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Posts from HALL OF FAME! (for the third stage of the WCG)

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Perpolken
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Fireball
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vbn
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19 years ago
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This thread is created for voting on the description of the map for the third stage of the "Van Kanigem" tournament. After the voting, all descriptions will be moved to the general thread HALL OF FAME!

P.S. I want to remind everyone that all participants in this nomination will be awarded Grails!

P.P.S. Original style and spelling are preserved...

Sincerely, VDV_forever
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19 years ago
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Perpolken


1.1.1 - I gather wood and a chest, and build a tavern.

1.1.2 - I collect the remaining chests, buy a second hero, transfer the entire army to the main hero, build a market, and go to attack the Zloboglaz.

1.1.3 - I kill the Zloboglaz, collect all the chests, and build a town hall.

1.1.4 - The second hero collects chests (a little below the Castle) and I gather stones. The main hero goes to attack the Strekoza. I build a forge.

1.1.5 - The second hero goes for archers, the main hero gains skills on the way to the Strekoza. I build a guild of mages. I buy a third hero and equip him with archers (in the Castle and the refugee camp), and then transfer them to the main hero.

1.1.6 - I transfer the entire army to the main hero and convert all the archers into snipers. I kill the Strekoza (all 23 snipers, 3 harpies, and 3 centaurs survive), take the territory, and head to the Castle (for the book of magic).

1.1.7 - I build a Stronghold. The main hero enters the Castle, while I give the army to the third hero to clear the guard near the sulfur. The second hero buys archers at the estate.

1.2.1 - The second hero buys archers at the estate and, on the way to the Castle, kills the Gog. The archers survive, but the centaurs are killed. The main hero buys an army in the Castle and goes to the 500 elementals.

1.2.2 - Heroes 2 and 3 transfer all their troops to the main hero, who converts the archers into snipers and attacks the elementals. The army consists of 48 snipers in one group and 2 harpies separated. I defeat the elementals easily: when necessary, I slow them down, and throughout the battle, the harpies distract the elementals while the snipers shoot them down. Losses: 1 harpy. I enter the Castle to replenish magic.

1.2.3 - I go to a group of swordsmen and kill them.

1.2.4 - I conquer the central Castle and head to the Blue Castle.

1.2.5 - I conquer the Blue Castle and head to the Gray Castle. On the way, I kill the Blue hero.

1.2.6 - I kill the earth elementals at the entrance to the Gray Castle.

1.2.7 - I head to the Gray Castle, killing a hero on the way and approaching the Skorpicor.

1.3.1 - I capture the Gray Castle, build a Mana Vortex, and go to the top.

1.3.2 - I kill the Queen of Medusas, visit the library, and enter the one-way monolith. I take the Pandora's Box without losses. I gain resources and build a second guild of mages.

1.3.3 - I kill the Dendroids, take the hat, and head to the Gray Castle.

1.3.4 - I capture the Gray Castle, take the explosion on the way, build a third guild of mages. I attack the Green Castle and bribe them. I arrange a chain of heroes so that the Green hero cannot take back his Castle.

1.3.5 - I redeem Jela, build a fourth guild of mages. I fly to the former Green Castle, kill the last Green hero, and visit the library in the desert. I fly to Auer, build the Wall of Knowledge, and return to the former Gray Castle. There are 2 Gray heroes left: I kill the farthest one with a secondary hero (giving him part of the army). Then I return the entire army to the main hero, dismiss all the secondary heroes. And the last step remains. I activate autobattle and kill the Gray hero.
In reply to VDV_forever
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19 years ago
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Fireball


Scouting.

About the map.
At first glance, it makes a pleasant impression — two victory conditions, many chests with money and resources, strong neutral troops, portals, artifacts, a surprise... In general, thanks to Sir VDV_forever, the map is a solid 10 out of 10. Also, there are no spells like "fly" or "dimension door" on the map, so it's impossible to reach either the sphere or the computer players by going "straight."

About troops and magic.
Among the useful spells in the guild (levels 1-3 provide "haste", "slow", "precision" and "force field"). An assessment of the possible strength of one's own army gives: first week — 3+6+7+7+7+20=50 snipers, 1-9 angels from the conservatory, various same; second — 50 +7+7+8(another +7 if building a castle) = 72(79) snipers, angels as in the first week, there can be very many small units if diplomacy is leveled. A combat test showed that a hero (Aiden was tested) having 70 snipers, "expert marksman" skill, attack 15 (total with artifacts), casting force field and precision kills 260 gold dragons in ~65 turns, spending 360 mana at magic power 15. From this came the idea to take out the dragons by the second week, ideally within 8 days.
About heroes.
Upon careful consideration, it turns out that only logistics specialists can reach the sphere by the eighth day (even taking the surprise on the first day). Gunnar is already on the map, Kyr is dismissed due to poor development, leaving Dessa. Testing shows that on this map, Dessa can be leveled up to obtain wisdom, earth magic (needed immediately for taking conservatories) and air (for the finale), archery, second tier of luck, and 1st tier pathfinder (to avoid losing too much time in the swamp). Excellent. To help in the final battle, it is convenient to use the "Slayer" spell, which Coroneus has, plus he has the "scholar" ability, so he can also bring spells to Dessa who has run far ahead.
About resources.

In the castle area, there is only one pile of gems, but there is a mine. 10 are needed for guilds levels 2-3, and 10 for archangels. This means they must be traded or bought. There is also the problem of money — about 30000 gold lies in the vicinity of the castle, while snipers alone require 20000.... The problem disappears if you take Pandora's box with 30000 gold and 5 gems. However, to take 350 serpents without losses, an Archangel is already needed (the angel's speed is not enough for the first turn).
Overall, the walkthrough turned out as follows:

Day111:

Jelu, in the company of one sniper, runs up, capturing the outermost pile of wood in passing, and takes two chests with gold 2000+1500, then aims left to take out the gogs. In the castle, we build a tavern and buy Jem there. She leaves all her forces except for the centaur in the castle and heads down to the area of three chests, where she takes two of them (2000+1000). Then it's Pir's turn to be bought, and she, leaving the imp in the castle and taking the centaur, runs right, takes two chests (1500+1000), and freezes in indecision. We add the fast Moner to the ranks of our valiant heroes, and he runs left for a chest, picking up a pile of ore on the way for the upcoming construction of the Mages' Guild. The chest brings its 2000, and Moner aims for the next chest. And finally, to the triumphant fanfare of the orchestra and loud applause, the glorious Dessa appears. Leaving the castle in the company of a goblin and a sniper, standing exactly on the square above the watchtower, Dessa signals Pir, who gives her her ballista. Now Dessa is ready to attack "Surprise." In the battle with 500 elementals, the sniper runs into the upper right corner of the battlefield in two turns, and then runs up and down along the right border, fleeing from the stack of elementals. The goblin defends, the ballista fires. After a long time (special thanks to Sir vbn for BallistaUbivalk), the battle finally ends in a clean victory for Dessa. The experience gained in battle is used as follows: -> 2 wisdom -> 3 wisdom -> 1 archery -> 2 archery -> 1 earth -> 2 earth -> 1 luck -> 2 logistics -> 3 earth -> 1 wisdom -> 2 wisdom -> 3 wisdom -> 2 luck. Tier 3 logistics is obtained for free. Dessa aims for the castle.

Day112:

Dessa gives 20 snipers to Jelu, who is standing in the adjacent square, after which he attacks the gogs and the orcs, wiping them out without losses. Jem collects the third chest of 1000 gold and runs for the water mill (+500) and a pile of gold nearby (+700). Pir, taking a pile of wood at the sawmill and ignoring the sawmill itself, takes the gemstone mine and aims to collect resources up top. Moner takes the chest on the left for +1000 and runs toward the refugee camp, capturing a pile of ore at the mine on the way. A Level 1 Guild is erected in the castle. Dessa runs into the castle, studies magic (the main thing — slow!), buys all the wood elves there, takes them (13 units) and the snipers, runs right, takes Knowledge+1 and further right Attack+1.

Day113:

Jelu runs to a rendezvous with Dessa. She takes the snipers from him and gives him the elves (there is not enough of the existing 1300 gold for an immediate upgrade). Dessa, without distracting herself by increasing her magic power (there is simply no time for this), takes the campfire +500 and 5 wood, breaks through the zombies and evil eyes. Due to a shortage of money, Dessa takes all four chests (3x1500 and 1000) and breaks through the monks. Jelu makes 13 snipers from the elves. Moner, ignoring the mine, buys high elves at the camp and aims down-left at the golems. Pir collects resources and aims for the elf growth. Jem picks up a pile of crystals and a campfire (+500 and 5 ore), staying in that area.

Day114:

Jelu runs to Dessa. She takes 12 snipers from him, and, possessing an army of 35 snipers, opens the first "can." The snipers move first, Dessa casts mass slow.... Victory without losses. Having received two angels, Dessa opens the second "can." Battle formation: 10 snipers - 2 angels - 11 snipers - 14 snipers. Battle: angels hit royal griffins, killing 8 out of 10; griffins hit the stack of 14 snipers, killing no one; sniper stacks 10 and 11 shoot at the right-center griffins and kill them; 14 snipers take down 9 out of 10 griffins in the upper left pile; the griffin stack cannot cause even a single unit of damage, and two stacks of 10 do not reach on the first try and are quickly exterminated.... Victory again. Dessa reaches another (15th) level and prefers to learn pathfinding. Having received an angel, Dessa with a formation of 35 snipers - 3 angels storms the last "can." Battle tactics: slow, strike by angels at royal griffins, finish them off with snipers; then similarly with the upper left stack of griffins; then run with snipers away from the griffins and shoot them down, hit with angels calculating so that they all stay alive.... Victory. Then Dessa runs up to Jelu and gives him all the snipers. Breaking through silver pegasi with a formation of 3 angels - 3 angels without losses (but with effort), Dessa takes the snipers back and takes the Military Academy (+1 attack). Pir takes centaurs from the stable and stands next to the manor. Moner runs toward the golems guarding the resources, but doesn't reach them. Jem takes a fairy and 7 great elves from him and breaks through the golems without losses (the elves run out of shots and the rest of the golems are finished off in hand-to-hand combat with the help of the first aid tent). Jem picks up sulfur and gems. In the castle, we build a market and buy Coroneus, who heads toward the crowd of royal griffins.

Day115:

Jelu collects chests at the witch's hut, then aims for the two upper chests. Dessa takes the shortest path (past the serpents) to the crowd of royal griffins. She doesn't reach them. Moner and Coroneus stand right next to the griffins. Jem takes two piles of crystals and stands right next to the pack of stone golems. Pir enters the manor, but does not buy elves. In the castle, we erect a Level 2 Guild.

Day116:

Jelu, skipping two chests above, runs toward the castle. Dessa breaks through the griffins with a formation of 17 snipers - 1 angel - 2 angels - 2 angels - 1 angel - 18 snipers. The 5 available units of mana are enough for mass slow. Angels cover the snipers and finish off the griffins at the end. Victory without losses. Coroneus takes all troops from Dessa, preserving their formation, and gives a centaur. Dessa stands two squares below the pile of gold. Coroneus takes the stable, breaks through basilisks (slow twice on the upper pile) without losses, gains two levels, takes 2nd level scholar and wisdom. Then he breaks through lords of the abyss (they are on magical ground, so remaining mana goes to mass slow) again without losses and, having gained a level, studies the long-awaited 3rd level scholar. Dessa visits the stable, takes forces from Coroneus in exchange for the centaur and attacks the pack of golems, wiping them out without losses. Jem takes an angel from Dessa and at the fort on the hill turns him into an archangel, gives him back to Dessa, takes the remaining five angels from her, and stands in the fort. Coroneus heads toward the wondrous armor and takes a chest +1500. Dessa stands on the border of the magic plains, Moner takes the stable and takes snipers from her (to speed up Dessa), Dessa runs down, Moner too. Then, with a heavy heart, we exchange 30 mercury for 3 gems, another one is obtained by exchanging crystals. We buy Grindan (or any other elementalist, it doesn't matter), build a Level 3 guild, and run with Grindan toward Dessa.

Day117:

Jelu reaches the straight road down from the castle. Dessa runs down to the entrance portal, stopping briefly near Moner so that he can give her the snipers. Leaving the portal, Dessa takes the well and opens Pandora's box. Battle: mass slow on serpents, fly up and down in the right part of the field with the archangel, shoot them down with snipers, casting slow as needed. After a convincing victory, Dessa breaks through dendroids, takes the dragon crown and heads toward black dragons (the two levels gained in the process are put into air magic). We buy two gems for money (!) (they become 8). Jem upgrades four out of five angels (one angel will be needed in the final battle for the artifact), runs left and takes the stable, then goes for a pile of gold and slightly up. Moner jumps into the portal and aims for the war machine workshop. Coroneus takes the wondrous armor and runs to the portal. Grindan runs toward Coroneus. In the castle, we buy Rizza (+1 mercury!) and run with her up and left to the point that Pir will reach from the elf hatchery on the next turn. Pir buys 7 elves.

Day121:

Pir buys growth in the elf hatchery, runs to Rizza and gives them to her. We dismiss Pir. In the castle, we buy Caitlin and all the elves. Rizza gives her elves to Caitlin, Caitlin gives elves, archers and a couple of pikemen to Jelu. Jelu makes snipers and runs to meet Jem. Jem takes snipers from Jelu, gives them and an angel with archangels to Grindan, and then takes the last chest in the vicinity. Grindan gives forces to Coroneus, who also learns all of Grindan's spells. Dessa runs toward the dragons, stopping at the portal on the way and receiving troops and artifacts from Coroneus, learning all spells. Then comes the battle with dragons. It can be played with two formations: "snipers - angel - arch - arch - arch - 2 archs" and "snipers - 3 archs - 2 archs - angel", both lead to victory with the loss of 2 archangels. With the first formation — cast stone skin, cover snipers and angel with archangels, then heal the angel and shoot down BD, then heal whoever is more likely to perish. With the second — haste on the angel, covering, then stone skin and healing again. Victory, level put into air. Dessa runs to the well. Moner buys an ammunition cart and gives it to Dessa, then takes a pile of gold. Dessa, jumping through portals, collects sandals and sword, puts on sandals instead of boots. Dessa portals to the location with the Sphere, takes a pile of gold and all chests. With all the money, we buy mercury and dismiss the heroes. In total, before the final battle, Dessa is level 19, stats 17-11-14-16, 280 mana, 72 snipers, 1 angel, 3 archangels, spells "force field", "haste(exp.)", "Precision(exp.)", "Slayer".

Final Battle:
Formation: 72 snipers - angel - arch - arch - arch.
1. First turn — force field around snipers, angel and cart; 2 stacks of archangels cover the angel, who then positions himself to be covered by the field. Then the field is set every odd turn, the angel defends, snipers shoot.
2. Haste. Repeat on turns 16, 30.
4. Slayer. Repeat on turns 18, 32.
6. Precision. Repeat on turns 20, 34.
The duration of the battle depends on the frequency of luck and morale triggers. For me it was as follows:
luck worked on turns 12, 29, 30, 32, 38, and morale didn't work at all. In the end, victory on turn 43 of the battle.

Total: 8 days, Dessa level 23 with stats 18-12-15-17 (sum 62) and 63 mercury.
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19 years ago
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vbn


Day 1.

After a preliminary exploration of the map (editor+nwcwhatisthematrix), I set the completion timeframe to no more than 15 days. Initially, I didn't even dream that it would be possible to complete it in 7 days.

I say this because in the first few days of the game, I have a bad habit of buying as many heroes as possible who bring +350 gold, or +1 mercury, etc., depending on the map and completion conditions.
As it turned out later, with a 7-day result, a gold-bearing hero brings only 350*6=2100 gold, meaning they don't even pay for themselves. But! An extra hero can still be useful to pick up missing chests of gold in time or reinforce an army transfer chain; so let it be a gold-bearing hero who at least partially offsets their own existence, and I will spend 5 minutes on save-loading to dig them out (the probability of such a hero appearing in the tavern is 9 out of 150, i.e., about 6%, every 15th-20th hero, 20 load-saves).

Furthermore. Having participated twice in a tournament for the 3rd game, I became convinced that a good result can only be achieved using a Logistics hero. And as a result—I replayed the map 3 times.

1st time - main Gurnisson (Ballista + attack 4 at start), result 8 days.
2nd time - main hero (finally, it clicked!) Kyrr, result 7 days.
3rd time - main hero Dessa, significantly increased stats and amount of mercury.


Now I'll answer why Dessa in the end. The question of which one to take arose even before the start of the second attempt. Dessa or Kyrr. I saw that Kyrr had lower starting attack and no spellbook. But she was the one who received secondary skills in the order I needed. So I had to play her.

Having completed the map a 2nd time (quickly, since the completion tactic hadn't changed), I thought about it. After all, Dessa has a spellbook, which means she doesn't need to enter her castle to buy one. And that saves almost half a move. And same for Dessa is equivalent to almost a full move for another hero. So, Dessa!

1) Oh, no. First we have Jelu. From him on this day we need to collect at least 5 wood and 3000 (gold)—500 tavern and 2500 hero. And here he has two options—north or east.

Maybe I'm writing too long, but on the first day of completion, I had 5 heroes. Moreover, each of them was unique in their own way, intended for a specific task that only such a hero (the only one in the game overall) could successfully solve.

So, Jelu went north. Why not east will become clear later. Jelu's "uniqueness"—he was the starting hero. He collects 3500 gold.

2) The second "unique" hero— Jem. It was absolutely necessary to buy her so that the required heroes would appear after her. After buying tavern + Jem, 500 remained in balance. Task for Jem: find 2000. And here there is only 1 option. Not south, because there are 3 chests and she is unable to grab all 3 at once on this day, meaning someone else will do it. Not east—again, why—will become clear below. Therefore, she goes south, then northwest, where she manages to find 2000.

Aha, I'll pause here again. One might think: why so many heroes, wouldn't it be better to buy an army or save on the municipality? And the answer is this: our most important task is to buy two heroes at once—Dessa and the hero with the ballista. For this, there must be 5000 gold in the treasury. Or calculate moves such that the first hero, say with the ballista, manages to collect gold and return the ballista to the newly bought Dessa. And for this operation we needed as many as 5 heroes, because only then was it possible to simultaneously collect 5000 to buy 2 heroes at once and manage to transfer the ballista.

3) So, the third unique hero became, of course, the gold-bearing hero. And specifically one who could grab those aforementioned 3 fat chests on the first day. There are only 2 such heroes—Grindan and Jelar. Well, Jelar was dug out faster; he's off to the south. At the end of his move, the treasury was rich with 4000 gold. Another 1000 was missing.

4) And in the tavern, Pir was already waiting for her same hour. Exactly Pir! Her uniqueness lay in the fact that only she has a ballista and is also gifted with the Logistics skill. This means she will be able to grab that necessary 1000, after which we will buy Dessa and return the ballista to her. And only Pir was allowed to take the chests in the east—since this way she didn't have to go far from the castle.

Excellent, wonderful start. I like it. Just like chess :)

5) And finally, Dessa. She isn't proud at all and sacrificed one move cell to approach Pir and take the ballista (well, Pir didn't have time to return from the east!). So, on earth elements with one sniper and an imp (Pir transferred a centaur)!!! And then, after 10 hours of sleep... Tut! After a 10-hour automatic-ballistic battle with earth elementals, Dessa receives so much experience that she manages to learn the following skills:
Expert: Wisdom + Logistics + Archer + Ranger + Earth.
Ye-e-es, expert logistics in VDV_forever's gift was not needed. That's why Kyrr was taken at first. She was offered the necessary skills without reaching expert logistics. But Dessa had to level up logistics so that secondary skills would be granted in the correct order later. So what! Instead, +20 snipers. Thanks, VDV!

P.S. Don't forget to dismiss the imp!

Day 2.

Jelu captures the sawmill (and later directs his horse east).
Jelar continues south, where he collects available resources and gold.
Jem returns for one pile of ore, after which she moves west again, finds the last free chest, and rushes back to the ore mine.
Pir—to the east, then north, for the campfire that still has unburnt wood, so needed for the Mages' Guild—it's time for Dessa to learn something new.

6) And now another unique hero appears on the arena, called upon to teach Dessa spells from the Mages' Guild. Of course, this is a hero with Literacy. But it wouldn't hurt if he also tried to pay for himself. No options—it's Octavia +350 gold (only she starts without a spellbook).

We build the guild, buy Octavia a spellbook, take a sniper and pick up wood near the mine. Dessa approaches. Octavia manages to teach her spells and return to the castle gates.

And Dessa is already rushing toward the beholders! She destroys zombies first, then the evil eyes. Dazed, she collects all the gold they guarded and ends her move a few cells from the monks in the east.

Day 3.

Jelar warms himself by the last free campfire, after which he sets off for home.
Jem collects ore, captures the mine, and heads to the mercenaries' camp.

Octavia buys 7 elves, and takes another 6 from the garrison (and centaurs too).
She transfers the elves to Jelu, who transforms them into snipers, after which Pir brings 6 snipers to Dessa, while the rest of the army stays with Jelu.
Jelu rushes toward the goblins in the southeast.

Battles!
4 snip+1cent+1cent+1cent+1cent+12cent+5snip against 250 (hob) goblins. Managed to keep 5 snipers alive and also collect the guarded gold.

Dessa, with 27 snipers and 5 mana (Slow, plus unlike Kyrr—Spell Power 6), destroys 5*20=100 griffins without losses, then easily takes out external griffins, and finally stops before the outer tavern.

7) Grindan, a fast gold-bearing elementalist, Jelar's "brother," leaves the tavern.
8) Following Jelar, Kyrr appears (well, I'll skip uniqueness).

The trio of heroes distributes armies: Dessa and Kyrr get one angel each for speed; Grindan gets a fairy + snipers.

After this, Grindan finds the unicorn bowstring in the tomb (after all, he didn't enter the stable, losing 1-2 mercury on this).

Kyrr enters the stable and stops near the vampires.
Dessa, after visiting the stable, rushes to the well.

Day 4.

Pir reaches the fountain of youth, and with added movement points, reaches a chest of gold.

Grindan destroys orcs, takes the +4 attack chain, gives the bowstring, chain, and snipers to Dessa, and runs for a row of lying chests.
Dessa replenishes mana to 87 (after leveling on griffins, basic intelligence was given) and prepares to attack vampires. For this, Kyrr gives her a second angel.

Battle. Dessa 1 angel+26 snipers+1 angel destroys 150 vampires without losses (used 18 mana—2 slows, 2 arrows; I think it was possible to manage with only slow).

Kyrr takes the gloves from Dessa and one angel back, after which Dessa attacks scorpicors (5 mana) and manticores near the green castle. There it is, the mistake! I only saw it now while writing the description, reviewing each save. It wasn't necessary to remove the angel from Dessa. I just wanted to give Kyrr a movement boost the next day because of the angel, but for this, Kyrr spent a move cell on the transfer. In the end, the benefit is zero, and against green now we'll have to fight with only 1 angel—a difficult battle, when it could have been simplified (actual loss—buying 1-2 extra heroes, which cost 2-3 mercury). Then Dessa kills nearby Gunnar with a bunch of beholders (it happened that he was near his castle on this day) and captures the empty castle.

In this castle, a tavern is built (though it would have been possible to build the military academy first—loss of 1000 experience), Dessa leaves snipers in the garrison and runs toward the dungeon exit. But she only has 3 cells left to run. And luck! At exactly this distance during the turn transition, the second computer-green hero fails to attack Dessa and fails to capture the castle, but approaches the castle closely!

Kyrr rushes south, past Utopia, and ends her move before fire elementals.

Jelu, with the help of Jem who buys 7 elves in the mercenaries' camp, transfers a total of 12 snipers to Jelar (seven elf-snipers turned out to be extra—loss of another 2-3 mercury). Jelar manages on this day to destroy troglodytes guarding chests and a telescope.

Day 5.

A very long day. 30 intermediate saves, almost a third of all saves in the game (for other days 10-15 were enough, and there were 100 saves total in the game).

Jelu hides in the castle to allow other heroes to leave the tavern.
Jelar collects chests and destroys golems guarding resources slightly further south.
Jem manages to collect some resources, after which she is set free.
Octavia rushes toward the mill near the castle.

Grindan collects chests and moves toward the sand.
Pir—her most important role in this game has already been fulfilled, but oh well, let her run around more, you never know—she might be useful (no, she wasn't; I had to dismiss her later due to the maximum number of heroes).

9) In green's castle we buy Darkstorm (uniqueness—troglodytes and harpies in hero's army).
10) Then we also buy Solmir (uniqueness—starting Chain Lightning spell), give him 4 troglodytes, and move one cell away from the castle.
11) Finally, we buy alchemist Torosar. Uniqueness—possession of a ballista, spellbook, and Tactics skill. Although now I don't understand why he needed a ballista. Probably, the uniqueness is that initially only he has a spellbook + tactics. Though maybe the ballista somehow affected the outcome of the battle with green (but it could be borrowed from Dessa, and as I said, I forgot to take 1 angel). No, unlikely; dragons didn't touch the ballista at all.

In the castle we build a military academy.

Solmir returns to the castle, receives 1000 experience and +1 power at the stellar axis. And with power 4 destroys 1 red dragon and other fodder of green hero (Adjit), after which he dies (no point in fleeing, no mana left anyway).

Darkstorm also levels spell power to 4, then hits some more of Adjit's fodder twice with lightning strike, and dies following Solmir.

Finally, Torosar, having leveled power to 4, approaches Dessa, takes the bowstring, gnoll chain, and angel, and attacks green.

Battle. Torosar (primary skills 5-1-4-2, mana 20) v.s. Adjit (6-8-3-5, mana 9).
Basic Tactics + 27 snip + 1 harp+1 harp + 1 harp + 1 angel + 29 trogl against
1 RD + 3 medusas + 1 beholder + 1 harp + 20 trogl + 24 skeletons.

Losses: 2 snipers (from magic arrow) + 2 harp + 28 trogl.
The initial placement of heroes on the map and armies in battle can be seen in the attached screenshots.

I note that the outcome of the battle did not depend on morale/luck. This was the case for all battles throughout the game.

After victory, Torosar gives Dessa all artifacts and army, keeping 1 troglodyte for himself.
Dessa visits the pyramid (experience+explosion), using 5 mana for slow, then Kyrr breaks through fire elementals in the southern part of the desert and opens a passage for Dessa to dendroids.
Dessa uses another 5 mana to slow dendroids, takes the dragon crown (another +8 to stats) and manages to reclaim the contents of Pandora's box from flying snakes.

Battle. Opponent: 350+50 snakes.
Angels move first since their speed is 13 due to the necklace of speed taken from green hero.
Tactic: cast slow on snakes; shoot with snipers, and distract snakes with an angel.
Spell power for Dessa is already 12, so 10 mana was spent (2 slows).

Then Kyrr takes snipers and harpies from Dessa and gives her 1 angel, after which she joins medusas and heads southeast toward blue's castle. At the end of the move, Kyrr finally sets the medusas and harpies free to manage to reach the gates of the blue castle tomorrow.

12) In green's recently captured castle we buy a hero who could collect nearby resources south of the castle. And of course, that's a hero from the elemental castle—more movement cells, and of course—Tunar-treasurer. Since he will receive +1000 experience in the academy, he will now bring 2 times more gold.

13) In this same castle we also buy Rizzu +1 mercury.

Day 6.

Jelar collects crystals and heads toward the castle.
Octavia visits the miller near the castle and returns south for snipers, to meet Jelar.
Jelu leaves the castle and moves northwest to take some more resources from a pack of orcs.
Grindan moves across the sand toward chests of gold.
Torosar and Tunar collect gold and resources in the dungeon.

Kyrr breaks through harpies and destroys the first blue hero—Galtran, losing 4 snipers, after which she captures empty blue castle and shelters there for the night.

And from the castle toward the outer market comes logistics-elementalist Moner, taking 9 snipers from Kyrr.

Dessa heads southwest to brown's castle. On the way she destroys dendroids and earth elementals, visits the tree of knowledge, manages to take a chest of experience, and ends her path before scorpicors.

At night, the second blue hero is smashed by Moner's army.

Day 7.

Jelar transfers snipers to Octavia, Octavia—to Jelu, after which the latter takes resources from orcs and heroes leave the map.

Grindan—on sand, while Torosar and Tunar—in the dungeon collect remaining resources, then also leave the game.

To destroy the last blue hero, Adriana comes to help, who using combat magic destroys most of the gargoyles and shooting units of Dragon.

And finally, Ciel, with 12 snipers and a magic arrow, banishes Dragon forever.

Dessa with 2 angels destroys 25 scorpicors (spent 25 mana—1 slow, 4 heals, but could be done in 3, doesn't matter), then 15 manticores (without using magic). Then she captures empty brown castle, where a military academy is built, visits the stellar axis and attacks Sinka—brown's main hero.

Battle!
2 angels against 1 RD +2 KD + 17 beholders + 11 harpies + 41 troglodytes.
Tactic: in army placement mode, angels fly to the upper part of the battlefield so that RD can no longer reach them.

Round 1. Angels wait, Sinka uses last mana points to cast air protection on beholders. KD are destroyed using explosion. Harpies fly in, troglodytes approach. Angels go into defense. RD fly in. They were lucky (all the better)—angels responded once (105 damage).

Round 2. RD strike again, and after angels' response they have 91 HP left. With remaining mana we heal angels. Finish off RD. Harpies move (they were lucky, hit an angel) and troglodytes, beholders shoot. Angels have 275 HP left.

Round 3. Strike on beholders + their strike and angels' response—and only 1 beholder is left, while angels still have 219 HP.

Round 4. Strike on troglodytes etc.

Sinka is crushed!
Losses—1 angel (could have been avoided using mana saved on scorpicors, and even without that, but it's not important now).

After victory, Dessa rises to level 20, having stats 14+7+13+12
(including artifacts: +4 attack + 4 power + 4 knowledge).
Her skills: expert wisdom + logistics + archery + ranger + earth magic + intelligence + tactics.

Wisdom was useful only for 1 explosion, but could have been done without it.
Intelligence—not useful at all.
Tactics—useful once, but could have been managed without it too.

And finally Moner enters the outer market, and after short negotiations, 156 mercury appears in the royal treasury.

Last battle—Dessa v.s. Das, 1 angel v.s. 1 harpy.

Victory!
In reply to VDV_forever
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19 years ago
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Lexx

Day 1.
Jelu takes one wood and 2 treasure chests (above the Castle). I build a tavern and hire Gem. Gem goes down for 2 treasure chests. I hire Gurnisson. Gurnisson goes with 8 Snipers to the VDV surprise. An hour and a half of ballista hassle and I won (received 30000 experience, expert logistics, +2 attack - defense - power - knowledge, luck, 50 mercury, Boots of Speed, Rider's Gloves, 20 Snipers).

Day 2.
Gem takes a treasure chest and goes for the ore mine and 2 piles of ore. Gurnisson goes to the Castle, while Jelu takes a wood pile and a treasure chest to the right of the Castle. Gurnisson buys the Mages Guild and a spellbook and heads toward the Griffin Conservatory.

Day 3.
Gem goes down to the Water Mill. Jelu gives Gurnisson 3 Snipers and 18 Centaurs, and Gurnisson breaks through the Zombies, Evil Eyes, and Monk, enters the Fountain of Youth, and attacks the Griffin Conservatory (far right).

Day 4.
Gem enters the Fountain of Youth and takes a pile of crystals. Jelu takes 4 treasure chests and goes to the tavern. Gurnisson enters the Fountain of Youth and the three remaining Griffin Conservatories. He kills the Royal Griffins and buys Dessa and Kyrr in the tavern, giving each of them 1 Sniper and deleting their armies. Dessa and Kyrr enter the stables.

Day 5.
Gem takes a gold pile and goes for the treasure chest (to the left of the Castle). Jelu buys Darkstone in the tavern and goes for the treasure chest located above and to the right. Gurnisson kills the Vampire Lords (losing 26 snipers and the ballista) and enters the stables. Kyrr takes 9 Angels and Boots of Speed from Gurnisson, kills the Scorpicore, and on the way back gives 5 Angels to Gurnisson and 1 Angel to Dessa. Darkstone buys Arlash in the tavern and goes to the stables. Arlash goes for the treasure chests located to the left of the warrior's grave. Gurnisson, having received the Angels, breaks through the Fire Elementals. Dessa goes for the Blues.

Day 6.
Gem is still going for the treasure chest. Jelu takes a treasure chest and stays there. Darkstone enters the stables and gives 6 troglodytes to Kyrr. Kyrr kills the Manticores and captures the Green Castle. I buy the hero Mutare Drake in Blingrot Castle and send him for gold piles (he takes one this day) on the surface, and I buy the hero Gervulf, take all of Darkstone's army, give 1 troglodyte to Kyrr, and go to the mercenary camp. Kyrr attacks the Abandoned Mine and retreats. Arlash takes the gold and I fire him. In Blingrot Castle, I buy the hero Mephala and move 4 cells to the left so that the Green player captures the Castle, builds a Stronghold, and attacks Mephala. Dessa approaches Gurnisson, and he gives her another Angel. Gurnisson breaks through the Royal Medusae and attacks Halon (kills him without losses :) ). He passes through the Fountain of Luck, kills the Earth Elementals, and heads toward the Brown player. And Dessa goes to the Blue. The Green hero Gunnar captures the castle and kills Melhala.

Day 7.
Gem and Darkstone take the treasure chests and are fired. Mutare Drake takes 3 gold piles and is fired. Jelu is also fired. Gervulf enters the Mercenary Camp and the Knowledge Stone and settles in Blingrot Castle. I build the Castle. I buy Solmir, enter the Knowledge Stone and the Star Wheel, and stand in the path of the hero Ajit. Gurnisson heads to the Gates of the Underworld. Near them, he takes 2 treasure chests. He kills the Scorpios and Manticores and captures Shade Castle. I buy Kyrr in Shade Castle. I buy Kyrr a spellbook, 3 Medusae, and 2 Harpies. I attack Sink with them (losing everyone except 1 Angel), and then Das (BROWN DIED). Dessa, taking 2 gold piles and killing the Harpy-Witches, captures Auer Castle (stays in it). I buy a Stronghold and 2 nagas in the castle. Blue first attacks with Galtran (killing 1 sniper), and then with a Dragon (I have 1 angel left). He dies (BLUE DIED).

Final Battle Description:

Ajit attacks Solmir; Solmir uses "Chain Lightning" targeting the Red Dragons, killing 1 Red Dragon + 4 skeletons + 10 troglodytes. Then Ajit attacks the castle. Since Gervulf has controllable towers, the tower shoots at the Red Dragon (dealing about 70 dmg). The Black Dragon kills two piles of troglodytes (those in the center). Due to boosted morale, the Black Dragon attacks twice (the second time at the harpies). The opponent uses "Lightning Bolt" on the Angels. Then the Red Dragon kills a sniper. The Angels wait. Then the beholders and medusae shoot at the troglodytes, killing 1 and 2 troglodytes respectively. The opponent waits with troglodytes and skeletons. My troglodytes pass. The opponent moves the troglodytes and skeletons. The Angels kill the Red Dragon. Then my towers shoot at the Black Dragon (dealing about 80 dmg). The opponent uses "Lightning Bolt" on the Angels. The Black Dragon attacks the Angels (and kills one of them). The Angels wait. The beholders and medusae shoot at the troglodytes and kill two piles. The troglodytes and skeletons wait. My troglodytes attack the Black Dragon and die. The troglodytes and skeletons enter the castle. The Angel attacks the Black Dragon. Again, my towers shoot at the Black Dragon (leaving it with only 9 health). The Black Dragon attacks the Angels and dies. Then, losing 1 Angel, I kill all the rest: first the skeletons, then the troglodytes (losing an angel while killing them), then the beholders, and finally the medusae. (GREEN DIED).

VICTORY!!! HOORAY!!!
In reply to VDV_forever
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19 years ago
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AlexeyPank


The most difficult part was finding the right heroes, as I never quite mastered the hero-finding mechanic. So, first, the concept:
To rush the "surprise" with a hero who specializes in logistics.
Quickly, after acquiring magic in the city, to attack the enemy with a logistics-focused, powerful hero.
Now, let's get down to the details.

Day 1.

Gelú rushes to collect treasure chests for the second hero on the upper level. We buy Gem so that the next hero will be Arlash with a ballista. Gelú runs down, collecting treasure chests. We buy Arlash, so that the next hero will be Kirr, with logistics. Arlash runs to the right, not too far. We buy Kirr, Arlash picks up the ballista, and they run to the top, towards the surprise. Here, I made a mistake, blocking Gelú's path, so only at the beginning of the second day did he join the battle.

Day 2.

With the help of the ballista, Kirr clears the surprise in about 12 hours (the sniper runs around, the centaur skips turns, the ballista shoots). The heroes run for money, Kirr rushes to the Castle, buys a spellbook, and spends the night to gain mana (this is probably my second mistake).

Day 3.

Gelú creates snipers and gives them to Kirr. The fast-moving girl runs straight to the monks guarding the passage to the conservatories. The other heroes collect money, Gem goes to the elves.

Day 4.

The monks panic and run away. Kirr, with the snipers, engages in battle with the griffins and receives 2 angels as a reward. Then, without any problems, the griffins are defeated, and with some difficulty, but also without losses, the vampires are defeated.

Day 5.

The manticores are defeated. Kirr goes down into the Dungeon and enters the Castle, which the owners have graciously left. Wanting to reward them for their hospitality, she runs after them to the left, meets one hero with harpies, and defeats him without noticing. She almost catches up to the second hero, with dragons.

Day 6.

With some difficulty and losses of 12 snipers, the second green hero is defeated. Kirr emerges on the surface and rushes down, across the desert.

Day 7.

Kirr takes the Pandora's Box, defeating the snakes without losses, then runs to the passage guarded by the medusa queens, who happily join her. Gem brings the elves to Gelú, who follows Kirr and the fleeing Arlash.

Day 8.

Kirr defeats one blue hero, hiding among the star wheels, runs down to the fort on the hill, and now we have 2 archangels! Gem takes the archer bonus, gives them to Gelú, who trains all 14 elves into snipers, runs to Arlash, eager to pass on the recruits.

Day 9.

Kirr defeats the Dragon, who cowardly flees. Gelú finally passes the snipers to Arlash, who takes them to Kirr.

Day 10.

The blue Castle is taken. Kirr rushes west, to the brown Castle, the last opponent. But the blue player is still alive!

Day 11.

Kirr continues to run and reaches the magical plains. Arlash almost catches up to her. Gelú is doing some trivial things, Gem runs to the market. The blue Galthran rushes to reclaim his homeland, but Enova is already waiting for him there!

Day 12.

Everyone is running, nothing interesting is happening.

Day 13.

Kirr defeats the manticores (which, by the way, the brown player completely bypassed and emerged from the Dungeon). She rushes to the top of the Dungeon in search of the owners. She defeats the brown hero. During the turn, Galthran attacks the tower, but Enova easily defeats him.

Day 14.

Kirr, having caught up with one of the brown heroes, rushes down, takes his Castle, and emerges from the Dungeon.

Day 15.

Arlash finally brings the snipers to Kirr. She defeats the medusas near the university, gains skills, and runs west, after the fleeing brown player.

Day 16.

Gem reaches the market and buys mercury in bulk. Kirr catches up to the brown player. The end.
In reply to VDV_forever
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19 years ago
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Dmitry_A_S

"Sneaking Kyrr, Lurking Dragons"
Walkthrough of the Dragon Orb map by Dmitry_A_S


Hello, dear reader!
The Dragon Orb map is one of those cases where everything must be described down to the smallest detail. A general concept simply won't cut it here. Although some may still find what they need and grasp the essence even in the latter case. However, I have kept the battles themselves hidden, leaving room for reflection and subsequent action. Furthermore, I am considering posting files before interesting battles for self-study, so to speak, if you require such a thing, dear reader.
So, the objective on this map (considering the tournament goal) can be called alternatively-unavoidable. Simply put, we destroy the enemies, as it is hard to imagine how many days it would take to destroy 260 gold dragons guarding an "alternative" Orb of Permanence without a Medal of Vulnerability. In any case, far more than 8.

Day 1.

At the start, we have superhero Jelu with 1 Sniper. The city is the Rampart Stronglen, where another 2 Snipers are resting in anticipation of upcoming battles.
Jelu takes a wood pile at 17-9-0 and "transforms" two chests in the surprise area into gold. He spends the night at point 15-3-0.
I build a tavern and hire Jem (perhaps a relative of Jelu) with the intention that Kyrr will appear. Jem takes two chests at 13-23-0, 12-24-0 (gold) and spends the night at point 13-24-0.
I hire Kyrr (so that Pir appears), take one Sniper from the city, leave the Centaur, take a chest at 22-10-0 (gold), and spend the night at point 16-8-0.
I hire Pir, take the remaining 1 Sniper from the city, occupy the sawmill, pick up the remaining wood pile, give the ballista to Kyrr, and spend the night at point 19-11-0.

Day 2.

Computer positions.
Blue: Dragon 60-71-0, Halon 50-64-0.
Brown: Sinka 8-55-1, Das 11-60-1.
Green: Ajit 59-23-1, Gunnar 61-26-1.


Pir takes a chest (gold) at 23-10-0, takes the campfire at 26-6-0 and spends the night at point 30-6-0.
Jem takes a chest (gold) at 13-25-0, occupies the ore mine, takes two piles of ore and spends the night at point 9-19-0.
Jelu visits the windmill at 10-12-0 and spends the night at point 11-13-0.
Kyrr opens the surprise (5 hours of manual combat!!!) and levels up as follows: earth-logistics-shooting-logistics-wisdom-shooting-earth-earth-wisdom-wisdom-pathfinding-pathfinding-pathfinding (sounds very much like cosmonaut communications—ground, ground, do you read me...).
Then, upon gaining experience, Kyrr studies Basic Magic-Basic Water Magic-Tactics up to Expert (don't forget!).
Kyrr spends the night in the city, where it is necessary to build a Mages' Guild and buy Kyrr a book.

Day 3.

Computer positions.
Blue: Dragon 57-60-0, Halon 43-70-0.
Brown: Sinka 16-45-1, Das 21-59-1.
Green: Ajit 57-23-1, Gunnar 61-23-1.

Jem takes a chest (gold) at 7-16-0, runs toward the refugee camp but doesn't quite reach it, and spends the night at point 15-23-0.
Kyrr hires 7 High Elves in the city.
Jelu takes the 7 elves from Kyrr, trains them into Snipers and immediately gives them back to Kyrr. Jelu spends the night at point 19-17-0.
Kyrr runs to point 29-6-0; on the way, she visits the Garden of Revelation at 23-14-0 and the Star Wheel at 29-10-0.
Pir takes all Snipers from Kyrr (leaving one, of course), destroys a crowd of zombies and a group of Evil Eyes; slightly further down, he picks up four chests (gold).
Kyrr visits the School of War, learns +1 attack, and spends the night at point 34-6-0.
Pir spends the night at point 27-7-0.

Day 4.

Computer positions.
Blue: Dragon 60-52-0, Halon 34-69-0.
Brown: Sinka 14-45-1, Das 24-54-1.
Green: Ajit 48-28-1, Gunnar 59-21-1.

Jem hires 7 High Elves at the refugee camp (the fact that they appeared there is obviously another surprise from VDV-forever), transfers all elves, 1 Centaur, and a first aid tent to Jelu, and spends the night at point 18-18-0.
Jelu upgrades all elves to Snipers and transfers them along with the first aid tent to Pir, remaining with 1 Centaur; he spends the night at point 26-7-0.
Pir transfers all Snipers (leaving 1) and the first aid tent to Kyrr.
Kyrr destroys a group of monks at 39-6-0 and opens three Griffin Conservatories (leaves the farthest one alone), runs into the Fountain of Youth, destroys 50 Royal Griffins at 44-10-0, and stops for now at point 45-9-0. After the battles, she has 32 spell points left. No losses.
Pir takes all Snipers from Kyrr, leaving her with 6 Angels.
Kyrr with 6 Angels spends the night at point 48-17-0. Pir spends the night at point 44-8-0.

Day 5.

Computer positions.
Blue: Dragon 65-52-0, Halon 37-64-0, Galtran 51-66-0.
Brown: Sinka 11-59-1, Das 30-55-1.
Green: Ajit 43-29-1, Gunnar 52-27-1.

Pir transfers all Snipers to Kyrr (leaving 1).
Kyrr visits the stable and destroys vampires at 49-22-0, a Scorpicore at 56-23-0, and a Manticore at 57-20-1 without losses (15 mana remaining). She occupies the undefended Blingrot, builds a Mana Vortex (now Kyrr has 120), leaves 4 Angels in the city, and spends the night at point 53-26-0.
Pir, after visiting the stable, spends the night at point 48-20-0.
Jem spends the night at point 4-14-0.
Jelu spends the night at point 19-17-0.
I press end turn and manage to make the blue hero Dragon stop at the obelisk at 71-57-0.

Day 6.

Computer positions.
Blue: Dragon 71-57-0, Halon 35-57-0, Galtran 54-62-0.
Brown: Sinka 21-58-1, Das 31-61-1.
Green: Ajit 40-29-1, Gunnar 39-26-1.

Jem takes a chest (gold) at 0-12-0 and spends the night at point 10-19-0.
Jelu spends the night at point 14-30-0.
Pir visits a warrior's grave, picks up a bowstring there, attacks a group of orcs at 42-17-0 and retreats.
Kyrr destroys fire elementals at 47-37-0, opens Pandora's box at 47-43-0, losing the ballista and tent (99 spell points remaining), joins 12 Medusa Queens at 42-46-0, destroys guardian dendroids at 36-48-0, visits the Unity Flag at 31-44-0, occupies Mossden, and stays at point 32-43-0.
I build a tavern in Blingrot and hire Darkstorm (Rizza appears). Darkstorm visits the Stone of Knowledge at 65-22-1 and returns to the city, moving into the garrison.
In Mossden, I build a tavern, hire Rizza (Malcolm appears), and move one square down.
I hire Malcolm (Sir Mullich appears).
With Rizza, I take 12 Medusas, 42 Snipers, and 1 Angel from Kyrr. With Rizza, I then transfer 12 Medusas and 42 Snipers to Malcolm, taking the frozen dragon eye and 1 Centaur from him. I hide Malcolm in the garrison. I hire Pir. With Rizza, I give Pir 1 Angel and take the bowstring and 1 Imp. I give the bowstring and the frozen dragon eye to Kyrr. With Rizza, after visiting the Unity Flag, I spend the night at point 35-49-0. I hide Pir in the garrison.
Malcolm visits the Unity Flag and destroys without losses the blue hero Halon, who stopped at point 35-57-0, takes gold at 34-56-0, visits the Fountain of Luck at 33-53-0, and spends the night there.
Pir, after visiting the Unity Flag, spends the night at point 33-47-0, even though moves are still remaining (if Pir advances further toward the city of Auer, the blue computer behaves simply abominably).
Kyrr, after visiting the Unity Flag, spends the night at point 32-47-0.

Day 7.

Computer positions.
Blue: Dragon 71-61-0, Galtran 56-56-0.
Brown: Sinka 29-58-1, Das 32-63-1.
Green: Ajit 54-24-1, Gunnar 56-22-1.

Pir runs to point 35-48-0.
Kyrr runs to point 32-52-0.
Malcolm transfers 32 Snipers to Kyrr (leaving 10), transfers 10 Snipers and 12 Medusas to Pir via Rizza, remaining with 1 Imp.
Rizza with 1 Centaur takes gold at 36-50-0 and visits the water mill at 32-49-0, where she spends the night.
Pir takes two piles of gold at 46-54-0, 47-55-0, destroys 20 same-witch harpies, takes a pile of gold at 48-55-0 and spends the night at point 50-58-0.
Kyrr with 32 Snipers and 1 Angel destroys earth-magma elementals at 30-53-0 without losses, takes an experience chest at 18-58-0, destroys a Scorpicore at 15-59-0 and a Manticore at 14-59-1 without losses (94 spell points remaining), occupies the undefended city of Shade and hides in the garrison. I build a market in Shade.
Malcolm spends the night at point 29-53-0.
Darkstorm with 4 Angels destroys Gunnar without losses or use of magic and returns to the Blingrot garrison.
I hire Mullich in Blingrot (Gervulf appears), exchange a pikeman for 1 harpy, and spend the night at point 59-24-0.
In Shade, I hire Gervulf (Bron appears). Gervulf takes a chest (gold) at 18-57-0 and spends the night at point 17-57-0.
I hire Bron in Shade. Bron spends the night at point 9-60-0.
Jem spends the night at the windmill at 10-12-0.
Jelu visits the water mill at 7-29-0, takes gold and crystals, takes the campfire at 5-36-0 and spends the night at point 6-34-0.
After passing the turn to the computer, the green hero Ajit attacks Blingrot and meets his end.
Green destroyed.
Darkstorm has 1 Angel left (if you try hard, you can leave 2, but it doesn't matter). After battles with Gunnar and Ajit, Darkstorm is "burdened" by 4 artifacts: Necklace of Celerity, Inexhaustible Forest Supply, Magic Medal of Mana, and Coat of Arms of Valor.

Day 8.

Computer positions.
Blue: Dragon 71-61-0, Galtran is hidden in the garrison of city Auer.
Brown: Sinka 14-62-1, Das 17-61-1.

Jem takes 4 crystals from the windmill and is dismissed.
Jelu visits the water mill and is dismissed.
Rizza takes 1000 gold from the water mill and is dismissed.
Malcolm takes the campfire at 28-55-0 and is dismissed.
Sir Mullich takes gold at 60-24-0, 60-25-0, takes three chests (gold) below and is dismissed.
Gervulf takes the campfire at 14-54-0, visits the mahogany observatory to get a better view of the area, visits the mystical garden at 16-48-0, takes mercury at 14-48-0 and is dismissed.
Bron takes three chests (gold) at 6-60(61)-0, 7-55-0 and is dismissed.
Darkstorm attacks the abandoned mine at 53-21-0 and retreats. I hire Darkstorm in Shade (Dessa appears) and hide in the garrison, swapping with Kyrr.
Pir hires 3 mages at the tower of mages at 53-60-0, visits the windmill at 57-64-0 and occupies Auer, destroying Galtran (9 Medusas and 1 Angel remaining).
I hire Dessa in Auer. With Dessa, I hire 3 Nagas.
Pir transfers 9 Medusas and 1 Angel to Dessa, taking 1 goblin from her, and is dismissed.
Dessa destroys Dragon.
Blue destroyed.
Dessa is dismissed.
I build a market in Blingrot.
I build artifact traders in Shade, and Kyrr exchanges rider's gloves for 4 wood with the traders.
I build a market in Mossden.
Kyrr exchanges the frozen dragon eye for 3 wood.
Darkstorm exchanges the magic medal of mana for 2 wood.
I build a market in Auer.
All artifacts, except the bowstring, are exchanged for mercury.
Darkstorm is dismissed.
Kyrr hires a red dragon, buys a dead knight's blackshard from the artifact traders and with 32 Snipers, 1 Angel, and 1 Dragon destroys Medusa Queens at 12-56-0, losing 3 Snipers (62 spell points remaining).
Kyrr visits the library of enlightenment, destroys Sinka, keeping 6 Snipers, an Angel, a Dragon, and taking the clover of luck and ring of life from the poor fellow.
In Shade, I hire Aeris (any hero will do), take all artifacts from Kyrr, return to Shade, and exchange the artifacts for mercury with the traders.
Aeris is dismissed.
I exchange all resources for mercury at the market.
I destroy Das.
Brown destroyed.


Victory!
Everything took 8 days.
After the final battle, Kyrr is level 19 and, considering the blackshard, her primary skills are: 14-17-8-8.
Amount of mercury - 155.

Thank you for your attention!

Always yours, Dmitry_A_S
In reply to VDV_forever
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19 years ago
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Yaroogle


Walkthrough of the map without spilling the blood of golden dragons

Week 1:

- In the first week, a tavern, market, forge, and level 1 mage guild are built -

*Jelu takes the sawmill
*Jelu takes two chests
*Jem is bought, with the intention of training the next hero (I have Coroneus)
*They exchange armies
- Jelu: 9 centaurs, 6 elves
- Jem: 10 centaurs, 3 sharpshooters
*Jelu goes up and takes the chests
*Jem captures the ore mine and goes to the lower chests
*He digs in the camp, finds 7 great elves, and captures the sulfur mine
*Jelu captures the gem mines and orc resources
*Coroneus is bought and runs down for the remaining ore after Jem, and then up to the centaur stables and elf estate
*Coroneus gives the army to Jelu, who heads to the mercury mine and spectator chests
*Jem goes to the mill and then to the troglodyte chests

Week 2:

- In the second week, a castle, capitol, and level 2 mage guild are built -

*Jem captures the troglodyte and golem treasures
*Jelu captures the mercury mine and kills the zombies and spectators, whose chests are taken by Coroneus, while Jelu goes down to the crystal mine
*Jem goes around to the elf dwellings, not engaging the harpies
*Jelu captures the mine, adding water elementals
*Jelu kills the hydras
*Coroneus comes and takes experience from the first chest and leaves
*Jelu takes the money from the second chest, learns earth magic, and goes to the castle
*In the remaining chests, Coroneus takes experience and gains the following skills: expert training, advanced wisdom
*Coroneus goes to the castle
*Jelu in the castle buys back all the elves and buys a spellbook and goes to the surprise
*Jem buys back everyone in the dwellings and goes to the surprise

Week 3:

- In the third week, a level 4 mage guild and a mana vortex are built -

*Jem gives the army to Jelu
*Jelu upgrades the remaining elves to sharpshooters
*Jelu opens the surprise, shooting with 44 sharpshooters and moving 1 sharpshooter
*Jelu goes to the griffin conservatories, gaining angels
*Jem and Coroneus also go there
*Jelu runs to the stables and kills the vampires
*Jem goes to the passage with the vampires, luring the dragon to Jelu
*The dragon kills Jem
*Jelu, spending one turn, kills the dragon
*Jelu goes to the dungeon, kills the green hero, and captures the castle (there is no more green opponent), not forgetting to build a mana vortex in the castle
*Jelu leaves the dungeon
*Coroneus takes half of Jelu's troops, teaches him magic, and takes the badge of valor, rider's gloves, and sanitary tent
- Jelu: 5 angels, 30 sharpshooters
- Coroneus: 4 angels, 29 sharpshooters, 11 water elementals
*Jelu goes to the swamp castle and captures it
*Any hero is bought in the swamp castle (I have Labeta), who kills the enemy hero with one harpy, so as not to waste Jelu's turns
*Jelu heads to the brown castle
*Coroneus goes to the mage castle along the way, where the second dungeon is

Week 4:

*Jelu captures the brown castle and goes up
*In this castle, any hero is bought (I have Rizza), who buys back the army in the castle and goes to kill the brown hero, who is wandering around the dungeon
*Coroneus kills the blue hero on the way to the mage castle
*Jelu kills the last brown hero, who was hiding in the sands in the southwest
*Jelu teleports to the swamp castle and goes down, killing the second to last blue hero
*Coroneus captures the blue castle
*Jelu kills the last blue hero, who was hiding in the far south of the map

P.S.
1) Gold was taken in almost all chests
2) Almost all battles were fought without losses
3) Unity flags and fountains of youth were visited whenever possible
3) In the green castle, a hero was bought (I have Uland), who captured all the underground mines and three chests on the surface
4) Three star wheels were visited on the winning turn

TOTAL:

Time to complete - 25 days
Primary skills - attack 10, defense 13, magic power 7, knowledge 7
Level - 19
Amount of mercury - 62

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