Auto-translated
CTPAHHuK (Life) def Zybr (Nature) 147 Danger Zone Equilibris 3.55 (confirmed)
Yes, the map is very interesting :) We explored it together - neither I nor Zybr really knew where to go. So, a couple of times during the game, I wandered around, passing the same place twice. I won't describe my wanderings; the path was uncharted, and I was mostly going by guesswork. I'll give a description of the map instead.
Complete guide to Danger Zone 1.53
The following are blocked on the map:
1. Death and Barbarian castles.
2. Melee, Resurrection, Necromancy, Stealth, Scouting, Shamanism, and Charm skills.
3. Sanctuary, City Portal, General Dispel, Summon Ship, and Quagmire spells.
4. Artifacts - all footwear, all books except Nature and Chaos books, Amulet of Life, Nectar of Immortality, Shackles of War, Rider's Gloves, and some others.
Home territories:
Each player's territory can be divided into 11 squares. One of them – the first – contains the starting castle; another 4 squares contain neutral castles of different types, excluding Death and Might; on the 6th square, you can learn Diplomacy; the 7th square – the largest – is a swamp, contains the opponent's mines, and is connected through the central part to the opponent's similar square; the 8th and 9th squares are connected to each other by a central underground part and contain three dwellings of level 3 (Nature, Life, Chaos; the Order dwelling is located directly on the territory of the neutral Order castle), the Rushers Anonymous quest, where Rider's Gloves and Boots of the Explorer are sold for 6000 gold (their combined effect is similar to the Pathfinding skill – attention! there are many banks on these squares, so hurry to get here and empty them); the 10th square contains 15 stacks of neutral monsters of level 2 and 2 stacks of neutral monsters of level 4, connected to your castle (come here to recruit them when you have Grand Master Diplomacy!); the 11th square contains 3 taverns; this is where you start the game, and the connection of this square to another territory is broken on the 3rd day.
GAME RULES:
1. You cannot buy a BARBARIAN hero.
2. You cannot take potions of immortality out of the castles. To buy Immos, there is a quest ~~ Potion Shack ~~ in the dungeon, where you can buy it at a "fair price" for 7500. YOU CAN DRINK IMMOS IN CASTLES, but if you try to take the potions out of the main monster castle with monsters, the bridges will start to collapse!!! Monsters cannot take Immos out of other castles either; they will drop them into the river.
On this map, you can only have 3 heroes and upgrade them to a very strong advanced class. Moreover, you cannot buy a Barbarian; otherwise, you and your opponent will receive a message about your defeat.
Neutral territories:
1. The central northern part is a winter sea, the islands of which are inhabited by Ice Demons. This is the most accessible neutral area for your heroes. You can get here as early as the 2nd week if the orange player visits the red tent, and the green player visits the blue tent. Both tents are located on the squares of the Order castle; their guard is very weak. The gates will release your army into the sea along with the heroes. This means you can meet your opponent here.
2. A little to the south is lava; you can get here from the 7th swamp squares and take level 3 monsters from your dwellings from here (there will be many of them here!).
3. The center is sand, the smallest square; there is a random castle and an entrance to the neutral metro zone. This square is also connected to 7 player zones.
4. The central southern part is a swamp; there is all sorts of stuff here and the only market on the map. You can enter this zone, as well as the 7th squares, with heroes no earlier than the 22nd day; otherwise, you will be attacked by 500 creatures!!!
5. The central part in the metro is similar to the sea; you can encounter heroes here, but the gates will not let your heroes through. The same 500 creatures are waiting for you for the first 3 weeks!
So, you can encounter heroes in the first three weeks only in the sea, but there is not much to do there at the beginning; if you send a swimmer there, it should only be a lord Starting from the 22nd day, you can encounter each other in the metro or on land in the central southern swamp. Getting to your opponent requires destroying 8000 peons of level 4 with a strength of 8000 on the Expert difficulty level to get a key (blue for orange and red for green) or breaking through the guard behind the tower to the neutral zone of your opponent's Life castle – there are only two ways to get to your opponent, BOTH REQUIRE THE AMULET OF LIFE.
There are shackles; you need to get to them through a whirlpool in the central northern sea.
Calendar scripts:
1. Notice (1 day) – a message about the map rules.
2. Blue and Orange (1 day) – removes access to the neutral castle that matches yours. That is, you will have ONE CITY OF EACH TYPE, except for Death and Might, excluding the central random city.
3. Creatures1 (1 day) – forms a guard on the mines in the 7 squares in the form of castle monsters of level 2, 30 pieces each on the Expert level. The guard is connected to the opponent's race. Try to recruit them too!
4. Joiners Club is also initialized on day 1; it allows you to buy the Expert Diplomacy skill in the Diplomacy square for 7500.
5. Bombnohero (22 day) – destroys the 500 creatures script, opens the passage for heroes to the neutral zones.
6. Blueoraclepurple – blows up the stones behind which there is a treasure with the Sword of Gods in the 10th squares, where there are monsters for joining.
Recommended path:
Having gathered your entire army, head to the Chaos square, level up in the stables, take gloves and, if you're lucky, level 3 monsters from the dwelling from the metro. Then clear the storages on the Chaos square and do the same on the Nature square. From there, teleport to the Diplomacy square, buy Expert Diplomacy, free the lord, take the amulet of diplomacy. It is also best to take the tent. Then teleport to the Life square, and finally to the Order square. Here you will get the key to the northern sea and the gates to the metro. Now you are strong enough to go to the metro and rob the rich banks and the center. When to start negotiating in the 10th square is up to you!
Tip: build a caravan!!! In just 2 days, it will deliver your baby monsters from the dwellings, and in 4 days, it will bring your level 3 monsters from the central neutral square!
In the finale, there should be hundreds of level 2 creatures, dozens of level 3 creatures, and a few level 4 creatures. May the best win.
Zybr and I didn't manage to finish the game, but it's interesting to see what the finale will be like with a numerical advantage in favor of level 2 baby monsters and a limit of 3 heroes :)