Map Name: Rise of the Sun King (Der Bier Plan)
Version: 24.2
Author: Nautilus (Biobob)
Download: Biobob's LaboratoryWhile exploring the map, I found several ways to complete it. One using bugs, and another without. The choice between using/not using them is made at the end of the walkthrough and essentially affects nothing except the number of days spent, as victory is already predetermined by then.
I'll say right away that this isn't so much a walkthrough as it is another plus in the piggy bank of map flaws that will be fixed, I hope.
To start, you need to generate the correct starting save. We need: 1. Flight at the Zauberberg Rampart; this castle is captured by Mr.Fat on day one. 2. Starting bonus of your choice – 6 gems, mercury, or sulfur, as these are the rarest resources. 3. These resources dropping from the mill near the Rampart.
If there are no problems with the first two points, then the mill offers us all the horror of pseudo-randomness in all its glory. Here is an example of saves with a starting bonus of 6 sulfur. Not much mercury and stone, right?
save 7 - 5 ore - 6 sulf - 3 cryst - 3 cryst - 3 ore - 3 ore - 3 ore - 6 cryst -
save 8 - 5 ore - 6 sulf - 3 ore - 3 ore - 3 ore - 3 ore - 6 sulf - 5 cryst - 5 cryst - 5 cryst -
safe 9 - 5 ore - 6 sulf - 6 sulf - 6 sulf - 3 sulf - 6 sulf - 6 ore - 5 gems - 4 sulf - 5 sulf - 3 cryst - 3 cryst -
Save 10 - 5 ore – 6sulf - 3 ore - 3 ore - 3 ore - 3 ore - 3 ore - 6 merc - 5 cryst - 5 cryst - 5 cryst -
Save 11 - 5 ore - 6 sulf - 6 sulf - 6 sulf - 3 sulf - 6 sulf - 6 gems - 3 merc - 6 cryst - 6 cryst - 6 ore - 5 cryst - 5 cryst - 6 ore - 5 cryst - 5 cryst -
Save 12 - 5 ore - 6 sulf - 6 sulf - 3 sulf - 6 sulf - 5 merc - 5 cryst - 5 ore - 3 cryst - 3 cryst - 3 cryst - 4 ore - 3 cryst -
The order of resources dropping from the mill is generated when creating the starting save. A series of manipulations led nowhere in changing this. The pseudo-randomness also goes wild when generating spells in Zauberberg. Eight summons of water elementals in a row or nine fireballs are common occurrences. The same problem exists with starting resource generation. Even exiting to the main menu doesn't really help. At some point, a chain started where flight dropped; that's when I began playing.
Another interesting point - around the fourth month, the resources we need start being added at the beginning of each week. This addition depends on the generation of certain creatures for the week. We need generations of so-called abstract creatures. For example, a rat week gives two mercury/gems, while a squirrel week gives nothing. At the same time, different saves gave me different resources from different abstract creatures. I don't know why that is.
In any case, the mill strategy turned out to be too long and boring. Therefore, it was decided to capture the nearest Rampart of orange Keine Brause! and use the market to build the fifth guild and obtain flight. To do this, we need to decide what we'll do with the AI and how our further development will go. My goal was to complete the map without too much effort, but not in an excessively long timeframe. In this case – take a shovel and start digging on several fronts.
As I have written several times before – on this map, you can create blocks by digging up territory on certain soils. Grass is one such soil. A total of 6 holes were dug on different fronts where the AI comes from. For interest's sake, I tried fighting brown while defending against him in a Rampart. DasBrausbier with an army of 40 champions and 40 death knights fled after the ballista was destroyed, and General Broc was killed using the same scheme. We get a lot of experience from him (80 monsters, 80 chaos hydras, and 120 gorgons), so in a normal game, it makes sense to kill these heroes after filling all skill slots. Furthermore, you need to generate a situation where they attack us with shackles of war. Otherwise, escapes are possible, as happened with DasBrausbier. In my case, General Broc had two pairs of shackles, but he attacked immediately after DasBrausbier on the turn transfer. Both attack at the beginning of the second week. Killing them is no problem even though I spent half the days digging holes and didn't build a castle. Accordingly, growth was much lower. But even that was enough; I didn't even have to catch frenzy from the djinn.
Generally, by estimates, everything needed can be broken through in the first week if you play without digging holes and with a normal plan. The main thing is taking the dragons' external dwelling. It is taken on the third day without using mana. All battles are built on the scheme – protect two shooting stacks (elves and hobbits) from enemies, catch the necessary casts from the djinn, and pull away the other part of the enemy forces using single units of snakes/centaurs/pegasi, depending on the situation. Having a spirit of same despair can even be a hindrance because it's preferable to conduct the most serious battles with +3 morale and luck; this is entirely possible given the large number of morale/luck boosters on the map. The most difficult battle for the first week is breaking through the griffins guarding two scholars who give us tactics, and additionally, we get the necessary artifact for the fire wall quest. They can be broken using one gold dragon and two upgraded unicorns (rolling blindness) as a screen for shooters, which allows creating a special terrain.
They must be broken as quickly as possible; otherwise, the AI might do it and take everything for themselves along with the experience. Nearby is a portal where brown comes out, and from below comes orange, who represents the main problem since the hero TrunkenDieb has 9 archs and tactics. The only way to kill him is through the fire wall trick or finding terrain with a cheat external dwelling. I tested the first option. For this, we must take the scholar with artillery for speed initiative so that there's an opportunity to cast the wall and close off the archers before the archs move. The battle requires a significant amount of mana, which creates certain problems since we cannot take intelligence due to bugged witch huts. I tried the option with level 13 Crag, artifacts from Der.Papst, and visiting the library (which is quite far away). I almost managed to kill him on the second attempt. I think with more favorable randomness, it could be done with much less leveling.
At the same time, some imbalance is observed here. TrunkenDieb arrives before brown, with whom we have no problems. Another way to deal with TrunkenDieb is to generate a situation where he reaches point 74.130.0 to visit the skeleton and gets stuck there. This happened to me several times because he often prefers to go down after arriving in our zone. He visits the observatory, sees the skeleton, and flies there. He can no longer get out due to the presence of cursed land. SoD_SP fixes the bug allowing AI to use control magic on cursed land. But even without the fix, in theory, this can also be pulled off if you occupy the cell with another hero or summon a ship.
As has already become clear, many scenarios on this map need to be generated. This applies not even to the battles themselves, but to the behavior of the AI.
In a favorable scenario, they can be led around for a very long time, delaying battles until later. The main thing is that they don't eat something useful for us. An example of this is the situation with Arthur D.. This hero opens the quest guard on day 12 and tends to go up killing monsters, and then he may visit orange's zone and kill the peasant who stands there for us. From him, we get two gold dragons in a pandora.
Recommended generation methods – switching between HD/HD+. In extreme cases, loading a save from other versions of Heroes might help. I had a case where the AI changed its behavior when changing the movement animation speed display (enemies). You can also leave a single unit of some creature in the garrison; then the AI prefers to attack it and runs to visit all boosters again in a new circle because a battle occurred and they became available to him again. You could try giving your Rampart to the AI for building, but I haven't tried doing that.
After digging up the territory, you just need to take everything required and accumulate enough troops to break through the garrison and take the Rampart. As I wrote, my goal was to complete it without too much effort, but without excessive dragging. I took the Rampart via autobattle on 1.4.4. It was possible to take the nearby pandora with additional archers, but that no longer mattered. Orange sat there and didn't want to come out even after removing the quest guard, despite not having an action radius set. I tried putting myself under the gates with a small army; it was all in vain. This bugged orange ruined the original plan where one could arrive earlier and capture his empty castle. We dig a hole near his castle and don't leave it, waiting for the right moment. If you stand on a hole, the AI does not attack us. A hole is a red cell; with equal success, you can try to attack a hero standing on a rock or tree. We, however, can interact with another hero if they are standing right next to us. Once I had to use the bug-feature of digging in one day: a hero wearing gloves takes three steps, removes the gloves, and digs.
After breaking through orange (MeisterSause), we have the opportunity to buy his growth, which is very fat – 13 gold dragons, 45 archers, etc. If he had bought all that, we would have had no chance. His main spells are clone, blindness, and sacrifice, all with a lot of mana. He even stands naked with five green dragons and the rest of the army, which could be problematic in a normal game.
The following days are not of great interest because, essentially, all problems end here. There is no longer any need to fight; it's enough to choose how to finish the map.
Victory conditions on the map – obtaining 99999 magogs. They can be obtained in pandora boxes located in different parts of the map; one and the same portal leads to them. To do this, you need to collect troops from prisons in hero Der.Operator's zone, fly to the Conflux, and kill hero Sonnenkцnig. His troops are 8 fabulous dragons and 54k ballistas, which he combined into one stack. Among artifacts is the Power of the Father of Dragons, and among spells – Armageddon, which he casts on turn transfer. Despite this, he is easily broken even by a small army. Then you need to run back and forth for pandoras collecting magogs. This option is quite long.
I didn't drag my feet when everything was already served on a platter and collected the required number of magogs using the repeating event bug at point 18.41.0. There, 3k magogs are given with parameters and other troops.
The bugged and non-bugged walkthroughs essentially differ only by a larger number of tedious manipulations at the end. By the way, the map can be completed without digging up territories. It's enough to capture the neutral castle Little Cof, get water walking by completing the quest to kill Der.Papst for convenience, and visit the mill every week while sitting in a safe place. The AI doesn't open the quest guard and cannot reach us. But this is all very tedious.
Conclusion. The Mr.Fat branch is quite interesting to play; it's worth trying even considering the bugs on the map and the presence of gross errors. But you must be prepared for constant generation in battles and even more generation in AI behavior. I played haphazardly, and a lot of time went into digging holes. But even so, I managed to feel a bit how it should be played normally. Otherwise, one can only hope for a new version with fixed bugs and errors. Marlo and Sewa studied the map quite thoroughly. They have much to say about mistakes and shortcomings. This could significantly simplify the author's work.
Finished on 2.2.1. Although days have no meaning here in such a game.
P.S. A few
screenshots for propriety.