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#13
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I completed the map and really enjoyed it. Considering that the map is very similar to the map from the final elf mission, as the author himself wrote, the location of all castles, except for the magic academy, is known in advance. There was a very interesting battle in the pyramid; at that time, I was playing solo with vampires, and I had to clear everything with battle mages. The map itself is not difficult because the second hero has an overpowered "Knight Summon" ability, which helps to quickly clear the starting location. The vampires are also quite overpowered (although they are expensive), and the "Vampirism" spell is available. In general, the enemies have few resistances, so it's quite easy to clear everything (only the "Spell Deflection" ability of the mages prevented me from clearing it without losses). To balance the game, as the author wrote, the "Mentorship" skill was reduced; otherwise, the armies would become too strong. For both main heroes, I leveled them up using the standard "Darkness" and "Summoning" skills. The Death Knight was stationed on the "Dragon Defense" and army accumulation from a certain stage. I also have a small question for the author: I was too lazy to test what would happen if I didn't give the ring to the Sphinx dragon. Thank you also for placing the last obelisk near the prophet, so the quest could be completed quickly without having to run across half the map. It's also interesting that the prophet talks about the elves keeping the dwarf king's set for themselves, and indeed, there are two pieces of it with each of the two heroes. It was a bit tedious to bring the upgraded vampires to the main hero and play with him without a cloak, as this artifact is necessary for the hero's leveling. Also, regarding the vampires, I noticed a small bug/feature: if there were only vampires in the army during leveling, the hero receives one additional higher vampire. I didn't quite understand why there was a portal to the supply line behind the mage and what changes after the caravan is destroyed. There are also quite a few stat-boosting locations on the map; Nicholas ended up with 40 attack points. Regarding the finale, thanks to the teleport near the elf city, I quickly reached the castle, took the armies with Nicholas, and saw that Faidaen's threat level was low. I was already afraid that I would have to chase him across the map, but thank you to the author for giving him a script to rush the Necropolis cities. I can't call the battle difficult; the only threat is the upgraded version of the elf archers. Otherwise, it was fun to watch how, when playing defensively, 600 vampires were added every couple of turns. I also want to note the interesting battle with the elves, during which a new pack appears when they are killed, and again, this is either a bug or a feature: the "Vampire Swarm" ability worked on the newly appeared pack after the previous one was killed in one hit. There are also a couple of minor details that fit in well: the mummy's specialization with a screenshot from "Sapper," the elemental models from the 6th part, the dragon sneezing with Armageddon, the gates that can be opened and closed at will to save the hero, the ambushes are similar to those in the "Sacred Grove" map, but unfortunately, it's much easier to get rid of them here than in the aforementioned map. I can't say for sure whether I was just lucky or the author tried hard, but there were quite a few creatures on the map that could be resurrected as vampires.

Overall, the map is very good, even though it borrows the original campaign as a basis. It reminded me of the "Another Side" series of maps for Warcraft 3. I express my great gratitude to the author for the work done and for adding scenarios for my favorite faction.

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