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Walkthroughs for custom maps.

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#2713
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Genre: RPG.
Actual Difficulty: below average (but this is not a flaw — see further).
Description: Einst gab es ein Land der Helden, dessen Glanz unübertroffen war. Die Zeit hat gezeigt, dass Glanz unumgänglich schwindet, jedoch Neues neuen Glanz erschaffen kann. Schaffst du es, neuen Glanz in die Welt zu bringen, deren Mythen und Helden längst verwelkt sind? Nur für Profis möglich!
Translation: Once there was a land of heroes whose brilliance was unsurpassed. Time has shown that brilliance inevitably fades, but something new can create a new splendor. Can you bring new splendor to a world whose myths and heroes have long since withered? Possible only for professionals!

According to the plot, a boy once found by villagers grew up and decided to leave the village to uncover the secret of his origin and his destiny. A beautiful Sorceress will help him in this. Together they must prevent an invasion of demons from the Dungeon.
To make it easier for those who wish to complete the map, I am attaching a translation of the texts (as usual, I used Google Translate and then slightly edited the output).
Victory Condition: defeat hero Xamandaras. Since each enemy has one inaccessible city in the Dungeon, this is the only way to finish the game.
After reading various opinions about the map, I wanted to find out for myself what it was like.
In nature, it is more of an exploration map than a combat map. The interest here lies specifically in examining the world. On the other hand, lovers of epic battles will find the map long and boring. Personally, despite the long Walkthrough, the map did not manage to bore me.
Please note: there is a version refined by player CloudTemple; it is posted on the German KartenArchiv under the name "Brothers of Mercy and War 2". It is claimed that it plays more intensely because enemies are strengthened, but I still recommend the original author's version: the "2nd version" was actually created from an older version of the map; this is evident by the presence of a Tome of Air Magic in one place where the author replaced it with a Dragon Blood Vial.
Pros:

Presence of an original concept.
Presence of a plot. The author even remembered to write biographies for the heroes.
Very thorough drawing. The surface and underground worlds, as well as the seas, are carefully filled and pleasing to the eye.
Our story heroes have all the necessary secondary skills set by the author at the start, so you don't need to worry about them.
There are taverns in the cities, and you can hire or dismiss additional heroes when needed.
We play with Wizards and snipers, whose numbers constantly grow.
No strict linearity; we have a fairly large degree of freedom while exploring and conquering the surface world.
No timing (tasks with time limits), with one small exception at the very beginning.
There aren't too many tasks, and there are no unnecessary optional ones at all, so you won't get confused or rack your brain over where to go and what to do (although some things will have to be located using the editor).
The Grail is placed by the author in a spot where it certainly won't be reached by the grasping claws of enemies.
It lacks that flaw found in some maps where almost half the map is optional to visit (sometimes even the entire Dungeon): you will need to look into almost every corner of this large world.
Cons:

Seizure of all resources every 2 weeks (specifically at the start of a new week, every 1st and 3rd week), and from the 6th month — weekly. A very crude and unpleasant way to increase difficulty. However, in the text, this is justified quite elegantly (people must share with each other — it's the only peaceful way to prevent revolutions). And after finding one treasure, you will always have enough money.
Something else is more disappointing: when you already have plenty of gold, enemies can still flee the battlefield because you don't have Shackles of War since they are required for one quest. It would be better if the guard required a Bird of Knowledge or an Envoy's Ribbon or some similar trinket instead of the Shackles.
In some key locations for disembarking from a boat, there is only one free cell — the appearance of monsters in them can make the map impassable if this happens before you visit. Use the SOD_SP plugin.
By the author's design, we have no ability to summon or sink boats until we visit one place in the Dungeon (the Admiral's Hat is in the Dungeon near the Tomes of Magic, but it can only be taken closer to the finale). You have to make do with the boats placed by the author. To sail away from the island where our 2 Castles are located, there is only 1 boat — this limits our ability to transfer troops (Town Portal will also come late).
Although there is no possibility to learn level 5 spells in the mage guilds, you can build the 5th level — it would have been better to block the construction of the 5th level as well. Otherwise, valuable resources may be wasted.
Fire birds at the exit of the yellow monolith in the Dungeon have a random mood and may join. Some of the dragons on the path we take to free Abbadon may also join.
Tips and Hints

Use HD-mod with the SOD_SP plugin: as I already said, the appearance of monsters in some cells can make the map impassable.
I mentioned above the regular seizure of all resources. Therefore, at the initial stage while you have money, don't be idle and spend it constantly: build buildings, hire troops, etc. Limit yourself to collecting shooters, cavalry, and griffins. Save by upgrading creatures in the fort on the hill and stables.
Be careful when boarding a boat and going ashore: you need to ensure that you can always return where necessary and board the boat again or disembark again. After obtaining the Summon Boat and Sink Boat spells, you will no longer have to worry about this.
You must defeat 5 Pink heroes in the central lands: Turis, Aeris, Moner, Gretchen, Halon. This is necessary to visit the blue tent, after which you can learn Town Portal. Without it, completing the map may be impossible. Therefore, these named heroes must be beaten without letting them escape, even if the battle results in losses.
Another enemy hero that must be defeated is Gehilfe (Red).
The green tent can be visited by bypassing all ambushes: most of them are in cells with pits, others — in cells with other landscape irregularities. It is convenient to go to it by disembarking from the sea on the eastern shore.
If you cannot find the treasure that will save you from the regular gold reset yourself, then it is located on the peninsula south of the fire birds' dwelling.
If you cannot solve the author's text puzzle with playing cards, then just go to the very corner of the Dungeon: there you will get Town Portal. Do not touch the boxes: you can't beat the azure ones in them anyway.
Only one of the 3 guards on the island with fairy dragons will open the way to them, and you will only have one Ring, so do not make a mistake!
Before entering the yellow one-way monolith, save the game: it has two exits, and the second is guarded by fire birds.
About my Walkthrough
(you can read the full version in the attached file)

We play as Green. We start with 3 heroes, but one only visits the observatory and cannot step anywhere else, so he can be forgotten. The active ones will be Varn (sniper specialist) and Kijara (Wizard specialist). Since Varn lacks wisdom, Kiara will be the main warrior heroine. In the beginning, we have a Rampart, but it is inaccessible, so that can also be forgotten.
Since Kiara is behind a guard who requires Varn to open, the main task of the initial stage is to reach the guard. There is a time limit for this (16 days), but we easily make it, not forgetting to visit the seer on the way (who hints at Varn's complex origin and gives the task to bring Abbadon) and capturing Castle Zabar.
On 1-2-7 I freed Kiara and took Castle Marksfold. The freed Sorceress said that we must visit the Island of Ghosts in the northeast, where the seer will give us the necessary instructions.
...
On 15-3-3 Abbadon visited the witch's hut where Varn began his journey, learned the main secret of the whole story, and received the Sacred Charm.
On 15-4-6 Abbadon entered the monolith, behind which the final battle awaited him. He stayed there for 2 days while Kiara dug up the Grail, and on 16-1-1 he defeated Xamandaras.
Result: 421 days.
Summing up, I must say: I liked the map very much. Although there were no particular difficulties or heavy battles here, exploring this world was interesting and not tiring despite the long journey.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)