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9 years ago
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Hmm, it turns out it's not impossible at all; it worked on the 4th attempt. The clone of the hippos got nervous, so I took out the archdevils in the very first turn. And the computer, foolishly, summoned demons in their place, so it could no longer restore the archons as a sacrifice. In the following turns, we simply clone the hippos – and there are no difficulties – in the end, I had 658 hippos left. P.S. Yes, I placed the hippos in the upper corner.
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9 years ago
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[/U]
The Premise of the Apocalypse
Author: T3TrOnE
Download link: http://heroesportal.net/maps/view/3929
The plot is interesting and unusual, as for the universe of Heroes of Might and Magic - we play as an ordinary guard who guards an unusual prisoner - Discord (that's how his name can be translated from French). He inexplicably escapes, after which horror and chaos begin, wars and lawlessness start, and the Apocalypse with its riders arrives.

Pros
1. Beautiful design. The author's unique French style, who has created at least 4 high-level maps.
2. Ally. You need to interact with him more than anywhere else.
3. No weak enemies. Enemies can come and defeat you at any moment, especially at the beginning.
4. AI behavior. They defeat each other, the ally also joins the fight, it looks funny from the side.
And most importantly:
5. Non-linearity. At some points, there are about 10 options for where to go, and sometimes all the ways are correct - break through Rampart and Fairy Dragons, or take a long way through the underground and face the lords in the dungeon.

but then the pros end, and the rough and minor flaws become very noticeable.
We need to escape from the riders of the apocalypse and hold out for 2 weeks until God and the Devil arrive (with 5000 archangels and 5000 archdevils) and weaken the riders...
but in reality...

Cons.
1. You can defend the cities instead of surrendering them using the Town Portal.
2. The 4 riders actually transfer the entire army to one hero, who has the most stats. Therefore, the other 3 can be defeated, which is not logical.
3. God and the Devil can run around the riders but not attack them, although they are enemies (and according to the plot, they should fight).
4. There is a place where the quest hero of the enemy (Discord) dies, and he is the one who needs to be killed. It is also impossible to kill everyone and complete the map - the author has forbidden direct damage or flying.
5. The plot is very slow. If you play at a normal pace, you quickly defeat the enemies, while in the plot they are dominant and are almost invincible and ferocious.
6. The map can be completed in 40 days, or even earlier, if you block Discord's path. According to the plot, he escapes, but even in the not-so-clever way, he can be caught.

A very unusual feeling after completing the game - on the one hand, a beautiful design and plot, on the other hand, not the most successful implementation towards the end.

In conclusion:
Design - 9 / 10
Plot - 8 / 10
Implementation - 2 / 10
Battles - 7 / 10

Final score
6.5 / 10
9 years ago
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Guys, while watching a speedrun of the custom map First Blood 2.4, I came across this challenge. One angel has to defeat 28 Crusaders. I can't figure out how it was done. Even if the angel stands at the edge where only 2 Crusaders can attack and heals with a tent, it seems like it doesn't have enough health.

Screenshot (all peasants can be dismissed or lost)
https://drive.google.com/open?id=0B3_w6oHVoBWRUzRpbmF3N1c5OEU

Save file
https://drive.google.com/open?id=0B3_w6oHVoBWRTmszd1M2LWNmbmM

Any ideas?
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9 years ago
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The same map, Le test des Dieux
Battle 4.

A very strange army composition, but it seems you need to break through with troglodytes.
Spells include counterspell and dispel, the enemy casts slow, bolts, weakness, destructive ray, and other minor spells.
It doesn't seem to make sense to lure him out; his 2 stacks of archers hit harder than our 100 fanatics.
Currently, I have no idea how to pass the battle; if anyone has any guesses, please share them.

In reply to Pomazok1329
9 years ago
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Pomazok1329


A very strange army composition, but it seems you need to break through using only troglodytes...

Well, damn, where's the save file?
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9 years ago
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The Last Elementalist v2
Author: Slaim & Nina (and possibly T3TrOnE)
Download link: http://heroesportal.net/maps/view/3942

The plot is based on reading and retelling the story of the mighty mage Gorky, his battle with Malangora (and searching for clues in the book). Because the book ends at the very last moment - Gorky was unable to defeat his sworn enemy, and it is now our destiny to do so.

Pros
1. There is some thought put into the spells, artifacts, battles, and balance.
2. Once again, we have the fantastic dragons involved, which have become a hallmark of the French author.
3. Timing. It is quite challenging both at the beginning and in the middle of the game. You need to constantly move forward, otherwise, you will be in trouble soon.

Cons
1. When capturing red towns, you have to abandon them soon after, using a "scorched earth" tactic.
2. The battles could be more interesting and more diverse, and the map itself could be more engaging for its L size.
3. The final battle is significantly easier than the main battles in the middle of the game.

The map is slightly more difficult than average, but I would have liked to see more.

Overall
Design - 7 / 10
Plot - unable to evaluate due to the French language
Implementation - 6 / 10
Battles - 5 / 10

Final score
6 / 10
9 years ago
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Pomazok1329

A very strange army composition, but it seems that you need to defeat them specifically with troglodytes.

That's right, specifically with troglodytes. The tactic turned out to be quite simple.
Turn 1
1. On the first turn, the computer should cast Counterspell instead of Slow.
2. Wait for the Rust Monsters and Archmages.
3. Attack the Air Elementals "head-on" with the Rust Monsters, and attack diagonally with the Archmages.
4. The Phoenixes fly up to the Archmages, but don't attack (!), while the Water Elementals end up under attack from the Phoenixes through one cell.
5. Attack the Water Elementals with the Fanatics.
You can skip moving the other troops, but it's better to move the troglodytes closer to the center.
Turn 2
1. I don't know what the Phoenixes are doing, I don't remember, they seem to be waiting.
2. Attack the Air Elementals with the Archmages.
3. Attack the Phoenixes with the Azure Dragons in such a way that they retaliate and hit their own Water Elementals, while the Azure Dragons block the passage to the Archmages for the Magic Elementals.

If the Archmages are morale-broken during these 2 turns, the Air Elementals will die (3 hits from the Archmages + 2 retaliations). Then, you need to attack the Phoenixes with the Archmages in the same way as the Azure Dragons, so that they hit the Water Elementals. As a result, about 100 Water Elementals remain, which the computer somehow uses to exit the city, blocking the gates.
After that, everything is simple - the Fire Elementals and Magic Elementals are blocked in the city, the troglodytes attack the Energy Elementals and Phoenixes, and the other troops don't matter. You just need to remember to cast Dispel on the enemy units if the computer casts Shield or Hide. By the time the catapult breaks through the walls and the Fire Elementals and Magic Elementals come out of the city, the troglodytes will have already destroyed the Phoenixes and Energy Elementals. The same fate awaits those who are late. In the end, about 3k troglodytes remain.
9 years ago
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Hello everyone!
Can anyone tell me how to get past in Jedi Story to the green dragons (after capturing Inferno and Tower)? The main character doesn't have the pathfinding skill, no matter how hard I try to get it, and there's no ship summoning in the castles. Is this a feature or what? I watched a walkthrough, and everywhere there's a summoning spell, but I don't have it.

Added after 3 hours 12 minutes
nestorm
Hello everyone!
Can anyone tell me how to get past in Jedi Story to the green dragons (after capturing Inferno and Tower)? The main character doesn't have the pathfinding skill, no matter how hard I try to get it, and there's no ship summoning in the castles. Is this a feature or what? I watched a walkthrough, and everywhere there's a summoning spell, but I don't have it.
I figured it out. Turns out there's an Admiral's hat hidden somewhere.
But, what to do with the hero Unpossible - 10k fairy dragons, 20k azure dragons, approximately the same number of rusty and crystal dragons + DRAGON POWER. He's guarded by 99k sulfur, it's impossible to defeat him with my army of 700 archangels and 4000 monks, 5000 rangers...
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9 years ago
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It seems like it should disappear after capturing the last castle of the same color as the hero Unpossible, and after the specified number of days has passed. Sincerely, Gur
In reply to bolotnik
9 years ago
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bolotnik
I figured out the Paragon map....
There are not many hard fights; mostly you just need to understand how to act, and then click away until you are blue in the face and victory arrives...
Earlier I already described the opening, and now I will try to outline everything in detail (I will say right away that I am writing for fair play, without bug abuse).
First, secondary skills:
must-haves on a map like this are Logistics and Pathfinding (lava, swamp, snow, water, sand - the map has everything, and you really do not want to get slowed down)
Logistics is with us from the start, while Pathfinding comes naturally without trouble;
mandatory: Wisdom (from the start), Water Magic and Earth Magic (given through a hut);
then you can think about the rest:
they offer us Archery, Offense, and Armorer, BUT:
Fire Magic or Intelligence will be very useful; with them the playthrough will be easier...
a lot in the game will be built around shooting, and without Armorer it will be bad too, so I suggest not taking Offense and Archery in the huts right away, but seeing what skills come later, i.e. Int/Fire and Archery/Offense - in any combinations this will be better than Archery and Offense without Intelligence/Fire.
Secondary skills you should NOT choose: Leadership, Navigation, Tactics, Air Magic - none of these will bring any benefit on this map...

Moving on - artifacts:
there are tons of them in the game....
I advise not selling artifacts right away, but giving all unnecessary ones to side heroes (buy out all heroes who bring resources or income and hide them in towns), and either send those heroes to collect peasants, golems, trolls...
I cleared almost everything in the Armor of the Damned because of the starting Slow (I cleared without the armor only where AI heroes had Power of the Dragon Father; only then, and only against those heroes, did I equip artifacts for maximum stats)

Angel Alliance:
collecting the Alliance pieces is part of the plot, but there are several things I would like to say right away -
you should NOT trade the Infernal set (Sword of Hellfire, shield, Brimstone Breastplate, and Hellstorm Helmet) for the sandals, since we will take a lot of them from enemies very early; at the moment when the trade becomes possible, some of those artifacts may even be in use;
the helmet with +6 to all stats is a very cool and necessary item, but there is one point here - it is obtained in a very tricky way at first, and later it will be possible to get it without handing over 3 thousand ore for it;
likewise, for the sake of the armor there is no point trading the blade and the Armor of the Damned, especially since the Armor of the Damned gives Slow and other pleasant spells at the start of battle;
everything else from the Alliance is collected calmly along the way;

useful and frequently used artifacts:
- Golden Bow;
- Vial of Lifeblood;
- Shackles of War (you can leave them off when assaulting non-barbarian castles);
- Orb of Vulnerability;
I used the Armor of the Damned and the armor from the Power of the Dragon Father set because of the bonuses to Attack and Defense, and before them I used the best I had;
- Spirit of Oppression is in principle better to use against everyone, especially against green; a must-have when clearing with expert Fire and Berserk;
- Hourglass of the Evil Hour - against green heroes and those whose luck is visibly through the roof;
- there is no sense dragging spell books into battle;
- anti-Blind trinket - I used it almost always, even when I already had the necklace from the Alliance, because it is much more important that some stack not be blinded at the wrong moment;
- Pendant of Total Recall;
- Cape of Velocity and sandals;
- we carry all quest artifacts with us, and give the rest to side heroes;
and of course the hat, boots, gloves - the hero must not lose speed and tempo;
- the Badge of Courage is bugged in some versions - it gives immunity to mind magic, but I played a version where that bug was no longer observed;
- when visiting the mana doubler, equip everything with the maximum increase to Knowledge.

The author advises using all speed artifacts and investing as much as possible in Attack, but I think that option is mistaken, so on the contrary I advise raising Attack and Defense evenly by stats and also using balanced artifacts, without a strong skew toward Defense or Attack (you really need both)

Now about heroes:
the main hero carries all the battles, but you need to prepare 3-4 heroes for the final stage of the game!
and also, if you play without Archery, you will have to make a separate hero with Ballistics for one battle (I wrote about this earlier)!
therefore, before marching on the necros, it makes sense to buy additional stronger troops as far as your gold allows, give the appropriate artifacts, and station heroes in the following towns:
- Drakarosh (a barbarian town, seemingly even with a Grail)
- Diamond Castle
- Diamond Gates (if orange later descends into the underground there, he can be met well from there - there is only one road, no scattering).
- somewhere in the middle of the swamps you can also place a hero
Why we do this:
later orange necro guests come to us and start running around the land, so in order to minimize town losses and speed up the map clear, you should already be ready and waiting for his heroes (clearly you cannot beat the main ones, but the secondary ones that may run far away need to be met).
At first one Mograine is enough for us; perhaps for one battle someone with Ballistics knowledge will be needed,
but there is an option to clear everything not with Mograine, but with Yabarkas (doubtful, but there are probably chances)
and then:
Haas, Erianna, Aelwyn, a leveled Ballista hero - these will be quite enough.
plus at the end two more fairly powerful heroes will be freed, and they can also do everything calmly!

Now about tactics and strategy for clearing the map.
On the map:
- the main hero only punches through guards, while mines, resources, and artifacts are picked up by secondary heroes;
- all chests are taken for gold;
- at the beginning the main hero, while he can be accompanied, is accelerated by a side hero;
- the main thing is not to make extra moves, i.e. you must have a route plan! first you go here, then there, and so across the whole map: no returns and so on, everything optimally: here, then there...
at first all troops are delivered by heroes;
then the 4 Earth Magic books are divided between the main hero and scrubs with expert or advanced Earth (they fly around towns and collect troops, deliver them where needed; the main hero does not go to town for troops - mana is also replenished and doubled along the way - making a detour is highly undesirable);
in swamp and snow - it sometimes makes sense to take stat boosters with a native creature (Master Genie, Dragon Fly, etc., when there is no threat of an enemy hero attack), especially if you did not manage to get the Pathfinder skill;
- spells are also transferred through Scholar: there is no need to lead or TP the main hero for a couple of level 1-4 spells;
- seemingly simple things that do not even need writing down, but still....
- quests: when possible, are completed by side heroes (for resources and troops), while for stats the main hero should of course go, but all stat quests are located along the route and there will be no special deviations there.

Now about battles:
most of them are terribly long....
there really are fights that last 30-40 minutes, around 80 rounds if not more....
I cannot call such fights difficult; they are sort of simple, just keep clicking the mouse)
still, to help people, I will go through the main points:
- at the start, capturing the second town: it seems primitive to me, the main thing is to learn Blind in the first town, free the hero from prison, take the conservatory, upgrade Angels to Archangels so you can resurrect losses if needed; i.e. we Blind the Sharpshooters, then remove the Griffins and Elves from the game, shoot down the Dwarves after slowing them first, and at the end finish off the Sharpshooter stack);
- the battle for the bastion in the mountain:
there may be two problems here: you arrived too early, did not visit all skill boosters, so they hit painfully and losses cannot be raised; optimally go there with 5-9 Archangels (the number of Angels may vary, because there is a conservatory at the start - the number there is random, different in every game, from 1 to 4, so we may start beautifully with 4 Angels, or with 1), and it is in the bastion that we get the spells - Prayer and Resurrection;
- the battle with Faerie Dragons: everything is very simple - I usually have 12-14 Archangels by this point, and immediately afterward we invade red’s lands, so we double mana near the bastion in the mountain, leave, begin the march toward the dragons, and at that moment build a chain to deliver all troops to the main hero for the invasion of red (another point: we go to the dragons over sand, and it is no accident that the author placed a Nomad tent there - neutrals with no movement penalty on sand), come out onto the clearing and see that there is a mercury mine there (either we remove troops there, or do not spend moves on it and drag a troop-carrier after the main hero, who takes everything from him except the Archangels and runs to the mercury mine, while the main hero beats the Faeries by a simple method: Anti-Magic, then stand at the very bottom behind the lake - only 2 dragons attack us, we Blind them, and deal with everyone one by one, then Blind the last one again, wait for Anti-Magic to wear off, resurrect, and everything is done; only after that do we take the chest with 500 mana - it will be very useful later, and here much mana is not needed);
- further on, all battles follow one algorithm:
knock out one enemy stack at a time, Shield/Prayer/Stone Skin/Bless on your own, and Blind, Berserk, Slow on the enemy, all according to the situation; at the end, Blind a weak detachment and start resurrecting your losses;
loss resurrection will later be more effective through an Archangel clone, i.e. summon a clone, resurrect losses in the stack with it (usually all or almost all), then the clone is killed with Frost Ring (if playing in the open field), and summoned again; if the last stack is not killed in one turn, then either when our last creature’s turn comes before its turn, cast Blind and Defend, moving to the next round, or Berserk so the AI does not gain control of the stack);
sometimes you can also use Disrupting Ray on the blinded one (here you need to watch mana carefully);
- Frodragon: no losses at all or with some halberdier fodder - sometimes it is better not to resurrect them, since they are meat, not worth the mana, and will be thrown away later anyway;
Frodragon casts Prayer, so in the first round, in order not to lose initiative and striking power later - Prayer; first the horses block the gate (later they will need to be carefully replaced with halberdiers), and only then Slow, Blind, Berserk (even on a single stack it is sometimes worth casting), at the end we simply raise all losses; Frodragon’s troops and stats are not much higher than ours, so when he flies out with Archangels, everyone piles onto the Archangels and cuts them down, and in the first round shooters take out shooters, then Archangels and Griffins, then you can even Berserk your own and leave his walkers behind the castle walls if the catapult has not broken the walls by then;
- and then the fun begins: if you slow down and wait for Virill’s reinforcement (in general, on 3-3-1 or a bit later we should already be beating the swampers hard, more precisely approaching the finish on the swampers), then enemies run to us; kill them exactly the same way - through Berserk, Blind, Slow, everyone hitting one stack, resurrection of losses, and in essence each time you will then have to spend the night in town to replenish mana, which is very undesirable and loses tempo;
the swampers are defeated by this scheme, and the barbarians are cleared too;
then we go to Jorge:
- an interesting author idea: pass through a one-way teleporter without Town Portal - the solution is of course very simple - from Alondo we send heroes into the same kind of one-way portal, and when all exits are occupied, the main hero can freely pass through the portal;
- Jorge: he will not run anywhere from the town, so there are two options here: if your game is going well, you likewise lock him there, Blind him, etc. and so on, with subsequent resurrection; if not very well, simply leave him for better times until you build up strength (undesirable, but possible);
- Erianna’s guard with Rust Dragons and Shackles: the main thing is to reach him with a large mana reserve and take some fodder, like Centaurs or Halberdiers (attack only with bears and Archangels, and 5 stacks are fodder), then Slow, Blind, then lower Defense with Disrupting Ray either to 0 or to the point where our bears’ hit will reliably go through; make an Archangel clone, a bear clone: then the Archangel clone attacks, then the Archangels attack, then the bears, and on the bear clone we cast Blind again, Defend, and go to the next round; you can also throw Berserk on the Rust Dragons so the AI hero casts nothing, then all losses are resurrected by Archangels except the fodder (alternative option - take Mighty Gorgons from all swamp towns and pop them and their clone with death stare, also through Blind);
- Yorogoss: Achtung, he has the Cape of Recanter, he is nasty, and he has a pile of all sorts of creatures there, BUT by the time we meet Yorick and Gird (I used the same tactics against them) we will already have very good numbers of Sharpshooters and Enchanters, we will have the Golden Bow, and you can also buy swamp shooters and take them along if finances allow:
clearing is very simple: in round 1 either Slow or Blind on the birds, you need to see what is more convenient, then shooters take out Cyclopes, and Archangels after waiting calmly knock out the catapult - everything, then the birds are shot down... and the fun begins: all Yorogoss can do is hit with an arrow tower (if you are in Power of the Dragon Father, he will not even do that), and then all his walking Crystal Dragons, wolves, hobgoblins, bears are slowly but very surely shot down; act exactly the same with Gird, and additionally we are defending in a town with a Grail, so our units will hit Attack just fine);
- Targron: killed through Berserk on the Faeries; if the Faeries cast anything on us, half the army will be gone, i.e. Faeries are always under Berserk or Blind on them (but here you need to watch that he does not remove it), shooters take out shooters, everyone else deals with flyers; and in the end everything is decided by Blind and resurrection of losses, as usual;
-Ahmed: a very, very long fight... definitely lock him in and break the catapult through Berserk...
after the catapult is broken, resurrect shooters with an Archangel clone and use shooters to hit his Sharpshooters and so on.
after he has no shooters and no mana left, we shoot and resurrect losses, all simple and long;
- Lomokror is killed by the same principle: capture his town, double mana there, then attack him and win without losses;
- Ashwing 1st (before the greens): the one with 100 Black Dragons - attack only with Archangels, we will have well over 100 of them there, so in round 1 Shield and fly to the corner, then 2-3 Black Dragons hit us, and we resurrect losses with a clone - in the end quick and without losses;
- brown will be more fun... there you need to find an algorithm where the AI behaves optimally and gives the optimal cast (Frenzy on Nagas, Bless instead of Haste, Lightning Bolt instead of Shield or Resurrection, etc.), cast Berserk and Blind depending on how things go;
I fiddled with brown for a very long time so that there would be enough mana and it would come out without losses; another issue is that we cannot capture all towns in one turn, and they run through teleporters, so there is this option:
we capture 1 town, then spend the night in it, and Solmyr and the others will attack by themselves (the main thing is all troops in the garrison, and the hero sits in town with 1 Archangel, then they feel they are stronger and 100% run to attack, and afterward it is somewhat simpler, though everything can be beaten without sitting in town), also the main thing is not to forget that once every few weeks or once a month Invris should run through the towns - collect troops and TP everything to the town where Mograine is - he does not spend mana collecting troops);
- then there is an interesting situation with the Archmage and Eternia:
you can defeat the Archmage (Naerod in Imaginarium) - this is even easier, plus you get some Titans for it, and the Armageddon’s Blade, which will be useful to someone (and maybe even useful to Mograine), and by that moment we already have AotD, while the reward for Eternia is tastier, but everything is also harder, so it is better to punch through the Archmage, and then still cover Eternia too, just later, but of course Torosar dies a hero’s death because the Archmage does not visit Torosar’s tent;
- hero with 3500 Black Dragons: ammo cart, Sharpshooters, 1-stack Archangel in AotD with Orb of Vulnerability - and Berserk is applied immediately so the AI casts nothing; the 1-stack flies to the corner to lure the Black Dragons away from the Sharpshooters, who at that moment stand directly in front of the ammo cart, then Force Field (Black Dragons are two-hex, so they cannot stand in 1 free hex, meaning we freely close off the Sharpshooters and cart), and then we shoot the Black Dragons that are standing right in front of us; next turn Prayer on the Sharpshooters, then Force Field again, then Bless, then Force Field, and after that only refresh Force Field and Berserk, and before the final blow the 1-stack of Archangels is resurrected;
- Ashwing (main fight): this is truly a difficult fight, but it can be cleared with losses of the ammo cart and first aid tent; most likely they cannot be saved - since the enemy has Power of the Dragon Father, equip artifacts for maximum Defense and Attack stats and the Bow of the Sharpshooter so shooters are not blocked! (only it is worth thinking there and most likely taking the anti-Blind pendant), and then: round 1 definitely cast Shield, round 2 cast Prayer, and from round 3 an Archangel clone resurrects losses of bears and Gold Dragons, Archangels if needed; then you need to reduce his Enchanters, move Archangels and bears out from under attack (that is why they run forward to minus Medusas, Beholders, Enchanters), in my case the AI also deployed very conveniently with Tactics, which allowed confidently reducing Enchanters; then when he has fewer shooters left, start hitting Black Dragons - Gold Dragons remove retaliation, Archangel clones resurrect losses, bears reduce heavily... then Rust Dragons and Crystal Dragons, then shooters are finished off - 1 stack, so that it is under 100 shooters, then summoning Elementals begins - there are 300-400 Earth Elementals there for the bears to hit, so there we simply endure Medusas/Beholders and Ash’s damage magic; when mana runs out, shooters with the ammo cart will hit Archangel clones, and in this way all losses are resurrected through the Archangel clone (the main thing is only to double mana as much as possible before the fight);
alternative clear in the castle (assault/defense, but I did not try it and do not advise trying);
-Thom: attack in AotD, with anti-Blind pendant and Orb of Vulnerability, Spirit of Oppression, Golden Bow and Shackles, only Titans with an ammo cart [a scrub delivers them through TP] (with the cape their speed will be higher than Efreet), so then everything is simple - Slow from AotD has landed, we cast Force Field on the cart, then on the Titans, and then refresh: cart-Titans, shoot Efreet, long but simple to clear... !!!the main thing is not to finish off an Efreet stack on your turn while the AI still has mana for Resurrection, otherwise he resurrects Efreet and the fight hangs!!! i.e. we knock one stack down to 30-40 and do not kill it, but switch to the other 2 thousand Efreet, and start reducing the actual stacks only once the AI exhausts mana for Resurrection! very easy and very long;
- Hidoross: the longest fight!!! attack in AotD and Pendant of Total Recall - then Slow from AotD lands first, and in the first round we cast Forgetfulness; as a result he starts moving everyone forward, and then we place Force Field first on one passage, then on the second (battle on ships, and there are only two bridges, both blocked by Force Field); and then we gather all level 7 troops in the lower corner, in the very corner stand the first aid tent and Enchanters, while above with the ammo cart stand the Sharpshooters...
and every round we refresh Force Field on the passages, first shoot both Ice Elemental stacks (but do not kill either stack), then shoot the Hydras (again not killing stacks, leaving a little in each), while he casts everything he can: from Bless and Mirth to Sorrow, and then starts hitting ours with Frost Ring and Chain Lightning, so that is why all level 7s had to be put together so Chain and other mass spells would not hit the Sharpshooters and cart..
and so we refresh the field and shoot until Forgetfulness wears off the Ice Elementals, and this is 70+ rounds at that point... after the Ice Elementals start shooting, only then can you begin reducing stacks (but one Ice Elemental stack must be left so losses can later be resurrected); if you have expert Fire, Berserk the Hydras and things will go easier and faster, otherwise this is how you hit them - for me Hidoross was killed in about 40-50 minutes somewhere.....
- all other Elementalists are knocked out by the known scheme;
- Eternia: I did not simply let her disappear, and after routing all the pinks I went to finish her too - there everything is simple: Blind one Phoenix stack, then the other, quickly knock out Air Elementals, and take apart Phoenixes under Blind one by one while resurrecting losses;
- after this we approach the most important thing - orange!
- Tamika: first we run away from her, the AI enters the town, there combines stacks into one - 25 Black Dragons on Magic Plains! everything is simple and easy, only very long - Berserk on the knights so there is no cast, in round 1 move one stack up to the catapult and run away with the others, in round 2 the catapult is broken through Berserk on our own, and that is it - knights behind the wall under Berserk - the AI casts nothing, and we shoot down those knights;
- Invision: the second interesting fight, but not hard if Mograine gives artifacts to Vael (including the pendant against Blind, i.e. anti-Blind); and then Vael learns everything there, gets a wagon of mana, so we can Blind his dragons, resurrect our own, apply Berserk to his dragons...
first we Blind everyone, then cast Berserk and wake them with magic, and that is it, there it gradually resolves calmly, nothing difficult;
- Heliar: through Berserk, blocking the gate, and Blind with Resurrection, it is also cleared calmly and easily;
- Nathaniel: in Power of the Dragon Father on cursed ground - therefore there will be losses 100%; because of this, the main thing is to reduce losses, make them non-critical - cover shooters - first of all reduce Liches, make it so his troops are primarily Hydras, bears, Gold Dragons, and only then shooters and Archangels... and of course block the gate; in fact he is knocked out very simply;
- orange necros: Yorogoss, Vandroy, Josephine, etc. and so on - are knocked out by Erianna, Ghashra, and Vael completely calmly, there is nothing difficult there;
- Incinerator: the final fight, truly somewhat difficult to pull out, but it is the last fight, so who cares about losses, who cares about mana, we save nothing, just take everyone down in order.
In the end, the fights really become very tiring simply because you have to:
!find the optimal action algorithm and thereby adjust the AI’s behavior in the most convenient direction possible, Blind/Berserk/leave shooters without mana/lock in the castle/break the catapult while defending and resurrect losses, that is all, nothing more, just click the mouse for 10-30 minutes with the animation accelerator running; without it I am afraid to imagine how much time one fight would take...

Now quests:
- quest to obtain the sandals is optional and even unnecessary;
- first of all in barbarian land, raise Knowledge for the bag of gold, and then everything else;
-about the Vial of Dragon Blood: it is definitely not worth giving it away for Attack, BUT further on it is worth thinking - either get a little over 100 Gold Dragons earlier in the playthrough (when there are already around a thousand of them, and 100 more will not hurt for strengthening such a strike stack), or get 500 Black Dragons at the very end of the game...
here I would like to clarify that I took these Black Dragons not with Vael, as the author intended, but already at the very end, when they were not needed; when Mograine was already approaching the fight with the Incinerator, I took them with Erianna, and with her I also read the scrolls that by logic should be read by Vael...
and these 500 Black Dragons are completely useless to me, they cannot be delivered to Mograine (I will say more about this a little later), and the strike force there is not Black Dragons but Gold Dragons, of which a crazy number is gathered from that many Ramparts, plus we also receive some in quests, so I think it is perfectly possible to take the 100 Gold Dragons right after the fight with the Incinerator - it will not be worse;
- quest for demon farming: the author writes that it is a quest like any other, done quickly and so on, BUT I do not know when or how to do it... there really is no time for it, and even without it resources accumulate calmly, enough for the Sword of Judgment, creatures, and construction... Mograine with his horde simply takes out all the main neutrals, and searching for small neutrals with some side hero, counting from a table how many Centaurs need to be sacrificed - no, I have neither the desire nor the time to mess with that too, so to hell with this quest, we do not do it;
- quest for the Orb of Vulnerability at the very end they offer to exchange the Orb of Vulnerability for 10 Attack - I consider this simply a pointless author move, or for special lovers of making the game harder (in this case longer) - the Orb of Vulnerability is simply an imba artifact, and there is no sense exchanging it even for 50 Attack;
- quest for the Head of Legion : there is also no point exchanging it at all - even without this quest we assemble 2 Statues of Legion - we keep one, and either keep the other or give it to the border guard;
-quest for the Grail the guard requires the Alliance and the badge, but you can go there after the brown keymaster’s tent has been visited; the only thing is that we will not be able to join the Archangels with the Alliance, while other troops join and the Grail is dug up without problems and without the Alliance;
- quests with clover: clover does need to be exchanged, but not everywhere - first of all exchange clover with the Cape of Recanter for the necklace from the Alliance, and also for a component of the Vial of Lifeblood; you can also exchange it for a component of the Wizard’s Well; and nowhere else should it be given away, everything there will be obtained from AI heroes anyway.

Endgame:
the best part begins when the orange necros fly in...
they are defeated easily; the whole difficulty lies in defeating them quickly, because they capture towns, buy out what they can there, hire heroes, and start crawling around the map....
there is not even any point describing the fights there: Erianna with artifacts, Vael, Ghashra, and in my case also Uland with Ballistics, all with artifacts, mana, and troops, calmly smashed the necros; Grayrock is also taken without strain, with minimal and insignificant losses everywhere...

According to the author’s logic, as I understood it,:
in “Tar-Kunor” - the town where Vael defeats Invision - Water Walk absolutely MUST appear, but the problem is that for me it did NOT appear...
the whole thing is that after there are so many towns and + creatures have been received, all this is successfully bought out and gathered (meaning what will be used - bears, Archangels, shooters, etc.), gathered by Vael or another hero with Logistics, and then we disembark near Grayrock by the obelisks - cast Water Walk and reach Mograine, go there to the Nameless one... then transfer this whole horde to the main hero, who charges into the final battle with the Incinerator, where there are absolutely no difficulties anymore!
and if Water Walk does not appear for us, there is no TP, then reinforcements cannot be brought, so everything turns out rather difficult (there are no taverns beyond Grayrock anywhere)!

And therefore I came up with (but have not yet tested) an alternative option: we do not immediately jump with Vael into the portal to Invision, but first go home (troops in town, and we ourselves run away or dismiss with subsequent hiring already in the needed towns), gather everything, and then newly enter the portal beyond Grayrock, transfer reinforcements to Mograine, and then continue according to the author’s plan.

Archmage quest
letting the Archmage go is quite possible, but there you need to do it so that the Archmage leaves and Torosar is then not afraid to come out, so we leave all brown towns empty, and most importantly also open the gate requiring 100 Archmages; then Torosar definitely comes out for me (in various map playthroughs it was observed that then he comes out 100%, otherwise he may just stand there like a dummy).

Quest for 10 Archmages
you slowed down, or something else happened and 1/2 Archmage left you - nonsense!! you can skip this quest entirely and not even hand over 10 Archmages))
when we capture Har-Harond, then further on we go along the path and run into a dead end, and see a Conflux town; in fact, you can pass there: initially there is a boat on that secret path (but later it cannot be summoned to that spot), so if you do not sink all boats, but buy and summon the nearest ones, there is a chance that when we come to Har-Harond there will be a boat standing there; we board it and continue along this secret path, and troops even join us there...
if you open the editor, you can see that right behind the Conflux town - Earth Firmament - there is a passage (though I never actually went along it from Harond to brown - I apparently removed the boat from there with Summon Boat)!

In the end, what can I say about the map:
- made with soul, a true masterpiece specifically of mapmaking!
control of AI behavior on the map, thoughtfulness of AI actions, drawing, appropriateness of objects;
- designed for players with some experience playing Heroes, who know certain things;
- everything is thought out down to the smallest detail in terms of text (hints, plot, etc.; though maybe I saw a couple of typos there, or maybe on another map, I cannot remember exactly now);
- demanding not so much in conducting battles as in playing on the map itself at the beginning (after victory over Ashwing and the Elementals you can already exhale and not fly forward, but before that you need to keep up the pace of clearing the map);
- variability of playthrough, player choice, with overall linearity and progression;
- presence of secret trails and paths “visible” without the editor, as well as artifacts and resources, i.e. although they seem hidden, they are found easily and without the editor;
- exhausting fights.... terribly long fights... there were few truly hard fights: the Incinerator, Ashwing, and perhaps also Neela and Solmyr made me think about how to approach them so there would be enough troops and mana for victory, and how to choose a battle algorithm so it would be lossless and faster; everything after that is fights of 70-80 rounds, if not more, with mechanical mouse clicking (you so want to press q or a, but you cannot; you understand that here the computer is even dumber, and it will not repeat this primitive algorithm), sorry, but for me a fight is difficult when you have to pull it out with skill, while Force Field-shoot and repeat that for 85 rounds... that is not difficulty, that is grind (though of course the AI here is designed to be beaten and won against);
- a good RPG map, which, like other RPG maps, sins in that in the end we simply get hordes of troops and a ton of mana, and everything comes down to calculating how much mana will be needed and how many rounds it will take;
- it takes a very long time to clear.... the fights really last a long time in real time, turns take a long time, more real time is spent clearing the map than one would like;
- at first the map really seems difficult and interesting, but once you understand it, the interest in simply finishing it remains, while the interest of the gameplay process is killed by 80-90 round battles and thousands of creatures in a stack;
- there seemed to be a small author oversight (so it seems, since the author’s plans and thoughts on this matter are unknown) regarding hero availability (Andru should have been completely banned - he is, after all, the swamp enemy’s hero; likewise the first Vael should have been banned, otherwise we get the ability to play with 2 Vaels - one Lorelei and the second Gunnar), and the others should also be considered (i.e. when at the start you can take Yabarkas with all secondary skills at expert and level 1).
That is the opinion I formed after clearing this map, which is truly worthy of heading the list of the best Heroes 3 maps for single-player!

As for the map’s difficulty - I still think the map is far from the hardest to clear, and that there are harder maps for solo playthroughs (specifically in terms of battles with the AI and actions on the map)!

What should I do if the quest guard for the helmet will not let me through and says I need to defeat Entropy, but it happened that when I captured the last purple castle, naturally all heroes of that color disappeared... :smile32:
9 years ago
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Welcome a new friend to the community:)
I can't seem to beat the Wings of Heaven map. I can't find the purple tent or the enchanted armor, and I'm stuck. I have two heroes, both fully equipped with 500 phoenixes and titans each, but I still can't beat Rissa and move on. I'm just wasting days, hoping that Monera will get lucky and a merchant will sell me the armor. What's the trick? Please let me know if anyone has managed to complete the map.
In reply to Xaart
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9 years ago
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Xaart
Welcome a new friend to the community:)
I can't seem to beat the Wings of Heaven map. I can't find the purple tent or the Armor of Wonder, and I'm stuck. I have two heroes fully equipped, with 500 Phoenixes and Titans each, but I still can't beat Rissa and move on. I'm just wasting days, hoping that Monera will get lucky and a merchant will sell me the armor. What's the trick? Please let me know if anyone has managed to complete the map.

I'll take a look in the next few days if I have time. I used to play it, and I didn't have any difficulties.
In reply to Pomazok1329
9 years ago
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Pomazok1329
I'll take a look at it in the next few days if I have the chance. I played it before, and I didn't have any difficulties.

Thank you!!
I've started it over three times now, and I keep getting stuck in the same place.
In reply to Xaart
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9 years ago
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Xaart
Thank you!!
I've started over three times – and I keep getting stuck in the same place.

Also, send me your save file; that will make it faster.

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