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In reply to wenwell
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Our little eagle has finished his run. He came as a guest and left. wenwell, if you have his contact information and he plans to try again, advise him to download the updated 3.6 version – it includes many explanatory messages indicating where to look and how to interpret certain things.
aka Hazar
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My map
The Last Crusade
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Alexandr Z, He mentioned at the end that maybe it would have been better to start on a different difficulty level. I don't have his contact information, but he uploads videos to YouTube, and I'll let him know about the new version when I get the chance.
In reply to Alexandr Z
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Alexandr Z
I'm actually considering improving the combat aspect:
by making the initial bonuses give different numbers of dragons for each level and significantly increasing the strength of the monsters. Of course, this is a time-consuming task. Should I do it? What do you think?
This would be another plus for the map. But the power field buff should already have a positive impact on the situation.
In reply to Marlo_Stanfield
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Map: "Brave People" 勇者闯天关 (BT) version
walkthrough review

1. General Rating 7/10
Continuing the challenge of completing little-known or unknown Chinese maps from gamerhome.
In terms of style, the map is very, very similar to Wayfarer:
- completely corridor-based; you cannot skip sections or choose the order of progression,
- you can only enter a new location once you kill a hero in the old one or bring specific artifacts,
- all artifacts and secret passages are hidden behind objects or castles; on water, you must take a hidden chest or sink an obstructing boat,
- AI (with rare exceptions) are immobilized; almost all are stormed in their castle with smaller forces,
- as you progress, the AI's strength becomes simply insane (see screen 4, for example), but our growth also increases.
I would say it is Wayfarer No. 2, but without the initial quest and a softer version.
In particular, there are many secret passages and artifacts, but in 2018 they are all found without any effort. The map file itself is dated 13.04.2013, though I don't know how accurately that reflects the creation date.
The map loses 3 points for absolute corridor-linearity and lack of choice in actions, for complete staticity (only a couple of enemy AI can move anywhere, but they don't have time to), for the total uniformity and duration of battles with AI, the absence of puzzles or any innovations for solving them, and the lack of a "traditional" start with a series of battles to test mechanics knowledge. It is simply a sequence of "epic" battles with AI using well-worn techniques. The map only allows for speedrunning competitions, but I didn't set that goal for myself and finished it on day 943.
The Chinese text has no significance; there is very little of it.
No bugged zones or AI actions were noticed; everything is logical, everything opens, all quests are completed, guards — open. No complaints on this point.
The map took a long time to complete due to prolonged battles, but it wasn't difficult.

2. Walkthrough Nuances and Tips
- no taverns,
- no Fly or Dimension Door spells, no Berserk (a magic book is given for a couple of battles, but doesn't change much),
- no Sphere of Disjunction or Sphere of Vulnerability artifacts (except the final battle with Rashka), no magic books (except a fire book for a couple of battles),
- no necromancy; demonology is possible but not promising,
- all artifact sets are present (Angel Alliance, Titan's Roar, AoTD, Sniper's Bow, etc.),
- place the obtained Grail immediately in the only Rampart for +2 Luck, as you will later have a Castle with a Grail for +2 morale. The Grail cannot be placed in Flux, and it is not needed in other castles,
- try to play with smaller forces in months 4-5-6-7, buying creatures from external dwellings. The Rampart will provide +10% income per week, and by month 8 with 13.5 million I was able to buy all necessary creatures. Otherwise, for example, on day 611 our weekly income is 52k per day x 7 = 364k per week, but buying 60 Titans and 24 Archangels a week costs 420k, and that's without counting Fanatics, Archmagi, and their upgrade to Wizard!
- try to buy all creatures from strike stacks in external dwellings,

3. Walkthrough.
At the start, we are given a Dragon who turns Fanatics and Mages into Wizards, locked behind guards of Orrin, a shooting specialist.
With the Dragon, we must reach the Titan castle within the first week, while trying to assemble as large an army as possible along the way by buying Titans and Mages/Fanatics from dwellings.
On week 4, I went north and freed my 3rd hero — Sylvia, a swimming specialist.
On day 211, I captured the second castle and killed the first hero — Serena, and immediately the next day — Jonah, then we capture the second castle. We have no restoration, so we try to lose as few forces as possible in battle (we can use weaker units for one-way firing or sacrifice someone, or play with morale/luck of Titan shots, but this saves Wizards in battles).
After that, we get the Resurrection spell near the first castle and begin conducting further battles without losses.
225 — capture the first Stronghold, 231 — second Stronghold.
On day 233 — our KEY castle is the only Rampart on the map (not counting another one — the final). It is thanks to this that we can accumulate 10% weekly; this is important because there won't be enough money to buy everyone!
Next, kill Brohild on day 237 and Korbak on 311; now we can free Orrin. From then on, Orrin becomes the main force, and the Dragon only helps him.
By this time, the armies against us are impressive (see screen 1 against Korbak).
Then follows a series of killing enemy heroes in castles until I freed Tazar on day 447. Now he is our main hero for the remaining 90% of battles with enemy heroes until the end of the game. Plus, only Tazar gets clones from the Seer, and we begin to fully utilize Archangels.
On days 73x-811, we kill a group of four orange enemies in the field (Müllich, Voy, Arlash, and Halon). Luckily, we have a magic book for a short period that contains Berserk. For example, I managed to "freeze" Arlash with Berserk around a lake, see screen No. 2, and pass the battle on the first attempt. Screen 3 shows Müllich and his army.
On day 834, thanks to the accumulated +10% weekly money, we have 13.5 million, but after spending it to buy all necessary growth, 5 million remains.
On day 942, we kill Rashka with the largest army (seemingly over 15 million XP of creatures) and finish the game on day 943.

4. Heroes
We have only 4 heroes for the game; there are no taverns in castles or externally, so these are who we play with.
Obviously, you can't be tricky here, but it's not required.
All heroes are limited to level 63, so when approaching 50-55, you can start visiting experience trees specifically to reach level 63. I didn't know this and left the trees for "the final upgrade," but it turned out to be pointless since Tazar reached level 63 through battles.
Skill selection is not required; they are all "pre-installed" on heroes, so there is no choice. All have Intelligence; when doubled, mana is enough for both manual Resurrection without clones and later for Archangel clones.
Tazar — the main hero; only thanks to his ability can we withstand shots from superior enemy ranged forces, and with a Life Elixir equipped, he can endure tower shots without health loss. From the moment he appears, he leads all major battles.
Orrin — shooting specialist; he leads only those battles where tactics are needed, as Tazar lacks them. When attacking a castle to prevent the AI from leaving, we use Orrin. Orrin is also well-suited for tasks involving killing dragon legions (Azure, Rust, etc.) and secondary battles. Unfortunately, Orrin cannot take hits well, and a few shots from enemy Titan legions can kill our entire army.
Dragon turns units into Wizards and performs only economic-logistical functions with Sylvia (buying growth from dwellings and castles, traveling far for artifacts, etc.).

5. Battles
In every single battle, the opponent has superior forces, sometimes by a lot; see screens.
Our advantage is Tazar's ability, as well as having Intelligence + doubled mana in pools.
80% of battles with opponents occur while they are in castles. Very rarely do they stand in the field; those battles are harder.
But with this amount of mana, almost all battles are uniform and similar:
1) attack the castle and destroy our own ballista,
2) wound ranged stacks enough so that their advantage keeps the AI in the castle and it doesn't come out.
3) then either try to maximally damage or kill flying stacks and/or ranged ones, and at a critical moment jump Azure Dragons or Archangels together with Titans or Wizards behind the forcefield.
4) after many rounds, the AI spends all its mana, and we begin to slow it down, weaken it with a Destruction Beam, blind it, hypnotize it, cast Quicksand, make clones of ranged units, etc. etc.
In general, all battles follow a very similar scenario.
Almost all battles last more than 100 rounds, which is at least 20-40 minutes. So you need to use accelerators and SoD_SP for casting forcefields and other spells using hotkeys.
I didn't use anything fundamental in the battles.
Standard set for any battle: strike stacks of Wizards, Titans, Archangels, and Azure Dragons; additionally take an Archmage, Pegasus, and optionally a Djinn or another unit.
You can also accumulate and buy strike bears, Gorgons, and Cyclopes in castles, but due to limited funds I didn't take them + they cost too much mana and time to resurrect, even though ranged units deal most of the damage.
Almost all enemies have little mana (you can exhaust them), but almost all have resistance + resistance artifacts, so you can play with randomness. Many have a charm against blindness, and some even a badge of courage against everything.
So depending on what the opponent has, we either blind their forces, hypnotize them, or simply leave them behind the castle walls and shoot from a distance.

We all know that units' morale drops if Bone Dragons or Archdevils are against them in battle. What I learned as something new is that in Devil's Fog, the -1 morale of Archdevils does not work. In Devil's Fog, creatures of light get -1 to morale, and creatures of darkness +1. Therefore, in a battle in Devil's Fog, you can have +1 morale for Archdevils and Black Dragons, but -1 morale for Gold Dragons, Archangels, and Titans. A Hydra will be neither here nor there, with "0" morale. We also get -1 to luck on such a respawn.
I am attaching screens and the map file itself.
In reply to kolotok
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By the way, I plan to play the Chinese campaign about Roman conquests, 双雄争霸.h3c, which is something like "double hegemony." Has anyone played the Chinese campaign about Roman conquests? It sounds funny, but still :)
By the way, it comes with a Word file containing descriptions and tips!
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kolotok, For some reason, the attached map file (勇者闯天关) won't open in the editor, and it's also not visible among the maps in the game.
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wenwell
haloneya has started playing The Last Crusade with a swordsman: www.twitch.tv/haloneya
Marlo_Stanfield
He's a strange streamer. I've seen his streams of Metatax on HotA: facepalm:
wenwell
I don't have his contact information, but he uploads videos to YouTube.
This person seems to be a skilled player, as I've seen recordings of him completing difficult maps on YouTube, in particular, "Vengeance is mine", which he completed entirely. Therefore, there's no need to make fun of him; he's not the kind of guy who completed "Wayfarer" in 70 months.
And you can contact him through YouTube.
wenwell
kolotok, Something's wrong; the attached file with the map (勇者闯天关) won't open in the editor, and I can't find it among the maps in the game either.
But in my "Complete Collection" editor, it opens normally. Maybe you just didn't extract the map from the archive?
If this map is one of the "traditional" ones, I might try playing it. The rectangular landscape is a bit off-putting, but I can tolerate it if the gameplay is interesting. But I've already decided which map I'll play next. I'll finish one today and let you know...
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 Marmot
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Marmot
This person seems to be a strong player, as I've seen recordings of him completing difficult maps on YouTube, in particular, "Vengeance is mine", which he completed entirely. So, there's no need to make fun of him.

No, I'm not trying to offend. Not even behind his back. I'm just honestly tired of my own map after these past few days. I can't even look at it without irony.

And I wish our colleague haloneya all the best. And I can offer him some advice if he remembers to write to me by email. Although there's not much to advise him on yet.
aka Hazar
--
My map
The Last Crusade
In reply to Marmot
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Marmot
It opened normally for me in the "Complete Collection" editor. Maybe you just didn't extract the map from the archive?

I extracted the map, but it didn't open. I renamed it, and... it opened! It seems the issue was with the installed fonts.
In reply to Marlo_Stanfield
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Alexandr Z
I can't help that much)) I also have my own life)) Although, what am I talking about...
Thanks, friend) Honestly, from a streaming perspective, it's better not to tackle such maps without some prior understanding of what needs to be done, or by getting help from outside. Getting stuck in difficult situations can drag on for a long time.
That's why the concept of two playthroughs. So as not to spoil the puzzle solutions for myself, because I also want to think things through myself, without distractions like a stream.
Alexandr Z

I'm even thinking about improving the combat aspect:
by making the initial bonuses have different numbers of dragons for different levels and significantly increasing the strength of the monsters. It's a lot of work, though. Should I do it? What do you think?
Well, if you really want to increase the difficulty of the battles, then delay the Blindness spell much later. For understanding the power of spells, Metataxis is a good teacher. I don't think, by the way, that Fireball is that much stronger than Blindness.
Marlo_Stanfield

wenwell, I'm betting that at best, he'll go underground and get hopelessly stuck there.
Stop scaring me:) It sounds like
-omae wa mou shindeiru
- nani?
In reply to wenwell
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wenwell
kolotok, The attached map file (勇者闯天关) won't open in the editor, and it's also not visible among the maps in the game.
All maps with Chinese characters don't open in the map menu. They need to be renamed (to English).
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Completed Legend of Heroes by Aeris Quamarine C. and Thunderbird. The map is of a decent level, but it repeats the idea of Where the Beauty too much, so there's not much point in elaborating. In terms of the army, you basically only need a small number of archdevils, 9 Azure Dragons from the Dungeon with Gundula, and legions of farmed skeletons for the final bosses. There was a funny battle with Vistan, who had lizards on steroids (specialization 868, sniper bow, elixir of life, and amulet of courage – as a result, it was difficult to one-shot the central stack of lizards with my 71k skeletons under Craig, level 44) :)
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6 files attached • Total size: 1.3 MB
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Language: German.
Description: To emerge as the winner on this map, you must clear some dangerous opponents out of your way, such as the five Samurai (orange), the Sea Lord (purple), Ral's Bodyguard (turquoise), and Ral along with his followers (pink). Explore quickly and do not be afraid to take risky paths.
Google Translation: To win on this map, you need to get rid of some dangerous opponents, such as five samurai (orange), sea lord (purple), Ral's bodyguard (turquoise) and Ral together with his henchmen (pink). Explore quickly and don't be afraid to take risks.

In character, this is a "classic" map without the "new original features" that can confuse players, which are often loved by authors of modern puzzle maps.
The initial state of affairs is reminiscent of "The Fall of Atlantis": 4 colors to choose from and an additional hero in the distance, followed by regular lootings. Most likely, the author modeled it after that hit.
Pros:

Possibility to choose color and race at the start: you can play as Red, Blue, Brown, or Green.
There is no plot as such, there is little text in rare events, so reading will not strain you (and Google Translate will help understand what is written).
Lack of linearity and a very high degree of freedom: you can go anywhere, but it is necessary to visit tents to reach some places.
Presence of static threats (enemies sitting in their zones) and dynamic threats (enemies wandering wherever possible). Some enemies appear earlier, others much later.
You can fight enemies however and whenever you like. Only the last enemy, Pink, will require finding a specific winning tactic, specifically killing only one—his strongest hero.
The map seems to have all spells and artifacts, but some can only be obtained in certain places.
A large world to explore with many objects.
A rather difficult start will please lovers of hard maps.
Cons:

Fortunately, I found no serious flaws or errors on the map. There are only a few remarks.
The days and frequency of large and small lootings are set such that they sometimes coincide. It would have been better to make it so this doesn't happen.
Random monsters on the island where the second starting hero is located—who has no spells, artifacts, or army, only a refugee camp nearby. I was very unlucky with this. Everything was fine until the last level 5 stack: for me, these turned out to be 19 mighty gorgons, and I simply couldn't break through them. They frequently triggered either courage or deadly gaze, while my creatures of different races kept skipping turns. In my best attempt, I killed 10 gorgons. Fortunately, it is not at all necessary to do anything in this zone: there is nothing important there, and it can only be opened from the outside and only closer to the end of the walkthrough. So in the first few months, you don't have to waste resources hiring troops for this hero when money is always scarce.
The number of chaos hydras with the final boss could be called excessive; because of this, the fight with him is not difficult, but very long. However, the author might have done this so that the player wouldn't hope for a "brute force" solution by simply accumulating many troops and beating the hydras in melee: in Pink's Stronghold, an additional 30 hydras appear every 4 days, so you need to find another way to win (and there is one).
The location of the Grail is such that anyone can dig it up just by coming to the right place. It would have been better if it lay behind several border gates and guards. On the other hand, for example, the Tome of Air Magic lies in plain sight, but reaching it and taking it is not simple at all.
About my walkthrough

I decided to play as Green with Tower. I set the other races as follows: Red — Necropolis, Blue — Stronghold, Brown — Rampart, Orange — Fortress. The main hero was Ain (350 gold on impossible difficulty for Tower is very relevant). At the start in the city, there is only a level 1 dwelling, a tavern, and a fort. One hero is near the city, the second (Astral) is very far away on an island, with monsters blocking his path and a refugee camp nearby.
Things went poorly with spells in the city: no Slow, Blind, Resurrection, or Town Portal. But Ain's skills (I checked) will be good, and spells can be learned later in another city.
On 1-2-5, almost all my resources were taken, which are already very scarce (and this looting will repeat every 2 weeks!). I loaded an autosave and traded some resources so that at least a little ore and wood remained. Because of this, I couldn't build the castle on the 2nd week as planned. Indeed, all construction and development are barely progressing for now.
I have few spells so far, so master djinns can be very useful.
On 3-1-6, I visited the blue tent.
On 3-2-3, after building a library, I learned Shield, Berserk, and Teleport. It will become a bit easier to fight.
On 3-2-6, I captured the neutral Inferno Kinderspeer. In this, I beat 3 opponents who only have one city each so far. Finally, I learned Slow and Blind. Nearby there is a fort on a hill, mage dwellings, and other things.
On 3-3-2, I visited the green tent.
On 3-4-4, I freed Soldner (translated as "mercenary"; there are several such heroes in prisons) from prison with the face of Piguedram. He knows Blessing and Healing, which I need to relearn from him. He has 88 snipers and expert logistics and scouting, but no wisdom or earth magic.
On 4-1-5, a large looting occurred: 25 of each resource and 30000 gold. This will also repeat every 3 weeks.
Having scouted with the Prospector that Resurrection and Town Portal could be learned in Reichhaven Rampart almost in the center of the land world, Ain headed there. Unfortunately, Reichhaven had been captured by Orange, and now Samurai 1 happened to be nearby with swamp troops.
I waited until Samurai 1 left through a one-way monolith to foreign lands, and landed on the island near Reichhaven.
On 4-4-7, I took Reichhaven, which was guarded only by Rampart monsters.
On 5-1-2, I attacked Samurai 5, as he had landed on the shore of the island where Kinderspeer stands. I replayed this fight several times, changing troops and artifacts. Each time I defeated him, but losses were almost always great. I got trophies: Captain's Hat and Silt Sphere.
On 5-1-4, I went from the capital through a blue one-way monolith and ended up on an island with Silverwing Tower. Also, finally, I decided to attack the gorgons with Astral to escape and immediately hire him in the capital, then send him to study: besides Ain, he is currently the only hero with expert wisdom.
On 5-1-5, I took Silverwing, where Gurnisson, Blue's main villain, was sitting. He was strong in skills but almost without an army, so I easily beat him without losses and received a bunch of trophies.
On 5-2-1, the powerful Necropolis hero of Orange, Knochenkonig, who had scared me, landed back where he got into the boat—probably because Ain appeared at the library on his island. But on the same day, the terrible Purple hero Sea Lord popped out of a one-way monolith on the island with Magmetin.
On 5-2-5, Samurai 2 jumped out of the monolith exit with crystal dragons in one stack. I tried to beat him—it worked, and without losses, only at the end he still managed to escape.
Entering the tavern in Silverwing to hire a hero for capturing dwellings and mines on the island, I suddenly saw Gurnisson there. His skills turned out to be excellent (which is very rare for a Barbarian under AI control), and I hired him.
On 5-2-7, I took Glatherot. Perhaps this city and its surroundings will become my new base and refuge for all weak heroes: the city itself is behind green gates, there are 2 blue gates nearby, and very valuable things are located further away, but they still need to be reached. It's a good sign that none of the enemies have been here yet.
On 5-4-2, I attacked 111 ancient monsters in front of the red tent on the southeastern island. The fight took place on cursed land, so I had to run around to hit the monsters only with shooters and nagas without retaliation. Thus, I visited the red tent.
On 6-2-1, Purple's hero Admiral Yun came out of the monolith and headed toward Magmetin Conflux. I assessed his army and decided to try to beat him. It worked, and without losses. I got 3 artifacts, among which the Admiral's Hat is valuable.
On 6-4-2, I took the Wizard's Well east of the Stronghold that I intended to capture.
On 6-4-7, I visited the blue tent.
On 7-3-5, Ain took the Sphere of Vulnerability. The Sphere, of course, had hidden guards, but the strength of the troops and mana reserve were enough to conduct the fight without losses.
On 7-4-2, Ain visited the brown tent.
On 7-4-5, Turquoise's hero Der Patriarch suddenly moved and, passing through white gates, jumped into the entrance of a yellow monolith.
On 7-4-6, from a blue monolith on the island with Cragmoor Stronghold, Turquoise's main hero Ral's Herold popped out.
On 8-1-1, passing through brown gates and killing legions of gold golems, I took the Legion Statue.
On 8-1-4, I defeated Der Patriarch, receiving a Sniper Bow, Shackles of War, and all speed artifacts.
On 8-1-7, Brown disappeared. I was not involved in this.
On 8-2-1, Turquoise's main villain Ral's Herold popped out of a blue monolith south of Blackcorter; Ain attacked him and beat him.
Passing through the same blue monolith, Ain ended up at the white tent, the path to which was blocked by a Turquoise garrison of black and azure dragons. With the Sphere of Vulnerability, I destroyed the dragons easily and visited the white tent on 8-2-2.
On 8-2-4, I captured Malev Dungeon on a volcanic island, which Turquoise had taken shortly before. This city can become a reliable refuge since no one except Turquoise has visited the only white tent.
On the same day, Knochenkonig popped out of the monolith near my Silverwing Tower. Ain rushed to meet him and attacked. The advantage was clearly on my side, and soon I finished the fight without losses.
On 8-2-5, entering a hut on the island with Blackcorter Necropolis, I received Cursed Armor for killing Der Patriarch.
On 8-2-6, I beat Orange's Samurai 3, who had landed on the shore not far from my capital.
On 8-4-1, taking fresh troops from cities, I tried to attack Sea Lord once more, and this time I was able to overcome him without losses. Of course, Berserk and Badge of Courage helped a lot, as well as the fact that the fight took place at sea: obstacles hindered the enemy crusaders.
Purple has now become the weakest of all, and it will be easy to finish him off. Now active enemies do not scare me, so I can explore the world at an accelerated pace.
On 8-4-6, I beat 379 azure dragons at the land cartographer and visited him. Almost all land opened up, only Turquoise's domains are hidden by darkness since he lives in Dungeon lands. And I already see the purple and black tents and Pink's island. In one place, I saw several holes in a row—checked in the editor: that's right, someone has already dug up the Grail.
On 9-1-7, I took the Sword of Justice.
On 9-2-4, Blue disappeared from the map, losing all heroes. On the same day, I captured Whisteldal Castle, former lair of Purple, and visited the purple tent.
On 9-2-5, I beat Caitlin, and Purple disappeared.
On 9-2-6, Sea Lord reappeared, now hired by Orange, and landed on the shore by my capital. Gurnisson rushed to intercept him, but he was one step short of attacking, and the next day the enemy town-portaled back to his city.
On 9-2-7, Red disappeared.
On the same day, I invaded Turquoise's territory in the southwest. Immediately after that, I beat Jenn, who happened to be nearby, without taking losses. Now Turquoise has no heroes and cannot attack me himself. I captured Turquoise's capital Scar, in which I found the Earth Keeper.
On 9-3-4, I caught up with Sea Lord and swiftly dealt with him. Orange disappeared.
On 9-4-1, I reached Turquoise's last Dungeon Shade in the southeastern corner. Theodore awaited me in the city garrison. However, he was unable to put up strong resistance. As a result, Turquoise disappeared.
On 9-4-2, I took the neutral Fallenstar Tower behind purple gates. There are no dwellings there, but there is an Air Ship (and the map is already fully open anyway).
Now I just need to deal with Pink's heroes and capture his Stronghold.
On 9-4-6, I attacked Der Elende, patrolling the northeastern island. It turned out he has a Cloak of Renunciation, and the fight will be with losses. Then I won't touch him for now, but will visit libraries and go straight to Ral.
Ral happened to have Father of Dragons' Might! Beating him by force is unlikely in an acceptable amount of time, so I'll have to use cunning.
And only now did I start looking at what serious rewards the seers offer. Yes, one can get Fly and Dimension Door, and with them, you can visit the black tent without fighting the anti-magic garrison with fairy tale dragons, and also take the Tome of Air Magic and beat Schlachter without breaking through to him via another anti-magic garrison.
On 10-1-2, I learned the Fly spell from a seer.
On 10-1-4, I flew to the Tome of Air Magic. Of course, it had strong hidden guards, but the Sphere of Vulnerability and expert berserk helped wipe them out without losses.
After that, I tried to defeat Schlachter, but he had a Sphere of Forbidding, so I decided not to touch him.
On 10-2-1, I visited the black tent, flying past the anti-magic garrison. After that, I tried to break the garrison wearing Cursed Armor and managed to do it without losses.
On 10-2-2, I took the Helmet of Divine Enlightenment. With it, I can now assemble the Alliance of Angels.
On 10-2-4, I opened Pandora's box at sea behind black gates. Fought a long time with powerful guards, resurrecting the fallen. The fight ended without losses; I received +5 to all skills, Alliance of Angels, a bunch of resources, Dimension Door, and 233 azure dragons.
On 10-2-5, I captured Pink's Stronghold, put on the necessary artifacts, and waited for Ral's attack. He came, attacked; the fight went generally as I expected, only I failed to save the cart, so I had to clone archmages and evil eyes (when enemy rusty dragons were already destroyed). In the end, the fight finished without losses.
Now, without fear of losses, I can fly to kill Der Elende and Schlachter.
On 10-2-6, I defeated Der Elende.
On 10-2-7, I similarly swiftly beat Schlachter. Right then, I was declared the winner.
Result: 266 days, 432 points.

If you have difficulties in how to defeat Ral, here is a spoiler to help you:
I immediately thought of 2 options:
a) "cowardly": leave a boat on the shore so that he gets into it and sails away, while capturing the Stronghold yourself and "activating" the veil of darkness nearby. There is a possibility that the enemy will not capture the city within 7 days and disappear. You can also stand on the shore with your heroes to prevent the enemy from landing.
b) "bold": distract the enemy with another hero or use Fly, capture the Stronghold, and accept the fight in it, preventing the enemy from breaking walls and gates. Hydras will not be able to enter the castle, while we will shoot them down and hit them with Fireball.
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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A brief summary and a collection of impressions after completing The Last Crusade as a Swordsman:
In short, the map is very interesting, but not without its flaws (at least for the Swordsman).
The pros:
- The very fact that there is a choice of 4 in-game difficulty levels and, accordingly, 4 sets of tasks is great!
- Really beautiful graphics. For me, this is a metric that I can't evaluate and generally don't pay attention to, but the icons of artifacts-indicators of the stage look beautiful on the minimap.
- A magnificent scripted sequence of changing landscapes in the barbarian lands.
- Interesting puzzles (which is essentially the main hallmark of the map). In fact, this is the most important point. I really liked, for example, the labyrinth of rusty and the white tent. Some are simple, some are not so simple, some are magnificent :) There is a lot that could be described in more detail, but why spoil it?
- A great idea with the minimap and "following the sheep." But there is an immediate drawback - this should have been highlighted much more clearly for the player. This is a hint, yes. But it is also an additional element of intrigue. The player would have much more impressions if he understood the additional meaning of this section. The same story applies to the "legend." The idea is cool, but it is far from obvious that it should help.

Cons:
- Too many unnecessary objects that confuse, prevent you from getting a complete picture, or simply distract. This is partly due to the different difficulty levels, and partly to the companion training. This causes confusion, but you have to get used to it. The extra objects are explainable, but not always. This is not only a mathematically calculated map, but also a considerable amount of creative chaos.
- Rather boring and monotonous battles. And there are practically no puzzles in the combat part. I think this area could be improved. In Paragon, the level of battles is also quite weak, but there, in my opinion, the range of ideas for battles is much wider than in TLC. Yes, the map has its own strengths, but having more of them wouldn't hurt. I strongly recommend that the author study the battle ideas from other maps. In particular, for general development, or play Metataxer's Revenge himself or study the exemplary guide from RoseKavalier http://heroescommunity.com/viewthread.php3?TID=42172
- You may feel like Schrödinger's cat - being dead and alive at the same time. Or a comparison with the event horizon of a black hole. You seem to be living normally and solving puzzles, but it turns out that you crossed the event horizon some time ago and, according to the laws of physics, you will not be able to return (except with the help of a cheat time machine). The very fact of such a period is stressful, although the author tries to reduce such periods to a few days. But, for example, in the case of the white tent, the flight beyond the event horizon can be several game months.

In conclusion, the amount of text about the cons should not discourage you. The map deserves its positive marks and the opportunity to play and test your level of understanding of the game's mechanics. And I have to complete it as a Fanatic, and I have a feeling that I will have to work hard :) And prepare a set of white flags for the author in order to get hints :)
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Here's a little exclusive content. I recorded a complete video walkthrough of the Bug-Race map by Nautilus.

1 | 2 | 3 | 4 | 5

Comments:
- The hut of the seer, which gives 1 walking dead, was moved from 11.10.0 to 10.11.0, as in the original version of the map, it is inaccessible. If anyone has any ideas on how to reach it at 11.10.0, I'd be happy to hear them;
- the entire second part is dedicated to one mind-bending battle with 600+ rounds, in which I repeatedly encountered crashes and, as a result, almost broke my laptop out of frustration until I was able to record this battle on video :D. If anyone has any ideas on how to complete it more effectively, please share them;
- the game was played on the English complete version with HD+ and SoD_SP 1.15a. The latest version of SoD_SP fixes a bug that allows you to redeem a hero from prison after dismissing them, and it seems that this bug fix is not optional. In this map, it was necessary to use this bug to dismiss Kirra with the Grail and redeem her in the Flask. But with SoD_SP 1.15a, I couldn't do it, and even loading the save without SoD_SP didn't allow me to achieve the desired result. Therefore, I had to use a save from the first playthrough, where everything was fine. Because of this, you can see some minor inconsistencies between the beginning and the end of the playthrough (different number of moves for the heroes, different artifacts, different hero positions).

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