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5 years ago
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Title: Escape from Alcatraz
Map name: Alcatraz Escape
Two-level map: yes
Number of players: 8 (human players - 1)
Size: Small
Difficulty level: Impossible
Map author: sanyassh
Map description: By bribing the Key Keeper, your small squad infiltrated the walls of the most heavily guarded prison in the world to orchestrate the escape of nine imprisoned princess sisters.

Originally published in the thread https://forum.heroesworld.ru/showpos...postcount=3481 with the following description:

"31 battles, the battles are difficult, elaborate, and diverse. IMHO, they can compete with such things as Break in One Day, Burning Lands, and the first day of Rise of the Sun King. There is a rather original puzzle about distributing artifacts among heroes and a more familiar one about logistics, a small one, for 4 days. There is also a plot. And all this is on a map of size S, so you won't be bored."

This post contains the current version 2.7.0 from 2023.07.06.
Current number of battles: 50.

Alternative download links:
https://heroesportal.net/maps/view/4484
https://www.maps4heroes.com/forum/opinions.php?map_id=2052&game=3

English version is available.
Alternative download links:
https://heroesportal.net/maps/view/4485
https://www.maps4heroes.com/forum/opinions.php?map_id=2053&game=3

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5 years ago
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Version from 2020.10.27

* Fixed the first battle of Zirael

* Removed the ability to use the earthquake bug

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5 years ago
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Alcatraz - 😆
5 years ago
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Version 2.0.1, dated 2020.10.31

* Minor patches are numbered as 2.0.x. The patch number is included in the scenario title.

* Miriel is given tactics instead of logistics.

* The second battle of Arwen has been slightly modified: the enemy hero's personality has been changed from Valeska to Catherine, and the Crusaders have been replaced with Swordsmen.

* The logistical puzzle has been fixed:
** The timer has been reduced from 1-1-4 to 1-1-3.
** The Guardian creature has been changed from a Monk to a Spearman.
** The Vagabond's personality has been changed from Orin to Valeska, and his primary skills have been reduced.
** The Fairy Cottage has been removed.
** The landscape has been slightly modified.

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5 years ago
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Version 2.0.2, dated 2020.11.08

* ) Increased the number of troops for Kilgor.

* ) Increased the number of troops for the Horseman.

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5 years ago
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Version 2.0.3, dated 2020.11.17

* ) Fixed the first battle of Elaine.

* ) Reduced the amount of knowledge for Arwen from 75 to 60.

* ) Changed the personality of one of the secondary heroes.

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5 years ago
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Still, I wanted to share that I managed to complete version 2.0.1 of the map, even if not exactly as the author intended, but I did it. I wouldn't have been able to complete it according to the author's original vision. The map is incredibly difficult and is perfect for very confident players who want to be thoroughly humbled.
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5 years ago
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I'll weigh in too.

I saw someone's walkthrough stream on YouTube and decided to play. After a couple of days of attempts, a results table showing which artifacts should be given to which hero for victory, and... a complete dead end.

Winning battles is tied more to bugs than to tactics (for reference—leading wolves through fire walls is a tactic). A bugged battle, for example, is the fight with the magogs:

Puzzle SpoilerA battle with 6666 magogs (in 3 stacks) using only one fairy dragon is, in principle, possible due to the use of a bug: if you give the enemy hero a sniper bow, then when your single unit is positioned point-blank, adjacent stacks will not shoot so as not to hit their own, and the single stack standing point-blank will not attack because it would also hit itself. But I figured that out on my own; the problem came later: I tested various spell variations with my dragon and recorded the numbers: Meteor Shower takes out 664 units, Ring of Frost and similar spells—304, Inferno—341. The description for the Hypnosis spell says that I can apply hypnosis when a stack has 2525 HP remaining (99 Spell Power, Expert Air Magic). Through simple calculations, we divide the resulting number by the amount of HP magogs have and get 2525/13 = roughly 194 magogs.

So let's calculate: given 2222 magogs, we need to reach a level of 194 or lower. The dragon has 5 casts in total. According to the calculations, a plan emerged: 1 Meteor Shower and 4 Infernos. Let's count:

2222-664-341*4 = 2222-2028 = EXACTLY one hundred ninety-four damn magogs!

Hooray, the solution is found, off to battle... Nothing. The magogs simply refuse to be hypnotized... even after I used the dragon to reduce their number to 187, hypnosis still didn't work on them...

I tested the same battle on the first map I found in the editor; there, the magogs are hypnotized (!), but on the other map they aren't (Fuuuuuuuu..). So why did nothing work?

 

Either it's just a bug, or this happened because the author devised a different plan for this battle (although the enemy hero has no special artifacts).

Well, in principle, to hell with those magogs; here is an example of a battle that I

Managed to pass

A battle with a rusty dragon against two champions and 400 crusaders. After a couple of attempts, an obvious plan for passing the battle emerged: hypnosis on the riders (this is our control and extra damage), then we make a clone of the dragon and carousel the crusaders. We save the turn with the original dragon, the clone attacks and takes the retaliation, then everyone together hits the crusaders again, and so on in a circle. Everything is great: the crusaders' armor slowly melts from two rusty dragon hits per turn, traitors riding horses—pure bliss. The problem is that around the moment when the crusaders' armor becomes zero and your dragons finally open this tin can and deal significant damage, the mana runs out, but the crusaders are far from finished (only 400 mana total).
The result: no range, no attacking spells, no mana; how to get out of this situation?

Personally, I came up with the following plan: before the battle, I "gifted" the enemy hero a Life Elixir (making the crusaders even tankier). After the crusaders' defense was sufficiently lowered, I saved enough mana for 2 hypnosis recasts (i.e., for 120 turns, guaranteed). I locked the adversary in a single cell with two horses; fortunately, there is an external dwelling on the map created specifically for this purpose, where by destroying the obstacle you can roast through the champion with a dragon. And then "this music will be eternal" according to the following scenario: the first horse hits the adjacent one to take the retaliation (***I don't know why, but my hypnosis doesn't prevent the counterattack at all, but in this case, whatever***), the dragon roasts the previously attacked horse and a crusader along with it. The horse regens HP because the enemy was gifted an elixir, and since its defense is simply off the charts, it will survive two hits per round until the second coming until the crusaders are thinned out and then joyfully die in battle with the horses.

The main problem with this map is that I cannot say for sure that I "won correctly." I now see 3 battles where a Life Elixir must be used, but there are only two of them. This means some battles are wrong and there is another way... And this kills all desire to chew on this cactus: you don't just have to win the battle, but win it CORRECTLY, as intended by the author, without hints or any logic. That is, constant trial and error of all possible victory options is required. Considering that in some battles I see several solution options, doing this trial and error just makes me want to give up... It's like bad sex: there's movement—but no progress..

Author, if you think your hints work... They don't.

Playing as KiraI couldn't pass the first battle without a Life Elixir, although I admit there are options... (added: found a way: give the sentinel shield to the enemy, although it's so random that everything depends heavily on the spread of the titan's damage to angels). The second battle... I don't know what needs to be done there; nothing can break through the troll's regeneration (neither fire shield nor the titan's ridiculous damage will do anything to him, even in a wildly ideal situation—the troll gets a repeat and deals maximum 18 damage and receives 7 from the fire shield +1 from retaliation both times, then 2 attacks by the titan itself (via morale) with one retaliation for another +9 damage, and in the new turn another double attack by the titan for another +9; total 8+8+9+9=36 HP is the ABSOLUTE maximum with unreal randomness, there's simply nothing to lower your own armor or buff the enemy! (Berserk doesn't work on the titan)). However, if Kira has a Life Elixir, then even the troll can do nothing to the titan. Quick battle shows Kira winning after some serious mechanical brain-grinding. Again, whether passing this battle via a bug is "correct"—I don't know; perhaps something can be thought up here to avoid using the Life Elixir, but whatever, let's see what happens next:

Forts with crystal dragons and your first turn on the ballista obviously suggest that titans should be placed under the gates and dragons should not be let out of the Castle.

Author's hint: "if you hit crystal dragons with titan thunder to the head for a long time, they will scatter"

Titan thunder is a spell if the Titan Set is created... We don't have the Titan Set... But we do have the titan himself—so we'll bash the dragons through the wall until they fall apart, but how to do that? The titan only has 24 shots, which won't even kill 1 out of 10 dragons. I didn't find a cart anywhere, although I looked carefully everywhere.
For me, the most obvious solution was the initial transfer of the Phantom scroll. Now we can produce clones while constantly renewing their arrows. Checked—it works.

Since then, I have assigned the phantom scroll to Kira in my table, but it turned out that this is intended... for the bugged magogs..

Plot dialogues during Kira's movement after her battles suggest that the author intended an immediate clash between Kira and the dragons (while I was wondering if she needed this scroll or if a cart should be brought from the mainland..)

The Sphere of Vulnerability doesn't work; protection against three attacking spells is absolute for all heroes in cities, and the only artifact that solves the problem completely must belong to another hero.

 

In the end, I am resentful of the map. It's a shame because the battles are very interesting and unconventional, but I just don't want to iterate through their variations. The bane of this map is that solutions can be wrong, and considering there are tons of heroes and artifacts—there can simply be too many variations (one branch, for example, can be passed without an artifact at all...). At first you try to understand without which artifacts nothing will work here, but you soon realize it's useless, because solutions that seem obvious

spoilerspeed cloak—to the fanatic

and upon which you build your game can be wrong, despite positive battle results..

To the AuthorPerhaps something should be done about this? For example, add a check for correct artifacts after battles?

Let's be honest, without your hints on that famous stream (where I looked for how to handle the magog hypnosis), they can't even take a step, despite the "collective intelligence."

 

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5 years ago
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LordWai, the hero with 3*2222 Magog units has the Amulet of Valor, which blocks mind control spells, including hypnosis.
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5 years ago
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I was tinkering with some of the starting branches in my free time. By distributing the artifacts a little differently, it became possible to complete several branches much more easily than intended by the "original design."

5 years ago
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No, it wasn't intended. The author made it too complicated.

But after calming down a bit (and finding the ALT key, which allows me to see everything without blindly clicking around), I want to try this map again and complete it fairly, without cheats. I think I can do it. On one hand, there are two branches that I haven't explored (I just haven't tried them), but on the other hand, I've come up with a way to give myself a significant advantage.

If I succeed, I will describe my adventurous playthrough. Version 2.03

5 years ago
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Well, the adventure was a success! I completed version 2.03!
And let the map creator hate me, and let others say "it's unfair," but I completed it, without cheats, hints, or editing the map in the editor! In the end, my little "unfairness" is many orders of magnitude fairer than the average battle on this map, because it is provided for by the game and intended by the developers =).

So, here's my walkthrough (lots of text, not interesting for those who haven't played the map).

Actually, I had to admit that I lacked knowledge about bugs, various hidden tricks, and so on, and how else would I guess what exactly to do in this battle, if, say, taking that shield there would prevent the enemy hero from casting Haste on the first turn...

In short, I gathered everything I could before I got frustrated, figured out a plan, and wrote it down on a piece of paper: who I know how to save, who I will 100% need in phase 3, and who is not worth saving at all, who can be saved "for free" (As it turned out later, I had no idea what awaited me in phase 3. I saw the heroes, but basically I didn't know anything about it yet, and what seemed like an easy walk turned into a complete disaster, but let the Stablehand forgive me, tired of battles, although he has nothing on the Anti-Mage, but more on that later.)
So, on the 2nd day of the game, I managed to:

1. Get Kira with the Cursed Armor, Phantom Scroll, and Elixir of Life (I still don't know how the auto-battle killed the immortal troll; it was probably a suicide out of desperation). I easily captured the elf mines with Phantom, got mercury, which was immediately exchanged for money.

2. Get Miriel. Getting her to the center was absolutely necessary, regardless of the means, and I had no idea what to do in her battles, so I gave her the Power of the Dragon Father, and the dragons tore the pieces apart. The two easiest battles.

3. Elenwe, another sister without wisdom, but with a very interesting set of skills. I planned her for the very last battle, which means I also need to get her by any means. I knew the first step to victory over the dragons was to transfer the Sniper Bow, but what to do with them next was completely unclear, because they are standing in such a way that one stack remains out of reach of the Berserker. After about 40 minutes of despair, I, out of fatigue, threw another Berserker, approached the same dragon, frankly exposing myself to attack... And I don't know what kind of bug happened, whether it was intended or not, but the dragon killed itself on me, inflicting only 1 damage on me... I immediately repeated this with the second dragon, and then with the rest. Most likely, this is a planned bug, but I don't know how it works and why; I found it by chance. Elenwe's second battle was about moving points so that the dragon would kill a lot but not too much. There are 3 points on the map where you can hide the archmage from the enraged crowd, and to avoid worrying about healing every other round, I also took an Elixir of Life for this battle. As a result, I managed to find a position where the dragons, after killing the last dog, had about 400 units, and after I exposed two of my guardian efreets to them, there were about 100 left. To have enough arrows, I removed all the armor from this hundred and then, using teleportation after a wait, shot 3 at a time until there were so few left that I could safely hit them with a staff at close range. A very tedious battle, and I'm proud that I was able to complete it!

4. Viziriell. The elf herself was the first candidate to sit in the castle for the rest of the time, and I didn't want to mess with the oaks, but I needed the Mana Well from this branch (and as it turned out, it was a damn good decision), so I replaced the peasant with a mage and sent this mage for a run in the park with living trees. The well was obtained, and running away from zombies, despite the reduction in magic cost, I didn't seem to have enough mana... I could, of course, give her a hood, but when I imagined this battle, the desire to fight disappeared.

5. Astriel. Speed ​​cloak, fire wall, closes the monk in the lower left corner, allowing you to observe the mass suicide of knights. It's a little more difficult with the dogs; they need an obstacle from above to be removed, and then you can cycle their squads, running from side to side under prayer, while the walls slowly turn them into a shish kebab.

6. Arwen. I had huge plans for her, as she has wisdom... As it turned out, I messed up, and wisdom without earth magic allowed me to use it very limitedly in the future, but nevertheless, I knew that I needed to win the first battle for fire magic. This was the last elf I planned to drag into the battles of the first phase, so she got both shields (1 for her, 1 for the enemy), and she also didn't get an Elixir of Life. As a result, I racked my brains on how to arrange the force fields to lure that slow griffin... Ugh, how many nerves I would have saved if she had a second speed cloak. As a result, I somehow managed to arrange things so that after luring the griffin to the center of the map, the enemy squads moved into attack, and I locked myself behind a broken tent with 1 HP. The chain lightning did not finish off the ballista, leaving only 13 HP, and I was already ready to replay again, but to my surprise, the Sniper, despite the logs sticking out of his body, still managed to deal those 13 HP to her; I was so happy! The remaining 12 spearmen fell from arrows.

Well, that's all the battles I completed.
The other elves, remembering that the main dungeon is the one in our heads, simply got rid of their unnecessary shackles and went to surrender to the prison guards, tempting them with gold, and possibly not only gold...
This is where the money I exchanged for mercury came in handy. The Guardian found a hat and boarded the ship on the first day (this made it easy to get to the right place on the second day), while the Wanderer ran around the tavern looking for elves celebrating their release, along with the creatures needed for victory.

Of the losses incurred: Galadriel, in order to have time to surrender to the enemy, left the Titan's Hood forever, and one of the elves did not receive the Ring of Speed; in addition, I did not have a second mana well...
But I was free! Finally, I had the opportunity to take revenge on this map, the map that caused me so much PAIN from helplessness, wasted nerves, and time: thanks to Galadriel's escape, I saved a huge amount of resources, which I turned into money for further battles, the Guardian easily reached the hut on the second day without any dancing with horses, the 1-1-3 quest could be ignored! I had a plan to destroy every remaining enemy on the map on the way to victory! I have the Portal of the City, and the Guardian will transport the necessary creatures to the castles; Arwen has wisdom, and she can also learn it, although she is not the strongest elf, she can LOSE battles, just like the Guardian; the main thing is to inflict maximum damage and not lose key creatures.
Oh, I remember that wonderful feeling when I stopped banging my head against the wall and when I imposed my own rules on this map!
I was sure that I was just a little bit away from victory, literally a half-hour or an hour of gameplay.
How wrong I was... The Stablehand was grinning ahead, some kind of indestructible armored dog-bastard was sitting in the Torture Chamber, and somewhere far away, the Anti-Mage was quietly laughing at my pathetic attempts.

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In reply to LordWai
5 years ago
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Walkthrough continuationThe first task that arose after the euphoria of successfully implementing my plan was quite tedious: moving this crowd of half-drunk elf girls from the tavern to the castles, accounting for all transfers and with only one admiral's hat in the shortest possible time. Quite a logistical challenge; I think it's tougher than what the author intended here =)
///I should note, I messed up big time: I overlooked that Elaine had wisdom (whatever) but most importantly, so did Illuziron! meaning I thought only the Keeper and Arwen could make it to the mainland. A total fail. I only discovered my mistake after completing the map///

In general, we were swapping hats, fighting overpopulation, and settling into castles almost until the end of the week; on day 7, I decided that the easiest target would be that guy in the torture chamber, since he has the smallest garrison.

Storming the Torture Chamber
The idea was simple: wipe out the garrison despite the summons of fire elementals, and when the opponent runs out of all "material" troops, flee to the tavern, leaving the gates open for the triumph of the next hero.
To accomplish this task, I took the most upgraded hero — Astriel, and realized that it wasn't just some guy sitting here, but some kind of armored brontosaurus, because with a 99 attack parameter, my titan with a sniper bow dealt the coveted 1 damage.. Overall, the task was solved quickly; I took Arwen, she has a force field, locked in a titan, and behind him (sitting and drinking from a life elixir flask under the fence  the enemy wall, so he wouldn't see how many fire creatures were arriving) a cursed armor. And I spammed Earthquake alternately with recasting the force field. The material enemy garrison quickly dwindled to two lonely Efreets, and then Arwen surrendered to the victor's mercy and was bought out in the tavern, while Astriel went into the torture chamber, hitting it with the same Earthquake, capturing the mainland's first guarded outpost in one move.
The torture chamber turned out to be a generous town; the angel alliance significantly simplified further battles, and moreover, a ballista appeared on the scene!

Storming the Stables
This is where I suffered plenty of grief due to my own mistake. How simple it would have been if Illuziron had started storming the stables, forcing everyone inside to simply kill each other (a test battle showed that 566 non-upgraded rocs remained alive, and that's with me not participating in the battle at all.. I think if you "help" the right side at the right moments, Illuziron could actually capture the stables in a single battle).
But since that would be a healthy person's Illuziron, and I have a smoker's Illuziron who spent the entire map in one of the roadside elf-dens, at first I couldn't think of anything better than "hit and run" with the Keeper's Armageddon..
Just as in the torture chamber, I used Arwen, whose task was to lock herself under the wall and spam Armageddon, but because Arwen is quite weak even with parts of the angel alliance, mana ran out quickly, and she had to spend a long time getting back from the tavern by crossing the sea. In the end, I paid dearly for my overconfidence. Yes, I captured the stables with the Keeper, buying him out once again, but I spent an enormous, unacceptable amount of gold, and after 6 hours of gameplay, I was forced to load up 25 saves back and start thinking again about how to approach storming the stables... Moreover, I realized that on this map all money must be saved as much as possible, and every rogue, crossbowman or knight must not die in vain.

The task was quite simple in formulation, but not for that reason simple in execution: it was necessary to inflict losses on enemy troops while spending the minimum amount of money, and only in extreme cases — own troops. Starting with Arwen's Armageddon recast, the Keeper began fully utilizing the ballista, taking out a few at first, and then 2-3 thousand units per battle. In three battles, all the enemy pegasi fell, both basic and upgraded, as well as royal griffins. This was enough for Astriel, entering the battle with one rusty dragon, to catch the enemy in a cycle of moving back and forth, flying diagonally across the map and finishing off all the remaining units, the archangels, with lightning. The monetary losses were about 30 thousand.

Storming the Command Headquarters
After realizing that every fighter would be worth their weight in gold later on, all attempts to storm the command headquarters seemed unacceptable to me, and yet there were practically no other options. Equipping the Keeper for battle with a ballista and crossbowmen for damage, I begrudgingly gave up 4 pegasi and 2 knights in exchange for reducing one of the titan squads to 10. The trade felt like a Pyrrhic victory, but I couldn't think of anything better; the sphere of suppression is probably the most annoying artifact in the game.. Such trades were not in my favor at all, since an Anti-Mage awaited me; I had to think of something better, and I decided to try and tank as much as possible, leaving the work to Elenwe, life elixirs, and fat rusty and fairy dragons, while the practically harmless "ten" was tanked by archangels. In three turns, the ballista and archers shot a full squad of titans down to a safe number, and the command headquarters, the last castle on the map, passed into my hands.

Anti(damn)Mage
I will remember this creature for a long time.. No, not like that.. I'll likely never be able to forget this creature! This bastard just laughs at your futile attempts to do anything: simply an absurd number of dragons, absolute immunity to magic.. In the first few battles, this creature sent me back to the beginning of the map, to the earliest attempts to escape from prison cells, where there is only a reinforced concrete wall of futility, a barrel of despair and an abyss of hopelessness.. I could literally feel how close the elf girls were to obediently putting on their shackles again.. But, I did find a way to get all the elf girls out, even though it was impossible! I completed all previous battles preserving as many troops as possible, I have huge gold reserves, I've collected every creature on the map that can hold... whatever it is they fight with. And even if I don't know which bug should work against the anti-mage, I have the strategic initiative and I will be able to defeat him in an absolutely honest battle!
So, what do we have:
Approximately 80k gold accounting for income and losses;
63 crossbowmen (sixty three, Karl!), 36 found in archer towers over two weeks, another 14 from the vagabond in the first week, and if we fire the Vagabond in the first week, he appears again in the tavern on the second week, but this time in the company of new crossbowman friends! another +13 units!
11 pegasi; 11 rogues (the rest were distributed among the elf girls instead of creatures); 16 dwarves; 1 useless mage; 8 knights, the others were... spent in general. Also all quest creatures, which cannot be lost.
It's a pity I couldn't find the ring of speed at first, and yes, we lost the titan's hat; need to think about how to hit the enemy.
After various variations, I managed to arrive at the following build for battle: Keeper, naturally. Cloak of Speed. Angel alliance, sniper bow, phantom scroll, dragon rings.
Troops: 1 archangel and 3 lonely pegasi (archangel is needed for prayer at the start of the battle from an artifact, pegasi for initiative after prayer and covering the shooters) 62 shooters and a ballista (they deal roughly equal damage); a WIZARD is mandatory! (this guy did everything for me, casting blessing and giving time to resurrect archangels, make clones etc. depending on circumstances; moreover, he's of least interest to the anti-mage, he doesn't need to be covered or protected) and the last squad is the most important. These guys must give their lives for the freedom of the elf girls; they are holy martyrs who grant salvation to others through their sacrifice (meat). The meat squad consists of rogues, knights or dwarves; in case these run out, I planned to split the shooter squad. These guys can distract the enemy attack twice, first and after resurrection by the archangel.
Each battle cost me about 6.5k for buyout, plus 2.5 for the ballista and 2.5 for buyout in the tavern, meaning one attempt costs about 11.5k gold.
At first, I considered a battle successful if it was like the one in the first picture. After some practice, bits of luck and processing experience, battles with results like the second picture began; after such battles, the anti-mage's fate was sealed, and as soon as one squad of dragons fell, the next battle sent this creature to hell (burn in hell, /picture number three/)

Mirage
The simplest puzzle in the game; there is no way to kill the little dragons unless they kill themselves, and that's obvious. As soon as I saw this hero, I thought I should cast Mirror and roll for when it would work, however, while completing this map I tried several times to defend with Mirror against a chain lightning tail, and after a bunch of failed attempts I checked the physics/mechanics, where it is specifically stated that Mirror does not work against creature spells or enemy AI... But anyway, this hero must kill himself one way or another and only one little dragon spell can do that. After a dozen other troop arrangement options and random casts, chain lightning killed everyone except my meat squad and his summoned earth elementals. I decided not to continue the battle and simply fled to the tavern with a ram character, and the mirage melted away, opening the way to the coveted freedom of the elf girls and such a completely "non-papal", incorrect, but still very real, honestly suffered victory.

To the author: despite all the pain and despair I experienced (without which there would be no such satisfaction from victory), I am very grateful and say a big thank you for the work! Keep making interesting maps. I had to sweat a lot — during the completion of this map, I learned more about heroes than in the last 15 years (This is my second completed author's map; the first was "First Blood 2.4")

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5 years ago
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LordWai
(This is my second completed custom map; the first was "First Blood 2.4")

You should have played version 2.5; it's the latest one.
Sorry for the off-topic comment.

In reply to Lider1
5 years ago
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Version 2.0.4 from 2021.01.17

*) Fixed the most critical flaws:
**) The tavern has been replaced with a prison containing a Wanderer, guarded by a quest giver who requires 2500 gold. Hiring heroes is now impossible due to the tavern bug, as originally intended.
**) The speed cloak has been removed from the pool of distributable artifacts and immediately given to the appropriate hero. Too many battles could be won using the cloak, which could partially or completely ruin the puzzle.
**) The ability to build a fifth-level mage guild in Veleanaro has been removed.

*) Simplified and shortened battles:
**) The first battle of Kira against angels and spearmen has been simplified; the enemy hero's attack has been reduced by 5, and they have been given an advanced attack skill (resulting in less overall damage). The battle can now be completed without the AI using teleport in a strange way.
**) The second battle of Arwen against champions and swordsmen has been simplified; the number of champions has been reduced from 10 to 5. The battle can now be completed without the AI skipping its turn in a strange way.
**) The duration of the first battle of Zirael against champions and crusaders has been reduced; the number of crusaders has been reduced from 400 to 333, and Zirael's initial skills have been changed from 30/0/60/40 to 75/0/45/30.
**) The duration of the first battle of Astriel against champions has been reduced; the number of champions has been reduced from 37 to 14, and Astriel's frenzy ability has been removed.
**) The second battle of Astriel against riders has been simplified; their numbers have been reduced from 800/1000/1200/1500/1200/1000/800 to 600/800/1000/1200/1000/800/600, totaling 7500 to 6000. This will give the player some room to maneuver.
**) The battle against the Commander has been simplified; the number of titans in the squad has been reduced from 29 to 27. The battle can now be completed without a preliminary battle in which four titans are killed.
**) The duration of the second battle of Kira against trolls and orcs has been reduced; goblins have been removed, making the battle faster to replay.
**) The duration of the third battle of Zirael against elementals has been reduced; the number of elementals has been reduced from 1000 to 200.

*) Reduced the number of incorrect artifact distribution options:
**) The ability to complete the first battle of Galadriel against riders with a potion of life has been removed.
**) The ability to complete the first battle of Vizieriel against harpies and dendroids with the power of the dragon father has been removed.
**) The ability to complete the first battle of Elaine against angels and griffins with a clone scroll has been removed.

*) Fixed less critical flaws:
**) Eddie's halfling and Bacon's mage have been replaced with dwarves, who have the same third speed as Vizieriel's peasant. It is now impossible to change creatures.
**) The crypts have been made impassable, and a quest giver has been placed near the bazaar. It is now impossible to obtain gold to get the Wanderer on the first turn.
**) Galadriel's quicksand and earth protection have been removed, and she has been given expert air and water magic.
**) The ability to complete the first battle of Miriel against magi with one point of demoralization on the enemy has been removed.
**) The stablehand has been given an amulet with berserk protection instead of hypnosis protection.
**) The Enforcer has been given an amulet of courage to protect against mind magic and a more effective set of spells.
**) Hypnosis has been removed from Bacon.

*) Other:
**) The battle with Crystallazar has been completely changed. It should now be impossible to win with a potion of life.
**) The number of dragons with Crystallis has been increased, and the event that restored mana before the battle with her has been removed.
**) Christian's attack has been increased from 2 to 3.
**) Moandor's attack has been increased from 25 to 55.
**) The number of griffins in each squad of Sylvia has been reduced from 40 to 39.
**) The city portal has been removed from the mage guild and immediately given to the Guardian.
**) The Guardian's average knowledge has been increased by 7.
**) The hints before each first battle in the branch have been improved.
**) The text for the first day has been improved and duplicated in the indicator near the entrance to the dungeon.
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