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Map: Brave without Fear
Author: unknown
I am attaching the map file itself
Walkthrough Overview
The map is somewhat similar to maps by author Woxin that I've played in the past, such as "Field of Wonders" and Enemy at the Gates. This map is not a corridor from location to location, but rather open and dynamic—there is variability in choosing what to do and in what order. You are given 2 months to build up, and starting from the 3rd month, computer heroes start roaming the entire map. There's no time to be bored! Every game on this map will be unpredictable.
The map requires management of computer movement across the map to send them in the directions you need.
I can confidently give this map a 10 out of 10.
About the Map and the Principle of Completion
As mentioned, the map is dynamic. There are almost no completely closed zones, except for the locations of enemy prisons and one closed zone with mains. Therefore, you can choose the order of completing quests, obtaining bonuses, attacking a particular enemy, etc., although there isn't much choice in the first couple of weeks.
The map doesn't have a specific start, such as one fake against 40 dwarves.
If anything, there are more than enough battles here. You can fight every day if your armies and magic allow :) you choose the arsenal of artifacts and armies yourself.
At first, we start with three heroes in different parts of the map. Each must either free someone or build up to combine forces later.
Throughout the first month, starting heroes are built up at initial respawns, followed by an exit from those spawns. For example, Kir needs to collect extra growth in a Rampart village and immediately bring it to Elleshar's central sandy respawn. He must manage to build up, upgrade everyone in the Fortress on the hill, and defeat quest-giver Ivor. No one is hindering us; we fight neutrals.
In the second month, it is desirable to capture key castles and free important heroes (Gird and Roland). We've encountered a couple of opponents so far, but the battles are winnable. After forming some kind of army, our main should reach level 45 and learn Town Portal, which everyone will then relearn.
But the calm is deceptive. As I see it now, it's desirable to tempo and rush forward as quickly as possible, even at the cost of a small part of the army. We need to manage to do many things before the 3rd month.
On 3-1-1, enemies open guards, visit tents, and start freeing new heroes from prisons, who then pop up across the map via teleports. Here you have to fight whoever you can (and mostly run away for now :). As soon as we kill someone, a new one pops up. This is where the same intense dynamics begin.
In the third-fourth month, more important heroes need to be freed, large armies taken from Pandoras and Seers, quests completed, and important spells learned (such as Prayer, Berserk, etc.).
In months 5-6, we clear almost the entire map of computers, and in months 7-8, we kill the remaining mains.
With Town Portal, mobility increases greatly. The strategy is as follows:
1) try to catch weak or vulnerable computer players and kill them (see screenshot of victory over Stig—I managed to simply blast him with magic: Armageddon and Explosion, even though his army and stats were twice ours, and the army size was 50 times larger)
2) buy up growth from castles and sell it in the Stronghold (so the computer doesn't get it),
3) capture castles at the end of the week to receive growth; don't forget to equip the Legion Statue at the end of the week
4) ideally, tease and distract enemy mains in the corners of the map: on water (boarding/disembarking and making them lose time), in swamps, etc. For example, Kir reaches a computer castle with 5,000 movement points and takes it. Immediately, our 2-3 heroes jump out of this captured castle and take nearby external dwellings and resource generators. No matter how strong (and simultaneously slow) the computer is, it cannot chase 3 of our heroes with Town Portal through a swamp. This is the key to managing computer hero moves (and victory as well).
5) buy up growth from external dwellings (especially Azure Dragons)
As a result, our strength accumulates every week; main Gird visits level-up spots and completes quests (also strengthening the army), and we maintain map control. Meanwhile, computer heroes are distracted by our "fodder," "reclaim" resource generators, spend strength boarding/disembarking boats—in short, they lose time.
As I said, computers with large preset armies can pop out of one-way teleports in different parts of the map. They have different sets of artifacts and armies, so the key to defeating each hero varies. Some can be simply burned by Armageddon's Blade magic, some are killed by mana exhaustion and finished off by Arch Devils, others are killed in a head-on clash. The choice of strategies and tactics is huge.
Computers of the same flag may meet and exchange armies and artifacts. Therefore, you need to choose what's better: wait until all main forces gather on one person—but then such a hero is impossible to kill—or finish off the fodder with level 1-5 creatures. In my opinion, it's easier to have 1 strong opponent but clear everyone else, than to have a couple of not-so-strong heroes who are still hard to kill. In this case, we get more map control for completing quests and receiving growth from castles and dwellings. On the other hand, if we kill heroes popping out of teleports, they don't know much magic and their magic stats are low. Once they travel the map, they become harder to kill.
It should also be noted that the computer can consolidate its forces on mobile mains with dangerous artifacts. Such heroes may be given a SPHERE OF FORBIDDING (computers have 4-5 of them) or a CLOAK OF RENUNCIATION. Thus, battles against such heroes are either impossible to win or result in unrealistic losses. Therefore, you can wait until the computer dumps such dangerous artifacts on a weak fodder hero (and then we take them). But it could also happen that an enemy travels with 1-2 thousand Titans and Black Dragons (collected from 3-5 heroes) with a Sphere of Forbidding; we will only kill such heroes at the very end of the game with some losses.
It's worth noting that enemy heroes have access to almost all places on the map, and without Town Portal or Water Walking (almost none of the computers know this spell, while among us only Gird and Elleshar do), we could be hunted down and killed very quickly. Therefore, it is important to relearn magic for everyone as soon as possible and get Town Portal. You can also capture a couple of castles inaccessible to computers (in the south: Inferno Blackburn and Rampart castle on islands guarded by red guards), as well as the Tower with the Grail in the north, which can be fortified by water. Some places on the islands can also be fortified to restrict computer movement.
Our Heroes
At the start of the walkthrough, we have the following heroes:
Kir – a logistician for whom skills can be chosen. Besides Archery, Water, Earth, Wisdom, Logistics and Pathfinding, Intelligence, you can choose: Fire or Tactics. Fire might be needed at the end of the game for hit-and-runs, but Tactics is preferable in the first weeks in battles against neutrals to save an already frail army. I took Tactics. It's desirable to level up Kir from the start; the Logistics skill really helps "reach" half-empty castles and necessary points, and capture castles (simply put, you can travel from castle to castle with 5,000 movement!). No one from the computer can keep up with her, as Dess's logistician is a stationary quest hero, and Gunnar is in a closed location and his potential isn't realized (though the author could have changed this).
Gurnisson – clearly a secondary hero. Essentially needed for building up in the first weeks, and later for backup. He must get Pathfinding as soon as possible to travel through sand and swamps. At the start of the game, only he is offered expert Ballistics by the Seer (I assume for the fight against Ivor in the first weeks, so as not to break him and pin him in the castle), but that fight, in my opinion, is better conducted with normal magic than with expert Ballistics. So you can boldly refuse expert Ballistics and take something else instead, for example, Water.
Kaitlin – a one-time hero for 2 turns to free our hero from prison, then dies. And although she can be hired in the tavern at the end of the game, her skills are such that it's better not to do so.
Kaitlin can choose who to free. We have choices among those sitting in 4 prisons:
Orrin without artifacts, Kreg with a sniper bow (!), Thorgrim with an artifact for +2 speed and a resistance necklace, Tazar without artifacts. All have necessary Water and Earth magic, Intelligence, Logistics, Pathfinding. The only difference is the special skill. If looking simply at skills, Tazar would definitely be better for a long game; he's the best hero due to his specialization. But I dug into Seers and quests, skill additions, etc., and it turns out that Tazar is the worst choice, because in only one place on the map will he get some + something to a skill and that's it! Meanwhile, all others will have skills added several times, and they also have much bigger perks! Thorgrim is also not the best option, as magic is hardly feared anywhere on the map; there's far more damage from the enemy's raw manpower. So the choice must be made only between Kreg and Orrin. A VERY important point: by the 3rd month, ONLY Orrin can free Gelu from prison behind a guard, turn archers and elves into snipers, while behind another guard ONLY Kreg can free Dragon and create Sorceresses. Additionally, Kreg has a bonus in the form of a sniper bow (though it can only be used from the 2nd month when Kreg meets our other heroes after the blue tent). Orrin, however, can take a golden bow near the sandy respawn. In my opinion, Sorceresses are better than snipers, and Kreg's specialty is very useful given that we have Archs, bears, and Arch Devils. Also, Kreg receives many bonuses to raise stats. So you can essentially choose only between Orrin and Kreg (though Kreg with Sorceresses is better, imho). I repeat, if you take Thorgrim or Tazar, for example, it's impossible to free Dragon and Gelu (unless through manipulations by releasing, for example, an enemy Orrin or Kreg from the closed southern respawn to the main respawns, but this can be done from the 6th month, and they will reach—if they even do—the required quest, say, by the 8th, which is pointless). Furthermore, both Kreg and Orrin can open guards to get free troops from Seers (something like 1000 Sorceresses, I think!—a huge bonus!) So we choose Kreg! Playing as Tazar is a hard samurai's path :)
However, they still won't become the mains.
Later, as prisons are opened, others also become available to us:
Gird – our definitive main. Appears immediately with stats without artifacts 22-26-41-36 and can start fighting from day 1 of release. He is the one who should be given all bonus skills, especially Spell Power. Unfortunately, Kreg will not be able to or barely be able to catch up to Gird in skills. If Gird almost always has 99-99-99-99 with artifacts by the end of the game, then even if everything is put into Kreg, he still won't reach 99s. With Armageddon's Blade in hand, hero Gird can simply burn enemy armies and resurrect his losses. Without enough MP and without knowing Clone (which is obtained for killing a hero much later), almost no one except Gird and Elleshar will be able to resurrect their losses after battles.
Elleshar – another good hero who can be built up with a good mana reserve, but who still won't have enough Spell Power for powerful battles for a long time. Nevertheless, he is hero #2.
Roland – another important hero due to his Literacy skill. He is the initial target for release so that all our heroes can as quickly as possible relearn Water Walking, Town Portal, and other spells.
A couple more freed heroes don't deserve much attention, except Dragon, who started making Sorceresses.
After breaking through the black tent, you can take Lostmore castle, where there is the only tavern in the game. Until this moment, no heroes should be lost.
In the tavern, you can hire a couple more weak quest heroes we killed earlier: Rion, Enova, Sorcha, Alagar, Khalid etc. Some of them, those with Earth magic and Wisdom, can be taken for auxiliary actions (collecting creatures from external dwellings, transporting armies, buying creatures, etc.), as they either lack Logistics or Pathfinding, and almost the entire map consists of swamps, snow, and sand. I only built up Sylvia (she had Fire magic for hit-and-runs) and Lord Haart—a property specialist (for money and obtaining Fire magic).
Beaten enemy heroes cannot be hired, but you can hire them if you freed them from enemy prisons (this is, in principle, possible).
Also, having a tent provides the possibility of hit-and-run, which I used against 2 heroes—Gundula and Mutare Drake.
Artifacts and Magic/Spells
Almost all artifacts are available in the game, but according to the Prospector program, there is no Medal of Vulnerability or magic books on the map. This must be taken into account in the strategy.
The Armageddon's Blade artifact is very important; it can be obtained by killing a legion of Crystal Dragons with 10 Arch Devils :) with this artifact, you can dismantle enemy heroes even at the start of the game simply by burning small armies.
The Berserk spell is unavailable to us in castles, books, anywhere.
At first, Water Walking is an important spell; it allows you to lure computers in the desired direction and avoid being caught.
A minus of the map (imho) can be considered the ABSENCE of elemental summoning spells, which could have eased a number of battles, especially during city sieges, and made victories more varied.
Timings
111 – 117
Gurnisson / Elleshar. Gurnisson is an auxiliary hero in the desert with a swamp castle. His task is to immediately go left to free Elleshar. For this, we give him several nomads to travel normally through the desert, gnolls and lizards. On the way, I ignore some resources and money; it's much more important to free Elleshar—our main, who also has a starting army: 20 Wyverns, upgraded lizards and snakes + HAS RESURRECTION. It's desirable not to ignore crystals and immediately capture the mine on day 2. The army is split: Gurnisson with non-upgraded units clears weak neutrals, while Elleshar levels up on more impressive guards, and on 116 captures a Crystal Dragon (mandatory! You need them to hit fairies and level up! Ideally take two dragons immediately in the 1st week, although I couldn't) + colors all nearby external dwellings of bulls and wyverns. On day 7, Elleshar is an expert in Earth; this allows for more complex battles, although Intelligence is not yet leveled.
Kaitlin / Kreg. On the first day, everything near her must be collected and cleared, and she should spend the night before the pillar. On the second day, Kaitlin must free one of the heroes from prison. Tazar, Kreg, Orrin are offered as choices. I discussed who to choose above; I'll say I took Kreg. Kaitlin won't have time to save herself, and Kreg must at maximum speed go right so that by the end of day 3 he can get in a boat, and on day 4 disembark. Practically, perhaps, Kreg could enter the castle by day 7, but it doesn't matter since we are unlikely to be able to take the growth in this castle later; money goes toward expenses in other cities and heroes. So my Kreg spent the night at the sawmill, and took the city on 121 already—I repeat, it doesn't matter, as we won't be able to build anything substantial on day 7.
Kir. You can "arrange" a charm for +1 speed for this hero—the most useful artifact, very helpful in battles for a long time. I understood this hero's line the least. I traveled around the respawn, but in the first week didn't really build up the hero. Generally, it is very desirable for Kir to return to the castle on 117, as they give growth of 160 elves, 80 pegasi, 6 dryads. Therefore, it's better to forget about some secondary goals and in any case return to our village on 117 so that on 121 you can buy up the growth and rush to Elleshar's sandy respawn.
121 – 127
Gurnisson / Elleshar. At the start of the week, we immediately buy a 2nd Crystal Dragon, then a 3rd, clear external dwelling growth, upgrade everyone, and almost completely clear the sandy respawn, hit the anti-magic garrison, and move to the northern respawn toward Ivor.
Kir. I made a mistake and lingered at the respawn, so I had to return to the castle and even by the end of the 2nd week didn't manage to reach the water.
Kreg. I repeat, nothing happens in this part of the map and there is almost nowhere to tempo (the passage to the teleport is closed by a blue tent), so we spend money on Brettonia castle on a residual basis. On 123 Kreg finally breaks through unicorns, takes the lighthouse and gets in a boat, collects money on water, and on 127 returns to land, goes to the castle where by the end of the week I built angels and the castle. As seen, nothing is happening here yet; our army consists of 1 Hydra, a couple of Windarchers, snipers, and 23 elves.
131 – 137
Gurnisson / Elleshar. We buy up external dwellings, upgrade everyone, buy Crystal Dragons and wait for Kir to arrive at our respawn; we upgrade Grands and lizards, Elleshar stands under Ivor's castle with the goal of attacking on 141.
Kreg. All week money is spent on other needs; Kreg stood in the castle for a week, suddenly bonus growth of angels etc. starts being given.
Kir. 132—get in boat, on 134 pop out via teleport to Elleshar with all the army upgraded in the Fortress on the hill: 2 Black Dragons, 186 Grands, 70 dryads, 72 pegasi, 6 unicorns. On 137 Kir has only leveled expert Earth and Logistics so far; it would be good to level him up immediately, but all exp goes to Elleshar.
141 – 147
Gurnisson / Elleshar / Kir. The first difficult battle on the map—with Ivor on 141. Problem—not enough Spell Power for resurrecting Crystal Dragons, so they have to be left behind; we attack with everything Elleshar has (see screenshot). We place our Grands near the ballista. On the first move, a Black Dragon blocks the exit from the castle, wyverns crash into his Grands, ideally—poison them and heavily cut down or finish off even with pegasi + all archers. As a result, Ivor loses archers and immediately in the second round flies out with golds at our Grands while burning the ballista for about 700 damage. Our Grands fight hand-to-hand, gold responds and our ballista is destroyed (if not—we lose, as 1800 centaurs and other forces exit the castle). Next, we must deal with pegasi and remaining archers, bring our own archers into a direct line closer to the enemy and drain Ivor's mana (dispel magic and other ways). We won't have enough mana to restore EVERYONE. Therefore, you can sacrifice dryads or pegasi, for example. On 141 the battle was barely won and growth from the castle was obtained.
After killing Ivor, a quest pillar opens on the west of the sandy respawn, where one by one without much trouble we kill Sorcha (quest hero, can get perks), Rozika, Sylvia. Now Elleshar is above level 20 and can raise Crystal Dragons. Our usual army—6 Crystals and flies for meat. Whitmon castle is captured; Elleshar stands under the southern same Kildar castle. It's better not even to take it, but to take it on 211 with growth of 5 Archs (instead of two!).
Kir and Gurnisson collect respawn and growth.
Kreg. Goes with 8 Archs to Dragon Utopia, joins another 3 there, takes the utopia, breaks through gold dragons nearby and returns to the castle again.
211 – 217
A very, very important week! Firstly, one of the secondary heroes (Gurnisson) with his entire army is sent last week straight to the prison above Whitson city, where on 211 we free OUR MAIN (until the end of the game)—mage GIRD. He ALREADY has stats without artifacts 22-26-41-36 (for example, Elleshar with artifacts has 14-9-17-15), 720 mana, a bunch of spells, expert Earth, Water and Fire magic. Ideally, he should be freed as early as possible.
At the same time, the second most important task is performed by Elleshar. Near Kildar castle, he first learns Water Walking, then 10 devils join him, he upgrades them and with them kills 1000 Crystal Dragons; the battle lasts an incredibly long time, but as a result we get Armageddon's Blade—our terrible weapon for the coming months.
On 213 Gird kills Enova, opens the green tent and rushes north as fast as he can.
On 217 Gird replenishes mana in Greenfall elven village; others bring the army and Armageddon's Blade.
221-227
We move with Gird and auxiliary heroes to the snowy respawn in the north; enemy heroes are already roaming here with legions, but we can bypass them.
On 225 we get in boats in the north of the map, and on 226 conduct another quite difficult battle against quest hero Fafnir. He blasts an Explosion for almost 2500 damage, so it's important to take Crystal Dragons so they can resist once or twice; otherwise, we'll be quickly beaten. Meanwhile, we cast Armageddon for 3381 damage, and bulls finish off Azure Dragons. The battle was replayed many times, but beating Fafnir is quite realistic. We capture Equinox Tower and IMMEDIATELY FORTIFY it along the shore so that no enemy can capture it. Until the end of the game, the tower with the GRAIL is in our hands; the entire map opens up, we can see everything and plan further movement. It can be seen that enemy heroes travel with legions of creatures.
Elleshar meanwhile captures Fallenstar Tower in the south with the remnants of his army. As a result, the western part of the map is ours, see screenshot
231 – 247
On 231 we free a very important hero from prison—scribe Riland. He comes with a hundred Titans, Archs and Arch Devils, 5 Azures, elixir of life. With this, you can actually fight. Without leaving the spot, we kill Pasis, who was traveling nearby, then Rion. Riland can teach everyone Resurrection as well as Water Walking etc., which is very important.
The further and only task—to raise Gird's level to 45th; after this in the underground at 78-38-1 we are given for level 45—TOWN PORTAL. A hero can be raised to this level either in battles, or via Pandora boxes, or in the south of the map by paying 100k gold and resources to open a pillar and level up the hero there (I chose this option as guaranteed in terms of time, whereas one could try to grab exp in the underground, but there are many heroes there who are still beyond our strength). On 246 Gird reached level 45 and went for Town Portal.
311 – 447
At this point, "quiet" life ends. Enemies gather the required number of angels from dwellings, open the green tent and massively release heroes with legions across the map via one-way teleports. Chaos and madness begin. This is why reaching level 45 and getting Town Portal is desirable specifically before 311. This can be done later, but you have to maneuver between enemy heroes. Therefore, my portal was obtained with a delay on 323.
In the south, Elleshar takes 2 strategic castles unreachable for computers—Inferno Blackburn and Rampart Ellwind. Heroes will spend the night here later, army reserves are stored here, etc.
Next plan—kill Inham in the underground (332) and learn Prayer,
On 342 Roland was killed in a hard battle and the white tent opened.
346—quest pillar for Sorceresses opened. It is assumed that on 324 it could be taken for free. Also hero Dragon is freed—you can turn fanatics and mages into Sorceresses, which greatly increases army strength (there will be about 1200 Sorceresses)
On 432 we kill quest-giver Kilgor, then Nilu, and get a 2nd Armageddon's Blade.
438—quite late, we kill Loins and get Clone!
In general, the result of two months was obtaining almost all key spells, killing almost all initial quest heroes, taking control of most of the map, completing many quests; our heroes significantly increased in stats.
511 – 547
Next, as enemies are killed, they release new batches from prisons. If you catch such heroes immediately after exiting a teleport, they usually have high attack and defense stats but weak magic. Therefore, you can eliminate them immediately. Thus, on 522–523 I managed to kill 5 orange heroes who jumped out of the teleport at once.
Sometimes it's necessary to change tactics if the computer has inconvenient artifacts, for example, a Cloak of Renunciation. Against Sinki in the castle on 527, I chose to wear the Cloak of the Undead King + red orb (see screenshot). I killed two flyers quickly, and she had no shooters. As a result, I lost only a couple of units.
Against Pir with a Cloak of Renunciation on 535, I took Kreg, who dealt very large damage to the computer's army and she simply fled (and let her!). Victory almost without losses.
545—key battle with quest hero Dessa for passage to the black tent at the far northwest of the map. However, this could have been done earlier; strength already allowed it. Also for her killing we get 2222 Rocs and 1000 gold and black dragons each, and a hundred Archs, Titans and Arch Devils from the quest pillar.
The black tent allows breaking through 3 anti-magic garrisons (this is where the 1000 + 1000 gold and black dragons came in handy) and capturing all castles of the brown player (killed on 547). Additionally, in the swamp—Lostmore—there is the ONLY TENT ON THE MAP. There are few good heroes in it, true, but you can level up Sylvia, Haart and a couple of secondary heroes for buying troops, external dwellings, etc.
611- 641
611—almost the entire map is under control. Enemies, of course, roam and capture objects, but our horde of heroes takes everything back again. Some enemy heroes "hang" in the city: they take a step to exit, then return, and so on until they exhaust their move points (afraid to leave, cannot determine target priority?). On 621 there are 1-2 heroes of each color roaming the map. I can't hit them yet because they either have a red orb or a Cloak of Renunciation, while having an enhanced consolidated army. So let them roam for now.
632—in the underground, I finally decided to start on the closed zone in the south of the underground and open the pillar behind which is the enemy Tazar, released by the computer at the start of the game. See screenshot. Not sure if this can even be beaten. Therefore, through manipulations, I lured Tazar into a lake near Clexton castle and fortified him without possibility to disembark. This hero is not a quest hero, so you can do that. I move to the remote southern zone where Orrin, Thorgrim and Gunnar are also located with similar armies. Orrin and Thorgrim can be left alone entirely, but Gunnar can also be lured by boat, then sink it and capture his castle. Gunnar is a quest hero, but the troops given for him are small; he'll cause more trouble if he wanders the map.
At the end of the 6th month we lure out and finish off Malcolm and Edric (who were hiding behind cursed land with Azure Dragons), and also travel by water in the underground where in Pandora boxes you can kill 7 * 9999 creatures (see screenshot) and get some army + stats. Now in artifacts our Gird almost always has 99-99-99-99.
711 – 741
Only 1 orange and 1 blue player remain on the map, but they don't leave their castles.
The entire 7th month is a hit-and-run against Gundula. A very large army, including Titan shooters, Azures etc., as well as all three artifacts for creature speed. Therefore, you have to attack with heroes having expert Fire magic + fire orb and Armageddon's Blade, as well as artifacts for maximum Spell Power and speed. Of creatures—2 Phoenixes (in case of Fear). Also Gundula resists 10-20%, so you have to try a couple of times. In the end, the army had to be halved somewhere.
811 – end of game
On 811 we kill Gundula.
On 816—Mutare Drake is killed. Previously, however, I also had to do a hit-and-run against her by burning Sorceresses, Liches and partially Titans with dragons (3 hit-and-runs). After that, the battle went easily.
On 817 we open passage guards and kill the purple player (Tamika, no problem),
On 817 Orrin, Gunnar and Thorgrim die because they spent a week without castles.
821 Lord Haart and his main castle are killed.
822 orange Lacus is killed with a huge army and Cloak of Renunciation. Had to wear cursed armor and red orb. Losses—small, as I got lucky with Fear from Azures.
823—while in the castle, we lure out purple Verdish (who has a red orb), having previously put on cursed armor. Had to lose -1000 Black Dragons. Purple is killed.
824—we kill Geon with Cloak of Renunciation; all castles are captured. A week later, tea controller Turis dies.
Additional notes / tricks
1. To get the Sword of Justice, you need level 58 at the Seer, and there's a pillar closed to him that only we can open. To avoid waiting for level 58, we open the pillar for a weaker computer of level 58; he takes the Sword of Justice via quest, and we kill this hero (this happened with Androy on 425).
2. In the southwest there is a "glade" of external dwellings of level 7 creatures. They can be opened immediately by entering through water, but computers will quickly reclaim these dwellings. Or you can not open the passage pillar, endure until month 3.5, then take the white tent and take all external dwellings via the white guard for yourself forever, as the computer won't be able to reach the tent.
3. When approaching the white tent, do not kill the peasant. If you kill him, the computer may swim or walk to the tent, and then there will be more problems.
4. A strangeness of the map is that the tea player (hero Boraguz) collected enough angels for passage to the green tent but didn't open the pillar (!?). As a result, tea almost completely excluded itself from the game. And his hero Turis never released 11 heroes from prisons. This is strange. I had to travel to Boraguz myself and kill him without opening the tent!
5. Access to enemy prisons is closed by cursed land and stacks of Azures 9999 * 7; you can't pass that way. BUT! Either a clear map bug or the author intended it, but in the north of the map where pink Adrienne releases heroes from prisons, there is indeed a passage. If you open the topmost pillar at point 86-1-1, you can enter the water mill—and from there to the PRISONS. Thus, as scribe on 612 I freed all heroes, but didn't relearn magic; I fired them instead. All artifacts and armies were hidden in distant castles and they did not participate with me. Not sure if the author wanted prisons to be accessible. Although it shouldn't be ruled out. However, I didn't use all these forces, but simply "disarmed" the computer. In total from all enemy heroes in that location, it's about 3k Bone Dragons, 7000 Black Knights, 7000 Vampires, 8000 Liches, 7.5k Ifrits, 2000 Titans, 2000 Arch Devils, 1.5k Archs etc. in "small" amounts. But as I said, they all remained hidden in castles "just in case".
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