Seven seals
After a classic strategic map, my choice fell upon an
RPG-style map. It became clear in the first few days that this was not a strategy game, but indeed an RPG. And although I prefer strategic maps, this one is undoubtedly among the best examples of its genre, such as the maps from the "Prides" trilogy. Here, while there is no strategic development or ability to choose heroes, and the main stages of the walkthrough are determined by the author's design, it is done exceptionally unobtrusively, so that the player does not feel as if they are walking along a path from which they cannot step left or right. We still have considerable freedom of action, and what needs to be done is logically derived from the current situation.
The
plot is that the terrible necromancer Sandro is imprisoned in a dungeon, and his prison is sealed by seven seals, but his allies strive to free Sandro, and if they succeed, the entire world will be conquered by him, and no one will be able to escape. There is still time, but you must hurry!
Aside from this brief description, the map has no plot events. Unfortunately, we are given no instructions from the author on where to go or what to do – you must rely only on yourself, scouting data, and logic.
Victory condition: defeat Sandro.
Defeat condition: lose the hero Dragon.
Bans and restrictions: no Fly or Dimension Door spells.
At first, captivated by the map, I began to write a story of my walkthrough, but then I decided it was better not to do so, as it would make passing it less interesting for you; in this case, that is exactly what maintains the player's interest if they haven't studied the map in the editor beforehand: wanting to know what comes next?
Therefore, I will limit myself to a general characterization, the most interesting moments, and a couple of tips for players (although one can manage without them here).
The map can easily be called easy – at least, I encountered no difficulties in completing it (there was only one section that had to be repeated, but more on that later).
We play as Red Tower (though our island is somehow on grass, but it will soon turn out that this doesn't hold us back much). I chose Expert difficulty, fearing a long and agonizing start (it is the Tower, after all!), but it turned out: I worried for nothing, one can even play on Impossible difficulty.
At the start, the player has one hero and one city. The hero already has all 8 skills, so there will be no need to worry about which skills are needed (or fear them not appearing!). Also, the hero already has a detachment of 10 titans and 40 wizards, and the name of this hero is
Dragon, a wizard specialist (which is why I especially love him!). Thus, barely starting the game, I seized all cities on my island, looked around, and realized that the start would be rapid: all Towers, except the starting one, are already fully built, so you can immediately assemble an army, studying almost all possible spells along the way, seize mines, and set sail to conquer the world! Unfortunately, there are no taverns in the cities (they are banned): I would have liked to know at least something about the enemies I'll have to fight! Alas, such are the inevitable restrictions of the RPG genre.
Regarding the army, I can say right away, jumping ahead: throughout the journey, you can focus on level 7 creatures, adding perhaps wizards and nag queens (for some battles).
Diplomacy for heroes on this map will be pleasing more than once: many monster detachments will want to join you (for money or free), and some will be quite strong.
Exploration of the world should begin with the neighboring island to the east. There we will find many other useful things, and most importantly – acquire helper heroes. After that, you can explore the seas and start by seizing those lands that are accessible. This is not hard to figure out: viewing the land will show us where there are areas where landing or disembarking from a ship is possible. The way to where Border Gates or Border Guards stand is currently closed to us.
Opening the road to the enemies begins with visiting the island where our red garrison of titans stands. As expected, they cannot be taken into your army: they perform an extremely important task, preventing any of the enemies from reaching the first Keykeeper's Tent. Only we should visit it! Along the way, we will stop at a Mage's Hut. The mage's eye will reveal Sandro's position to us. Jumping ahead, I'll say that after some time you can relax when it becomes clear that Pink himself cannot free Sandro. But as we advance through the world, we ourselves will open the road for him, removing the 7 seals holding him one by one. The way the author implemented this reminds me of the classic "Prides" trilogy, and it is done very elegantly – at least, I liked it! You will have to run away from the seal guardians, and each time it will look slightly different. Escaping pursuit may be a bit frightening, as all the guardians are so powerful that there is no question of fighting them, but your hero can almost certainly return safely from each such expedition if well-prepared. The enemies themselves cannot leave the Purple Gates and pursue you further... until the finale. But even then, you will only need to defeat Sandro.
Speaking of escaping pursuit, I can give the promised couple of tips: you will easily evade pursuers if a hero with logistics, boots, gloves, and only fast units (speed no lower than 9!) is sent there. And before opening the Purple border guard, you should spend the night near him to ensure the greatest lead from the pursuit the next morning. Fighting in these areas is practically unnecessary, except for clumps of neutrals that appeared during monster week, and water elementals in the northern underground canal. This was the only place where I underestimated the enemy's speed: after a few days he caught up with me, and I had to redo this section. Yes, another tip: while sailing through the canal, don't forget to wear the Admiral's Hat at night or just not take it off; at the start, it is exactly what will allow you to get into a boat and sail sufficiently far ahead; the guard has no Hat, but he is an expert in navigation and moves rapidly, closing the gap between you!
As you progress, you will soon have plenty of resources, artifacts, and troops. A few more heroes will join you, including some very strong ones. It is desirable to constantly train all heroes, except for a couple of the weakest, increasing their primary skills.
The only thing perhaps missing from this map is a Grail buried in the ground, but there are Grails in enemy cities, which will gradually become ours.
Of all the enemy heroes I defeated, the most unpleasant was Jagegar (Green, Dungeon): he had a Cloak of Denial and a quite decent army, the core of which were black dragons. Therefore, losses in this battle were inevitable, and I replayed it several times to minimize them.
Before removing the last seal, assess your strength; it is desirable to assemble the strongest possible army and give it to the strongest hero. If you weren't lazy and captured external dragon dwellings during the war, you will have many of them! Don't forget about Summoning Portals in Dungeons.
So, the finale. Sandro was freed, did not attack on his own, but teleported via a monolith to my island, where I caught up with him. In the final battle, my hero wearing the Alliance of Angels had maximum primary skill values (as did Sandro), and overcoming the adversary turned out to be neither difficult nor long. My losses, thanks to the archangels, were also insignificant.
Victory!Now I must say that in the end it turned out: there is no need to complete the seers' tasks; you can avoid visiting huts entirely; this is a flaw, especially since on RPG-style maps all quests are usually mandatory.
What else should be added: in a couple of places there are
hidden objects (behind volcanoes), but of those you will only need the Tent, and you're unlikely to miss it, as there is a small area between gates where logically something important must be. In another place, fairy dragons "hid" behind trees, which must be defeated to proceed further, but a hint is given in a message. You can also find a prison with the strongest hero on the map, but even if you don't find him – no matter: your strongest hero (heroine) can level up just as well if they methodically visit all "boosters," visit all cities, and kill strong monsters who refused to stand under our banners. Already after victory, looking at the map, I discovered a hidden monolith I had previously missed, leading to a small underground treasury.
Finally, the author has another RPG map posted on the same site (according to reviews, also good), and someday I will complete that one too. Right now, I am playing a map by another author, completely unlike this one; if I ultimately like it – I'll tell you about it too.
Attention! Due to a serious error* in the original version of the map, those wishing to complete it should download the fixed version attached below! (* the error is as follows: in the dungeon where Orange enters shortly after the start of the game, there is a Scroll with Dimension Door under own light guard; obtaining Fly or Dimension Door by any player on this map will lead to a violation of the author's design and, most likely, the impossibility of victory. I played on the map with the error, and Orange had already seized the scroll when I discovered it, defeating his hero and taking the scroll; fortunately, Orange had not yet managed to abuse it).Map page on the maps4heroes site with discussion.