Dunkler HorizontV02 (standard version)Author: DungeonmasterDownloaded from:
http://karten.drachenwald.net/index.php?area=h3&page=2&col=dt&dir=DESCThere is an even later link here, but I haven't checked which version it is
http://heroesportal.net/maps/view/3988Walkthrough overview in parts. Part 1. (days 111 – 147)On Marmot's tip, I completed the German map Dunkler HorizontV02.
As it turned out after completion, this is the standard version. There is also a more difficult one: Dunkler Horizont - Pakt des BösenV02. As the author writes, the same-difficulty version: "Dark Horizon - Pact of Evil" is "a somewhat harder version, since the turquoise are still the devil (red) and barbarian (purple) in one team".
The author attaches a useful info file in German. If you put all this into Google Translate, you can read some tips and recommendations, for example, about useful rumors in taverns. I read the file after completion; there is no critical info there, although it might have made the walkthrough slightly easier.
At Marmot's request, I will post a detailed walkthrough of this map with screenshots and explanations (since the map seems little-known and few people have completed it). For example, the topic of this map was touched upon in 2016
/topic/at/86926/Due to the large volume of information, I will do the description in blocks.
I attach an archive of the map itself (2 options), a starting save, and screenshots of the 1st month.1. Starting save.To start, as usual, I played around with generating a lucky start. For the starting hero, I took Valeska with her archers for a faster start.
In general, I wanted to catch a speed +1 necklace (very useful), but with such generation, the necessary heroes didn't level up as I needed; the skill tree wasn't "ideal". With a good skill tree, the start felt spiritless—that is exactly how I began the game. Plus, for the start, one can consider the initial monsters at the respawn, i.e., pick them to be easier to break through in the first few days, but this is the least significant factor. In fact, the MOST IMPORTANT factor in my opinion for a starting save is the presence of the RESURRECTION spell in one of the starting castles. This makes the start on this map VERY easy. Unfortunately, I missed this point, and it brought a number of problems on the map (albeit solvable), but more on that later. On the other hand, even knowing about resurrection, our main's knowledge is no more than 3-5 in the first month, there are no wells anywhere, so I discarded the idea of actually using this spell in the 1st month.
So, as for me, here is the
list of important factors for a starting save (in descending order):
1) presence of the RESURRECTION spell in one of the 2 castles at the initial respawn (ideally in the starting castle),
2) a good level-up tree for heroes (more on this below), especially for the main - Mephala!
3) starting artifact on the hero in the castle – speed +1 or spirit of despondency,
4) generation in the tavern of the native hero with archers and a second hero necessarily – GELU immediately with snipers.
5) generation of 3 stacks of archers for Valeska as the starting hero.
6) generation of gold and the necessary combination of resources near the starting castle for required buildings,
7) generation of a good artifact at the starting respawn near the second castle (for me, it was a speed +1 necklace).
In my starting save, points №2, 3, 4, 6, and 7 were met.
Of course, there could be other ideas for the start, but that depends on what comes to mind.
The number of heroes available for purchase in the tavern is limited (i.e., you cannot buy defeated enemies), so you should decide on your main in advance based on possibilities and level them up as much as possible. Kirry and Orrin are good options. But the best, in my opinion, is Mephala.
According to the author's design, there is also Kasmir, and he is supposed to be the lead because only he can open about 80% of the guards on the map; dialogues etc. are dedicated to him. But Kasmir's level-up and skills leave much to be desired. As a 2nd or 3rd deputy to Mephala - "yes", but as a main - definitely no. In short, I immediately decided to make him a support hero and make Mephala the main.
2. Start of the walkthrough (1st week)111. With Valeska, we grab gold and wood below the castle. We buy Gelu with 9 snipers, break through the green tent and sawmill on the way; we spend the night at the sawmill using the sniper speed-up. Kasmir at the enemy respawn runs south from Tanta, grabbing
gold chests and picking up artifacts where possible. When buying Gelu, we "invite" Mephala to the tavern – our future main for leveling from the very first days. End of day in the screenshot.
112. Kasmir continues running south, picking up everything for gold. Valeska takes the stone mine. Mephala leaves the castle and breaks through mummies to the west along the road. From then on (and almost always) – Mephala is at full speed, and everyone else helps her.
As far as I remember, we don't buy anything in the castle for now; we don't upgrade snipers; all money (which is a serious struggle) goes toward buying archers and heroes.
113. Start of day in the screenshot. We buy Cutberg with starting forces and add him to the army. Gelu breaks the road north to our garrison; we take 10 cavalrymen there – a good reinforcement for the starting army. We pass them to Mephala, who goes to the attack +1 upgrade, kills basilisks, and upgrades: now she has advanced morale + advanced defense.
114. We do almost nothing :( We place Mephala on the road before the wyverns for the breakthrough. All archers are brought to the castle and upgraded.
115. We bring 83 upgraded archers to Mephala and start breaking through more adult guards to the west – wyverns, fire elementals. Mephala gets water + shooting (important skill given the archers as the strike stack) + wisdom. Approximate forces for breakthroughs in the coming days are in the screenshot; they break through without losses (single halberdiers not counted).
116. Start of day in the screenshot. We break through Rukh; a difficult fight to end with almost no losses. You can catch morale. Lucky that we find a +1 speed necklace (although any other artifact could have dropped). Kasmir finally reaches the teleport and jumps back to our respawn.
117. Mephala gives all forces to Kasmir, who goes north – takes the +5 club, buys more archers in an external dwelling, and spends the night there. In screenshots: end of day, mains, castle construction.
Results of the 1st week: gathered initial army for breaking guards at respawn, Kasmir reached the initial respawn, started leveling Mephala well, collected good artifacts. There is no money to upgrade archers to snipers yet. We invest money in buying archers in the castle and all external dwellings.
Small mistakes: downtime on 114, didn't go east (where knights join and part of the map can be opened); it would have been desirable to do this, but not critical.
3. Second week121 – 122 - 123 Buy up all available archers from external dwellings. Mephala breaks through manticores, levels up further; we take the monks' external dwelling, approach the second castle at respawn, and on 123 with purchased forces, we take the second castle almost without losses. We cannot yet break the liches north of the garrison without own adequate losses (or don't want to :) . Same for the ifrits south of our respawn. There is no slow cast at the initial respawn, which complicates battles. On the other hand, we barely use magic at all due to knowledge 1 - 2.
After taking the 2nd castle, we all start heading east.
124-127 We break through creatures in the east, pass by griffin external dwellings, kill devils and open access to the fort on the hill, where we will later upgrade angels. For now, we improve all our units. Mephala catches the "earth" skill and improves it. End of week in screenshot.
4. Third week131 – 134. We pick up what we can in the east of the map, take the mine; Mephala receives ONE OF THE MOST IMPORTANT SKILLS –
intelligence. There are very few upgrades on the map; knowledge and resurrect are lacking. Therefore, intelligence, imho, is a must. By the way, later Orrin failed to get intelligence, so by the middle of the map, Orrin was just running errands, although with his specialization and bunch of shooters he should have become one of the mains.
135-137 – we break through a mini ГО of hydras, visit the arena for +2 attack. Then immediately break through devils – they have an upgraded stack; it's impossible without losses, but Mephala holds the blow well. On 136 we go to the computer's respawn – barbarians. On 137 we take the barbarian castle with Mephala and head to the next one. Meanwhile, Mephala took her last skill – logistics. I intentionally gave up pathfinding (though I wanted it) and tactics; log is needed for tempo. Mephala at the end of the week in screenshot.
We place other heroes in a chain to deliver the army.
In the initial castle, we clicked the angel building; the second castle is barely being built due to lack of resources.
5. Fourth week141-142. Buy up forces in the home castle, use all heroes in a chain to bring the army to Mephala, who on 142 kills Kreg in the castle. Of course, it would have been better to catch him in the field without growth (though he probably could have run away!), but since he's in the castle, we'll take him there. I had to lose about 80 archers (the largest losses, I think, on this map) and 1 angel. On the other hand, we got a kneepad +1 knowledge and spell power and a good ogre shield +5 defense. Given the lack of upgrades, it's almost an even trade.
143-144 Give forces to Kasmir and Kirry; successfully start leveling them on earth elementals and other neutrals. Return forces to Mephala and start breaking through from the second barbarian castle westward and then immediately south. Buy Coronius and expert his wisdom + learning on neutrals, retrain magic for everyone, see screenshot. Clearing the barbarian respawn.
144-147 FINALLY we learn "SLOW" in the shrine; everything becomes significantly easier, we clear 2 conservatories, break through liches (mini ГО on our initial respawn), return to the home castle on 146, and on 147 break through ifrits, expert Mephala's log – now she is an expert in all skills. And we get a sniper bow artifact.
Month results.
A big problem in the first month was the absence of the slow spell, which we got only at the end of the month. An even bigger problem remains the absence of the resurrection spell. If we had it initially in one of the castles, we wouldn't have lost anything at all, especially in the fight with Kreg.
On the other hand, I repeat, Mephala has almost no knowledge, and almost all battles in the 1st month can be conducted WITHOUT MAGIC AT ALL! So resurrect is desirable, of course, but its absence is not critical.
Month negatives: downtime of 1-2 days for Mephala in some moments, as well as lack of speed-up on some days, large losses in the battle with Kreg. Also, the 2nd castle is poorly built; I didn't manage to put angels there. Movement logistics could have been slightly improved.
Positives: "wiping" barbarians at an early stage, ideal leveling of Mephala, obtaining the slow spell, (accidental) joining of pegasi, start of Kirry and Kasmir's leveling. Mephala's skill in battles with mini-bosses like devils, hydras etc., as well as the shooting skill, helps a lot.
As an alternative, one could change the movement trajectory on the map and try to immediately break through liches in the north on the 2nd or 3rd week, but I decided to take another path.
to be continued