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It was far from easy)
On the first day, everything seemed extremely grim, but on 112, I take a hydra from a refugee camp, a moment of joy, later, on 113, a Dragon Fly Hive at 4, a box with 35 Berserkers, and… silence, the objects ran out)
The poorest respawn is discovered, along with a complete lack of any promising directions. Kyrre snagged some earth magic, but her native Mage Guild doesn't have slow, rebuilding like in HotA won't work, the scrolls are all junk led by Summon Boat… then, naturally, the question arises, where to level up the skill, and even why, if it's unclear where to go next? In short, the timer was wasted into nothing, scouting reported nothing worthwhile. My main hero on 114, using all his moves, set off to buy a spellbook and stopped to break into the darkness, waiting for a miracle. On 115, the Nagash guy finally took a village and found, "oh miracle," a second object – the Griffin Conservatory. Kyrre, after aimlessly wandering the previous turn, breaks into the newly captured village, eats 10k XP after the Gogs, having leveled earth magic, gets Defense, then Intelligence, and finally breaks back home to replenish mana (it's a Conservatory-2, and without Oil, and especially without mana, she has nothing to do there). On 116, we take the Conservatory, break through to a Unicorn clearing behind about 20 Monks with Grand Elves, and discover another clearing behind the mountains via Ivor. But luckily, there are heroes and prisons to pull from, so I start building a super chain there. Kyrre again stops for a speed boost, waiting for who knows what (the objects (a whole two of them) have been taken, and it's completely unclear which direction to choose for the main hero). Still, at least ghostly chances of escaping this miracle-respawn are appearing. Also, mobilizing the army as much as possible, I build a Fort in the Swamp to turn one mini Dragon Fly Hive into two mini Dragon Fly Hives. Initially, the decision to "fort" the Fort seems like an absurd move, given the terrible crisis, and with such an economy you can't afford generosity, but the game decided to help, and on 117, a Pandora's Box grants ten thousand gold. This makes the situation a tiny bit easier, but Kyrre is still in a state of incapacity and therefore performs the function of a fast scout hero, pulling the army up behind the Boots of Speed, then sits down to replenish mana.
Ultimately, on 121, I finally give Kyrre a good speed boost for the exit. At the Guarded Object, there are a whole 3 guards (Gargoyles, Ghosts & Bears), and since breaking through the Gargoyles doesn't unlock the road passage, the best option seems to be fighting the Behemoths, even if it means detouring through the sand. 41 of those roosters appeared with Grand Elves, and through sheer willpower and pain, I managed to take them down, bitterly losing all my Grand Elves to morale, spending a ton of mana. After breaking through, I find a block on the road from a horde of Cyclopes, and I have to travel through the sand again. At the end of the turn, I take a thick Dragon Fly Hive and break a box for Djinns, getting 8 Naga Queens, which allows me to decide to hit the Dragon Utopia on the next turn. On 123, accordingly, I barely break through the Dragon Utopia and get a Staff of the Netherworld and a Hat of the Magi from it. As you might guess, in that situation, these artifacts are completely irrelevant) Further along the road, I see Skeletons guarding the Key for Viewing and a box, and already at a loss for ideas, I attack about forty Skeletons with Grand Elves, miraculously manage them, and equally miraculously make it back to the castle. Although the opponent wasn't showing stats, I didn't dare place a Mage Guild, assuming, based on the city count parameter in the tavern which had changed since turn 121 to 122, that the opponent was already in the center. But judging by the view that appeared, Blue was in no rush, and on 124, I broke back home, replenished my mana at the conveniently located Well, then flew over the mountains and took a Dragon Utopia with a Key for Viewing and the missing component for Angelic Alliance. The possibility of finishing with Angelic Alliance + Staff of the Netherworld was amusing, although, in essence, I only had 19 Wyverns and three Unicorns left in my army, so the bet should have been placed on magic). On his turn, the opponent takes the second central city, and on 125, I take the second home Dragon Utopia and the second central Dragon Utopia, getting stats, and break the Sephinroth – a Warlock who luckily leveled up after prison – back home to replenish mana. The opponent takes the main central city, showing +1 speed.
Finally, on my 126th turn, Seph flies with upgraded Serpent Flies into the already upgraded Swamp, grabs Kyrre's top-tier artifact load, and attacks.
Thank you for the game!