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Awakening of Evil

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#484
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Continued playing the 4th mission and discovered an interesting effect (I checked it twice):
If Sigrif enters an empty city of orange Afroknights while the orange player is still alive, all three outposts come under your control, and the number of units in them is more than enough to create a good military base for further combat :smile07: (screenshot attached, I also saved the game state at that moment and the daily saves leading up to this event).
There are over 200 hunters, almost 150 furies, almost 100 minotaurs, and several dozen riders at each outpost. And there are not one, but three such outposts :smile43: !!! And most importantly, these troops can be removed from the outposts and used in further warfare :smile03:
I wonder, is this a bug or was it intended by the author? If it's the latter, it's a mistake - after this (at least for me), the further Walkthrough of the mission turned into a walk in the park :smile18:
As a result, this "walk in the park" ended almost before it began - in the first three weeks, by transferring troops from Tralsay to Sigrif with the help of allied players, I cleared the Dungeon, captured all three elven cities, and freed Railag, and then made peace with the necromancers and completed the prophet's quests. I also defeated Faydan with units from the outposts: furies, hunters, and riders + a small support from the white witches that had accumulated and been hired in the "refugee camps" (screenshot of the battle attached).
I also posted a screenshot of the final cutscene.
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Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
Древняя восточная мудрость (вольный перевод)