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#66
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Hello Master, I want to say that the first mission is either impossible or simply broken. I played it on Hero difficulty (as a fan of your maps). Briefly and in points: After exiting the dungeon, you have a maximum of 4 days, and then you're dead, no matter what. When you exit the dungeon, you have several options for where to go: at the top, there's nowhere to go (only to take the archer skeletons and clear the stable); to the left, there's a garrison and a teleport that leads to the center of the map, where there are 3 garrisons, which is a dead end. Yes, there's a portal there, but when you enter it, the red player immediately kills you because he comes to the teleport from the other side, just a few meters away from you. The only option left is to go down. At the bottom, there are 2 portals. The portal that becomes unguarded when you approach it seems like a hint, but it's not. When you enter it, you die in the next turn, and it's a dead end. There's an exit from the dungeon there (where the red player is waiting for you when you just enter the portal), and there's a gate, but there's no key nearby. And behind you at that moment, the blue player is already waiting. The second portal at the bottom leads to the quest item, and there's a portal there that leads to the left side of the map. When you enter it, you also die in the next turn because the blue player is standing on the road from the portal, and there's nowhere to run. Going back is not an option; the red player is half a turn away from you. Conclusion: the portals at the start are not connected to each other, but no matter where you go, the enemy is always one or half a turn away from you. There's nowhere to run, there are 0 options. No matter where you go, one player is waiting for you at the destination, and the other is behind you. The starting location in the dungeon depends heavily on random chance: in general, clearing it is easy, except for the golems. The trick with them is that you need to attack at the right moment. If they break into 2 groups, then it's okay; you can run around with two units, and it's fine. But if they break into 3, then it's death and under-farming. I don't know, maybe I'll write a command to win and see what's in the second mission, but I won't even try the first one, even on Warrior difficulty, for the reasons I mentioned above.