The fifth is the hardest of the five. There are
three keepers, green and yellow are close by.
This tests the real gameplay. You have more
unique invasion forces, and the last includes the
Lord of the Land. If he dies, you lose. Just like
normally killing him results in victory. You have
no hero tunnellers to mine the way, you use imps
and tell them which way to mine.
This map was best from all 5 hero invasions. What makes it better is that you can actualy claim space with imps. There are 3 Keepers to kill. You can lure them to fight each other or kill them one by one I guess but they will gradualy get stronger. If you also try to kill Blue keeper too early, it can pretty much make it far harder to beat him later as he will tranfer all your herroes which fell into skeletons in his prison.
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
This will become:
Note
Useful information that users should know, even when skimming content.
Tip
Helpful advice for doing things better or more easily.
Important
Key information users need to know to achieve their goal.
Warning
Urgent info that needs immediate user attention to avoid problems.
Caution
Advises about risks or negative outcomes of certain actions.
This map was best from all 5 hero invasions. What makes it better is that you can actualy claim space with imps. There are 3 Keepers to kill. You can lure them to fight each other or kill them one by one I guess but they will gradualy get stronger. If you also try to kill Blue keeper too early, it can pretty much make it far harder to beat him later as he will tranfer all your herroes which fell into skeletons in his prison.