During the playthrough, I discovered an interesting detail: if Sigrif visits not just one, but several sections of the library, he leaves it with a full movement range. And if he returns to the main hall, he leaves the teleporter (the one at the beginning of the map) with a full movement range. This is a very useful effect, especially when the hero urgently needs to move quickly to the other end of the map. :)
As for the map itself, I didn't encounter any particular difficulties in completing it. The only relatively challenging part was the battle with Fhaiden. If I hadn't used the effect I mentioned above, I doubt I would have been able to win with such a weak army. The events unfolded as follows: I completed all the quests, teleported through the first gate, easily passed through the second gate, and then, without engaging with Fhaiden, I went to the third gate. The giant garrison of ents guarding this gate was simply blocked behind its walls and then bombarded (the battle is attached). After passing through the third gate, I realized that the turn was suddenly ending, and the prospect of fighting Fhaiden in an open field didn't seem very appealing. To avoid this "joy," I quickly bought a rune for visiting the library from a merchant near the Dungeon Castle with one of my heroes and used it to extend Sigrif's turn. As a result, I captured the castle with that turn, eliminating a couple of supporting heroes along the way, and met Fhaiden in his own lair, fully prepared :smile14: (the battle is attached).
I'm also posting the battle with a bunch of liches. The battle with the dead knights wasn't very interesting because after the battle with the liches, I received Sandro's Cloak and could control their minds. In one of the scenarios, I defeated them without the cloak by blocking their movement with summoned obstacles, but the battle becomes tedious and long, with almost all mana being used, so it's better to deal with the liches first ;) .
