Posts from The Lord is more alive than dead
it further states that the flame can destroy a hero
I really enjoyed the scenario; I haven't played with such interest in a long time.

It's moderately challenging and doesn't go overboard.
During a battle with a demon hero, I found a bug: when controlling Cerberuses, the AI breaks and simply has all units use the "Wait" command.
Added:
Update Small fix to v1.2.1:
- Fixed a bug in the battle with the Demon Lord at the Gate, where all his units would go into defense after the player controlled one of the Inferno stacks.
The topic header has also been changed (I'm subtly reminding you of point 3 in the "Warnings" section). The download link remains the same.
Where is Remix?
I've been wondering that too. No matter how often I check his channel about HoMM5, it's been quiet for a couple of months now. Maybe the guy just got tired of Heroes... Or maybe not. After all, Remix has tons of guides and walkthroughs – I doubt my map will surprise him with anything. Forcing yourself to play isn't great.
P.S. As far as I remember, he had guides on how not to make maps and about the mistakes made by mapmakers in general – they helped me a lot at the time.
https://www.twitch.tv/niksan2704
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If there are few stacks on "Hero," then what can one expect on "Warrior"/"Recruit"? Imagine an elf running up to you with a couple of half-blind, crippled archers; Nicholas wags his finger at him, and the ranger immediately sharply, boldly changes his mind about fighting dragons and makes a run for it, dropping juicy artifacts along the way instead of bricks...
And finally "Vampirism" (and it's the only powerful one banned). With this spell, you can beat the computer without penalty, whether it has 100 units or 100500. And with zero losses on your side. This has been repeatedly proven on maps by more renowned masters. The difficulty level doesn't even matter here. Essentially, there is only one level and it's called "Dominator Player humiliates a helpless AI infant throughout the entire match."
Added after 22 hours 0 minutes
Updated 14.06.2026:
In the first week, I captured an outpost, but it was quite challenging, and in the end, the best result was losing only 50 units. (The Colossi stubbornly held their ground.)
Then, I stormed the second Castle, looting a treasure chamber along the way and gaining control of it. After that, I went around clearing out everything.
Humans turned out to be a real pain. Especially the engineer who constantly repairs his ballista.
This raises the question: is it normal for them all to run around with a static army, and "resurrect" with approximately the same composition? Not to mention that they revive from the dead at different times. Fortunately, mages resurrect with their own army, not the one they died with.
I decided to skip the partisan quest, as well as the Sphinx and scroll quests; it seemed like a waste of time. The final battle took place in a castle with a Fida’i. With a bit of luck, I gained control of the archers and finished him off with his own archers.
Overall, the scenario is good, 9/10.
I won't say anymore that they rise from the dead at different points in time.

The question is whether it’s normal that they all run around with a static army and “resurrect” with approximately the same composition?
Humans turned out to be a real pain.
went to vacuum up everything alive
How to properly counter a hero's "vacuum cleaner" (especially with Necromancers), can anyone tell me...? It seems like I weakened them here and there, and added some powerful units so it wouldn't be too unfair.
I decided to skip the partisan quest, as well as the sphinx and scroll quests; it seemed like an unnecessary waste of time.
- Nicholas's special ability now summons vampires slightly faster (reverted to the parameters in v1.0, but not completely, only halfway);
- when Caldwell is re-hired in the tavern, the number of his troops no longer depends on the time elapsed since the start of the game;
- the supply point in the west of the underground now provides the Imperials with a caravan of reinforcements every 2 weeks (previously – every week);
- Guard Vampires have been given the "Weakening Strike" ability;
- Robin has had the "Ring of Sar-Issa" removed;
- Faidan's luck skill has been replaced with Summoning magic and the combat script has been adjusted;
- a loophole through the barrier to the city of mages near the lower tower for heroes of the "turquoise" player has been closed;
- other minor changes.
The topic header has also been changed (I subtly remind you about item 3 of the "Warnings" section within it). The download link remains the same.
I completed it in 145 days on Veteran difficulty – I could have done it faster, but I didn't rush and explored different upgrade options + the order of quests, without knowing the specifics of the map.
I killed Faydaen without losses in the castle (more for the challenge) by destroying the catapult + phantoms + raising undead with level 50 magic. In an open field, he left me with 30-40% of his troops, but the battle wasn't difficult at that point either.
The fire dragon seemed more challenging than Faydaen (mainly due to the number of losses, which are very difficult to minimize), so I ended up with about 5% army loss. In principle, you don't even need to fight him; +10 magic doesn't make a big difference. Robin posed a threat during his first appearance, but I chased him around and gathered as much of my army as possible – after that, I won without any losses. Mages and humans weren't a serious threat initially.
The battle in the pyramid is cool as a puzzle – I won't spoil the solutions (there are probably several), but I managed to complete it without losses.
The demon seems strong, but if you gather a good army, he becomes just an easy target. You can easily defeat him in one and a half turns while he tries to open the gate. It feels like he needs some kind of buff, but I don't have any specific ideas yet :)
At some point, the mages' and Robin's raids became more annoying than posing a real threat, but by that time, you could also eliminate the mages themselves and the "lower" humans. Subjectively, the underground area is too large; it would be better to cut down on unnecessary things and "compress" points of interest to make everything more accessible.
Overall, it's a very well-designed map with a lot of thought put into it, without being unnecessarily drawn out, but also without creating a high risk of losing (which is actually a plus for me as a casual player).
Everything is fine regarding additional quests, artifacts, and upgrade options; the main quest is also quite decent. I can't say that I got some kind of wow effect; it was simply done at a very good level (no, this isn't simple). There are very few maps that are made well and don't annoy you in any way. It was enjoyable to spend time playing it.
Among the noticed bugs/oddities:
1. The blinding attack from unicorns has a strange effect on the guard vampires – they don't react to the attack; I see the blind effect in the log, but it doesn't apply (and shouldn't, since they are undead).
2. The guardian of the portal to the elves in the underground area disappeared at some point with a strong army (Randall?), and I didn't notice any specific trigger. At the same time, the quests "do not engage Randall in battle" and "capture Coldwell" remained open until the end; I won without completing them. There were no blue heroes/cities on the map, but their objects remained blue. Maybe this is normal behavior overall, but it seemed unintuitive.<
3. An elf hero (I had Ossir) got blocked by caravans between the last city and the garrison (the city has 3-4 caravans, the hero, followed by another 3-4 caravans near the garrison). He stood there for several weeks. Perhaps the passage needs to be widened :)
Thank you very much to the map author for such great work. This map is definitely among my personal favorites :)
The Demon might seem powerful, but with a good army, it becomes an easy target. It can be easily defeated in one and a half turns while it's trying to open portals. It seems like it needs buffs, but there are no specific ideas yet.
Subjectively, the underground is too extensive; some unnecessary parts should be cut down and points of interest compressed to make everything more accessible.
Overall, it's a very pleasant and well-designed map, without being overly drawn out, but also without much risk of losing (which is скорее a plus for me as a casual player).
Regarding additional quests, artifacts, and upgrade options, everything is good; regarding the main quest, it's quite decent too. I can't say that I got a "wow" effect; it's just done at a very decent level (no, it's not simple). There are very few maps that are made well and don't annoy you. It was nice to spend time on it.
As for the "wow" effect, I think it's very difficult to achieve now because a lot of time has passed since the game was released, players are already experienced, and besides, it's quite subjective.Now, about some oddities:
1. The blinding spell from unicorns strangely affects the guard vampires – they don't respond to the attack; in the log, I see the blind effect, but it doesn't apply (and shouldn't, as they are undead).
2. The portal guardian to the elves in the underground with a large army (Randall?) disappeared at some point; I didn't notice any specific trigger. At the same time, the quests "do not engage Randall in battle" and "capture Coldwell" remained open until the end; I won without completing them. There were no blue heroes/cities on the map, but their objects remained blue. Maybe this is normal behavior overall, but it seemed not very intuitive.
3. An elf hero (I had Ossir there) got blocked by caravans between the last city and the garrison (the city has 3-4 caravans, the hero, followed by another 3-4 caravans at the garrison). He stood like that for several weeks. Perhaps the passage needs to be widened