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Map name: 25more next
Version: English, 3.9
Author: Frifix
Downloaded: from the Heroesportal map catalog
I played through this map. Probably the most challenging map I've played recently.
The author himself notes on the drachenwald website that the structure of 25more is radically different from other difficult scenarios like Metataxer's Revenge or Unleashing the Bloodthirsty. Here, we have a completely open world, and the AI is not restricted in its movement across the map.
We play as the Tower. At the start, there are immediately 8 heroes, which is a bit disconcerting, but the main events will unfold in the snowy zone. The other heroes scattered across the map are scouts who collect gold and resources for the first few days, and then flee/are dismissed. On day 1, we free Ayne from prison. She starts with expert logistics, boots, and gauntlets. I immediately gave her diplomacy and joined troops at the respawn point. Throughout the game, Ayne was the second most important hero. Her key advantage is her navigation, literacy, and diplomacy skills. I also recruited Mefala from the tavern – my future main hero. I was also developing about five other heroes in parallel.
On this map, everything needs to be done quickly, as after two in-game months, all gold and resources are taken away daily. In the first week, I joined nagas, titans, djinns, and mages, and placed Mefala in a cage in the lower garrison. Resources and gold were greatly helped by an ally at the beginning (surprisingly, he survived on this map).
At the beginning of the second week, I captured three red castles, learned the "Summon Ship" spell from the wizard at 0.109.0 (although I could have bought Silvia in the tavern; she starts with the "Summon Ship" spell in her spellbook), and took the "Town Portal" scroll at 28.127.1. Ayne sailed off to explore the central sandy zone, and Mefala, by the end of the second week, went to cause trouble for the Inferno neighbors. Resurrection was learned from Jeddite.
In the third week, I continued to expand into the Inferno lands and began to harass the brown faction. The map is structured in such a way that when weak heroes of any faction are killed, the jailers in the technical zone begin to release stronger heroes. As a rule, the last two heroes in each faction's line are the most dangerous. The second to last have noticeably larger armies and stats, and three of them are logistics experts. And the last heroes all have flight, monstrously large armies and stats, and powerful artifact combinations. For example, Orrin with the Cursed Armor and Cloak of Negation, and Lord Haart with the Might of the Dragon Father.
By the end of the fourth week, all the land and some of the underground castles of the AI factions had been captured. Ayne also partially explored the small snowy zone in the center of the Dungeon. Only there can you learn Clone, Berserk, and Force Field. However, you should only go there with a Wizard's Well, as the unremovable events at the entrance drain all your mana.
The fifth week was intense. It was during this period that the quests with timers were completed (the Amulet of Life for the Pendant of Courage and stats for two Spheres of Inhibition), and the red Kirr and Orrin were killed, as well as the orange Xeron with the Armageddon Blade, who, using flight, took the Boots of the Dead, which are only available to the AI and are a necessary condition for obtaining the Angel Wings, and the green Dessa and Tazar. The brown faction, led by Kragg, died without castles. Theoretically, it was possible to defeat the red faction without castles by breaking through the whirlpool to the strongholds in the lower right corner, but I didn't think of it. But nothing, in the end, Orrin gave up the Cloak of Negation, as he cannot cast flight with it. Orrin was lured under the castle, and after that, a hero with fire magic, in several attempts, tricked him with expert berserk. Then Mefala finished him off. The same fate awaited Xeron, except that the battle, even after a series of tricks, when Xeron was left with only archdevils and 6 packs of mages, was surprisingly difficult. I could also have left the green faction, led by Tazar, without castles for 7 days, but I decided not to. Tazar has the Sphere of Vulnerability, and without it, some of the undead and the final orange hero in the Tower would be much more difficult to defeat. Tazar was killed after being placed in a city, as he turned out to be a big fan of antimagic.
The sixth week was essentially the final one. Finally, I leveled Mefala to 40, collected the Titan's Thunder, and took the Boots of the Dead from Xeron. Therefore, I went and got the Angel Wings. After that, I freed the useless Vidomina at 2.2.5.
Towards the end of the week, Lord Haart arrived, and this is perhaps one of the most difficult AI heroes I have ever faced. Combat stats of 100, 18,000 powerful liches (!), 9,000 vampire lords, 7,000 knights of terror, 3,000 ghost dragons, legions of spirits, 500 phoenixes, and the Might of the Dragon Father for dessert. That is, even the Medal of Vulnerability is useless against such an enemy, and you can't kill him with magic, not even a supply cart. And I only have 100 archangels and archdevils, and about 70 titans. As a result, I spent about four hours with him. At first, I tried to give him different artifacts so that he would change the Might of the Dragon Father, but no luck. Then I put him in a city, attacked him with Ayne in the first trick, and drained his mana, which is not easy to do, as he can only summon elementals and hit us with powerful magic (usually chain lightning, but there is no anti-lightning amulet on the map). Ayne is my only hero with explosion. Therefore, she destroyed almost all the ghosts with it, leaving a few (you can't kill them all, otherwise Lord Haart will then divide the liches into two stacks). In the second trick, I attacked with Mefala with 100 archdevils and 2200 mana. Lord Haart, without explosion, so after the liches shoot, all the enemy troops fly out. I had to calculate it so that after the last shot of the liches, we would only have elementals left. Then I also had to resurrect the archdevils so that he wouldn't kill them immediately with phoenixes. In general, it was fun. In the end, there was enough mana to kill the phoenixes, liches, and vampires with Berserk. The knights of terror and ghost dragons were killed the next day.
Then, all that remained was to place the Grail in the Tower of Hundertwasser, fly with the wings to the city of Michelangelo, kill the orange hero Mom Hurry sitting in it, wait 7 days for the last hero of this faction (the jailer) to die, and that was it – victory at 2.4.3, that is, even before the moment when all resources and gold were supposed to start decreasing. At the same time, without collecting the Cloak of the Necromancer.
In general, in the course of the game, I largely ignored the author's intention. The author, obviously, thought that the player would free Vidomina, collect the cloak, and somehow farm liches. But how? To farm them, you need to fight someone. But by that time, only strong enemies remain, and on Lord Haart, there are enough of them. Moreover, Vidomina also needs to be leveled up somewhere adequately. Another flaw of the author is that he underestimated the possibilities of the Angel Wings. He thought that the player would only reach the Michelangelo castle by water, completing the quest and taking the Clover of Fortune, which can only be obtained with the Door of Dimensions. And to get the Door of Dimensions, you need to complete a huge number of quests, including bringing at least 15,000 liches. But the trick is that from turn 3900, you can fly to the zone with firebirds, and from there, the next day, to Michelangelo. With the Medal of Vulnerability, the final battle is reasonably manageable, although the enemy troops came out of the castle on tactics, so in the first rounds, you need to drive them back and block the gates. I think that 2.4.3 on this map is a result that the author would be quite surprised by.