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10 years ago
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I carefully read your discussion about completing the Pragon map. My skill level isn't very high. It's my 8th month, and I'm conquering Icefang (taking my 4th Castle). Based on the battle descriptions, I should already have the Orb of Vulnerability by this point. Where can I find it? Please let me know.

Added 11 minutes ago
Never mind, the question is answered. The Orb of Vulnerability was behind a guard in the Undead dungeon, accessible with a Gravedigger's Amulet. I completely forgot about that place.

Added 4 minutes ago
Thank you, 3DO, for creating the Orb of Vulnerability! May you live as long as Viktor Tsoi!

Added 20 minutes ago
Yes, I saw that the question was raised about how to repel the attack of the Icefang Wizards without losses (after avenging the traitor). It's quite simple: we have 4 heroes with the Book of Earth. Each has Berserk (if not, we learn it). And we have 3 artifacts that increase the movement speed of units. We choose the optimal option for each of the three attacking enemies (for some, I took 7 Serpents, for others, 7 Centaurs). We cast Berserk on the ranged unit (either Wizards or Snipers), miraculously survive one turn, and run away from the battlefield. We retreat to the nearest Castle and run back to cause more trouble. In about 30-40 minutes, the enemy hero is left with 1 ranged unit, which is eagerly devoured by the main hero. And so on for each enemy. It's tedious, but without losses.

Added 2 minutes ago
Here's an example of a "defense" against the arrogant Josephine - 5 heroes run around and cast Berserk for one shot and then retreat to the Elf Castle in the middle of the swamps.
In reply to WSW
10 years ago
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What are some ideas for breaking through an anti-magic dragon garrison? Our units have higher speed. We can use any units within the available budget. We could take 50 bears or 70 hydras with the "Titan's Roar" skill. The save file is attached. You can delete units – for example, I tried adding single griffins. You can also give griffins or knights a "regeneration" buff. The goal is to minimize losses of archers, snipers, wizards, monsters, and hydras. We can probably afford to lose around 40-60 champions as well.
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10 years ago
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Where can I find ribs in Paragon?
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10 years ago
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WSW, I don't know yet, as I haven't played through it, but someone else here might answer. However, there will definitely be many more such difficulties on maps of the "Paragon" level, so in difficult cases, a "secret" utility comes to the rescue. However, it requires a starting save (I hope you saved it).
In reply to Marmot
10 years ago
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The elf wanderer has ribs, and Yorgos has a skull helmet. This was written in the spell scrolls when you went to the swamp through the dungeon.
10 years ago
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solmir2003, you are right. It seems that when transferring 100,500 artifacts between heroes, some connections were lost.
In reply to solmir2003
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10 years ago
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solmir2003
What are some ideas for breaking through the anti-magic dragon garrison? Our speed is higher. Units can be any from the available budget. We can take 50 bears or 70 hydras for the Titan's Roar spell. The save is attached. You can delete some units, for example, I tried adding single griffins. You can give griffins or knights a growth spell. The goal is to minimize losses of archers, snipers, wizards, monsters, and hydras. Champions can probably also be lost, about 40-60.
I don't remember such a garrison; where is it located?
If possible, attack with the Vulnerability Aura spell and in the Cursed Armor - it will be completely without losses.

Added 9 minutes ago
WSW
I carefully read your discussion about the Pragon map walkthrough.
Yes, I saw that the question was raised - how to repel the attack of Ice Blade mages without losses (after avenging the traitor).
It's quite simple: we have 4 heroes with the Earth book. Each has Berserk (if not, we learn it). And there are 3 artifacts for unit movement speed. We select the optimal option for each of the three attacking enemies (for some, I took 7 snakes, for others, 7 centaurs).
We cast Berserk on the ranged unit (either wizards or snipers), miraculously survive 1 turn, and run away from the battlefield.
We heal in the nearest castle and run back to do more mischief.
In about 30-40 minutes, the enemy hero is left with 1 unit of ranged troops, which the main hero devours with appetite. And so for each enemy. It's tedious, but without losses.


Added 2 minutes ago
Here is an example of a "defense" against the arrogant Josephine - 5 heroes run around and cast Berserk for one shot and heal in the elf castle among the swamps.

Just explain one thing to me: how did Josephine get to Alondo?

By the way, the proposed scheme has one big drawback, which also includes more drawbacks:
- money is spent not on buying troops, but on buying back heroes, and they also spend mana and movement points, which makes hit-and-run quite problematic, i.e., after such maneuvers, it will not be possible to buy back all the units that you want, you will have to continue to concede in the amount of troops;
- these secondary heroes still need to be developed a little so that they can do something, otherwise the scheme will not work;
- experience is lost in the end, but the main hero could have gained + several levels;

Although, of course, everything can be done in many different ways
10 years ago
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Garrison – located near the diamond castle, the stronghold of the Loom Knight. The save file is attached to the post; the hero is standing near the garrison.
10 years ago
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bolotnik, Josephine arrived in Alondo after visiting the "meeting glade led by the Ashwing" near the green tent of the Keymaster, following the killing of Vandroy. I decided that it would be better for Josephine to crawl on her own to join the general rush from the Blade Mages, rather than me gathering an additional army and leading it to her. The downside is noticeable, of course. However, if you minimize troop recruitment (I only used archers, bears, snipers, crossbowmen, and wizards. Sometimes cavalry and gorgons, depending on the situation) and have about two Horns of Plenty, buying 20 heroes per turn won't be a big problem. I didn't develop secondary heroes. I took ready-made story heroes, put knowledge hats on them (which I forgot to sell =)), and that was it. Experience is a problem, yes. But since the main hero was unable to defeat any of the Ice Blade heroes, I had to act this way. Did you already have a sufficient army to repel this attack?
In reply to WSW
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10 years ago
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WSW
bolotnik,
Didn't you have a large enough army to repel that attack?
Brown certainly caused a lot of problems, even very...
I spent the longest time figuring out Solmyr, Niloth, and the Archmage in the Imaginary, finding the right approach to get through without losses...
But I didn't use hit-and-run tactics, and I attacked on their territory, but this Walkthrough was already after 10 or more attempts to complete the map, i.e., I already knew what and where would be, how and what, what to use to kill them....

Added after 46 minutes
WSW
I only used Archmages, Bears, Snipers, Archers, and Sorcerers. Sometimes cavalry and Gorgons (depending on the situation).
I bought a lot of troops: Hydras, Cyclops, Battle Unicorns, Champions, Golden Dragons, etc. I used the 7 most powerful stacks in battles, which is why even with all that, I didn't have enough money to buy everything I wanted...
And then the troops that were bought were used by secondary heroes to repel the orange attack.

Added after 6 hours 20 minutes
solmir2003
The garrison is near the Diamond Castle, Lomkomor's stronghold. The save is attached to the post; the main hero is standing near the garrison.
I looked at the save, and as I understand it, this is a new, reworked version, because I don't have a garrison there, but there is a passage guard at the beginning, requiring a bird, and a little further down the road, a blue passage guard.
The garrison probably appeared in the updated version, which I haven't played yet.
10 years ago
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In the updated version, the brown creature doesn't attack on a timer, but based on the player's actions – when approaching the green tent. According to my calculations, Josephine and Fafnir can be defeated immediately and head-on, while Solmyr should either be hit-and-run or left for later until you obtain the vulnerability sphere. But this probably depends on the speed of your playthrough.
I was sincerely sure that this garrison was also in the old version. And now it turns out it was there all along.
In reply to Rince
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10 years ago
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Rince
In the updated version, the brown creature doesn't attack on a timer, but based on the player's actions – when approaching the green tent. According to my calculations, Josephine and Fafnir can be defeated immediately and head-on, while Solmyr should either be hit-and-run or dealt with later after obtaining the vulnerability sphere. But this probably depends on the speed of your playthrough.
I was sincerely sure that this garrison was also in the old version. And now it turns out it wasn't.

I completely agree about Josephine and Fafnir – they can be killed in the open without any losses.

Well, it seems like we already have the sphere when we encounter the brown creature (in the old version), but if the brown creature's attack starts when we visit the green tent, then the problem with Solmyr (I think Solmyr and Nila are the strongest AI opponents) becomes more acute....

There wasn't such a garrison there; there was a guard (quest-related) and a guard (keymaster's tent).

It turns out that my playthrough and description of the playthrough are partially outdated.
10 years ago
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The advantages of the old version so far:
- You don't have to give up Archmages to gain access to Har-Khoron.
- The cool mechanic of accessing the area via the beacon – in my opinion, everyone liked it.
- It preserved 30 Archons as a reward for cleverness. Now, a simple, brute-force approach is more effective.
- Crystal and red dragons in the Dungeon hinder quick access to the Diamond Fortress and its treasures.

The advantages of the new version:
- No Fire magic on Impossible difficulty.
- Events depend on the player's actions.
- Bugs have been fixed.
- Choice of skills from the start.
- More challenging battles.
- No need for a huge number of resources.
- And many other advantages.

I like the new version more, and I haven't figured out Kayes and Yora yet.

And the garrison can be cleared in 1-2 days: +200 wizards for the ring and the wizard's well, and +4 to morale.
Give two small stacks of low-level units to the bottom (so they don't get eaten in one go) and wait.
One morale boost is enough for any stack of archers.

Added 8 minutes later
And how did you deal with Josephine in the new version?
She casts healing and prayer and takes out everyone.
Berserk doesn't work either – it's not effective against Tynats.
I don't remember how I dealt with her last time. Maybe she didn't have healing.
10 years ago
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solmir2003, either use the "hit-and-run" tactic as shown in my screenshot a few messages ago, or attack it with the Sphere of Inhibition.

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