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As I promised, I have now completed the «Infernal conquest SoD» map.
I'll say right away: as Chingis already noted, it is impossible to complete this quickly. The reasons for this are the massive armies you will need to defeat at the end, and the absence of Flight and Dimension Door spells and artifacts that grant them (until the finale). Moreover, as follows from the map properties, all random artifacts are prohibited here, except for pieces of the Legion Statue (the Head is also prohibited, but several are located in the dungeon behind border guards). However, everything necessary to accomplish the task on the map is present; it's just that you won same not get it immediately.
For those who aren't aware, let me remind you: as I've said before, I fundamentally play without "scouting" and do not chase high scores so as not to spoil the enjoyment of the process.
The essence of what is happening is as follows. Long ago, the peoples of this world, joining forces, defeated the undead who struck terror into everyone. After destroying the Undead King, his Cloak was taken apart and hidden in a dungeon under heavy guard. Now, Inferno has become a universal threat, and the nations are fighting each for themselves. To win, you must collect the Undead King's Cloak and bring it to the capital of Inferno, Adroushan.
You can play as any of the 7 races, and each has a chance to win, but I would recommend choosing Castle for several reasons. Archangels will allow you to avoid significant losses in the initial stage, provide the right of first strike in battle (in most cases), and the closest neighbors of humans – Conflux, also on grass, provides level 5 magic and the ability to obtain any school of magic. These are not all the reasons: others become apparent during the Walkthrough.
The topography of the map is as follows: on the surface, Inferno stretches in a diagonal strip from northwest to southeast, broken in the north by the sea; in the dungeon, there is an extensive system of tunnels connecting the zones of all enemies except Inferno. Mighty garrisons stand at the borders of all lands—as the author writes, for protection against Inferno—but no one else can pass through them without a fight either. Since these garrisons consist of legions of monsters and are also anti-magic, it is realistically possible to enter Inferno lands only by sea (they themselves cannot go out to sea – this is important!).
As the mage's eyes will soon reveal to us, the components of the Cloak lie in one place in the dungeon, under guard and behind black border gates. The black tent is in one location, with the path blocked by border guards of the other 7 colors. Other tents are located on the players' lands, one for each. Furthermore, a passage guardian blocks the way to the Cloak, requiring you to bring 1000 peasants. The mage's eyes also show the location of the village where the peasants live: an island in the center of the surface world. Inferno cannot get there because a guard stands at the border, letting through only the holder of the Sacred Keychain. As stated in the plot, each race has this key, held by a key keeper, and all of them are initially locked in cities in the dungeon.
On each player's lands, there are 1-way monoliths. One leads to the Arena of Mystic Battles, where the demon Fiona awaits us; for defeating her, you can obtain the Shackles of War. Another 1-way monolith leads to a cursed island where an abandoned Necropolis stands and from which one can set sail by building a boat. Yet another 1-way monolith leads into the dungeon to the crypts where the Key Keepers live. Additionally, there are many entrances and exits of a 1-way monolith in the dungeon through which you can quickly reach different parts of the underworld.
From the above, a general plan of action can already be formed. Everything seems clear and logical enough. The map is well-thought-out and very good. But ahead lie a series of surprises and "pitfalls" that reveal themselves during gameplay.
Pitfall № 1. Although Town Portal is allowed on the map, as I found out later, it is disabled in towns. Fortunately, I took the Tome of Earth Magic (located near the Library on Conflux lands). But still, it turned out that only one hero could move actively and efficiently across the world; others were forced to be "on standby," gathering troops, taking them for upgrades at the Fort on the Hill and Stables (another reason to choose Castle: neighbors have neither), and increasing growth in towns using pieces of the Legion Statue. This, firstly, significantly slows down the entire process, and secondly, one hero cannot be everywhere at once, and it often becomes necessary to choose what is more important.
TP can only be learned in the seer's hut, who rewards you with it for a hero reaching level 32. I didn't reach him until the end of the 7th month!
Pitfall № 2. I don't know how the author views this, but it seems wrong to me that the main villain of Inferno, Xeron, fully leveled from the start and with a huge army, moves freely throughout all his domains (usually such heroes are kept in the capital or placed stationary so that you only fight them at the end of the game). Obviously, we need to establish control over the central zone, where peasants are collected on the island for 7 weeks. This, of course, will be handled by some "pawn," as the main hero still has a bunch of important things to do! But one must not let enemies attack the "collector" and generally keep them off the island. You may be able to defeat Xeron (Sphere of Vulnerability, Berserk, and Expert Fire Magic will play a decisive role in the war), but oh, not for a long time! Other "ordinary" enemies won't be such a problem and can be dealt with. However, encounters with Xeron must be avoided. I solved this problem in a not-entirely gentlemanly way that has bailed me out a couple of times before (by the way, take note: it might come in handy). A personal "blunder" helped—usually harmful, but I turned it to my advantage: after landing on the Inferno shore, I didn't sink the boat! Generally, it's better to do that immediately. But here I see: my hero has gone far ahead, and Xeron rushed to the boat and got in. Well, I thought, buddy, you're caught! I urgently send a hero with water magic sailing, and when Xeron lands on the islet with mummy dwellings, I sink his boat! Now he cannot get out of there: he has no Boat Call or Town Portal (though this only becomes apparent later, as he sticks to the island day after day). After that, the central lands came completely under my control.
The main surprise awaiting us on the peasant island: a Pandora's box guarded by 6000 archangels! What is so valuable in it? Angel Wings! If you manage to get them, collecting peasants, visiting tents, and destroying enemies becomes optional. But doing this is also very difficult, as it requires a lot of time and patience. A technique I once used to overcome a garrison of 8000 Azure Dragons will help: hit-n-run with Berserk. And when relatively few archangels remain, you can take the entire accumulated army and "give them hell" in a normal battle.
Smaller surprises: ambushes with Inferno troops before each of their cities, and ambushes of azure dragons on the peasant island (as the author writes, the dragons are their pets).
After obtaining the Angel Wings, everything ends rapidly: entry into the dungeon, capture of the last Necropolis, obtaining the components of the Undead King's Cloak, flight across the sea to Inferno on the shore, its capture, and finally, flight to the capital and its capture. Strangely enough, this final battle turned out to be quite easy, but before the capital, a serious ambush of 4662 Archdevils awaited us!
I don't want to reveal all the details; the map is very rich and you won't be bored; if you want, complete it yourself – it's worth it!
My result is quite modest: victory on 10-2-2 with 436 points (the Grail was dug up and installed in a town). Certainly, if I had previously studied the map in the editor and with Prospector, much could have been done much faster. The most important factors affecting speed are how quickly you get Town Portal from the seer and how quickly you fight for the Angel Wings. By the way, they could be fought for by almost any hero, as long as they had Advanced Wisdom, Expert Fire Magic, and Berserk, with only the final battle conducted by the main hero. I left this "for dessert," since the main hero and everyone who could fight were busy until the end catching the remaining weak enemies. And only when one Red remained did I go for the "dessert."
However, it should be noted that we cannot receive the bonus for defeating all enemies (25 points): Inferno still has 3 cities in the dungeon that we simply cannot reach.