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As I promised, I'm posting my walkthrough of the tournament.
If anyone has any questions, feel free to ask, I'll answer.:smile01:
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Ten-day walkthrough of the tournament map Deep forest.
A few words about the strategy.
The map is two-level, an M-map heavily overgrown with forest and littered with all sorts of junk guarded by hefty bands of very angry monsters. In short, sheer horror.
To win, you need to capture four remote fortresses; the land route to the fortresses is guarded by numerous tough squads that are virtually impossible to defeat at the start of the game. However, there is good news: all fortresses can be reached by water, where the only monsters are Nixies. Additionally, there is a lot of various junk in the sea, which is also important, so let's decide on the route right away: it's the water.
If that's the case, then the hero's skills also need to be developed related to water (Seamanship), and the primary task, therefore, is to break through to the Shipyard, fortunately, there is one on our native island, though to get to it, you need to defeat a few monster squads, but they're not too scary, so it's quite realistic. One hero won't be able to quickly take over all the fortresses, so you need to hire additional ones as soon as possible. This opportunity is available on the very first day in the native fortress of Jarrod. Money is tight, but it's okay; if we tighten our belts, we'll find some gold. So, the main thing is to land the heroes on the hostile shores, and how they get to the fortresses and with what cowards (sorry, equipment) they capture them, we'll decide along the way.
Now, the actual tactics.
Day one.
We build the Dark Tower2, learn Sorrow, then Sandro destroys the Leprechauns, collects nearby resources with an Imp, exchanges everything for gold, and hires a second hero, a Mage of Order, Solmyr. We give him the Charm skill from the Knowledge Stone. Sandrik, in two attempts, wipes out the Fairy group near the Sawmill, reducing their number to 35, after which Solmyr rides to them and charms five of them; the rest are naturally finished off as unnecessary. At the end of the day, Solmyr brazenly robs the Nomads, appropriating the Golden Breastplate, after which he escapes to the native fortress. There, everyone rests together until the next morning. Of the resources, by the way, only four Crystals and three packs of Sulfur remain; gold: not a penny. Fun stuff.
Day two.
Sandrik levels up to a level 6 Ninja, mastering Death Magic4. Solmyr takes the War Arts Altar in Jarrod. The Dark Tower3 is built. Both heroes position themselves near monsters so that at the turn change they can escape to Jarrod. At the end of the day, we have 40$, 19 wood, 4 ore, 4 crystal, 2 sulfur.
Day three.
The Dark Tower4 is built in Jarrod. Sandrik destroys the Nomads. Fairies pick up a Horseshoe. Sandrik destroys a squad of Medusas with Thieves. Solmyr lazily follows him. At the end of the day, we have 3060$, 8 wood, 11 ore, 3 gems, 3 mercury, 3 crystal, 1 sulfur.
Day four.
Fairies loot the Graveyard. A Sling is passed to Sandrik. The Armory is built in Jarrod. Sandro breaks through the Halflings and Satyrs. The Stables and Crystal Mine are activated. Then Sandrik levels Necromancy to the third circle using chests and the Tree. Solmyr slacks off almost the entire day, apart from a small feat at the beginning of the day.
Day five.
The Necromancy Amplifier is built in Jarrod. Sandro starts moving towards the Shipyard. Along the way, he destroys a group of Trolls and Orcs near the Shrine of Death3, learns Magic Theft, then destroys a second squad of Nomads with Harpies and activates the Sulfur Quarry. At the end of the day, he is a level 10 Ninja with Seamanship1. Solmyr trudges along behind, not straining anywhere, though he picks up a second War Arts Altar for Ranged Combat. Ghosts raised by Sandro in heavy battles scurry back and forth across the map.
Day six.
Solmyr breaks through the Tower of Pikemen, takes the Order Altar for Order Magic2, and passes artifacts to Sandro. Sandro destroys the Dwarves, learns Order Magic/Mirage in the Witch Hut, defeats the Tigers with Leprechauns, then the Minotaurs with Medusas, buys Seamanship2 at the Veterans' Guild, takes Seamanship3 at the Scouting Altar, breaks through the Mages and Halflings using Immortality, activates the Shipyard, buys two ships, and boards them.
Day seven.
Solmyr destroys a squad of Orcs and Minotaurs near the Forge. Sandro collects a bunch of wood and gold from the sea, also obtaining the artifacts: Sextant, Pathfinding Arrow, First Magic Book, and many other useful things. Then Sandro captures the Shipyard on the Chaos shores and lands a squad of Imps, Ghosts, and a Fairy on the Chaos shores, giving them all the artifacts. Solmyr dies on Thieves near the Forge. Various potions are purchased in large quantities at the Forge. Solmyr's body is sped up at the Stables and dragged to Jarrod. Upon resurrection, he heads to the Market but does not attack the Nomads, stopping at a safe distance. Sandro continues sailing the sea, collecting junk. At the end of the day, he is a bit short of reaching the abandoned ship near the upper left whirlpool, already having Seamanship4.
Day eight.
A Thief named Erika is hired in Jarrod. She levels up at the Knowledge Stone to Seamanship1 and joins Solmyr. Together, they both die on the Nomads near the Market, having first baited them. Waiting for the infidels' demise, the miraculously surviving sped-up Imp drags the corpses to the Stables, then to the Oasis, and loads them onto the ship. The bodies are transported to the Chaos shores and given to the squad with the Fairy. The grief-crazed Fairy from this squad destroys a gathering of Cerberi and Skeletons, then kills the Squires near the Tavern, and hires a Druid hero named Melody there, shoving all the artifacts onto her. Joyfully, she captures the Chaos Fortress of Virveld. Immediately, a Thieves' Guild is built there, where potions with mana and other inventory are bought. In addition, another Druid, Brook, is hired there. The bodies of Erika and Solmyr are also resurrected there. Having gotten bored from idleness while they were graves, Solmyr and Erika take on destroying the Golems with Mages near the Stables and succeed after casting Slow on them. Then they break through a gathering of Elves with Leprechauns near the Oasis, after which the Druids join them, and they all pile into the boat. Erika also manages to grab the Scouting Altar, thus leveling up to Seamanship3. A package with artifacts is sent to Sandro, and he destroys Water Elementals, retrieving the Ship's Log from the abandoned ship, after which he embarks on a long journey to the Fortress of Life, leaving behind a trail of Ghosts for subsequent artifact delivery to Erika. Ghosts scurry around the sea, picking up unwanted junk here and there. One Fairy is sent on reconnaissance to clear the fairway of the river which, according to rumors, flows somewhere near the Barbarian fortress.
Day nine.
Sandro finally sails to the shores of Life, finding a second Sextant along the way. Giving the seamanship artifacts to a Ghost, he lands on the shore, having first destroyed a stunned squad of Medusas and Evil Eyes. The Ghosts, via the chain, pass the artifacts to Brook. Donning them, Brook thinks he's become a cool Sailor and decides to investigate the sunken ship slightly below the Chaos Shipyard. There, he fights a little with Ghosts, after which they give him a third Sextant. Finally realizing that messing around is enough, Brook, having nothing better to do, decides to sail to the shores of the Nature Fortress, taking Mage Solmyr along for company. Together, they safely sail to the shore, after which Solmyr lands first and gives a bit of a head start to the slightly emboldened Harpies. Then, Brook steps onto the land after him, having first sent the seamanship artifacts to Erika and Melody. Receiving the package, these two immediately sail to the Barbarian lands. Along the way, they catch up with the Fairy sent earlier on reconnaissance. After listening to the report, they easily sail to the shore and land, having a small skirmish with a squad of Gargoyles and Skeletons, which are dispersed by summoned bees, i.e., Fairies. Thus, at the end of the day, all heroes stand on land, being one move away from their target fortresses.
Day ten. (Last)
Sandro moves towards the Fortress of Life, raising a few Vampires along the way. Approaching the gates, he breaks through them and captures Galeste. Erika and Melody fight with Tigers and Fairies. In the battle, Erika dies. Melody finishes off everyone else alone. Capturing Mersh, she resurrects Erika. Erika fights a bit more and then calms down, running off to Sandro. Finally, Brook and Solmyr complete this glorious story by capturing Gornorechensk. In between, Solmyr also manages to learn Nature Magic at an Altar. Thus ends this epic tale.
I must admit that I still didn't manage to maximize the score, particularly regarding troops and the main hero's level.
Game result: 10 days, 1717 points. Most importantly, despite the map's difficulty, playing was very interesting, although sometimes it seemed to me that I wouldn't be able to do it in ten days. That made the pleasure even greater when all the right decisions were found.
In the game table, it was like this:
Weeks2 – 1425
Victories1 – 30
Troop Value 8520 – 4
Gold 59746 – 48
Artifacts 25 – 76
Explored 45% - 5
Best Hero Sandro – 54
Towns 5 – 75
Thank you for your attention to everyone who managed to read this text to the end.
Best regards, ZveroBoy.
If anyone has any questions, feel free to ask, I'll answer.:smile01:
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Ten-day walkthrough of the tournament map Deep forest.
A few words about the strategy.
The map is two-level, an M-map heavily overgrown with forest and littered with all sorts of junk guarded by hefty bands of very angry monsters. In short, sheer horror.
To win, you need to capture four remote fortresses; the land route to the fortresses is guarded by numerous tough squads that are virtually impossible to defeat at the start of the game. However, there is good news: all fortresses can be reached by water, where the only monsters are Nixies. Additionally, there is a lot of various junk in the sea, which is also important, so let's decide on the route right away: it's the water.
If that's the case, then the hero's skills also need to be developed related to water (Seamanship), and the primary task, therefore, is to break through to the Shipyard, fortunately, there is one on our native island, though to get to it, you need to defeat a few monster squads, but they're not too scary, so it's quite realistic. One hero won't be able to quickly take over all the fortresses, so you need to hire additional ones as soon as possible. This opportunity is available on the very first day in the native fortress of Jarrod. Money is tight, but it's okay; if we tighten our belts, we'll find some gold. So, the main thing is to land the heroes on the hostile shores, and how they get to the fortresses and with what cowards (sorry, equipment) they capture them, we'll decide along the way.
Now, the actual tactics.
Day one.
We build the Dark Tower2, learn Sorrow, then Sandro destroys the Leprechauns, collects nearby resources with an Imp, exchanges everything for gold, and hires a second hero, a Mage of Order, Solmyr. We give him the Charm skill from the Knowledge Stone. Sandrik, in two attempts, wipes out the Fairy group near the Sawmill, reducing their number to 35, after which Solmyr rides to them and charms five of them; the rest are naturally finished off as unnecessary. At the end of the day, Solmyr brazenly robs the Nomads, appropriating the Golden Breastplate, after which he escapes to the native fortress. There, everyone rests together until the next morning. Of the resources, by the way, only four Crystals and three packs of Sulfur remain; gold: not a penny. Fun stuff.
Day two.
Sandrik levels up to a level 6 Ninja, mastering Death Magic4. Solmyr takes the War Arts Altar in Jarrod. The Dark Tower3 is built. Both heroes position themselves near monsters so that at the turn change they can escape to Jarrod. At the end of the day, we have 40$, 19 wood, 4 ore, 4 crystal, 2 sulfur.
Day three.
The Dark Tower4 is built in Jarrod. Sandrik destroys the Nomads. Fairies pick up a Horseshoe. Sandrik destroys a squad of Medusas with Thieves. Solmyr lazily follows him. At the end of the day, we have 3060$, 8 wood, 11 ore, 3 gems, 3 mercury, 3 crystal, 1 sulfur.
Day four.
Fairies loot the Graveyard. A Sling is passed to Sandrik. The Armory is built in Jarrod. Sandro breaks through the Halflings and Satyrs. The Stables and Crystal Mine are activated. Then Sandrik levels Necromancy to the third circle using chests and the Tree. Solmyr slacks off almost the entire day, apart from a small feat at the beginning of the day.
Day five.
The Necromancy Amplifier is built in Jarrod. Sandro starts moving towards the Shipyard. Along the way, he destroys a group of Trolls and Orcs near the Shrine of Death3, learns Magic Theft, then destroys a second squad of Nomads with Harpies and activates the Sulfur Quarry. At the end of the day, he is a level 10 Ninja with Seamanship1. Solmyr trudges along behind, not straining anywhere, though he picks up a second War Arts Altar for Ranged Combat. Ghosts raised by Sandro in heavy battles scurry back and forth across the map.
Day six.
Solmyr breaks through the Tower of Pikemen, takes the Order Altar for Order Magic2, and passes artifacts to Sandro. Sandro destroys the Dwarves, learns Order Magic/Mirage in the Witch Hut, defeats the Tigers with Leprechauns, then the Minotaurs with Medusas, buys Seamanship2 at the Veterans' Guild, takes Seamanship3 at the Scouting Altar, breaks through the Mages and Halflings using Immortality, activates the Shipyard, buys two ships, and boards them.
Day seven.
Solmyr destroys a squad of Orcs and Minotaurs near the Forge. Sandro collects a bunch of wood and gold from the sea, also obtaining the artifacts: Sextant, Pathfinding Arrow, First Magic Book, and many other useful things. Then Sandro captures the Shipyard on the Chaos shores and lands a squad of Imps, Ghosts, and a Fairy on the Chaos shores, giving them all the artifacts. Solmyr dies on Thieves near the Forge. Various potions are purchased in large quantities at the Forge. Solmyr's body is sped up at the Stables and dragged to Jarrod. Upon resurrection, he heads to the Market but does not attack the Nomads, stopping at a safe distance. Sandro continues sailing the sea, collecting junk. At the end of the day, he is a bit short of reaching the abandoned ship near the upper left whirlpool, already having Seamanship4.
Day eight.
A Thief named Erika is hired in Jarrod. She levels up at the Knowledge Stone to Seamanship1 and joins Solmyr. Together, they both die on the Nomads near the Market, having first baited them. Waiting for the infidels' demise, the miraculously surviving sped-up Imp drags the corpses to the Stables, then to the Oasis, and loads them onto the ship. The bodies are transported to the Chaos shores and given to the squad with the Fairy. The grief-crazed Fairy from this squad destroys a gathering of Cerberi and Skeletons, then kills the Squires near the Tavern, and hires a Druid hero named Melody there, shoving all the artifacts onto her. Joyfully, she captures the Chaos Fortress of Virveld. Immediately, a Thieves' Guild is built there, where potions with mana and other inventory are bought. In addition, another Druid, Brook, is hired there. The bodies of Erika and Solmyr are also resurrected there. Having gotten bored from idleness while they were graves, Solmyr and Erika take on destroying the Golems with Mages near the Stables and succeed after casting Slow on them. Then they break through a gathering of Elves with Leprechauns near the Oasis, after which the Druids join them, and they all pile into the boat. Erika also manages to grab the Scouting Altar, thus leveling up to Seamanship3. A package with artifacts is sent to Sandro, and he destroys Water Elementals, retrieving the Ship's Log from the abandoned ship, after which he embarks on a long journey to the Fortress of Life, leaving behind a trail of Ghosts for subsequent artifact delivery to Erika. Ghosts scurry around the sea, picking up unwanted junk here and there. One Fairy is sent on reconnaissance to clear the fairway of the river which, according to rumors, flows somewhere near the Barbarian fortress.
Day nine.
Sandro finally sails to the shores of Life, finding a second Sextant along the way. Giving the seamanship artifacts to a Ghost, he lands on the shore, having first destroyed a stunned squad of Medusas and Evil Eyes. The Ghosts, via the chain, pass the artifacts to Brook. Donning them, Brook thinks he's become a cool Sailor and decides to investigate the sunken ship slightly below the Chaos Shipyard. There, he fights a little with Ghosts, after which they give him a third Sextant. Finally realizing that messing around is enough, Brook, having nothing better to do, decides to sail to the shores of the Nature Fortress, taking Mage Solmyr along for company. Together, they safely sail to the shore, after which Solmyr lands first and gives a bit of a head start to the slightly emboldened Harpies. Then, Brook steps onto the land after him, having first sent the seamanship artifacts to Erika and Melody. Receiving the package, these two immediately sail to the Barbarian lands. Along the way, they catch up with the Fairy sent earlier on reconnaissance. After listening to the report, they easily sail to the shore and land, having a small skirmish with a squad of Gargoyles and Skeletons, which are dispersed by summoned bees, i.e., Fairies. Thus, at the end of the day, all heroes stand on land, being one move away from their target fortresses.
Day ten. (Last)
Sandro moves towards the Fortress of Life, raising a few Vampires along the way. Approaching the gates, he breaks through them and captures Galeste. Erika and Melody fight with Tigers and Fairies. In the battle, Erika dies. Melody finishes off everyone else alone. Capturing Mersh, she resurrects Erika. Erika fights a bit more and then calms down, running off to Sandro. Finally, Brook and Solmyr complete this glorious story by capturing Gornorechensk. In between, Solmyr also manages to learn Nature Magic at an Altar. Thus ends this epic tale.
I must admit that I still didn't manage to maximize the score, particularly regarding troops and the main hero's level.
Game result: 10 days, 1717 points. Most importantly, despite the map's difficulty, playing was very interesting, although sometimes it seemed to me that I wouldn't be able to do it in ten days. That made the pleasure even greater when all the right decisions were found.
In the game table, it was like this:
Weeks2 – 1425
Victories1 – 30
Troop Value 8520 – 4
Gold 59746 – 48
Artifacts 25 – 76
Explored 45% - 5
Best Hero Sandro – 54
Towns 5 – 75
Thank you for your attention to everyone who managed to read this text to the end.
Best regards, ZveroBoy.