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In reply to Marmot
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11 years ago
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Marmot
Dear bolotnik! Thank you so much for such a detailed and insightful analysis of the Paragon map! Writing reports is sometimes even harder than completing maps, especially in summer, when laziness overwhelms you. But I finally finished one report. The maps I've completed are incomparably easier than Paragon, but they are still interesting, at least for lovers of adventure and exploration. I only started playing Paragon, stopping at 1-2-7; the beginning is quite smooth, but then the "horror" begins with the editor and magnifying glass. But the map is a masterpiece, I admit it!
I understand you perfectly, but that's why I mentioned in the map's drawbacks that it's necessary to open the map in the editor for successful completion...
Actually, I used the magnifying glass in Jedi Story and Empire of Worlds 1 and 2; everything is hidden there in such a way that it's terrible, and what's even worse is that almost everything hidden is necessary for further progress...
But here there are hints, and all the hidden things are in a visible and accessible place)
By the way, we discover pleasant hidden surprises right at the beginning of the game...
After completing the map, I will try to write a guide to the battles and a plan for completing the map..
In my opinion, there are several really difficult battles, and the main difficulty lies in the pace of completing the map, i.e., it is necessary to deal with the red, purple, green, and brown factions as quickly as possible.
After that, the ability to conduct battles without losses with minimal mana expenditure will be more important...
Thank you for the gratitude and for expressing interest in the description of author's maps.

Added 7 hours 53 minutes ago
veR

In my opinion, the main point is time and speed; throughout the map, there are guardians in the form of border guards, each with its own time. If the algorithm for completing the map is violated, a message will appear: "Time is up, you will never be able to pass here"...

Fans of Heroes 3 should appreciate this map; good luck and patience to everyone.
Even though I'm a fan of Heroes 3, I consider this map to be a mockery of players: I didn't complete it and don't even plan to.
The map is, of course, amazingly well done - the battles are great, BUT
the guardians of the passage, requiring you to arrive by a certain time, is disgusting and terrible...
We run here, open a passage here, then run there - just to make it in time (and in some places, we even manage to open them with a good time to spare), otherwise, it's game over...
I liked the minimalism - there are no countless artifacts, no excess resources, or a single path with hordes of enemies...
Everything is in moderation, and with resources, it's even an additional difficulty, which is quite appropriate)
I think that it is most logical to place the guardian of the passage near a quest, and setting time-limited guardians is a pure mockery of players...
Well, I don't make it in x days, I come on day x+4, so what now, start over? This isn't some kind of race; a day or two won't make a difference...
You play, you play, and then it turns out that you didn't have enough 2-3 days, and you should have gone to the guardian instead of going somewhere else...
In reply to bolotnik
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11 years ago
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bolotnik
Even though I love Heroes 3, I consider this map to be a mockery of players...
The Gatekeepers, requiring you to arrive by a specific date, are disgustingly awful...
I think it would be more logical to place the Gatekeepers as part of a quest...
So, I don't make it in x days, I arrive on day x+4, and now what? Do I have to start over?
You play, you play, and then it turns out that 2-3 days weren't enough, and you should have flown to the Gatekeeper instead of going after something else...
I completely agree with you! You just didn't mention that this is about the map "Brothers of Mercy and War," right? Yes, it's about that one: I already found veR's message. Recently, on the same website http://karten.drachenwald.net/index.php?area=h3, I dug up a "delicious"-looking map called "Dunkler Horizont," also in German (and with a lot of text!). I really liked how rich it was with everything imaginable: monsters, objects, and so on. I tried to play it and translate it on the fly, but I couldn't finish it; I lost. It's frustrating. I thought the main difficulty would be with the translation. In general, even after looking at it in the editor, I can't figure out how it's supposed to be done: either you need a very high level of skill, or you need to set the difficulty lower, or I'm missing something. Whatever the Secret Author's Intention, I didn't understand it. One way or another, by the 3rd month, enemies start attacking from 3 sides at once, and there's nowhere to run... Maybe someone will figure out how to deal with it? I have the translation texts, but only about half of them are translated, and they are mostly "rough" (raw Google translation).

I also played an older map like "The Pen and the Sword" before, but I never posted a report because the map has a major flaw: either the author made a mistake or didn't finish it (but I haven't seen a newer version). One way or another, it can be completed either through great luck (as was the case with me) or after предварительное редактирование. I wrote a detailed analysis of my playthrough with comments and suggestions for changes, but it's so long that it's unlikely anyone will read it. I can make the desired changes myself, but I don't feel I have the right to decide for the author (the main problem: due to the passage of time (the map is from 2000), it's impossible to contact him, and it would be necessary to discuss it with the author, but I'm afraid he has already forgotten everything). But if anyone wants to figure it out, I'll share my thoughts.
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11 years ago
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I've figured out the Paragon map....
There aren't many difficult battles; mostly you just need to understand how to act, and then it's just clicking until you win...
I already talked about the beginning earlier, now I'll try to outline everything in detail (let me say right away that I'm writing for an honest game, without bug-using).
First of all, secondary skills:
A must-have on such a map is Logistics and Pathfinding (lava, swamp, snow, water, sand — the map has everything, and you really don't want to slow down)
Logistics is available from the start, while pathfinding can be obtained easily on your own;
Mandatory: Wisdom (from the start), Water and Earth (given via the hut);
Then you can think about:
They offer us Archery, Offense, and Defense, BUT:
The Fire skill or Intelligence will be very useful; it'll be easier to progress with them...
A lot in the game will be based on archery, and without defense it will be bad, so I suggest not taking offense and archery immediately from the huts, but seeing which skills fit better later, i.e., Int/Fire and Archery/Attack — any combination will be better than archery and attack without intelligence/fire.
Do NOT choose these secondary skills: Leadership, Navigation, Tactics, Air — none of these will bring any benefit on this map...

Moving on — artifacts:
There are plenty of them in the game....
I advise not to sell artifacts immediately, but to give everything unnecessary to one-off heroes (buy out all heroes who bring resources or income and hide them in towns), or send them to collect peasants, golems, trolls...
I completed almost everything in the Cursed Armor because of the initial slow (I didn't use armor where AI heroes had Father same as Dragon's Might; only then and only against such did I set artifacts to maximum stats)

Angel Alliance:
Collecting alliance parts is part of the plot, but there are a few points I want to mention right away —
Do NOT exchange the Infernal set (Sword of Infernal Flame, shield, sulfur breastplate, and Helmet of Satanic Fury) for sandals, as we will get them in large quantities very early from enemies), by the time you can exchange them, some of these artifacts might even be used;
The helmet with +6 to all stats is a very cool and necessary item, but there's one point — it's obtained very trickily at first, and later you can get it without giving 3000 ore for it;
Same for the armor: there's no sense in exchanging the blade and Cursed Armor, especially since the Cursed Armor gives slow and other pleasant spells at the start of the battle;
Everything else from the alliance is collected easily along the way;

Useful and frequently used artifacts:
- Golden Bow;
- Vial of Life;
- Shackles (can be left off when storming non-Barbarian castles);
- Sphere of Vulnerability;
I used Cursed Armor and armor from the Dragon's Might set due to + attack and defense, and before them, I used the best available;
- Spirit of Oppression is generally better to use against everyone, especially against green; a must-have when progressing with expert fire and berserk;
- Hourglass of the Unlucky Hour — against green heroes and those whose luck is clearly off the charts;
- There's no sense in bringing books into battle;
- Anti-blindness charm — I used it almost always, even when I had the alliance necklace, as it's much more important that some stack isn't blinded at an inappropriate moment;
- Medallion of Forgetfulness;
- Cloak of Speed and sandals;
- We carry all quest artifacts with us, but give the rest to one-off heroes;
Of course, hat, boots, gloves — the hero must not lose speed or tempo;
- The Badge of Courage is bugged in some versions — it gives immunity to mind magic, but I played a version where this bug is no longer observed;
- When visiting mana doubling — wear everything with maximum knowledge increase.

The author suggests using all speed artifacts and investing maximally in attack, but I believe this option is wrong; therefore, I recommend balancing attack and defense stats and using balanced artifacts without a strong bias toward defense or attack (both are actually necessary)

Now about the heroes:
The main hero handles all battles, but it's necessary to prepare 3-4 heroes for the final stage of the game!
And also, if playing without archery, you'll have to make a separate hero with Ballistics for one battle (I wrote about this earlier)!
Therefore, before heading to the necromancers, it makes sense to additionally buy stronger troops as much as your gold allows, give them corresponding artifacts and place heroes in the following towns:
- Drakarosh (Barbarian town, probably even with a grail)
- Diamond Castle
- Diamond Gates (if orange later descends into the dungeon there, he is often encountered there — one road, no way to scatter).
- A hero can also be placed somewhere in the middle of the swamps
Why we do this:
Later, orange necro guests come to us and start running across the land; so, to minimize town losses and speed up map completion, you should already be ready and wait for his heroes (obviously the main ones cannot be defeated, but secondary ones who can run far — they must be met).
At first, one Mogrein will be enough; perhaps someone with knowledge of ballistics will be needed for one battle,
but there is an option to complete everything not with Mogrein, but with Yabarkas (doubtful, but chances probably exist)
and then:
Haas, Erianna, Aelwin, a leveled-up Ballist — these should be enough.
Plus, at the end, two quite powerful heroes will be freed and they can also be used easily!

Now about the tactics and strategy of completing the map.
On the map:
- The main hero only breaks through guards, while mines, resources, and artifacts are picked up by secondary heroes;
- All chests are taken for gold;
- At first (while he can be accompanied), the main hero is accelerated by a side hero;
- The main thing is not to make extra moves, i.e., you must have a completion plan! First you go here, then there, and so on across the whole map: no returning, etc., everything optimal: here, then there...
At first, all troops are brought by heroes;
Then 4 Earth books are divided between the main hero and "losers" with expert or advanced earth (they fly between towns and gather an army, bring it where needed; the hero himself does not go to town for troops — mana is also replenished and doubled along the way — making a detour is highly undesirable);
In the swamp and snow — it makes sense sometimes to take boosters with your own creatures (Master Djinn, dragonfly, etc., when there's no threat of attack from an enemy hero), especially if you didn't get the Pathfinder skill;
- Spells are also transferred via Literacy: no need to lead the GG or TP him for a couple of 1-4 lvl spells;
- These seem like simple things that don't even need writing, but still....
- Quests: whenever possible, they are performed by side heroes (for resources and troops), but for stats — same as the main hero should go, though all stat quests are located along the way and won't require major deviations.

Now about the battles:
Most of them are terribly long....
There really are battles that last 30-40 minutes, around 80 rounds, if not more....
I can't call such battles difficult; they seem simple, just keep clicking with the mouse)
Still, to help people, I'll break down the main points:
- First, capturing the second town: seems primitive to me; the main thing is to learn Blindness in the 1st town, free the hero from prison, take the "canned" troops, upgrade angels to archangels to resurrect losses if necessary; i.e., blind the snipers, then remove griffins and elves from the game, shoot down dwarves (who we slow first), and finally finish off the sniper stack);
- Battle for the bastion in the mountain:
Two problems here: you might have arrived too early or not visited all skill boosters, so they hit hard and losses can't be recovered; optimal to go there with 5-9 archangels (the number of angels may vary because of the "canned" troops at the start — the number is random in each game, from 1 to 4, so we might start great with 4 angels or just 1), specifically in the bastion we get the spells Prayer and Resurrection;
- Battle with fairy dragons: very simple — by this point I usually have 12-14 archangels, and immediately after this we invade red's lands, so we double mana near the bastion in the mountain, exit, and start the campaign against the dragons; at this moment we build a chain to bring all GG troops for the invasion of red (another point: we go to the dragons through sand, and it's no coincidence that the author placed a nomad tent there — neutrals who have no penalty for moving through sand), we enter the clearing and see a mercury mine there (either put troops there or don't waste moves on it, but bring a troop-carrier behind GG, who takes everything from him except archs and runs to the mercury mine, while GG defeats the fairy dragons by simple method: anti-magic, then stand at the very bottom behind the lake — only 2 dragons attack us, we blind them, and take them out one by one, then blind again for the last one, wait for anti-magic to wear off, resurrect, and it's done; only after that do we take the chest with 500 mana — it will be very useful later, but not much is needed here);
- Then all battles follow one algorithm:
Take out enemy stacks one by one, shield/prayer/stone skin/bless on your own, and blind, berserk, slow on the enemy, depending on the situation; at the end, blindness on a weak squad, and start resurrecting losses;
Resurrecting losses — later it will be more effective via archangel clones: summon clone, use it to resurrect loss in a stack (usually all or almost all), then kill the clone with Ring of Frost (if playing in an open field), and summon again; if the last stack isn't killed in one turn: either when the turn of our last creature comes before its own, apply blind and defense, moving to a new round, or berserk so the AI doesn't get control of the stack);
Sometimes you can use Destructive Ray on a blinded unit (watch mana carefully here);
- Frodragon: generally without losses or with some halberd attrition — it's sometimes better not to resurrect them, as meat isn't worth the mana and they'll be discarded anyway;
Frodragon casts Prayer, so in the first round, to avoid losing initiative and striking power later — Prayer; first horses block the gates (then you need to carefully replace them with halberds), then slow, blind, berserk (even on a single stack it's sometimes worth applying); at the end just raise all losses. Frodragon's troops and stats aren't much higher than ours, so when he flies out with archangels, that's it — swarm the archs and wipe them; in the first round shooters take out shooters, then move to archs and griffins; later you can even put your own on berserk and leave his infantry behind the castle walls, if the catapult hasn't broken the walls by then;
- Then the fun begins: if you slow down, waiting for Virill's reinforcements (generally at 3-3-1 or slightly later, we should already be hitting swamp dwellers hard, specifically approaching the finish of them), enemies will run to us; kill them the same way — via berserk, blind, slow, attacking one stack with everyone, resurrecting losses; essentially you'll have to spend a night in town every time to replenish mana, which is very undesirable and loses tempo;
Swamp dwellers are defeated this way, and barbarians are cleared too;
Then we go to Jorge:
- Interesting author's idea: pass through a one-way teleport without a teleport — the solution is very simple of course — from Alondo we send heroes into such a one-way; when all exits are occupied, GG can pass freely through the portal;
- Jorge: he won't run anywhere from the town, so there are two options: if the game is going well for you, lock him in there, blind him etc. etc., with subsequent resurrection; if not so well, just leave him for better times until you build up strength (undesirable, but possible);
- Erianna's Guardian with rusty shackles: main thing is to face him with a large mana reserve and take some "attrition" units, like centaurs or halberdiers (attack only with bears and archangels, and 5 stacks of attrition), then slow, blind, then use Destructive Ray to lower def to 0 or until our bear attack confidently passes; make archangel clones, bear clones: then archangel clone hits, then archs hit, then bears, and on the bear clone apply blindness, defense again and move to next round; you can also throw berserk on the rusties so the AI hero casts nothing; then all losses are resurrected by archangels, except attrition (alternative option — take powerful gorgons from all swamp towns and crush them and their clones with death gaze, also via blind);
- Yorogoss: warning, he has a Cloak of Denial, he's evil, he has a bunch of creatures there, BUT by the time we meet Yorick and Gird (I used the same tactic against them), we will already have snipers and wizards in very good numbers, the Golden Bow; you can also buy swamp shooters and take them if finances allow:
Pass easily: in 1st round either slow or blind on birds, see what's more convenient, then shooters take out cyclops, and archs after wait calmly wipe the catapult — then birds are shot down... and the fun begins: all Yorogoss can do is hit with a shooter (if you have Dragon's Might, he won't even do that), and then slowly but surely all his infantry crystals, wolves, hobbs, bears are shot; act same with Gird, and also we defend in town with grail, so our attack will be hitting hard);
- Targon: killed via berserk on fairy dragons; if fairy dragons cast even one thing on us, half the troops will be gone, i.e., fairy dragons are always under berserk or blind (but make sure he doesn't remove it), shooters take out shooters, everyone else deals with flyers: and in the end blindness and resurrection of losses decide everything, as usual;
- Ahmeid: very, very long battle... lock him in definitely and break the catapult via berserk...
After the catapult was broken — resurrect shooters with archangel clones and hit his snipers with shooters etc.
Once there are no more shooters and he's out of mana, shoot and resurrect losses; simple and long;
- Lomokror is killed on the same principle: capture his town, double mana there, then attack him without losses;
- Ashwing I (before greens): the one with 100 black dragons — attack only with archangels, we'll have well over 100 of them; so in 1st round shield and fly to a corner, then 2-3 black dragons hit us, and we resurrect losses with clones — result: fast and without losses;
- Now brown will be more fun... you need to find an algorithm where the AI behaves optimally and gives optimal casts (rage on nags, bless instead of haste, lightning instead of shield or resurrection etc.), use berserk and blind depending on how things go;
I spent a long time with brown to have enough mana and finish without losses; also the thing is we can't capture all towns in one turn, and they run through teleports, so there's this option:
We capture 1 town, then spend the night in it and Solmir and others will attack on their own (main thing: all troops to garrison, while hero with 1 arch stays in town; then they sense that he's stronger and 100% run to attack, and then a few easier ones, but everything is defeated even without staying in town); also don't forget that every few weeks or month Invris should run through towns — collect troops and TP them all to the town where Mogrein is — they don't spend mana on collecting troops);
- Then an interesting situation with the Archmage and Eternia:
You can defeat the Archmage (Naerod in the Imaginarium) — it's even easier, plus you get some titans for this, and Armageddon's Blade, which someone might find useful (maybe even Mogrein), while we already have AOTD by then; reward for Eternia is tastier but everything is harder, so better break the Archmage first, and then cover Eternia anyway, just later, though of course Torosar dies a brave death since the Archmage doesn't visit the tent for Torosar;
- Hero with 3500 black dragons: wagon, snipers, 1 stack archangels in AOTD with Sphere of Vulnerability — and immediately apply berserk so AI casts nothing; 1 stack flies to a corner to lure black dragons away from snipers, who stand right in front of the wagon at that moment; then force field (black dragons are two-hexes, so they can't enter 1 free hex, thus we freely close off snipers and wagon), then shoot black dragons standing before us; next turn prayer on snipers, then again force field, then bless, then force field, then just update force field and berserk, and then before the last hit resurrect 1 stack of archs;
- Ashwing (main battle): here is a truly difficult battle, but it's passed with losses of wagon and tent, most likely they won't be saved — since enemy has Dragon's Might, wear artifacts for max defense and attack stats and sniper bow so shooters aren't blocked! (just think about taking an anti-blindness charm there), then: 1st round definitely cast shield, 2nd round cast prayer, and from 3rd round archangel clones resurrect bear and gold dragon losses, archs if needed; then you must minus his wizards, move archs and bears out of strike range (that's why they run forward to minus medusas, eyes, wizards); my AI also positioned itself very luckily with tactics, allowing me to confidently minus wizards; then when he has fewer shooters left, start hitting black dragons — gold ones take the retaliation, archangel clones resurrect losses, bears heavily minus... then rusties and crystals, then finished by shooters — 1 stack, so there are up to 100 shooters; then elemental summoning begins — there are 300-400 earth eles — for bear strikes, so just endure medusas/eyes and Ash's strike magic; when mana runs out, shooters with wagon will hit archangel clones, and thus all losses are resurrected through the archangel clone (main thing is to double mana as much as possible before battle);
Alternative completion in castle (storming/defense, but I haven't tried and don't recommend trying);
- Thom: attack in AOTD, with anti-blindness charm and Sphere of Vulnerability, Spirit of Oppression, Golden Bow and Shackles, only titans with wagon [brought by a "loser" via TP] (their speed with cloak will be more than efreets), so then it's simple — slow from AOTD passed, we cast force field on wagon, then on titans, and then update: wagon-titans, shoot ifrits; long but simple... !!!Main thing is not to finish off an ifrit stack on your turn until AI runs out of mana for resurrection, otherwise he resurrects ifrits and the battle hangs!!! i.e., we bring one stack down to 30-40 and don't kill it, but switch to other 2 thousand efreets, and start minusing stacks only when AI exhausts mana for resurrection! Very easy and very long;
- Hidoross: the longest battle!!! Attack in AOTD and with medallion of forgetfulness — then slow from AOTD passes, and in first round we cast forgetfulness; as a result he starts moving forward with everyone, then we put force field first on one passage, then on second (battle is on ships and there are only two bridges that are blocked by force field); then all 7th level troops are gathered in the bottom corner, tent and wizards are in the very corner, while snipers stand at the top with wagon...
And every round we update force field on passages; first shoot both ice-elemental stacks (but don't kill any stack), then shoot hydras (don't kill stacks, leave a little bit); meanwhile he casts everything he can: from bless and joy to sorrow, and then starts hitting ours with Ring of Frost, Chain Lightning, which is why all 7k had to be in one bunch so the chain and other mass spells didn't hit snipers and wagon..
And so we update field and shoot until forgetfulness wears off ice-elementals, which was 70+ rounds at that point... after ice-elementals started shooting, only then can you start minusing stacks (but one stack of ice-elementals must be left to resurrect losses later); if you have expert fire, berserk on hydras and things will go easier and faster, otherwise just hit — Hidoross was killed in about 40-50 minutes for me.....
- All other elementalists are wiped by the known scheme;
- Eternia: I didn't let her just disappear and after crushing all pinks went to finish her off — there it's simple: blind one set of phoenixes, then others, quickly wipe air-elementals, and take out phoenixes one by one under blind, resurrecting losses;
- After that we come to the main one — orange!
- Tamika: run away from her first; AI enters town, merges stacks into one — 25 black dragons on a magic field! Simple and easy, just very long — berserk on knights so there's no cast; in 1st round bring one stack to catapult and retreat with others; in 2nd round via berserk on your own the catapult is broken and that's it — knights behind wall under berserk — AI casts nothing, while we shoot these knights;
- Invision: second interesting battle, but not difficult if you give Vael artifacts from Mogrein (including anti-blindness charm); then Vael learns everything there, gets a ton of mana, so we can blind his dragons, resurrect our own, apply berserk to his dragons...
First blind everyone, then do berserk and wake with magic, and that's it; things are gradually sorted out calmly, nothing difficult;
- Heliar: via berserk, blocking gates and blindness with resurrection also passed calmly and easily;
- Nathaniel: in Dragon's Might on cursed land — so losses will be 100%; because of this the main thing is to reduce losses, make them non-critical — cover shooters — minus liches first, make it so his squads are primarily hydras, bears, gold ones, and then shooters and archs... and of course block gates; actually very easily wiped;
- Orange Necros: Yorogoss, Vandroy, Josephine etc. etc. — wiped by Erianna, Ghashra and Vael quite calmly, nothing difficult there;
- Incinerator: final battle, truly a bit hard to pull off, but it's the last battle, so who cares about losses or mana; save nothing, just take everyone out in order.
In the end, battles really just exhaust you because you need to:
!Find an optimal algorithm of actions and thereby correct AI behavior in the most convenient direction: blind/berserk/leave shooters without mana/lock in castle/break catapult during defense and resurrect losses; that's it, nothing more, just clicking mouse for 10-30 minutes with animation accelerator on; without it I'm afraid to think how much time a battle would take...

Now quests:
- Quest for sandals is optional and even unnecessary;
- First of all, in barbarian land, raise knowledge for the bag of gold, then everything else;
- Regarding the vial of dragon blood: definitely not worth giving it for attack, BUT later think about — either get 100-something gold at start (when you already have a thousand and 100 won't hurt for strengthening such a strike stack) or get 500 black dragons at the very end of the game...
I want to clarify that I took these black dragons not with Vael as the author intended, but at the very end when they weren't needed, and Mogrein was already approaching the battle with Incinerator; I took them with Erianna, she also read the scrolls that logically should be read by Vael...
And those 500 black dragons were completely useless to me; couldn't deliver them to Mogrein (I'll talk about this later), and strike units there are gold ones, not black, of which a crazy amount is gathered from so many Ramparts, plus we get some in quests; therefore I believe you can just take 100 gold right after the battle with Incinerator — it won't be worse;
- Quest for demonization: author writes that it's just another quest, done quickly etc., BUT I don't know when or how to do it... there's really no time for it, and resources accumulate fine without it; enough for Sword of Justice, creatures, and construction... Mogrein with his horde just wipes all main neutrals, and searching for small neutrals with some side hero, counting by table how many kents need to be shed — well, I have neither the desire nor the time to tinker like that, so this quest goes in the trash;
- Quest for Sphere of Vulnerability: at the very end they offer to exchange it for 10 attack — I consider this a meaningless author's move, or for special lovers of harder (in this case longer) games — Sphere of Vulnerability is simply an imba artifact that isn't even worth exchanging for 50 attack;
- Quest for Legion Head: also no sense in exchanging — without this quest we collect 2 legion statues; keep one, and the other either keep or give to the passage guardian;
- Grail quest: guardian requires alliance and badge, but you can enter after visiting the brown key-keeper's tent; only thing is we won't be able to join archangels with alliance, but other troops join and grail is dug up without problems and without alliance;
- Quests with clover: clover needs to be exchanged, but not everywhere — first of all exchange clover with Cloak of Denial for the alliance necklace, as well as for a component of the Vial of Life; can also be exchanged for a component of the Wizard's Well; and don't give it anywhere else, everything will be obtained from AI heroes anyway.

End game:
The real fun begins when orange necros fly in...
They are defeated easily; all difficulty lies in defeating them quickly, as they capture towns, buy what they can, hire heroes, and start crawling across the map....
No sense even describing battles there: Erianna with artifacts, Vael, Ghashra and I also had Uland with ballistics, all with artifacts, mana and troops — calmly smashed necros; similarly Seroskal is taken without stress, minimal and insignificant losses everywhere...

According to the author's logic, as I understand it:
In "Tar-Kunor" — the town where Vael defeats Invision, Water Walking MUST absolutely appear, but here's the problem — for me it DID NOT appear...
The thing is that after having so many towns and obtained + creatures, all this is successfully bought and gathered (meaning what will be used — bears, archs, shooters etc.), gathered by Vael or another hero with logistics, then we land near Seroskal at the obelisks — do Water Walking and reach Mogrein, go there to the nameless... then transfer this whole horde to GG, who pushes for final battle with Incinerator, where there are absolutely no difficulties!
And if Water Walking doesn't appear, no TP, then reinforcements cannot be brought, so everything becomes quite difficult (there are no taverns anywhere behind Seroskal)!

Therefore, I came up with (but haven't tested yet) an alternative option: we don't jump immediately with Vael into the portal to Invision, but first go home (troops in town, and we run away or resign with subsequent hiring in needed towns), gather everything, then enter the portal behind Seroskal again, transfer reinforcements to Mogrein, and then proceed according to author's plan.

Archmage Quest
Releasing the Archmage is quite possible, but you have to make it so the Archmage leaves, otherwise Torosar will be afraid to come out; therefore we leave all brown towns empty, and most importantly open the gates requiring 100 archmages, then Torosar definitely comes out (in various map completions, it was noted that he 100% comes out then, otherwise he might just stand there like a blockhead).

Quest for 10 Archmages
Screwed up or something and you lost 1/2 archmage — no big deal!! You can skip this quest entirely and not even give 10 archmages))
When we capture Har-Harond, then we go along the path and hit a dead end, and see a Conflux town; actually you can pass there: originally a boat stands on that secret path (but it cannot be summoned to that spot later), so if you don't sink all boats but buy and summon nearest ones, there is a chance that when we come to Har-Harond, a boat will be standing there; we get in and go along this secret path, and troops even join us...
If opened in editor, it's visible that right behind the Conflux town — on solid ground — there is a passage (though I didn't actually go from Harond to brown through it — I probably removed the boat by summoning)!

In summary, what I can say about the map:
- Made with soul, a true masterpiece of Mapmaking!
Control of AI behavior on map, thoughtfulness of AI actions, drawing, appropriateness of objects;
- Designed for players with some experience in Heroes who know certain things;
- Everything thought out to the detail in terms of text (hints, plot etc.; though maybe I saw a couple of typos there, or maybe on another map, can't remember exactly now);
- Demanding not so much in battle conduct as in playing on the map itself at first (after victory over Ashwing and elementals you can breathe and stop rushing forward, but until then, you must keep the tempo of map completion);
- Variability of completion, choice left to player, despite general linearity and sequence;
- Presence of "visible" secret paths and roads without editor, as well as artifacts and resources; i.e., seemingly hidden, but found easily and without editor;
- Exhausting battles.... terribly long battles... really few difficult battles: Incinerator, Ashwing, and perhaps Nila and Solmir made me think about how to approach them so there'd be enough troops and mana for victory, find a battle algorithm to be without losses and faster; everything else are battles of 70-80 rounds or more, with mechanical mouse clicking (so much I want to press q or a, but can't, realizing the computer is even stupider here and won't repeat this primitive algorithm); sorry, but for me a battle is difficult when you have to win by skill, not when it's force field-shoot and repeat for 85 rounds... that's not difficulty, that's grinding (although of course AI was created exactly so he could be hit and defeated);- a good RPG map, which, like other RPG maps, suffers from the fact that we eventually end up with just hordes of troops and tons of mana, and everything boils down to calculating how much mana will be needed and how many rounds it will take;
- it takes very long to complete.... in terms of actual time, battles last a long time, turns take a long time; more real-time is spent completing the map than one would like;
- at first, the map truly seems complex and interesting, but once you figure it out, the interest in simply finishing it remains, while the interest in the Gameplay is killed by 80-90 round battles and thousands of creatures in a stack;
- there seemed to be a slight oversight (or so it feels, as the author's plans and thoughts on this matter are unknown) regarding hero availability (Andru should have been completely banned - he is ultimately an enemy from the swamp; similarly, the first Vael should have been banned, otherwise we get the ability to play with 2 Vaels - one Lorelei and another Gunnar), and some thought should be given to others (i.e., when you can initially take Yabarkas with all expert secondary skills at level 1).
That is the opinion formed after completing this map, which is truly worthy of heading the list of the best Heroes 3 maps for single-player!

As for the difficulty of the map - I still believe that it is far from the most difficult to complete, and that there are more challenging maps for single-player (specifically in terms of battles with AI and actions on the map)!
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11 years ago
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And now, I offer you screenshots showing how it is actually completed. I'm not uploading all of them, but the main screenshots of battles with the AI, so it's clear what all that text was about!
11 years ago
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Thank you for such a detailed report. Regarding your questions and comments: - I think it's good that the map can be completed with different combinations of skills and artifacts. - Walking on water should not be possible in Tar-Kunor. It seems to have remained there from some very early versions of the map. Thank you for finding it. - The first Wael (who is Lorilei) appears in the tavern, even if he is forbidden to be hired. Andra should not appear in the tavern; that is my mistake. Yabarkas still has expert skills from an earlier version, where he had a role in the plot. The most important question, of course, is the duration of battles. As I already wrote, if you had ranged attacks, things would go faster, but that is not so important. So, I would like to ask: how can I make the battles more interesting, and on what maps of this genre can such battles be found? Or, better yet, where can I watch them on YouTube? I have a couple of ideas myself on how to make the battles more diverse, but they certainly won't be shorter as a result.
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11 years ago
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Rince
Thank you for such a detailed report.
Regarding your questions and comments:
- I think it's good that the map can be completed with different combinations of skills and artifacts.
- Walking on water should not be available in Tar-Kunor. It seems to have remained there from some very early versions of the map. Thank you for finding it.
- The first Wael (who is Lorilei) appears in the tavern, even if he is forbidden to be hired. Andra should not appear in the tavern; this is my mistake. Yabarkas still has expert skills from an earlier version, where he had a role in the plot.

The most important question, of course, is the duration of battles. As I already wrote, if you had ranged attacks, things would go faster, but that's not so important. So, I want to ask: how can we make the battles more interesting, and on what maps of this genre can we find such battles? Or, better yet, where can we watch them on YouTube? I have a couple of ideas myself on how to make the battles more diverse, but they definitely won't be shorter as a result.
Yes, it's very good that it can be completed with different combinations and options.
Battles would be more interesting against AI, in my opinion, if the map didn't have resurrection, blindness, berserk, mass slow, and mass haste, i.e., we would definitely suffer losses in battles, which would be compensated by buying creatures from other cities... if there weren't all the artifacts we could wish for...
In my opinion, the difficulty should be increased by the dynamics of the map and the need to think about how to reduce losses; a battle can be difficult even with 10 creatures, not 100 in a stack...
The need to wage war on 2-3 fronts at once also adds to the difficulty...
I can't even remember now where there are diverse and challenging maps...
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11 years ago
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bolotnik, the analysis of the Paragon map is simply outstanding!
However, another important question is of great interest to me (and not only to me): how many game days were spent on completing it?
Regarding the large number of creatures in armies, the length, and the tediousness of battles, I can say that this is a common practice among authors to give players a sense of the enemy's power and the thrill of victory, although I also don't like the monotonous repetition of the same actions, especially if you make even a small mistake (for example, miss the moment when blindness wears off from an enemy stack), you have to start the battle again (or put up with unreasonably large losses). There seem to be RPG maps where you can't recruit troops at all, and you have to complete each battle optimally, otherwise it's impossible. I can't name one offhand (I haven't played any of those yet), but I remember that in the description of one map, it was stated exactly that.

Right now, I'm in the middle of playing an interesting RPG map (with large armies and strong character progression); I'll tell you about it when I finish.
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11 years ago
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Marmot

However, I (and others) are very interested in another important question: how many in-game days did it take to complete the game?
Regarding the number of creatures in armies, the length, and the tediousness of battles, I can say that this is a common practice among authors to give players a sense of the enemy's power and the satisfaction of victory, although I don't like the mindless repetition of the same actions, especially if you make even a small mistake (for example, miss the moment when the blindness effect wears off on an enemy stack), you have to start the battle over (or put up with unreasonably large losses). There seem to be RPG maps where you can't recruit troops at all, and you have to complete each battle optimally, otherwise it's impossible. I can't name one off the top of my head (I haven't played any like that yet), but I remember that in the description of one map, it says exactly that.

Here, it's more important to think about the amount of real time spent (the battles are terribly long, both with and without ranged attacks)...
And, of course, I forgot to mention that I defeated the last enemy at the end of the 10th month of the game, and the game was completed at the beginning of the 11th month...
It could be done faster, but I decided to prepare more thoroughly for the campaign against the orange faction, and then I also made a few mistakes when the orange Necromancer faction invaded through portals, and I lost a lot of time there (about a month was spent chasing them because of the one-way portals - I didn't save before jumping after the enemy), because at that time, I could only defeat the orange main heroes (Yorogoss, Josephine, Vandroy) with Vael and azure dragons, so I had to chase after the last one... And replaying from earlier saves was just too much of a hassle, so it could have been finished earlier...

Unfortunately, author-made maps often "suffer" from having an uncountable number of creatures.....

But in reality, the true difficulty of a map lies in its openness and dynamics: it is much more difficult to complete a map if it is open to all sides (there are no guardians of passages, strong defenses, etc., i.e., the computer attacks us, and we have to quickly defeat it) and if reinforced enemies attack us from all sides, which requires us to split our attention and play several heroes with troops simultaneously... In my opinion, the idea of a difficult map should be like this, and it should all be combined with good design and some kind of plot....
While I was writing this response, I had an idea-suggestion for the quest with the Sphere of Vulnerability: if you require it to be delivered to the city portal, and then pick up the portal scroll right before the final battle, it might be more interesting: you would be without the sphere for the last battle, but on the other hand, it would be easier because you could bring in additional troops from many cities))

Yes, mistakes are a huge problem, because replaying a 40-minute battle is...

I don't know when and about which map I will write next, and I will always be happy to read about your playthroughs of author-made maps!

Added 15 hours 39 minutes ago
Marmot
I found a "tasty-looking" map called "Dunkler Horizont," also in German (and there's a lot of text!). I really liked the abundance of everything: monsters, objects, and so on. I tried to play it and translate it on the fly, but I couldn't complete it, I failed. It's a shame. I thought the main difficulty would be with the translation. In general, even after looking at it in the editor, I can't figure out how to do it: either you need a very high level of skill, or you need to set the difficulty to a lower level, or I missed something. Whatever the Secret Author's Intention, I didn't understand it. In any case, by the 3rd month, the enemies start attacking from 3 sides at once, and there is nowhere to run... Maybe someone will figure out how to do it?

I decided to try to figure out this map, but I immediately had a question: which of the 2 maps do I need to play???
There are two maps in the archive....
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11 years ago
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bolotnik

I defeated the last enemy at the end of the 10th month of the game; the game was completed at the beginning of the 11th month.
Well, 11 months is still acceptable. But when it takes 18 months or more, it gets really tiring.
Which of the two art versions should I play???
There are two maps in the archive....
You should play the "Dunkler HorizontV02" version, because according to the author's description (Google Translate):
Version: "Dark Horizon - Pact of Evil" is slightly more difficult than the other version because the Turquoise, Devil (Red), and Barbarian (Purple) factions each have their own team.
I'm attaching my semi-finished work in one archive:
Translation of the description is the translation of the "Info.txt" file.
Translation of the plot events is the translation of the events that occur on specific days.
Translation of events on the map is the translation of the events that occur in specific cells.
After that, I decided to do it differently: I exported all the texts to the "Dunkler HorizontV02.txt" file and started translating them into the "
"Dark Horizon version 2.txt" file. If I finish it and import it back into the map, it will become a Russian version. But since I can't complete it yet (I have some thoughts that I could have done things differently: not building dwellings in the second city), I don't want to translate it completely, as it takes time. Instead, I'm playing the maps that I can handle (although I also failed on one of them). Right now, I'm in the middle of a war on an RPG map, where there are also legionary armies and great hero progression, but the difficulty increases gradually and isn't overwhelming (yet), and then there are such garrisons and enemies that it's breathtaking!
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11 years ago
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Marmot
Well, 11 months is still acceptable. But when it's 18 months or more, it gets really tiring.

You should play the "Dunkler HorizontV02" version.

1. It's actually possible to do it faster; I just wasted a lot of time (and after defeating the Ashwing, I relaxed in terms of pace)... I think that ideally, I could have completed this map in 9 months.
Perhaps some skilled players might be able to complete it in under 8 months (we're talking about a fair playthrough, without cheating on mana points), but I can't say for sure.
The thing is, the longer we progress towards the red, cyan, brown, and purple levels, the harder it will be to complete this map.
The battles are what get tiring; after two battles with 80+ rounds, you run out of patience and the desire to continue playing the map that day (especially if you make a mistake in that terrible battle and have to start over, replaying all 50+ rounds)...
There are maps where 20+ months will pass faster in real time than 5-6 in-game months on a paragon map.
By the way, if you're interested, I can tell you separately about a "not entirely fair" playthrough of a paragon map, as I've made many different attempts to complete it...

2. Thanks, I'll try it, and I'll definitely write about the results later.
But I'll probably try both versions of the map later
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11 years ago
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This is the first map I've completed by the author of widely known mapmaking hits: "The Empire of the World" 1 and 2, "The Search for the Cloak", and "Wings of heaven".
I played as Blue. At the start, you have two different castles: a Stronghold and a Rampart with two heroes, and between them are lands that still need to be cleared of monsters. We have 3 ordinary enemies who, like us, start from scratch: Brown, Purple, and Turquoise, and one main enemy – Pink (Conflux).
The starting hero of the Stronghold, Crag Hack, didn't suit me because barbarians aren't meant to have water magic, yet it plays an important role. Therefore, I later hired Dessa, who became the main heroine.
Forts on the hill allow you to save on troop upgrades and do without upgrading dwellings in cities.
By assembling the Legion Statue from its parts, we get increased troop growth.
The Mage Hut will reveal some interesting locations on the map.
Pay attention to the sea cartographer: on our lands, he is located in the far southeastern corner. By visiting him, you can boldly set sail without fear of a sudden enemy attack.
In one place I got unexpectedly lucky: 19 green dragons, whom I was prepared to fight, joined my army!
In the Ramparts, I obtained essential spells: in Emeraldmore – Prayer and Town Portal, in Forestglenn – Resurrection (a later look in the editor showed that I simply got lucky with this too).
After Arlash (Brown) raided me from the same dungeon to the southwest, I quickly rushed to intercept him and defeated him. Then I descended underground myself and soon moved to active offensive actions.
From prisons in the center of the surface world, I freed several assistants, one of whom taught my heroes useful spells.
And on the 1st day of the 4th month "something terrible happened": plague month! :( And no matter what I did, replaying the previous day, I couldn't outsmart the same "evil generator". Probably a compensation for the luck with the dragons. Well, I had to accept it and play with what was there (I only hired as many troops on the 7th day as my funds allowed).
On 5-3-4, green dragons wanted to join me again (this time there were as many as 37)! I decided they wouldn't be extra and accepted them.
On 5-4-1, Brown's last hero perished. Only the main enemy remained.
Note: Fly on this map is not a luxury, but a means of transportation: in two places you will need to fly over obstacles! You can obtain it by defeating angels in the east of the underground world and taking Angel Wings, or by capturing the Conflux in the center of the surface world and taking the Wizard's Hat.
When I saw in the tavern that Pink was already weaker than me, I rejoiced and rushed into his domains. Fortunately, the way there turned out to be short and easy: after some time, a whirlpool swept me to the right place.
The showdown with Pink wasn't long or difficult; in fact, I didn't even visit all the Libraries and other "boosters". The battle with Kult on cursed land was slightly unpleasant but not difficult.
Victory over Gelar and victory in the game were achieved on the 6th month, 1st week, 3rd day (143-rd day) with a score of 353 points. I didn't find or dig up the Grail; I was simply too lazy since I hadn't visited all the obelisks and had little desire to search for them once it became clear that the game could be finished now.
Summing up, I can say that I liked the map: the art is good, the density of objects is high, there are no hidden objects or passages anywhere, and the walkthrough wasn't long or difficult. Probably one of Darklord's easiest maps – whether this is true will become clear when I complete others.

Added after 19 hours 22 minutes

After a series of strategic maps, I wanted something more RPG-like, and at that time this map was posted on Maps4Heroes along with several others by the same author. I had only completed one of his maps before (Undead apocalypse), and I liked it very much.
Plot: After the defeat of the dragon lords, Mutare's father managed to save her by sending her to remote lands, where she would safely gather strength to settle scores with her enemies. She begins her journey alone, but later she will be able to free tribesmen and allies – elves – from prisons.
The author's description is a gameplay description, while the plot unfolds in small portions as you progress forward:
You play has Mutare and you are about to start an Epic Adventure. First half of map clearing areas, breaking out many prisoners and flagging important castles and dwellings aswell has takin out some pirates. Also doing many quest and sidequest with a bit of story. 2nd part will be epic fights.
The RPG nature of the map is obvious from the start: we have one heroine with one gold dragon, necessary secondary skills, and a Rampart that has only a few buildings, and nothing more can be built. However, you still need to reach the city; for now, Mutare has Armageddon's Blade (which will have to be given away almost immediately) and Magic Arrow.
Specifically for those who are not very familiar with RPG maps and are not very patient, I'll say in advance: gradually you will have plenty of everything (troops, cities, heroes, artifacts, spells), but far from immediately.
The temptation to describe my walkthrough in detail is great, but first, I don't want to rob adventure lovers of the pleasure (gradual map revelation is one of the "pillars" that sustain interest in plot maps), and second, the story would be very long. Therefore, I will limit myself to marking key moments so you don't get confused, and give a number of useful tips:
18 seers at once is, in my opinion, overkill. Tasks like "bring a legion of dwarves" are optional, but for freeing Gelu and Mutare Drake, you can receive a good reward. Too many side quests is a minus, as there will be many tasks, and sometimes you'll have to remember where you need to go now. Further, pay attention to tasks involving killing enemies and freeing prisoners: you will inevitably complete these (as they will open the way forward each time), and the rewards will be very welcome. After every victory, check the quest log so as not to miss anything.
Snake hives are located at the edges of the road not for beauty: it is necessary to take them, as wyverns from them will become the main strike stack in the first stage.
Capture hydra dwellings and pay attention to the converter in the first Necropolis: by turning hydras into dragons, you will soon assemble a good squad of spectral dragons, which will then take over the role of the main strike stack.
In the first Rampart, we cannot learn Resurrection (and gold dragons are immune to it anyway), but they give Raise Dead there, so try to avoid losses with its help.
By freeing Drac from prison, you will receive a Sphere of Vulnerability, Resurrection, and something else. From this point on, Mutare won't have to waste time gathering troops. And soon after capturing Ramparts and external dwellings, gold dragons will become the main strike force.
Don't forget about the Summoning Portal in the Dungeon: an extra dragon or hydra per week wouldn't be redundant!
Since there are no taverns in your cities, you won't be able to see the guards of neutral cities and garrisons, so prepare for the worst before taking them. But more importantly, freed heroes must not be lost (even though there will be many of them), otherwise it may turn out that you cannot enter somewhere or cannot obtain an important artifact.
Once you go to sea, defeat ice elementals: they have the Admiral's Hat.
By finding and visiting the black tent, you will receive a pass to the outer seas. Contrary to the author's warning, you can dive into whirlpools with the Hat without fear: this will give you an overview of several places on the map and allow you to sometimes see pirate movements; you can defeat the weak ones, but stay away from the strong for now; behind the black gates you will be safe (though not infinitely: later you will see another black tent in the sea, heavily guarded, but one day enemies will be able to kill the guards).
Dwellings of dwarves, snipers, and generally all creatures below level 7 should not be captured: since you will have several Dungeons with Summoning Portals, it is much more useful to guaranteedly receive an additional dragon in each Dungeon.
Very important: as long as you don't have Shackles of War, try not to let enemies escape in battles (except those sitting in cities)! It would be very disappointing if it turned out that you cannot progress further because someone fled the battlefield! Therefore, sometimes it is better to avoid a battle if the enemy's flight is inevitable.
A specific problem awaits you when defeating pirates: they often have a huge pile of looted artifacts (and many identical ones), so most unnecessary items must be given to other heroes and divided among them each time, and whenever possible, assemble composite artifacts (Wizard's Well, Horn of Plenty), otherwise Mutare's overflowing backpack won't even allow her to change the Hat or use the Wizard's Well (in one place I even had to replay a bit because of this)! Some artifacts can be traded with seers for something useful, some exchanged for experience at the Sacrificial Altar (remember: only elf heroes can do this!). However, do not sacrifice extra Admiral's Hats: there is a very important quest where they will be needed!
Another problem specific to this map, or rather a pitfall: because of the heap of Ramparts and Treasuries, gold grows faster with every week. This is pleasing, but you must remember: if gold exceeds 2 billion, a numerical overflow may occur, and it will become minus 2 billion! To avoid this or at least delay it, always buy all troops in all cities, and some gold can be exchanged for other resources. For the same reason, you should not capture mines after you see that the amount of resources is growing faster than you spend them. Also, remove from all heroes and put into backpacks all artifacts that give resources – it's better to use parts of the Legion Statue to increase troop growth.
You can sail in many directions, but considering the intended order of completion, you need to find a place in the south where a whirlpool sweeps you to a guard who requires you to be Pink's hero, and on the shore nearby – a lighthouse and entrances to one-way monoliths (you should go there after obtaining Town Portal). Here on holy land stand dwellings of fairy dragons, a Rampart (currently inaccessible), further in rocky lands – a prison with scout Fetcher, another inaccessible Rampart, but most importantly – in the east stands a Necropolis with Jack Racham, victory over whom will open the way forward.
After victory over Jack Racham, you need to free Gelu (now you will have a strong stack of snipers growing) and go fight Charles Vane west of Gelu's Place (and rescue Drag from prison).
The blue tent is hidden in the forest behind one of the Necropolises (the others, fortunately, are in plain sight). By the way, remember which tents you have already visited.
By defeating Blackbeard, you will wipe the first enemy off the map. Here, finally, you will find the Sacrificial Altar and be able to use an elf hero to get rid of excess artifacts (I would have preferred this happened earlier, but the author isn't very merciful).
The island with prisons where Gelu's 4 brothers languish is located in the east. But for their liberation, another 4 Vials of Life are needed. Do not rush to free them: enemy lands (Blue, Brown, Green, and Red), the way to which they will open for you, are very heavily guarded, and a Vial of Life is more valuable as it allows assembling the Elixir of Life; direct and immediate benefit – the ability to get a few more snipers.
On the islet behind the guard who requires killing Blackbeard, you will find 4 Pandora's Boxes where Vials of Life lie under powerful guard, and a seer giving Shackles of War for 4 Admiral's Hats – I repeat, Shackles are extremely important to ensure all enemies are defeated (however, they can also be obtained in another place for victory over the Purple mages)!
To make it easier for you, I will write in what order it is best to fight the following enemies (considering the strength of garrison guards), and which prisoner is needed to enter the corresponding land:
Red - Gela
Brown - Geli
Blue - Gelo
Green - Gele
Try not to let enemies visit the tents you've found (especially the black one): this will limit their movements and give you a guarantee of safety for your domains. It is also worth catching all enemies attempting to flee.
After some time, you will notice that almost all enemies (except necromancers, who are no more) leave their domains through one-way monoliths, the entrances and exits of which are in several places, including on a small snowy islet in the southeast. It is very convenient to track them here and intercept them, pursuing if necessary. Soon there will be almost no pirates left.
Exploring the seas, you will find both a sea cartographer and a tavern (you'll likely not need to hire heroes anymore, but getting some information about enemies would be useful; however, even visiting it, you'll learn very little; later you'll find full taverns in captured enemy cities).
At the beginning of the 6th month, Red (Inferno) broke through the guard and left his lands (since this happens via a one-way monolith, you cannot reach him that way). To invade him, you need to break an anti-magic garrison.
The red two-way monolith in rocky lands south of Jack Racham's lair will lead you to the dragon islands. And now you must find Mutare Drake: he will open your former domains (and another most important combat spell)! The way to him is blocked by border gates of 4 colors and a legion of nag queens.
The snowy island with five Purple mages is an optional trial. The first three mages are easy to defeat, Halon will also be destroyed sooner or later (and you will assemble the Angel Alliance); it's only important to have a leveled-up Mutare with the necessary army and double mana reserve to finish the battle without losses. Ain is impossible to defeat, but that's not necessary (although one really wants to get Fly and Dimension Door!).
On Red's lands, the process will be livened up by strong ambushes before some cities.
Getting to Blue, Brown, and Green is already much harder: anti-magic garrisons at the entrance to their lands are guarded by legions of monsters and archangels. Dealing with monsters is easier: in the first round they don't yet reach our squads, and with Prayer from the Angel Alliance all our troops, including shooters, strike first.
The showdowns with Brown and Blue weren't difficult, and nothing interesting was found on their lands. The barbarians' domains are located on cursed land – this only slightly saddened me but didn't complicate their extermination.
Orange sat quietly in his single castle, and he was gone in one day.
When I invaded Green's lands, after Mutare approached the anti-magic garrison with crusaders in the southeast behind the blue gates (and I hadn't found the blue tent yet), Sylvia popped out. It was necessary to intercept her without letting her visit the green tent (there is another one in the east), and for Mutare this was easy.
The battle with the garrison on the approaches to Purple's capital was tough, but since it wasn't anti-magic, it ended without losses. However, Solmir had a Cloak of Denial, and it was necessary to find the right approach and replay to keep losses to a minimum.
After capturing Purple's only Tower, you need to wait a week, and Ain will disappear. Now you can calmly take the Tome of Air and Wizard's Hat and fly to Green's last Castle, where 3 heroes await us.
Result: the last enemy was defeated on the 9th month, 4th week, 3rd day (248 days), 442 points (there is no Grail in this land).
Summary: a very interesting map, completed without great strain. Especially good that at no stage did "stalling" occur due to the need to simply hoard troops or level up a hero to satisfy some passage guard (which, alas, often happens on RPG maps). What's also noteworthy: with the Angel Alliance equipped, Mutare reached maximum primary skill values.
Among the map's downsides, it can be noted that Gelu's brothers are only needed to open the way to enemy lands and then must be hidden or dismissed; it would have been better if they brought some other benefit. Or more valuable heroes like Magic Man and Mr Might could have been used for this, whom I also freed but who turned out to be optional characters. It was also a pity that the Elixir of Life couldn't be kept.
It was interesting to play with these heroes and dragon troops. By the way, the author has a couple more maps telling about the adventures of dragon lords – those should also be tried.
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10 years ago
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This old map from the best of (another) collection is appealing due to its abundance of resources, artifacts, monsters, and objects.
In terms of genre, it's a strategy game, but the win condition here is unconventional: you need to acquire 1 Arch Devil. Therefore, for those who want to get the most enjoyment, the walkthrough consists of two stages: first, destroy all enemies, then search for the Arch Devil.
Author's description: At last, the Hell Gate has been opened, but the local Inferno town can't send down any Arch Devils because all of them were slain by some cursed Angels, also destroying the Forsaken Palace. Win great reputation and become a minion of Hell, if accumulating an Arch Devil.
The map consists of several zones with heavily rugged terrain, connected in certain places. You can move freely between the zones. Several two-way monoliths and Dungeon Gates also connect the zones. But there is also a lava zone, which can only be accessed through a blue one-way monolith (the entrances to which are in several places), and two other zones, the path to which leads only from Inferno.
You can choose any color and race (except, obviously, Inferno). I played as Red with the Tower.
The main heroine was Daremyf. And she pleased me: all her skills turned out to be valuable, and her intelligence was especially high.
Thanks to the chosen difficulty and abundance of resources, my capital was soon built (although, to speed up the process, I only upgraded the dwellings of gremlins and djinns). And in general, mastering this world was not difficult, however...
Unlike the previous strategic map I played, here I had to face serious bad luck: when I failed to learn either Resurrection or Town Portal in 5 cities, I began to suspect that I had a bad draw. Analysis in Prospector confirmed this assumption: although all spells are allowed on the map, there was no Town Portal in any of the cities! It's better with Resurrection: it is in one enemy city and with two heroes (specialists), one is in a dungeon, the other is at large. Since that city and the dungeon were still far away, I decided not to wait for a stroke of luck and, thanks to the HD mod, I was able to dig up Jeddite in a tavern. Literacy was obtained by Daremyf herself, so all capable heroes could learn Resurrection and the other spells that appeared. But with Town Portal, it's a problem: spell books are forbidden, and it cannot appear randomly anywhere (although the author placed one book of Earth, Fire, and Water on the map, but it is extremely difficult to get to the Book of Earth: it lies behind 4 border guards). And without it, the walkthrough will be very long. In addition, (and this is more important), I see one-way monoliths on the map, entering which without a Town Portal is very risky. But there is also another chance in my draw: Prospector showed that there is a Conflux on the map. If you dig up the Grail and build a Rainbow, you can get all the spells. But this may not be soon, and the AI enemies often dig up the Grail too early.
A smaller inconvenience is that Flight and Dimension Door also did not appear in any of the cities. Without them and Town Portal, it takes a long time to move around this map from one place to another, which greatly prolongs the walkthrough.
At the beginning of the 6th month, I captured a city in which Resurrection appeared. And at the beginning of the 7th month, the Conflux became mine. But it will not be easy with the Grail: it lies on lava, which can also be accessed either through a one-way monolith or by Flight.
When only two enemies remained: Purple and Pink, I chased the main hero of Purple for a long time; unfortunately, he was faster, and he moved further and further away. Finally, he ended up in a place where other my heroes gradually gathered, and he was defeated at the beginning of the 9th month.
On 9-2-4, only Pink remained. On 9-3-6, he also disappeared.
After visiting the last two tents (it also took a long time to get to them), I sent two heroes to the lava zone. I captured Inferno, but there, as I expected, there is no dwelling for devils and it cannot be built. But I finally took the Tome of Earth magic! With it, Daremyf boldly went through the red one-way monolith into the secret zone, where she soon found the entrance to the lands on which the last Forsaken Palace stands. After hiring a devil, Daremyf returned and upgraded him in a Hill Fort. Victory!
What about the Grail? Having approximately determined where it lies (there are unvisited obelisks left), I diligently dug holes, but all in vain: later, Prospector confirmed the assumption that one of the enemies dug up the Grail before me, digging only one hole, which I saw when I got there; but, as often happens, the enemy did not have time to build any structure in any of the cities. Fortunately, the Tome of Earth magic remained untouched.
So my adventure ended on the 9th month, 4th week, 3rd day (a total of 248 days) with a score of 249 points.
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10 years ago
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Ralkor, the Liberator
Author: G.S.Reis
Link: http://www.oocities.org/gsreis/heroes/ralkor.htm
(archive from the author's site with original text)
And here you can see a screenshot and texts from the map: http://www.fatalgame.com/download/maps/heroes3-map-ralkor-the-liberator.html

An old "classic" RPG map. There is a plot, but it is delivered in small portions and isn't overwhelming (by the way, the author writes: "This map was based on my ‘Ralkor’ unfinished adventure game for the Commodore 64").
Author's description: You are Ralkor, chosen to bear the Sword of Judgement and put an end to the reign of terror of Worghol, Master of Chaos. Find other heroes to aid you: the master wizard Zatorius; the barbarian king, Vultak; and Lyrine, a sorceress who has already fought your enemy... and died.
Thus, it is the story of a fugitive who will become the Chosen One, save prisoners, punish enemies, and bring peace and tranquility to the land.
The map is quite well thought out, but I was not able to understand the author's design immediately, only after studying the map in the editor and Prospector and reflecting on this information. Finally, the pieces fell into place, and I understood everything. The map is not as complex as "Ringing of Victory," and it's smaller in size, but a number of moments in it are not obvious. Therefore, I decided not to write about how I played through it, but rather how (in what order) it should be done so that you don't have to guess or make mistakes. So, if you want to figure everything out on your own - do not read further.
At the very beginning, it is important to move in the right direction immediately, because without a town, every day counts! The correct path: slightly east and north, across the bridge, then along the road up to an event (which is misleading!) where you are asked to go west, where the elves have an important task for you ("Go to Algaria, to the west, into the forest. Seek the seer."). You will go there later; for now, turn east immediately from this spot, where mages will unexpectedly join you, and then past a red bush (clearly the work of mages) - north. Golems will also take your side, and you will receive the Sword of Justice! Now, the first priority is to capture the Tower. Do not rush to attack the scorpicorns; they aren't bothering you yet. It's better to focus on construction and exploring the surroundings.
The map differs slightly from most RPG maps in that the separation of zones is not as noticeable, and the player is granted a greater degree of freedom than usual: the entire northern snowy zone can be explored as you wish, fighting through monsters in some places and occasionally intercepting enemy scouts. Try to open up as much territory as possible in all directions, including the Castles in the west and east and the underground passages: the sooner you see an approaching enemy, the better (a Town Portal remains a dream for now). By the way, regarding my playthrough, I'll say that Green (excluding the very beginning) and Blue sit quietly in their capitals, so Brown and Pink will be the ones bothering you.
Since there are as many as 4 Castles on the map, it is better not to let the enemies gather a large army from them; later, you can put together a decent force yourself (though there are no angels in the Castles, and cavalrymen can only be upgraded at the stables).
First and foremost, as soon as possible, you should go through the tunnels to the southern exit (but not west, where there is a cross-shaped structure and entrances to 3 monoliths: you need to go there later). There you will emerge into the lands of the Barbarians, defeat Orange heroes, visit the blue tent, capture the Stronghold, and free the first ally: the barbarian king Vultak. He will take over the development of the surrounding lands.
Pay attention to the Fort on the hill southeast of the Stronghold: upgrading buildings is not mandatory, but you must capture all the dwellings in the area, which will allow you to soon assemble a decent army (the Castle and 3 external dwellings provide 8 creatures per week). But more importantly, since the giant dwelling in the Tower cannot be upgraded, this is Ralkor's first opportunity to significantly strengthen his army.
After that, you can capture the Necropolis in the east.
It is important to keep in mind: at the beginning of the 5th month, you will receive a message that an invasion has begun by the most terrible enemy, Turquoise (Necromancers). His heroes will appear from the exit monolith in cell 13,33 on the cursed land area in the northwest and, using Water Walking, cross the lake and roam your land. They can be defeated, but it will take time. Therefore, it would be good if you had managed to do everything described above by then, as further actions must follow a plan without distractions.
So, to win, there are only 2 options:
a) after accumulating troops, use brute force to break through the anti-magic garrison and then capture the Dungeon Harnakzar in the south, where Worghol resides. Since you already have the Sword of Justice, this is enough; but what kind of Liberator would you be then? However, seeing what the main enemy is capable of, I realized that this option wouldn't work. Therefore, only one remains...
b) long and persistently exterminate all enemies. This will reveal the full potential of the map and bring maximum pleasure, but it will require a lot of patience and attention.
Order of actions for a "full program" win (option "b"):
Make sure that the current situation allows the main hero to leave the surface for several days, as it won't be possible to return immediately if necessary.
Through the yellow monolith in 53,54, teleport to the Inferno zone in the southeast of the dungeon belonging to Purple. Defeat Urik, free Zatorius, and learn Ship Summon at the Shrine. Now you need to capture the Inferno in 101,65: although we don't have a Town Portal yet, there is a Portal in the Inferno. It will help us a bit later.
Now for an unpleasant but necessary action in this sequence: Zatorius (not Ralkor, as his escape is excluded by the defeat condition!) with a minimum of troops that are not a pity to sacrifice, and a set of "Boots + Gloves + Necklace," must teleport to the surface world by fighting neutrals (ifrits before the black border guard), where he should summon a ship, sail through the Whirlpool, pass through the red one-way monolith, take the archangels, and pick up the Town Portal scroll (the 3 obelisks can be visited later: tempo is more important now!). Now you can return to Inferno and give all artifacts back to Ralkor, who will continue the journey.
By summoning a ship on the lake in the northwest of the surface world, you must land, pass through the green two-way monolith, summon a ship, and visit the black tent.
Now go back to Inferno, remove the black guard, and visit the red tent. Now return to the surface and open the path to the Rampart, free Lyrine, and receive the Flight scroll and the Necklace of Divine Grace! Now you can also take the Holy Sandals and not fight the anti-magic garrison before Blue's Dungeon. Be sure to return to Inferno and fly to the neighboring town: there you will learn Resurrection, Fire Shield, and Explosion (at least that was my experience)! And Purple will be destroyed.
Capture the same Inferno in the dungeon at 18,32: there is another Portal. But for this, Boots of Levitation are needed, as it is impossible to land on the shore from a boat there. Therefore, you'll have to give the Sword of Justice to the seer in 12,27. Don't worry: the second Sword is held by the enemy, Lord Vartren, at this very Inferno. His castle stands on cursed land, but I won't lose any troops in this fight. Now we have the Sword of Justice again, and Zatorius will move to the surface world.
An interesting and non-obvious point: how to capture the necropolis Ingabrod, since all the surrounding land is cursed and you need to fly there? You must start Flight from a piece of land on the surface, fly into the monolith, and continue flying north. It's only important that you have enough movement points: stand closer to the green monolith!
After capturing these towns, Turquoise will also disappear, and raids from the dungeon will stop bothering you.
When Blue is the only enemy left, you can fly to attack him.
For a complete mastery of the world, you should also capture the Dungeon in 57,96 and dig up the Grail. By the way, to the author's credit (unfortunately, many still leave this aspect to chance), it is located where only we can dig it up, while it remains inaccessible to enemies. Hint: if you don't find the last obelisk, it's in a cave in cell 12,70. There, if you already have Flight, it's advisable to capture the dragon cave: Blue will have fewer of them.
You can also recruit the titans standing at the monolith exit in 50,77. However, you won't be able to reclaim the Wizard's Hat in 43,70 from the evil eyes (I tried: it's impossible to fly there).
The game finale brings several surprises.
The biggest unpleasant surprise is the main enemy, Worghol: he has maximum magic power and knowledge 92, with a mana reserve doubled by Mana Vortex. His army consists of black dragons, and he possesses Armageddon. Therefore, for victory over him, a Sphere of Forbidding is highly desirable. It's in Pandora's Box in 10,90 (dungeon). And so: Ralkor spent all his time diligently studying magic, only to return at the end to the option we seemingly moved away from (the brute force method). However, in practice, it's not that bad.
The anti-magic garrison turned out not to be scary: I tried breaking through and suffered minimum losses. But troops are needed for dealing with Worghol, so it's better to save them.
When besieging the Dungeon with a sufficiently large army, you can choose whether to fight with magic or without (with the Sphere of Forbidding). I won both ways. The next surprise is the strange behavior of the AI (it glitches, simply put): the black dragons do not attack but wait for something — and this works in our favor!
Another surprise: Worghol's troops are immune to Berserk and Blindness (it would have been great to blind the last stack and resurrect the fallen). However, we don't have Spheres of Vulnerability, and black dragons are immune to magic.
Then, after defeating Worghol, do not rush into the Dungeon: you have a choice regarding the criteria for victory. This affects the final score entered into the record table. If you captured all towns and dug up the Grail, it's better to wait a week and ultimately get more points.
The next surprise: after Worghol's destruction, the Blue opponent did not disappear! The Thieves Guild shows us someone named Calha. What's going on? It turns out Calha is hiding in an inaccessible place north of the Inferno zone (in cell 100,44).

To sum up, I will name the main advantages and disadvantages of this map. For fairness, it should be noted that the author had the RoE version of the editor, which lacked several important features, and this seriously limited him.
Advantages:
- original and well-thought-out design (appreciate, for example, this aspect: bridges not only connect shores but also prevent you from obtaining key items prematurely, as shipyards are only further up the river, and you don't have Boat Summon until later);
- presence of a story;
- a sufficiently high degree of player freedom;
- absence of hidden objects that would be necessary for completion;
- no need at any stage to spend long periods accumulating troops or leveling up a hero just to pass through a certain area.
Disadvantages:
- lack of clear instructions on what, when, and in what order should be done, especially at the very beginning; it would have been better to limit player freedom so that the inability to get somewhere implied something needed to be done first (this primarily concerns one-way monoliths);
- without a careful study of the map in the editor, it's unlikely you can complete it blindly: you need to make a plan first and then act according to it;
- most of the main hero's secondary skills are left to chance, including very important ones (Earth Magic, primarily), as witch huts and the university provide random skills; I was lucky (Ralkor learned Earth, Water, and Fire magic), but you might not be;
- for quite a while, we have no units in our army faster than Master Djinns (speed 11). Even with the Stronghold army (also 11), this minus remains noticeable: when Turquoise comes from the dungeon, his spectral dragons will attack first in large numbers, and you won't be able to do anything about it (unless you got Tactics)! In two battles, I lost almost all my archmages. Where to get faster troops: external snake dwellings (but they still need to be upgraded), refugee camp, Necropolis (the same spectral dragons), Inferno in 104,64 (devils, who also need to be upgraded). Therefore, once you get archangels, protect them!
One last thing to add: G.S.Reis also has a campaign "A Trilogy of Shadows" (can be downloaded from the same site) which received good reviews from players, but I haven't played through it yet.
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10 years ago
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Regarding the Paragon map start...

Your start seems very slow; you take your second town on day 6 of the second week with an army of 7 Fanatics, 102 Heavy Archers, 2 Angels (didn't get a boost in the treasury; there were only 50 Griffins), and about 17 Royal Griffins (gave the champions to the liberated hero). The Griffins were split into groups of 1+1+1+14. In the first round, I flew in with 3 groups of 1 Griffin each, right up to the Grand Elves and Snipers, and also made sure that the upgrade Gnomes stayed near the Archers. The Angels waited, and I cast Expert Blessing on everyone. My ranged units shot at the Snipers, and at the end of the round, the Angels attacked. In the second round, I had to use Lightning Bolt to finish off all the Archers, then I slowed down the Gnomes one by one (I had Earth Magic level 1), and finished them off (the Griffins' goal is to prevent the Archers from shooting for 2 turns). The skills were Archery level 3, Attack level 1, and Water Magic level 3. With Expert Earth and when the Angels level up 2-3 times in the dwelling, it becomes even easier. The result: 17 Griffins were lost, and the town is ours, and on the second week, there is a Portal of Glory in the first town. If you build 2 Magic Towers, you can forget about the Portal, and you won't have time to take the second town in the second week.

After that, on the way to the Dwarven town, take 3 more Angels and Archers in a week, upgrade everyone, get a few Griffins for meat, and achieve the same result with the third town (here, you can also blind the Snipers).
I took this town myself with Blindness and by splitting the Archangels into 2 groups, with no losses.

In general, thank you for the detailed description. I haven't been able to complete it yet because I ran out of time, and now I've encountered a version of the map that isn't very good, and immediately after killing Vandroy, the Titans attacked me with all their might, especially 3 heroes at once: Josephine, Fafnir, and Solmyr. I killed Josephine by hiding in the town of Alondo (she came herself! This didn't happen in my first attempt to complete the map). Fafnir, with his stats of about 70, while mine are about 50, I can't even kill him while sitting in the town. I leave the Titans (I haven't had time to get the Sphere of Vulnerability yet, and even with control over more than 1 unit, he uses Armageddon and clones on the Titans, and... death). And there's no point in even trying to attack Solmyr with his 230 Azure Dragons. By this time, without losing 1 Archangel, I had 376 of them, and they kill only 5 Dragons with 1 hit.

Can you give me a link to the map you played, if there wasn't such a disadvantage there, because in my situation, I'm completely stuck.
In reply to immortalDMB
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10 years ago
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immortalDMB
bolotnik regarding the start on the Paragon map...
Right now, I seem to have gotten a not-so-great version of the map...
Can you give me a link to the map you played, if there wasn't such a disadvantage in it, because in my situation, I'm completely stuck.
As far as I know from the active discussion of the map on HeroesPortal (465 comments to date!), the author is constantly improving it and periodically uploading new versions. Therefore, versions of the map downloaded on different days may differ in various aspects.
By the way, here's a recent quote from there:
Rincewind, 09/22/2015
I'm playing my own map for the first time in 3 years, and I'm thinking about how poor players cope with all these hundreds of items. And most importantly, how did I myself remember by heart where everyone has what?...
:D
The author is also present here, so you can, if you wish, write to him with your questions, comments, or suggestions.

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