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3.7 (12 ratings)
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9 years ago
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How do I destroy a coven of witches? Where can I find them?
In reply to NIK21
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9 years ago
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NIK21
How do I destroy the witches' coven? Where can I find them?

Have you explored all the neutral territories?
In reply to Antik
9 years ago
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Antik
I tried playing version 2.0.0 with a Human hero, but it was unsuccessful. .............I wonder if anyone has played with a Human hero, and if so, how is it possible.
I'm going to play as Humans in "Hero," but I understand your situation. I haven't played as them yet because I highly doubt I can survive for two weeks. Regarding the numbers: version 2.0.0 does make the game easier for the player compared to 1.0.2. My first demon always arrived (I've restarted many times) with an army half the size of yours (4 and 6), at level 16-17.
Now I'm playing as a Necromancer. This is a faction for those who want to crush everyone on "Hero" difficulty with ease. A little luck in the magic tower, the AI's inherent stupidity, and Sigmor's special ability – victory is guaranteed. His special ability is completely overpowered. He places a "Fire Wall" at the beginning of the game, even with zero mana. With a "lucky Wizard," the wall can be placed with luck, and at level 20, it occupies almost the entire width of the field. If desired, the wall can always be placed on the cell the player needs
In reply to Denis777
9 years ago
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Denis777
Hello! I played a bit as the Barbarian, and it turned out to be difficult for me (I couldn't withstand the second wave of attack; the heroes attack the castle one after another). In a short time of playing, I noticed one flaw – it's impossible to recruit creatures in the "Hall of Shields" (I was playing as the Dwarves). Later, I'll try to start over and will write back. Thank you for your work!

Hmm... The game time is 19 months... I've already captured 4 castles, and no opponents are bothering me anymore, but (!) the game has reached a stalemate – the passage to the bridge leading to the last (as I understand) castle is blocked by 11,000 devils, which I can't defeat with any known method. Perhaps, you can cope with such a crowd by using spells like "Frenzy" or "Puppet Master," but for some reason, none of the heroes I've developed have mastered these spells.
What do you advise, friends?)
In reply to Denis777
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9 years ago
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Denis777
Yeah... I've been playing for 19 months. I've already captured 4 castles, and no opponents are bothering me anymore, but (!) the game has reached a stalemate – the path to the bridge leading to the last (as far as I understand) castle is blocked by 11,000 devils, which I can't defeat with any known method. I guess you could deal with such a crowd by using spells like "Frenzy" or "Puppet Master," but for some reason, none of my heroes have mastered these spells during their development.
What do you advise, friends?

If they were dragons, I could have managed without these spells. But in this case, I would level up the main hero with the "Mentor" skill from the mentor in the desert, share the experience with a hired necromancer, level up dark magic with him, and gradually defeat the devils with a berserker or by using the "Puppet Master" spell and repeatedly retreating from the battlefield.
In reply to MasteR
9 years ago
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MasteR
If these were dragons, we could have managed without these spells. But as it is, I would have given the main hero the "Mentor" skill from the mentor in the desert, shared experience with a hired necromancer from the tavern, improved dark magic with him, and gradually defeated the devils using berserk or charm, with several retreats from the battlefield.

Thank you, MasteR! For the advice and for the map itself! I managed to deal with the devils using "charm" and "blindness," and the rest was easy. The map is well-designed and thought out on all sides at the highest level. Thank you for your work!
In reply to Denis777
9 years ago
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I tried playing the map (in the final stage) as Humans with the following "hero." I attempted to adapt Rupert in two restarts. The first time, Daleb appeared, and he didn't even have time to meow in the Castle before everything ended. The second time, Kaspar was the first to appear. He slowly and deliberately defeated Rupert, losing 20 skeleton archers and a handful of ghosts. The Humans' army was quite normal, but the hero was terrible. Rupert is an upgraded version of Mephala, with all her weaknesses. She was never a good hero for small, dynamic maps. Rupert's special ability is purely decorative: Magic +1, Knowledge +2 at level 15, while all battles involve a material advantage for the computer. What's the point of speeding up 30 infantry units by 1 turn against 15 hellhounds? I discovered an old bug with Rupert. If his special ability was supposed to activate but didn't, he receives 200 mana for one battle. After the battle, the amount of mana remains the same as it was before (i.e., usually zero).
In the second restart, Dugald appeared in the tavern, and in the third playthrough from scratch, I made him the main hero. Dugald is our guy. In the second week, Kaspar emerged from the darkness and immediately disappeared again. I had to chase him. In the field, Dugald tore Kaspar apart with the army he had when he came to Rupert, losing 10 archers and 20 peasants. The Demon reluctantly appeared only at the beginning of the third week. Nimue brought 8 devils, about 10 cave lords, and other minor units in proportion. I had to take refuge behind the walls. The battle lasted less than four turns. Any stack of demons was destroyed in almost one shot. The morale of the archers (without leadership) was extremely high; Rupert didn't experience that in a dozen battles (with leadership). I was surprised, but after the first battles, the computer changed the Necropolis and Demon heroes. Then, Grog and Ravenna started coming to the Castle. The dynamics of the attacks changed. If there was a queue forming to attack Rupert, and everyone attacked almost simultaneously, Dugald is worn down: two enemy heroes appear per week, hang around nearby, and then attack. My main hero cannot move far from the Castle; it is difficult to defend in the field.
I've been playing for over 3 months, but it's heading towards a loss. The main opponent turned out to be the Necromancer. He has a lot of troops, a higher growth rate than the Humans, you can't get artifacts from him, and his magic power is already around 30. The losses from the battle with him are very high, and on top of that, they are constantly attacking the Castle/Capitol. I can only train peasants.
The conclusion of the above: Rupert's special ability needs to be changed.
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9 years ago
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Excellent map! We are currently playing the final version (from 7.11). We are playing as the Hero, but with the EWA 2.2.2 mod. So far, no one has managed to complete it. The neutral units are so strong that the hero suffers losses. In the second week, fever or plague consistently occurs. So, by day 16-17, when the enemy arrives, there is simply no one left to meet them. A separate note about the enemy: usually level 18, excellently developed, and with a fully equipped army! In general, we don't have much to boast about yet, but the day is not over!
In reply to atlant108
9 years ago
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I won the map (final, "hero") for Humans with Dugald – 165 days. First, I found a bow, then I got a quiver from some hero, and the "archer's dream" was assembled. I hired Elaine in the tavern, which made things much easier in terms of money. But to finally crush the AI, I needed two almost equally powerful heroes. I bought Iris and, through mentorship with Dugald (level 33), I leveled her up. I gave her all the griffins that I hadn't bought in the Castle at the beginning of the game. From that moment on, the computer lasted exactly as long as it took Iris to conquer all the enemy Castles.
I didn't like the fact that the AI generates armies for free, as a derivative of the game time. This turns everything upside down. The most formidable opponent was the Necromancer, and the easiest was the Dark Mage. The Titan was swarmed by everyone, an incredible beast. Dugald broke through the gates, and the Necromancer captured the Castle. The Dark Elf hero was first attacked by the Demon hero, then by the Dwarf hero, and only then was Dugald able to defeat him (all battles in one day). As a result of this troop generation, the Necromancer looked very ridiculous, leading a huge army of undead from the Dark Elf Castle (he had no other).
The other side of the same coin: prolonging the game leads to a loss. And the higher the difficulty level, the longer it takes to build up armies, i.e., the higher the probability of losing. (The map is practically "tailored" for the Dark Elves.) The condition of holding your own Castle leads to prolonging the game. It takes 7-8 days to go there and back, even with logistics, stables, and a "city portal." At least one AI hero will attack your Castle during this time, and only your own hero can defend against them. If you have already captured an enemy Castle, you need to be very careful when moving around the map, otherwise the "portal to the city" will not return your hero to your own Castle at the right time. Therefore, I have a suggestion: either the captured AI Castle should be destroyed, or the teleport should only transport you to your own Castle.
P.S. I almost forgot about Rupert. He's a suitcase without a handle; even at level 30, he took up valuable space in the shelter throughout the game.
In reply to 13га
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9 years ago
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Map 13
Playing as Humans, Dugald won the map (final, “hero”) in 165 days. First, he found a bow, then he acquired a quiver from some hero, and the “archer’s dream” was complete. He hired Elaine at the tavern, which made things much easier financially. But to finally crush the AI, two practically equal heroes were needed. He bought Iris and, through mentorship with Dugald (level 33), leveled her up. He gave her all the griffins that he hadn’t been buying at the Castle since the beginning of the game. From that moment on, the computer lasted exactly as long as it took Iris to conquer all the enemy Castles.
I didn’t like the fact that the AI generates armies for free, as a derivative of the game time. This turns everything upside down. The most formidable opponent was the Necromancer, and the easiest was the Dark Elf. The AI attacked with everything it had, an incredible beast. Dugald broke through the gates, and the Necromancer captured the Castle. The Dark Elf hero was first attacked by the Demon hero, then by the Dwarf hero, and only then was Dugald able to defeat him (all battles in one day). As a result of this troop distribution, the Necromancer looked very ridiculous, leading a huge army of undead from the Dark Elf Castle (he had no other).
The other side of the same coin: prolonging the game leads to a loss. And the higher the difficulty level, the longer it takes to build up armies, i.e., the higher the chance of losing. (The map is practically “tailored” for the Dark Elves.) The condition of holding your own Castle leads to prolonging the game. It takes 7-8 days to travel there and back, even with logistics, stables, and a “city portal.” At least one AI hero will attack your Castle during that time, and only your own hero can defend against them. If you have already captured an enemy Castle, you need to be very careful when moving around the map, otherwise the “portal to the city” will not return your hero to your own Castle at the right time. Therefore, I suggest either that the captured AI Castle should be destroyed, or that the teleport should only transport you to your own Castle.
In the appendix, the last battle: Ravenna vs. Dugald; the map will be completed in 3 days. Ravenna has an army from an empty Dark Elf Castle.
P.S. I almost forgot about Rupert. He’s a suitcase without a handle; even at level 30, he took up valuable space in the shelter throughout the game.

Thank you for the information; I will take the comments into account. Regarding the AI army, it was done so that after a couple of defeats, the AI would not become a victim waiting for someone to come and finish it off. Of course, the size of the troops given to the AI is significantly affected by the difficulty level, the current week, and some other parameter, so prolonging the game can also backfire.
9 years ago
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I played the final version with a Human hero and finally managed to complete it in 144 days. Since the starting hero is not very good, I randomly chose a Machine Gunner (it took about 5 tries, and Andreas appeared). Apparently, I got lucky; my hero immediately upgraded the Machines to a Tent, developed Luck and Defense, and, most importantly, got a decent Attack. At the beginning of the 3rd week, the visits from enemy heroes started. I didn't immediately develop a tactic to deal with them, but through trial and error, I gradually figured out how to handle them all. In particular, at the end of the 2nd week, I sacrificed Preparation and built a Fort, which allowed me to defend quite effectively (Rupert stayed in the Temple). First, I destroyed the Archers and the Catapult, and as a result, the AI hero with clearly superior forces just milled around the walls and was eventually finished off there. During the game, I searched for the Witch Coven and then abandoned it because it was no longer needed (if destruction is critical at the beginning of the game, it is easily overcome by the middle of the game). I noticed a couple of oddities in the game. Judging by the green color of the AI hero's parameters, they should have artifacts, but for some reason, I often didn't get anything, even though the enemy didn't run away but was killed on the spot. And also, somewhere around the 4th month of the game, I noticed that the killed AI heroes appeared literally the next day with an even larger army. If this is intentional, it's great. Thanks again to the author for a very interesting map.
In reply to Antik
9 years ago
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I played the next "hero" – a mage – for 174 days. Astrid turned out to be a decent hero, no worse than the standard ones from the Castle. To my surprise, Astrid had an easy time, even though the Castle is very difficult to play. It requires a huge amount of resources, and of all kinds. I hardly thought about the mini-arts until the very end of the game. When the time came and a horde of enemies surrounded the Castle on the second week, I was ready to surrender quietly. There was almost no army, and the magic power was negligible. But something incredible happened: all the AI heroes ran past, chasing Hafiz (with one gremlin). By maneuvering skillfully, he destroyed 4 heroes, or rather, they fought for the right to catch him. Two more went to the far reaches. Hafiz "held back" the AI's onslaught for almost a month before he died. The first time the Castle was attacked by a minor demon, right after the first destruction of the Castle; I barely defeated him. Again, I got lucky; a bag of artifacts dropped from him, which he didn't manage to carry to his hero (he ran around "naked" until the end of the game). After that, there was calm again. Astrid frantically cleared out various mines scattered across the map, leaving the Castle empty, and no one was interested in it. After the second destruction of the Castle, finally, an AI hero attacked. Before that, he had defeated the AI gnome hero. Astrid's battle with the necromancer went smoothly. All the spells were reflected, and the troops couldn't break through the walls. My hero developed to level 29, and it became easy to play. The demon captured the gnome Castle and killed everyone. Astrid didn't encounter a single gnome during the game. The necromancer AI took the Necropolis Castle, blocking himself there for a long time with an oncoming caravan. Since war elephants were not available, it became more difficult to capture enemy cities and return to my own.
Antik
During the game, I looked for the witches' coven, and then abandoned it because it was no longer needed (if the destruction is critical at the beginning of the game, then by the middle of the game it is easily overcome).
I completely agree with the comment. I know where the witches' coven is located, but there is no need to go there. The first destruction of the Castle is scary. After that, it's easier to capture an enemy city where a capitol and a tower have already been built than to go looking for witches (yes, and it's so far away). It would be better to move the witches' coven to a more accessible location, and make the destruction of the Castle increase gradually: from small to almost complete destruction.
9 years ago
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I played through with the Light Elves; the map is challenging due to the constant attacks. I recommend it! Thanks to the mapmaker!
In reply to atlant108
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9 years ago
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atlant108
This is a great map! We are currently playing the final version (from 7.11). We are playing on Hero difficulty, but with the EWA 2.2.2 mod. So far, no one has managed to complete it. The neutral units are just too strong – as a result, the hero suffers losses. In the second week, fever or plague consistently occurs. So, by day 16-17, when the enemy arrives, there is simply no one left to meet them. A separate note about the enemy: as a rule, they are level 18, excellently developed, and have a fully equipped army! In general, we don't have much to brag about yet, but it's not over yet!

To be honest, I still haven't managed to complete this scenario with the EWA mod, even on Veteran difficulty. However, on the regular version of Heroes 3.1 (without the mod), everything is completed easily, even on Hero difficulty. The problem is that on day 16-17, strong enemies start to appear, and even if you manage to defeat the first three, the fourth, fifth, and sixth follow... The enemies are strong, well-developed, and have decent troops + they don't run away, but fight to the end, so any victory comes at a heavy price. Moreover, even after defeating an enemy, artifacts are not given for some reason. So, the battle is still ongoing.
9 years ago
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Awesome! I couldn't tear myself away from the map for three days! I recommend it to everyone. The map is very challenging, which is why I love it! Now, let's get into the details. This is the first map I've played that I managed to complete on the fifth try, and I used save/load quite often (I played as the "Rangers" on the "Hero" difficulty, of course). At first, I really didn't like it (I was barely holding back my frustration) because, by the end of the third week (and continuing until I had 300 Forest Archers), there were huge queues of enemies lining up to attack my Castle. I managed to repel the first attack – only 1 (ONE!!) Blade Dancer remained (it was an epic battle). Then, miraculously, a demon bypassed me and didn't attack – I got lucky. After that, I slowly developed, barely holding off the attacks; I changed my gameplay tactics twice (twice I went to the mentor and radically changed my skills), eventually choosing the development tree with "Empathy" (Leadership) and the "Counterspell" (Sorcery) ability (I also maxed out the basics of Machine Management with the Enchanted Ballista, Chaos Magic, and Defense with Fight to the Last). In the end, I completed the map in just under 12 months. Initially, I didn't like the following (but during the game, I realized that these were actually advantages): - Large enemy armies - Mines are very far away, and they can't be captured because the Castle is attacked frequently - When defeating heroes, I didn't receive their artifacts - Little gold, and sometimes the Witch Coven would destroy the Castle (I had 27 dragons in my Castle, but I couldn't buy them because I didn't have enough gold) During the game, I realized that these were actually advantages (because it makes the game much more difficult – and therefore more interesting), and I continued to play the map with great interest. Once again, I recommend it to everyone! Huge respect to the creator! I wish there were more challenging maps like this. It was very fun. P.S. I'm looking for challenging maps (I just found one like this), very difficult to complete; I would be glad to receive a link to something similar. Added after 41 minutes Oh yes, here's something I noticed: When a Necromancer attacked me, I looked at his inventory (it turned out that I had learned the "Uncover Secret" (Education) skill during the upgrade) and saw that he was wearing the "Sword of Power" (+2 to attack), and he had the "Staff of Subjugation" (-20% to enemy initiative) in his bag. Moreover, he was wearing a Ring of Sinners, which would give me a total of "-1" to movement speed. In general, I didn't understand why the computer prioritized the "Sword of Power" artifact over the "Staff of Subjugation - 20%".

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