Genre: RPG.
Language: English.
Plot: Ukko, a great barbarian (pagan) who has lost everything, wakes up in a small island in an unknown land; a land full of unmatched perils and puzzles... Can you survive this tale? Can you beat the impossible odds? If so, consider yourself a true master of Heroes of Might and Magic 3!!Before us is a linear RPG map, whose author was clearly inspired by "Wayfarer". Unfortunately, the map falls short of "Wayfarer" both in terms of combat difficulty and the interest of its "logistical" puzzles. However, it can still be completed once and even provide some enjoyment. Almost the entire map is played relaxedly, with only a few spots requiring relative effort.
Pros:
Moderate difficulty allows most players to complete the map.
The linearity of the map is not overly rigid; often from one location you can move forward in one direction or another, and later return and go the other way.
Lack of timing: only one quest has a deadline, which we will complete on the 4th day of the game.
You almost never have to stall at any stage due to the need to accumulate resources or troops. The number and strength of opposing heroes and monsters grow gradually and are quite reasonable.
There are practically no optional quests, unlike some other good maps. Everything is strictly logical and you won't get confused.
There are interesting puzzles in the spirit of "Wayfarer": how to take a necessary item, how to reach a certain place, etc.
Ukko's resurrection is obtained quite quickly.
Cons:
Because distances are large, the Town Portal is unavailable for a long time*, mana is scarce and runs out quickly, there are few wells, the Captain's Hat must be given to the guard, boarding/disembarking from boats is frequent, there are few heroes, everything takes a lot of time and the overall pace of the game is quite slow. To fix this, it would be desirable for the player to have 2-3 helper heroes soon to collect troops from towns. When Oris and Gunnar help the main character, things go much better.
(* Ukko will only receive the Town Portal during the clash with the 4th enemy race, Inferno. This is due to the author's design, so that one escapes the trap only after obtaining the Tome of Earth Magic)
The same flaw is clearly evident at the stage when you visit the brown tent: after this, it is necessary to destroy the pegasi standing very close by, but you have to take a huge detour to reach them and then return the same way. Yet it would have been enough just to place brown gates or a guard on the shore to handle it in one day and save a lot of time!
Unlike other maps with linear progression, there are situations here where you might miss something but find out very late; by the time it becomes clear, you must return quite far and lose a lot of time.
Extensive empty territories in the dungeon allow some who wish to play dishonestly: after receiving the Tome of Air Magic, one can choose not to give it to the seer, but return through these lands using Dimension Door. Furthermore, one can skip almost all quests and avoid fighting several enemies, especially since the victory condition is the capture of a specific Castle. The victory condition could have been left as standard and all unnecessary lands removed, replacing them with void.
There are moments that can be called "cheap shots": if you don't know about them, you might make a mistake that forces you to later replay the progression of a certain section of the path. I will write about them below in the tips.
Neither on the swamps, nor on the necrolands, nor near the Confluxes is there a Magic Spring that doubles mana, yet a barbarian without intelligence most often lacks it.
At the beginning of the 17th month, the Pink AI opponent experiences
gold overflow, causing it to go negative, which prevents them from hiring more troops. However, this is insignificant as almost all main enemy heroes have fixed armies. But this could have been prevented by making Treasuries in 1-2 Ramparts unavailable.
At sea, we find 1 wizard behind a guard who requires bringing peasants. However, there is a wizard dwelling in another place (it is well hidden), so freeing this particular wizard is not mandatory. This is a minor detail, but simply illogical.
Why do we have a scholar giving Air Sight two steps from the finale? There is no longer any use for it.
I discovered an error: the shipyard south of the red tent is positioned such that it is impossible to build a boat on it. Fortunately, this creates no problems as Ukko and Oris have Boat Call.
Tips and Hints
There are no taverns on the map, and each of our 3 heroes performs plot-necessary tasks, so no one can be lost!
Most preferred skills for the main character (after those that will be given anyway): it is desirable to get fire magic, marksmanship (we have 2 stacks of archers and soon Ukko will have 2 artifacts that increase accuracy). Tactics will be very valuable, and ballistics during town assaults. Intelligence will be useful, especially in the first months. Air magic can also be useful, but one can manage without it.
In the vicinity of the 2nd Stronghold, you will get an angel and wyverns. Remember: 1 angel and 4 wyverns must soon be given to the seer for the very valuable Forgetfulness spell, so these creatures must not be lost or upgraded!
After freeing Oris, do not rush to teach her or give her arbitrary secondary skills! She must first receive a series of skills in the event behind the red gates, and then learn expert literacy from the seer.
Gunnar's skills play a less important role (he won't have to fight). It is good if he learns earth magic (this can be done at the Conflux).
Rashka should only be fought while having both a phoenix and Berserk.
If you encounter difficulties, a
recording of the map walkthrough stream by a player named Glenn may help:
https://www.youtube.com/watch?v=DdxxhuO2mp8About my Walkthrough
On 8-1-4, passing through the monolith, I ended up in the swamp lands.
On 8-1-6, Ukko besieged the Fortress where Bron was staying. This was the first fight with an enemy hero.
On 8-3-2 I beat Gervulf, and
Blue disappeared.
On 9-4-2 I captured the hated Necropolis that covered the surroundings in darkness.
On 10-2-1 I beat Moandor. Unfortunately, losses were quite high. After replaying the fight many times, I finally settled on a version where I lost almost half of the orcs and some high-level creatures.
Brown disappeared.
On 12-1-3 I removed the brown guard in the south and invaded Green (Conflux).
The fight with Inteus went with single losses, and
on 12-2-4 Green disappeared.
On 12-4-1 Ukko reached the dendroids and defeated them; the next day he destroyed the pegasi.
On 13-2-3 I landed on Orange's lands (Inferno).
On 14-4-3 Ukko beat Rashka. The fight had a catch: this enemy has a Clairvoyance Charm. I had to replay many times due to the damage variance of archdevils until I got lucky and lost only 9 monsters and 1 dragonfly. Immediately after, I entered the 3rd Inferno, and
Orange disappeared.
After victory over Orange, I studied the map for a long time to understand where to go next. I was almost ready to ask those who completed the map, when I spotted a cell on the very western edge of "Antarctica", which I reached by water from the black market.
On 15-1-2 I captured the Tower guarded by nagas. There were no losses as the berserker did almost everything. I immediately built a watchtower there to open my path further.
On 15-1-5 I destroyed the ifrits guarding the obelisk. With a phoenix, single dragonflies and 1466 cyclops, this proved easy and without losses.
On 15-2-1
I dug up the Grail.
On 15-3-5 I broke through the anti-magic garrison on the border of the same snow lands in the dungeon. Of course, losses were inevitable here; I replayed to optimize them.
On 15-4-4 I gave 3 artifacts to the seer for a Town Portal and took the Sphere of Air.
On 17-1-3 Ukko beat 24.5 thousand titans in an ambush before the red gates, moving from lava into "Antarctica". Thanks to the Sphere of Vulnerability and Cursed Armor, it was possible to conduct the fight without losses.
On 17-1-4 the game suddenly reported:
"Warning! AI player has -2 147 470 449 gold". This means that one of the remaining enemies (Pink)
experienced overflow and can no longer hire troops. As it turned out, even enabling the SOD_SP plugin and replaying the turn transition did not help avoid this event. But this will not hinder further play.
On 17-2-6 I took the last Tower, and
Purple disappeared.
A surprise awaited me in the Tower: 1330 titans and hundreds of weaker creatures available for hire! Having gathered enough resources, I hired 800 titans.
The Rampart heroes (belonging to Pink) were defeated and the Ramparts themselves captured without effort.
The Dungeon heroes were beaten easily; only Shakti did Ukko defeat on the 2nd attempt: in the first, low morale interfered, and losses were too great.
On 18-1-4 Ukko captured the 3rd Dungeon, and
Turquoise disappeared.
Taking the Castle in the dungeon, guarded by wizards and griffins, went without losses. A Colossus is already in the Castle, boosting morale, which is very convenient, and there Ukko also learned Prayer and Clone.
On 18-3-1 I took all parts and assembled the
Alliance of Angels.
Passing into the penultimate zone and beating 4000 azure dragons, I decided not to give away the Sphere of Vulnerability to take creatures from the garrison:
it will still be needed! Moreover, assessing the troops and artifacts of Lord of Light and the garrison of the last Castle, I decided not to give the Sphere at all: it is the only one on the map.
On 18-3-5 Ukko took a second Alliance of Angels from the guards (the first was given to the guard). This was managed without losses.
Tried to take a second set of Cursed Armor. Alas, due to cursed land and the number of undead, this is too costly, so I will not take them, especially since it's impossible to wear both the Alliance and the Armor at once, and wearing the Alliance in the remaining battles is mandatory.
On 18-3-6 I beat the black dragons waiting for me behind the Dungeons and visited the
purple tent.
On 18-4-2 I beat Lord of Light without trading the Sphere of Vulnerability for additional troops: the enemy's Courage Charm would not have let me use either Berserk or Blindness, and I couldn't think of how to beat him without those. There wasn't enough mana to resurrect all who fell, so I lost 680 monsters (1224 remained).
After the fight, I joined 500 azure dragons waiting behind the Castle.
On 18-4-6 Ukko, visiting a nearby well, stormed Dunwol, and
I was congratulated on victory. Of course, if there had been more mana, losses would have been fewer. But I didn't want to prolong the walkthrough even further by returning to double my mana.
Result: 503 days, 418 points.
Finally,
questions for those who completed the map (and those who will later):
1. What is the secret to the fight with Rashka? The author never revealed what his design was.
2. Did you give away the Sphere of Vulnerability for additional troops? If so, how did you beat Lord of Light and how did you capture Pink's Castle without the Sphere?
3. Did you take the second Cursed Armor? How and with what losses?
4. Question to kolotok: you admitted that you cheated with the Tome of Air. In the finale, did you beat Lord of Light, since taking the capital is enough for victory?