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Геройский Уголок / Heroes III / Maps / Singleplayer

Карта: When Champions Fail
Автор: Chris Tiahrt
Размер: S
Подземелье: нет
Версия Heroes III: SoD (Дыхание Смерти)
Уровень сложности карты: 3 (сложный) 
Количество противников: 1
Условие победы: победить двух красных драконов
Условие поражения: нет

Описание: Думаете, одним крестьянином невозможно завалить дракона? Тем не менее, на этой карте вам предлагают расправиться сразу с двумя красными драконами, имея в армии одного крестьянина! И миссия выполнима! Конечно, без артефактов и прочего волшебства здесь не обошлось. Любопытная миниатюра на 3-4 часа игрового времени с несложными задачками. Но если вдруг где-то заткнулись - читайте далее авторское прохождение.

Авторское прохождение

Strategies (minor spoilers):

1. Artillery and earth magic are invaluable -- top priority.
2. Scholar is also very helpful. Bernito can share great spells -- after he gets a magic book. Water magic and either pathfinding or logistics can help substantially in certain situations..
3. It is possible to win with almost any combination of skills, and different skills significantly change many battles. Some incredibly bad combinations of skills in the main hero may require one to use Bernito in a couple of situations -- but you would really have to try to get skills that bad.
4. Magic heroes have an easier time than might heroes -- you didn't really think a peasant could kill a dragon bare-handed?
5. Follow the order of conquest suggested by events, but you need not clear everything when it's first encountered. However; I am aware of no items that cannot be claimed when they are first encountered -- regardless of your hero's skills.
6. Purchase war machines! 
7. Generally, but not always, equiping the ring of the wayfarer makes battles easier than forming the elixir of life. Assemble and deassemble the elixir as needed.


Tactics (major spoilers):

1. Hit and run. Use haste, slow, or even teleport to allow the peasant to evade enemy troops while spells and the ballista do the actual killing.
2. Exchange artifacts to suit the circumstance, and watch what you have equipped -- especially scrolls and speed enhancers.
3. Decoy. Use the peasant to lure dangerous troops away from stationary war machines -- but be sure to stay out of range. Also use your peasant to entice the AI to group creatures for an area spell.
4. Count hit points. With artifacts, the peasant can absorb some slight damage. Take a small hit now to avoid a big one later, and delay attacks if enemy turns after a retaliation will kill you.
5. Recognize what time allows. Mass slow will not save you from shooters, and chain lightning is useless if a fast stack survives to strike next turn. Sometimes your best spell is not the obvious.
6. Seek artifacts to enhance your number of offensive actions -- I like armegeddon's blade (allows simultaneous attack of all enemies) and armor of the damned (saves need to cast slow).
7. Note Firefang is on cursed ground, but remember that SoD allows 1st level spells on cursed ground.
8. What your main hero cannot do may be possible with Bernito.


Getting started (a playthrough of early battles in the order they should occur).
USE ONLY IF STUMPED

1. Fighting two peasants. You must get the AI to split its forces on either side of the long rift. I move directly to the base of that rift and stay there until at least one opponent is committed -- then I move to the other side. Use wait and defend to avoid ever coming within three hexes of an opponent (use combat options to disply a hex grid if it helps). For safety's sake, you should have picked up the spirit of oppression before this battle. It is one artifact I never unequip; untimely enemy morale boosts can be fatal.
2. Fighting the gremlin. First you need the ring of vitality and the vial of life blood. Do not attempt this battle without them. (They are accessible after defeating the peasants.) Essentially the secret is knowing when to attack. I defend until the enemy has one hit point left, then I attack. (The idea is to avoid taking damage from a retaliation, followed by fatal damage from an attack.)
3. Attacking the pikeman. Acquire the land mine scroll, and visit the two star axes. Be sure you have built a mage guild and purchased a spell book. Cast land mine, and use your peasant to lure the pikeman over a mine. You can afford to take a hit or two, but it's not necessary here.
4 (or 5). Fighting the boars. Same idea as fighting pikeman, but it's harder to avoid taking hits.
5 (or 4). Fighting the imp. Same idea as fighting the gremlin. Just be aware that the imp is faster than you.
6. Fighting the rogues. The enemies are too many and too fast to rely on slow (or landmine) and the balista. Pick up the anit-magic scroll first, and equip it with death ripple. First round, anti-magic your peasant, staying out of range of the rogues. Second round, death ripple.


Getting through the antimagic garrison.
USE ONLY IF STUMPED

Note that neither stack of shooters can inflict enough damage to kill you by itself. Adjust your peasant's speed to that of the orcs (4), and equip the elixir of life. The wolves will move, the orc chieftains will shoot, you'll heal (move to evade wolves), orcs will shoot, ballista kills something, first aid tent heals -- now it's easy. If you are playing Sir Mullich, you may have to use Bernito here.


Defeating Magogs and Peasants without water magic or armorer skills
USE ONLY IF STUMPED

Note that magogs will avoid friendly fire -- and you can stand a half strength attack from one stack. So teleport your peasant directly in front of a stack of size 7. Other magogs will target your war machines! Two dangers remain: the peasants and your own ballista (which, if you don't have the artillery skill, will tend to target the magogs "protecting" your peasant). I'll let you figure out how to handle those dangers. Alternative: return later with Armegeddon's blade equipped.


Defeating "Pony Express"
USE ONLY IF STUMPED

Method 1: If you have expert earth magic, equip all speed artifacts. Champions will wait, then mass slow makes this easy.
Method 2: Use fire wall or forcefield to protect your peasant. If neither of these is at expert level, you may need to move to the corner by the ammo cart -- then a two hex spell will still protect you. Note that these spells expire at the beginning of the second round after they are cast -- you need to cast them in layers (which works against the two hex creatures you fight) unless you can ensure getting the first move of a given round. If your main hero has none of: earth magic, fire magic, tactics, artillery, you may need to use Bernito here -- he does have adequate skills.


Defeating the Magic Elementals
USE ONLY IF STUMPED

You must protect your peasant from a second round hit. Either expert haste or prayer ensures you will have the first move of the second round. In the absence of this, you must rely upon forcefield to shelter your peasant, then teleport second round, after waiting to see where a safe hex will be. Again, note that Bernito has a combination of skills that makes this work if your main hero does not. 


Getting the Orb of Vulnerability (if you have neither pathfinding nor logistics)
USE ONLY IF STUMPED

The general idea is to use Bernito as a decoy to lure the red hero out of the way while your main hero dashes toward the orb. But I've found the AI reacts to Bernito differently in different plays. As far as I know, the AI always chases your main hero.
1. Set up.
   a. Use boots of levitation to cross into swamp, summon boat, equip admiral's hat, board boat and leave shore.
   b. Dock boat on wilderness side of river.
   c. Have Bernito board boat. Maneuver main hero to crossing point (on wilderness side). End turn.
   d. Main hero levitates across river, waits on swamp shore. Bernito moves boat adjacent to main hero. Main hero hands boots of levitation to Bernito. Bernito lands ship in wilderness. Main hero moves toward sanctuary, staying out of range of hero in red castle (I go to edge of swamp grass that stretches to sanctuary.
   e. Red hero rushes towards main hero; main hero moves into sanctuary. Bernito equips boots of levitation and prepares to cross river.
   f. Red hero retreats back toward red castle. Bernito crosses the river.
2A. If red hero rushes toward Bernito. Bernito re-crosses the river. Main hero rushes toward orb of vulnerability. Red hero will chase, but cannot catch up.
2B. If red hero stays in castle, you must determine whether the AI will chase Bernito if close, or ignore Bernito entirely.
   a. Move main hero near Bernito (but out of reach of red hero). When red hero rushes toward main hero, move main hero back to sanctuary; leave Bernito alone. 
   b. If red hero kills Bernito, that should give main hero enough room to rush toward the orb.
   c. If red hero ignores Bernito, use Bernito to get the orb!
Alternatives (slower and/or riskier):
1. Use try to get logistics and/or pathfinding for Bernito. Use trees of knowledge to build him up, trading for gems if needed.
2. With Armageddon's blade equipped, you might be able to defeat the red hero -- just hope he has no direct damage spells!




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