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This topic is created for voting on the description of the second stage of the "Desert Storm" BLITZ TOURNAMENT NMH III. After the vote, all descriptions will be moved to the general topic HALL OF FAME!
P.S. I would like to remind you that all participants in this nomination will receive Grails!
P.S.S. Original style and spelling are unchanged...
After reviewing the map, several possible walkthroughs were considered:
1) Recruit +20 spearmen (K1) and immediately go to the water source! Kill the spearmen (K2), water source, portal, kill 100 spearmen (K4), +500 gold (G8), +1000 gold (G9), oasis, artifact, portal, oasis, take all remaining gold at the top.
TOTAL: 22000 gold.
2) Level up the hero at the water source (killing two groups of spearmen, K1 and K2), arrow, portal, oasis, kill 40 spearmen (K3), oasis, kill a hundred spearmen (K4), gold (2000+3000, G5 and G7), oasis, artifact, portal, oasis, 1500 (G6) +3000 (G5) +5000 (G3), prison.
1-1) Lower oasis, gnomes, 5000 (G11), 1 sulfur (S2), 1 sulfur (S1), 25000 (G11).
TOTAL: 44500 gold
3) Level up the hero at the water source (killing two groups of spearmen), arrow, upper portal, kill 100 spearmen, 500, 1000, portal, oasis, kill 40 spearmen, oasis, artifact, portal, oasis, take all remaining gold at the top, prison.
3-1) Lower oasis, gnomes, 5000 (G11), 1 sulfur (S2), 1 sulfur (S1), 25000 (G11).
TOTAL: 50000 gold
4) With nomads.
I stopped at the fourth option because I knew that nomads do not have a penalty in the desert, but harpies do on the swamp. It was this knowledge that was taken as a basis for completing this tournament.
For convenience and easier reading, I recommend looking at MAP RESPA 2!:)

So, let's go:
The first six moves look like this:

Hiring one nomad is not enough to successfully capture the prison, so Sylvia needs to be leveled up properly.
To do this, you need to move as shown in picture 2.
Level up Sylvia at the water source (1), without losses, defeat 20 spearmen (2) (K1), (use harpy to fly, use spearmen to attack each slot) and increase her movement points further without moving from the spot, immediately after the end of the battle (2)!
Attack the next group of spearmen (3) (K2), kill them without losses. Standing still, take 200 gold (4) (G1), hire a nomad (5), and visit the water source again, leveling up Sylvia almost to the maximum!
Next, we make the most important moment in the game!
WE DISPERSE THE SPEARMEN AND SWAP THE NOMADS AND HARPIES! I.E., IT IS NECESSARY THAT IN THE HERO'S SLOTS, THE NOMAD STANDS TO THE LEFT OF THE HARPY, THIS IS WHAT WE NEED!
We point the mouse cursor at the prison and see that now Sylvia can reach it without any problems (If you swap the harpy with the nomad, Sylvia will not be able to reach the prison for exactly 3 moves)!
In this way, freeing Orin from captivity, Sylvia's turns end.
FUN ADVENTURES OF ORIN
Orin doesn't hesitate and takes all the artifacts, the harpy, and the nomad from Sylvia, leaving only one griffin for Sylvia.
He runs straight to the oasis, increasing his movement points.
Here, I would also like to note the following trick:
Orin has the harpy on the left and the nomad on the right, but there is no penalty anymore!
This is how tricky Orin is.
After losing -31 mana, life becomes a little more complicated, but nevertheless, the glorious spell of fire wall successfully did its "dirty" job.
Battle with 30 gnomes +5 combat gnomes
Turn 1

as can be seen from the picture, in the first turn, Orin casts Fire Wall at the indicated location. The harpy stands on the cell between the three created fires, thus provoking the trusting combat gnomes to commit suicide.
Turn 2
Since an army of one nomad and one harpy is not really an army (one cannot win a battle alone), it is impossible to kill the remaining 5 gnomes with such forces, so we cast the fire wall again, as shown in the picture, and skip our warriors' turns by pressing the spacebar:

all six gnome slots die under the flames.
Orin takes 5000 gold (G11) and levels up again at the oasis.
Then he takes 25000 gold (G10) and 2 sulfur (S1, S2).
Please pay attention to the following important point!
Gold and sulfur must be taken in such a way that after taking these trophies, there are as many movement points left as possible. To do this, use the method: "taking trophies without penalty".

He takes the long-awaited artifact guarded by two spearmen. Be sure to put it on himself and go through the monolith entrance to level up at the oasis and recruit 40 spearmen (K3)!
Then he takes gold in the following order:
G7, moves one step up, i.e., stands on the spot where the gold (G7) used to be, G5, G4, G6, G8, G9!
Attacks K4.
Battle with 100 spearmen.
Turn 1
Mana 7. This is enough for one fire wall. And it is very important where to cast it. Knowing that its effect lasts only 2 turns, you need to kill as many spearmen as possible during this time! The next picture shows the zone where the most suitable place to place it is. And the army should be located accordingly.

The spearmen all rush into a fair fight towards us.
Turn 2
Here, special importance lies in moving our harpy. By moving her exactly like this, we essentially win the battle because fighting 5 spearmen in 4 slots is completely predictable even on auto-battle. Which I actually do after the spearmen's turn ends.
The tricky move of the harpy is clearly illustrated in the following picture:

After an unconditional victory, we get:
+1 to defense skill;
main logistics;
+2000 gold.
Orin visits the oasis again, and after drinking fresh water, his strength is partially restored. These forces are enough for the remaining two piles of gold (G2, G3), for the portal leading to the golden dragon, for the guild of free workers, and finally for the water source!
Before visiting the water source and replenishing his strength again, Orin exchanges all his warriors for gold at the guild of free workers (leaving only one fearless spearman).
Having replenished his strength at the water source, he attacks the guardian question, paying a tribute of 51946 gold.
Attacking the golden dragon, he gets grandmaster level, as well as gifts:
Armageddon's Blade
51946 gold
1 golden dragon.
In conclusion, without hesitation, he achieves absolute results on the map by exchanging the received dragon for 2800 gold.
Final result: 1 day, 54746 gold.
P.S. Unused artifacts: book of earth magic, skull helmet, amulet of freedom, frozen dragon eye. The map can also be completed without the following artifacts: ring of the wanderer and boots of speed.
Sincerely, VDV_forever
P.S. I would like to remind you that all participants in this nomination will receive Grails!
P.S.S. Original style and spelling are unchanged...
VDV_forever
DESCRIPTION OF THE 2ND STAGE OF THE BLITZ TOURNAMENT!
:smile51: Good time of day, dear tournament participants!
After reviewing the map, several possible walkthroughs were considered:
1) Recruit +20 spearmen (K1) and immediately go to the water source! Kill the spearmen (K2), water source, portal, kill 100 spearmen (K4), +500 gold (G8), +1000 gold (G9), oasis, artifact, portal, oasis, take all remaining gold at the top.
TOTAL: 22000 gold.
2) Level up the hero at the water source (killing two groups of spearmen, K1 and K2), arrow, portal, oasis, kill 40 spearmen (K3), oasis, kill a hundred spearmen (K4), gold (2000+3000, G5 and G7), oasis, artifact, portal, oasis, 1500 (G6) +3000 (G5) +5000 (G3), prison.
1-1) Lower oasis, gnomes, 5000 (G11), 1 sulfur (S2), 1 sulfur (S1), 25000 (G11).
TOTAL: 44500 gold
3) Level up the hero at the water source (killing two groups of spearmen), arrow, upper portal, kill 100 spearmen, 500, 1000, portal, oasis, kill 40 spearmen, oasis, artifact, portal, oasis, take all remaining gold at the top, prison.
3-1) Lower oasis, gnomes, 5000 (G11), 1 sulfur (S2), 1 sulfur (S1), 25000 (G11).
TOTAL: 50000 gold
4) With nomads.
I stopped at the fourth option because I knew that nomads do not have a penalty in the desert, but harpies do on the swamp. It was this knowledge that was taken as a basis for completing this tournament.
For convenience and easier reading, I recommend looking at MAP RESPA 2!:)
So, let's go:
The first six moves look like this:
Hiring one nomad is not enough to successfully capture the prison, so Sylvia needs to be leveled up properly.
To do this, you need to move as shown in picture 2.
Level up Sylvia at the water source (1), without losses, defeat 20 spearmen (2) (K1), (use harpy to fly, use spearmen to attack each slot) and increase her movement points further without moving from the spot, immediately after the end of the battle (2)!
Attack the next group of spearmen (3) (K2), kill them without losses. Standing still, take 200 gold (4) (G1), hire a nomad (5), and visit the water source again, leveling up Sylvia almost to the maximum!
Next, we make the most important moment in the game!
WE DISPERSE THE SPEARMEN AND SWAP THE NOMADS AND HARPIES! I.E., IT IS NECESSARY THAT IN THE HERO'S SLOTS, THE NOMAD STANDS TO THE LEFT OF THE HARPY, THIS IS WHAT WE NEED!
We point the mouse cursor at the prison and see that now Sylvia can reach it without any problems (If you swap the harpy with the nomad, Sylvia will not be able to reach the prison for exactly 3 moves)!
In this way, freeing Orin from captivity, Sylvia's turns end.
FUN ADVENTURES OF ORIN
Orin doesn't hesitate and takes all the artifacts, the harpy, and the nomad from Sylvia, leaving only one griffin for Sylvia.
He runs straight to the oasis, increasing his movement points.
Here, I would also like to note the following trick:
Orin has the harpy on the left and the nomad on the right, but there is no penalty anymore!
This is how tricky Orin is.
After losing -31 mana, life becomes a little more complicated, but nevertheless, the glorious spell of fire wall successfully did its "dirty" job.
Battle with 30 gnomes +5 combat gnomes
Turn 1
as can be seen from the picture, in the first turn, Orin casts Fire Wall at the indicated location. The harpy stands on the cell between the three created fires, thus provoking the trusting combat gnomes to commit suicide.
Turn 2
Since an army of one nomad and one harpy is not really an army (one cannot win a battle alone), it is impossible to kill the remaining 5 gnomes with such forces, so we cast the fire wall again, as shown in the picture, and skip our warriors' turns by pressing the spacebar:
all six gnome slots die under the flames.
Orin takes 5000 gold (G11) and levels up again at the oasis.
Then he takes 25000 gold (G10) and 2 sulfur (S1, S2).
Please pay attention to the following important point!
Gold and sulfur must be taken in such a way that after taking these trophies, there are as many movement points left as possible. To do this, use the method: "taking trophies without penalty".
He takes the long-awaited artifact guarded by two spearmen. Be sure to put it on himself and go through the monolith entrance to level up at the oasis and recruit 40 spearmen (K3)!
Then he takes gold in the following order:
G7, moves one step up, i.e., stands on the spot where the gold (G7) used to be, G5, G4, G6, G8, G9!
Attacks K4.
Battle with 100 spearmen.
Turn 1
Mana 7. This is enough for one fire wall. And it is very important where to cast it. Knowing that its effect lasts only 2 turns, you need to kill as many spearmen as possible during this time! The next picture shows the zone where the most suitable place to place it is. And the army should be located accordingly.
The spearmen all rush into a fair fight towards us.
Turn 2
Here, special importance lies in moving our harpy. By moving her exactly like this, we essentially win the battle because fighting 5 spearmen in 4 slots is completely predictable even on auto-battle. Which I actually do after the spearmen's turn ends.
The tricky move of the harpy is clearly illustrated in the following picture:
After an unconditional victory, we get:
+1 to defense skill;
main logistics;
+2000 gold.
Orin visits the oasis again, and after drinking fresh water, his strength is partially restored. These forces are enough for the remaining two piles of gold (G2, G3), for the portal leading to the golden dragon, for the guild of free workers, and finally for the water source!
Before visiting the water source and replenishing his strength again, Orin exchanges all his warriors for gold at the guild of free workers (leaving only one fearless spearman).
Having replenished his strength at the water source, he attacks the guardian question, paying a tribute of 51946 gold.
Attacking the golden dragon, he gets grandmaster level, as well as gifts:
Armageddon's Blade
51946 gold
1 golden dragon.
In conclusion, without hesitation, he achieves absolute results on the map by exchanging the received dragon for 2800 gold.
Final result: 1 day, 54746 gold.
P.S. Unused artifacts: book of earth magic, skull helmet, amulet of freedom, frozen dragon eye. The map can also be completed without the following artifacts: ring of the wanderer and boots of speed.
Sincerely, VDV_forever