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Walkthroughs for custom maps.

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#2669
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Genre: RPG.
Actual Difficulty: it is hard to characterize here in one word. There are several very strong enemy heroes and one powerful neutral stack on the path. Other battles are easy.
Plot: Banished from heaven you decide to roster recruits to make a new life for yourself. You decide to find a land and call it Hell. First things first along with yourself three others were banished, you need to find them and free them they will help. Then maybe revenge is on the cards.
If anyone is tired of always playing as the good guys — there is an opportunity to play as the bad ones, and specifically for Inferno, which happens infrequently. Cast down from heaven for turning fallen souls into demons, Satan decided to find other exiles to prove to Archangel Michael himself that he was wrong.
I started a Walkthrough of this map about 5 years ago, but I didn't understand the author's intent and stopped at the very beginning. Much later, relatively recently, I read a message from the author where he wrote that there is an error with alliances in the original map (everyone plays for themselves, there should be only one team: Turquoise with Brown). Having corrected this error, I decided to try starting its Walkthrough again.
The list of drawbacks, especially compared to the advantages, might lead one to think that the map is bad. No, it's just that after eliminating a few flaws, it could become noticeably better. At the same time, comparing it with 4 previously completed maps by the author, I can say that this is not the best of all his works. Perhaps it is one of the early maps. By the way, among maygwan's large number of maps, no two are similar (excluding the "This is Legion" series): each has its own unique features.
Advantages:

It has an original concept.
Our heroes have all necessary skills from the start (specifically, there is a literacy specialist). True, I would replace Magic with Intelligence for Satan, but later he will have enough mana.
Timing, meaning quests with time limits, is absent. You can complete this map as quickly or as slowly as you wish.
Defeating the final boss here is not nearly as easy as the Evil angel in "Wings of heaven" (by the way, he can also only be reached by air — but that is the only thing the two maps have in common).
Disadvantages:

Our heroes have logistics, but for a very long time there are no Boots, Gloves, or Admiral's Hat (though the Hat cannot be given prematurely so that the player reaches certain places only in the intended way: by walking on water). Because of this, travel between locations becomes quite long, especially when you need to return and exchange Magic Armor for archdevils, and then come back.
At the initial stage, the author did not give the player Spirit of Despair or at least Sorrow for long battles where hostile creatures can lose morale more than once. This means such a battle can be lost even almost at the very end and will have to be started over. Spirit of Despair may appear on the map as a random artifact, but it might not appear at all.
Whether Resurrection drops for you, where and when — depends on chance. Unlike some other spells, the author did not take care to ensure the player has it. So it is best to make a starting save immediately and check it with Prospector so as not to suffer later. This is very important, as the absence of Resurrection will significantly slow your progress forward.
The placement of huts giving quests to kill Pink, Turquoise, and Brown heroes is such that after killing Pink's heroes, you won't be able to reach them for a long time, yet the archdevils given as rewards are very much needed!
The map is built as a quite typical linear RPG where after capturing one zone we move to the next, but a number of decisions cause bewilderment and disappointment:
On the border of our main zone (102,30) stand blue border guards instead of border gates.
The shrine with the Summon Ship spell is placed so that it is available to all players who come to that spot. It should have been made so that only our hero could visit it (and better yet if it were a scholar, since we have a hero with literacy).
On the border of the swamp zone (46,66) stand green border guards instead of border gates.
The aforementioned leads to "trash and chaos" starting on the map after a few months: AI players open passages to neighbors, some capture others' castles, etc. But the main thing is: for us to open the passage to enemies means giving them access to come to us, and until significant forces are accumulated, we are far inferior to Green and Blue, who are already walking through swampy and rocky lands. Colossi stand in the Castles, there are plenty of external dwellings and armies grow very quickly there.
Events in Inferno cities that erect previously forbidden buildings happen very late (months 11-17). And why the portal to Bloody Hell is not built immediately like other buildings is unclear.
Given the map size (L), the game turns out to be too dragged out, and throughout the completion time, months are spent waiting for troops to accumulate.
Random placement of the Grail, which can be easily and quickly dug up by enemies.
The player is given Flight and Dimension Door scrolls closer to the finale (they are necessary to reach the main enemy), but there is no Town Portal on the map, only portals in Inferno cities. Such a scroll could have been added.
Flight and Dimension Door scrolls are not guarded: access to them is blocked by only 3 border guards.
One can get to Michael's Castle via Flight or Dimension Door using single "holes" in the mountains. But if imps appear in one of these "holes" at the start of any week — the map may become impassable! And since the Fire God is on the map and the game lasts quite a long time, the probability of such a disaster is very high. It would have been necessary to place empty events in the "holes" to prevent this, or make many more such "holes".
Walkthrough Tips

Starting the game, immediately create a starting save and check with Prospector: if Spirit of Despair is in your generation and where it is located. If you are unlucky with it, it's better to start over or take my starting save. Remember: if an artifact did not appear at the start — it is impossible to obtain, as there are no artifact traders or black markets here.
There are no taverns at the initial stage, so heroes cannot be lost or flee in battles. And later, having taverns, you should not lose heroes freed from prisons: they will open access to new Inferno cities.
The scroll with the Berserk spell also must not be lost: unfortunately, for almost the entire game it will be our only one.
In the beginning, you need to carefully conduct 3 battles: in the garrison on the way to the red tent and in the garrisons before the prisons. Losing troops, especially archdevils, is undesirable, as there are no dwellings at this stage and the only sources of troops will be hives and conservatories (all must be cleared), but you can afford to lose war machines: there is a military equipment factory nearby. Two first captives also have some trolls.
Until you reach your main zone with full Inferno cities, do not skip any upgrades and especially knowledge stones: let your secondary heroes also visit at least the stones. From time to time, messenger heroes will also have to fight a bit, as imps will suddenly appear at the start of each week in random places, blocking the way. And let Hades upgrade literacy to expert, as it will be necessary to transfer required level 4 spells to all capable heroes.
For the battle with the naga ambush (you will be warned by a message), take only a stack of archdevils. Give all other creatures and all war machines to another hero. Spirit of Despair is highly desirable in this battle.
If you are unlucky (like me) and Resurrection does not appear in the 2nd and 3rd Inferno, try to quickly dig up Alamar or Jeddit in the tavern and retrain it from them. Or better yet, generate a lucky starting save.
Do not remove the blue border guards in the southeast of your lava zone until you have accumulated a fairly large army (it should consist of archdevils and ifrit sultans, as there won't be enough resources for other creatures yet) and receive all azure dragons from the seers (once you collect elementals). To understand when you can move forward, you can save the game and open the map with a cheat code to find the location of strong enemy heroes: if they are far west in the Castle area, then you can relatively boldly capture Strongholds. The enemies are busy fighting among themselves and don't care much about you.
About the Walkthrough — very briefly
(those who need details - read the attachment)

I will break everything into stages and briefly characterize each:
Stage 1: preparatory.
Satan with 2 freed assistants moves forward, gradually learning.
Stage 2: clearing the Inferno zone.
Reaching our main zone, we capture everything in it, free the remaining prisoners and defeat Pink's heroes. Then we sit for some time and accumulate troops, without which success is impossible further on.
Stage 3: dealing with enemies.
Leaving the "comfort zone", we move south and west, gradually eliminating strong enemy heroes, and then establish full control over the world (except for the main enemy's lair).
Stage 4: finale.
After leveling up Satan and gathering as many troops as possible, we fly to Michael's Castle and defeat him, which is where the game ends.

Stage 2 started for me on 4-1-4 when I entered the lava zone and took Hellington.
Stage 3 started on 10-2-4. Having accumulated 508 archdevils and 727 ifrit sultans, I removed the blue guard and set off across the sea of fire to the Strongholds.
Stage 4 can be considered as starting on 13-1-5: on this day Pink's Conflux was taken, and only one Blue remained in the last zone, which can only be reached by flight. This stage ended on 14-1-5 when I beat Michael.
Result: 369 days.
I could have completed the map faster, but some factors played a role: didn't take Spirit of Despair immediately (didn't know where it generated in the abandoned ship), was unlucky with Resurrection (it didn't appear in any Inferno, and I had to dig up Alamar in the tavern and retrain the spell from him), later I wanted not to risk but to act for sure, so I accumulated troops for some time, and before the finale captured and visited everything possible, and gathered an impressive army.
Drawing a line, I can call Stage 3 the most interesting, when we came out to the enemies but were still weaker than them and had to run back and forth for some time to accumulate strength and defeat them. There is excitement, tension, and dynamics here. The rest is relatively static and kind of boring.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)