1. Yes, it’s a quick way to get out of the starting area. But why? (I think you need to use the Sorceress to get into the boat and swim for the compass, and for that, you need a Magic Guild of level 4). This results in a loss of momentum and unnecessary costs for the hero. But in principle, the idea is interesting.
2. I’ll try to guess: we visit the “Fairy Ring”, a little luck (or morale) in the battle with 30 pikemen won’t hurt. Archers are killed anyway (if 2 Djinns are left). We take the chest (2000, now 3500), wood, build a boat (-1000), buy a Djinn (-2500) and that’s it!
1. Vitaly, first try to keep 2 Djinns alive in the battle with swordsmen and put a Djinn on the ship, this is a mini-task after all;)
2. You guessed wrong:) On day 13, the hero has a maximum of 3 pluses + portal magic!!! There wasn’t enough time for more, the business trip made adjustments... I think you can easily reach level 28 with this strategy;)
P.S. Pikemen:rolleyes:, you need to use 3 Djinns to defeat the SWORDSMEN at the gold mine!;)
Sincerely, VDV_forever