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The best walkthrough for stage 1 of the World King.

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Zingel


So, let's begin.
The initial inspection of 101495 showed that the map consists of 4 islands. Access to the computer can only be achieved via teleports, which are quite well guarded.
I was just that inattentive.... used to be.

The first run is always a test. Therefore, I slowly built up my castle, gathered an army, and gradually snapped up all the units on my island. It turned out that sprites, pikemen, and gargoyles join. A bit sparse, of course, but in principle, not bad.
After a month had passed, I finally attacked the portal guards. And quickly slaughtered them all. It turned out the computer has very good magic. Plus, it dawned on me that you can sail to the computer.
Summary: no point in over-building; you need to capture the far left village as quickly as possible. There are enough resources in principle, so there's no need to capture mines.
Subsequent attempts showed that the left village can be taken as late as day 5, but it's still impossible to build it up during such a walkthrough — not enough wood and money. Therefore, there is no need to rush or force your way in. Furthermore, on top of everything, the Warlock only builds the last level of his tower on his 11th day (for the player, this is already the 12th). No matter how many times I arrived early, the tower wasn't there! Once I even landed on the 8th day! But what's the point? The castle has a second-level tower, no dimension door. You can't beat the others quickly.
Further walkthroughs showed that the computers can be slaughtered on the second day after landing, provided the tower is built. Therefore, imho, it's practically impossible to optimize the end; winners will have the same result. Consequently, you need to build up your hero skillfully.
I fought and fought — 13 days in total. No faster, just no way. And so, I decide to try one more time, just in case the warlock finishes the tower before the minotaurs? Since the beginning allows the hero to mess around, I decide to capture some mines. I take the emerald mine. ….I land at the Warlock's on the 10th day; naturally, there is no tower. I see that I am short by 1 sulfur for building the last level of the tower. I reload, buy an additional hero who captures the sulfur mine. I build the tower. Yes!!! On my 11th day, I am at the computer's, the tower is full, skills are decent. All that's left is to skillfully slaughter the scattered heroes. In 2 days — it's elementary!

And now, everything by the day.

1. I run with the main hero closer to the stone mine, because without sprites there's nothing more to do! :)

2. I buy a barb. (Actually, at first, I wanted the main hero to be a barb. I just love them! :) But then it turned out that the barb takes the village 1 day later than the starting hero.) I shaman so that another barb with 5 orcs appears after the first one. 5 orcs are a necessary condition to subsequently slaughter the phoenixes with minimal losses of genies, and it will be easier to get the first genies. I transfer the troops to the knight and join the sprites. I give the slow units back. With the knight, I run upwards.

3. I run with the knight toward the emerald mine. I stop him within reach of the barb for the next turn. I buy a second barb so that a sorceress appears in the tavern. The optimal option, of course, is a sorceress with only sprites, but that's as it happens. I transfer troops from the second barb to the first, leaving 1 goblin. With the first barb, I run full tilt to the knight.

4. With the second barb, I run to the left chest. There are 2000 money there! Very useful :) I transfer the army to the knight with the first one. With the knight, I screw over the dwarves. And move in the direction of the lamp with genies.

5. With the first barb, I go to the external dwelling where the dwarves were. With the second — the chest, we move toward another chest (near the ogres). With the knight, I bash the ogres. At the skirmish there were 10 orcs, 42 goblins, 27 sprites, 5 archers, 48 pikemen. After the brawl, what remained: 10 orcs, 17 goblins, 5 archers.

6. First barb: wood, mine, little chest, more wood. Second: little chest by the lower ogres, gold, run to the stones. With the knight, I pick up pikemen and take the village. I build a castle. I buy the Main Sorceress. (I don't care who appeared next, because no one will be bought until the end of the week. But another sorceress appeared. I don't know what her name is for you; for me, her name consists of gibberish. My version of Heroes is from September 6, 1995. Naturally, there is no question of Russification. But! It always amused me that the traditionally Russian name Natasha belongs to a sorceress — a black woman! Kanigeme should have taken at least one Russian in the development team! :) ) With the sorceress, we take the troops from the knight, break through the ogres, and take the wood and gold mine.

7. With the first barb, we go on a voyage around the lava at the top, clearing resources. With the second, I go to meet the knight. The sorceress wipes out the pikemen and runs to the knight to hand over the gang. The knight pretends to be a tank and pushes toward the mercury mine.

8. With the knight, I beat the phoenixes. Having 10 orcs and 5 archers minimizes losses among the genies. That is, the first 2 phoenixes fly at the orcs from above and don't finish them all off (happens 1 time out of 5), another 2 phoenixes fly to slaughter the archers, 1 phoenix flies to finish off the orcs, 1 crashes into the genies. Pikemen try to stab the last phoenix. No luck. Here, then, the first phoenix kicks the bucket with the genies (-1), who send the next stack of phoenixes to that same bucket. It would have been fine, but one phoenix remained, which, damn it, kills another genie. But no matter, a crowd of pikemen pounces on this phoenix and stabs him to death. And meanwhile... Gem (why does she have such a stupid avatar? She appears in the image of a crying, whimpering child) runs to study the summon boat spell (how cool! Could this have happened by chance? Or did the map author actually plan this moment consciously? Like others, for example, the amount of resources — first exactly enough for the castle, then for the dock with the boat, then for the tower!)

9. The knight wipes out the ogres (mercury), trolls (shield). The first barb cleared the upper resources and is heading to the remaining ones — a bit of sulfur and a chest above the sea village. The second barb circles around the swamp, acting as a janitor. I build a shipyard and a ship. The sorceress studies summon boat and at the very lowest point reachable in this turn, summons it and loads onto the deck. This is where you have to think about capturing sulfur. I buy a warlock in the castle (calculating that another warlock will appear after). I buy him 24 pikemen — just right for snapping up sprites. This warlock runs to the sulfur mine.

10. The knight picks up the shield, gargoyle and transfers everything to the arrived sorceress. The warlock snaps up the sprites and captures the sulfur mine. (The barbs pick up remaining resources and drop out of the game; in principle, the warlock too, having done his job, can leave…). Gem lands in the upper part of the yellow computer's island. To the right are dragons, to the left stands a hefty guy with crowds of various freaks, including dwarves who just joined.

11. Here it is, the wonderful day of capture. To its own misfortune, the enemy warlock decided to capture a village instead of defending his castle. Gem, without losses, wipes out 3 hydras in the castle using genies and gargoyles. The key Castle is mine! I build the last level of the Mag. Tower. I buy a warlock. He takes 7 genies from Gem and on foot pounces on that same tough yellow warlock. Using anti-magic, storm, and the natural power of genies, I wipe out the entire army of the enemy hero. A small trick with a portal and I reach the second yellow hero — the knight. 1 min and another portal and I am again near Gem. I return the genies. Gem hands over a few sprites, a gargoyle, a pikeman, enters the city, studies magic, and jumps to the red's castle. Wipes out the hero in the city. Here a warlock is taken. In the yellow's castle, 2 sorceresses are taken, they jump diagonally down-right. The warlock from the sorcerers' castle distributes his centaurs among them, their sprites, his gargoyles and pikemen from Gem. This is necessary to repel attacks by red heroes. So that there isn't an obvious weakling, and any of my magic-users could beat the red heroes. However, as the future showed, no one decided to attack them. Gem jumps to the barb. On the way, she wipes out cyclops and takes a fat chest for experience. A couple of cells short of the castle.

12. During the turn transition, the last yellow hero ("Yellow, what are you doing?") is destroyed by my warlock left on his island. - YELLOW. Since no one attacked my temporary magic-users, the warlock quickly takes the army from one — gives it to another, she jumps, kills the first red hero, returns the army to the other magic-user, who in a jump wipes out the last red. - RED. Gem takes the barb's castle. 2 warlocks are bought; one takes the genies and passes them to the other, who barely reaches and wipes out the first blue barb. Gem jumps once (-barb), jumps a second time and finishes off the last computer hero (click click FINISH) - BLUE. Victory!
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:

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