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I quote the walkthrough of the winner - Hell Executioner.
"Walkthrough of the joint tournament "Citadel of Heroes" on the Balance map.
A few general words. At first glance, the map was striking for its variety of paths. The Dimension Door spell was available in two nearby towns, as well as in two pyramids nearby. Everything was built and achieved in the first week. Also, two Andurans were noticed, one of which was very close to the starting point. The second one seemed to be very far away and was not needed. And besides them, there was also a set in disassembled form, as well as scrolls with the Teleportation spell. With the help of a boat, the village on the other edge of the map was reached in the first week, where 4 levels of the guild had already been built, and there was also Dimension Door. But the village was guarded by 35 djinns, which presented an insurmountable obstacle for our starting army. Despite the apparent lack of resources, the initial respawn provided them in abundance for building guilds. At first, I was inclined to this option, because in the guild, many heroes can learn the spell, and in the pyramid, only one. Secondary heroes were supposed to capture villages and events, and the main hero, after improving navigation, was supposed to sail for the Anduran. Unfortunately, in this case, he would take the Anduran and learn Dimension Door only on the 8th day, which was not ideal. Since after that, he still had to somehow get to places where he could gain experience. The pyramid at the sorceress's respawn was discarded because the path to it required a lot of detours. In the end, the choice was made in favor of the pyramid in the desert. There were many trees on the map, but most of those located close to the starting point were greedy for diamonds. Therefore, it was necessary to either look for resources or look for selfless trees. At the end of the walkthrough, I realized that it was possible not to hire a single hero at all, to go through the entire tournament from start to finish with the starting hero and fit into the same time frame. Only the skills would be a little worse.
I would also like to note the excellent work of the organizers in preparing the starting save. Such a confusing start. So many options. Moreover, resource events mainly served as a distraction from the optimal path, as did the nearby Anduran.
Now, the walkthrough itself.
Day 1.
Dalamar leaves the minotaurs in the castle (1-1-1-1), takes the chest to the left and two chests to the right of the castle (diplomacy, scout, wisdom), and spends the night in the magic enhancement (1-1-1-f).
Day 2.
Dalamar runs to the right, defeats the hydra and gargoyles. Sleeps above the river delta (1-1-2-f).
Day 3.
Dalamar takes the chest (logistics), defeats the trolls, and takes the boots (1-1-3-1). Save at the end of the day (1-1-3-f).
Day 4.
Dalamar visits the well (1-1-4-1), defeats the hydras, without visiting the defense enhancement (logistics), and the zombie-mutants. We do not take the small chest. I will not describe the actions of the secondary heroes, as they are not very important. You can understand everything from the saves (1-1-4-2, 1-1-4-3, 1-1-4-f).
Day 5.
Dalamar defeats the medusas, ghosts, elementals, and golems (finance, ranged attack) (1-1-5-1) (1-1-5-2). Spends the night under a pile of sulfur (1-1-5-f).
Day 6.
Dalamar takes the chest, attaches veteran pikemen (had to make a small detour, as I could not find a way to take the pyramid without losing one dragon. With them, the dragons remained intact, although it was still difficult) (1-1-6-1), defeats the golems (wisdom). Next – the pyramid (1-1-6-2) (logistics). I hesitated for a long time whether to take the chest at the beginning of the day and get an expert in logistics by the end, or to get an expert in wisdom in the pyramid, remain an advanced logistician, but manage to perform one Dimension Door. Logistics gave a bonus of 1.3 moves, and jump saved 2.25. But considering that the ultimate goal of the game is experience, I decided to sacrifice the move reserve and took the chest. Maybe it's a mistake. Night in the pyramid (1-1-6-f).
Day 7.
(1-1-7-1) Dalamar jumps to the oasis, visits it, defeats the archers, again the oasis (1-1-7-2). Dalamar takes Stormhaven (1-1-7-3). Two jumps up and the oasis (1-1-7-4). Jump up and defeat Maelstorm (scout) (1-1-7-5). Jump to the oasis and visit (1-1-7-6). Jump up, take Iron Works, jump up, visit the mana doubler (1-1-7-7). Jump to the mine, defeat the pikemen, jump to the compass, then to the mana doubler, and to the island to the medusas, take the scepter (1-1-7-9). Then up, through the island with phoenixes to the elementals, take the Anduran's sword and sleep (1-1-7-f).
Day 8.
(1-2-1-1) Dalamar defeats both elementals (1-2-1-2). Jump up – chest (scout), jump up – Anduran (in fact, this set was much better located than the one closest to the castle), jump up – defeat Lachdanan (1-2-1-3). Jump – take Lankershire (1-2-1-4). Jump – gazebo, two jumps – well (1-2-1-5). Jump – take the +5 scroll and spend the night near the dragon city (1-2-1-f).
Day 9.
In fact, all the events took place on this day. A large share of the experience was gained. Nothing extraordinary happened. A typical game with oases, which Sir Catch has described many times. Nevertheless, I could not pass the save in 9 days. Although it may be possible.
(1-2-2-2) Dalamar defeats the dragons (mysticism) in one move and immediately takes the dragon city, hiring one dragon there. It's enough. Although it could have been done without hiring him (1-2-2-3). We do not take the chest, jump to the left, defeat the dragons and elementals (finance) (1-2-2-4). Jump to the right, defeat two elementals (mysticism) (1-2-2-5). Portal to Iron Works, jump to the doubler (1-2-2-6). Portal to Stormhaven, two jumps to the oasis and visit (1-2-2-7). Defeat the pikemen (on foot) – oasis. Then jumps to the halflings, oasis, ankh (djinn), oasis, titan, oasis (1-2-2-8). Portal to Lankershire, three jumps to the portal (1-2-2-9). Exit the portal in the southeast (1-2-2-10). Defeat the ogres (1-2-2-11). Oasis, lich (on foot), oasis, take Mirage, oasis (1-2-2-12). Ogre, oasis, minotaurs, oasis (1-2-2-13). Five jumps to the right with a visit to the fort and defeating the zombie-mutants, oasis, mages, oasis (1-2-2-14). Mages (defeated by moving to the right side of the oasis with a simultaneous increase in the move), ghosts, oasis, a pile of crystals, skeletons, oasis (1-2-2-15). Well, defeat Roxana, oasis, take Crypt, oasis (1-2-2-16). Zombies, oasis, pikemen, oasis, vampires, oasis (1-2-2-17). Portal to Iron Works, jump to the doubler, visit its other side (1-2-2-18). Portal to Crypt, defeat the boars, oasis (1-2-2-19). Minotaurs, oasis (1-2-2-20). Stable (1-2-2-21). Xanadu, take Ghost town (1-2-2-22, 23). After that, Dalamar reaches the planned 17th level, and he only needs to visit 8 trees, which is quite achievable in two days, including today, but not in one. Portal to Mirage, oasis, pikemen, oasis (1-2-2-24). Visit four trees (up, then diagonally down to the left) with a visit to the knowledge enhancement (1-2-2-25). Portal to Stormhaven, sleep (1-2-2-f).
Day 10.
(1-2-3-2) Dalamar jumps up, defeats the wolves, oasis, gnomes, oasis, Rukh, oasis (1-2-3-3). Portal to Iron Works, visit the tree above it (1-2-3-4). Portal to Lankershire (1-2-3-5). Tree, jumps through the well under Burton, tree (1-2-3-6). Xanadu, portal to Ghost town, jump to the last tree up (1-2-3-7). Exchange resources on the market for 10 diamonds, tree, victory – 25th level.
Perhaps it was possible to more actively collect resources with secondary heroes, take castles, artifacts for knowledge, then 9 days would become a reality. But I did not try to replay, especially since I was not sure that it was possible."