I appeal to all forum members, as well as tournament participants!
All your messages will be reviewed without fail, but in about two weeks, as I am going on an unplanned internet vacation due to a heavy workload at my main job.
Therefore, I will appear on the internet extremely rarely during this period of time.:o
I ask for your understanding and forgiveness.:o And now,
DESCRIPTION OF THE 2ND STAGE OF THE BLITZ TOURNAMENT!
:smile51:
Good day, esteemed tournament participants!
After reviewing the map, several walkthrough options were considered in the draft walkthrough:
1) Recruit +20 Pikemen (P1) and immediately the pond! Kill the Pikemen (P2), pond, portal, kill 100 Pikemen (P4), +500 gold (G8), +1000 gold (G9), oasis, artifact, portal, oasis, all remaining gold at the top.
TOTAL: 22000 gold.
2) Level up the hero at the pond (killing 2 stacks of Pikemen, P1 and P2), arrow, portal, oasis, kill 40 Pikemen (P3), oasis, kill a hundred Pikemen (P4), gold (2000+3000, G5 and G7), oasis, artifact, portal, oasis, 1500 (G6) +3000 (G5) +5000 (G3), prison.
2-1) Lower oasis, dwarves, 5000 (G11), 1 sulfur (S2), 1 sulfur (S1), 25000 (G11).
TOTAL: 44500 gold
3) Level up the hero at the pond (killing 2 stacks of Pikemen), arrow, upper portal, kill 100 Pikemen, 500, 1000, portal, oasis, kill 40 Pikemen, oasis, artifact, portal, oasis, all remaining gold at the top, prison.
3-1) Lower oasis, dwarves, 5000 (G11), 1 sulfur (S2), 1 sulfur (S1), 25000 (G11).
TOTAL: 50000 gold
4) With Nomads.
I settled on the fourth option, as I knew that Nomads have no penalty on desert, and Dragonflies have none on swamp. It was precisely this knowledge that was taken as the basis for completing this tournament.
For convenience and easier reading, I recommend looking at the MAP OF RESPAWN 2!:)
So, let's go:
The first 6-turn sequence looks like this:
Hiring just 1 Nomad is not enough to successfully capture the prison, so Sylvia needs to be properly leveled up.
To do this, you need to move as shown in Figure 2.
We level up Sylvia at the pond (1), fight the 20 Pikemen (2) (P1) without losses (we fly with the Dragonfly, kill with the Pikemen slot by slot) and increase our movement points by a few more without leaving the spot, immediately after the battle ends (2)!
We attack the next Pikemen (3) (P2), kill them without losses. Staying in place, we take 200 gold (4) (G1), hire a Nomad (5), and visit the pond again, leveling Sylvia up almost to the max!
Next comes the most important moment in the game!
WE DISBAND THE PIKEMEN AND SWAP THE NOMAD AND DRAGONFLY POSITIONS! I.E., IT IS NECESSARY THAT IN THE HERO'S SLOTS, THE NOMAD IS PLACED TO THE LEFT OF THE DRAGONFLY, THAT'S THE TRICK! We hover our mouse cursor over the prison and see that now Sylvia can reach it without any problem (if we swap the Dragonfly and Nomad positions, Sylvia would be exactly 3 moves short of reaching the prison)!
Having thus freed Orrin from captivity, Sylvia's turns end.
ORRIN'S FUN ADVENTURES Orrin, without wasting a moment, takes all artifacts, the Dragonfly, and the Nomad from Sylvia, leaving Sylvia with only 1 Griffin.
He runs straight to the oasis, increasing his movement points.
Here I also want to note the following trick:
For Orrin, the Dragonfly stands on the left, and the Nomad on the right, but there is no penalty anymore!
What a funny guy, Orrin.
After having -31 mana taken away, things got a bit more complicated, but nonetheless, the glorious spell Fire Wall successfully did its "dirty" work.
Battle with 30 Dwarves + 5 Battle Dwarves
Turn 1
As can be seen from the figure, on the first turn Orrin casts the Fire Wall spell at the designated spot. The Dragonfly moves to the cell between the three resulting fires, thereby provoking the gullible Battle Dwarves into suicide.
Turn 2
Since an army of 1 Nomad and 1 Dragonfly is not really an army (one man is no army), killing the remaining 5 Dwarves is not possible with such forces, so we recast the Fire Wall as shown in the figure, and with our troops, we press spacebar, which means skipping the turn:
All 6 stacks of Dwarves die one and all in the flames.Orrin takes the 5000 gold (G11) and levels up again at the oasis.
Next, he takes the 25000 gold (G10) and 2 Sulfur (S1, S2).
Please pay attention to the following important point!
The gold and sulfur must be taken in such a way that as many movement points as possible remain after taking these trophies. To do this, use the method: "taking trophies without penalty".He takes the long-awaited artifact, guarded by 2 Pikemen. He must put it around his neck, and through the entry monolith, levels up at the oasis and recruits the 40 Pikemen (P3)!
Then he takes the gold in this order:
G7, moves 1 step up, i.e., stands on the spot where the gold (G7) used to be, G5, G4, G6, G8, G9!
Attacks P4.
Battle with 100 Pikemen.
Turn 1
Mana is 7. This is enough for 1 Fire Wall. And it's very important where to cast it. Knowing that its effect lasts only 2 turns, we need to kill the maximum number of Pikemen in that time! The following figure shows the zone where the most suitable place for placing it is. And the army should be positioned accordingly.
The Pikemen all as one head towards honest combat in our direction.
Turn 2
Here, the special importance lies in the movement of our Dragonfly. By moving it exactly this way, we essentially win the battle, since the fight against 5 Pikemen in 4 slots is completely predictable, even on auto-combat. Which is exactly what I do, after the Pikemen's turns end.
The cunning move of the Dragonfly is clearly illustrated in the following figure:
After the unconditional victory, we receive:
+1 to Defense skill;
Basic Logistics;
+2000 gold.
Orrin visits the oasis again; after a sip of fresh water, his strength is partially restored. These forces are just enough for the 2 remaining piles of gold (G2, G3), the portal leading to the gold dragon, the Freelancers' Guild, and, accordingly, the pond!
Before visiting the pond and replenishing his strength once more, Orrin, at the Freelancers' Guild, exchanges all his troops for gold (leaving one fearless Pikeman).
Having replenished his strength at the pond, we open the Quest Guardian, paying a tribute of 51946 gold.
Attacking the Gold Dragon, we achieve Grandmaster level, as well as rewards:
Armageddon's Blade
51946 gold
1 Gold Dragon.In the ending, without thinking twice, we achieve the absolute result on the map by exchanging the obtained Dragon for 2800 gold.
Final result: 1 day, 54746 gold.P.S. Unused artifacts: Book of Earth Magic, Skull Helmet, Pendant of Freedom, Frozen Dragon's Eye. The map can also be completed without the following artifacts: Ring of the Wayfarer and Cape of Velocity.
Respectfully, VDV_forever