Map: Southern and Northern War /南征北战正式版
Author: wklhy
original here: http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=348192&page=1&from=sp ace
Walkthrough Review
I will continue my review of the works by my favorite author, wklhy. Previously, I have already covered the maps Dark Man and Heroes on the Wasteland, ВТ /荒原上的英雄完善测试版(高难) in detail. I also completed, but unfortunately did not save the saves for, the map Breaking Wind and Waves. At the moment, only one map remains uncompleted — Blood Volcano River 2-0; it is in the queue for a walkthrough.
According to my personal rating, Breaking Wind and Waves and Southern and Northern War can be considered the "simpler" maps by this author. Next is slightly harder — Heroes on the Wasteland. And the pinnacle of the author's creation is the Dark Man map, which has become quite famous thanks to streamer playthroughs.
A characteristic feature of the Southern and Northern War map, as with other maps by this author, is its dynamic nature, open world, and the onslaught of enemy heroes. Consequently, the player is required to have a well-thought-out strategy, especially in the first few weeks, and constant haste in moving across the map. Otherwise, the enemy will simply crush us sooner or later.
Overall, I would give the map a 7/10. This score isn't so high because it's bad or flawed—no, in that sense everything is fine. As far as I understand, this was the author's first map (created in 2011), so many "features" desired by players are missing, such as Pandora's boxes, an abundance of quests, etc.—there is very little of that on the map. There are no puzzles or overly complex ideas either; the combat component prevails. Nevertheless, for 2011, the map is quite decent, and I enjoyed completing it. Primarily because everything worked out on the map and I finished it relatively quickly, both in game time and IRL.
Another good point is that the map didn't require heavy reloading. It plays how it plays. Yes, it seems like we are surrounded and doomed! But the map is still beatable
. A couple of times I had to reload to optimize the route or change the order of battles on the map—just minor things. But there were no reloads like on Dark Man or other maps where you had to replay 1-2 game days (which actually takes 3-5 hours!!!).
Some battles required hitting some RNG, some required catching the right sequence of computer spells to drain its mana (especially when we didn't have the sphere of dissipation yet, and the computer loved to dispel magic), but all of this was within the Chinese gaming norm. So, the map appealed to me.
As in my previous reviews, I repeat that the map may not suit people who wish to move "from location to location," from "hero to hero"; here you have to go wherever possible and kill whoever possible, everything is in constant dynamics.
By the way, it must be added that the author reworked his version of the map, and in earlier versions, one could take, for example, Elleshar, an intelligence specialist, from prison and use him to conduct a good half of the battles with a large mana reserve. In the current version, our pool of heroes is limited and there is no particular choice; Mephala will be the main throughout the game.
Troops in battles can be used variably: just archdevils, archdevils + archangels, or archdevils + snipers. Toward the end of the game, simply take all the meat together: bears, azure dragons, etc.
The Beginning
It so happened that I didn't really generate a starting save, I just started playing (though this happens rarely!). The map allows you to choose the computers' castles, and by setting, for example, Castles, Towers, and other useful castles, you can greatly speed up your progress, quickly increasing your strike stacks through growth. But I started playing randomly, and it didn't particularly affect the game.
We start with a small unimproved starting army with Ivor and an artifact for morale. On the first day, I collect gold and head north, break through an external dwelling with elves, and buy them.
Day 2 – I break into an abandoned mine; lucky me, there's gold! I also take the sawmill and kill the guards for +1 knowledge.
Days 3, 4 – I pick up resources, upgrade grands, and return to the castle.
On day 6, I free the second hero - Saurug. He captures the crystal mine.
At 117, we have Ivor with basic earth, 24 grands, 7 elves, and single digits of centaurs.
Beginning of the 2nd week, we build and upgrade the army in the castle, collecting what we can at the respawn. At 115, I stand with Ivor on acceleration near the alchemist's mercury laboratory, preparing for the invasion. Saurug holds a nearby army of 57 grands, 5 pegasi, 16 cents, 2 unicorns, and 7 dendroids.
In general, during the first 10-12 days, you need to travel around and capture as much of your initial respawn as possible, visiting boosters, capturing external dwellings of elves, and buying them out. In any case, specifically on 1-2-6, you need to stand right before the golden dragon guards, preparing to invade the neighboring western respawn. If you break the guards too early, we probably won't kill the two enemy enemies circling around there. If later — we won't capture the growth in the castle with angels. Maybe someone will come up with another way to pass this part. But the trick of capturing the castle with growth greatly eases development during these days.
So, on 126, the papal relief (see screenshot) allows breaking through 4 golden dragons only with the loss of single digits of cents and 6 woodies (and the 7th remaining after the battle I simply dismissed for acceleration). It's enough to catch 1-2 morale or even without them. 127 ends as in the picture. On 131, by splitting the grands and catching morale on them, I managed to kill the castle guards in 1 round, losing ONLY 3 GRAND ELVES, only 3 pieces!!! As a result, we get full growth in the castle, including 3 angels! With such an army, you can hit the two enemy heroes running nearby. For me, ending the day in an enemy angel castle on 131 is a good result. But that doesn't mean someone couldn't try to break through the golden dragons a bit earlier and take the castle sooner.
Such tricks for capturing growth allow building an army on the map, and further, this important element will need to be repeated often.
While staying overnight in the castle, on 132, Enova attacks us; she is easy to kill via defense with the loss of 3 single units. By 132, we already have a very well-leveled Ivor, see screenshot.
While Valeska captures mines (let her take them, I don't mind!), we upgrade 4 angels and other troops in the fort. 135 – Valeska killed, not a difficult fight with mass slow, losses of single units and 1 grand.
Next, having archs in the army, we can break through the archangel guards in the south and free Kir on 143.
Then I hesitated a bit at the respawn, not knowing where to go. There was an option to free Grindan, another hero, in the north a bit earlier. Or go east to the Inferno lands.
As I later read on the author's forum, by 147, ideally, they have already fully captured the eastern Inferno respawn. Well, a good pace, I thought, but in my playthrough everything was slower. After freeing Kir, I decided for three reasons to return back to the angel castle: upgrade 4 angels from the "can", free Grindan, and most importantly – kill the enemy who entered our respawn on 146 – intelligence specialist Aiden (this can be done "right now" while he has a very small army, because as soon as he gathers an army from the captured castle, he will tear us apart with his strike magic). So on 146, Aiden was killed with the loss of single units. I managed to pull off such a fight only on the condition that Ivor caught the magic resistance skill in the 8th slot, which triggered twice or thrice during the battle. Aiden knows how to do an explosion, and that complicates battles significantly. Nevertheless, victory over Aiden — no army losses, but a loss in tempo (got stuck here at this respawn for a bit).
211 – 237 (OBTAINING КЗ – SPOILERS!)
On 211, the first Inferno heroes arrive at our respawn from the east – Marius (killed 212), Nimus (killed 213), and the strongest – Xeron. Due to the loss of magic in the first two battles, I retreated for now, and after replenishing mana, on 215 I killed Xeron, collecting the elixir of life.
Immediately we rush to the Inferno respawn, capture devil dwellings and the castles themselves. From here, this will be one of our strike stacks until the end of the game. Right there, without leaving the counter, you can buy one azure dragon; this is enough for battles for now.
222 – we free Mephala, who in two steps levels up by killing pits and visits the library. From here on, Mephala will be our main. I attach a screenshot of leveled Mephala on 222. She knows resurrection and blindness.
Meanwhile, Galtran arrives at our initial respawn from the south and Zhabarkas from the west, and later – other enemies. We have a choice – go northwest to the Barbarian lands or return and reclaim the initial castles. According to the author's design, you should go north and, making a counter-clockwise circle, manage to return by that time. But I, having bribed the archdevils, decided to return to the initial respawn anyway; growth is just too important.
232 – Zhebarkas killed. 235 – Shiva.
Generally, enemies are now literally on all sides, see screenshot on 235 – a "normal" situation surrounded by enemies. Then I realize that in this spirit I won't last long and sooner or later my heroes will be caught and killed in this "tight ring," and there is nowhere to buy them back, there are no taverns on the map and there won't be. Therefore, I decide on an adventure – to obtain the book of earth in my possession contrary to the author's plan (town portal is not in the guilds and will be available much later).
Actually, it should be said that there are 2 quests for КЗ on the map, both at level 32. But by this time, Mephala is only level 22, and it's completely unclear how to reach level 32. All the while, Sir Müllich has already taken one copy of КЗ and is now flying around castles, threatening to reach us and creating trouble. Killing Müllich in the field is unrealistic; on the first turn (having a speed advantage of +2), he simply casts prayer and wipes out our strike stacks from the 1st turn.
Therefore…..
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on 236 I entered the sandy respawn with Mephala, opened the blue guardian, stopped very close and let Yog (he is above level 32) take the book of earth and attack me immediately!!! But here you have to calculate correctly so that Yog first takes КЗ (instead of attacking Mephala), then attacks Mephala (doesn't fly away on a town portal to some castle). And of course, you need to kill Yog to get КЗ! But after a few machinations, everything worked out! I'm not sure if the author intended for the player to get КЗ exactly this way, but nevertheless! The trick, obviously, is not new; I've performed it a couple of times on other maps, but doing it specifically on this map was difficult due to the fact that many enemies are circling around. Below will be a screenshot with explanation
Having КЗ in hand, things became more cheerful: now heroes can buy out growths, capture castles, and immediately fly away, which adds a lot of dynamics for us.
241 – 337 (killing logisticians, freeing Jelu, control of respawns)
More interesting battles begin. Generally, this stage looks like this: Mephala kills someone or goes for stats, and secondary heroes after the battle take КЗ and fly to capture an enemy castle. Other heroes, if the castle is captured, take КЗ for themselves and immediately fly to the next one. The computer cannot keep up with such a pace. As a result, a bunch of enemy heroes are traveling the map, but we have control of most castles, and we receive growth from almost all of them.
241 Roland killed on a super-tile (see screenshot); I managed to hide in an external dwelling where only 1 devil hits us. And for Mephala with the elixir, this doesn't even deal damage.
244 one of the ways to steal growth:
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Mephala on 7 pegasi reaches Müllich's home castle in the western part of the sands. Since the computer doesn't feel danger (the castle is guarded by 22 angels), it doesn't buy out the growth. Mephala attacks, summons elementals with the book of earth, and captures the castle with growth. In the end, + 8 archs and shooters, plus the grail in the castle. There are also 3k spearmen there, who can be upgraded for free in the fort and sold for a good profit.This trick was subsequently performed more than once on the map.
245 – Sylvia killed (hid behind a tent with hypnosis), then cast sands and killed everyone with archdevils.
312 – Alkin killed, an interesting strat was applied (see screenshot) involving killing the archers.
314 – only now we kill Kilgor from the castle defense and reach level 32.
323 – VERY IMPORTANT moment with freeing Jelu. Now we convert all accumulated grands and archers from the castle into snipers, if there's enough money. 326 – we have 724 snipers!
323 – during castle defense, Mephala with only azure dragons kills Edric with the cloak of denial. Extremely easy battle: we kill the ballista with shooters and pelt the computer with shooters. His archers cannot cause any harm to our azures, and other magic does not work on them (the computer fell victim to its own strategy!). See screenshot.
326 - freeing Craig, 331 – freed Caitlin.
337 – in castle defense, managed to kill Dessa, who caused quite a bit of trouble, and immediately on 341 – Gunnar. After their death, there are no problems with map control anymore!
Parallelly, we go and capture the snowy respawn in the north. At first, I thought there was no passage there and that the quest Tazar needed to be killed, but when enemy heroes came out from there, I went north toward them.
341 – 447 (breakthrough of necro-garrison, new locations, book of water, obtaining town portal, FULL CONTROL of the surface map)
343 – I break through the necro-garrison with Mephala, an event preventing movement south, see screenshot, lost only 2 flies.
346 – receive prayer for level 36, immediately level up on legions of rusty dragons, and on 417 we take the Book of Water for level 42. Now we know clone and can conduct even more complex battles.
Generally, by this time Mephala is simply a monster! The skill allows enduring a lot of damage and pulling through the hardest battles.
422 – Tazar killed. Having received the captain's hat from him, one can enter the closed location where, after killing fairy dragons, finally, on 424 everyone learns town portal, and we gain full control over the map and growths.
425 – we kill the azures and take an important artifact - the sphere of dissipation, which will be very useful later.
432 – from defense Müllich killed, who was still flying with the second КЗ.
445 – FULL CONTROL over accessible locations, ALL SURFACE CASTLES captured.
One could drive Mephala around the remaining boosters / enhancers, but it's BETTER to move on to new lands in the underground. I repeat, the WHOLE surface is under our control, all growths, resources, etc.
511 – completion (most powerful battles, obtaining КВ, victory)
At this stage, we need to capture most of the underground with stronger heroes and larger armies. Here, Mephala usually fights "wall to wall."
On 511, we enter the previously closed respawn behind the blue tent. Here, both heroes and armies are significantly tougher; real carnage begins! For example, see the battle 511 with Tiraxor. On 512, we kill two at once – Erdamon and Das, with similar legions. 513 – we kill Thorgrim behind a double forcefield. 514 – Katerina, etc. See screenshots. We kill everyone we can and whoever we have enough mana for. Nevertheless, there are monsters here too, currently insurmountable. For example, Sanya with troop concentration and the cloak of denial, whom you can't break without significant losses. Or Damacon with a sniper bow and 6 legions of shooting stacks.
All this time, we send scouts deep into the territory and take their castles with growths (same trick with single units, mana reserve, and summoning elementals so the computer doesn't buy out the growth).
521 – already captured a couple of castles further north and moved to the snowy underground respawn.
In general, battles every day; the wizard's well was very helpful.
522 Gundula killed, and on 523 in 1 day – 3 heroes: Labetta, Josephine, Kira; Mephala's specialty allows this (see screenshot).
Brutal fights continue. 533 – Andra killed and green killed. 536 – Terek and tea. 537 – Mutare killed (see screen, sat in castle) and brown, 543 – Lord Haart and pink. 546 – Mutare Drake.
547 – obtained quest book of air. Due to the computer's fear of leaving prison, I managed on 611 to free the last enemy hero from prison, getting all his army, which was partially needed to take down the last hero with the cloak of denial – Sanya (she also had the armageddon blade, which I didn't get to play with 
612 – Grail dug up and victory!
Our Heroes
Let's start with the fact that a peculiarity of the map is that THERE ARE NO TAVERNS AT ALL! Therefore, if someone is killed, the hero is lost forever. Hence the impossibility of hit-running. A very good question arose for me during the playthrough – whether it's worth freeing EXACTLY ALL heroes from prisons immediately, since there's nowhere to hide them; there are only a couple of sanctuaries on the map and not enough for everyone. As the playthrough showed, whenever possible, all heroes should be freed immediately. Further, with skillful "leading by the nose" of the computer, you can calmly run away from the computer's forces, although at some point the logistician specialists scare us by being able to catch our heroes. But the general strategy is still to release heroes to help us whenever possible.
For the first 3-5 weeks, until freeing Mephala, we conduct battles with Ivor. Then we switch to Mephala and finish the map with her. Therefore, any bonuses should be given to Mephala. In other, earlier versions of the map, the author gave the possibility to play as Orrin and Elleshar (I saw screenshots in the Chinese forum thread), but we are deprived of this option in this version of the map and are forced to play only as Mephala.
Mandatory leveling is required for Kir, to reach other castles and take growth. Also, it's desirable for all heroes to pump knowledge so they can capture computer castles; sometimes they have very impressive guards that have to be broken through with the remnants of the army (since the main forces are usually on Mephala).
Try to get pathfinding for ALL heroes; it will be very necessary on such a dynamic map. Essentially, only Ivor traveled without this skill for me.
Mephala doesn't necessarily need to visit all enhancers and waste time on it, as they are often intentionally placed inconveniently and too far away. Enemies can be killed even with lower stats; Mephala's specialty allows this.
Enemies
There's probably no one in particular to highlight. Everyone can be killed step by step.
Among quest enemies, perhaps only Tazar stands out with a huge mana reserve and teleport knowledge, whom I went to face already knowing clone and with a decent stack of archangels. According to the Chinese strategy, Elleshar killed him, simply winning on mana and elemental summoning. But Mephala didn't have that opportunity; I had to go a bit later.
The logisticians – Gunnar and Dessa – turned out to be very annoying. The sooner you can catch them, the better.
All enemy heroes, in almost all cases – with vastly superior forces. Heroes can meet, exchange troops and artifacts, so there is some randomness regarding who and in what configuration you will fight 
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It's like a rabbit hole. You pull on one glitch, and then there's a second, a third, and so on.