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Battle of the Celestial Gates

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#68
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I've been playing this map for the 4th time, on all difficulty levels. It's a good old-fashioned hard map! I noticed that the fewer troops remain in a battle, the easier the next one will be. General Kane immediately headed to the underground. But his level 21 didn't help much, just like all the other (fetch-and-carry) heroes. In reality, there's no choice but to use Zehir and later whoever appears. There seem to be a lot of opportunities, and mini-artifacts, etc. But there's no point in capturing buildings and garrisons that won't be yours for long. It's better to spend those turns visiting the Temple and Utopia. You can, of course, send an army reserve to zone 51, but chasing after two windmills and a couple of buildings will get tiresome; you need to head to the island with the portal. This zone was never captured throughout the game. By the way, I found the first bug, sorry, author. If you enter the portal on a ship without going around the island, it glitches. The second bug was noticed when two heroes with "scholar" and "wisdom" skills cannot transfer, for example, "fireball," if the hero hasn't visited a town. After that, everything is fine. Overall, it's a tedious map. Difficult. The transfer to a new hero, except for Pyr of Fire, is tough; he's easily defeated with 5 (raise dead) units on a phoenix after being subdued. Also, I don't understand where the insane Initiative of the Companions comes from. There's no point in increasing a hero's turn earlier in logistics. It won't help you; I've checked. But overall, the map is very good and atmospheric, with a strong defense. Thank you, it was great, author!