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#262
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TERI, your map is very good conceptually. My only serious criticism is the linearity of the path... Taz takes everything along the way to the city, and the main thing when playing is to generate a save so that Taz gets Fire and Earth in the skill tree, and of course Berserk (the main problem, it's rare in Castle) in Castle at GM4, in addition to the preset Town Portal. In the end, we'll have Mass Slow and Town Portal, and of course Mass Berserk and unreturnable Blind (also already given in the city), although with the right play, you can do without Fire and just use simple Berserk. (However, Clone is also not a bad help; it's common in Castle, but for cloning level 6+ soldiers you need Water, and it's better to have Expert to clone Archangels immediately)

Gathering Angels and Dragons isn't difficult; roughly, if you take 6 Conservatories and 6 Dragon Caves, then taking the average size as "two" (since the maximum has a lower chance than the others, and we get an average size not of 2.5 but less, i.e., a "two"), we'll get 12 Angels and 36 Dragons, besides the Angel external dwelling!!!, the presence of Hill Fort allows upgrading all of this, there are enough resources, Pandora's Boxes for gold and Gold Mines with Nagas are available. Total: GM4 is built with Berserk/Clone (Armageddon can't happen, but even with Chain Lightning or Meteor Shower, you can train about 5 Mages for suicidal raids on the 250 final Dragons, and with one Gold Dragon they'll kill a lot of level-up creatures, especially with Mass Slow)

The main bug, of course, is the crooked placement of the Quest Guard for the final level-up creatures; you can not touch it and kill the level-up creatures without killing Mephala, as a result of which the map can be completed in 3 weeks...or even less, because taking all Conservatories and Dragon Caves with a leveled Taz is no problem, plus the Dragon Utopia - and you can head to the level-ups, they'll chew each other up, oiled and under Berserk (an alternative - Clones of Archangels or unreturnable Blind and hitting with the Archangels themselves and the rest), not to mention the poisoning of Wyverns by each other.

Conclusion: either rework the final Quest Guard so that it can't be bypassed, and then you'll have to kill Mephala, and that means killing 100 Peasants for a Sword +5 (easy under Slow) and additional aid from the Swamp - the same Wyverns and Gorgons, and Hydras. (True, killing a level 18-20 Mephala is a problem; after all, Mass Slow and Mass Haste, plus Armorer with Offense, given her specialty in Armorer, Tactics+Resistance, and her power is huge)

Well, it would be good to remove Berserk from GM4 in Castle, because the ease multiplies!! better let people deal with kamikaze tactics and tricks ))

I won't claim to know for sure, but I think Derty would have cleared such a map in about 10 days (considering the bug with the Quest Guard; with that corrected, it would be harder). I myself think I could maybe clear it in about 15 days, especially since Taz's super speed allows for it (Expert Logistics on the very first day, plus Stables, well, and Watering Holes with Halberds, and Boots of Speed with Equestrian's Gloves, once Mass Slow is learned).

I want to note the correct removal of spells, elemental books, and other artifacts.

What remained unclear is the garrison of 5k Gold Dragons; it locks the city, although for inaccessibility you could have simply locked the city to the edge of the map... well, I'll chalk it up to the lore ))

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