Lord Rings (Season)So, I finally beat this map. This was my second attempt: the first was in 2021, when I got stuck on Josephine (and I actually reached her earlier than this time). Before this, the only Season map I had played was Way Home, where I cheated a lot (almost always, because some fights were simply unwinnable due to crashes) and never made it to the end. In general, all my Heroes gameplay before Way Home was just a tutorial for it, and Way Home itself was a tutorial for more difficult Chinese maps, including Lord Rings. Victory on day 342.
Despite the name, there is nothing here from Tolkien's world except the names of some heroes and some towns. There are many heroes with standard names but unnecessarily altered portraits. There is no storyline text or hints provided. You need to plan your own course of action.
GameplayWe start with Sandro in the top-left corner and gradually advance across the map. Many battles require non-trivial tactics, and some are downright puzzles. You often need to use the terrain; there are many fights on imba tiles (on the starting snow location, they are conveniently marked by pits by the author). Some enemy heroes have only one or two spells in their spellbook, which only makes fights harder, as they won't waste time on useless casts but will immediately start using Armageddon and other unpleasant things. Also notable is the lack of strong destructive magic among town heroes, which provokes them to sally out during sieges, even if neither side has ranged units.
We play with four heroes: Sandro, Gundula (aka Crag), Orrin, and Dragon. Only the latter can be called a weakling; the rest regularly participate in full-scale battles. Stat upgrades on the map are very scarce, but there are quest huts where a specific hero can receive free experience and, occasionally, a Knowledge stat point. The key attacking stacks on the map are Wizards and upgraded Harpies. Many fights are tailored to their abilities, and the Wizards' casts are sometimes more of an additional problem than an advantage, as in the fight with Gird or the final battle with Sauron. Moreover, almost all offensive power comes from either joining neutrals or quest rewards; town growth provides only a very small portion. Particularly notable is the joining Wizard stack in the swamp, surrounded by quest pylons with timers. The later the player arrives there, the more Wizards they will have to give up. Thus, there is no point in sitting still and hoarding an army on this map; it assumes tempo-based gameplay. Also notable is the absence of ammo carts for most of the map: in some fights, you need to conserve shots.
Spells are given out very sparingly here. We don't get Slow and Resurrection right away, and Force Field and Clone only appear closer to the endgame. Until Dragon is freed (who, by the way, is the only one with the Scholar skill), we play without Town Portal. At the very end, Fly and Dimension Door are given to reach the final boss. Berserk, by the way, is also given before the finale, but it can't be used, unfortunately. All heroes will have Intelligence, so there's no severe mana shortage. Mana can only be doubled at one external Magic Well, which we reach closer to the late game. It was needed, however, only twice: in the fight with Jedite and in the fight with 4k Azure Dragons at the end. And I doubled Sandro's mana once more just in case. There is no Sphere of Vulnerability and there won't be.
As already mentioned, there's no need to sit and wait on this map; you must constantly advance. The computer doesn't sleep: its heroes attack us on timers. I, however, played relatively quickly and thus killed all such enemies before they emerged. But there are also computers that are triggered by us taking guard tents (a hero stands on cursed ground next to a tent behind a pylon that we need to open). This is where the imba pit tiles on the respawn come in handy. Losing towns is not particularly critical: we don't rely much on growth anyway, and in my game, three towns remained with the blue player at the end. However, losing the starting castles is highly undesirable: without them, we lose easy access to stables and consequently suffer a major mobility penalty. Speaking of mobility: all our heroes will have Logistics and Pathfinding; we can gradually find Boots of Speed for everyone, but the Strigan (Speed Boots) are only given in one copy and quite late. There are two taverns on the map: one external, one in the underground Necropolis; both are accessible closer to the end and are located behind a Swan Lake on cursed ground.
TimingsEarly gameWe start with Sandro and handle the initial fights with Behemoths and Vampires, then pick up 2 Angels. You could take 1 Archangel instead, but who would think of that when there's a fort on the hill nearby?
Day 114 - capturing the first castle
Day 115 - Crag is freed
Day 116 - capturing the second castle, fight with Sorsha defending the town
Day 117 - Sandro kills Nagas with Fire Wall and Archangels; Crag takes free 30k experience
Day 121 - fight with Neela defending the town
Day 125 - Marius is broken through, we get Slow
Day 127 - Lorelei is killed defending the town
Day 131 - from a quest we receive 400 upgraded Harpies and break through the Azure Dragons on an imba tile
After this, the Harpies become our main offensive force, and the game moves to the next stage, with Crag handling most fights due to his specialty
Mid gameDay 132 - Orrin is freed
Day 134 - Enian is killed using the Ballista
Day 135 - Sandro breaks through the red tent and gets Resurrection from a Scholar
Day 136 - Sandro breaks through Synca in a town; Crag gets Resurrection from a second Scholar
Day 137 - Crag breaks through Bogarus
Day 141 - Orrin kills Gunnisson and Ajit, who came to our respawn; meanwhile, Crag breaks through the Champions and picks up the Boots of Speed
Day 142 - Crag kills Balrog, who has 180 Hydras and 6k Magogs
Day 144 - Crag breaks through Ivor in his town
Day 146 - Dragon is freed
Day 147 - Crag breaks through Josephine in a town
Day 212 - Crag captures the underground Necropolis - an important strategic point, as there is a well right next to it for convenient mana recharge. Dragon learns Town Portal from a quest. Orrin picks up the Amulet of the Necromancer and free 100k experience
Day 213 - Crag breaks through a garrison with 1200 Magic Elementals
Day 214 - Orrin completes the quest for the Amulet of the Necromancer and receives 500 upgraded Harpies. We transfer them to Crag and break through Ignatius with Catapults. This fight was very hard to pull off for a long time; I had to bring "trash" growth from towns in the form of Archers and Crusaders for meat and extra offensive power. Crag then immediately breaks through Fiona in a town; Sandro picks up +8 Knowledge.
Day 215 - Sandro breaks through Crystal Dragons and learns Quicksand. Then Crag breaks through Efreeti and picks up the Mana Sphere - the last missing piece of the Wizard's Well. From this point on, the game becomes much more convenient, as we can regenerate all mana every day.
Day 216 - Dragon receives Frenzy as a reward for defeating Ignatius; Orrin breaks through Rust Dragons and picks up the Skull Helmet. Crag breaks through Rust Dragons and picks up the Dragon Scale Cloak.
Day 217 - Orrin takes the Citadel south of the respawn to gain access to Cyclopes. Dragon takes a dungeon in the top-left corner of the underworld that I had left untouched before.
Day 221 - Sandro passes 18 Crystal Dragons. Notably, exactly 1 remained after this, as I had sometimes lost them in battles before.
Day 223 - Crag passes an upgraded Cyclops and breaks through Yabarcus in his town
Day 224 - Sandro breaks through Dace using the Ballista. The fight lasted ~6 hours of real time; a macro was used. The Collar of Conjuring is picked up, and the Ring of the Magi is assembled; also, a Crystal Dragon is taken from an external dwelling (though I didn't even open the pylon for it in the end, lol). Dragon receives Anti-Magic as a reward for Dace, passes it to Orrin so he can break through Faerie Dragons and learn Forgetfulness.
Day 225 - Sandro breaks through a garrison with 1500 Red Dragons, after which Crag breaks through Theodorus in his town.
Day 226 - Sandro picks up free 480k experience and breaks through Gold Dragons, picking up the Sandals of the Saint. Meanwhile, Dragon heads to the fire land, picks up 600 Harpies, and clears a dungeon. Crag picks up free 500k experience and +5 Knowledge.
Day 227 - Orrin picks up free +5 Knowledge. Meanwhile, Dragon takes the green tent, triggering the emergence of Lord Haart and Zydar
Day 231 - Sandro breaks through Zydar (he has two spells - Clone and Armageddon, which he spams every turn) in an epic battle that lasted 2 hours of real time
https://www.youtube.com/watch?v=DLg5MJcr1iE&ab_channel=Lord.L. Now we have Armageddon's Blade and another Wizard's Well. Meanwhile, Orrin breaks through Griffin Conservatories on the Barbarian location and picks up Angels.
Day 234 - Crag breaks through Erdamon in a Conflux, then recharges and kills Lord Haart. The fight with the latter turned out to be surprisingly easy: he only has Anti-Magic, but for some reason, he doesn't cast it on the Dragons. Orrin picks up free 600k experience.
After this, almost all difficult fights will be handled by Orrin with Wizards; the late game begins
Late gameDay 235 - Orrin manages to pick up Wizards for free on the last day and immediately breaks through Stig with them. Then he doubles his mana, picks up a Sharpshooter (needed to access the next location), then breaks through Ghost Dragons and picks up the Vial of Dragon Blood. It is then passed down the chain to Crag for access to the Sanctuary with Hypnosis.
Day 236 - Orrin breaks through Yanowa, picks up 20 Faerie Dragons and the Thunder Helmet. From Yanowa, by the way, the Unicorn Bowstring drops - the last missing component of the Sharpshooter's Bow. Meanwhile, Sandro picks up a Vial for +1 Mercury lying around in the swamp location, and Crag picks up free 100k experience near the Necropolis that he forgot to take earlier.
Day 237 - Dragon picks up the purple tent, thus releasing Lacus and Torgrim. Based on what I read in this thread, many preferred to immediately drive Torgrim into the water and dig in, but I didn't do that. Instead, I let him take a not-so-important Rampart and then head to the respawn.
Day 242 - Orrin fights a very difficult and RNG-heavy battle with Mephala, losing all Faerie Dragons, then recharges and breaks through Gird, opening access to the brown tent. Dragon picks up a Cape for +1 Crystal.
Day 244 - Orrin takes the southern Citadel; Kilgor, who lived there, ran off somewhere.
Day 245 - Sandro buys a Beholder from an external dwelling, passes it to Crag so he can open a passage to another dungeon. Now we have access to the only tavern on the map, although it won't be needed for a long time (and it's probably possible to complete the game without hiring heroes). Orrin kills Lacus, then recharges and sits in a town to fight Kilgor
Day 246 - Orrin breaks through Mutare Drake and picks up Force Field; Crag breaks through Rust Dragons guarding a Ring for +1 Sulfur
Day 247 - Orrin breaks through Azure Dragons guarding the entrance to a dungeon in the top-right corner, allowing Dragon to pick up the Strigan (Speed Boots), complete the quest to kill Lacus, and receive Clone. Then Orrin charges his mana, retrains Clone, and stands on an imba tile to fight Torgrim there.
https://www.youtube.com/watch?v=QUCk2YVPUfo&ab_channel=Lord.L. Meanwhile, Crag breaks through Azure Dragons guarding the passage to Moandor's location to provoke him into attacking.
Day 311 - Orrin breaks through Nazgul (a hero with 900 Ancient Behemoths and 11k Liches) and picks up the Helm of Heavenly Enlightenment. Then Crag takes a dungeon, teleports to the Citadel, and kills Moandor defending the town
Day 312 - Sandro breaks through Gold Dragons guarding the external War Machine Factory and buys the first Ammo Cart of the entire playthrough (though it won't be needed for a long time)
Day 313 - Orrin breaks through Korbac in a town; Dragon takes the now almost unguarded Necropolis in the holy lands. Meanwhile, Crag picks up the Shield of the Dying Dead, and we can now assemble the AotD (but honestly, it's not needed: it wasn't useful even once)
Day 314 - Sandro breaks through Crystal Dragons guarding a Ring for +1 Dragonglass. Now we can assemble the Cornucopia
Day 315 - Crag completes the quest for the Cornucopia and receives 200 Wizards as a reward. Meanwhile, Dragon, using Harpies (approximately 400 lost), breaks through the Water Cartographer. Also on this day, Tamika emerges, but I ignored her until the end of the playthrough, as she for some reason didn't take towns but headed towards the dungeons. I did the same with Torgrim, who returned a bit later.
Now the path to the final dungeon is open. What follows are fights with the map's main bosses using Force Field, Clone, and soon Titan's Lightning Bolt as well.
End gameDay 323 - Orrin, with doubled mana, breaks through Jedite in a town.
https://www.youtube.com/watch?v=ke6IFYM7jGM&ab_channel=Lord.L. Undoubtedly the hardest and most RNG-dependent fight on the map; it took a huge amount of IRL time and probably 1000+ attempts. Although those who don't want to suffer as much can try to hire additional heroes to trap.
Day 324 - we pick up Cuirass and Gladius; assemble the TT
Day 326 - Sandro breaks through the Wizard King with 450 Crystal Dragons and 11k Liches
https://www.youtube.com/watch?v=51aIEJZUX08&ab_channel=Lord.L. It seemed like this would be a terrifying RNG fest worse than Jedite (and there was even one almost winning attempt), but then I found out that the Pendant of Lightning doesn't protect against Titan's Lightning Bolt. I wonder how this fight is intended to be completed by the author, because both my methods and what I later saw in other playthroughs look pretty cheesy.
Day 331 - Orrin traps Tazar with Armageddons. I could have killed him immediately with Sandro, but then the Dragons exit the town on the tactical setup, and I couldn't figure out what to do about that.
Day 332 - Crag breaks through Malekith, drowning him in TT
https://www.youtube.com/watch?v=D6E1G6noDDA&ab_channel=Lord.L. All Harpies are lost (which could have been avoided by doubling mana), but they aren't needed further. We receive the Dragon Language Tongue and assemble the Mod. On the same day, Orrin killed Gunnar in defense: the fight with him turned out to be surprisingly easy, so I didn't even bother recording it, although I initially intended to.
Day 335 - Sandro breaks through 4k Faerie Dragons, picks up the Sword of Justice and an Azure Dragon from an external dwelling.
Day 336 - Crag finishes off Tajar, again with Armageddons.
Day 337 - Orrin breaks through 4k Azure Dragons and picks up the Angelic Armor. We assemble the Alliance, pick up the black tent; Orrin breaks through a garrison of 8k Faerie Dragons
Day 341 - Sandro digs up the Grail; Crag takes it to the Conflux so Orrin can learn Fly and Dimension Door
Day 342 - final fight of Orrin vs Sauron
https://www.youtube.com/watch?v=6x8VwY1y ... l=Lord.L.
I would rate this map 9.5/10, because the potential of the endgame is not fully realized. For example, Antimagic, AotD, and Berserk were never needed. And the fight with the Wizard King turned out somewhat awkward.