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6 years ago
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Map: The Lord of Rings
Author: Season

I've wanted to play through this legendary map for a long time, but I either didn't have the time or the desire, and finally, it's this "tough nut's" turn. Since I had experience playing through 2 other maps by Season (Way home, Heroes of Jin Yong), I wanted to add this to the list and play a 3rd map (Xiedu for dessert:)). The map left me with many positive emotions due to the number and quality of difficult, sometimes seemingly impossible, battles. It's also interesting because, unlike many others, it doesn't allow for procrastination and troop accumulation, and the landscape and the unique mechanics of some creatures have a huge impact. Of course, you can play it without scouting, but that will require a lot of replays and significantly complicate the process. Almost all enemies have amulets of blindness, and later, medals, which is typical for many difficult maps.

Key moments of the playthrough:

At the start, we are given a hero specializing in magic (Sandro) with one un-upgraded creature, which we must use to clear a specific path, first defeating storm elementals, then hellspawn, and obtaining a specific amount of experience to unlock the Guardian skill at level 113. Then, we exchange the creature for vampires and fight the ifrits in the only possible way. We exchange the vampires with the Seer for either 2 angels (I did this), or 1 archangel. -114, the first castle is captured. -115, we fight the fairy with counterparts in Way Home and Metataxer and free Gundula (our main hero for the first half of the map). -117, Sandro defeated the magic elementals and captured 2 human castles. -121, 2 heroes are killed defending the castles. -126, the first dungeon in the Underworld is captured, and 131, the second. For killing the hero, we received 400 harpies from the Seer (our main attack force for almost the entire first half of the map). -134, we killed the azure creatures with harpies in a legendary battle:smile15: and freed Orrin (our main hero for the second half of the map). -141, Orrin defeated the stationary hero guarding the shrine with slow, the landscape is key. -146, the first stronghold is captured. -212, the hero-elementalist with magic elementals and explosion is defeated, as well as the fairies guarding the red tent and the passage to 2 scholars with resurrection. -215, Boragus is killed, which allows everyone to learn blindness at the shrine. -222, the quest hero with hydras and 6k magi guarding the shrine with "summon ship" and the white tent is killed. -224, our 4th hero (Dragon) with the skill literacy and the spell "Wizard" is freed, who receives a city portal from the Seer and teaches everyone. Meanwhile, the free heroes are digging trenches on the shores to lure in heroes who will invade our lands. P.S. I only needed to lure in 2 heroes, the rest were defeated without luring them to the water. -233, Jabarkas is killed, for which the Seer gives us prayer. -235, the first rampart is captured. -245, Josefine is killed, and 1 tower is captured. Also, Fiona, who came from Inferno, guarded by a garrison, attacks our rampart. -247, the first necropolis is captured, and the vampires guarding the lich's amulet are defeated, for which the Seer gives us another 500 harpies. Also, Theodore emerges from behind the garrison guarded by 1.5k red dragons. -311, Fiona is killed, and on 313, Theodore. -314, Ignat is killed with black dragons and cerberuses, it took a while to find the right formation and the right number of troops, a very interesting battle. For this, we receive "frenzy" from the Seer. -315, the crystals guarding the important spell "quicksand" are killed. -316, the ifrits guarding the last part of the well of magic (an important artifact in the playthrough) are killed. -322, Tamika emerges from the portal. I lured her into the water because there is no adequate army to defeat her (she will remain trapped until the end of the game because she doesn't have quest artifacts). -323, Sandro killed Das with 2100 minotaurs and explosion, the battle is not very difficult and can be completed in several ways. Sandro should have as much mana, magic power, and level as possible. For his murder, we received an important spell from the Seer - antimagic. Then, the fairies guarding the shrine with forgetfulness are killed. -326, another tower is captured, and the dark blue tent is visited, but at the same time, I released a hero with rusty dragons and titans on cursed land, who in turn releases Zidar with 500 titans, Armageddon's Blade, and clone. -327, Zidar is killed, the manticore's ability, harpies, and the ring of the mage help. An interesting battle, but not the most difficult. -332, the first flax is captured, and the elementalist is killed with the help of Sandro, Armageddon's Blade, and harpies, with archs. Also, Lord Haart is killed with rusty dragons and titans (killed only because we have phoenixes for 1 speed, archs were not enough for 1 turn due to the enemy having speed artifacts). -333, the pillar behind which 450 wizards stand is opened, 85 wizards are given, but in the end, 600 wizards in total, and this turned out to be enough to defeat Stig with Orrin with 30k efreets on 335. From this moment on, almost all the main battles are fought by Orrin. -336, "hypnosis" is obtained, which will be very useful in the battle against Enova. -337, Enova, guarding the passage to the purple tent, is killed. A simple battle when I understood the author's idea, but until that moment, it seemed absolutely impossible at that stage. -341, the purple tent is visited, and Lacus is released with titans. -342, Mephala is killed. A battle of medium difficulty. -343, Thorgrim emerges, whom I lured into the water (too strong given the current balance of power, and Lacus gave him his titans, which made Thorgrim even stronger), where he remained until the end of the game, I didn't have to lure anyone else. -344, Gird is killed, guarding the brown tent for passage to which the only Armageddon's Blade was given. I had to duplicate mana, not the easiest battle. Also, Moandor emerges, who will soon be killed almost without problems. -347, Kilgor is killed during the siege of the stronghold. -413, Mutare Drake is killed, guarding the passage to the shrine with the force field. An interesting battle, again possible due to the unique landscape and the correct formation. -417, Korback is killed, and the fortress is captured. Not the most difficult battle because blindness works. -424, the necromancer with 11k liches and 900 behemoths, guarding the helmet from the set of the angels' alliance, is killed. The battle is won only due to quicksand and the behavior of the AI. -427, the necropolis with the tavern standing on cursed land and swan ponds (a feature of Season's maps) is captured, the second tavern is external. Fortunately, they were not needed because I didn't have to use any tricks. -431, the most important spell "clone" is received from the Seer. -432, Gunnar and Maleekit emerge, 2 of the most dangerous heroes with boots of levitation. -433, Gunnar is killed by Orrin in the open field. -443, Jeddite is killed, and the tower with the grail is captured. A battle of medium difficulty. -512, Maleekit is killed. I had to lure him to a specific landscape because he often cast dispel, which ruined the whole battle, there were more problems with him than with Gunnar, but on the right landscape, he was quite easily killed. -516, the necromancer with 11k liches and 450 crystal dragons is killed. The battle is more difficult than against his twin brother, whom I killed earlier. I killed him in a way that was clearly not intended by Season:). -522, Tazar is killed with the help of Sandro, only 1 phoenix was enough:D. A battle that causes difficulties for many who have played through it, but not in my case. -524, the black tent is visited. -532, the grail is dug up and placed in the flax, all our spells. -534, Xeron is killed with 4500 cyclops, 1000 azure dragons, and elixir of life. The last castle is captured. -535, Thorgrim and Tamika die without castles, victory.

Rating 9 out of 10, an excellent map, but I definitely wouldn't recommend it to beginners.
I'm attaching a link with screenshots of the most interesting battles. https://drive.google.com/open?id=1OWdtQuC6VD-z0DMV1-yiPZQnNFptTf3g
In reply to Jules Winnfield
6 years ago
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Jules Winnfield
Map:The Lord of Rings
Author:Season

Lord Rings Map
I'll add my two cents, as I also completed the map very recently. I would give it a 7 or 8 out of 10.
Despite not being the biggest fan of searching for solutions in overly convoluted battles, I liked the map nonetheless.
The author truly assists the player who maintains tempo. I got the impression that killing the next enemy or guard is ALWAYS possible with what we have at the moment, provided we know the "key." Perhaps the only exception is Thorgrim, whose army is a medley of titans, archdevils, dragons, phoenixes, etc. That is, you can't blind him, out-cast him, or hide in a safety point—nothing works because there are too many units and they are diverse (flyers, shooters, archdevils). Otherwise, after killing the next hero or guard, you can immediately move to the next objective without waiting.

Army comments. Throughout the game, I guaranteed use of wizards and harpies. In a number of battles, I also took phoenixes and archangels. Frequent guests in the army were mages and pegasi (for reducing/increasing magic costs), as well as manticores, wyverns, and bone dragons once they became available due to the special abilities of the aforementioned creatures. Very rarely in battles with neutrals, I took archdevils and a stack of scorpicorns (for example, while the main army was occupied on the other side of the map). I won't count one-off appearances of black dragons or azure dragons. The following armies WERE NEVER NEEDED: titans, bears, faerie dragons. Regarding casts, hypnosis was never (or once, I don't remember) needed, although the author surely provided for its use.
Resources and money can also be ignored. If you need cash at the start to slot in angels earlier and buy up immediately, then by week 3-4 everything is in abundance; in the second half of the map we have over 1.5 million and a ton of resources, but there's nothing to buy with them, nor anything needed.
Regarding tempo and comparing the walkthrough with Jules Winnfield
In the first week I fell behind not by much, but I captured the second castle + killed Sorsha only on 126. Jules Winnfield did well to take the castles before 121 and get growth from the second castle. The only question is how he split his army to hold defenses in two castles at once on 121?
Next, I didn't go underground, but instead scouted the second shore toward the stronghold with one hero, while the second jumped to the barbarian and killed him on 133 + took the stronghold and via an island (killing scorpicorns with another hero), jumped to Synke, and when she left the castle, killed her in the field on 141.
Adjit was killed on 143, Lorelei on 145, and Orrin was only freed on 145. I can already see that Jules Winnfield is ahead by almost a week, as he even freed Orrin on 134! Although we traveled the map roughly the same way.
Later in terms of timing, I started to overtake Jules Winnfield by about one or two weeks on average, but overall everything is similar, though there are variations. For instance, I managed to arrive and kill Fiona earlier while she was still in the castle! And I broke through the red dragon garrison (see screenshot) sooner, which took an incredibly long time given the number of retries.

I'll spill the beans: Season made several safety points where you can hide shooters or harpies and make use of them. He clearly marked them on the map as pits!!!! See the screenshot for where they are; all of them can be used to kill difficult AI. An example is below — battles with Malekith or Tamika.
The battle terrain is a real feature of this map. Therefore, feel free to look for the right spot for a battle with the AI, although there will be few such battles since up to 10 AI heroes will be moving across the map.

Individual battles.

Difficulties in battles may arise if we play slowly and simply have too little army. You can't "accumulate" it in castles; growth is too small, and trigger heroes are coming our way who must be fought right now—later it will be harder and worse. The faster and further you push, the quicker you get perks (+ 200 wizards in the army, for example), or kill an enemy and take Armageddon's Blade from them. If you just hoard forces, killing the AI becomes impossible. Therefore, do not be afraid to let the AI out and kill them almost immediately after they emerge. Ideally, the AI should not have learned any magic or bought any units; then it is much easier to kill. An exception is the hero near the blue tent on the fire respawn. There, conversely, it's desirable that he learns various level 1-2 spells against his anti-magic, otherwise winning the battle is unrealistic.

As an option, you can fortify the shores and lure the AI into a water trap. I only performed this trick with Thorgrim; it wasn't necessary for others. That is, Thorgrim is the only hero I didn't kill who died in a boat without castles.

I also wanted to lure Tamika into the water, but she didn't "buy" it, so I had to kill her in the field, see screenshot :) a cunning battle with a safety cell. We use oil, two of our scorpicorns blind two stacks of liches (relying on RNG), wizards shoot at the third stack of liches (RNG again, if we want morale and a second shot), and archangels with wait crash into and kill the third stack; harpies stand on the safety island to reach everyone. The mage and pegasus simply fly closer to the AI so that he reaches them and casts stone skin rather than something else. If you don't want to rely on RNG, you can just place a scorpicorn next to the liches and block their 1st shot.
In the second round, archangels also move to the safety island, and wizards + harpies kill the second stack of liches (you can use blessing if the wizards didn't cast in the first round, or prayer). If you're lucky with morale, you can hit twice. The AI liches are still immobile under manticore poison. And if they aren't immobile, our wizards can shoot with frenzy and guaranteed kill 1 stack of liches.
In the third round, if the wizards are still alive and haven't been reached, we shoot a third time, finish off all the liches, and then on the island we have archangels + harpies; we drain the AI's mana, use quicksand on black knights, restore wizards, place them on the safety island, and retreat with archangels. Tamika killed on 325.
I also killed Kilgor by attacking him in the castle; a long battle, low mana, but quite realistic.
Moandor was killed without much effort with 900 wizards and almost 1900 harpies.
But the battles with Gunnar and Malekith are certainly brutal. If you tempoed a bit more, theoretically both could be killed even before they emerge; it's possible—that's why the author gave us pit lords in such quantity. I was late by literally 3-4 days.
433 – an extremely difficult battle in terms of RNG with Gunnar. See screenshot. We attack Gunnar in the field, set maximum speed, anti-blind, and attack stats. The safety cell (they are nearby) cannot be used, because then Gunnar will split the shooter stacks and the battle cannot be won. Absolute same-luck RNG in the battle. We must definitely age the bottom stack and block it immediately. And the top stack should either be aged or definitely immobilized by a scorpicorn. Accordingly, wizards preferably cast either slow or blessing. We use frenzy and kill or almost kill the bottom stack of shooters. If lucky, there will be morale and wizards will shoot twice. Nagas kill the blocking dragons, but not all. In the second round, we again need to either age the second stack of archers with dragons or use frenzy/morale with wizards to shoot twice. Harpies should finish off or almost finish off the shooters. Meanwhile !!!! the AI nagas must not get morale :) As you can understand, catching such RNG is extremely and extremely difficult; maybe one try out of 30. Also, in the second round if the nagas get morale, you have to retry. In the 3rd round, immediately sacrifice the wizards to be killed by nagas so they catch up, while casting quicksand. Wizards are no longer needed in this fight for now and are very distracting. To any of their casts, the AI likes to use dispel magic and we die immediately since 2 stacks of nagas will catch us on the battlefield in a heartbeat. Therefore, in the 3rd round, as I said, wizards simply approach the nagas to be killed (you don't see that often in battle :), and cast quicksand. The AI puts slow on us, prayer on himself, kills the wizards and wants to catch us. So we cast sands over and over and fly away with harpies under slow; it's not hard. Under no circumstances do we cast anything other than restoration on ourselves—at best, healing. Then the AI will resurrect either nagas or shooters, or throw magic at us, but that doesn't matter; harpies are enough to endure all this. And only when the AI spends all his mana or has 4 mana left for dispel, then we restore 4-5 stacks and give any buff. The AI does dispel (mana is now 0), kills our ones, and we again — slow. Here, if the AI catches morale, the try might be lost! Again, do sands across the whole field, then restoration. That's the kind of fight!
437 – not a very difficult battle with Malekith if using the safety point. See screenshot. With phoenixes we block his liches (don't attack), and try to age magogs with bone dragons. If it works, then teleport immediately with wizards to the safety point where no one can catch us and kill the magog. If they don't age, give wizards frenzy and still kill the gogs, then in the 2nd round teleport to the safety point.
515 is also a tough battle with Tazar, again due to RNG. See screenshots of rounds 1 and 2. We need to successfully place phoenixes near faeries so that rusted ones fly there. Azure dragons target our ballista and archangels. And here the RNG begins. We need:
1) our phoenixes not to be frightened and fly where needed,
2) his rusted ones not to be frightened and burn our phoenixes (then in the 2nd round we can use the rust-burn on his faeries),
3) ideally for his faeries to be frightened and cast nothing,
4) our wizards not to be frightened and shoot, ideally — get morale and shoot twice at faeries.
5) in the second and subsequent rounds for our phoenixes not to be frightened and use the rust-burn on faeries.
6) in the 2nd and subsequent rounds, ideally for faeries to be frightened again, while our wizards shoot at faeries with frenzy, ideally — twice with morale.
If everything works out, faeries are killed and Tazar cannot make a clone of them. If a few remain, it's important that they don't randomly cast meteor shower on us (this kills azure dragons), or kill wizards with an arrow, ice bolt or fireball.
In short, also a tedious RNG battle, but then due to forcefield it's easy to drain all mana from Tazar and shoot him later.

526 – final battle, see screenshot of the army I used to win. I assume one can somehow place a 1-hex unit (not for nothing does Season suggest swapping 30 archangels for 30 angels!) next to cyclops so that the AI's own azure dragons burn it, but I didn't experiment and did it my way. In the battle, you need to age and block the cyclops, then kill them in the 2nd round with frenzy and morale. In the 3rd round, harpies and our azures hide behind the forcefield, and a long battle of attrition against AI mana and killing his azure dragons ensues. We lost all wizards in the battle, but it's the finale and we don't need them anymore!

A worthy map, although quite difficult, clearly above average level.
In reply to Jules Winnfield
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6 years ago
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Jules Winnfield

-336 acquired "Hypnosis," which will be very useful in battle against Enova.
-337 Enova, guarding the passage to the purple tent, was defeated. It was a simple battle once I understood the author's idea, but before that, it seemed absolutely impossible to pass at that stage of the game.
Jules Winnfield
-522 Tazar was defeated with the help of Sandro; only one Phoenix was needed :D. This battle is challenging for many players, but not in my case.
Enova was defeated by using Hypnosis on the dendroids and binding the enemy's gold, and Tazar was defeated by summoning elementals and using Armageddon? :D I used less sophisticated methods at the time, and then I saw Chinese screenshots and was amazed by these and several other battles. Overall, the map is excellent. In my opinion, the main feature is that the author managed to fill all stages of the game on an XL map with intricate puzzle battles.
In reply to Marlo_Stanfield
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6 years ago
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Marlo_Stanfield
Did Enova break through using same-unit hypnosis on dendroids and binding enemy golds, while Tazar was handled via elementals summons and Armageddon? :D In my time, I used less sophisticated methods, but then I found the Chinese screenshots and was amazed by this and several other battles. Overall, the map is own super. The main feature, in my opinion, is that the author managed to pack the walkthrough on an XL-map with complex puzzle-battles at every stage of the game.
I didn't know, or perhaps just hadn't noticed before, that the dendroids' ability works on gold dragons, but thanks to the Chinese players). I understood that hypnosis wasn't given for nothing, but I didn't expect such sophisticated use. The idea of breaking Tazar via Sandro came independently of the Chinese players while watching haloneya's stream.

Added 20 minutes later
kolotok
Lord Rings Map
I'll add my two cents, as I also completed the map very recently. I'd give it a 7 or 8 out of 10.
Despite not being the biggest fan of searching for solutions in overly contrived battles, I liked the map nonetheless.
The author truly assists the player who maintains tempo. I got the impression that killing the next enemy or guard is ALWAYS possible with what we have at the moment, provided we know the "key." Perhaps the only exception is Thorgrim, whose army is a medley of titans, archdevils, dragons, phoenixes, etc. Meaning you can't blind him, out-cast him, or hide in a safety point; nothing works because there's too much army and it's diverse (flyers, shooters, and archdevils). Otherwise, after killing the next hero or guard, you can immediately move to the next objective without waiting.

Army comments. Throughout the game, I definitely used Wizards and harpies. In a number of battles, I also took phoenixes and archangels. Frequent guests in the army were the mage and pegasus (to lower/raise magic costs), as well as manticoras and wyverns, and bone dragons once they became available due to the special abilities of the aforementioned creatures. Very rarely in battles with neutrals, I took archdevils and a stack of scorpicors (for example, while the main army was occupied on the other side of the map). I'm not counting one-time appearances of black dragons or azure dragons. The following armies WERE NEVER NEEDED: titans, bears, faerie dragons. Regarding casts, hypnosis was never (or once, I don't remember) needed, although the author surely provided for its use.
Resources and money can also be ignored. If you need cash at the start to slot in angels earlier and buy up immediately, then by week 3-4 everything is in abundance; in the second half of the map we have over 1.5 million and a ton of resources, but there's nothing to buy with them, nor anything needed.
Regarding tempo and comparing the walkthrough with Jules Winnfield
In the first week I didn't fall behind much, but I captured the second Castle + killed Sorsha only on 126. Jules Winnfield did well to take the castles by 121 and get growth from the second castle. The only question is how he split his army to hold defenses in two castles at once on 121?
Next, I didn't go underground, but scouted the second shore toward the Stronghold with one hero, while the second jumped to the Barbarian and killed him on 133 + took the Stronghold and via a small island (killing scorpicors with another hero), jumped to Sinka, and when she left her castle, I killed her in the field on 141.
Adjit was killed on 143, Lorelei on 145, and Orrin was only freed on 145. Already here I see that Jules Winnfield is ahead by almost a week, as he even freed Orrin on 134! Although we traversed the map roughly the same way.
Further in terms of timing, I started to overtake Jules Winnfield by about one or two weeks on average, but overall it's similar, though there are variations. For instance, I managed to arrive and kill Fiona earlier, while she was still in her castle! And I broke through the red dragon garrison (see screenshot) sooner, which took an incredibly long time given the number of retries.

I'll spill the beans: Sizon made several safety points where you can hide shooters or harpies and make use of them. He clearly marked them on the map as pits!!!! See the screenshot for where they are; all of them can be used to kill difficult AI. Examples below - battles with Malekith or Tamika.
The battle terrain is a real feature of this map. So feel free to look for the right spot for a battle with the AI, although there will be few such battles since up to 10 AI heroes move across the map.

Individual battles.

Difficulties in battles may arise if we play slowly and simply have too little army. You can't "accumulate" it in castles; growth is too small, and trigger heroes come our way who must be beaten right now—later it will be harder and worse. The faster and further you push, the quicker you get perks (+ 200 Wizards in the army, for example), or kill an enemy and take Armageddon's Blade from them. If you just hoard strength, killing the AI becomes impossible. Therefore, don't be afraid to let the AI out and kill them almost immediately after they leave. Ideally, the AI shouldn't learn any magic or buy anyone for their army; then it's much easier to kill them. Exception - the hero near the blue tent on the fire respawn. There, conversely, it is desirable that he learns various level 1-2 spells against his anti-magic, otherwise winning the battle is unrealistic.

As an option, you can fortify the shores and lure the AI into a water trap. I only performed this trick with Thorgrim
I also wanted to lure Tamika into the water, but she didn't "buy" it, so I had to kill her in the field, see screenshot :) a tricky battle with a safety cell. We use oil, two of our scorpicors blind two stacks of liches (relying on RNG), Wizards shoot at the third stack of liches (RNG again, if we want morale and a second shot), and archangels with haste crash in and kill the third stack; harpies stand on the safety island to reach everyone. The mage and pegasus simply fly closer to the AI so that he reaches them and casts stone skin rather than something else. If you don't want to rely on RNG, you can just place a scorpicor next to the liches and block their 1st shot.
In the second round, archangels also stand on the safety island, and Wizards + harpies kill the second stack of liches (you can use blessing if Wizards didn't cast in the first round, or prayer). If you get lucky with morale, you can hit twice. The AI liches are still immobile under manticora poison. And if they aren't immobile, our Wizards can shoot with frenzy and guaranteed kill 1 stack of liches.
In the third round, if the Wizards are still alive and haven't been reached, we shoot a third time, finish off all liches, and then on the island we have archangels + harpies; we drain the AI's mana, use quicksand on black knights, restore Wizards, place them on the safety island, and retreat with archangels. Tamika killed on 325.
Kilgor I also killed by attacking him in his castle; a long battle, low mana, but quite feasible.
Moandor was killed without much effort with 900 Wizards and almost 1900 harpies.
But the battles with Gunnar and Malekith are certainly brutal. If you tempoed a bit more, theoretically both could be killed before they even leave; it's possible—that's why the author gave us pit lords in such quantity. I was late by literally 3-4 days.
433 – an incredibly difficult battle in terms of RNG with Gunnar. See screenshot. We attack Gunnar in the field, max out speed, anti-blind, and attack stats. Using a safety cell (they are nearby) is impossible because Gunnar will then split his shooter stacks and the battle cannot be won. Absolute RNG in this fight. We must definitely age the bottom stack and block it immediately. And the top stack should either be aged or certainly immobilized by a scorpicor. Accordingly, Wizards should ideally cast either slow or blessing. We use frenzy and kill or almost kill the bottom shooter stack. If lucky, there will be morale and Wizards will shoot twice. Nagas kill the blocking dragons, but not all of them. In the second round, we again need to either age the second archer stack with dragons or, under frenzy, get same-unit morale with Wizards and shoot twice. Harpies must finish off or almost finish the shooters. Meanwhile !!!! the AI nagas must NOT get morale :) As you can understand, catching such RNG is extremely difficult; maybe one try out of 30. Moreover, in the second round if the nagas get morale, you have to retry. In the 3rd round, we immediately sacrifice Wizards to be killed by nagas so they catch up, while casting quicksand. Wizards are no longer needed in this fight for now and are very much in the way. For any cast of theirs, the AI likes to use dispel magic and we die immediately because 2 stacks of nagas will catch us on the battlefield in a heartbeat. Therefore, in the 3rd round, as I said, Wizards simply approach the nagas to be killed (you don't see that often in battle :), and we cast quicksand. The AI puts slow on us, prayer on himself, kills the Wizards and wants to catch us. So we cast sands over and over and fly away with harpies under slow; it's not hard. Under no circumstances do we cast anything other than restoration on ourselves—at best, healing. Then the AI will resurrect either nagas or shooters, or throw magic at us, but that doesn't matter; harpies are enough to endure all this. And only when the AI spends all his mana or has 4 mana left for dispel, then we restore 4-5 stacks and give any buff. The AI does dispel (mana then 0), kills our ones, and we again — slow. Here, if the AI catches morale, the try might be lost! Again, we do sands across the whole field, then restoration. That's kind of a fight!
437 – not a very difficult battle with Malekith if we use a safety point. See screenshot. With phoenixes, we block his liches (don't attack), and with bone dragons, we try to age the magogs. If it works, Wizards immediately teleport to the safety point where no one can catch us and kill the magog. If they don't age, we give Wizards frenzy and still kill the gogs, then in the 2nd round we teleport to the safety point.
515 is also a tough battle with Tazar, again due to RNG. See screenshots of rounds 1 and 2. We need to successfully place phoenixes near faeries so that rusty dragons fly there. Azure dragons reveal our ballista and archangels. And here the RNG begins. We need:
1) our phoenixes not to be frightened and fly where needed,
2) his rusties not to be frightened and burn our phoenixes (then in the 2nd round we can use the rusty burn on his faeries),
3) ideally for his faeries to be frightened and cast nothing,
4) our Wizards not to be frightened and shoot; ideally — get morale and shoot twice at the faeries.
5) in the second and subsequent rounds, our phoenixes not to be frightened and perform the rusty burn on the faeries.
6) in the 2nd and later rounds, ideally for the faeries to be frightened again, while our Wizards shoot at them with frenzy; ideally — twice with morale.
If everything works out, the faeries are killed and Tazar cannot make a clone of them. If a few are left, it's important that they don't randomly cast meteor strike on us (this kills azure dragons), or kill Wizards with an arrow, ice bolt, or fireball.
In short, also a tedious RNG battle, but then due to forcefield you can easily drain all of Tazar's mana and shoot him down later.

526 – final battle, see screenshot for the army I used to win. I assume it's possible to somehow place a 1-hex unit (Sizon doesn't suggest swapping 30 archangels for 30 angels for nothing!) next to cyclops so that the AI azure dragons burn him themselves, but I didn't experiment and did it my way. In the battle, you need to age and block the cyclops, then kill them in the 2nd round with frenzy and morale. In the 3rd round, harpies and our azures hide behind the forcefield, and a long battle of attrition for the AI's mana and killing his azure dragons ensues. We lost all Wizards in the battle, but it's already the finale, and we don't need them anymore!

A worthwhile map, although quite difficult; clearly above average level.
I spent the night in Sandro's second castle at the end of 117; on 121 Sorsha attacks and we have full movement for Sandro, while Gundulla stood near an external dwelling with trolls. After killing Sorsha, Sandro ran to meet Gundulla, breaking through nagas along the way, and handed over the army. Nila captured the castle and fled. On 122, the castle was recaptured and Nila killed in the field.
Regarding the battle with Malekith, I conducted it at the point where a quest hero guarding the slow shrine was killed at the start of the game; there are 2 hexes where I hid the Wizards and a ghost for mana draining. I blocked magogs and liches and killed them via frenzy, then it was elementary. But without safety cells, the battle is hellishly difficult if even passable with such a balance of forces. However, the battle with Gunnar wasn't that hard; it was done in an open field without safety cells—I didn't even need harpies, I took Wizards, phoenixes, and a spectral dragon. The key in the fight was to age the medusa stack and catch morale on the Wizards. I stood calmly under ff and shot the nagas, while he just resurrected them; then quicksands and resurrection of army remnants. Thorgrim was buffed by Lucus's titans and breaking him is even harder, if even possible in such a layout, but fortunately, I lured him into the water before the end of the game. Tamika went into the water because there were goodies in the puddle, + she could disembark from the boat onto land where we summoned the ship for the Dragon; I didn't have to lure anyone else. I didn't break through the red dragon garrison but reached the Tower via water. I fought the final boss without harpies: Wizards, phoenixes, ifrit, spectral dragon. I aged and burned cyclops with azure dragons—it reminded me of dandy's walkthrough on metataxere where there were battles involving luring stacks for burning. Overall, similar walkthroughs resulted, even the dates are almost identical. Lost about 5 days luring Malekith and had a few other good blunders. In principle, I could have finished in less than 5 months if I'd calculated logistics better, but I consider the result quite good as it is. P.S. If necessary, I can attach daily saves.
In reply to Jules Winnfield
6 years ago
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Jules Winnfield

Overall, the playthroughs were quite similar, even the timings were almost the same. I lost about 5 days luring Malekith and had a few other significant setbacks. In principle, I could have completed it in under 5 months if I had planned the logistics better, but I still consider the result to be quite good. P.S. If needed, I can provide daily save files.

Thank you for the playthrough review! It was interesting to see other people's results. In the middle of the map, near the stacks where the Wizards are, you can see that the author expects the player to be there on day 236! However, I arrived there, not really taking it easy, on day 322, which is at least 2.5 weeks later!
Time can be saved during the playthrough by at least two obvious actions:
- ignoring all resources, mines, and other objects that do not affect the game as a whole, as well as external dwellings (although secondary heroes are working there, and it won't be possible to save much time on gathering creatures),
- carefully calculating the amount of mana needed for a particular battle (e.g., whether our main hero needs 800 mana for a battle, or 1600 for 2 battles), since it takes 1 day to travel from Flaks to the mana doubler. And I had to constantly go there because I wasn't testing how to conduct the battle and how much mana would be needed. But a significant amount of time could have been saved (probably a week, for sure) if I had only gone to the mana doubler when the usual mana supply was not enough.
Also, of course, time can be saved on the map by not wasting time fortifying the coast and other actions that didn't turn out to be useful. But these had to be done because it was impossible to understand where they would be useful and where it was not necessary to waste time.
So, time can be saved on the map.
In reply to kolotok
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6 years ago
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kolotok
Thank you for the walkthrough review! It was interesting to see other people's results. In the middle of the map, behind the pillars where the Wizards are, you can see that the author expects the player to be there on day 236! Although I arrived there, not really taking it easy, on day 322, i.e., at least 2.5 weeks later!
There are speedruns with results of 47 and 55 days, but that's of course an incredible performance. For most, simply completing such a map is an achievement, and I won't even mention speedruns, although this map is the one that encourages speedrunning, as accumulating troops and skipping days only brings problems. Even the other 3 maps in the Season allow for this, but not this one.
In reply to Jules Winnfield
6 years ago
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Jules Winnfield
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-516 Necromancers killed with 11k Liches and 450 Crystal Dragons. The battle was more difficult than against his twin brother, whom I killed earlier. He was killed in a way that was clearly not intended by the game designers.
Could you elaborate on what exactly happened?
In reply to Rince
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6 years ago
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Rince
Could you specify which one?
The author intended to use quicksand again, but since the crystals are faster than the wizards, the tactic from the previous battle wouldn't work. A modernization of the battle was needed. Instead of figuring out how to implement it, I simply used wizards and phoenixes. In the first round, I blocked the liches and put the wizards under fire. In the second round, I summoned a clone. The damage from the wizards was enough to defeat the liches in a few rounds until all the phoenixes died. Then came the quicksand, resurrection of the phoenixes, and finishing off the crystals. As for artifacts, I had to equip the lightning amulet and the medallion (forgetfulness). It's a rather simple tactic, but it worked.
In reply to Jules Winnfield
6 years ago
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Jules Winnfield
The author intended to use quicksand again, but since the crystals are faster than the Wizards, the tactic from the previous battle didn't work. A modernization of the battle was needed. Instead of figuring out how to implement it, I simply used Wizards + Phoenixes. In the first round, I blocked the Liches and put the Wizards under Fire Field. In the second round, I summoned a clone. The damage from the Wizards was enough to defeat the Liches in a few rounds until all the Phoenixes died. Then came the quicksand, resurrection of the Phoenixes, and finishing off the crystals. As for artifacts, I had to equip the Lightning Amulet and the Medal (I was using Forgetfulness). It's a rather banal tactic, but it worked.

In principle, the second hero with Liches can also be defeated using the same strategy as the first. The only difference is that the crystal creatures will move first, and you need to position yourself so that when they move, they won't have enough movement points to complete their turn. We move to a new point on our turn, and so on. The only difference is that they move first, but the strategy is the same. At least, that's how it worked for me.
6 years ago
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A small note regarding the HD mod. Perhaps this is common knowledge, but today I encountered a situation where using HD changes the gameplay, even without HD+. In the original game, the computer never attacks my town, but with HD, it always does, and this was tested many times. Of course, everyone has their own opinion, but changing the gameplay (whether for the better or worse, I cannot judge) in a mod that is positioned as "purely for convenience" is unacceptable.
In reply to Nasos
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6 years ago
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I looked at it with a fresh perspective and replayed it over the last 3 weeks, improving my score from 535 to 522. I clearly finished the ending on autopilot and didn't notice that I could significantly improve, but I still gained a week and a half.
6 years ago
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Hello everyone. I haven't visited the forum in a while. I don't have much to share; I'm stuck on one map (as always). The game freezes when it's one of the opponents' turns, and I really want to finish it. I'll write more details in the thread later this evening; maybe someone has already played this map.
In reply to Nasos
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6 years ago
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Nasos
A small note regarding the HD mod. Perhaps this is common knowledge, but today I encountered a situation where using HD changes the gameplay, even without HD+. In the original game, the computer never attacks my town, but with HD, it always does; this was tested many times. Of course, everyone has their own opinion, but changing the gameplay (whether for the better or worse, I cannot judge) in a mod that is positioned as "purely for convenience" is unacceptable.
Personally, for me, when a bot chooses a different option instead of one possible option, it is not a change in gameplay. It is quite possible that this depends not only on the mod but also on the version of the game, and even on the characteristics of the computer. Even if we assume that some changes exist (and they most likely do), the advantages still significantly outweigh the disadvantages.
In reply to Xaart
6 years ago
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Xaart
Hello everyone. I haven't visited the forum in a while. I don't have much to share; I'm stuck on one map (as always). The game freezes when one of the opponents takes their turn, and I really want to finish it. I'll write more details in the thread later this evening; maybe someone has already played this map.

Map: End of the end - part 2
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