Year created: 2004.
Genre: RPG.
Language: Russian.
Actual difficulty: Medium (moderate). If you avoid gross mistakes and obtain the necessary skills, the walkthrough will not be stressful up until the finale.
Plot: The Barbarian lord Gorder Harro, who commissioned a coat of arms from the head of the Merchant Guild, Magister Sombreus, decided that he could simply afford not to pay for the master's work! It is time to prove to him how wrong he is!Inquisitorio
asked about this map before. I decided to check it out now and completed it. I hope my review helps him.
Pros:
Thoughtful design. The world has a specific geography; all cities and characters are given names.
The topography of the map is simple and will not confuse you.
Lack of strict linearity in the walkthrough, although there is a preferred order of key actions.
The absence of timing (time limits) allows you to complete the map calmly at your own pace without fear of missing something.
Guards prevent enemies from raiding you: only you can open them, and only where and when you wish.
The author took measures to ensure the Grail does not fall into enemy hands: many forget about this.
All artifacts and spells are available except those allowing flight (they are not needed here).
Good and thorough drawing.
Cons:
The author did not bother to provide the main hero with the necessary skills, specifically Earth and Fire magic (and intelligence is very desirable for a warrior hero). Yes, there is a University of Magic in Conflux, but Sombreus will not reach it immediately.
In my personal opinion, the Cloak of Denial on the main enemy is overkill: this makes the battle more about strength than magic. If it were necessary to make the fight less easy than expert Berserker and Blindness make it, one could limit it to a medal protecting against mind spells.
A non-critical error: west of Necropolis there is a small area of snowy lands that is impossible to reach: trees block the way. Fortunately, there is nothing important there.
Not an error, but a confusing point: the purpose of the green and white border gates remained unclear. They simply prevent you from passing from one side, but you can easily enter from the other. These gates play no fundamental role. Yet for visiting the white tent, the author created a whole mini-quest, which, however, is not mandatory to complete.
About my walkthrough
We play as Dungeon and the main hero Sombreus is a lord. At the start, he has Leadership, Wisdom, and +350 gold daily.
It should be mentioned immediately regarding
skills necessary for the main hero: Wisdom and Earth magic are mandatory, Fire magic is highly desirable; for the
final battle, Tactics is very desirable (to "counter" enemy tactics, preventing him from deploying troops outside the gates immediately) and Ballistics is useful to avoid letting enemy troops out of the walls prematurely. Intelligence will also be useful in the early and middle stages (later mana whirls and a magic spring will allow you to have plenty of mana). Personally, I was lucky with the random roll: Sombreus received almost all desired skills.
In the initial stage, I slowly developed the hero and expanded my domains. We have the main things necessary for successful progress:
Sphere of Vulnerability,
Tome of Fire Magic. Resurrection and Town Portal can be learned in cities. Conflux will allow all heroes capable of effectively moving through the world and—in necessary cases—conducting easy battles to learn the required schools of magic.
On 3-4-5 I removed the purple guard and entered Blue's snowy lands in the southwest.
On 4-2-1 I gave the
Titan's Gladius to the guard and crossed the bridge. Before me is Blue's 3rd Tower — Slengard. It already has a very powerful garrison, though without a hero. Took the city, and
Blue disappeared.
On 4-3-4 Sombreus passed through the light blue border gates and entered the lands of the Barbarian.
On 4-4-2 I captured Stronghold Tygydyr and beat Grender, who blocked the way to the black tent. Took the archmages waiting for me with the Ring (Dragon's Motionless Eye) and minotaur kings. Visited the
black tent.
On 4-4-3 I exchanged the Dragon's Motionless Eye for 700 ogre shamans. Gave them to Sombreus, replacing his minotaurs.
On 4-4-4 120 rust dragons were defeated, and I visited the
red tent.
On 4-4-5 Sombreus went northeast from Ergenrok and visited the observatory, revealing the surroundings. Here is Gorder Harro himself nearby, and his Stronghold behind red gates. It's not worth attacking him now, but you can pass by to the east, where there is a canyon in the mountains leading to Castle Eleston.
On 5-1-4 I took the
Saint's Sandals and captured Eleston. A Colossus stands there, all possible buildings are constructed, and troops are available.
On 5-2-1 we are informed that 3 additional archangels appeared in Eleston. Good, but not enough to fight the main enemy.
On 5-2-2 I captured Rampart Ostelind in the northeast.
On 5-2-6 Sombreus beat crystal dragons and entered Brown's lands.
On 5-3-1 Dessa level 19, whom I had previously beaten, appeared in the tavern with good skills, and I decided to hire her. On the same day, I beat Onderis in Tower Esleteran, and
Brown disappeared.
On 5-3-3 I took eastern Conflux Alioran.
On 5-3-4 Deemer took Tower Zeliaron, and
Purple disappeared.
On 5-3-5 I beat the necromancer Gorvanu, obtaining Shackles of War, took Necropolis Uuli Keritas, and
Pink disappeared.
Now Sombreus headed to open the passage to Turquoise from the swamps.
On 5-4-5 Sombreus took Tower Vullengard, and
Turquoise disappeared.
Only Red remained.
On 5-4-7 I beat Orbruh, obtaining the
Ambassador's Ribbon,
Sword of Justice,
Tome of Earth Magic and captured Stronghold Orbanter. Red only has the capital left, where Gorder Harro is currently hiding. Giving the Ribbon to the guard at the prison, I freed Stervelin, who has the
Helmet of Divine Enlightenment, 100 snipers, and 100 dendroids.
On 6-1-1 I finally remembered about the trolls who robbed the caravan and beat them, obtaining the
Centaur's Axe. Also visited the last obelisk there. Now it's time to dig up the Grail.
On 6-1-5 I
dug up the Grail.
I decided after all to give 3 necklaces to the guard to receive the
Cursed Armor. Giving all collected troops to Sombreus, I rushed toward the enemy's lair.
On 6-2-1, adding a few more troops, Sombreus attacked Harrogat. He wore Cursed Armor and Sphere of Forbidding, as well as Sniper's Bow and Elixir of Life. The combination of CA and SF allows you to apply all CA effects to the enemy but prevents them from being removed (Hans C used this on "The Uprising" map).
The first attempt was successful, but with very heavy losses. Repeated it while wearing Spirit of Despair: the enemy periodically triggered high morale, which must not be allowed. Also, I saw that enemy troops partially resist magic. The result is noticeably better (although losses are still high).
Red is destroyed, honor is restored, I won.
Result: 148 days.
Tried using all artifacts that increase attack and defense instead of Cursed Armor in the final battle. This option is perhaps even better.
Tried leading Dessa into battle instead of Sombreus: she has Ballistics and the walls will not be destroyed. Unfortunately, the enemy has Tactics and she does not, so he immediately deployed monsters and thunder birds outside the gates, and the battle went poorly; moreover, in terms of skills, Dessa is much weaker than Sombreus, so she lost the battle.
Another interesting point (I don't know if it's described anywhere):
even the Sphere of Forbidding does not stop enemy thunder birds from hitting you with lightning, so you should wear a Negative Charm in battle.
Attaching a screenshot of the hero before the final battle and its beginning.
Kirinyale has several other interesting maps that I downloaded and hope to complete someday.
And in general, besides "Paragon", "First Blood" and "Last Crusade", there are many other Russian maps that can be tried. Reviews of two previously completed ones are with me, and after editing them slightly, I will post them.