears, which accumulate faster than anyone. So with Archangels, Arch Devils, etc., you can gather about 1,000 of each; Orrin should break through.