The Roots of Life

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Only available in Heroes Chronicles.

Campaigns
1 - Restoration of Erathia Restoration of Erathia 1 - Restoration of Erathia
1. Homecoming
2. Guardian Angels
3. Griffin Cliff
1. A Devilish Plan
2. Groundbreaking
3. Steadwick's Fall
1. Borderlands
2. Gold Rush
3. Greed
1. Steadwick's Liberation
2. Deal With the Devil
3. Neutral Affairs
4. Tunnels and Troglodytes
1. A Gryphon's Heart
2. Season of Harvest
3. Corporeal Punishment
4. From Day to Night
1. Safe Passage
2. United Front
3. For King and Country
1. The Grail
2. The Road Home
3. Independence
2 - Armageddon's Blade Armageddon's Blade 2 - Armageddon's Blade
1. Catherine's Charge
2. Shadows of the Forest
3. Seeking Armageddon
4. Maker of Sorrows
5. Return of the King
6. A Blade in the Back
7. To Kill A Hero
8. Oblivion's Edge
1. Culling the Weak
2. Savaging the Scavengers
3. Blood of the Dragon Father
4. Blood Thirsty
1. Crystal Dragons
2. Rust Dragons
3. Faerie Dragons
4. Azure Dragons
1. Razor Claw
2. Taming of the Wild
3. Clan War
4. For the Throne
1. Farming Towns
2. March of the Undead
3. Burning of Tatalia
1. Lost at Sea
2. Their End of the Bargain
3. Here There Be Pirates
4. Hurry Up and Wait
3 - Shadow of Death Shadow of Death 3 - Shadow of Death
1. Clearing the Border
2. After the Amulet
3. Retrieving the Cowl
4. Driving for the Boots
1. Graduation Exercise
2. Cutthroats
3. Valley of the Dragon Lords
4. A Thief in the Night
1. Bashing Skulls
2. Black Sheep
3. A Cage in the Hand
4. Grave Robber
1. On the Run
2. The Meeting
3. A Tough Start
4. Falor and Terwen
5. Returning to Bracada
1. Target
2. Master
3. Finneas Vilmar
4. Duke Alarice
1. Harvest
2. Gathering the Legion
3. Search for a Killer
4. Final Peace
5. Secrets Revealed
6. Agents of Vengeance
7. Wrath of Sandro
8. Invasion
9. To Strive, To Seek
10. Barbarian Brothers
11. Union
12. Fall of Sandro
1. Poison Fit for a King
2. To Build a Tunnel
3. Kreegan Alliance
4. With Blinders On
4 - Horn of the Abyss Horn of the Abyss 4 - Horn of the Abyss
1. Pirates and Palms
2. Master of the Island
3. Devil Sunrise
1. Prisoner of Doom
2. Evenmorn
3. The Shores of Hell
4. The Freedom of the Nix
5. In Search of the Horn
6. Treachery
1. Frontier
2. Heart of Water
3. Horn of the Abyss
4. All Hands on Board!
1. World on Fire
2. Beyond the Horizon
3. Dead or Alive
4. Tomb Raiders
5. Deus Ex Machina
6. Tarred and Feathered
7. New Order
8. Homecoming
5 - Heroes Chronicles Heroes Chronicles 5 - Heroes Chronicles
1. A Barbarian King
2. The Criminal King
3. Ultimatum
4. The War for the Mudlands
5. Siege of the Wallpeaks
6. Trapped!
7. Slash and Burn
8. Steelhorn
1. Cerberus Gate
2. The Boatman
3. Truth Within Nightmares
4. Twisted Tunnels
5. Jorm's Ambush
6. Old Wounds
7. The Queen's Command
8. Never Deal with a Demon
1. The Trouble with Magic
2. Walking on Clouds
3. Don't Drink the Water
4. Hard Place
5. The Secret in the Flames
6. The Magic that Binds
7. Birds of Fire
8. Masters of the Elements
1. The Dragontalker
2. Dragon's Blood
3. The Dragon Mothers
4. Dragons of Rust
5. Distrust
6. Dragons of Gossamer Wings
7. Dragons of Deepest Blue
8. Clash of the Dragons
1. A Distant Cry
2. Senseless Destruction
3. The World Within
4. The Roots of Life
5. Rebirth
1. The Endless Sands
2. The Nameless Land
3. The Sparkling Bridge
4. The Fiery Moon
5. Vorr, the Insane
1. Hopewielder
2. The First Law
3. By Royal Decree
4. The King's Son
5. The Ransom
6. Beyond the Borders
7. Naming a Nation
8. The First Tatalian War
1. Tarnum the Overlord
2. The Land of the Vori
3. A New Enemy
4. A New Ally
5. The Capture
6. Tunnels of Ice
7. The Barbarian's Wife
8. The Protectors of the Sword
The Roots of Life The Roots of Life Heroes Chronicles
3 Total Players / 1 Human Player
1
3
Size 1 (36×36) - S Underground enabled
Tarnum must defeat King Targor in battle. But first, he must collect the Pendant of Total Recal to show King Targor where he went wrong. All of the Heroes will be limited to level 22, but Tarnum and his two best Captains will transfer to the next scenario.
Victory condition:
Defeat Hero or Defeat All Enemies:
   King TargorKing Targor King Targor the Barbarian
Loss condition:
Lose Hero: TarnumTarnum
Allies: Pink Enemies:       1:RedBlue
Choose a bonus:
 Start with Endless Sack of Gold on Tarnum  Start with (a scroll of) Magic Arrow on Tarnum 
Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well.
Carried to next scenario:
Tarnum (Barbarian)Tarnum (Barbarian)
 2 strongest heroes
Max level:
22

Prologue[edit | hide | hide all]

Unnamed male historian: Tarnum had killed enough of his own people in his lifetime, so he refused to destroy the Followers of Vorr except as a last resort. Instead, he gambled on a long shot. If he could find the Pendant of Total Recall, perhaps he could convince their King, Targor, that Vorr was leading them down the wrong path.

Scenario[edit | hide]

Timed events[edit | hide]

Day Title Message
Day 1 Day 1 Under Vorr's leadership, the Necromancers have joined forces with King Targor's Barbarians. They continue to scorch these tunnels and I still haven't found the World Tree. In some places, the Necromancers have dug through the stone walls to release small torrents of lava into the tunnels. Seems like a lot of work just to destroy a few plants, but then I hope I never understand these Necromancers.

I'm wagering any chance at victory on convincing King Targor to end his people's worship of Vorr. If my own memories as the Barbarian Tyrant (conjured up by the Pendant of Total Recall) don't change his mind, nothing will.

If that happens, only then will I agree to wipe out his tribe.

Day 3 Day 3 A tired, dirty Goblin slipped into camp last night with an amazing story of how he avoided the enemy in order to deliver a message to me.

The Goblin reveals the location of the Pendant of Total Recall, found by Grumba, the Ogre Captain. It's to the north and east. However, it is protected from the enemy by the Red Border Gate, so I will need to visit the Red Keymaster's Tent first.

Day 7 Day 7 Today, I received word from the surface that more warriors have volunteered to join my glorious fight to save the World Tree. Hundreds of Orcs, Goblins, and Ogres of all ages have stepped forward, and now they march through the tunnels toward my present location.

When they arrive, I will finally be able to put an end to the Necromancers.

The messenger also mentioned that an Elven Druid arrived recently claiming that he sensed a disturbance in the World Tree. He too is on his way to join me.

Day 11 At Pink:
Day 11
Two nights ago, one of the scouts spotted some Undead transporting sacks of goods through the darkest tunnels. I've known for quite some time that the Necromancers have been tracking the movement of my army, so when I camped last night we built numerous campfires. The small force I left behind moved around from fire to fire to make it appear that my entire army was still there.

Meanwhile, I led the bulk of my force toward the secret tunnels where my scout spotted the Undead carrying the supplies. Our trap was a success. We made short work of the Wraiths and Skeletons without a single loss on our side - although one Orc will never use his left hand again. My plan was to deny the Necromancers this shipment of supplies, but I never imagined we would find so much in those sacks.

Effect: +3 Wood Wood, +8 Mercury Mercury, +6 Ore Ore, +1 Sulfur Sulfur, +3 Crystal Crystals, +4 Gem Gems, +8482 Gold Gold
Day 15 Day 15 The reinforcements from the surface are late, and there hasn't been a word from them since the day they left. Where could nearly five hundred troops disappear to?

I hope they are simply lost in the twisting tunnels, but I have a sinking feeling something has gone terribly wrong. The only thing I can do is send a couple scouts to search for them.

Day 21 Day 21 One of the scouts I sent to find the reinforcements has returned with horrible news. Nearly five hundred lives have been crushed out, and from the account of one of the wounded (who didn't survive long after his story) they were all killed by Vorr.

My troops never had a chance, as I will never have a chance against Vorr if I don't weaken him.

Day 26 Day 26 The slender, pale man was walking on the path toward us when we met. He was clad all in green, and when he removed his hood his long, blonde hair spilled over his shoulders.

"An Elf!" said the Orc next to me.

I could sense my entire army tense. Elves and Barbarians have never been friends, although we haven't always been enemies either. I signaled for everyone to stop and rode ahead by myself.

"Greetings!" I said.

The Elf nodded and said, "Good day, friend. I am looking for the Barbarian who calls himself Tarnum."

"You found him."

"Ah, good! For a moment, I was afraid I had found the enemy instead. I've come a long way to offer my help in saving what your people call the World Tree."

While making sure my soldiers could see, I took the Elf's hand and shook it in friendship.

"What's your name?" I asked.

"Nilidon," the Elf said.

Day 27 Day 27 I keep the Elf, Nilidon, close to me at all times to assure that will be no trouble with my troops. A man who is not familiar with Barbarian customs can end up dead real quick.

And besides, I've found Nilidon quite knowledgeable about the World Tree.

"We Elves have known about the World Tree for some time. There was a time, long ago, when we were its protectors but we nearly failed. If not for your Ancestors, it would've been destroyed. Ever since, your Ancestors have guarded it instead," Nilidon explained as we rode.

"And now, one of them tries to destroy it," I said with shame. Once again, I asked myself where the other Ancestors have gone. Why haven't they tried to stop Vorr themselves?

"Yes, odd," the Elf said.

"Since your people know about the World Tree, do you know where I can find it? I've been searching, but..."

Nilidon smiled and looked at me as if I were joking. When he realized I wasn't, he stopped his horse.

"But I thought you knew! You're IN the World Tree, Tarnum. You have been all along!"

Day 28 day 28 I feel like a fool!

As Nilidon explained, the secret of the World Tree is in the Elven name, and my confusion is due to the Barbarian translation of that same name.

"Elves call it 'the Roots of Life'," Nilidon explained.

The World Tree is the source of life in the world, that which first began life and spread it through the planet. The tunnels themselves are like the veins of the World Tree. I've been inside it all along, and so have the Necromancers. While I've been searching and battling the Necromancers, they've been spreading a blight on all the plants and scorching the rich soil, destroying the World Tree from within like some fatal disease!

There can only be one outcome now. I must defeat Vorr at any cost. I will give King Targor one chance to change his mind. After that, any who threaten the World Tree must be destroyed - completely! I no longer have the time for compassion.

Objects[edit | hide]

Towns[edit | hide]

Location Player Type Name
2, 18, 0 Pink Stronghold -
29, 20, 1 Red Necropolis -
30, 26, 0 Blue Stronghold -
2, 4, 1 Blue Stronghold -

Heroes[edit | hide]

Location Player Hero
3, 5, 1 Blue King TargorKing Targor King Targor the Barbarian
3, 19, 0 Pink TarnumTarnum Tarnum the Barbarian
3, 29, 0 Pink Your most powerful hero from The World Within.
7, 21, 0 Pink Your most powerful hero from The World Within.
29, 20, 1 Red TamikaTamika Tamika the Death Knight
30, 26, 0 Blue GundulaGundula Gundula the Battle Mage

Note: Your two most powerful heroes are carried over despite the map specifying your most powerful hero twice.

Monsters[edit | hide]

Location Type Message
2, 23, 0 Wraith Wraith Although the Necromancers fled this area, they left a pack of Wraiths behind to guard this Sawmill.

Artifacts[edit | hide]

Location Type Message
5, 16, 0 Cape of VelocityCape of Velocity A horde of renegade Ogres are camped here, drinking and wrestling. They attack those who come near them. You've heard that the Cape of Velocity is among their loot, but you realize you must fight them for it. Do you want to attack the Ogres?

Guardians: 15 Ogre Ogres, 15 Ogre Ogres, 15 Ogre Ogres, 15 Ogre Ogres

7, 4, 0 Equestrian's GlovesEquestrian's Gloves Scouts report that a pack of Death Knights dwell in the shadows of the forest. Their leader wears a pair of magical gloves, but no one has been able to take them from him yet.

Do you want to attack the Death Knights?

Guardians: 10 Dread Knight Dread Knights

30, 4, 0 Pendant of Total RecallPendant of Total Recall A massive Ogre steps from the shadows with a big grin on his face and the gleaming Pendant of Total Recall in his outstretched hand.

"About time you got here," he says. "I've lost most of my troops protecting this trinket. Better be worth it.

"It is," you say. "Where is Grumba?"

"Grumba went looking for Targor - says he's gonna make sure the man don't get away."

Quest Guards[edit | hide]

Location Quest Reward Messages

9, 10, 0
Return with:
Pendant of Total RecallPendant of Total Recall
(remove) Proposal: Grumba, the Ogre Captain, pokes his head over the top of the tower.

He says, "I got King Targor trapped back here. I'll hold him until you bring the Pendant of Total Recall."
Progress: "I'd love to attack King Targor, but without the Pendant we can't turn his people away from Vorr!" Grumba, the Ogre says.
Completion: Grumba throws open the doors and says, "Good, you have the Pendant of Total Recall! Now, let's go teach this Targor a lesson or two!"