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Map Name: Aaron
Author: Grigor Minchev
Downloaded: from the maps4heroes map catalog

Finally, this map has had its turn. Among the author's other works, it stands out due to its uniquely designed futuristic underground. I can say that I liked the map. From what I've read about it, "Aaron" was originally dated 2001 (!), but remained unpublished for a long time until the author decided to dig through his storage a few years ago and gave it a final polish. In terms of gameplay and content, there is nothing from 2001 here; the only reminder of its antiquity is the game version it was made for – "Restoration of Erathia". Of course, it can be played on SoD or Complete, but some restrictions imposed by the game version are quite amusing. For example, the Heroes tab is inactive in the editor, and consequently, it was impossible to specify which flags had access to hire certain heroes. This is one of the factors that prevent the map from being classified as difficult. Moreover, by the author's standards, the gameplay here is quite lenient. The surface world gives flashbacks to "A Long Way," but there are several fundamental differences: there is no experience penalty for our heroes, no banned secondary skills, and no magic hunger (with the exception of the author's traditional map-movement spells, as well as resurrection/raising the dead). The army compositions and the recruitment modes for both the player and the AI also differ. This map is not about having massive armies under our control (assuming tempo play, of course).

The victory and defeat conditions are typical for the author's works. Find the Grail and bring it to the city; you must not lose the starting hero named Aaron (Desa according to the passport). There is also a second hero at the start, who can be chosen at the player's discretion. I took Kyrre, as mobility is key. The early game is quite brutal. You need to take the city within seven days, which requires fighting a rather difficult battle against an AI with a bunch of shooters and harpies. The task is not just to win, but to preserve enough of the army to then proceed to clear the griffin conservatories and subsequently carve a path to the hero Aaron. The next stage involves collecting all the respawn objects, visiting the blue and green tents, and freeing Clavius from prison, who has 100 Ghost Dragons, two hundred Terror Knights, 100 Scorpicorns, and other trash stacks in his army. This will be our army for a very long time to come. In general, a big plus of the map is that a wide variety of units proved situationally useful along the way. Among them, for example, were Champions, and in my case, Hydras and Conflux units. If everything is done with tempo, the AI doesn't have time to gather enough troops to put up significant resistance, but the problem lies in the lack of reviving spells, meaning the army slowly but surely dwindles until we obtain resurrection and raising the dead. Gradually, we master the surface part of the map. Clearing it is easier than in "A Long Way"; minor differences in the terrain here work in our favor.

After establishing control over the surface and neutralizing the AI, the next global goal is to visit the brown tent in the underground. The guard of the Pandora's box in front of it is simply insane: legions of Liches, skeletons, and zombies, as well as a very thick stack of Ghost Dragons. Meanwhile, by month 4, I had a few dozen Archangels, Scorpicorns, and over a hundred Champions, with weak stats on the main hero. No matter how much I tried to be creative with Paralysis, after adequately breaking through the dragons and liches, there were still three very fat stacks of infantry that simply could not be broken. The solution, as often happens in difficult situations, was found in purchasing Archdevils. After some manipulations with bribing the AI in different parts of the map, I managed to bring in 18 horned ones, who decided the outcome of the battle.

The brown tent gives us a number of new possibilities, the key one of which involves descending into the upper left corner of the underground. An interesting gameplay moment occurred here, which wasn't apparent even with the editor. While traveling through the underground, we remove the passage guard, which looks like a dragon utopia. That is, it occupies several cells and, as a result, unexpectedly opens a road for the turquoise AI to our rear. I had only seen something similar before in "The Last Crusade." Thus, our strongest enemy on this map – Tamika with imba stats and a bunch of Terror Knights – emerges and causes quite a stir. I managed to kill her through a series of tricks using secondary heroes. Next, you need to buy out Tamika, as her stats will help us in the final stages of the game. Meanwhile, our hero mastering the underground frees Jem with a boat summon. A curious point is that you need to go to her with a spellbook in your backpack, which must be looted from monsters in the area of the two Inferno. The result of wandering the underground is the liquidation of two enemy flags. The remaining five are isolated and plague us with periodic raids throughout the game.

Next, we face mega-blockage number two: the box in front of the purple tent. This time there are even more undead, and our army hasn't increased much. In short, only Archdevils under Tamika could push through this. The process was complicated by her lack of water magic, but we managed to survive all the Liches' shots. The battle turned out interesting, so I decided to capture it in a video. The purple tent immediately gives us access to the last black one, which in turn opens the way to the final quests. The author also provides an opportunity unseen in his other works: capturing the city of Maznenhoff with the option to build a city portal. Even if it's already the end of the map, the fact remains! The final quest grants angel wings, which are needed to fly into the digging zone.

Overall, for players familiar with Grigor Minchev's works, this map won't open new horizons, but it should be interesting to play regardless. However, it might be a bit too much as an introduction to the author's cartography; if you wish, you can find simpler works, such as Arlok, for example.
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I went through Minchev's maps and played the ones I hadn't played before. The most difficult one of all (more difficult than "A Long Way") seems to be "Alexandretta". Has anyone tried playing it yet? :)
In reply to Marlo_Stanfield
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I dug through my archives and found a long-forgotten, but unfinished, map by the author Woxin - 生死百年第三版. Something like "A Century of Life and Death, 3rd Edition."

I've done several reviews of this author's work in this thread, and I can confidently say that all of his maps are made to the highest standard. It's a pleasure to play them! For the most part, the author offers dynamic maps with freedom of movement for both the AI and the player. At the same time, while the first week or two need to be played according to the author's plan (to gain more strength, armies, artifacts, etc.), there is a certain freedom of action afterward.
In general, see the 3 versions of this map in the attachment. 1 - normal, 2 - medium, 3 - BT (although the author says that it's not really BT, but it's also difficult).
It's rare, but there's a 1-page file for this map - a text file where the author addresses the players. You can put the text file into Google Translate if you're interested. The author writes that it was tested on Chinese forums, including one that I know, with a well-known map maker - chen5262.

I'm replaying the BT version of the map for the 3rd time, starting from day 141, which happens quite rarely with my playthroughs. At first, I chose the wrong route. Then, to get a slightly different army. The third time seems to be going well. On this map, you need to think very carefully about the logistics of movement, the route, and the army that we can assemble. Also, a certain amount is left to luck and chance - where and which enemy heroes will go, whether it will be possible to catch the enemy or whether he will bribe his way out, etc.

In general, it's a good and worthy challenge, in my opinion.

Update on the map. Day 226 on the map. I managed to hold out (!), miraculously defeat several opponents, preventing them from escaping (and we don't have handcuffs), preserve the army, and developed Kir and Gunnar. In principle, from this point on, you can move on. However, there is still no blindness and no magic of level 3 and higher, respectively, no restoration, clone, etc. Although it is possible to complete the map, I had to work with it more than with other maps by this author.
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Hey everyone.
I'm new here, and I thought I knew a lot about the Heroes games, but after reading around, I realized I don't know much. I'm interested in one thing: is there a walkthrough for the Bug Race map anywhere? I'd like to read more about the bugs. Could you help me out, please?
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HermanTheHerman
Hey everyone.
I'm new here. I thought I knew a lot about the Heroes series, but after reading some posts, I realized I don't know much. I'm interested in one thing: is there a Walkthrough for the Bug Race map anywhere? I'd like to read more about the bugs. Please help me.

Let's use Google search: "heroes 3 bug race walkthrough"
The first link is https://www.maps4heroes.com/forum/opinions.php?map_id=1087&game=3

The first post:
Author: Yaroslav (Kyiv, Ukraine), 16-07-2018 01:04
Complete Walkthrough - Bug-Race
I've made a walkthrough of this map for those who might be interested. But one moment on the map was fixed: I changed the placement of the seer hut giving 1 walking dead from tile 11.10.0 to tile 10.11.0. If you know how this seer hut can be visited in its original position, feel free to tell me.

https://www.youtube.com/watch?v=6kpUP-9g -R4
https://www.youtube.com/watch?v=_OJ_2O6P Ink
https://www.youtube.com/watch?v=CbraaivT 96Y
https://www.youtube.com/watch?v=Pv04-h4C pxs
https://www.youtube.com/watch?v=4lB06lE9 h8s
In reply to HermanTheHerman
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HermanTheHerman
If the links worked, I wouldn't be asking. :D

Remove the extra spaces in the links; everything works there.
In reply to kolotok
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kolotok
226 on the map.
Did you have a plague for a month? It keeps popping up for me, even though I've tried rolling back and replaying in 141 different ways. It feels like it's somehow hardcoded into the map and can't be avoided. I'll try continuing with the plague.

Although, I see that if you play with HD+, there's no plague (but that's not really fair, of course).

upd
No, everything is fine, I went back to the beginning of the week, played carefully, and managed to avoid the plague.
In reply to Nasos
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Nasos
Did you have a month of plague? I keep getting it stubbornly, even though I've rolled back and replayed from 141 in different ways. It feels like it's somehow hardcoded into the map and unavoidable. I'll try to continue with the plague.

Although I see that if you play with HD+, there's no plague (but that's unsportsmanlike, of course).

upd
No, it's fine, I went back to the beginning of the week, played carefully, and avoided the plague.

I always play with the SoD_SP add-on, so there's no month of plague. On this map, a month of plague, especially on 211, could probably lead to a loss! :)
More importantly, though, that creatures on respawn don't block critical landing/takeoff points, etc., which sometimes makes the map impassable.
I've already played up to month 6, and I'll likely complete the map.
I won't spoil anything, but at one point I got the Cloak of the Undead King from killing Galthran, I raised 20,000 liches, and the game became uninteresting. So I hid the liches in a far corner and play with a "normal" army.
There are a couple of mistakes on my part during the walkthrough, but I plan to describe them in a report after finishing.
One thing I can say: I already like the map!
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Nasos
Did you have a month of plague? It keeps appearing for me, even though I've tried rolling back and replaying in 141 different ways. It feels like it's somehow hardcoded into the map and can't be avoided. I'll try continuing with the plague.

Although, I see that if you play with HD+, there's no plague (but that's not really fair).

upd
No, everything's fine, I went back to the beginning of the week, played carefully, and avoided the plague.
It has happened that it's difficult to get a specific week/month of a particular monster, but I've never had any problems avoiding the plague or a specific week. Sometimes, the generator gets stuck and the same weeks appear very often, but as a rule, there are always several options.

A month of plague is something that cannot be hardcoded into a map (for SOD, of course), so avoiding the month of plague is fair play in any way.
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Dirty_Player

The Month of Plague is something that cannot be programmed into a map (for SOD, of course), so avoiding the Month of Plague is a challenge in any way possible.
I wouldn't say that. I don't know how it's done, but there are maps where weeks of the same monster constantly repeat. Or, for example, the map of Ira the mage, where in 2000 (!!!) months, there wasn't a single month with a monster. Apparently, by combining objects on the map, it is possible to achieve a guaranteed effect (of not) spawning certain weeks or months, including the Month of Plague.

I'll get around to looking at the code for generating weeks and months someday, but that's not certain.
In reply to Nasos
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Nasos
You wouldn't believe it. I don't know how it's done, but there are maps where the same monster week keeps repeating. Or, for example, the Ira the mage map, where in 2000 months (!!!) there wasn't a single monster month. Apparently, by combining objects on the map, you can achieve a guaranteed effect of (not) spawning certain weeks or months, including plague.

I'll get around to looking at the code for generating weeks and months someday, but that's not a certainty.

On one of the maps, I encountered a regular devil month – the main component of our attack force. And you could either not upgrade dwellings in castles and get an overgrowth due to the monster month, or upgrade the dwellings, get a more "agile" army, but lose the growth. I noticed back then how the map manages to generate the same monster month.
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kolotok
On one of the maps, I encountered a regular month of Devils – our main offensive stack.
There is no month of Devils, there is only a week. But even that can be disrupted if necessary. I once played a map where a week of Cavaliers appeared, and the opponent was using Fortress, so I had to reload many times, but I eventually managed to disrupt the week. But catching the right one when the week is "stuck" is almost impossible(((
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Map Name: 绝地反击(铁人版)/ Jedi Strikes Back (Iron Man Edition)
Author: road
Source: from the map collection by Glenn’s stream

The map is one of the widely recognized hits in the same-game Chinese community. kolotok has already written a review of it on our forum. You can find it here. The scenario was released in 2008, although I wouldn't be surprised if such a work came out now, for example, because the author's ideas feel fresh and original even from the perspective of a seasoned player. Iron Man Edition is a harder version of the map. By the way, the version name is very fitting, as the player will be tested for strength and endurance more than once or twice here. There is a popular belief that all Chinese maps are incredibly difficult across the board, and an unthought-out step to the left or right leads to execution—which, of course, is not true. However, this characteristic, with some caveats (which I'll mention shortly), is quite accurate regarding Jedi Strikes Back.

The map is very demanding in terms of logistics planning and combat management. On the first day, you need to choose your main hero. There are four candidates: Orrin, Craig, Malekith, and Tazar. Depending on the choice made, subsequent gameplay will vary greatly, both due to specializations, secondary skills, and the nature of primary stat progression for the offered heroes, as well as bonuses granted by the author to each chosen hero throughout the scenario. I chose Malekith, as he was the least overused option available. Among Malekith's obvious advantages compared to others: he is the only one the author gave Intelligence to, and mana will be a constant struggle here. The downsides: Warlocks scale poorly in attack and defense, so this hero will have problems with physical striking power; therefore, battles lasting 1000+ rounds in the midgame are normal when choosing Malekith on this map. But in the late game, Malekith becomes a monster and can destroy enemies using only offensive magic. In other words, he starts slow but moves fast. Given my understanding of the map's specifics after completion, I can say that Malekith and Craig are the best options for "father" roles here. Orrin is slightly worse. And Tazar is quite poor, as his specialization is barely useful here since battles are not built on the principle of enduring damage, but rather on avoiding physical damage from enemies at all costs.

The game very quickly points out the importance of selecting a good starting save. In his review, kolotok detailed his vision of criteria for initial generation—very strict ones, by the way. Such a vision certainly has its place, but it is not the only correct option. A big plus of the map is that while the author is undeniably demanding regarding the player's calculation of actions, they have built in gameplay variability at all stages of completion. I settled on one criterion for my generation: our first opponent, Gurnisson, must not get Ballistics upon leveling up; otherwise, he couldn't be killed during the city defense on 1.1.6, and I couldn't think of a way to kill him in the field before that. In general, Gurnisson is the first stress test on the map; you need to defeat him while having worse stats, a smaller army, and less mana than he does, all while Gurnisson blasts you with offensive magic. However, one non-obvious point much later can be of great importance for generation: the creatures that spawn on water near Thorgrim's castle. There are several random level 5 stacks there, and I used them to gain experience to reach level 42 for the Town Portal. If some monks or liches spawn on cursed ground, you won't be able to farm anyone.

Besides Gurnisson, an event with a thief ambush caused problems at the start; I first tried to break through them with Malekith from the Stronghold side using six devils, but such a battle proved beyond my strength, so I had to come up with another tactic On the second week, you need to move into the "one-way" area behind the red gates. Here is a curious nuance: it is implied that different heroes exit in different places. Malekith toward the dungeon, Craig toward the Stronghold, Orrin toward the Tower, Tazar toward the Rampart. The trick is that the support hero, Iona, can move independently of the main hero. In my case, Malekith went to his mini-zone, and Iona went to the Tower. Her specialization allows her to cast Anti-Magic via a djinn on the Magic Dragon before the enemy titans' turn, and the dragon handles everyone himself. The bonus addition for Iona in the form of 7 titans will be very useful. Malekith, meanwhile, breaks through his opponent with monsters. You cannot afford to lose devils; they will be our key stack for the rest of the game. Build a Mage Guild in the dungeon and move further. The next task is serious: you need to figure something out against Kyrr, who has imba stats and 1000 Pit Lords. kolotok described how this hero can be defeated immediately. But the trick is that you don't have to defeat Kyrr; you can run away from her with two (!) heroes at once, even though she levels up through events along the way and is given boots and gloves. In general, a real action sequence unfolded at this stage, where you need to slip under Kyrr's nose, reach the saving Inferno, and teleport through the city gates back to the starting castle. Another cool point is that while fleeing, one of our heroes—by maximizing movement modifiers—can run around the legion of Arch-Devils and collect external dwellings of devils, a dolphin, gloves, and a beacon (preferably the main hero, as stats are given along the way). Even 50 mp, not even 100, will matter in implementing this idea. I was exactly 50 mp short of claiming both devil external dwellings. I suspect I didn't get lucky with the heroes' positioning at the start of the day.

Teleporting to the starting Inferno marks the next stage of the game, which can be described as "the calm before the storm." The author gives us over a month to get on our feet before the AI onslaught comes from all sides. At this stage, the tasks are: freeing resource-heroes with navigation, having the main hero learn Water Walking and Resurrection in special locations, obtaining a Blindness scroll, and clearing/developing nearby territories. A less obvious trip is south to Xeron's zone, visiting three tents, and pocketing the Sword of Justice and 3 million gold. To the east, you need to quickly break through Erdamon and establish control over an extremely useful Inferno zone. There are a couple of points here that should be mentioned separately. In the aforementioned zone, we dig up the Grail. I carried it around for several weeks but eventually placed it in the Inferno on 119.3.1 for the following reasons: this city is further from potential AI attack points than other cities, and also consider that a Fire God will automatically be built over time in the Inferno at the crossroads where we escaped Kyrr. You can place the Grail in another type of city, but an additional growth of Arch-Devils, in my opinion, solves more than other factors. The next point, in my view, should be listed as a major minus of the map. Behind a pillar that simply requires being a red hero, you are given 1500 Azure Dragons, 1500 Faerie Dragons, and a Book of Air! This handout completely contradicts the "Iron Man Edition" concept, and the reasons why the author did this remain a mystery; the decision rests on their conscience. It seems to me that this is something like an appeal to the player: "Can you complete the map without this?". On the other hand, if the author provides such opportunities, there's a probability they intend for the player to use them reasonably. In short, it's a handout of the sort "take it—you'll regret it; don't take it—you'll also regret it." I thought about it and settled on a compromise: using the dragons and the book. Not a single dragon from either pack was brought into any battle, but on certain days, heroes stayed with them in cities to avoid AI attacks. At the end of the run, I even tried sacrificing them to level Malekith above level 88 (the maximum allowed by trees in the original game), but those 3000 dragons aren't enough to even reach level 100. As for the Book of Air, you can completely break the map's gameplay with it. But it would be simply stupid to completely refuse such a tempo accelerator if it exists. In general, the book was used with two serious restrictions: the movement zone must be accessible within a few days of normal travel (1-2-3 days), and no items are taken or zones visited that require defeating certain heroes or completing certain tasks before such defeat or completion. Be that as it may, and whatever guided the author, such a decision for a map is a 100% minus and prevents the map from being classified as hardcore. Additionally, there are other moments of a similar nature. If you try hard enough, you can free Boragus from prison with Fire Magic and Berserk. And Berserk also completely breaks the gameplay on the map. I didn't have time to do it, nor did I have much desire.

After developing the starting Inferno zone, by the end of the second month, we set out for the Town Portal. It can be obtained in two ways, but only one is reasonable: by killing Yog and reaching level 42 in the south sandy zone. We move from the upper-right Inferno zone to pick up Forgetfulness along the way. On Malekith's path, a curious battle for the Sphere of Fire awaits. A hero with 2000 Terror Knights on cursed ground with healing, haste, and slow. He was broken through using one Gold Dragon and a Magic Arrow. If the arrow damage doesn't significantly finish off the knight, the AI heals him every round; otherwise, haste is cast.

At the start of the third month, the green AI gets access to the green tent, and Yog heads north, gathering armies from other heroes. I had to face a damn hard battle in the Tower. The particular difficulty was that Yog took titans from Edric, and this was the only battle where having Rust Dragons—which I collected for some reason—became critically important, because Arch-Devils, which essentially solo the entire map, absolutely could not withstand the pressure of uncontrolled titans with Golden Bows. At the same time, two moments in the battle both amused and stressed me: 1) after blinding the cyclops, the tower stubbornly continued to shoot specifically at them for some reason; 2) there is a very obscure bug-feature in the game where a hero without Water Magic can teleport creatures through a wall only from certain points on the battlefield. The enemy cyclopes occupied exactly such a point, and the AI teleported them

Obtaining the Town Portal and teaching it to everyone via Calid significantly adds maneuverability. Among further milestones is obtaining 100 Arch-Devils for level 46 near the Inferno at the crossroads. Such a level can be reached in a series of battles in a special zone near Xeron's castle. Later, level 59 was also reached there for access to the Trees of Knowledge zone. The next key task is breaking through Thorgrim and immediately after, Nila. In both cases, I had to struggle with enemy resistance. With Thorgrim, I first tried to win using a tactic of exhausting shots, mana, and Faerie Dragon casts, but it's much easier to win by locking yourself behind elves; for this, you need to cast Forgetfulness on Thorgrim in the first round, and then over several rounds, while the elves are dying in melee against our arch-devils, we have time to try and blind them. The battle with Nila is even worse: it feels like her 50% resistance works even better than Thorgrim's. An interesting trick with her is that if you surround yourself with blinded units and then hit someone weakly (which Malekith is only capable of), Nila casts healing. Therefore, you need to hit hard, which triggers resurrection. Malekith could only hit hard with Explosion. After the battle with Nila, we get the Medal of Vulnerability, which determines the entire subsequent combat pattern of this map. Almost all enemies that flood toward us in the middle of the third month or occupy static positions and wait for us in the late game will have Pendants of Clairvoyance. Therefore, the key means of controlling enemies in Jedi Strikes Back is Hypnosis. You must either bring AI stacks to the required size to hypnotize them, or surrender castles or wait to visit external dwellings so that the AI gathers "trash" stacks. Then you create pockets and place Arch-Devils there. The tactic more or less boils down to this in most battles, but there will be many nuances. Some cast Anti-Magic on a screen, some like to dispel or heal shooters, some set up swings with slow/haste/prayer, making it difficult to hold behind a force field until the right moment. There are many details. By the end of the third month, I managed to clear almost all wandering heroes. Particular difficulties were with Clancy (the hardest battle on the map), who gathered armies from Elleshar and Xeron. The key snag is that he has 7000 Efreet Sultans in his army, whom Arch-Devils cannot hit, and Malekith's magical abilities in month 3 are insufficient to break them with magic. Therefore, Clancy's Efreets were killed by my own Gold Dragons. To do this, at the start of the battle, I arranged it so that I could burn the Efreets twice; in total, this had to be done about 8-9 times. I used a series of manipulations to hide behind an enemy tent with arch-devils, drain all the AI's mana, and then spent 1000+ rounds killing enemy Arch-Devils and Unicorns. After that, a game of cat-and-mouse with the AI began—specifically, attempts to position my own Efreets against enemy Efreets and dragons by moving them so that the dragons would burn them. This is very difficult to do. Also, the AI often positions itself for a "fake-burn," where the dragons seem like they should blow through the Efreets but don't. In general, it was fun. Also a hard battle with Andra, who has 4000 mana and all of it must be drained. Andra behaved very erratically during the fight, casting either dispel or healing after a hundred casts of Clone on wyverns, for example. Vokial with a pack of Azure Dragons was also quite problematic. To kill them, special precautions are needed (see screenshot). Regarding battle specifics, I should note the usefulness of the Mage Ring throughout the entire run, as recasting several spells every 50 rounds—and every 100 rounds for Malekith—is a big difference on this map. Another distinctive feature of my specific run (choosing Tactics instead of Fire Magic in Malekith's last slot, which turned out to be the right choice) is that for a long time, Frenzy was unable to provide any benefit because the gap between our and enemy stats was huge, and in the midgame, it was impossible to overcome the minimum damage threshold even with buffs and Frenzy.

The tasks of month 4 boil down to visiting the island of trees, reaching level 88, breaking through static heroes or heroes on a radius, and specific final bosses: Gundula, Mephala, and Gird. At this stage, Malekith became capable of burning enemies, which was done to Sir Mullich, Sandro, and Mutare Drake. Gundula (level 868) was chosen as the first mega-boss in order. She is the only hero for whom I selected special terrain, as it's problematic to hold out even one round against her, and she flatly refused to enter a city. Next followed the battle with Mephala (level 108), which Malekith played through Faerie Dragons, who get a decent boost from his specialization. One detail prevented the battle from concluding for a long time: sooner or later, Mephala always threw Diamond Golems into the city, and this is her most problematic stack, as it not only cannot be broken physically but also has 95% ignore of magical attacks even under the Sphere of Vulnerability. The solution was to close off one side with remnants of vampires and the other two sides with force fields until the AI's mana was completely drained. The battle with Gird (level 3732) is easier for Malekith than the others, as she could be forced into a city, and Malekith's blade counters Gird's blade. We exhaust the titans' shots and Gird's mana, raise arch-devils, and chop everyone up. Lacus remained last in line, as he only gathers the required number of fire birds for exit on 5.1.1, and I didn't collect any birds myself. The only battle I assigned to Thorgrim was this fight with Lacus. Here again were swings with haste/slow, and I was already quite fed up with that, so Thorgrim came in very handy.

In conclusion, I can say that the map is undoubtedly of the highest class, but a number of points mentioned earlier prevent me from giving it a maximum score. Various Books of Air, free dragons, and berserkers should have been saved by the author for other versions, not Iron Man. Also, not all blue heroes fulfilled the author's intentions. Tazar went somewhere other than where he was supposed to, and Craig didn't leave his location at all, although he should have.

I recorded two battles for memory: with Sir Mullich and Mephala. I am attaching the map for convenience.
In reply to Marlo_Stanfield
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How did you manage to prevent Kirr from catching up to your heroes? Because of this, I had to abandon my plan of completing the game by running away from Kirr (I had to sacrifice Iona so that Kreg would survive) and instead opted for a plan to defeat her directly. After capturing the swamp castle, Kirr caught up to my heroes, but in your screenshot, I see that you are standing near the castle, but Kirr hasn't caught up to the heroes.

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