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Description of the 2nd stage of the BLITZ Tournament "Desert Storm"!


Radik


Description of the walkthrough for the second blitz tournament

The walkthrough of the tournament map can be conditionally divided into two stages. The main task in the first stage is to get Sylvia to the prison at any cost; otherwise, it will not be possible to complete this tournament in one day and demonstrate “top-notch skill.” In the second stage, Orrin must defeat the dwarves and a hundred spearmen without losing anyone. Essentially, the first part requires knowledge of basic logistics, while the second requires combat skills.
So:
1. With Sylvia, visit the body of water, thereby increasing her movement points by 400 MP.
2. Move left along the body of water and attack 20 compliant spearmen, but refuse to recruit them and kill them without losses (although losses here are not critical; the main thing is to save the dragonfly).
3. Visit the body of water again, moving right. Movement points increase again because a battle took place; that's why you had to kill the compliant spearmen.
4. Attack 20 bloodthirsty spearmen and kill them without losses.
5. Enter the nomad tent, diagonally collect 200 gold coins, and buy 1 nomad. A nomad is simply necessary so as not to receive the desert penalty on the way to the prison, since having even one nomad in your army allows you to move through the desert without terrain penalties.
6. Visit the body of water again to replenish movement points.
7. An important point: dismiss the existing spearmen. This needs to be done to avoid receiving a penalty when crossing swampy terrain, since the hero does not receive a penalty on the swamp if his army consists of units native to the swamp (the nomad doesn’t count, as it is a so-called neutral unit that does not belong to any of the castles). Be sure to position the dragonfly to the right of the nomad; otherwise, the swamp terrain penalty will apply.
Screenshots for clarity:
1) Sylvia with spearmen (she lacks 423 MP).

2) Dismiss the spearmen, and Sylvia reaches the prison perfectly!

8. Run to the prison and free Orrin.
9. With Orrin, make one move down, then take all the artifacts from Sylvia, as well as the dragonfly and the nomad, leaving her only one griffin – during an exchange in the guild of free workers, the dragonfly costs 28 gold more than the griffin, and the nomad costs the same.
10. Enter the oasis with Orrin, thereby replenishing movement points by 800 MP, and run to attack the dwarves, encountering an event along the way that takes away 31 mana out of the 50 that Orrin has.
11. Orrin's army is terrible for melee combat against 35 dwarves, so all hope lies in magic; fortunately, Orrin has a book of fire magic and an expert secondary skill in fire magic. Using the spell "wall of fire," Orrin simply burned the poor but bloodthirsty dwarves while they were trying to reach the dragonfly and the nomad. The battle itself: cast wall of fire and approach closer with the nomad and dragonfly, luring the dwarves towards them

Then just stand there, remembering to cast wall of fire on the same spot at the beginning of round 3, and wait for the stupid dwarves to burn themselves. Result: the dwarves burned without even having time to wave their hammers; losses – 12 mana.
12. Then diagonally collect 5000 gold and go back into the oasis to replenish movement points.
13. Run up to collect sulfur and gold. Collect it as follows: approach the pile of sulfur, stand to its left, and take it directly, not diagonally. Do the same with the other pile of sulfur and 25000 gold.
14. Open the guardian of questions and pick up the amulet of divine grace without any problems by killing two spearmen guarding this vital artifact (which you must remember to put on before the battle with 100 spearmen).
15. Dive Orrin into the monolith entrance and emerge near the oasis, which you should definitely visit.
16. Make one move to the left, attacking 40 compliant spearmen, whom you successfully recruit.
17. Attack a hundred bloodthirsty spearmen, whom you kill without losses again by burning them with the wall of fire (it is very important not to lose a single unit; otherwise, “top-notch skill” will be out of the question).
18. The battle itself: The most important thing is to make all seven groups of spearmen pass through the wall of fire (cast at the beginning of the round). To do this, you need to correctly position your troops on the battlefield because the behavior of the AI depends on the placement of your units. With the arrangement you see in the screenshot, all seven groups of spearmen pass through the wall and burn almost completely. In the first round, four groups pass – the halberdiers burn completely, and three groups are left with one spearmen each.

At the beginning of the second round, hit the spearmen standing opposite the nomad with the dragonfly. Also attack him with the nomad, and kill the top spearmen from the remaining three with the spearmen.
Then the computer moves; the result of its move is shown in the screenshot.

And then just beat them up.
Result: no losses, 1 mana point remains, but that's not important anymore since there is nothing else to fight.
19. Visit the oasis again and start collecting gold. After picking up all eight piles, dive into the monolith entrance and emerge near the guild of free workers and sell all your units. As a result, you get 51946 gold. This is exactly how much is needed to go through the guardian of questions (that’s why I mentioned throughout the story that it was important not to lose anyone in battles).
20. Visit the body of water, open the guardian, and attack the compliant golden dragon, which you successfully recruit, receiving back 51946 gold and Armageddon's Blade. Run back to the guild and exchange the golden dragon for gold, so you have 54746 in your treasury. Orrin still has movement points left for three cells on the road.

That's it, Game over! Read FizMig, and everything will work out for you.

Кто состоянием своим доволен, тому жить весело. (с)Алекса́ндр Васи́льевич Суво́ров