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Posts from Walkthroughs for custom maps.

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In reply to wenwell
7 years ago
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wenwell
Decided to try, just for fun, to complete the Deeply Inundated Dungeon battle using only one fake and without a blessing (against 6 swordsmen). I found a looping tactic, but after the back-and-forth chase begins, around rounds 6-7, the loop starts to break down, and in several patterns. If one pattern can be bypassed with an additional wait, the next one cannot be bypassed:( Further, in theory, you can try to loop again, but that's a different story.

Looping with 9 fakes in 1 stack.

well, then :) the simplest advice: if the first rounds of the loop go without changes, then you don't need to kill the swordsman; leave him with exactly enough health for one hit, and then attack the next one. And when the entire group has only enough health for one hit left, start reducing their health. How does that sound?
The principle here is: don't fix what isn't broken :)
although, if all the swordsmen are defeated, what's the problem?
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7 years ago
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The Fairy is, of course, an overpowered unit, but it's unlikely to defeat a Swordsman in 6-7 rounds :D
In reply to kolotok
7 years ago
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Yes. In the video, there's a battle against 9 fakes, and it seems easy because they die quickly. However, attempts to loop the same strategy with just one fake often end poorly.

kolotok
although if all the swordsmen are defeated, what's the problem?

This is just as a challenge – to conduct the same battle with only 1 fake without using a blessing. There are possibilities for this, but I wanted an optimal solution without trying out too many combinations.

Besides, there will be problems with damage distribution, like each swordsman dying at a different time, which creates different scenarios for how to act. Although killing one is already 60% of the victory, in my opinion.
7 years ago
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Well, how long can this go on? While I was relaxing and watching Dandy's streams, a new idea came to me in the Metatasker. Another restart)) Of course, this is only possible if you have the Armageddon's Blade and a redeemed Fate (to learn slow and other tasty perks). At the beginning of the second week after exiting the teleport, not far from the capital of Vertigo and Friend, they immediately start moving towards Forgetfulness (having taken the capital, of course, beforehand). 30+ enchantments and 4 titans with the blade are enough to break through – Friend breaks through, Vertigo follows. As a result, by the beginning of day 131, Vertigo is sitting in the boat and preparing to sail towards the teleport, and Friend, aka Dessa, is sitting in a hidden location with titans on the island and preparing to support. Well, this is the plan; Vertigo still needs a few hundred MP to implement it, so I'm looking for where I can get it. If this works, it will save two days right away. In previous attempts, on day 131, Vertigo was just starting the expedition to Forgetfulness.
In reply to Marmot
7 years ago
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Marmot
(To Tame a Land)

I also downloaded it, but haven't played it yet: I've been away from the game lately. When I get back into it, I'll give it a try. The discussion shows that the map, at least, is worth checking out, despite the depressing Dungeon (it's just that some areas are densely populated, while others are empty).

I finished the map sometime around the 16th month. As I wrote earlier, the map is inferior to Wayfarer in many respects, including the difficulty of the battles.
The map is not difficult, as I said, it's quite passable. After Inferno, you need to go into the yellow one-way teleport, and it takes us to the snow-covered valley of heroes, where we need to kill the anti-magic garrison without losses. To do this, don't forget to take meat (wolves and goblins can be bought in advance from the Citadel, and they will be eaten instead of archers). Here, we also get the Book of Air + Orator's Hat + Angel Wings, which they immediately offer to exchange for the Town Portal spell. This can be done if you want to follow the game's corridor. But I didn't exchange them, and instead distributed these artifacts and flew around the map as I pleased (I don't know if the author intended this or not). After that, everything is very simple, and you don't need to keep track of the timing: we drive along the hills, capture the plains with angel dwellings (and the angel Castle in the Dungeon), 750 Azure Dragons, importantly: we take the army from the garrison behind the Azure Dragons, and we get the Vulnerability Medal. You can only do part of the quests, because the most important thing is to take the central Castle. With the knowledge of the Berserker, this is not difficult to do, especially since there is no hero in the Castle, only neutrals. In short, the final part of the map turned out to be rather bland and not difficult. The beginning and middle of the map were, in my opinion, more interesting.
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7 years ago
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Congratulations! I've just started. I'm exploring the area around the 2nd Stronghold, and I haven't figured out how to defeat the archangels guarding it and the blue tent. I've gathered all the hidden creatures (did the author play "Paragon"?), but the army is still too weak, and I only have one goblin dwelling and the same goblins in the first Stronghold (I checked in the editor that it will be gradually built, but it's so slow...).
In reply to Marmot
7 years ago
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Marmot
Congratulations! I've just started. I'm exploring the area around the 2nd Citadel, and I don't know how to defeat the archangels guarding it and the blue tent. I've gathered all the hidden creatures (did the author play "Paragon"?), but the army is still too weak, and I only have one goblin dwelling and the same goblins in the first Citadel (I checked in the editor that it will be gradually built, but it's so slow...).

Spoilers!!!
I don't remember exactly, but for the 2nd Citadel, you need to explore the surrounding area, gather everyone you can, then the most important thing is to go underground and reach the bear dwellings (some will join + 7-8 dwellings in 2 weeks). Then, go to the fort and upgrade the bears. In the end, you'll have about 25-30 gray bears + a berserker against 7x4 archangels (or something like that). In the tactics, hide the bears in the corner near the supply cart and place 6 stacks of berserkers, each with one goblin. Target the archangel closest to the bear. The result of the battle is that only the berserker dies, and the bears are unharmed (and even if you lose 1-3 bears, it's not critical). That's how I did it, but I think you can do it faster without upgrading the bears (but there will be losses). Here's what's important, and don't miss it! Always leave a free slot for Oris, because in the middle of the map, she needs to gain the "Scholarship" skill to re-educate everyone!!! You don't need to take Navigation and Pathfinding for Kreg on skills (there's no need, only if you need speed). Take Earth + Water + Wisdom + Attack + Logistics as usual. I also took Fire (mass berserk, blindness-strike without retaliation, mass curse, etc. - all of this will be needed) and Tactics (also not unnecessary on the map) + Ranged Attack (because we have 3 ranged stacks - orcs, cyclops, and titans in the end). You don't need to take Intelligence; there are doublers on the map, and Air is also not needed.
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7 years ago
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Thank you. I haven't ventured into the Dungeon yet. I've obtained the Tactics skill, and the Earth and Water spells. Fire should drop soon. The Witch's Hut will grant the Accuracy skill, but I'm still unsure what to take for the last slot; perhaps Pathfinding, although it's less important.
In reply to Marmot
7 years ago
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Marmot
Thank you. I haven't ventured into the dungeon yet. I've acquired the tactics skill, and I've obtained earth and water skills. Fire should be next. The witch's hut will grant me marksmanship. I'm still unsure what to take for the last slot; perhaps pathfinding, although it's less crucial.

Take a look at the map in the editor; it mainly features swamp and titan lands for passfinding, but they only occupy about 10-15% of the surface and 5% of the underground. It's not worth dedicating a slot to passfinding for this. Based on experience, passfinding is only necessary for speedruns. Otherwise, you won't need to run away shouting "Save me! Help!" from enemy heroes, as they are confined to their respective locations. Passfinding isn't needed on this map.
In reply to Nasos
7 years ago
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Nasos
A new idea has emerged in Metatoxer. Another restart!
You're something else! How was it? "A restless mind knows no peace":) But here, it's not a restless mind, but one that's too focused on perfection. I thought that my record-breaking playthrough, taking half a year of real time, was already too much, but it doesn't compare to your struggles. And after two Inferno levels, there's still a lot to think about.
7 years ago
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Found a new trick with the Metatranscender. The battlefield layout with the Azure Dragons guarding the Library of Light and the Wisdom artifact allows you to position a single-hex unit in a cell where the Azure Dragons cannot attack it. This way, with the Blade of Armageddon, you can free the Library of Light and give the Wisdom artifact to Dessa as early as week 2. I need to consider whether this is worth the significant slowdown and sacrificing a couple of Titans – if you rush there as well, Dessa won't be able to complete many of the tasks planned for week 2. Update: Of course, it's worth it. P.S. I don't believe in such coincidences; BioBob definitely made sure that it makes sense to keep Dessa and the Blade for the speedrun. Added after 24 minutes: Yes, and with the Redemption of Fata, you can kill the quest Enchanters of the Blue faction without losing the Blade, as they have combat magic. Added after 2 hours 37 minutes: Yes, it works well – the Library of Light is freed on day 125, and Dessa learns Wisdom on day 126. Added after 51 seconds: And the pace is practically maintained
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7 years ago
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I recorded a video of the beginning of my playthrough of Rise of the Sun King. Maybe someone will find it interesting.
7 years ago
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You can complete the battle against the troll without taking any damage; you might need those 5 mana later. Also, there's an interesting feature that I already mentioned: in certain areas, you can dig a hole, and this hole will act as an obstacle, preventing passage. In Mr. Fat's zone, you can use this to block the garrison, preventing the companion from reaching you (or delaying that moment). I tested this in version 23.5 (although the portal locations in Mr. Fat's zone are slightly different there), but it should also work in the latest version of the map. Whether or not you should do this is another question...
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7 years ago
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On the Knight unit, the remaining mana still gets consumed, so you could even use it once to attack undead. Or are you talking about sieging a Rampart with 3 trolls? The excavation option is too mana-intensive. And by the way, are there any theories about why cells sometimes get blocked after excavation?
7 years ago
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No, I'm talking about the fight with one troll. For some reason, I thought that those 5 mana could be used effectively somewhere, but now there are no more saves. Then the fight becomes much easier. I'm not sure about the cells; they are also blocked in the zone of der.Operator's influence (grass, rough). For mr.Fat, it seems that they are only blocked on grass, but not on swamp. For frifix and Boneman, they are not blocked (snow). For the hero without a name, they are blocked (grass). I haven't checked the rest. So, we can assume that they are blocked everywhere there is grass, and possibly also on rough terrain.

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