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[ТУРНИР HMM IV OFF]«Ice & Flame»

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#55
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shnurov_hl;194877
That's why I don't like local off-tournaments... :cool:

Well, I think it's illogical that you can't take crystals from a graveyard, but at the same time, there is no prohibition on training graveyards in universities and schools. :)
shnurov_hl;194877

P.S. By the way, have you tried to break through the direct teleport? It seemed to me (initially) that with some preparation and support from genies, this is quite possible. (freeing the lord on the second day is great)


I did, of course. I made several attempts, but it didn't work. True, I didn't have a halberd at that time - I only went underground for the armor.
At first, I defeated the Black Dragon with thunderbirds in 2 turns. There were 2 thunderbirds + the rest of the creatures left. Even with this, I couldn't defeat them. The beholders complicate things - even with 100% resistance, they remove Immortality, which means I had to fight in such a way as to survive and, when the beholders attack, the angel wouldn't be on the hero.
Genies, by the way, wouldn't help - the enemy hero has 100% magic resistance, he will quickly shoot them down, and the eyes and cyclops will help him, and the Black Dragon with thunderbirds can also strike. In addition, it is not always possible to keep the archer squads under the Song of Peace - the genies may simply not see them.
There is also no point in casting Enthusiasm on the hero - it will disappear after the first resurrection.
But this scenario will only work if you don't waste time and immediately go to defeat the guy. If you level up the hero in the underground, get a halberd (as I did), then you will most likely be able to defeat the guy on day 7: the hero will gain a couple of extra levels, if desired, and even more (a couple of oaks in the underground, dreamweavers, a quest for experience), a halberd, a ring of degeneration (if you defeat one of the underground creatures), a stunning mace, plus there will be about 20 potions of Immortality, which is enough to fight the guy. Yes, you can also grab a medal +2 to morale (not far from the prison), it will be more fun.
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By the way, it would not have been possible to pass quickly without taking the prison.
Because I needed a hero with 100% magic resistance - it is easier for him to break through the underground, and later - you can ignore the Vampire Dungeon.
The starting hero simply won't be able to level up to that extent.
Taking the prison was based on surviving the attacks of the mages on the Immortality potions (the necromancer covered the starting hero), and the starting hero with the potion of cold froze the crusaders with golems. Perhaps the main difficulty in this battle is to lure the crusaders with golems to the starting hero so that he freezes them, but at the same time, the mages don't see him. Gnomes were used for luring. However, it is difficult to explain in words, if anyone is interested, I will upload saves with the battle.
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Now about passing in 7-6-5 days.
In 7 days, everything is simple. As you can see from the saves, on the 4th day I took Chaos. So, you just need to buy a ranger in the Chaos city on the same day, kill him guarding the teleport, take out his corpse, drag it through the speed-up structures, and revive him in the Order city. There, in the hut, get the summoning skill, on the stone +1000, level up the summoning skill to level 2, and on someone, run to Chaos. Then, on the 5th day, there will be fairies, and it's very pleasant to run on accelerated fairies in a cart, with them I can easily reach the oasis on the enemy territory on 1-1-7, after visiting the oasis, I can easily take the enemy.

6 days - this is a failed 5. :) I'll explain.
From the saves, you can see that on the 2nd day I made a big mistake - I forgot to spend one move and visit the dreamweaver with the necromancer. Therefore, I couldn't become a Grand Master of Scouting on the 2nd day, it only happened at the beginning of the 3rd. This is a few extra moves.
Also, if you spend some time with the tavern guard, then on the 3rd day you can run around with halflings, accelerated not only in the cart but also in the oasis. The problem is that I haven't figured out how to defeat the guard - the local life drinker removes the freeze from the squads immediately. But this is not such a big problem - in the worst case, you can attack with three heroes, two of whom have freeze, then they will freeze everything that moves, including the life drinker, he simply won't have time to remove the freeze from everyone. But this is, of course, an extra 1000 for potions.
Here. In my walkthrough, the heroes visit the cart on 1-1-3. Because in my walkthrough, the heroes didn't reach the cart in the underground. But if you run with halflings who visited the oasis and the cart, then the heroes may not even visit the cart above ground - they will have time to reach the underground cart on the third day. If they reach it, they will reach the Chaos city.
But there may be problems with taking it on 1-1-3 - due to the ballistae. By that time, the prisoner from the prison will only have level 3 in warfare, if he manages to visit the dreamweaver in the underground, he will have level 4, and he won't have armor.
Therefore, you will have to work hard in this battle. The monkeys and elves are defeated by the ninja immediately, but 30 ballistae from the tower shoot painfully even under a curse. But still, I think this battle can be won. I didn't think much about it, because now there is no point.

Now, if the Chaos city is taken on the 3rd day. Then, without wasting time, on the 3rd day, I will buy a ranger there, and at the beginning of the 4th, I will have several fairies. On the 4th day, the corpse left near the teleport is taken out - its job as a doorman is over, it is revived in the Chaos city, takes the mausoleum, then it is killed again, dragged to the Order city, and revived there in order to clean up the remaining caches, because at that moment there are problems with the grandmothers.