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Hey, has anyone played the map Jennifer's Dream Journey, https://www.maps4heroes.com/forum/opinions.php?map_id=1847&game=3 besides Glen? It's a very interesting Chinese map; in my opinion, it's more challenging than Way Home. It's a shame that only the Chinese version is available, as there's a lot of text, and it would be interesting to read the story, which I'm sure is there. If anyone has played it, please share your opinion about the map.
In reply to Jesus_Milan
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Jesus_Milan
Guys, has anyone played through the map "Jennifer's Dream Journey," https://www.maps4heroes.com/forum/op...id=1847&game=3 besides Glen? It seems like a very interesting Chinese-themed map; in my opinion, it’s more challenging than “Way Home.” It’s a shame that only the Chinese version is available because there’s a lot of text, and I would be interested in reading the story – there must be one. If anyone has played it, please share your thoughts on the map.

Let's say this is my Walkthrough with a review.
/topic/at/1112917/
In reply to kolotok
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kolotok

Let's say, here is my Walkthrough with a review. https://forum.heroesworld.ru/showpos...postcount=2316
Thank you, I've only cleared the brown one so far, captured the second Inferno, stole 100 Archdevils there, killed 2.5k of creatures, and then just kept clearing it. I'm also maining Mephala now. There's a problem with gold; I'll probably have to refrain from buying growth for a couple of weeks. I currently have 435, I think that's enough for now: 140 Titans, 560 creatures, and 472 Cyclops, and I have no resources at all))) I traded everything to steal the Archdevils.
P.S. You have a Russian name, that's probably why I didn't see your post. Yes, the map is more interesting than WaveRider.
And yes, does experience also reset with SOD? Skills definitely don't
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Jesus_Milan
Hey guys, has anyone played the map Jennifer's Dream Journey, https://www.maps4heroes.com/forum/op...id=1847&game=3 besides Glen? It's a very interesting Chinese map, in my opinion, it's even more challenging than Way Home. It's a shame that it's only available in Chinese; there's a lot of text, and it would be interesting to read the story, as there definitely is one. If anyone has played it, please share your opinion about the map.
I played it before Glen did. It's a decent Chinese RPG map, but there are at least a dozen similar maps in terms of gameplay and difficulty, even among the ones I've played. Essentially, the difficulty of this and similar maps is artificial, due to the widespread presence of the Resistance skill and artifacts that boost it in the computer-controlled units. There aren't that many truly interesting and challenging battles, but the map is still worth checking out.
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Jesus_Milan, for easier searching of reviews for maps by their names, a corresponding topic has been created and pinned in this section. Please use it.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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Returned to "Heroes 3" after writing reviews for maps. Back then, Way Home or Harry Potter were just starting to gain popularity, but now I see that Chinese-made content is thriving... I'm glad to see that masters like Jules Winnfield, kolotok, Nasos, and Dandy are still active (sorry if I missed anyone). But that's a bit of a tangent.

1. Does anyone have another version of Unleashing the Bloodthirsty? I remember there being a second version when I was collecting maps, I think it was the one without the timer (where the enemy gets the artifact on day 504).

2. And another question, how are people playing these days?
Do they disable HD+ in the launcher settings and then start the game?
I want to play a game of Unleashing the Bloodthirsty, but all sorts of Chinese features, like "unique battles for specific landscapes," might make it more difficult.

3. If someone asked you for a good map to test balance replayability, what would you recommend?
I want to take out my work from 2013 and see how much it can change the gameplay of a map, but unfortunately, I've forgotten the names of the maps that would be suitable for this (other than the obvious Lord Of War).

My work from 2013:
[spoiler=7th and 7+ tier creatures, with different stats]pic[/spoiler]
[spoiler=7th and 7+ tier creatures with different stats (2)][/spoiler]

[spoiler=Attempt to make neutral creatures stronger, as they rarely provide a significant boost to the army with just one recruitment][/spoiler]

[spoiler=Dwarf race (Castle not yet reworked), standard][/spoiler]
[spoiler=Dwarf race (Castle not yet reworked), improved][/spoiler]

I've provided a few screenshots to give you an idea of the "ideal map" for testing. Please don't just suggest random generation; instead, recommend maps where this potential can be developed.
In reply to Pomazok1329
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Pomazok1329


1. I have this version of the Unleashing the Bloodthirsty v2 map.
I don't know what's up with the sphere; could you check it?
I've played through the map twice. The first time (a long time ago), it seemed difficult when reaching the Titan lands. The second time, it was much easier.
I remembered a trick on the map: when the Necromancer appears at the beginning, I didn't run away from him; instead, I got into his boat and sailed to his starting location, took the Necromancer Castle and the Clone spell, and then returned and continued on my way. It didn't really change the playthrough, but at the time, it seemed amusing.
Also, as far as I remember, different versions of the map and the final bosses in the dungeon have different sets of armies. In my version, the enemy had Wizards (which forced me to outsmart him), while in YouTube streams, it's just regular flying stacks (hence a more straightforward final battle if there are no Wizards).

2. And another question: how do people play nowadays?
Do they disable HD+ in the launcher settings and then launch the game?
I want to play some Unleashing the Bloodthirsty, but various Chinese features, like "unique battles for each landscape," might complicate things.

The map is well-chosen, with a gradual progression as the story develops.
We play through the launcher with HD+ and the SoD_SP application running in it. It helps preserve the original terrain and provides other benefits. There are different versions of this SoD_SP; the latest ones even allow you to see what's in the Pandoras, witch huts, and even the skills, magic, and artifacts of enemy heroes. But I use an older version.
For difficult maps, I always use Prospector and the hero editor. In very rare cases, just a month ago, a map forced me to even learn the save editor to remove the enemy's ability to summon a ship because when he tried to do it during an "event," the game would freeze forever.

3. If someone asked you for a good map to test replayability, which one would you recommend?
I don't even know what to recommend; I'm not an expert in this.
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kolotok
Pomazok1329

1. I have this version of the Unleashing the Bloodthirsty v2 map.
I don't know what's going on with the sphere; can you check it?
Thank you for responding so quickly!

I checked it.

Version 1 - We have 504 days, after which an event triggers, building a Bonfire, and on the same day, the AI takes the sphere, and the game is over.
Defeat condition - acquire the sphere.
Version 2 - We have 420 days, after which an event triggers, building a Bonfire, and on the same day, the AI heads towards a one-way portal near our city with a huge army.
Defeat condition - deliver the sphere to the city.

It can be noted that the author made the victory condition seem tougher on one hand (in terms of time), but on the other hand, you can try to defend the city.

I'm attaching a screenshot of the modified map. Maybe someone will find it interesting.
In reply to wenwell
[quote = wenwell] Map name: Rise of the Sun King (Der Bier Plan)
Version: 24.2
Author: Nautilus (Biobob)
Downloaded: Biobob's Laboratory [/ Quote]

Hello.

I did manage to talk to the author of this map and told him about the bugs that are posted in the forums and he did make the changes.
His official site is https://sites.google.com/site/biobobslaboratory/games/heroes-3/nautilus-maps where you can find him and send him a mail if you are interested.
But the most important thing is that we have a new version of the map that is in the next link. https://files.fm/u/hd2g36de9
So if you have the time and mindset to finish the map that would be great. ( a walkthrough for this map would be really appreciated)

Thanks and good luck.
In reply to Andras1984
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Andras1984
[quote = wenwell] Map name: Rise of the Sun King (Der Bier Plan)
Version: 24.2
Author: Nautilus (Biobob)
Downloaded: Biobob's Laboratory [/ Quote]

Hello.

I did manage to talk to the author of this map and told him about the bugs that are posted in the forums, and he made the changes.
His official site is https://sites.google.com/site/biobob.../nautilus-maps where you can find him and send him a mail if you are interested.
But the most important thing is that we have a new version of the map that is in the next link. https://files.fm/u/hd2g36de9
So if you have the time and mindset to finish the map, that would be great. (a walkthrough for this map would be really appreciated)

Thanks and good luck.
At the beginning of the second day, I saw that green unlocks all three resource nodes, and at Craig's starting location, instead of witch huts, there are scholars with the necessary skills. I haven't gone any further yet. Has anyone made more progress?
In reply to Jesus_Milan
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Map: Never Give Up (Iron Man Edition) / Никогда не сдавайся / 永不言弃(铁人版)

Author: unknown

Walkthrough Overview

While sorting through a collection of Chinese maps some time ago, I noticed this one and finally found the time to complete it.

Unfortunately, the author is unknown. The map description is entirely in characters; one can only find fragments of nicknames: sunkist1982 ky800303 huajianlei laoqia 211415 lcdlurker fan1999 chendongko chartery xxgxby01 chengxia. I assume these are testers or co-authors of the map, but I couldn't find these folks via Google.

As indicated in the description, there is a normal version and a BT version. At a glance, the normal version differs by having Caitlin as the starting hero (in the BT version she cannot be saved, unlike in the normal version). Guards differ, the location with the enemy hero Aenain differs, etc. Of course, we are playing the BT variant.

I'll say right away that I liked the map; I'd give it an 8.5 out of 10. There are no fancy new ideas here, but the map isn't corridor-like (except perhaps at the beginning), it's full of dynamics and contact with the enemy. The general gist of the map is that you first need to choose and free your main hero, gear up at the starting respawn, explore the nearby surroundings, and only then decide in what order to travel, whom to kill, how to develop, etc. After that, complete freedom of action begins, which is a huge plus for the map and the main thing I like about it.

Even considering the small downsides (don't let the amount of text on this topic scare you) mentioned below, the map is quite good.

 

Pros of the map

1) Choice of main hero; you can choose who you want to suffer with on the map, depending on preference.

2) A fairly brisk start for the first 5-6 weeks. Then an even more brisk continuation during months 2 and 3.

3) A very large degree of freedom: where to go, whom to kill, which magic to seize first and which later, which artifacts to take, where to get an army — it's all a matter of choice. Do whatever works. This is what I love about such maps and why I'm ready to forgive a lot. Even the "mandatory" program for months 1-2 can be completed in different ways.

4) There is no need to generate a special save; any layout can be beaten, although the map is objectively not easy. Although, of course, I did generate the map to get a certain artifact for the Book of Earth, plus to get a positive layout in the conservatories at the starting respawn (like cons 2, 2, 3), because cons-ones mean no army, and the first cons-4 or 3 simply cannot be taken; from the army, you get only 1 chaos hydra and a couple of Wizards.


Bugs, flaws, uncertainties

1) It's unclear how to solve the logistics puzzle of day 3. Our main hero, even after getting Logistics and Pathfinding from an event, still falls 100 moves short of the ship, resulting in their death. I tried many different methods, but never solved the riddle. I suspect the map might have been designed for the Chinese market, where it is fashionable to leave a hero without an army/units, and perhaps this allows them to move 1-2 tiles across swamp without penalty, but I couldn't achieve this in the current HD Complete version. Therefore, I had to use the editor to replace 1 swamp tile with grass and start on the modified map.

2) A more significant flaw is game freezing. At some point, when the enemy Dessa is killed and we buy her back. Problems then begin during turn transitions, which I haven't seen before. An enemy tea-colored hero reaches a certain spot and the map freezes, as if he tried to cast something. Dancing around with enabling/disabling SoD_SP, HD+, and loading in an older version of Heroes didn't help. What helps—don't laugh—is changing the routes of our heroes, mainly Dessa. If Dessa with 28k moves spends the night in a castle (specifically on top of the castle, in the upper slot) without an army, or if she has an army but is on the other side of the map divided by a teleport, the AI starts moving in a different direction and everything becomes OK. If I'm not mistaken, the map is "cured" if you don't buy back Dessa at all, but who could resist the temptation? Another time, the freeze problem during turn transition occurs not with the tea player, but with the purple player, at the opposite end of the map. I have never observed such an "effect" on any map before, and it was very frightening during the playthrough. A similar problem occurred when many enemies were roaming everywhere, and it seems the enemy hero simply didn't know where to go, causing the game to freeze. For about 1-2 weeks, the problem was clearly evident when Dessa went to buy external dwellings of dragons (as if the AI got offended: "Since you bought growth, I won't play" LOL). When the number of enemy heroes decreased, the problem disappeared.

3) The third point, this time unjustifiably making the game easier, lies in the garrisons available to the AI with guards of 9999 dragons, titans, etc. At some point, Dessa and another powerful hero approach such garrisons, stand there for 1-2 days, and then try to push through and guaranteed die. As a result, without putting in any effort, we lose a powerful enemy, can buy back Dessa, and the game goes off-plan clearly in our favor. Don't make the player's suffering easier! And there is no way to counter this.

4) The fourth minus is the placement of the Grail within reach of all players. We are still far from opening the puzzle map (although we could technically dig it up knowing where it is, but that's cheating), while the AI, having opened the pillars, starts diligently digging for it with 2-3 heroes and digs it up—what a jerk! I would have traditionally closed the Grail behind a quest pillar.

Only the freeze bug is critical; the others are insignificant.

I can also note that about a dozen ideas, if not parts of separate locations, echo other Chinese maps I've reviewed previously; it's unclear who ripped off whom :)

And traditional for such maps is the "weakness test," where in the location near hero Aenain there is an opportunity to easily open a pillar for 1000 azure and 1000 fairy [dragons] + take angel wings (shoutout to the "Jedi Counterattack" map), but in decent heroic society, such gifts are, of course, declined. For fun, you can use the editor to remove our garrison of 9999 creatures, then open the pillar in-game, give the AI the wings, and try to play like that! :) hahaha!


«Cast»

The start of the map involves choosing one of the imprisoned specialist heroes — Orrin, Tazar, Aiden, Thorgrim. The easiest playthrough, in my opinion, is with Tazar, especially at the start and the very end of the game. With Tazar, we get slightly fewer perks: he cannot open the pillar to the mana doubler, nor can we open the pillars to the event for obtaining an army [although technically you can "mess around" and lure one of the other specified heroes there just to open the pillar]. Many battles, especially attacks on castles, are a breeze with Tazar. Tazar took down bosses Nilu, Xiron, Zidar, etc., without any particular problems.

Given the large number of snipers and Wizards, Orrin can also be a very good option later in terms of damage to enemies.

Aiden and Thorgrim are more difficult options, in my view. However, Thorgrim specifically has one guardian with an additional army at an event, plus he can hold his own against mini-bosses — magic specialists of level 868 with insane magic damage.

In short, there are no strict requirements for a specific hero; you can choose anyone.

The starting hero Caitlin in the BT version is filled with stupid skills, and after the prison opens, she simply won't have time to run away and will be killed. But in the normal version of the map, she has Logistics and no other trash skills, which can be leveled up at a chest specially placed nearby :) Therefore, upon opening the prison, Caitlin can manage to run back behind the red tent, and a bit later she can be moved to join all your other heroes, adding another hero to our pool, which greatly helps with logistics, map control, etc.

Our main hero can then free Ivor with the training skill, who will help us until the end of the map. After killing Dragon and Gelu, they can be bought back to become great shooters (I found out about this a bit later than needed, slowing the pace). These heroes can level up and handle simple battles.

After some time, Dessa level 868 with 28 thousand movement points may run onto the map. It is very hard to escape her, she knows the ship call, and she is hard to kill. However, if you manage to do so (or if she kills herself on a garrison), she can also be bought back. After that, map control is achieved quickly. Dessa can reach almost any castle where the main hero teleports to finish off the enemy, who is just waiting for us there. This also allows Dessa to capture castles with growth and replenish our army. Dessa lacks Water, Wisdom, and some other skills, but has immense movement range and stats of 99 without artifacts. Pure cheating, basically.

Other heroes are unavailable for buyout.

There is only one external tavern on the map; access to it for buying back Gelu and Dragon is obtained after killing Aenain. There are several other taverns in castles, but they are either guarded by a garrison or currently inaccessible. Therefore, heroes must not be lost, at least at the beginning. Later, this allows for tricking the enemy, especially those with dragons in their army.

 

Skills for Main

Considering Tazar's preset skills (Wisdom, Water, Earth, Armor, Log, Pathfinding), I took Intelligence (mandatory, since there is no mana doubler, and I actually finished some battles with 0 mana), and there is an option to choose one of the skills around point 24-14-1: Air, Attack, Archery, or Fire. I took Fire, not really knowing what would happen next.

I can say right away that almost any chosen skill is not a mistake.

Fire allows blinding the enemy in a number of cases, and then hitting without retaliation + blindness. Also, enhanced Berserk on shooters in the second half of the game helps significantly.

But throughout the game, taking Attack for Tazar (as well as any other hero) would not be a mistake, as for the first 2-3 months we deal damage in a wall-to-wall format, not to mention final battles where one must endure and strike back. The Archery skill will also definitely pay off, as we will have 2 shooting stacks — Wizards and snipers. Perhaps the weakest choice is Air (especially if you fail to seize the "Destructive Ray" spell and the AI learns it). But if you play as Aiden, an intellectual mage, you can take Air.

For all other heroes except the main, skills are preset. Yes, if you manage to save Caitlin on the easy difficulty of the map, you can give her whatever you need.

 

Army

Behind quest pillars, there is an opportunity to take additional external dwellings of creatures, but there aren't enough artifacts for everyone, so you'll have to choose three guardians, in my opinion. I took Archangels (highly recommended), Titans, and Bears. Though you could take Arch Devils or Gorgons.

Our army composition is inconsistent. At the very beginning of the game, the army can only be replenished by taking conservatories at the starting respawn and placing a human castle at the starting respawn beforehand to combine angels from the conservatory with castle growth. Essentially, only Archangels are our army for the first weeks/months. Shooters and monks should ideally be bought back and not lost; later they can be converted into snipers and Wizards.

By killing Dragon at the very beginning, and shortly after the quest hero Aenain, you can open the pillar to the tavern and buy back Dragon there to get Wizards, and later — Gelu. In short, once these heroes are bought back, the army composition improves significantly.

From a certain point, we can start buying dragons — Azure, Sulfur, Fairy, Crystal — in special "incubators", 20 of each per week! With map control, in a month you can get roughly 80 Azures, 80 Fairies, 80 Sulfurs. The only question is having enough money (you can boost income at captured Ramparts). In short, from a certain moment, the army is significantly strengthened by dragons. Initially, I bought only Fairies and Azures, and later Sulfurs. Crystals don't "fit" into our army slots (we still need to fit Archangels, 2 shooter stacks, and someone else as needed — Devils, Bears, or Gorgons).

There are also several places on the map where you can obtain an army, for example, as a result of killing a hero or neutrals. The sooner this is done, the faster power is gained to kill enemy heroes. So the arsenal of units to play with is very wide. We only experience a creature deficit at the beginning.

In my playthrough, cows were only needed in 1-2 battles. If I had taken 600 of them earlier via the quest, perhaps the completion would have been faster. Bears also came in handy as meat shields. The main striking stacks were shooters under Berserk and Archangels, later — Fairy and Azure dragons.

 

Castles

With the starting save, there are no strict rules on who to choose. But I would definitely advise taking castles for Archangels and Fanatics with shooters, as well as, if possible, Ramparts for shooters and Titan castles. Another option is Bears or Inferno. But that's a matter of taste. As far as I understand, we can only generate a dungeon with a doubler in a place that becomes accessible almost at the very end of the map. Ramparts are desirable for boosting income.

 

Completion Strategy

In the first week, we need to manage to flee from the enemy to a new respawn, and there gear up with a free Hydra, take conservatories, 2 castles, then kill the active enemy at the respawn and get their 3rd castle. By 121, I managed to capture a 2nd castle with Archangel growth, captured and built angels in another castle on the 2nd week, and on 131 fought back the first castle from the AI with growth. In short, during the first couple of weeks, you need to capture the initial respawn and secure growth, which will be needed for the battle with the quest hero Dragon, whose death grants a ship call and a resurrection scroll (which remains relevant until the end of the game!).

Once this is done, there's no need to stay at the respawn — get in a boat and sail west, kill weak heroes, learn spells in the process, turn around and return via the northern part of the map, learning Water Walking along the way and opening the white tent.

Replenish forces at the initial respawn, essentially only with Archangels, descend into the underground and go kill the quest hero Aenain in flax. After this, we can open the tavern to buy back Dragon, as well as receive black dragons for this, with which we can already kill fairy dragons and learn anti-magic.

In short, instead of sitting at the respawn, you need to briskly run wherever possible to learn as much magic as possible, replenish the army, and seize map control.

Next, there is a choice of what to do: you can fight stationary heroes for magic scrolls (Forcefield, Blind, Berserk, Prayer, etc.), or try to collect all pieces of the Cursed Armor (great help in battles later). But this freedom is illusory, because literally by the 3rd month, enemies visit tents and start running all over the map. Those we can — we kill; those we can't (which is most of them) — we avoid. All this greatly restricts freedom of movement.

A bit later, the logisticians Kyr and Gunnar will be released, and even later semi-bosses — mages of level 868 with insane damage and striking spells, and eventually Dessa with 28k movement points. Controlling the map will be very difficult. But once that is achieved, you can gradually deal with all enemies. As a rule, they consolidate their forces into 4-5 bosses, while the rest can be picked off relatively easily.

At some point, Tazar can visit the stat boosters, but there's no urgent need to visit all of them, as they are often placed at the edges of respawns.

In my playthrough, I first killed much stronger stationary bosses in castles without tricks (Nila, Xiron, Zidar, Fafnir), and only then finished off the roaming super-mages of level 868, after tricking them a bit by burning them with dragons.

Gundula died the easiest/funniest; her 500 azures were wiped in one hit by 900 titans or 500 orange ones.

Overall, battles with enemies are diverse: some killed in the castle, some lured out, some in the field, some using terrain.

 

Timings

116 standing near the quest pillar before Deemer,

117 freed Ivor

123 – 2nd castle Dunwol captured (Deemer took the 1st from us), coordinates 9-9-1, we have 5 archs (growth + cons),

125 – 3rd castle Alexandretta captured (37-18-1), building what's missing to max out angels by the end of the week

127 – castle 22-38-1 recaptured, Deemer killed, in Alexandretta spent last remaining money on angels; including the captured external dwelling, all castles provide growth.

131 – thus, on 131 including conservatories and growth (not yet bought), we have 9 archs in the army, 3+3+3 unbought in the castle + 1 angel in the external dwelling. Resources – 0, money 3000 :)

Ah, I forgot. In the 4 vets, I recommend taking 4 magic spheres as artifacts. Golden Bow and later the Sniper's Bow will come from enemies, and we need the earth sphere now for restoration. But the choice there is limited — either golden bow or spheres. I took spheres.

At this stage, it's desirable to take one of the bows and get monarch wyverns for the battle with Dragon.

141 – battle with quest Dragon, see screenshot. losses: 1 wyvern, 3 flies, 1 Wizard, fodder 61 halflings (spent, no longer needed). Killed by 18 archs and 22 wyverns. Almost immediately Ivor picks up the ship call and restoration scroll.

146 – main in ship, 21 archs, and single pikemen to break pegasi.

212 quest Brissa killed (for magic),

214 Labetta killed, almost without losses, and Necropolis

216 – Ciel killed, 27 archs, magic learned. Yes, Ivor travels with us all the time for acceleration,

221 - Tazar, 32 archs and fanatics got in the boat to sail to the white tent

224 – white tent, return to our initial respawn, Tazar has 32 archs.

231 - Tazar with 32 archs beat almost 200 crystals, gained experience.

232 – Tazar killed quest Aenain (see screenshot), not a very difficult battle, but we have little mana, need to fit within arch restoration. Right here we take 20 black dragons for free, with which upon returning to the initial respawn we take anti-magic for fairy dragons on 241.

312 – head to the respawn where Mephala and sorcerers hang out, capture castle at 55-56-1 and growth of 12 archs and shooters!

314 – open tavern and buy back Dragon, now we have 3 heroes

326 – difficult battle against quest Solmir (without him you can't take the book of earth). See screenshot for Tazar's stats by this time and the fight itself. After trying various army compositions multiple times, I decided to take Wizards and various useful singles into battle along with archangels. Lots of RNG on enemy anti-morale, our 3 resistance artifacts against Solmir's chain-casting, wyvern poison, etc.

333 – kill fairies in the north and take the free army behind them, which will help us a lot.

336 – kill Sorsha and take the very safe castle 115-130-0, unreachable by enemies, which can be fortified by water near the teleport, and place remaining army there for future months so the enemy doesn't kill them.

341 – turning point. Enemy logistician — Kyr, leaves the central Inferno castle 73-57-0, already with an army, and then a whole series of other powerful heroes crawl out, open all tents near the castle, and the location is simply swarming with powerful enemy heroes with nowhere to hide. That's why time 341 is key. It's desirable to plan your affairs to do everything most important before 341, including taking the Book of Earth, otherwise everything will be very difficult. I was a bit late, by a week.

342 – after a series of logistical runs by all heroes, I kill neutrals in the area of point 126-41-0 and reach the coveted level 41; without this and killing Solmir, you cannot take the Book of Earth, and there is no TP on the map in any form.

347 – break through to the lake and take the BOOK OF EARTH, now Town Portal is available, and the walkthrough is greatly simplified by alternately passing the book to each of the heroes. This is one of the main tasks to follow, otherwise the AI will crush us with numbers and deprive us of growth, as well as the castles themselves.

411 – kill Gelu and later buy him back, turning shooters and elves into snipers. What's also important, Gelu can almost immediately open the quest pillar and give Tazar Armageddon's Blade, a strong boost. By this time we have the sniper's bow, wizard's well, bracers, blindness scroll.

I assume that according to the author's design, it is quite realistic to gear up and optimize your route to take the Book of Earth before 341, capture the central Inferno castle, and thus block the path of strong enemy heroes to the respawn (they teleport via Inferno castles). Right there, without leaving the spot, you can have Gelu take Armageddon's Blade and do everything quickly. But if you didn't make it, no worries, with the Book of Earth you can still catch enemy heroes and kill them gradually, which I did at the end of month 3 / beginning of month 4, killing 10 heroes in 2 weeks.

436 – all elements taken and Cursed Armor assembled, which, had I collected them earlier, would also have helped pass the map faster!

443 – AI opens the black tent and releases bosses — Gundula, Zidar, Malekith level 868, with armies, serious opponents! Although it's quite realistic to successfully trick Gundula and kill her quickly. Her dragons handle this mission very easily.

445 – Andra killed and health elixir obtained, which prolonged battles many times.

Months 5 and 6 – finish off the remaining powerful enemies roaming the respawns, with or without tricks (Gundula, Mutare, Thorgrim, Tamika), open new locations (Shiva killed by defending in a castle)

531 – 535 enemy Dessa is killed on our garrison, we can buy her back and retrain the clone, as well as use her for map control. Map freezes begin, need to replay days, changing routes.

Then comes a series of killings of main and quest heroes:
621 quest Fafnir killed, although this could and should have been done a month earlier, Tazar's ability allowed it.

623 – quest boss Xeron, 625 yellow killed,

631 powerful Orrin killed (his shooters one-shot our stacks, had to sweat with our morale and his fear of azures to kill such a hero).

633 – Nella killed, 635 – Stig, 637 Malekith, 641 Zidar and blue killed, 645 Aiden, 647 – Sandro and green killed, 711 – Das and brown killed.

715 purple killed, used Book of Earth for vulnerability medal and learning TP by all heroes.

725 – captured the tea player's castle on the outskirts, where due to the logistics puzzle only Dessa with her 28 thousand movement points could reach, confirming that the author intended for us to play with a level 868 logistician.

732 – final battle with Mutare Drake, not too difficult for Tazar, even considering that her forces emerge from the castle based on tactics. Tazar is already leveled up to 88 on experience trees, and even on auto-battle the AI, if not killed, suffers considerably. The battle is unpleasant because Mutare has a sphere forbidding dispel, and one has to suffer from fire shield on dragons, but with so many archs and a clone, it's no longer such a big problem. It is highly desirable to bring rusty dragons to the battle to lower the defense of her azures, as after their death the AI may sacrifice someone and restore them again.

--------------------------------- the end ----------------------------------

Stay healthy everyone!

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I just finished Paragon 2.0, and while the impressions are still fresh, I want to share them.

Why won't it go under the spoiler tag? No matter how hard I try..
Anyway, spoilers follow, just in case there is someone in the world even more of a slowpoke than me who hasn't played this masterpiece yet.

The beginning is very cool, atmospheric, the text, the stories, the fairly simple battles.. But unfortunately (though more likely fortunately), I had no idea what awaited me further or how to build my hero (Of course, I read no FAQs, watched no Walkthroughs—who even needs those instructions??), so I chose my standard gentleman's set:
logistics, tactics, wisdom, intelligence, air and earth magic. I had 2 slots left, what to take in them? Basically, I thought for a long time whether to take magic, but I chose the shittiest option—attack and archery. At first, it was a pretty decent set, allowing for great utilization of Castle creatures. Towards the middle of the game, I realized that I had deprived myself of huge tactical potential: I had neither forgetfulness, nor a proper clone (and consequently, archangels were used very limitedly), nor berserker.. As a result, the battles were very tough, and I really suffered against the elemental creatures; I had to replay battles, remembering a strictly defined order of moves/skips so that luck and morale would trigger at the right moments, and the wizard would cast what was needed..
Well, fortunately, if you make a strategic blunder, it can be fixed with strategic tricks—from the middle of the game, I began actively using artillery preparation against strong heroes (Arianna with single-unit fast squads spammed berserkers for 2-3 turns and then stomped them), the last one I had to use this tactic on was Tempestus; the others had to be taken down "fairly". Almost all the battles of the final stage consisted of searching for solutions on how to kill enemy creatures most effectively—firstly, how to protect at least one squad of shooters afterward, and secondly and most importantly, how to loop the enemies to get unlimited time for resurrection (4000 mana before the battle is mandatory). For example, in the battle with Eranicus and Eternia, the key creatures were the enemy storm elementals with the cart, about a dozen of which I left alive, which gave me time for a couple hundred rounds to resurrect the fallen =). In Castle battles, the obvious solution was to lock the melee unit in the Castle by breaking my own catapult at the right time.. Basically, I created a challenge for myself.

But forget the battles; that is, of course, the main thing we have to do, but damn! I have never seen maps like this! Hidden gates, inconspicuous passages, tucked-away artifacts and money. Finally, global moves also turned into a kind of attentiveness challenge, and in some places, puzzles on how to get over there and over here, and all of this is stunningly designed visually! It feels like every bush was placed with love. The plot forks—my compliments, I didn't think something like that could be implemented in Heroes at all! When I saw how the fork with the summoning of the ancient hydra was implemented, I was in total shock! How cool it is implemented and, most importantly, it works like clockwork! I used saves to go both paths, and despite the fact that killing the hydra looked more profitable in terms of artifacts/experience and preserving archangels, for the sake of "roleplay" I chose the option with the sacrifice of troops (it later turned out that killing the hydra gives a disproportionately huge bonus in the form of an angel dwelling, which I personally had to buy using the legion statue).

During the walkthrough, I messed things up:
1. I took the capital in the final days, because I spent a very long time wandering around, wondering how to even get to it.. (using water walking was the first "puzzle" of its kind; not being used to it, I struggled until the end)
2. Out of ignorance of the future, I didn't take water magic, severely cutting my tactical arsenal, which took a toll from the middle of the game. And fire as well (although I couldn't have taken fire magic anyway; by the way, this is another super cool idea to tie game difficulty to skills! Want to play on King—play without fire magic!)
3. I messed up with the legion statue (for some reason I forgot that it gives growth not in one city, but in all of them) and collected it right at the end.. Just to trade it for skills immediately =) In the end, it hardly worked for me..
4. I got lost regarding time: "where am I even supposed to go now? Where am I? Who am I and what have I forgotten here?"
5. Olvin in the tavern appeared to me later than Arianna, although I had several times done a mass buyout of heroes with all my money (and toward the end of the map walkthrough, I discovered the "invite hero" button for myself. Idiot.)
6. I also squandered the sphere of vulnerability toward the end of the map on something or other. This came back to haunt me in the last battle =). Undead couldn't be berserked, the dragon couldn't be slowed.. So I decided.
But here is what I want to note, and what really surprises me: despite the fact that the author doesn't lead you by the hand and there are places where you can mess up, the map is actually beatable, i.e., my very first attempt didn't end in a dead end, like "go restart 8 months of gameplay" =), but was quite beatable if you use your brain a bit, both tactically and strategically. This means the map is PERFECTLY balanced. Such a huge map, with such a huge set of internal features, and I didn't manage to break it once!! Well, almost. The finale is so sad that as a sign of protest, I led Aelwynn through the disguised blue gates to the portal on Grey-scale, and then to Mogrein. Just so the map would end when this couple is on adjacent tiles, even if it doesn't fit the plot.
I finished the map in 10 months. Yes, that's a lot, and experienced players will say "pff.. slowpoke". But I didn't just play through this map, I explored it, fought my own mistakes, I practically lived in it.

A soulful, detailed, stylish, insanely beautiful, moderately difficult, very interesting and long map.

Deepest bows to the creator! You are a true Master!
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kolotok
I assume that the map might have been designed for the Chinese market, where it's trendy to leave the hero without an army, without units, and that this allows him to move 1-2 squares across the swamp without penalty.

Judging by two different walkthroughs, this is quite possible. Could it be that a map has finally been found where this bug is essential? =)
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Could you please provide some tips on how to complete the Valley of Heroes scenario? I managed to get the hero, Ivor, to the last point before disembarking in the town (the hero has 47 movement points left, which is not enough to swim into the town). Here's a step-by-step breakdown of his movements:
Spoiler
1. Oasis (2530 movement points)
2. Crystal Dragons, killed them, recruited (2280)
3. Oasis (2880)
4. Hydra (2356)
5. Oasis (2865)
6. Mutator (2565)
7. Oasis (3215)
8. Boat, summoned twice (3065/9316)
9. Stables (9475)
10. Hut, dismissed Elves and Pegasi (8129)
11. Disembarked near Peasants, recruited them (3192)
12. Boat, dismissed Peasants (9357)
13. Disembarked near Centaurs, recruited them (2870)
14. Boat, dismissed Centaurs (7584)
15. Swam to cell 140.2.0, and 125 movement points remain, but to enter the town, 66 + 93 = 159 points are needed, and another 12 points are needed to pick up an artifact from the water. 46 points are missing.

These 46 points in the water seem like small amounts on land, but I couldn't find them.
Hypotheses:
1. Maybe I don't need to kill the Hydra and can kill the Mutator directly, but then I won't get extra movement points when boarding the boat.
2. It's strange that the movement points gained when boarding/disembarking with Dragons are the same as with Pegasi, even though Dragons are much faster. Could this be a bug in the version?
3. I tried picking up different rings in the water – maybe one of them will shorten the path, but it didn't help.
4. I tried disembarking from the boat near the Peasants/Centaurs diagonally or even to the right of the island, but it takes longer.
5. I dismissed the Dragons in the hope that they move too slowly across the islands, and the Pegasi would be faster on their native land, but that didn't help either.

P.S.: Why does the Grail need to be dug up on this map? I dug it up, installed it, but I don't see any benefit from it.
In reply to LordWai
Auto-translated
LordWai
I just finished Paragon 2.0, and while the impressions are still fresh, I want to share them.

Why won't it go under the spoiler tag? No matter how hard I try..
Anyway, spoilers follow, in case there's an even bigger slowpoke in the world than me who hasn't played this masterpiece yet.

The beginning is very cool, atmospheric, the text, the stories, quite simple battles.. But unfortunately (though rather fortunately), I had no idea what awaited me further or how I should develop my hero (Of course, I read no FAQs, watched no Walkthroughs—who even needs these instructions??), so I chose my standard gentleman's set:
logistics, tactics, wisdom, intelligence, air and earth magic; there were 2 slots left to fill, what to take in them? Anyway, I thought for a long time whether to take magic, but chose the shittiest option — attack and archery. At first, it was a quite decent set, allowing me to make great use of the Castle creatures. Towards the middle of the game, it became clear that I had deprived myself of huge tactical potential: I had neither forgetfulness, nor a proper clone (and consequently, archangels were used very limitedly), nor berserker.. As a result, the battles were very tough, and I really suffered against the elemental creatures; I had to replay battles, memorizing a strictly defined sequence of moves/skips so that luck and morale would trigger at the right moments, and the wizard would cast what was needed..
Well, fortunately, if you make a strategic blunder, it can be fixed with strategic tricks — from the middle of the game, I began actively using artillery preparation via strong heroes (Arianna with single fast units spammed berserkers for 2-3 turns and then hit the boots), the last one I had to use this tactic on was Tempestus, the others had to be taken down "honestly". Practically all the battles of the final stage consisted of searching for solutions on how to kill enemy creatures most effectively, first, how to protect at least one squad of shooters afterwards, and second and most importantly, how to loop the enemies to get unlimited time for resurrection (4000 mana before the battle is a must). For example, in the battle with Eranicus and Eternia, the key units were the enemy storm elementals with the cart, about a dozen of whom I left alive, which gave me time for a couple hundred rounds to resurrect the fallen =). In Castle battles, the obvious solution was to lock the melee unit in the castle, breaking my own catapult at the right time.. In short, I created a challenge for myself.

But forget about the battles; that is, of course, the main thing we have to deal with, but damn! I have never seen maps like this! Hidden gates, inconspicuous passages, tucked-away artifacts and money. Finally, global turns also turned into a kind of challenge in attentiveness, and in some places, puzzles on how to get over there and over here, and all of this is stunningly designed visually! It feels like every bush was placed with love. Plot branches — my compliments, I didn't think something similar could be implemented in Heroes at all! When I saw how the branch with the summoning of the ancient hydra was implemented, I was in genuine shock! How cool it's done and, most importantly, it works like clockwork! Using saves, I went both ways, and although killing the hydra looked more profitable in terms of artifacts/experience and saving archangels, I chose the troop sacrifice option for "roleplay" (later it turned out that killing the hydra gives a disproportionately huge bonus in the form of an angel dwelling, which I personally had to buy out using the legion statue).

During the run, I messed things up:
1. I took the capital in the final days, as I spent a long time wandering around wondering how to even get to it.. (using water walking was the first "puzzle" of this kind; not being used to it, I struggled until the end)
2. Due to ignorance of the future, I didn't take water magic, severely cutting my tactical arsenal, which was felt strongly from the middle of the game. And fire too (although I couldn't have taken fire magic anyway; by the way, this is another super cool idea to tie the game's difficulty to skills! Want to play on King — play without fire magic!)
3. I messed up with the legion statue (for some reason I forgot that it gives growth not in one city, but in all of them) and collected it right at the end.. Only to immediately trade it for skills =) In the end, it barely worked for me..
4. I struggled with time: "where am I even supposed to go now? Where am I? Who am I and what have I forgotten here?"
5. Olvin in the tavern appeared to me later than Arianna, although I had several times performed a mass buyout of heroes with all my money (and towards the end of the map run, I discovered the "invite hero" button. Idiot.)
6. I also wasted the sphere of vulnerability towards the end of the map on something or other. It came back to haunt me in the final battle =). Couldn't berserk the undead, couldn't slow the dragon.. So I decided.
But what I want to note here, and what really surprises me: despite the fact that the author doesn't lead you by the hand and there are places where you can mess up, the map is actually beatable, i.e., my very first attempt didn't end in a dead end where you have to restart 8 months of gameplay =), but was quite passable if you used your brain a bit, both tactically and strategically. This means the map is PERFECTLY balanced. Such a huge map, with such a huge set of internal features, and I didn't manage to break it once!! Well, almost. The finale is so sad that, as a sign of protest, I led Aelwinn through the disguised blue gates to the portal on Greyscale, and then to Mogrein. Just so the map would end when this couple is on adjacent tiles, even if it doesn't fit the plot.
I finished the map in 10 months. Yes, that's a lot, and experienced players will say "pff.. slowpoke". But I didn't just play through this map, I explored it, fought my own mistakes, practically lived in it.

A soulful, detailed, stylish, insanely beautiful, moderately difficult, very interesting and long map.

Deep bows to the creator! You are a true Master!

Thanks for the info!

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