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#1806
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Near Waltar's castle, the Lord of the Rings hero, Enova, stands with 1300 health, along with droids and unicorns. Two more heroes have also appeared: one is a logistician who can traverse half the map in a single turn, and the other is slower but stronger.
I need help with these two heroes. The logistician has 5,600 Medusas and no other units. He also has 2,800 Nagas. There's nowhere else to go, as I need the purple key, and the path to it leads through Enova.
Soon, I defeated Gunar, but at the cost of 2,000 harpies. Are harpies necessary for further progress?
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#1807
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I recorded a battle with Enova on video. https://www.youtube.com/watch?v=SHl6wZYWUy0&t=2s Do you need help with Gunnar as well?
#1808
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Gunnar, I understand how to defeat them: use sand and make sure the Medusas run out of arrows. However, I need a more precise tactic, even though I won, I couldn't resurrect 2,000 harpies. I took demons and doubled my mana, but it wasn't enough.

Added 2 minutes later
That's why I wanted to clarify: do we still need harpies?
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#1809
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I defeated Gunnar without any losses, but using a very strange tactic. I stayed on the defensive in the castle, the medusas fired, Gunnar broke down the lower wall with an earthquake, I sent the summoned air elementals down immediately after the moat, Gunnar climbed into the moat with nagas and defended himself there until the end of the battle, and the harpies destroyed his entire army in the meantime :confused:

Towards the end of the game, wizards become significantly more important; it seems you can complete the game without harpies.
#1810
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There's one problem: he often starts casting "Shake" almost from the very first turns. This doesn't give enough time to cast "Sandstorm," and for the Medusas to run out of shots.
I'll try to beat him again now, but this time without Harpies.
I don't know how you managed to win with that tactic, because he also has fire and "Suffocate" spells in reserve, which are a bit of a hindrance. So, he keeps casting "Shake" until he destroys all the towers.
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#1811
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It stops casting earthquake when one wall is destroyed.
#1812
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That’s strange, it crashes everything for me.
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#1813
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After completely (and this is important) destroying one wall, does it continue casting Earthquake? It just needs a passage, and it doesn't care about the towers. If there's a hole in the wall, it means the goal of the Earthquake spell has been achieved.
#1814
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Well, I don't know, he destroys everything. But I don't have any problems with him anymore; I've already acquired the power field. Now I'm thinking about how to defeat a player from Inferno and two others who appeared after I captured the tent.
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#1815
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I completed 3 missions in the "Rise of the Necromancer" campaign, and after the fourth, I realized I needed to replay everything, starting from the first mission. This is because the main hero in the fourth mission needs Eagle Eye as a secondary skill. I anticipated a similar situation, so I had Nimbus as one of the support heroes, and he carried me through the third mission. But in the fourth mission, the stat difference between Nimbus and the enemy heroes is 50 points in attack/defense, and the chances of him learning magic from the enemies are extremely low. In general, the difficulty of the campaign comes down to the fact that we don't know how we should properly develop our heroes and which heroes to take as support. Also, it is VERY desirable to find Antimagic and Armageddon in the first mission. If anyone wants to play, here is a list of secondary skills that are most suitable for Karasuchka: Necromancy, Logistics, Pathfinding, Wisdom, Earth, Intelligence, Eagle Eye, Attack. The best support heroes are: Galtran, Tant. For support heroes, we also definitely need to invest in Logistics and Pathfinding in addition to Necromancy, Earth Magic, and Wisdom. One hero must definitely learn Literacy. The missions here are quite monotonous and boil down to the fact that we cannot capture the computer's castles (either at all or until the end of the game), the computer constantly re-buys the same heroes, and in addition to completing the main task, we also need to complete quests for stats. In general, the difficulty here is based on the campaign author's lack of respect for the player; the missions themselves are quite monotonous and uninteresting, so I'm unlikely to replay them.
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#1816
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In my opinion, the author created these campaigns for himself and his friends (who appear in them as characters), and they knew how to play them. At the very least, the humor is strictly "for insiders." Perhaps they weren't originally intended for publication, or maybe they were accompanied by some explanations, but those have now been lost.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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#1817
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Maybe so. Ideally, a thorough reconnaissance of ALL missions should have been conducted before starting the game, but who knew it would be so challenging here? :D

Besides, the missions themselves are quite boring, and completing them is more tedious than difficult.
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#1818
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Wayfarer

Author: ustcers
Link: http://www.maps4heroes.com/heroes3/maps.php?keywords=wayfarer&type=&size=&difficulty=&sort=3
My dear wayfarer,
Where are you, what happened to you?
In what unknown land do you dwell?

Perf. I. Allegrova

Genre: RPG.
Plot: Very hard to find the way, it's an extremely tough journey! My Hero, can you still sweep away all obstacles?
In general, this is the story of Yog, who was left with nothing but is determined to deal with all his enemies.
By nature, it is a typical linear RPG map with one main hero (although some important tasks are performed by his assistants). There are many hidden paths, hidden objects, deceptive routes, monsters that must be bypassed instead of fighting them, ambushes, and more. In several places, you will see the author's "pranks" in the spirit of "the eye sees but the tooth cannot reach," and some areas in the style of "do not trust your eyes" (land that is actually sea, etc.). Even two steps away from victory, the author manages to fool the player with the last enemy garrison. You certainly won't be bored at any stage.
According to data from the Maps4Heroes site, this map is the most commented on of all those presented there for "Heroes 3".
Pros:

Perhaps the main factors that determined the success of the map are the possibility of completing it by players of various skill levels and the fact that it is simply interesting in the most literal sense of the word.
There is almost no text, so reading and translation will not be a burden.
Except for the first 5 days, there is no timing on the map (strict deadlines for completing tasks). Consequently, players of different levels can complete the map at their own pace — some in 6 months, others in 70. Of course, the faster you progress, the harder the battles will be, but then the completion time can become a clear indicator of your skill level.
All the skills needed by the main hero are provided by witch huts on the Barbarian lands.
At no stage is it necessary to sit and spend weeks accumulating resources or troops (one passage guard task might scare you, but do not be afraid: you will get what is required only later). With whatever forces you come to someone — with those you will defeat them, although sometimes you'll have to figure out how to do it.
The enemies cannot reach and attack you on their own, so there is no need to rush too much. But, of course, the sooner you do something, the faster you will move forward (perhaps the time taken to capture the second Stronghold will be the most decisive factor for the overall speed).
The strength of enemies gradually and constantly increases as you advance (only a few are clearly weaker than others, but they must be defeated to proceed further).
To keep the game from being too easy, the author planned the gradual acquisition of everything necessary: in the first months, you can only learn spells of levels 1-3 (and new useful ones in each captured city), and only later — high-level ones; you will get Berserk only closer to the finale for dealing with the toughest bosses and monsters, and the Sphere of Vulnerability even later, when it also becomes necessary.
You may also notice that by the end of the game, your army will consist of the best units from exactly those cities that allow you to assemble an Alliance of angels (which you will also have) without a drop in morale.
All seer tasks can and should be boldly completed without fear that you will make a wrong choice or an unfavorable exchange: there is no such thing here.
All existing enemies and tasks are executed in a completely "classic" style, not requiring the use of particularly sophisticated techniques or game bugs — it is enough to simply know the rules and features of the game well.
And, of course, one cannot forget the very impressive super-long run on water, which is no less spectacular than Bond's flights in "007 chases Dr. No".
Cons:

There is practically no plot as such (but this is not critical). For example, I would like to know how the enemies managed to lure the traitor Gunnar to their side and so on.
You must figure out for yourself which skills are necessary for the main hero (I will write about this below).
My personal dislike goes to the author for an event that repeats every time before the first Magic Spring, reducing morale and luck by 2: if I visit it and go back over water to save maximum mana, I will have -3 to morale and luck until I defeat some neutrals (whom I still need to find). I won't put on extra artifacts that increase these stats since the Sniper Bow takes up 3 slots. However, this nuisance ceases to be relevant after capturing the 3rd Stronghold, where the 2nd Magic Spring is nearby.
Tips and Hints

The Internet is now full of materials on completing this map, including walkthrough videos on Youtube. But try to handle all the difficulties yourself, resorting to outside help only if necessary. Periodically examine the map carefully in a reduced scale: many hidden objects become visible this way. If necessary, use the editor; in transparency mode, all secret paths and hidden objects become visible. Some powerful guards do not need to be broken through: they can be bypassed or the items behind them are not needed at all ("prank").
The first 5 days until the capture of the Stronghold may stress you out, especially for the first time and without preparation. Here is a brief guide:
Do not take a single extra step! You will return for everything left behind later.
Attack the medusas immediately: first stand still, wait until they run out of shots, take a convenient position where they can attack you one stack at a time, and defeat them.
Go east to the shore, take the 2 right piles of gold and wood: they are necessary for building a boat.
The battle with vampires will go smoothly, and you will get 2 more trolls.
Getting into the boat, sail to the sirens, sacrifice 1 troll, and choose advanced logistics as your reward! One more troll must be dismissed!
Give the last troll to the guard and continue your journey without troops. Visit the lighthouse, do not touch the Sign of Courage! Build a boat. Pass the guard, then sail north and make a detour past the palms — there is a hidden passage; land in front of the scholar. Further on, there will be no particular difficulties in the near future.
About the main hero's skills: Earth and Water magic are necessary; Fire magic, Tactics, and Ballistics are desirable. Accuracy (since Yog is a specialist in it) and Intelligence (the more mana, the better) will also be useful.
About limitations: there are no taverns on the map! Therefore, you cannot flee from the battlefield and hit-n-run is impossible. There are no markets or mercenaries guilds in the Strongholds (they will be built by an event on 4-3-2). You will find the first external market only in the swamps.
Given the absence of taverns, not a single hero can be lost!
After freeing Ciel, try to have her visit all possible "boosters" and cities, and learn all available spells: later she will play a key role in completing one section. For Ciel, almost the same skills as for Yog are desirable: Fire magic, Intelligence, Ballistics (for storming the Stronghold).
North of the first Stronghold is a gem pool, which is very cleverly disguised and looks like a pit, but viewing the reduced map reveals it.
How to reach the peasants we need? Only Ciel can do this, and for that, she must visit the seer west of the Rampart: he gives the necessary experience points to upgrade her (she specializes in logistics). Then Yog must give all useful artifacts to Ciel for the 3 battles she will face.
To reach the far shore, Ciel must wear boots and gloves, visit the stables, and have troops with a speed of no less than 8 (Cyclops Kings). The day should start from the event cell (76,124), stopping there the previous day. A video showing how Ciel reaches the peasants is here: https://www.youtube.com/watch?v=7ijDumAmdo4
Immediately upon arrival, 100 peasants will join Ciel and 7500 infernal spawn will attack. You must gather all the peasants and not lose a single one! It is convenient to leave them guarding the nearest mine.
About my walkthrough

In my walkthrough, Yog was lucky enough to get almost all necessary skills naturally, without visiting witch huts: Earth, Water, Fire magic, Accuracy, Tactics, Ballistics. I only failed to get Intelligence, which already affected the battle with Nella.
On 4-2-7, after defeating Adrien, I finished off Blue, the first enemy.
On 8-1-2, I defeated the Dragon, and Brown disappeared from the map.
On 9-1-1, I defeated Xeron, and the next day captured the last Inferno, and Green disappeared.
On 11-2-3, I defeated Jela, and Purple disappeared from the map.
After that, I came to Roland. On 11-3-2, I defeated him and finished off Orange.
On 13-2-3, I overcame Mutare Drake. Turquoise disappeared. Only Pink remained.
After many unsuccessful attempts, I was able to defeat the main villain Finneas thanks to correct tactics and great luck. It was clear that the key to victory in battle was Berserk, but one important detail was missing. And only when it "fell into place" did everything work out.
After that, I just dug up the Grail and captured the Conflux, where a relatively small garrison without a hero could not put up a decent resistance. On 15-4-3, I was congratulated on victory.
Result: 416 days. Of course, this is relatively long, but it was my first walkthrough, and I achieved my main goals: completed the map and received great pleasure in the process, which I wish for you too. And many more interesting uncompleted maps await me...
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marlo_Stanfield
#1819
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Marlo_Stanfield
I completed 3 missions of the "Rising from the Ashes" campaign, and on the fourth, I realized that I needed to replay everything, starting from the first mission. And all because the main hero needs the Eagle Eye skill in the 4th mission.
A couple of years ago, I played through this campaign. I also realized the value of the Eagle Eye skill only after the 3rd mission, but I still managed to reach the end without having to restart. It's not very difficult, but it's tedious.
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#1820
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I could have continued even without the eagle eye on Karasuchka if I had leveled up Tanta instead of Nimbus. Bonus at the beginning of the mission: animate dead, resurrection, or chain lightning. With Tanta, I would have retrained animate dead, taken resurrection as a bonus, and generated offensive magic through recharges in the only guild with available spells on the map. But now I have to play without resurrection. It's probably possible, but it's definitely not worth it.

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