Walkthrough for the 3Way Crossroads map.
First, I analyzed the situation to determine the fastest ways to complete it. There weren't many options—actually, just one: building a level 5 Magic Guild to get the Dimension Door spell. Now let's see what is required for this building. It's not much: 10 units of wood and ore each, 18 units of all noble resources, and 2000 gold.
Now we can start scouting. I set Castor to "many moves," clear the respawn, and see that the treasury now has 26300 own coins, 0 wood, 24 mercury, 6 ore, 31 sulfur, 18 crystals, and 22 gems. This means I'm short by 4 stone and 10 wood. But there are mines! In fact, both the sawmill and the ore mine can be taken on the first day, but unfortunately only one of them. And even then, if you take a mine on the first day, you won't be able to utilize 4 heroes that same day. I sacrifice resources for tempo. Plus, a hero is better than 2 units of wood. It was decided to capture the mines on the second day. After some simple mathematical reflections, it became clear that I would start building on the third day; thus, by the fourth day, I have a deficit of 6 units of wood. Having a surplus of 6 mercury and 13 sulfur, this deficit is easily neutralized.
Thirdly, I have the choice of heroes. By default (or rather in 99% of cases), I play warlocks and barbs. The former travel far on flat land and have the most suitable set of primary skills for a start. The latter travel furthest on rough (penalty) terrain and have a very decent set of fighters in their starting army. On this map, Barbarians were not meant to be played. Eight out of nine warlocks were used, one wizard (a small but very important role), and a barbarian transporter (desert wolf). Two heroes were chosen in advance—Castor (at the start) and Agar (in the tavern). The rest were selected through meticulous trial and error. The main criteria for selection were: Wisdom own-level and amount of mana. As is known, wizards are born with advanced wisdom and 20 mana. Sorcerers are even born with three tens of spell points, but their wisdom lags behind. Warlocks, having a starting speed of 12, have (only on this map) the ability to deal magical damage equal to 210 on the very first day (two bolts for 75 and a cold beam for 60). There are also boosters scattered around the respawn for every taste and color, just to help those in need.
In the end, none of the sorceresses passed the casting (it was necessary to raise wisdom to level 3 by the third level and get knowledge at least once); only one of the wizards fit the above criteria. Mandigal received expert wisdom on the second level plus some knowledge; having previously taken the fourth primary skill in the witch's hut, this man ended up with 0-1-2-4, meaning four jumps through space. He was assigned the role of a capturing spy.
Now we choose the best of the warlocks. This was easy as pie. Since most encountered gazebos with a thousand units of experience and various wandering monsters on their way, the main thing here was to find the sages. Three from the dungeon had expert wisdom at level 3, which allowed them to take the primary spots in Blue's army. Agar, Vesper, and Ari were named travelers.
But four soldiers in a kingdom's army where precious metal is scattered for a dozen daredevils is sacrilege. Therefore, it was decided to make up for it with allied units. Barok acted as the assassin, while Ratmont and Alamar were the long-haulers. Krodo and Castor were appointed as cleaners.
And now, actually, the Gameplay.1. Day 1.1.1. Castor (on a centaur) moves right; visits the mill, picks up gems and two chests (2+4 gems, 1500+1500 coins). I have 3000, I can buy Agar.
1.2. I buy Agar (Barok appears). He (on a gargoyle) goes down: mill, campfire, chest (500 g, 600+6 crystals, 1500). Result: 3100.
1.3. Ari appears instead of Barok. I buy one centaur. Barok (22 centaurs, 4 gargoyles) goes left (to the ore mine). He kills zombies and skeletons along the way, collects resources: campfire (600+6 sulfur) and a chest (1500) (I skip a pile of sulfur). Total: 2640
1.4. Vesper appears after Ari. Ari (1 gargoyle) goes up, grabs a thousand-gold chest, upgrades knowledge in the hut.
2. Day 2.2.1. Castor takes the campfire (500+5 mercury) and the Sword. Waits.
2.2. Agar, via a gazebo (1000 exp), picking up sulfur (6) on the way, runs down, takes the lower chest (1000), and stops under the mercury near the horses.
2.3. Barok clears around the ore mine: chest (1000), shield (1 paladin – not a problem), captures the mine, sulfur (3), turns down.
2.4. Ari takes crystals (4), campfire (500+5 gems), visits a gazebo (1000 exp), grabs a chest (1500), takes mercury (6), and hits goblins (one gargoyle + five arrows for 30 damage). In pocket: 6640 (enough for a couple of heroes for now)
2.5. I buy Vesper. Alamar appears after him. Vesper on a gargoyle runs down through the gazebo (1000 exp), and on the last step takes a chest (1000).
2.6. I buy Alamar. Mandigal follows. I leave a gargoyle in the garrison for Mandigal. Alamar goes to the sawmill. Barok gives him his army, keeping a gargoyle for himself. After destroying zombies, Alamar captures the sawmill.
2.7. Castor visits the cave on the snow (+14 free centaurs), turns toward the second cave.
2.8. I buy Mandigal. Krodo follows. Mandigal follows Ari's route. Stops at the witch's hut (+1 knowledge).
2.9. At the end of the day, I have active: 7 heroes, total army size (58 centaurs, 18 gargoyles). 140 rubles, 0 wood, 11 mercury, 0 stone, 15 sulfur, 10 crystals, 11 gems.
3. Day 3.3.1. Alamar clears around the sawmill: campfire (500+5 sulfur), 2 chests (2000+1500) and 4 mercury.
3.2. Mandigal visits a gazebo (1000 exp, gets expert wisdom and +1 knowledge), then runs toward the fort. Along the way, he pops into the garden (500), takes a campfire (600+6 gems), the snake ring, and aims for the elementals.
3.3. Krodo, followed by Ratmont. Krodo buys out all (7) centaurs, 2 gargoyles (this way 2520 will remain at the end of the day to buy back Mandigal who fled from the elementals), captures 6 halflings with him and hits the road. Moves toward the snow, takes crystals (5). Stops above the caves. Castor approaches Krodo. The latter gives everything except 1 shorty. Castor descends a couple of divisions down. Then Alamar gives everything except the gargoyle to the passing Barok. Barok approaches Castor. Castor takes the army from the first, leaving him 1 half.
3.4. Castor gives the army to Agar, stays with 1 gargoyle. Barok picks up mercury (5), visits the bazaar, exchanges 6 mercury, 9 sulfur and 3 gems for 6 wood. Goes right toward the campfire.
3.5. Agar (85 centaurs, 1+2+1 halves, 18 gargoyles) wipes out champions (no problem :)), then joins zombies (22 zombies want 675 strength units (peasants) to join a hero; Agar's army after the fight with champions is 712 units). Then takes campfire (600+6 horses)! Captures the gold mine.
3.6. Now we can build the level 4 Magic Guild. Which is what we do.
3.7. Vesper rushes after Agar, takes gems (5), stops. Castor follows him.
3.8. Ari goes south, visits a gazebo (1000 exp), turns back toward home.
3.9. Mandigal attacks the elementals (using cold beam he sends six to the first world), flees (appears in the lower slot without removing Ratmont), is bought back (obviously cannot move today), and gets on a boar for speed.
4. Day 4.4.1. Agar kills zombies, collects two piles of sulfur (5+6), takes the Scroll, captures the sulfur mine, delivers army and artifacts to Vesper.
4.2. Castor connects with Vesper, intercepts army and artifacts.
4.3. Vesper clears the hollow between mountains: 3 crystals, chests for 1000, 2000, 1000 exp (I get expert wisdom) and another 1000 gold.
4.4. Barok takes campfire (400+4 mercury). I build the level 5 Magic Guild.
4.5. Vesper and Agar are dismissed.
4.6. Castor delivers army to Ari, who runs toward home. Mandigal takes zombies.
4.7. Mandigal (21 zombies and 1 boar; the boar is the main unit here and must be kept to the right of the zombies) in four jumps goes as far as possible from the home city and stops between the teleport and campfire at the Wizards' respawn.
4.8. Ari enters the city, learns DD (he now has 11 mana), leaves army, jumps on a boar to the well, restores mana up to 80 units (thanks to the scroll), jumps to the fort. Stops.
4.9. I buy Ratmont, Vesper appears after him (for tomorrow). Ratmont on a gargoyle runs via the right flank toward the fort.
4.10. Alamar visits a gazebo (1000 exp, will be useful), also heads for the respawn exit. Barok visits a gazebo (1000 exp, +1 spell power) and moves toward the standing stones. Krodo also goes up via the left flank.
4.11. We press end turn. Now there is a condition that will help save money, or even fit into six days. It's necessary for the barbarian to stop at the watchtower located to the left of the city.
5. Day 5.5.1. Mandigal takes campfire, goes into portal; on the other side he only takes the chest beneath him (2000), returns, attacks village (main thing is not to lose the boar, but that's not hard—just make sure zombies are closer to enemy shooters, then no one will shoot at the boar). After victory, we dismiss zombies and go right on the boar (will be 2 steps). This is enough to capture Burlok tomorrow.
5.2. Barok visits stones (+1 spellpower). Now Barok's spell power equals 5 (bolt 125, beam 100, slow or blindness 5 rounds). He is dismissed.
5.3. I buy Vesper, then Agar. Barok's face appeared after Agar. The guys learn "Dimension Door". Vesper visits the well, transfers army (105 centaurs, 30 gargoyles, 5 halves) to Krodo. Agar visits standing stones (preparing him for battle with Wilfri's Titans). Both are dismissed.
5.4. Krodo gives army to Alamar. Alamar breaks through elementals (use Cold Beam). With the help of Krodo and Ratmont (maybe I overcomplicated it slightly), I transfer the army from Alamar to Ari (main thing is that both Ari and Alamar don't waste precious moves).
5.5. Krodo is dismissed. Ratmont and Alamar head for the portal (here Ratmont plays the role of cleaner, while the second will take the far chest).
5.6. Castor grabs a 1000-gold chest.
5.7. Ari begins his jumping session. The last jump is decisive (must land exactly at the point to the right of the teleport in the desert—if you land anywhere else, Phineos will run far and for a long time, which must not be allowed).
6. Final Day.6.1. Ratmont and Alamar carry out their long-haul operation. Campfire (400+4 crystals) and four campfires (1500+1500+2000+1000).
I really wanted to snatch the Hammer from the green dragon, but this is a game for money, so contrary to laws of logic I had to take the chest (1500) behind the hill and capture the barb city on the final step.
6.2. Barok is bought, followed by Jezebel. Barok takes army from Ari, smashes Phineos (losses about 10 cents and same number of gargs). Transfers everything back to Jezebel. Vesper is bought (followed by Falagar). Receives army and artifacts from Jez (no extra moves). Jumps up, takes chest (2000), Anduran. Exactly 20 mana left, jumps into Kalindra, and transfers everything to Mandigal.
6.3. Mandigal breaks through elementals, captures Burlok (losses don't matter).
6.4. Falagar is bought (followed by Agar). Falagar takes everything from Mandigal. I dismiss Mandigal. Falagar one step down. Agar is bought. Agar takes everything from Falagar. Falagar clears respawn: stones (7), campfire (400+4 sulfur) and chest (2000).
6.5. Agar goes to the well (100 mana). Jump west, takes 6 wood (still 600 rubles), jump to Wilfri and final battle.
6.6. Right before the actual battle, Castor goes to the bazaar and exchanges all resources for gold.
6.7. With Agar's spell power, which was 15 before the fight, no Titans are scary. And this battle is won without difficulty.