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Walkthrough description of the tournament map "Beltway".
Objective: destroy the enemies as quickly as possible.
Enemies: Blue – Academy (Nur), Green – Inferno (Grok).
Solution: choose the shortest path to the enemy towns.
Key to victory: Elemental confluxes
Day 1.
I have hero Kaspar, whom I will develop. Orson will later help speed up the capture process.
In Apilcin, I build a tavern, buy Orson – he has many zombies, I give the zombies to Kaspar.
In the tavern, I buy Kitra with an income of 250 gold per day and nine minotaurs. The minotaurs are transferred to Kaspar. Kitra runs east to take the ore mine and collect resources along the way.
Kaspar visits the Knowledge Stone (+1000 EXP), then goes west to fight against the Fairies – no losses, I raise a Wight. Then to the Fountain of Youth and attacks the Horned Demons. Orson takes the sawmill and joins Kaspar.
Day 2.
I build the Zombie Generator in town, Kitra takes them on her way west.
Kaspar continues moving northeast towards the town of Amel-ishkun, crushing everyone in his path. Namely, skeletons, peasants, and imps are destroyed. Orson runs after Kaspar, collecting resources and other things behind him. Our leader ends his turn right in front of the Familiars.
Day 3.
In Apilcin, I build the Mage Guild. (as the future showed - in vain)
Kaspar runs to the town, defeating both the Horned Demons and the Assassins along the way, and captures Amel-ishkun. Kitra and Orson follow closely. Actually, Kitra is trying at full speed to catch up with the fast-footed Kaspar. And Orson decided to spend the night in the Necropolis – I'll need to upgrade the skeletons and transfer them to the main hero.
In Amel-ishkun, I build the Skeleton Generator.
Day 4.
In Apilcin, I build the Bone Spire, and in Amel-ishkun, the Boneyard. I upgrade the skeletons and into battle.
Kaspar continues moving towards the portal, slightly north of the town. I kill Blood Maidens along the way, collect chests – experience, and into the portal.
At the entrance and exit of the portal, Djinns reside. They must be destroyed, which at first glance seems not very simple. But having tried to attack, you realize that the devil is not as scary as he is painted, the main thing is to protect our archers. At the entrance, it's generally easy – only 20 Djinns, they inflict practically no losses. But on the other side, you'll have to sweat a bit, and a bit of lucky shooting won't hurt.
Orson and Kitra scurry nearby.
On this day, Orson receives nine Minotaurs under his command, with which he will go to capture the Inferno of the green opponent.
Kaspar destroys the Furies, collects chests, and learns Pathfinding – now the movement range is a sight for sore eyes.
Day 5.
I ignored construction in the Necropolises.
Kitra emerges from the monolith, takes the army from Kaspar, and captures the Infernal town of Ur-Khenok. The battle against 30 Horned Demons caused no difficulty.
I build a tavern in the town. I buy a mage who delivers the army to Orson.
Our hero – this time Mr. Orson – runs to the first elemental conflux and takes out a squad of Verdant Wardens. He hires 4 Water Elementals and turns back. He returns the army, everyone except the zombies (for meat) and the water elementals (the striking force) to comrade Djinn.
Kaspar begins moving towards the Academy, which is on the western border of the desert.
The first enemy appears. It's Grok. He underestimated Orson's strength, for which he will pay.
Day 6.
Orson crushes Grok – thanks to the Water Elementals, their magic proved sufficient to decapitate the leader of the Abyss army with little bloodshed. Next, our pot-bellied one moves towards the enemy's Inferno.
Kaspar leads his troops west, through the deserts of Ashan. Along the way, he hires 4 Fire Elementals. Behind him, Mr. Galib does the cleanup.
Day 7.
Orson accelerates and...attacks the demon capital. Properly positioned Water Elementals do their "wet" work. Their magic is strong enough to rout the enemy. And Orson calmly receives a badge of honor for eliminating the green.
Kaspar reaches the third conflux and receives four Earth Elementals; he has practically crossed the desert. The spires of Naval are already visible.
Day 8.
Orson has practically finished his adventures. Only mopping up the surface remains to replenish mercury stocks.
Kaspar visits the flag, defeats the skeletons, and captures Naval.
I build a tavern, hire a Witch, who is needed to flush Nur out of the western reaches. Our mage-assistant visits the conflux: 4 Water Elementals join the ranks of the undead army.
Kaspar leaves the town and runs north to the Academy capital. Ahead, a skinny woman named Diedre is trembling.
Day 9. The Last.
Kaspar has just enough move points to defeat Nur's army and capture the blue player's capital.