It was by no means easy)
On the first day, everything seemed extremely bleak, but on 112 I take a hydra from a refuge, a moment of joy, later, on 113, a Dragon Fly Hive for 4, a chest for 35 berserkers, and… silence, the objects ran out)
A very poor respawn is discovered, and a complete absence of any promising directions. Kyrre grabbed some earth magic, but my native Mage Guild doesn't have slow, I can't retrain like in HotA, the scrolls are all junk led by Summon Boat… then, naturally, the question arises where to level the skill, and why bother, if it's unclear where to go next? In short, the timer was wasted into nothing, scouting reported nothing useful. My main hero on 114, on all his moves, went to buy a spell book and set up in the darkness for a breakthrough, waiting for a miracle. On 115, Nagash finally took a village and found, "oh miracle", a second object – a Griffin Conservatory. Kyrre, having aimlessly wandered the previous turn, breaks into the newly captured village, eats 10k behind the gogs, having leveled earth magic, gets defense, then intelligence, and at the end breaks back home to replenish mana (the conservatory is a level two, and without oil, moreover, without mana, she has nothing to do there). On 116 we take the conservatory, break through the unicorn patch behind 20 monks with Grand Strategy, and Ivor discovers another patch behind the mountains. But fortunately there are heroes and prisons to transport, I start building a super-chain there. Kyrre again sets up for a speed buff waiting for god knows what (the objects (a whole two of them) have been taken, and which direction to choose for the main hero is completely unclear). But still, at least ghostly chances to get out of this miracle-respawn start to appear. Also, mobilizing the army as much as possible, I plop down a fort in the swamp, to turn one mini Dragon Fly Hive into two mini Dragon Fly Hives. At first, the decision to 'fortify' the fort seems like an absurd move, because the crisis is terrible, and with such an economy, you can't make good magic, but the game decided to help, and on 117 a Pandora's Box grants ten thousand gold. This makes the situation a little easier, but Kyrre is still in a state of incapacity and therefore performs the function of a fast scout hero, dragging the army up for the boots, then sits down to replenish mana.
As a result, on 121 I finally give Kyrre a good speed buff for the breakout. There are a whole 3 guards (gorgons, ghosts, bears), and since breaking through one group of gorgons doesn't unlock the road passage, the best option seems to be fighting the hippogriffs, even if it means going around through the sand. 41 of those roosters spawned with Grand Strategy, and through strength, through pain, I managed to destroy them, having unfortunately lost all my grand elves due to morale, spending a lot of mana. After breaking through, I find a block of cyclops horde on the road, and I have to travel through the sand again. At the end of the turn, I take a thick Dragon Fly Hive, and break a chest for djinns, getting 8 naga queens, which allows me to decide on the next turn to hit the Dragon Utopia. On 123, respectively, I barely break through the furnace and get a Ring of the Magi and a Skull Helmet for mana, as you might guess, in that situation the artifacts are completely out of place) next, on the road I see dread knights guarding a Dragon Utopia Key chest and a chest, and already lost in ideas, I attack forty dread knights with Grand Strategy, miraculously deal with them, and just as miraculously manage to get to the castle. Although my opponent didn't reveal their stats, I didn't dare build a Mage Guild, assuming, based on the parameter of city count in the tavern that had changed from 121 to 122, that the opponent was already in the center. But, judging by the revealed map view, Blue wasn't in a hurry, and on 124 I, having broken back home, replenished mana at a conveniently located well, then flew over the mountains and took the Dragon Utopia with the Key and the missing component for Armor of the Damned. The possibility of finishing under Armor of the Damned + Ring of the Magi amused me, although, essentially, I had only 19 wyverns and three unicorns left in my army, so I should have bet on magic). On his turn, the opponent takes the second central city, and on 125 I take the second home Dragon Utopia and the second central Dragon Utopia, getting stats, and break Sephinroth – a Warlock who successfully leveled up after prison – back home to replenish mana. The opponent takes the main central city, showing +1 speed.
Finally, on my 126, I fly in with Seph for the upgraded serpents into the already built swamp, grab Kyrre's top-level belly, and attack.
Thanks for the game!
Thanks for the game!
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