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5 years ago
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And what is this flag change bug? What kind of beast is it, and under what circumstances does it occur? I'm not asking to use it, but rather to avoid it. Although the best way to start playing a new map is to exit the game and log back in.
I suspect that in about 10 years, "Paragon" bug users will be able to complete it in one day, including finding the Holy Grail and placing it in the right city. 😄
In reply to Marmot
5 years ago
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Marmot
And what is this flag change bug, what kind of beast is it, and under what circumstances does it occur?

Here. It works as shown in the video, with a slight randomness (it may occur if you click on a random map and then start a single-player map). It was actually banned in SoD_SP after that, so if you have the latest +/- version, you don't have to worry about it.
In reply to DmitriyAS
5 years ago
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DmitriyAS
Dandy, thanks for the flattering feedback. I planned the map's ending this way. If I don't resolve the issues you mentioned that prevent completing the map on day 116, I'll bug the tent passage, because it doesn't matter how many bugs you use. In general, it would be great if the author removed that infamous admiral's hat from the third version of the map. Then we could definitely speedrun it, and it would be much more interesting and informative. We've broken so many spears over this admiral's hat in the Heroesportal tournaments, it's just unbelievable.
Damn, and just recently, a troll visited the forum, criticizing the current generation of Heroes players for such bugs and saying that a true offline player would never do that. Just XD.
5 years ago
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Hello, fellow Heroes players! About six months ago, I discovered the map "Ira the mage," and I liked it so much that one playthrough wasn't enough, so I went through it a second time :-) As a result, I came up with the idea of creating a high-quality speedrun, which is what I've been working on for the past couple of months. The result is a 15-1-6 run.
I recorded the speedrun and uploaded it to YouTube. There are a total of 9 parts, each 2 hours long. If anyone is interested in watching the logistical madness on an XL map, I suggest you watch my playthrough :-) And if you manage to watch all 9 parts, please share your impressions and ideas, especially if any come to mind. I'm very interested in whether it's possible to apply any other significant tricks and complete the map even faster.
The link to the playlist is here! https://www.youtube.com/watch?v=YrVAnEQb ... vyvT4A-f
Thank you!
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5 years ago
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Thank you too. We'll see. If it's not too much trouble, please share your impressions of the maps you've completed, both well-known and less so. I'm also thinking of posting reports about my latest playthroughs, but right now I'm engrossed in a new map, and it's unclear whether I'll be able to get out of the current situation, and if I lose, whether I'll start over.
In reply to MrArtemidius
5 years ago
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MrArtemidius
The result was 15-1-6.
It even made me want to come back. I somehow completed it at a leisurely pace, taking almost 2000 months. I didn't want to think, or maybe I just couldn't.
I must have been doing something wrong...
In reply to Marlo_Stanfield
5 years ago
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Marlo_Stanfield
Map Title: Heroes of Jin Yong
Author: Season
Downloaded: from the Heroesportal map catalog

mediafire

Hello everyone! I also completed the Heroes of Jin Yong map and decided to definitely leave a review. The map is outstanding in every way: the concept, development, design, enemy balance, lack of bugs, and more.
If you want to get what is called "quality content," be sure to play this map. My rating is 10/10, definitely, and the map can be added to the list of 10 favorite maps.
I can't say whether it is more difficult or easier than Lord of the Rings or Way Home. Heroes of Jin Yong is a more dynamic map, and comparing it to Lord of the Rings, I like Heroes of Jin Yong more.

I won't repeat Marlo's review; I'll just add a couple of my own tips for completing the map. Next, there is a series of spoilers and tips on how to complete it faster, plus some timings, if someone wants to complete it.

1. It is not necessary to generate a starting save, although it may be desirable to get a certain skill in the logistics branch and for the second starting hero earlier (for example, pathfinding is very desirable, or earth should level up earlier). Although I suffered, of course, with the initial save, because I wanted to get the optimal skill tree for the first two weeks, but this is not necessary in your walkthrough. The most useful skills can be obtained in witch huts.
2. Timing for the very beginning of the walkthrough (so that the map goes smoothly later): in the first week, you need to place Birds in the city in the sands and, if possible, a Stronghold; in the second week, complete the Castle. The second flux, which is a little north, must be captured in the first week, and in the second, place Birds there up to 127 (unfortunately, I didn't have time for a Citadel). As a result, when a large number of guests came to me on day 131, I had 9 Birds, which, together with the fairies and storm elementals, allowed me to defeat them without much difficulty. On day 122, I freed Kragg from prison. This kind of energetic start will help you gather an army for initial resistance.
3. Initial army, until you learn resurrection: Birds, fairies, storm elementals (archers), and as many magic elementals as you can afford, which are not affected by magic. We don't have any other army yet :) As you liberate the Castle from enemies, buy all level 7 creatures immediately - bears, archons, archdevils; all of this is the future army.
4. Regarding the pace, Marlo is right that you need to maintain the pace. I would also add that you should not give the enemy an increase in the number of creatures in their Castles. That is, some Castle may be taken from you in the first months. But always try to buy back the increase there, but only of the creatures you need. If the computer buys some ballast there, you can use it to level up your weaker units. In my game, I lost only 1 increase in Birds, and I saved the rest of the army.
5. "Switching" from one hero to another (from the logistics hero to Kragg, and from Kragg to the armor hero) corresponds to the author's idea, but it can be violated.
In my walkthrough, the logistics hero was the main hero for quite a long time, and he took the Town Portal, Blindness, Resurrection, Prayer, etc. The advantage of this approach is obvious: the main logistics hero can do everything much faster, especially visit all the upgrades and necessary objects, which, by the way, are deliberately located very inconveniently. Therefore, it makes sense to continue leveling up the logistics hero, and then switch to the armor hero. The logistics hero managed to get the Town Portal (you need to get the hero to level 32) on day 326, and I am almost sure that the armor hero would not have been able to do this so early.
Kragg did not participate in almost any significant battles. The intelligence specialist was needed in a couple of battles. But given the presence of a mana doubler in the Citadel lands, there may be enough mana even for the armor hero. On day 343, I freed the dragon with literacy and retrained him in all Town Portals.
6. It will also be important to increase the kingdom's funds. In theory, there should be enough money. But to be sure, it is better to exchange as many unnecessary resources as possible for gold and sell unnecessary units, since one of the Ramparts at the beginning gives a bonus of +10% income. By making such an increase at the end of the 3rd month, I didn't need any more money.
7. An unobvious tip will be not to take unnecessary external dwellings. I foolishly took several low-level unnecessary dwellings to distract the computer, and this caused me problems later. When you capture 3 dungeons, you can portal azure dragons into them. And the fewer useless dwellings you take, the higher the chance of them appearing.
8. I got into the underground by defeating the titans on day 411. If you take the timings for opening the pillars to get a free army, then I got the titans and archons a week late, and I managed to get the bears and archdevils for free, because I opened the quest pillars only with my color. Given the pace I set and my previous experience with Season's maps, I completed the walkthrough on day 547, of course, with a smaller army than Marlo's. I won't be surprised if the Chinese completed this map a month earlier :) I think that 2-3 weeks could be saved by avoiding upgrades, but completing the last 6 battles with a small army is very, very difficult.
9. The most difficult were the battles with the last 6 heroes, primarily because I was trying to do this with the army I had, and there was simply not enough manpower. However, the armor hero's special ability surprises again :) I used hit-and-run 2 times: before the final battle, I reduced the number of fairy dragons from 300 to 220 (but this turned out to be not necessary in the battle), and once against Thorgrim, I reduced his bears from 400 to 50 (but I think that it was possible to do without this). As far as I remember, Season's maps allow you to do without tricks.
10. A debatable question will be what to level up the armor hero with. I focused on attack and, for a while, on knowledge. As soon as you have access to a mana doubler, you can start leveling up magic power instead of knowledge. And I leveled up attack primarily for the bears. It was precisely in the final battles that, due to the higher attack, the bears could break through the large stacks of the enemy.

The map is, without a doubt, excellent!
I am attaching a couple of screenshots from the last day before / during / after the final battle.
In reply to kolotok
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5 years ago
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Created a comprehensive review + tutorial for the map Dark Man


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5 years ago
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Thank you, we'll take a look! But please also tell us about other maps. I'm confirming right away: people are complaining in the comments: "the sound is very quiet at the beginning, barely audible." I only found out from the comments that there is sound. :) I had to set the volume to 100% to hear anything at all! It would be good to check this in advance and, if possible, adjust the sound. Otherwise, I wish you success!
In reply to Marmot
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5 years ago
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Marmot
Thank you, we'll take a look! But please tell us about other maps as well.
I'm confirming right away: people are complaining in the comments: "the sound is very quiet at the beginning, barely audible." I only found out from the comments that there is sound. I had to set the volume to 100% to hear anything at all! It would be good to check this in advance and, if possible, adjust the sound.
Otherwise, I wish you success!

Thank you very much! I'll fix the sound next time. In the future, I plan to create more reviews.
In reply to Louis Cyphre
5 years ago
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Louis Cyphre
Created a comprehensive review + tutorial for the Dark Man map.

Thanks for including my humble self in the review. If you need feedback on other maps, let me know!
I liked the review, keep it up! Good luck!
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5 years ago
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Map Name: 暗黑者 / Dark Man
Author: wklhy
Taken from: a map collection by Glenn's stream

I've finally finished this map. I've had a long history with it. I found it purely by chance among the Chinese community on GamerHome back in 2017. Since then, I've periodically looked at it in the editor. I tried playing it in 2020; I played for the first three game weeks over three real-time weeks, after which I decided to put it on the back burner. At that time, it seemed to me that it would take at least six months to complete.

In short, that is the main characteristic of the map. It is incredibly labor- and time-consuming. In total, I spent exactly twice as much time tinkering with it as I did with Metataxer. Currently, the map could well establish itself—and has already begun to do so—as a kind of final frontier for an experienced Heroes player. After this, the only strategic map that could potentially surprise a player would be a polished Rise of the Sun King, if a miracle happens and that map ever reaches a playable form.

Overall, the gameplay of Dark Man revolves around the need for precise calculation of hero movements in three different corners of the map: Aine begins her journey in the snows and must escape from the pursuing Dessa within 2 days; Luna, in classic style using a wall of fire, must break through to the Conflux within 3 game days; and the third hero, Pyrrh, is tasked with the rapid liberation of Zidar. For the first three days, Dark Man is awarded the prize for the most tedious start on a strategic map. You'll have to replay a lot before you understand who should move how, which resources and artifacts are necessary, and which ones simply waste movement points. Choosing the starting save is also crucial, and it took me quite a while to finalize my criteria for it. The issue of economy and buildings in available towns is equally acute. Upon first acquaintance with the map, it is very difficult to determine priorities in this regard.

The map itself is open and dynamic; a large number of enemy heroes of varying degrees of "imbalancedness" move freely across the map. The player is free to build their logistics differently, but every choice will have its consequences, so some planning options may turn out to be significantly better than others. Due to the necessity of developing three branches simultaneously, one must think through the walkthrough very carefully, as a mistake in one place leads to replaying the other two. Money and resources are also tight in the beginning; it feels like playing three maps simultaneously with a single budget. Regarding combat, we see a purely Chinese style. There are many battles, often grueling, and several bosses require clever preparatory actions (tricks, entering a town, luring them onto specific tiles), but overall, by modern standards, no "super ideas" are visible in the fights. Moreover, Jedi Strikes Back seemed more brisk in terms of combat, although it is incomparably easier when looking at the big picture.

I will describe the walkthrough roughly week-by-week since the map was completed fairly quickly in game time and there were only 12 weeks, making this format seem justified.

After lengthy reflection on the map and returning to the game, I rolled back from 1.3.6 to 1.1.4. This is because Craig (the hero liberated in Luna's branch) looks much more profitable with Fire in his skill tree rather than Tactics. Moreover, Craig and Luna's branch required optimization. During the first week, they can be played differently, but there is only one optimal outcome: by 1.2.1, both Strongholds in the Barbarian location must be captured. In Zidar and Pyrrh's branch, I initially took the Rust Dragon for a battle later against the titans guarding access to the Armageddon spell, but that wasn't the best decision. Three Arch Devils are sufficient there. Therefore, the route on the lava was also modified in the end. There are the most options for play in the snows. My result for the first week: liberating Orrin, capturing two Towers, and maximizing their build-up for Mage growth.

Regarding plans for week 2 and their implementation: Craig and Luna collect Crystal Dragons, clear the Barbarian location, kill two Barbarians; Craig levels up on neutrals, takes Blindness and Forgetfulness; Luna breaks through the Dragon Utopia; by the end of the week, the heroes prepare for a visit east to the elven towns. Zidar takes Armageddon from behind the titans, captures Josephine's town, and prepares for a visit to Fafnir; Pyrrh accompanies him—her problem was very late logistics leveling, but she somehow manages to keep up with Zidar. Aine and Orrin liberate the Dragon, who will play a decisive role in the walkthrough both due to his direct specialty and the fact that the author gives him a Town Portal directly. We level up Orrin and Aine, take the Resurrection scroll from the gold dragons, and prepare someone (in my case Aine, due to Expert Logistics) to break through 25 titans in the east of the snow respawn. Giants are placed in the central Tower.

Highlights of the third week: on 1.3.1, Aine breaks through 25 titans in a rather nerve-wracking battle. Army composition: 68 Wizards, 5 single Master Djinns, and 1 Mage to ensure a mana reserve. Aine has 100 mana for resurrections. We roll Air Shield and other useful buffs, get morale for the strike stack, and hope for minimum morale for the titans. As a result, Orrin gives Aine 5 previously bought giants, and she triumphantly enters the blue town with unbought growth consisting of 7 titans and 18 mages. This (+20 mages from the pillar) is quite enough for a full clear of the snow location and the final breakthrough on 1.3.7 of the level boss—Ivor, for whom Orrin receives a set of spells in Pandora's box (Force Field and Resurrection being key). Giants are finished in the western Tower. Zidar defeats his level boss—Fafnir; the green key-keeper is visited, who, with proper synchronization of actions, just in time lets the heroes in the snow location through to Ivor; Zidar takes his Pandora's box of spells and clears a safety zone for Pyrrh for the future, breaking through 450 Wizards above the Boots of Levitation in the eastern corner of the underground. Luna and Craig visit the elves and liberate the super-important hero Kyrr, who is immediately leveled up on dwarves and unicorns. Things didn't go very smoothly here. The local elven heroes managed to buy up the third-week growth and were positioned inconveniently, so I decided not to touch them, especially since Uland would soon be liberated in this location, against whom we have no arguments, so he would have taken everything around anyway. Also important is visiting the observatory at 68.83.1. It connects the locations of Craig and Zidar via sight, allowing the latter to quickly move to the elven respawn with the Boots of Levitation.

The quest at 104.21.0 in the snows deserves separate attention. For 7 neutral monsters of different types, a Book of Earth is given. The quest looks extremely vague; at first glance, you have no idea where to get these units, then you realize they are taken from caches scattered across the map, and there is a great temptation to ignore it. Doing so is categorically not recommended; the Book of Earth helps immensely during the intermediate stage from the Dragon learning Town Portal to liberating Astral with proficiency. You need to build your entire walkthrough from the start with the goal of completing this quest, otherwise you'll suffer later or have to find keys specifically to liberate Astral from prison.

Summary of the fourth week: Zidar and Pyrrh slow down, waiting for a visit to the blue tent in Craig's line to then take the Boots of Levitation; Pyrrh digs in on a piece of land behind 450 Wizards. Her further task will be completing a special mission: taking mummies, trolls, and a buyout. For this, a safety point is needed. Initially, a daring attempt was made by Zidar to take Armageddon's Blade and 40 bonus Arch Devils in the north, but it failed. There is such a horde of enemy heroes running around, including the head jailer Gunnar level 108, that Zidar was simply pinned down completely. Consequently, I had to roll back a week of progress. Meanwhile, Orrin together with the Dragon leaves the snow respawn heading south to the Barbarians through a pack of crystals. The Dragon completes the quest for 80,000 experience and gets a good level boost. Until Terekh exits the western Stronghold, there is time to loot well with Orrin. Here is the Mage's crown, the Dragon Utopia, and the scientist with the explosion. Gradually moving east, we hit weak Barbarians along the way. Aine goes for hobbits—this will be the first of 7 elements to complete the quest for the Book of Earth, after which she will sit in the Sanctuary near the hut with this quest. Craig and Luna visit Brohild. At first glance, it seems possible to go straight to Sorsha. For defeating her, we get a bunch of perks and the ability for Craig to learn Resurrection. But the initial optimal choice is Brohild; there can be no other option. Sorsha is stronger, and the profit from taking the blue tent is much greater than the bonuses for Sorsha. The garrison before Brohild is easily annihilated by fairies under Craig; Brohild himself can be tricked and one can settle in a town right under his nose. The battle with him is extremely nasty and random, although I had a decent army, and a quality breakthrough didn't take too long. Kyrr goes south into the sands and steals phoenix growth in one of the towns, and also picks up the Titan's cuirass.

On the fifth week, Orrin and the Dragon continue their path through the Barbarian land and eventually join Zidar. A notable important moment involves the hero Jabarkas. He is on patrol and has a pretty good army for this period, so I didn't even try to bait him with Orrin. For him, Orrin could get a bonus of 800 mana, which would clearly not be extra, but it can be done without. However, what is undesirable to do without is one of the parts of the Wizard's Well. In general, it is important to liquidate Jabarkas quickly, but Zidar will do this a bit later. After visiting the blue tent, Pyrrh finally gets the Boots of Levitation, and Zidar takes Armageddon's Blade, the boots from Pyrrh, buys titans on the way, and leaves for the elven lands, picking up the Elixir of Life from the gold dragons along the way. The next goal is global and is a turning point on the map: breaking through Loynis and capturing the town with the tavern. Craig and Luna's branch slows down slightly due to confusion regarding Uland's movements. Craig reaches Sorsha; the battle with her looks very tense, so the decision is made to wait 1 day for Wizards and a Resurrection scroll from Orrin. Luna digs three tiles in the area of Brohild's town. This Castle is more or less isolated from invasions by enemy heroes, and only one of the four super-bosses of the map with water walking (Tazar, Thorgrim, Gundula, Nimus) could reach us; the rest can forget it. Kyrr collects nomads and thieves. That's already 3/7 units for the КЗ.

The sixth week brings one of the two main victories on the whole map: on 2.2.1 Zidar breaks through Loynis. This provides a town with a tavern in a fairly isolated part of the map, Resurrection and boat summoning for all heroes, an additional hero Caitlin (the only one with the possibility of re-hiring on the map), another pair of Boots of Levitation, the last component of the Sniper's Bow, and a Town Portal for the Dragon on 2.2.2. It sounds like a fairy tale. The only problem is that 2.2.2 is "hour X" for enemy heroes. The first active wave of enemies activates in all sorts of areas of the map; it seems really about twenty heroes are set free. Chaos ensues on the map, and further play will now be built based on the position of enemy forces on the map at any given moment. On 2.2.1, Sorsha falls; Craig collects bonuses for her overthrow. The Cartographer is not needed yet, and Craig learns Resurrection in Loynis's town.

Further descriptions of actions will be less detailed, as the development branches have intersected here, and although the map still tries to hold the player by the throat with an iron grip, the possibilities also increase noticeably. Among the important things done in the 2nd month, the third Boots of Levitation are obtained at 90.110.0. The quest for the Book of Earth is completed on 2.4.2; the hardest part is taking the boars, as one must wait until the AI on 2.2.x remove the blue pillars in that zone. Pyrrh also had a hard time, as the final third wave of AI trigger heroes (Moner and company) drops from above the underground. By the way, regarding the second wave, which should take place on 2.3.2: not everything may work correctly. It depends on Gundula's actions and the opening of the purple tent, but sometimes it doesn't work as intended. Gundula may refuse to pass her quest guard. Fortunately, in my playthrough, everything went smoothly in this regard.

With the Book of Earth, one can slowly start settling matters. The Dragon temporarily becomes a pure courier of the book from hero to hero. Most importantly, there appears a way—albeit not the most convenient—to deliver the necessary hero to the necessary castle. Gradually, we deal with simpler enemies and complete 4/6 quests for army replenishment by 3.1.1. 25 titans and 70 Arch Devils came in very handy; bears were needed later, and I didn't take archangels or thunderbirds. Throughout the 2nd month, Luna fortified the territory around the former town of Loynis; one can dig in such a way that this town can only be reached through the green gates or with water walking, but in any case, the number of guests is greatly reduced. And giving up the town with the tavern to anyone is simply not an option.

At the beginning of the third month, the epicenter of events moves to Jeddit's zone. He has level 868 and zero combat stats. A strange hero, but not easy to break through. The Cloak of Renunciation, knocked out earlier from Gervulf, helped. In the dungeon, there is a mana vortex; for Jeddit, you get bonus harpies, and with them, 4000 Azure are broken through slightly further north. The Azures guard access to another bonus pack of titans, the Grail digging spot, and the Titan's Thunder under hellish guard. Regarding the Grail, the following can be noted: the map encourages active study of the editor, as the author himself mentioned, so it's obvious the player will see the Grail's location. But digging it without visiting obelisks is not very proper, so I stuck to a compromise. I visited the obelisks I could beforehand. By the time of digging, the riddle-map would have allowed finding the Grail even without the editor. The second point was unexpected for me. On 3.1.3, a doubled Orrin broke the guard of the Titan's Thunder—4600 titans split into 7 stacks. Strike stacks consisted of 182 titans and 907 Wizards. AoTD, elixir, Golden Bow (proved more effective than the sniper bow, as it allowed raising army morale to +2 via artifacts), Air Shield, Prayer, Bless. First, I tried with stacks of five phoenixes, but there wasn't enough mana to raise them all, so I replaced the phoenixes with Scorpicorns. At first, I passed on fixed randomness, but then I sat for a couple of hours and won on standard. This was perhaps the most random fight on the map. In the first round, it was necessary to land three paralyses on the first three Scorpicorns; otherwise, I think it couldn't be broken through without losses. But the victory gave a powerful boost: with the Titan's Thunder, some heroes can be killed regardless of stats and army size.

Before the second key victory over an enemy hero on the map after Loynis, namely Malekith, a series of less significant events occurred. Notably, on 3.2.1, I broke Tazar after entering Sorsha's town. The battle turned out to be absolutely non-trivial due to Tazar's lack of offensive magic. It turns out such an AI brings out troops using summoned elementals if the shooters have fired off and all towers are destroyed. This was a surprise. I had to leave one tower, as Tazar let us live then. But another problem arose: he didn't spend mana when we only had elementals, then we raised someone, and he immediately cast Teleport. The solution was as follows: I summoned four stacks of earth elementals and surrounded a phoenix corpse in the bottom left corner with them; after raising the phoenix, Tazar started slowing it and only then cast Teleport. I managed to trade Dispel for Slow. Then followed many thousands of rounds of pounding with Titan's Thunder on auto-battle (4444 Diamond Golems send their regards). Thus, the strongest boss on the whole map was dealt with. Plus, he became the first step toward accessing the Sphere of Vulnerability. The other two are Gundula and Mutare Drake. The second notable point is the liquidation of the main nuisance—Gunnar. A very strong and fast guy who ruins your plans in a heartbeat. I wore him down with tricks (he burned his own titans and Wizards with Chain Lightning), and then Zidar took him with Arch Devils on terrain with a dead tile.

On 3.2.3, the map enters the home stretch. After unrealistic maneuvering against an attack by 4 heroes, Malekith, the guardian of Astral, falls. On 3.2.4, all heroes (there are now 10) learn all useful magic, including Town Portal. Then, as a result of fierce micromanagement, all towns are taken and all AI heroes are killed over two weeks. A significant moment—obtaining the Sphere of Vulnerability (killed Gundula after entering a town, Mutare Drake was tricked with decoys, removing fairytales and titans from the army). With the sphere, the toughest bosses of the map are killed: Kilgor, Solmir, Lord Haart, Moner, Moandor, Sir Mullich. Some battles turned out to be quite interesting. I'll note a technical oversight by the author: the pink operator lacks the patrol radius to open the two upper prisons with Tunar and Elleshara. None of them represent anything supernatural (clearly not Tazar, Thorgrim, or Solmir), but the flaw exists.

The final chord—the battle with Xeron. I thought long about breaking him, as he is stationary, has 99 stats, an anti-blindness amulet, Shackles of War, and a huge amount of troops, while my army at the end of the 3rd month was still small. In short, Orrin was sacrificed, knocking Xeron's stack of "balls" from 5000 down to 12, then Zidar attacked and trapped the fly behind a cart with those hypnosised balls. I traded mana with Xeron, dispelling his anti-magic. Useful artifacts for the finale were the Sphere of Permanence (hypnosis didn't drop upon dispel) and the Mage's Ring (recasting hypnosis once every 110 rounds, low chance of error in a long fight). Over 1000+ rounds, Xeron fell to the Titan's Thunder. On the same day, final victory on 3.4.7. I dare suggest that currently, this is the speed record for completing the map, although I wouldn't call it a speedrun.

Finally, I can summarize. I have developed great respect for wklhy (the scenario author); a very strong and skilled mapmaker. But Dark Man is, as they say, too much. It takes very long to play and is very tiring, designed for robots rather than living people. Overall, the map is top-class, but play at your own risk.

P.S. Thanks for the additional motivation in completing this to users scars of reality and Louis Cyphre, as well as wenwell for help in one moment with entering Thorgrim's town.

In reply to Marlo_Stanfield
5 years ago
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Marlo_Stanfield

Map Name: 暗黑者 / Dark Man
Author: wklhy
Source: from a collection of maps from Glenn's stream

Huge respect for the walkthrough and review! It reminded me of my own struggles and clumsy playthrough, and I was taken aback :)
Yes, completing the Dark Man map is not just like getting a second degree; it's like earning a doctorate. And completing it at that pace is like being appointed Minister of Education! :)

The battle turned out to be completely unconventional due to the lack of offensive magic for Tazar. It turns out that this AI directs its troops to attack summoned elementals if the archers have fired and all the towers are destroyed. That was a surprise. I had to leave one tower standing so that Tazar would let us live. But another problem arose: he didn't spend mana when we only had elementals, then we summoned someone, and he immediately cast teleport. The solution was as follows: I summoned four stacks of earth elementals and surrounded the phoenix's corpse in the lower left corner with them. After summoning the phoenix, Tazar started to slow it down and only then cast teleport.
In some cases, you have to perform a "voodoo ritual" with earth elementals: pre-position the stack you need in the right place (usually in the corner of the battlefield), and after the AI has exhausted its mana, summon a dozen or so of them, arrange them in a checkerboard pattern to allow the earth elementals to not miss, for example, the AI's dragons. The AI's earth elementals cannot even outrun them with prayer and speed, and the AI waits on the wait. Therefore, the earth elementals need to hold out for 2 rounds, taking into account the damage, while we revive the archdevils.

Question about the walkthrough: who was the main hero? I understand that different heroes handled different battles, and that this had to be done simultaneously. But still, who led the decisive battles, or, let's say, was the most useful hero? I'm interested to hear your comment.
And, secondly, which units were the MOST useful. I understand, of course, that different armies are for different heroes, and that at this stage of the map, we can't amass many units for the battle. But who is the most usable? I don't rule out that this also depends on who the main hero is.
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5 years ago
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Thank you for the kind words. A lot of effort went into this Walkthrough, including time spent not just playing the game, but also planning the course of action outside of the game itself. In my case, Orrin was the main powerhouse. Yes, he doesn't have much intelligence, but he can gain knowledge as the game progresses, and 300-400 mana in the mid-game was enough to take down moderately strong computer-controlled heroes, while he stood behind a wall of Titans and Wizards protected by a force field or a screen of Phoenixes. Hypnotizing a weakened enemy and then resurrecting Phoenixes. This was a standard scenario. Against heroes with powerful artifacts, having one Scorpius in the army sometimes helped to control someone for 3 rounds. This is how I dealt with a hero like Terek, for example. This is why Titans and Wizards were my main attack stacks. I tried to gather them everywhere and, if possible, not lose the growth of Mages and Monks. Zidar and his cunning also helped a lot with Armageddon or Implosion. If some weak hero was within one or two steps of a town without shackles, I could inflict a lot of damage on him. Archdevils were very useful, but 80-100 of them were enough for everything. Kragg fought a lot, including against the toughest bosses, but very rarely in direct combat. Horrors were useful a couple of times at the very end, when I got the Sphere of Vulnerability. Archangels were almost useless. Fairies and Crystals were only useful at the very beginning. Thunderbirds are garbage

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