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Map Name: Xiedu
Author: Season
Downloaded: from the Heroesportal map catalog
The map is quite well-known in the same world of heroes and for many years enjoyed the status of "the most difficult map for a single walkthrough in SoD." Now that certainty no longer exists, but believe me: to complete Xiedu, you still need a great deal of patience, ingenuity, and time. For my completion, I needed three weeks of fairly regular real-time play and practically 16 game months (!), which is perhaps my personal record for map completion at a more or less decent level (if memory serves, Jedi Story once managed it in 20 game months or so, but back then he didn't know how to play at all). As a result, Xiedu left an enthusiastic impression; it is probably the best scenario of all those I have ever encountered. The author's inventiveness here is truly striking even after becoming acquainted with his other works. In general, I have a theory that a strong gaming community formed in China largely thanks to the efforts of ONE person — Season. Heroes 3 needed to be launched by the developers if only for the purpose of allowing Season to make his maps, especially Xiedu. I don't know what the chronology of his works was (as a reminder, besides Xiedu, Season is also the author of Way Home, The Lord of Rings, and Heroes of Jin Yong), but Xiedu seems to me as the highest point, the culminating moment in the flight of the author's fantasy, an almost ideal embodiment of all the developments available in his arsenal. It is only a pity that non-Chinese speaking communities are deprived of the opportunity to experience the story told in the scenario. Compared to other maps, there is significantly more (unreadable) text here. I think that the existence of an English version of the map would have made the impressions from the walkthrough even more vivid.
Now about the map itself. The start is tense, as is traditional for Season's works, but without any extreme difficulties. Contrary to popular opinion, there is nothing here that must be done only one way and no other. Yes, you need to stick to the general author's idea throughout the scenario, but if you free the hero with Sir Mullich's specialty from prison on the fourth or even fifth day instead of the third, nothing terrible will happen. The same applies to the first global task: leaving the starting respawn with both heroes. The sooner — the better, of course, but this can be done as early as the beginning of month 2 or the beginning of the third. The only battle in the early stages that caused some difficulties was Ufretin with 32 cyclops and 360 + 360 dwarves. You can break through him with losses, but the main thing is that an army remains afterward sufficient for Aiden (the intelligence specialist) to overcome a garrison of golems. It is also very desirable to have a larger army to place on the sacrificial altar and obtain the maximum amount of experience. Aiden's SP will become important for us in fighting a hero who has 300 angels in his army, from whom we flee across the swamp with 2 flyng serpents.
Since I mentioned Ufretin, I will highlight a funny feature of the map. At first, we will be tormented specifically by such specialists in "useless" creatures. After Ufretin, same will be Strucker. A huge pack of zombies under haste can create serious problems, especially if your armies are meager. Then own Crellion, Ajit, etc.
According to the plot, Sir Mullich goes to the lands of the Necromancer with 1 upgraded fly, while Aiden follows the elves with 2 flies. The game becomes noticeably more difficult; a wall of fire will help us break through and establish ourselves in new positions. You must play actively, as we will need to take new cities so as not to perish. At the starting location, all our castles are taken away. In connection with the wall of fire, it is worth mentioning that Luna is at our disposal. But she is a technical hero whose task is to win one battle and then be killed (the same applies to the imba necromancer with legions of bone and spectral dragons). We join 10 obsidian gargoyles specifically for Luna.
I also wanted to comment on the tips circulating online regarding the tactic of blocking enemy Knight heroes with legionary troops in the water at the starting respawn. I also considered this option at first, but firstly, you would need to lure as many as 3 same-ally enemy heroes into the water, and they simply would have nothing to do there, so it's unlikely they would all go in together; secondly, Aiden, who will handle the luring, has no logistics or boat summon, only water walking, while the enemies have log, gloves, and boots; thirdly, you cannot completely close off the red hero with a mark of courage in the water using burrows, as his death will be needed for passage later, so he can only be blocked by a ship purchased at the shipyard; fourthly, the time spent on the entire luring and blocking procedure in the water could have an extremely negative effect later. Therefore, after some reflection, this option was discarded as pointless.
Further in the scenario, both of our heroes start a new life in new territories. Sir Mullich fights with knights of terror and liches, while Aiden uses grand elves. At the same time, Aiden has it harder at first; the tasks on his respawn are absolutely mind-boggling (searching for suitable terrain types for battles, planning one's own death after entering a one-way portal and subsequent delayed re-hiring in an external tavern for the keeper of the question). Yes, he also frees two heroes from prisons who also have their uses. Sir Mullich, meanwhile, collects the cloak of the king of undead. It would seem that the game has started and now we'll mow down skeletons (our heroes have no necromancy), but the bitter irony is that you can only collect 500 skeletons, there's nothing left to farm after that, and the cloak must be given up for passage.
Then an interesting moment will be the crossing of heroes from the necro-respawn and the elf respawn. A very cleverly designed water route serves this purpose, and you'll have to rack your brain quite a bit to overcome it with the necessary troops. It was approximately at this stage that I encountered great difficulties, which I previously wrote about in the thread. To leave for the necro-respawn with elves and defeat the completely unrestrained necromancers there, especially Moandor with 700+ liches, we need a stable. But by opening the passage to it, we release a very problematic hero from a neighboring castle onto our territory. It is impossible to take him on immediately; you can outsmart him, but not enough for an immediate confident kill afterward. And this means that he takes almost everything from us (a bit earlier underground, all castles were snatched by necromancers). We are left with one same-ally Rampart with elves and an income of 500 gold per day. In general, I decided to hole up in the current situation and accumulate troops (I'll note immediately that this was a mistake; the castles could and should have been surrendered, and that hero should have been properly outsmarted; for troop purchases in castles at all stages of the game, we will only need shooters, let the enemy boldly buy the rest). I spent 3 months doing this, but in the 7th month, my fascinating activity was interrupted by a swamp hero with imba stats and troops arriving at the elf Rampart. I had to move and defeat the hero from the castle in exchange for visiting the stable, the death charm, and leaving for the necro-respawn with elves. As for the swampy one, I buried him in a puddle under the Rampart.
Now the epicenter of events moves underground. Having dealt with several necromancers (except Moandor) and added 250 vampire lords to the army, we are faced with the necessity of visiting the brown tent. Opening the black border guard before it triggers a series of the gloomiest consequences: after us, an elementalist with a terrifying army visits the tent; as a result, a hero arrives at our surface world castle respawn with 120 fabulous and 240 gold dragons and a pendant of inner vision (!), and another elementalist underground steps 2 cells forward and, in exchange for losing all mana, learns "dimensional door." If you delay breaking him for too long, he theoretically gathers mana and jumps out of cover, and the terrain of the cell he stood on is likely the only way to defeat him with our very meager forces at this stage. Battles with the mentioned elementalists are managed using the capabilities of vampire lords. As a result, we free Orrin level 58 from prison with resurrection and blinding, kill Moandor, learn town portal, and kill the hero with fabulous and gold dragons with the help of terrain (the main thing is to survive 5 casts of fabulouss with elves in cover, then force the enemy to spend all mana, resurrect the elves, and shoot everyone).
After this comes the long-awaited freedom of action. We master the snow, collect the sniper's bow and cursed armor, get 2 elixirs of life, join 50 titans and buy as many more, gradually defeating one by one the heroes standing calmly on defense of various castles or simply on the map. The global task now is to knock all parts of the power of the dragon father out of the enemies and give it up for passage. Some battles will be very difficult; almost all heroes have pendants of inner vision, and later marks of courage.
A new turn of problems awaits us when it comes to the orange computer. Up to a certain stage, we don't encounter him at all. He has 8 heroes on the map. One of them is a jailer with a limited radius of action. As soon as we kill the first of the oranges, the jailer begins to release very tough heroes from prisons, who arrive, of course, right in the heart of our domains. The last of them is Thorgrim with full immunity to magic, 360 azure and crystal, 600 archangels and titans, 900 phoenixes. He is the only one who reaches our very first location and gives freedom of action to three of our old acquaintance knights with legionary troops, about whose expediency of blocking I spoke earlier and who have been idle all this time.
Also interesting: as soon as orange heroes start coming to us, we can re-recruit Jel in the tavern (external or in one of the Ramparts), who previously belonged to the pink computer (the only enemy flag not in alliance with the others, so orange wipes him out on his way) and upgrade our existing elves and crossbowmen into snipers. Then Sir Mullich and Aiden study force field and we enter the home stretch — collecting parts of the angel alliance. Among the enemies in the finale are defense specialists — Mephala, Tazar, and Nila. The most difficult opponent of these three is Nila. To break her, two tricks were needed: first to kill the titans and maim the azures, second to drain all her mana (Sir Mullich, azure dragon, pegasus, mage, ghost, power of the dragon father, force field, dispel, and computer stupidity will help us do this), and on the third attempt finish her off.
At the very end, you need to obtain the medal of vulnerability. We have a choice: either kill the orange jailer, who tormented us quite a bit before (he has just enough moves to take the pandora's box standing behind the prison with Thorgrim and transform into a super-imba as a result), or pick up the medal from the ground by fighting tens of thousands of fabulous dragons, azures, crystals, and rusts. Both options are equally difficult. But I decided to perform both tasks. In the end, victory in the scenario was achieved on 16.4.1.