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Map: Xiedu(Blasphemy)
Author: Season
General Impression
A map that almost everyone who has played author maps has probably heard of, the terror and dread of HoMM players—Xiedu :). No other map has taken up so much real time yet, even considering that from the beginning of the 2nd month I stopped tracking pace and played far from ideal timings. The most interesting thing is that this isn't required of us, unlike in LOTR or Jedi Strike Backs, where delay threatened us with major problems; here, no one is breathing down our necks. You can complete the map in 79 days or over 20+ months, and how long you take largely determines how difficult it seems. The map is magnificent, a true masterpiece for connoisseurs of good maps; I have never seen such a number of interesting, complex battles and ideas on any other map. It can rightfully be considered Season's best map, although personally I liked LOTR more, but objectively Xiedu is better. I recommend playing it while avoiding spoilers as much as possible; unfortunately, I couldn't avoid them entirely since before starting the walkthrough I had seen Richard Chen's video on battles from Xiedu, and during the playthrough flashbacks inevitably surfaced, which of course made my progress a bit easier, but even then, I certainly wouldn't call it a walk in the park.
Walkthrough Tips
As with many difficult Chinese maps, terrain selection for battles is important in Xiedu—no, not just important, it is extremely important, as many battles are won solely through clever terrain selection. Resurrection and other vital spells are obtained very late, so it is crucial to conduct battles without losing main stacks, or with minimal losses. A very important spell in the game is Hypnosis; more than once or twice it will help you win where victory seems impossible. Speedrunning, as I wrote above, is not mandatory, but still, in some moments delay is extremely dangerous. For example, when we visit the brown tent, we free a very strong hero who learns DD and loses all mana; if you take too long to reach him, he regenerates mana and jumps out of his refuge, whereas it's easiest to kill him where he stands before he regains mana. Also, at the beginning of the 7th month, a swamp-dweller with a large army appears near the purple tent, and if you simply skipped days by that point, problems are inevitable. There is a tavern on the map, and this is a case where hit&run is not just acceptable—it's absolutely necessary in some situations, which fully aligns with the author's intent. Make plenty of saves; it definitely won't be own excess.
About My Walkthrough
111-143
The start isn't too complicated: we begin as Aiden (Intelligence spec and one of the mains), a Necromancer with an OP army who dies almost immediately to a level 6424 hero, and Luna, who is needed for one battle. As quickly as possible, we free Müllich (our second main, freed on 113). Then we capture nearby castles, mines, and horse external dwellings. The goal for the first month is to build up as many horses and shooters as possible to break through garrisons at 66-132-0, 99-105-0 with minimal losses, and to defeat the hero at point 39-134-0 (a tough battle that will make you rack your brain over tactics). We need troops not only to clear these objects but also to sacrifice them on the altar for Aiden's experience; the more experience we get, the better, as the result of the battle with hero Karajan depends on it. I played the first month almost in speedrun mode; Müllich reached the Necromancers by 143. After that, I stopped rushing and played less intensely—I can't even imagine how much effort is needed to finish this in 3-4 months).
143-24x
We flee from the starting respawn because we are unable to hold it, and there's no point anyway. Left with one fly on Müllich, we develop the necro-respawn by killing neutrals via Fire Wall; Aiden, with two flies, flees from Karajan, frees a hero from the dungeon at 62-94-0, and then kills Karajan (killed on 216), who loses most of his troops in an event. We flee to the elf respawn, killing another hero behind the Black Guard along the way. At the necro-respawn, we need to kill three heroes specializing in skeletons, zombies, and ghosts one by one; terrain decides again. The battles are not easy and require time to find the right tactics to minimize losses. After killing them, we collect a PKN (Power of Knowledge/Necromancy), which isn't very useful since there's nowhere to farm skeletons, but it's needed to pass the guard. The goal at the necro-respawn is to capture castles, build a stack of Black Knights, kill quest heroes, and free our 3rd main, Orrin (level 58); his spec will allow us to win many battles later. Furthermore, he is the only one who knows Resurrection until we capture the castle with Resurrection at 53-60-0. There were very difficult battles at the necro-respawn against Moander with a bunch of Liches and an Elementalist at point 143-125-0; the battle with him is won only through vamps and terrain features. Aiden makes his way through a one-way path to our support Rampart at 49-93-0, near which there is a tavern; losing this castle is highly undesirable. On the way to the Rampart, we collect elves (our main strike stack until the end of the game, whom we later turn into snipers). We capture castles 67-86-0 and 80-75-0 while fighting off several heroes, in which point 61-88-0 plays a key role; thanks to it and hit&run, we can kill forces that far outnumber us.
2x-4x
The war at the necro-respawn dragged on, and I was only able to leave there in the middle of the 4th month. Luring enemies to the necessary terrain points and selecting the right tactics completely exhausted me; this was probably the most difficult stage of the entire walkthrough. After getting GP (Grand Power/Global Presence) with Orrin and Müllich, the game stopped being tedious and further map capture accelerated significantly—essentially, this is one of the key events until we capture castle 55-43-0 with GP.
4x-7x
The stage of capturing the entire map and finishing it. Our two mains have GP, and our task is to capture the GP castle to teach it to all heroes, as well as capture castles to accumulate potential snipers, collect MOD parts, and obtain the Book of Water and FF (Fire Flower/Fly) with Müllich and Aiden. 446 killed Nicholas who had 120 Fairies and 240 Gold Dragons (we have no Anti-Magic); we win through terrain, a Phantom Dragon, and burning—one of many interesting battles on the map. Next, we kill SilverDragon with a bunch of dragons, also winning via terrain and traits; a sweaty battle. We learn Anti-Magic at the end of the 4th month (it's almost funny, where else would you see that on Chinese maps :D). Other interesting things: breaking through 5400 Rust Dragons with only about 1k elves and 300 Wizards without Force Field—only Aiden can do this; after all, an Intelligence spec is such an OP thing on these maps no matter how you look at it. Breaking Solomir and Mutare Drake, Ignat, Ice Goddess are classic sieges using Chinese tactics but with different troop selections and nuances. Aiden is indispensable in battles of mana attrition, but Orrin and Müllich also play significant roles. After breaking the first orange hero—either Fiery Tyrant or Earth Prophet—the jailer in an invisible zone in the Dungeon starts releasing OP heroes from prisons one by one, which is a new cycle of trouble :). Immediately after these heroes emerge, we hire Gelu at the tavern and assemble a sniper stack. The siege of Gundulla turned out to be difficult because she refused to group her Titans together, making the breakthrough problematic. Torgrim (level 59) with spell immunity and stats over 70+ while ours were 40—the strongest of all these heroes—was killed quite easily using a small trick (I gave him a castle without a fight where he left his Titans and Archangels, then lured him to terrain where snipers could be hidden and calmly shot down the dragons after draining his mana). A tough battle with hero Pope, whom I killed only with hit&run because two stacks of shooters one-shot my snipers; blocking was pointless—he has a sniper bow, and if you kill them, Archangels res them. In short, after struggling, I found no other option (not sure if he can even be killed otherwise with that many troops). Then we visit the red tent, collect Angel Alliance parts, use an expert Berserker to kill a quest hero with lots of Archangels, Angels, and Titans, and kill 3 armorers (interestingly, Tazar has no defense spec—a strange decision by Season :confused:). The battle with Mephala wasn't hard, but Tazar and especially Nila were difficult; I killed Nila using two hit&runs—I think it's impossible to defeat her otherwise even with 4k+ snipers. After killing Nila, we assemble the alliance and get a DD scroll, leaving the final part: take the Sphere of Vulnerability and dig up the Grail. The medal can be obtained in two ways—either by killing dragon legions (easier) or the jailer who became a monster after eating a box with stats, troops, and experience; I chose the first path as I was very tired by then. We place the Grail in the only available flux and use DD with flight to take the Courage Pendant; victory at 746. It's described quite haphazardly, but there are a vast number of events on the map, and this walkthrough is just a brief summary of my sufferings over nearly a month of regular play for 3-4 hours almost every day :D.
Result
9 out of 10. I recommend it to everyone who isn't afraid to tackle a hardcore, truly interesting, and cool map. Screenshots attached. Next map—"Picturesque Land". As I understand it, the style is closer to "Jedi Strike Backs", which means it will be interesting and difficult.