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#2729
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Dandy
(unless I come up with a way to beat it without save-loading, which is unlikely and not soon)

So, without save-loading and without major bugs? Like the Admiral's Hat.
Nasos
Acceptable losses - save the Archons and Enchantresses + a little mana for a couple of Teleports.

I tried options with saving mana for 3-4 Teleports, but I can't manage to properly deal with the enemy troops after 7 casts of Sands. The AI chooses the stack of Enchantresses (even a weakened one) as the highest priority compared to a stack of 30 Archdevils. I tried hiding them behind the enemy tent with one Archdevil/Djinn (-14 mana), but even then, it continues to target them. This means that I will have to look for an option with a larger number of Sands, which means a greater mana cost. I will try to block it with a Lesser Imp, although I won't be surprised if it attacks him too.
Nasos
And of course, I messed up by not taking the cart, plus the Enchantresses would have had two shots.

The shots are good. I found a fairly stable combination of Oil + Shield in the early turns + it is necessary to cast Frenzy next. This is enough to quickly immobilize the archers and kill the Devils + Ifrits (Bless + Frenzy + Blindness) while saving several shots, I don't remember exactly how many.

The problem is that I have to fight through a lot of randomness, and at different stages of the 300+ round battle, which results in a lot of wasted time.

Randomness stage by stage: 1. Cast Oil + Shield - this is found relatively quickly because it's 1 round of battle.

2. Cast Frenzy - this is difficult to find, this is the main problem of the first stage. You can also use Fire Shield instead of Frenzy, but as practice shows, the first one is much better.

3. After Frenzy, we recover mana - we skip 4 turns and cast Dispel. Exactly 4 turns, not 3 (this is another difference from the battle with Rose and Dandy). The Ogres may not attack us for 4 turns, but the chance that they will attack is quite significant. Many good attempts end here. There may also be a case where the AI has 3 mana left for Teleport, but fortunately, this happens quite rarely.

4. After recovering mana, we wait for Bless to appear, from which we cast Blindness + Frenzy. We rely on good randomness so that Bless appears as often as possible, this depends on how much mana will be spent on recasting Blindness.

5. The Ifrits and Devils are killed. The next randomness is to cast the required number of Sands and destroy the AI. This is the main problem, given the AI's love for Enchantresses. So far, all good attempts have ended here.

I will try with a larger number of Sands, but given how many things need to coincide, I don't know how long this will take:D
Rince
other resources related to Heroes due to 27 missed deadlines, which I set myself.

There were only assumptions, not specific deadlines, like, maybe at the end (of last) year if I can, or something like that. And there shouldn't be any consequences for that. I just need to explain this to everyone else

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