Map Title: 3 Hoch Smash
Version: German, 3.76
Author: Nautilus + Frifix
Downloaded from: the Heroesportal map catalog
I completed a map that I had trouble with a year ago (described
here). By an unfortunate coincidence, version 3.8 of the map, available on maps4heroes and Nautilus's Biobob's Laboratory website, has a critical flaw. At location 41.114.0, there are no underground gates. And just recently, while browsing maps by Frifix on Heroesportal, I came across 3 Hoch Smash again, but this time in version 3.76, which differs from 3.8 precisely in having the underworld gate at the correct location :)
The map is much easier than Metataxer's Revenge or Bug-Race. Even 25more next caused more problems, so I definitely recommend playing 3 Hoch Smash. But simpler doesn't mean easy. A huge plus of this map is its absolutely unique structure. The entire topography here consists of separate enclosed areas against the backdrop of an underground void, connected to each other by a system of one-way monoliths. That is, once you finish your business in one zone, you irrevocably move to a new one. And so it goes until the very end, although the city portal obtained midway through will give access to a significant part of previously completed zones.
The goal of the mission is to defeat the hero PowerMaster. We are offered to fight him in the arena on the very first day with the hero SmashDownhil (remember the beginning of Metataxer's Revenge and Rezus?). There were ideas to beat him right away, but the problem lies in the lack of a wagon with ammunition :) The maximum result that I was able to achieve was essentially eliminating all archers and half of the azure units of PowerMaster.
After this battle, a full-fledged game begins with three heroes. And immediately there are puzzles. You need to free the correct heroes from prison and reach the city within 7 days. And the task here is clearly more interesting than the similar one in Wayfarer. Interestingly, after capturing the first city, you need to quickly hand it over to the enemy, as the city is cursed. Every day, resources and gold are taken in noticeable amounts. We give the city to blue, who is an unkillable hero for us at the start of the game. And he is determined to pursue us :)
I won't describe the walkthrough in detail, since the map can be considered a puzzle of XL size, and by revealing spoilers, the main interest it presents will be lost.
Among the ambiguous features of the map, about which potential players should be warned: the map is in German, and there is a lot of information important for completing the game in the texts. Therefore, either translate the texts into a language you understand, or carefully examine the scenario in the editor. There are enough moments here that can be played incorrectly, and they will ruin your entire game later. I will mention two of them right away. At the beginning, we will receive the Book of Air for a short period of time. It is needed to get the Helmet of Celestial Thunder. Without this helmet, you will not be allowed through by the passage guard after a few months of gameplay. The second moment is related to the Wintrich tower at 50.33.1. When leaving this zone, you must definitely take with you 2 non-upgraded nagas; otherwise, you will have to either make a very unpleasant rollback or lose a lot of valuable time on this map.
There is also an additional achievement on the map. Take the dolphin in the hut at coordinates 115.96.0 no later than 2.3.1. Without it, you won't get the Admiral's Hat later. Not such a big deal, although it's not critical. I completed the map quickly and managed to do it only 4 days before the deadline.
The battles on the map are mostly easy; more questions arose regarding the effectiveness of logistics. There is only one difficult battle on the map, plus several tricky ones. A problem arose with the hero Hyre le Mort. He is located in a very inconvenient zone. You can only get there by giving up the Wings of Angel beforehand, without the possibility of returning and getting the necessary troops. Therefore, I had to go back and bring a hundred horned friends, who independently cope with sieges of almost any difficulty. Imps helped a lot by transferring over 300 mana from the enemy (!), which was just enough to defeat the hero with 30% resistance.
I played the final battle with the resurrected (later pulled out of prison) hero SmashDownhil on the first attempt in a head-to-head battle. If absolutely necessary, I could have gotten away with losing a few archangels. Victory at 4.3.4.