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In reply to Marmot
1 year ago
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Hello. Thank you very much for responding to my request for help! I'm playing Hota, version 1.7.0. (at least, that's what it says in the game when I start it, but the folder with all the files I downloaded from the internet is called "...complete collection"). Unfortunately, I'm not very tech-savvy, and I'm not very good with cloud storage or links. Can I send you my save file in a private message (maybe to an email address or in a messaging app) so you can take a look and see what the problem might be? I would be very grateful.
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1 year ago
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Hello! Most likely, the reason is that you are playing this map in HOTA, which is not recommended for older, less strategic maps, as the fundamental differences in the rules often make them unplayable or playable in a way that is not intended by the authors. Try to stick to the rule: HOTA - only for HOTA maps. You don't need to send me a save file: I still don't have the HOTA version, I haven't gotten into it (precisely because of the differences). You should have a shortcut or menu item somewhere to launch the Complete Collection (either through the HD mod or on its own, which is, of course, less convenient).
In reply to kolotok
8 months ago
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kolotok
Map: Brave without Fear
Author: unknown
I'm attaching the map file itself

Walkthrough overview

The map is in some ways similar to the maps by Woxin I've played before, "Field of Miracles" and Enemy at the Gates. This map is not a corridor from location to location, but free and dynamic - there's variability in choosing what to do and in what order. Here you're given 2 months to build up, and starting from month 3 the AI heroes are already roaming all over the map. There's no time to be bored! Every game on this map will be unpredictable.
The map demands that you manage the AI's movement on the map, to send them in the directions you need.
I can safely give this map 10 out of 10.

About the map and the principle of beating it

As was said, the map belongs to the dynamic category. Here there are almost no fully closed zones, except for the locations of the enemy prisons and one closed zone with main heroes. So you can choose the order of completing quests, getting bonuses, attacking one or another enemy, etc., though for the first couple of weeks there's not much choice.
There's no specific start on the map, e.g. one fake vs 40 dwarves.
If anything, there are more than enough battles here. You can fight every day if your armies and magic allow it the arsenal of arts and armies is yours to choose.
At the start we begin with three heroes in different parts of the map. Each must either free someone, or build up to merge forces later.
During the first month the starting heroes develop on the initial spawns, then exit the starting spawns. So, Kyr must collect the extra growth in the Rampart village and immediately bring it to the central sand spawn to Elleshar. He must have time to develop, upgrade everyone in the hill fort and break through the quest Ivor. Nothing stops us, we fight neutrals.
In the second month it's desirable to capture the key towns and free the important heroes (Gird and Roland). So far we've met a couple of opponents, but the battles are winnable. After forming some kind of army, our main hero must reach level 45, take Town Portal, which everyone will relearn.
But the calm is deceptive. As I see it now, it's desirable to keep the tempo and rush forward as fast as possible, even at the cost of sacrificing some small part of the army. We need to have time to do a lot of things before month 3.
On 3-1-1 the enemies open the guards, visit tents and start freeing new heroes from the prisons, who jump out all over the map through one-way monoliths. Here you have to fight whomever you can (and mostly just run away As soon as we kill someone, a new one pops out. So the hard dynamic starts here.
In months three and four you need to free more important heroes, take large armies in Pandora's boxes, from seers, complete quests, learn important spells (like Prayer, Frenzy, etc.).
In months 5-6 we clear almost the whole map of the AI, and in months 7-8 we kill the remaining main heroes.
With Town Portal obtained, mobility rises a lot. The strategy shapes up like this:
1) try to catch the AI's weak or vulnerable players and kill them (see the screenshot of the victory over Stig - I managed to simply snuff him out with magic - Armageddon and Implosion, although his army and stats are about twice ours, and his army is some 50 times larger)
2) buy up the growth from the towns and sell it in the Strongholds (so the AI doesn't get it),
3) capture towns at the end of the week to get the growth, don't forget to put on the Statue of Legion at the end of the week
4) ideally bait and distract the enemy main heroes in the back-alleys of the map: on water (embarking / disembarking and wasting their time), in the swamp, etc. For example, Kyr with a running start of 5k marksmen reaches and takes an AI town. Right then our 2-3 heroes jump out of that captured town and go take the nearby external dwellings and resource generators. No matter how strong (and slow at the same time) the AI is, it can't chase 3 of our heroes with Town Portal across the swamp. That's the key to managing the AI heroes' moves (and to victory too).
5) buy up the growth from external dwellings (especially azure dragons)
I.e. as a result we accumulate forces with each week, the main hero Gird visits stat-boosters and completes quests (also strengthening the army), we keep map control. And the AI heroes meanwhile get distracted by our stooges, "recapture" resource generators, waste forces on embarking / disembarking from boats, in general, lose time.
As I said, the AIs with large preset armies can jump out of one-way monoliths in different parts of the map. They have different sets of arts and armies, so the key to beating each hero is different. Someone can simply be burned with the Armageddon's Blade magic, someone is worn down by mana depletion and finished off by archdevils, someone is beaten in a head-on slugfest. The choice of strategies and tactics is enormous.
AIs of the same flag can meet and exchange armies and arts. So here you have to choose what's better for us: wait until all the main forces gather on one hero, but then such a hero can't be killed, or you can finish off the stooges with level 1-5 creatures. As for me, it's simpler to have 1 strong opponent but clear everyone else, than to have a couple of not-so-strong heroes that are just as hard to kill. In that case we get more map control for completing quests and getting growth from towns and dwellings. On the other hand, if we kill the heroes that just jumped out of the monolith, they don't know that many spells and their magic stats are low. And once they ride around the map, it's already harder to kill them.
It's also worth noting here that the AI can consolidate its forces on roaming main heroes with dangerous artifacts. And such heroes can be given a SPHERE OF SUPPRESSION (the AIs have 4-5 of them), or a CLOAK OF RENUNCIATION. So winning battles against such heroes is either outright impossible or the losses are unreal. So you can wait until the AI drops such dangerous arts onto a stooge with weak forces (and then we'll repel that). But it can also turn out that the enemy will ride around with 1-2 thousand titans and black dragons (gathered from 3-5 heroes) with a sphere of suppression, and such heroes we'll only kill at the very end of the game with one or another set of losses.
It's worth noting that almost all locations on the map are accessible to enemy heroes, and without Town Portal or Water Walk (almost none of the AI knows this spell, and only Gird and Elleshar know it among ours), we can very quickly get caught and killed. So it's important to relearn magic for everyone as fast as possible and get Town Portal. You can also capture a couple of towns inaccessible to the AIs (the Inferno in the south and the Rampart town on the islands, guarded by a red sentry), as well as the Tower with the Grail in the north, which can be trenched off by water. Some spots on the islands can also be trenched and the AI's movement limited this way.

Our heroes
At the start of the walkthrough we have the following heroes:
Kyr - a logistician whose skills you can choose. Besides Archery, Water, Earth, Wisdom, Logistics and Pathfinding, Intelligence, you can choose: Fire or Tactics. Fire may be needed at the end of the game for hit-and-runs, but Tactics is preferable in the first weeks in battles against neutrals to save an already feeble army. I took Tactics. Kyr is desirable to develop right from the start, the Logistics skill really helps "reach" the half-empty towns, the needed spots, to capture towns (you can plainly ride from town to town having 5000 movement points!). None of the AI can keep up with her, because the only logistician Dessa is an immobile quest hero, and Gunnar is in a closed location and his potential isn't revealed (although the author could have changed that).
Gurnisson - clearly a secondary hero. Essentially needed for development in the first weeks, and also for support later. He must get Pathfinding as fast as possible to ride over sand and swamps. At the start of the game only he is offered Expert Ballistics from a seer (presumably for the battle against Ivor in the first weeks, so as not to break the walls and just pin him in the town), but that battle, as for me, is better fought with normal magic than with Expert Ballistics. So you can safely decline Expert Ballistics and not take it, e.g. in favour of Water.
Caitlin - a one-shot hero for 2 turns to free our hero from prison, she dies. And although she can be bought back at the tavern at the end of the game, her skills are such that it's better not to.
Caitlin can choose whom to free. We have a choice of four prisons holding:
Orrin without arts, Crag with a Sharpshooter bow (!), Thorgrim with a +2 speed art and a Necklace of Resistance, Tazar without arts. All of them have the needed Water and Earth magic, Intelligence, Logistics, Pathfinding. The only difference is in their specialty. If you just look at the skills, then Tazar is unambiguously better for the long game, he's the best hero because of his specialization. But I dug through the seers and quests, the added skills and so on, and it turns out that Tazar is the worst choice, because only in one place on the map will he be given + something or other to a skill and that's it! While everyone else will get skills added several times, and they have much bigger perks! Thorgrim is also not the best option, since magic is almost nowhere to be feared on the map, the much bigger damage comes from the enemy's living force. So the choice must be made only between Crag and Orrin. A VERY important point: by month 3 ONLY Orrin can free Gelu from behind a guard, convert marksmen and elves into Sharpshooters, and behind another guard ONLY Crag can free Dragon and produce Enchanters. Besides, Crag has a bonus in the form of the Sharpshooter bow (although it can only be used from month 2, when Crag meets our other heroes after the blue tent). Orrin, on the other hand, can take the Golden Bow not far from the sand spawn. As for me, Enchanters are better than Sharpshooters, and Crag's specialty is quite useful given we have archangels, bears and archdevils. Also Crag gets quite a few stat-boosting bonuses. So you can essentially only choose between Orrin and Crag (although Crag with Enchanters is better, imho). I repeat, if you take, say, Thorgrim or Tazar, then Dragon and Gelu cannot be freed (except through manipulations with releasing, say, the enemy Orrin or Crag, from the closed southern spawn onto the main spawns, but that can be done from month 6, and they'll reach (if they reach) the needed quest, say, by month 8 already, which is pointless). Besides, both Crag and Orrin can open the guards to get free troops from seers (something like 1000 Enchanters, in my opinion! - a hefty bonus!) So we choose Crag! And playing Tazar is the hard path of a samurai
However, the main hero won't be them anyway.
Later, as prisons open up, we also have access to:
Gird - our unambiguous main hero. Appears right away with stats of 22-26-41-36 and no arts, and can start fighting from day 1 of being freed. It's best to pump all the bonus skills into him, especially Spell Power. Unfortunately, Crag won't be able to, or will barely be able to, catch up to Gird in skills. If Gird by the end of the game in arts has almost always 99-99-99-99, then if everything is pumped into Crag, he still won't reach 99 across the board. With the Armageddon's Blade in hand, the hero Gird can simply burn the enemy's armies and resurrect his losses. Without enough SP and without knowing Clone (it's obtained for killing a hero significantly later), almost no one but Gird and Elleshar can resurrect their losses after battles.
Elleshar - another good hero, who can be developed with a good mana reserve, but who still won't have enough Spell Power for powerful battles for a long time. Nevertheless, this is hero #2.
Roland - another important hero due to his Scholar skill. He's the initial target for freeing, to relearn Water Walk, Town Portal and other spells for all our heroes as fast as possible.
A couple more freed heroes don't deserve special attention, except Dragon, who started producing Enchanters.
After breaking the black tent you can take the town of Lostmore, where the only tavern in the game is. Up to that moment heroes cannot be lost.
In the tavern you can hire a couple more weak quest heroes that we killed earlier: Rion, Enova, Sorsha, Alagar, Kyrre and so on. Some of them, the ones with Earth magic and Wisdom, can be taken for auxiliary actions (collecting creatures from external dwellings, transporting the army, buying up creatures, etc.), since they either lack Logistics or Pathfinding, and almost the whole map is swamps, snow, sand. Except I developed Sylvia (she had Fire magic for hit-and-runs) and Lord Haart - an Estates specialist (for money and getting Fire magic).
You can't hire beaten enemy heroes, but you can hire them if you freed them from enemy prisons (this is, in principle, possible).
Also, the tent enables hit-and-runs, which I used against 2 heroes - Gundula and Mutare Drake.

Artifacts and magic/spells
Almost all arts are available in the game, but per the prospector program the map has no Medal of Vulnerability and no spell books. This must be taken into account in the strategy.
Very important is the art Armageddon's Blade, which can be obtained by killing a legion of Crystal Dragons with 10 archdevils with this art you can demolish enemy heroes early in the game, simply burning small armies.
We don't have access to the Berserk spell - not in towns, not in books, nowhere.
Early on the important spell is Water Walk, which lets you lure the AI in the needed direction and not get caught.
A minus of the map (imho) is the ABSENCE of the Summon Elementals spells, which could have made a number of battles easier, especially when sieging cities, and made the victories more varied.

Timings

111 - 117
Gurnisson / Elleshar. Gurnisson - a support hero in the desert with a swamp town. His task - immediately ride left to free Elleshar. For this we take him a few Nomads to ride normally across the desert, Gnolls and Lizardmen. On the way I ignore some resources and money, it's much more important to free Elleshar - our main hero, who moreover has a starting army - 20 Wyverns, upgraded Lizardmen and Serpent Flies + HAS RESURRECTION. It's desirable not to ignore the crystals and immediately capture the mine on day 2. The army splits: Gurni with unupgraded units handles the weak neutrals, and Elleshar develops on the more impressive guards, and on 116 captures a Crystal Dragon (mandatory! You need them to fight dendroids and develop! Ideally take two dragons right in week 1, although I couldn't) + paints all the nearby Gorgone and Wyvern caches. On day 7 Elleshar is an Earth Expert, which lets you fight more complex battles, although Intelligence isn't developed yet.
Caitlin / Crag. On the first day you need to collect everything and break through near her and overnight by the quest post. On day 2 Caitlin must free one of the heroes from prison. There you're offered Tazar, Crag, Orrin. I covered the question of whom to choose above, I'll say I took Crag. Caitlin has no way to escape in time, and Crag must at maximum speed take a right, so that at the end of day 3 he gets into a boat, on day 4 disembark. Practically, probably, Crag can reach the town on day 7, but it's not important, since we're unlikely to be able to fully take the growth in this town later, the money goes to expenses in other cities and on heroes. So Crag overnighted at the Sawmill, and took the city on 121 already, I repeat, it's not important, since we won't be able to build anything substantial on day 7.
Kyr. You can "whip up" a +1 Speed charm for this hero - the most useful art, will come in handy in battles for a long time. I understood this hero's line the least. I rode around the spawn, but in the first week didn't really develop the hero. Generally it's very desirable on 117 for Kyr to return to the town, since there they give a growth of 160 Elves, 80 Pegasi, 60 Dendroids. So it's better to forget about any secondary goals, and in any case return on 117 to our village, so that on 121 you can buy up the growth and rush to Elleshar's sand spawn.

121 - 127
Gurnisson / Elleshar. At the start of the week we immediately buy a 2nd Crystal Dragon, then a 3rd, clear the cache growth, upgrade everyone, and almost completely clear the sand spawn, beat the anti-magic garrison and ride out to the northern spawn to Ivor.
Kyr. I made a mistake and lingered on the spawn, so I had to return to the town and still at the end of week 2 didn't even manage to reach the water.
Crag. I repeat, nothing happens in this part of the map and there's almost nowhere to gain tempo (the passage to the monolith is closed by the blue tent), so we spend money on the Castle town on the leftover principle. On 123 Crag finally breaks through the Unicorns, takes the Lighthouse and gets into a boat, collects money on the water and on 127 returns to land, rides to the town, where by the end of the week I built Angels and the Castle. As you can see, nothing happens here so far, our army is 1 Hydra, a couple of Marksmen, Sharpshooters, and 23 Elves.

131 - 137
Gurnisson / Elleshar. We buy up the caches, upgrade everyone, buy Crystal Dragons and wait for Kyr to arrive at our spawn, upgrade the Grand Elves and Lizardmen, Elleshar stands under Ivor's town with the aim of attacking on 141.
Crag. All week we spend money on other needs, Crag stood in the town all week, suddenly a bonus growth of Angels starts being given, etc.
Kyr. 132 - I get into a boat, on 134 I jump out through the monolith to Elleshar with the whole army upgraded in the hill fort: 2 Black Dragons, 186 Grand Elves, 70 Dendroids, 72 Pegasi, 6 Unicorns. On 137 Kyr has so far only developed Earth Expert and Logistics, it would be nice to develop him right away, but all the XP goes to Elleshar.

141 - 147
Gurnisson / Elleshar / Kyr. The first hard battle on the map - against Ivor on 141. The problem - there isn't enough Spell Power to resurrect the Crystal Dragons, so they have to be left behind, we attack with everything Elleshar has (see screenshot). We place our Grand Elves near the ballista. On the first turn the Black Dragon blocks the exit from the town, the Wyverns slam into his Grand Elves, ideally - poison them, and heavily cut down or even finish them off with Pegasi + all the shooters. As a result Ivor loses his shooters and right on the second round flies out with Champions onto our Grand Elves, torching the ballista for about 700 damage. Our Grand Elves strike back in melee, the Champion retaliates and our ballista is destroyed (if not - we lost, because 1800 Centaurs and other forces exit the town). Then we must handle the Pegasi and the rest of the shooters, bring our shooters under the straight arrow closer to the enemy and wear Ivor down on mana (Dispel and other methods). We won't have enough mana to revive EVERYONE. So you can sacrifice the Dendroids or the Pegasi, for example. On 141 the battle is barely won and the town's growth is obtained.
After killing Ivor, a quest post opens on the west of the sand spawn, where in turn without much trouble we kill Sorsha (a quest hero, you can get perks), Rosic, Sylvia. Now Elleshar is above level 20, can resurrect Crystal Dragons. Our usual army - 6 Crystal Dragons and Flies for the squeeze. The town of Whitmon is captured, Elleshar stands under the southern town of Kildare. It's better not to even take it, but take it on 211 with a growth of 5 Archangels (instead of two!).
Kyr and Gurni collect the spawn and growth.
Crag. Rides with 8 Archangels into the Utopia, there joins 3 more, takes the Utopia, breaks through the Gold Dragons nearby and again returns to the town.

211 - 217
A very, very important week! First, one of the secondary heroes (Gurni) with the whole army was already sent last week to the prison above the town of Whitson, where on 211 we free OUR MAIN HERO (for the rest of the game) - the mage GIRD. He ALREADY has stats of 22-26-41-36 with no arts (for comparison, Elleshar with arts has 14-9-17-15), 720 mana, a bunch of spells, Expert Earth, Water and Fire magic. Ideally he should be freed earlier if possible.
At the same time, the second most important task is done by Elleshar. Near the town of Kildare he first learns Water Walk, then 10 Devils join, he upgrades them and with them kills 1000 Crystal Dragons, the battle lasts incredibly long, but as a result we get the Armageddon's Blade - our fearsome weapon for the next months.
On 213 Gird kills Enova, opens the green tent and rushes north as fast as he can.
On 217 Gird refills mana in the elven village of Greenfolse, the rest bring up the army and the Armageddon's Blade.

221-227
We ride out with Gird and support heroes to the snow spawn in the north, here enemy heroes with legions are already riding around, but we can go around them.
On 225 we get into boats in the north of the map, and on 226 we fight another quite complex battle against the quest hero Fafner. He hits with Implosion for almost 2500 damage, so it's important to take Crystal Dragons so they resist once or twice, otherwise we'll be quickly beaten. At the same time we cast Armageddon for 3381 damage, and the Gorgones finish off the Azure Dragons. The battle was replayed many times, but beating Fafner is quite doable. We capture the Tower of Equinox and IMMEDIATELY TRENCH IT along the shore, so none of the enemies captures it. Until the end of the game the Tower with the GRAIL is in our hands, the whole map opens up, we can examine everything and plan further movement. You can see that enemy heroes ride around with legions of creatures.
Elleshar at this time with the army remnants captures the Tower of Fallenstar in the south. As a result the western part of the map is ours, see screenshot

231 - 247
On 231 we free a very important hero from prison - the scholar Riland. He comes with a hundred Titans, Archangels and Archdevils, 5 Azure Dragons, an Elixir of Life. With this you can already fight. Without delay, we kill Pasis who was riding nearby, then Rion. Riland can relearn Resurrection for everyone, and also Water Walk and so on, very important.
The further and only task - to get Gird to level 45, after which in the dungeon at 78-38-1 we're given - for level 45 - TOWN PORTAL. You can get a hero to this level either in battles or on Pandora's boxes, or in the south of the map pay 100k gold and resources to open a post and develop the hero there (I chose this option as time-guaranteed, while you could try to grab experience in the dungeon, but there are very many heroes there that we're not yet strong enough for). On 246 Gird reached level 45 and rode off for Town Portal.

311 - 447
Here the "calm" life ends. The enemies gather the needed number of Angels from the dwellings, open the green tent and massively release heroes with legions all over the map from one-way monoliths. The trash and fury begins. That's exactly why reaching level 45 and taking Town Portal is desirable precisely before 311. It can be done later, but you have to maneuver between the enemy heroes. So I got the Portal with a delay, on 323.
In the south Elleshar takes 2 strategic towns unreachable for the AI - the Inferno of Blackburn and the Rampart of Ellwind. Here heroes overnight afterward, an army reserve is kept, etc.
The further plan - kill Ingham in the dungeon (332) and learn Prayer,
On 342 Roland is killed in a heavy battle and the white tent is opened.
346 - the quest post for Warlocks is opened. It's assumed that on 324 it can still be taken for free. Also the hero Dragon is freed - you can convert Fanatics and Magi into Enchanters, the army's strength rises a lot (there will be about 1200 Enchanters)
On 432 we kill the quest hero Kilgor, and then also Nila, we get a 2nd Armageddon's Blade.
438 - rather late we kill Loynis and get Clone!
In general, the result of two months was getting almost all the key spells, killing almost all the initial quest heroes, taking control of most of the map, completing many quests, our heroes rose significantly in stats.

511 - 547
Further, as we kill enemies, they release new batches from the prisons. If you catch such heroes right after they exit the monolith, they usually have high Attack and Defense stats, but weak magic. So you can immediately minus them. So, on 522 - 523 I managed to kill 5 orange heroes at once that jumped out of the monolith.
Sometimes you have to change tactics if the AI has inconvenient arts, e.g. the Recanter's Cloak. Against Synca in the town on 527 I chose to put on the Ring of the Necromancer + the Orb of Silt (see screenshot). I quickly killed the two flyers, and she had no shooters. As a result I lost just a couple of units.
Against Pirye with the Recanter's Cloak on 535 I took Crag, who dealt very heavy damage to the AI's army and it simply fled (well, let it!). A win with almost no losses.
545 - the key battle with the quest hero Dessa for the passage to the black tent in the very northwest of the map. However, this could have been done earlier, the forces already allowed it. Also for killing her, behind the quest post we get 2222 Rocs and 1000 each of Gold and Black Dragons, and a hundred each of Archangels, Titans and Archdevils.
The black tent lets you break 3 anti-magic garrisons (that's where the 1000 + 1000 Gold and Black Dragons came in handy) and capture all the brown towns (killed on 547). Besides, in the swamp - Lostmore has the ONLY TENT ON THE MAP. There are few good heroes in it, true, but you can develop Sylvia, Haart and a couple of secondary heroes for buying up troops, external dwellings, etc.

611- 641
611 - almost the whole map is under control. The enemies, of course, buzz around and capture objects, but our crew of heroes wins everything back again. Some enemy heroes "hang" in the town: take a step out, then return, and so on until they run out of movement points (afraid to ride out, can't determine the target priority?). on 621 about 1-2 heroes of each color ride around the map. I can't beat them yet, since they either have the Orb of Silt or the Recanter's Cloak, and on top of that they have a reinforced consolidated army. So let them ride for now.
632 - in the dungeon, I finally decided to start on the closed zone in the south of the dungeon, and open the post behind which is the enemy Tazar, released by the AI since the start of the game. See screenshot. I'm not sure this can be beaten at all. So through manipulations, I lured Tazar into the lake near the town of Clearton and trenched him off with no way to disembark. This hero is not a quest one, so you can do this. I ride out to the remote southern zone, where Orrin, Thorgrim and Gunnar are also located with the same armies. Orrin and Thorgrim can simply not be released, but Gunnar can also be lured away with a boat, then sink the boat and capture his town. Gunnar is a quest hero, but the troops given for him are small, and he'll be more of a nuisance if he gets in the way on the map.
At the end of month 6 we lure out and finish off Malcolm and Edric (who were hiding behind the cursed land with Azure Dragons), and also ride on water in the dungeon, where in Pandora's boxes you can kill 7 * 9999 creatures (see screenshot) and get some army + stats. Now in artifacts our Gird is almost always at 99-99-99-99.

711 - 741
Only 1 orange and 1 blue player are left on the map, but they don't leave their towns.
The whole 7th month is taken up by hit-and-running Gundula. A very large army, including Titan shooters, Azure Dragons, etc., and all three arts for creature speed. So you have to attack with heroes with Expert Fire Magic + Fireball and the Armageddon's Blade, and also arts for maximum Spell Power and Speed. Of the creatures - 2 Phoenixes (in case of Fear). Gundula also resists 10-20%, so you have to try a couple of times. In the end the army had to be cut about in half, somewhere.

811 - end of game
On 811 we kill Gundula.
On 816 - Mutare Drake is killed. Beforehand, though, I also had to hit-and-run her by torching the Enchanters, Liches and partially the Titans with dragons (3 hit-and-runs). After that the battle went easily.
On 817 we open the passage guards and kill the blue player (Tumika, no problem),
On 817 Orrin, Gunnar and Thorgrim die, since they spent a week without towns.
821 Lord Haart is killed along with his main town.
822 the orange Lacus is killed with a huge army and the Recanter's Cloak. I had to put on the Armor of the Damned and the Orb of Silt. Losses - small, since I got lucky with Fear from the Azure Dragons.
823 - while in the town, we lure out the blue Verdich (who has the Orb of Silt), after first putting on the Armor of the Damned. Had to lose -1000 Black Dragons. The blue player is killed.
824 - we kill Geon with the Recanter's Cloak, all towns are captured. A week later the controller of the teal - Tury - dies.

Additional notes / tricks
1.To get the Sword of Justice, the seer needs to be at level 58, and the post to him is closed, which only we can open. To not wait for level 58, we open the post to a weaker level-58 AI, that one takes the Sword of Justice per the quest, and we kill this hero (this was the case with Ayden on 425).
2.In the southwest there's a "glade" of external level-7 creature dwellings. They can be opened right away by getting there through the water, but the AIs quickly recapture these dwellings. Or you can not open the passage post, hold out until month 3.5, then take the white tent and take all the external dwellings through the white guard for yourself forever, since the AI can't reach the tent.
3.When approaching the white tent you must not kill the peasant. If you kill him, the AI might swim across or walk to the tent, and then there will be more trouble.
4.A strangeness of the map is that the teal player (the hero Boragus) gathered enough Angels to pass to the green tent, but didn't open the post (?!). As a result the teal was almost entirely cut out of the game. And its hero Tury never released 11 heroes from the prisons. This is strange. I had to ride up to Boragus myself and kill him without opening the tent!
5.Access to the enemy prisons is closed off by cursed land and stacks of 9999 * 7 Azure Dragons, you can't get through. BUT! Either it's an obvious map bug, or the author came up with it on purpose, but in the north of the map, where the pink Adrienne releases heroes from prisons, there is a passage after all. If you open the topmost post at point 86-1-1, you can enter the Water Wheel - and from there to the PRISONS. That's how, with the scholar, on 612 I freed all the heroes, but didn't relearn magic, I dismissed them. All the arts and armies I hid in far-off towns and they took no part for me. I'm not sure the author wanted the prisons to be accessible. Although you can't rule it out. However, I didn't use all these forces, I simply "disarmed" the AI. In total, from all the enemy heroes in that location, that's about 3k Bone Dragons, 7000 Black Knights, 7000 Vampires, 8000 Liches, 7.5k Efreet, 2000 Titans, 2000 Archdevils, 1.5k Archangels and so on, "minor" stuff. But, as I said, all of them stayed hidden in towns "just in case".

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how did you kill 1000 Crystal Dragons (7 stacks of 143) with 10 archdevils?

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