The World Within

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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 World Within The World Within Heroes Chronicles
2 Total Players / 1 Human Player
1
2
Underground enabled Size 1 (36×36) - S
Tarnum must defeat all the Barbarian Strongholds, but cannot be lost himself. All Heroes will be limited to level 18, but Tarnum and his two best Captains will transfer to the next scenario.
Victory condition:
Defeat All Enemies
Loss condition:
Lose Hero: Tarnum
Allies: Pink Enemies: Blue
Choose a bonus:
Start with +1 Attack and Defense on Tarnum
1
Start with +1 Power and Knowledge on Tarnum
1
Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well.
Carried to next scenario:
Tarnum (Barbarian)
 2 strongest heroes
Max level:
18

Prologue[edit | hide | hide all]

Unnamed male historian: Tarnum knew he was close to the World Tree when he entered a cavern filled with lush vegetation, sparkling brooks, and tall trees. How could anything grow down here away from the sunlight, unless the wellspring of life was nearby?

Scenario[edit | hide]

Timed events[edit | hide]

Day Title Message
Day 1 Day 1 "What is this?" I said.

We chased some of the Necromancers into deeper into the earth, but lost them shortly before we entered this strange cavern. Trees and grass and flowers grow here just like on the surface, except there is no sun, no rain. How can this be possible? There is soft blue glow here coming from the tall ceilings I think, but what causes it I do not know.

I asked Addar, the shaman, if he knew about this place, but he just shook his head, as stunned and I.

"Perhaps the influence of the World Tree," the old man guessed.

"Then we are close," I said.

"Yes, I think we are," Addar said.

Day 4 Day 4 We've settled in a Stronghold that used to be occupied by my enemy. I lost too many of my troops conquering it, but now we have a keep of our own down here. And this oddly fertile soil accepts seeds amazingly well. In just a matter of days, wheat and vegetables spring from the ground. Food will not be a problem, which is fortunate since my supply lines have been cut by a Necromancer force that managed to sneak behind me.

Now, I must continue the search for the World Tree. I know it is near. I can feel it!

Day 7 Day 7 I'm a little concerned about Addar, the old shaman. Today, I noticed he was slumping in the saddle and his face appeared flushed. When I approached the elder, he straighted up, clenched his jaw.

"Are you all right?" I said.

Addar forced a smile.

"It's this horse," said Addar, rubbing the seat of his pants. "It jolts around so much I'm beginning to think one of its legs is shorter than the others."

I laughed and moved on.

Day 10 Day 10 The Ogre Captain, Grumba, leads a column of prisoners by my position. When one of the Orcs recognizes me, he breaks the line to get close enough to spit on me.

Grumba quickly pounds the Orc to the ground, but still it struggles.

"You defy the Ancestors! Traitor!" the Orc shouts.

"No," I say, "you're the ones who are going against the Ancestors. Vorr is insane, and he leads you astray!"

But the Orc doesn't listen, and soon all the prisoners scream, "Traitor!"

It takes some time for Grumba to regain control and lead them away.

I shake my head. They're so confused.

Day 12 Day 12 Today, a brave messenger has returned. I sent him to talk to my enemy, and perhaps return with information about who I am facing.

"I bring word from King Targor, leader of the Followers of Vorr," the man says.

Now, at least, I know the name of my enemy.

"What's your message?" I ask.

"He simply says he will crush you and all who support you. Your destruction will be as complete as the Tyrant's defeat of the Wizard-Kings because the Ancestors stand at his side."

I dismiss the man, shaking my head. So, Targor patterns himself after the Barbarian Tyrant who destroyed the Wizard-Kings of Bracaduun. Ironic that I am that man. I destroyed Bracaduun, and it seems my example has not only inspired this man, but created Vorr as well!

I am the one to blame for all this, and I am also the only one who can stop it. But how do I stop Targor and his followers? I don't want to kill them - that just continues the circle of violence. But Targor doesn't seem like one to listen to reason either.

Day 14 Day 14 Everything I learn about King Targor proves to me that he models himself after my rule. It's fortunately that my name has disappeared from the historical accounts of my rule. I am known only as the Barbarian Tyrant, and Targor mistakenly believes that a good Barbarian must attempt to be like the Tyrant.

That's as much my fault as it is Vorr's.

Day 17 Day 17 When the shaman, Addar, rode up next to me, I knew he had something important to say, so we pulled a little ahead of the rest of the troops.

"I've been thinking about this insane Ancestor, Vorr," Addar said.

"Insane?"

"Yes, I think he must be insane. Whether he was insane to begin with, or the violent worshipping of our people made him that is yet to be answered. However, he must be insane for an Ancestor to seek the destruction of the world," Addar said.

"I agree."

I've never been able to understand how one of the Ancestors could side with the Necromancers, but insanity makes sense.

"Anyway, I've been thinking about how you could possibly defeat Vorr."

"Do you have an answer?" I ask, curious.

"Yes, I think. Now, this is purely a guess, but if Vorr gained his power from the worship of the Followers of Vorr, then would he not lose that power if they no longer believed in him?"

Day 21 Day 21 "How do I get Vorr's followers to abandon him?" I asked no on in particular, but my Ogre Captain, Grumba, and the shaman, Addar, were riding next to me.

"Kill 'em all!" Grumba said. That was one approach, but a last resort only.

"Well," Addar began, "that is one approach, but a last resort only, I hope. These Followers of Vorr may be the enemy, but they have Barbarian blood running through them just like us. They must be made to see the error of their ways."

"How're we gonna make them all change their minds?" Grumba said, not convinced.

"Perhaps we only need to change the mind of one," Addar said.

"King Targor," I guessed.

Targor was a strong leader, and like all strong commanders he has the complete loyalty and respect of his troops. They'll listen to whatever he tells them. The question is, how do I convince Targor that Vorr is wrong?

For the first time in many weeks, I smile as an idea comes to mind.

Day 22 day 22 I watch as a small force of my best troops sneak off into the tunnels led by my Ogre Captain, Grumba.

Addar approaches me.

"What is this secret plan of yours?" the shaman asks.

"I've sent Grumba to find something for me," I say.

"What?"

"An artifact of power called the Pendant of Total Recall."

"What are you going to do with that?"

"I'm going to show him that he's on the wrong path," I say.

I can tell by Addar's expression that he doesn't understand exactly how I'm going to accomplish this, but I refuse to explain. I don't want to tell him I'm the Immortal Hero.

Since Targor admires the Barbarian Tyrant so much, I'm going to use the Pendant to show him my own memories. Let him see my pain, my crimes, my sorrow. Let him see first hand what the Tyrant was really like, and then let him decide if he wants his people to follow Vorr.

Day 26 Day 26 This morning when we broke camp, we discovered the old shaman, Addar, dead. Apparently, he died in his sleep. I sensed all this marching might be too much for the old man, but I couldn't send him back to the surface without hurting his pride.

So, we buried Addar here in the rich soil of the land he died protecting, and gave him all the honors of the greatest Barbarian warrior.

Day 30 Day 30 Grumba has sent word that he's learned where to find the Pendant of Total Recall and he's on his way to locate it. He prepare things for my arrival, but since his force is so small he's going to be unable to return with it. It'll be up to me, once I defeat the enemy on this level.

Objects[edit | hide]

Towns[edit | hide]

Location Player Type Name
11, 29, 1 Pink Stronghold -
11, 26, 0 Blue Stronghold -
24, 32, 0 Blue Stronghold -

Heroes[edit | hide]

Location Player Hero
10, 34, 1 Pink Your most powerful hero from Senseless Destruction.
11, 30, 1 Pink Tarnum Tarnum the Barbarian
17, 30, 1 Pink Your most powerful hero from Senseless Destruction.

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

Artifacts[edit | hide]

Location Type Message
0, 19, 1 Badge of CourageBadge of Courage You hear a scream, and then a pair of Goblins spring from the bushes. At first, you think they're going to attack, but they run past you, their eyes wide with fear.

When you peek through the bushes to see what frightened them, you see a horde of Zombies and Liches stripping the dead of a recent battle. Among the treasures, you spot the Badge of Courage.

Do you want to fight the Undead for the Badge?

Guardians: 21 Zombie Zombies, 21 Zombie Zombies, 10 Lich Liches, 21 Zombie Zombies

4, 17, 0 Tunic of the Cyclops KingTunic of the Cyclops King You hear the sound of a hammer banging on an anvil and approach. A pack of Cyclopses are at work forging a magical Tunic. As you approach, they lift boulders over their heads, their single eyes gleaming at you with hatred.

"This Tunic is for the Cyclops King, not for the likes of you!" one of them says.

Are you interested in fighting for the Tunic?

Guardians: 12 Cyclops Cyclopes

28, 5, 1 Ladybird of LuckLadybird of Luck A dove zips past you so close you feel the wind from its wings against your cheek. You decide to follow the creature - a bird such as that in these tunnels has to be a sign!

Soon, however, you lose the dove, but something gleams from within a hollow log ahead. You approach and find the Ladybird of Luck, thanking the dove for showing you the way.