Skip to content

Posts from Question about the map "Longest Journey". Auto-translated

No ratings yet — be the first to rate!
User Avatar
#1
Auto-translated
So, it's currently the 3rd month, and we've reached the blue faction's territory. We capture their castle, and then two main enemy heroes are right outside our walls. With a mage hero, I defeat the 7 stacks of Djinns, reducing them to single units, using the tactic of "cast (berserk), surrender, pay a bribe, and repeat." This way, for a reasonable 220 mana, we eliminate the hero Xeareth. If we skip a turn, Khalid, with his 45 rusty dragons, doesn't attack... possibly because of an event near the castle that we bypassed (losing all gold and wood), or maybe for another reason. In the end, he sails to the island above. Fortunately, I hire all the heroes (including finding Xeareth in the tavern) and prevent him from landing (digging and leaving one hero on a cell). For those who have completed the map, is it worth killing Khalid, and if so, how in this situation? Save 1: We defeat Xeareth, Khalid is still nearby. Save 2: We start blocking the beach to prevent Khalid from landing.
Attachments 1
1 file attached • Total size: 948.7 KB
User Avatar
#2
Auto-translated
Here, you need to kill Kalida and all the blue heroes because you need to move on, and everything here should belong to you. Of course, you can’t defeat Kalida head-on. I remember blocking one of the blue heroes at sea (either during the first or second playthrough, I don’t remember). The main thing here is to act quickly enough to prevent the enemy from getting the rusty dragons (this quest assumes that we can take them ourselves if we want), otherwise, the enemy becomes too strong. The same applies to the brown faction: on his territory, there is a hut with a quest that gives 46 crystal dragons. If he manages to get them, it will be very difficult for you.
By the way, there is an easier version of this map called "Longest Journey TE". As far as I know, there are 2 differences from the original: a funeral pyre in the starting zone at cell 30,3 and the Sword of Justice at cell 11,71 (both are in a dungeon).
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
User Avatar
#3
Auto-translated
Marmot
Here, you need to kill Kalida and all the blue heroes because you need to move on, and everything here should be ours. Of course, you can't defeat Kalida head-on. I remember blocking one blue hero on the sea (either during my first or second playthrough, I don't remember). The main thing here is to act quickly enough to prevent the enemy from getting the Rust Dragons (this quest assumes that we can take them ourselves if we want), otherwise the enemy becomes too strong. The same applies to the brown faction: on their territory, there is a hut with a quest that gives you 46 Crystal Dragons. If they manage to get them, it will be very difficult for you.
By the way, there is an easier version of this map called "Longest Journey TE". The differences from the original that I know of are 2: a burial pyre in the starting area at cell 30,3 and the Sword of Justice at cell 11,71 (both are in a Dungeon).

Based on the save file, can we say that it's been going on for too long and I've been playing for too much time?
I'm playing on 200%, and in the starting town, there are no buildings that cost more than 500 gold, so the difference between 160% with 10,000 gold or 200% with 0 is obvious
User Avatar
#4
Auto-translated
I finally found my save files: you weren't kidding, I landed on the shore next to the blue castle on turn 3-2-1, and he had already taken the rusty dragons with Khalid. Then he didn't attack but got into a boat, which I took advantage of. I was also playing on 160% difficulty: I try to stick to the difficulty recommended by the author in the map properties, otherwise the task may be either impossible or too easy.
Overall, this map isn't too difficult; it's just important to do everything in a relatively timely manner. After defeating the brown player with a lot of Towers, you quickly become stronger, then you need to defeat the pink player ("master of the seas"), who can cheat and fly across the sea and reefs to the west, despite the author's clear prohibition of flying. After that, there shouldn't be any particular difficulties.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
User Avatar
#5
Auto-translated
Marmot
I finally found my save files: you didn't take too long, I landed on the shore near the blue player on turn 3-2-1, and Khalid had already taken the rusty dragons from him. Then he didn't attack but got into a boat, which I took advantage of. I was also playing on 160% difficulty: I try to stick to the difficulty recommended by the author in the map properties, otherwise the task may be either impossible or too easy.
Overall, this map isn't too difficult; it's just important to do everything in a relatively timely manner. After defeating the brown player with a lot of Towers, you become quite strong relatively quickly. Then you need to defeat the pink player ("master of the seas"), who can cheat and fly across the sea and reefs to the west, despite the author's clear ban on flying. After that, there shouldn't be any more difficulties.

I didn't know about 160%. I try to stick to the difficulty recommended by the author in the map properties
Where can I find out about the map properties? I've been playing for a while and haven't encountered them. If the set difficulty level is the thing, then it's impossible, so it's 5. But it seems like I'm missing something.

Regarding the game, I looked at the map in the editor (which I don't like doing) and was a little disappointed... almost all the monsters on the world map have random levels. That's why I couldn't beat the Efreet Sultan's guards for so long (I ran around for 2 weeks).
Still, it matters whether it's these fast creatures with a fire shield or some Manticores, on which you can immediately cast Slow. I'll replay it on 160%, and at the beginning of the game, I'll reveal the map so that very unpleasant creatures don't spawn randomly (especially those with speed, which gives them the right to go first).
User Avatar
#6
Auto-translated
Achieved a successful landing near the edge of the blue zone with a 2-1-7 formation. Although Khalid has almost collected everything (only 3 devils are missing, but a 2-2-1 formation will be sufficient). It could have been better with more luck – they only gave me an expert-level terrain after the fire, water, and air elements. Therefore, I had to minimize the number of archers, as Resurrection is useless if not on expert difficulty.
#7
Auto-translated
I myself played, and on the second week of the second month, I reached the blue difficulty. After clearing the map, I abandoned the playthrough; I don't remember why. But I always seem to have good luck with skills.
In reply to Marmot
User Avatar
#8
Auto-translated
Marmot
I finally found my save files: you didn't delay, I landed on the shore next to the blue one on 3-2-1, and he also had Khalid who had already taken the rusty dragons. Then he didn't attack, but got into a boat, which I took advantage of. I was also playing on 160% difficulty: I try to stick to the difficulty recommended by the author in the map properties, otherwise the task may be either impossible or too easy.
Overall, this map isn't too difficult; it's just important to do everything in a relatively timely manner. After defeating the brown player with a bunch of Towers, you quickly become stronger, then you need to defeat the pink player ("master of the seas"), who can cheat and fly across the sea and reefs to the west, despite the author's clear prohibition of flying. After that, there shouldn't be any particular difficulties.

And how did you complete the anti-magic garrison?
I would like to do it without any losses.
Attachments 1
1 file attached • Total size: 470.1 KB
User Avatar
#9
Auto-translated
UPD. The question regarding the garrison has been resolved; the masters of Offline tournaments provided assistance.
User Avatar
#10
Auto-translated
I opened your save file, looked through it, and remembered how it was for me. Yes, the Armor of the Damned is really helpful.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
User Avatar
#11
Auto-translated
Marmot
I opened your save file, looked at it, and remembered how it was for me. Yes, the Cursed Armor is a lifesaver.

Now that you've remembered the map a bit, how did you approach this battle with the Archangels?
It's a battle on cursed ground, which means only slowing effects are possible; there's no talk of a power field or anything like that.
Their speed with Haste is 9, so you can't fly over and bait them back, as you could with slower creatures.
Attachments 1
1 file attached • Total size: 474.7 KB
User Avatar
#12
Auto-translated
A master from the Heroes esport portal, Sir Symphony Messes, gave the following recommendation:

"

Approximate plan:
You need 4 stacks of level 1 melee creatures and 1 unit with a speed higher than that of Archdevils (Archdevil + cloak, for example). 2 ranged units will be the attackers.
You need to designate 3 stacks of ranged units to attack and support him, taking turns. An ideal hero would have the Tactics skill (to attack immediately) and Accuracy. If you don't have one, Crag or the main hero will do.
Formation:
The Archdevil should stand in place of the Azure Dragon in the center.
Behind the Eye, there should be backup melee units (to cover the gap if the main units can't hold. They should have a speed higher than 9).
Behind the melee units, two stacks of melee units, one stack should be faster than the Archangels (as backup).
Instead of the Eye, absolutely any melee unit with any speed will do.
Artifacts: Damage Protection, amulet +3, boots +2, elixir (if not, then +1 speed and stat boost), sniper bow, cloak of speed.
The densest melee units should be at the bottom, because the two stacks of Archangels won't attack them; they will choose one:)
Then it's a matter of patience/improvisation.
I'll also try to complete it in the morning:)

UPD: Equip the melee units with a shield and leather armor. Bless the ranged attackers.
#13
Auto-translated
Why don't you delete the Titans when you already have 160, 80 in each of two stacks? I always did that when playing as Tower. And it saved me in battles more than once. Well, you're doing great; I didn't have the nerves to continue.
In reply to tr[NEC]yo
User Avatar
#14
Auto-translated
tr[NEC]
Why don't you delete the Titans when you already have 160, 80 in 2 stacks? I always did that for the Tower. And it saved me more than once in battle. Well, you're great, I didn't have the nerves to go any further.
It depends on the battle and other stacks, but in general, 160 Titans in one shot will take out more and better, plus you need to cover less (1 stack, not two).
User Avatar
#15
Auto-translated
I've encountered a new problem regarding map traversal...
In the editor, I checked, and the Elementalist mage is positioned above the sign as part of the storyline, but there's no way to pass through the sign.
The same applies when trying to go through the Altar of Thoughts.


Added 1 hour 39 minutes ago
I searched online and found that it's an old, first version of the map... and adding such a version to the Top 10 best maps is questionable.
It's not a top map, but I'll write about this in the walkthrough of the author's maps.
The topic can be closed.