Don't Drink the Water

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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

NOTE: Although not mentioned, the Tome of Water carries on for a few levels.

Don't Drink the Water Don't Drink the Water Heroes Chronicles
2 Total Players / 1 Human Player
1
2
Underground disabled Size 2 (72×72) - M
Tarnum must defeat all of the Fortresses. All Heroes will be limited to level 20, but Tarnum and his three best Heroes will transfer to the next scenario with their spells, skills and experience. The Orb of Driving Rain will transfer to all scenarios.
Victory condition:
Defeat All Enemies
Loss condition:
Lose Hero: Tarnum
Allies: Blue Enemies: Green
Choose a bonus:
Start with +30 Wood
30
Start with +30 Ore
30
Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well.
Carried to next scenario:
Tarnum (Wizard)Orb of the FirmamentOrb of Driving RainTome of AirTome of Water
 3 strongest heroes
Max level:
20

Prologue[edit | hide | hide all]

Unnamed male historian: The Elemental Lords already departed for our world by the time Tarnum reached the Plane of Water. Tarnum's preemptive attack turned out to be a mistake. Now, he had to gain control over all four elements if he had any hope of returning home.

Scenario[edit | hide]

Timed events[edit | hide]

Day Title Message
Day 1 Day 1 We were unable to return to our plane of existence. When the Air Lord left his realm, he crushed the Gateway to the Clouds behind him. With all these Wizards around, you would think one of them would've warned me that the only other way back to our world is to gain mastery over the Conflux town. So, I have traveled here to the Plane of Water to conquer the Water and Ice Elementals.
Day 2 Day 2 This realm of water is worse than the Plane of Air! Everything bobs slowly up and down as if the entire world sits on a ship in a storm. Even when I'm standing on solid ground (if you can call all this mud solid), bouts of seasickness overcome me. Barsolar insists that Navigation is an important skill to master, but I say a magical cure for queasiness is far more urgent.
Day 4 Day 4 Barsolar shook his head as we met this morning.

"We've been trying all night, through every magical means possible - we simply can not contact King Magnus"

"Then we're on our own," I said.

"Yes. I'm afraid he will think we are lost."

"Well, there is nothing we can do about it but continue on," I said, trying not to sound too happy. Now, maybe I can lead this army of Wizards without any interference.

Day 7 Day 7 Today, Barsolar left on a small boat with only a few Gremlins for a crew. He's going to explore this realm and attempt to determine the locations of our enemy. I have no doubt he also plans to study the specific nature of this plane. In the last week, he's been in hiding his tent more than usual, scribbling away. To keep him focused while he's away, I've ordered him to send regular reports.
Day 8 Day 8 My Mage Instructor, Hemoross, has uncovered some interesting information concerning two artifacts that are known to be located on the Plane of Water. Individually, both the Necklace of Ocean Guidance and the Sea Captain's Hat increase someone's travel speed over water, but if one person wears them both, they form the Admiral's Hat. This will allow the wearer to board or disembark a ship without losing their movement for a day. Such a powerful item!
Day 10 Day 10 All of this water travel is horrible. I'm losing weight from all the retching, and I still haven't gotten used to fighting when the ground is moving beneath my feet. And I seem to be the only one having a problem with seasickness. These Wizards move about with ease. When I ask them how they do it, each one has given me a different cure for the queasiness. Of course, none of them have worked! Just about the only thing I can keep down is tea and toast.
Day 12 Day 12 Today, I got my first report from Barsolar. I admit, I never expected an owl to land on a nearby tree branch and start speaking with Barsolar's nasal whine.

"Lord Tarnum. I have traveled far already, and I have noticed that Water and Ice Elementals block just about every passage in this realm. They will attack without question, so I have stayed away from them thus far. You may want to have one Hero deal with these creatures while another picks up the floating debris. There is a veritable fortune floating on the water! I have sent some of what I have collected."

I looked around, not sure what Barsolar meant. Then the owl picked at a small pouch tied around one of its legs and dropped it in my lap before it flew off. No sooner had I untied the pouch than it exploded in my face, nearly burying me beneath a pile of Wood and Gold.

Effect: +14 Wood Wood, +2387 Gold Gold
Day 17 Day 17 Barsolar's owl returned again with a short message. There is a town to the north that is not held by the enemy. Or at least it wasn't when this message was sent. At this point, I could use all the income I can get, so this is good news.
Day 22 Day 22 I barely slept a wink last night thanks to this blasted seasickness. Miserable, I collapsed on the wet ground outside my tent. The mud soaking into my robes didn't matter. My clothes were already covered with the filth of more than three weeks of vomiting and marching through the swamp. I haven't felt well enough to wash, not that it's a concern of mine. A little dirt never hurt anyone.

But this morning as I mounted, I noticed out of the corner of my eye two Mages snickering and pointing at me. Were they laughing at my appearance, or was it because I was the only one who seemed to be seasick? They were lucky I was in this condition though. Otherwise, I would've rode over there and smashed their noses in.

Day 23 Day 23 Although it was odd to hear Barsolar's voice coming from an owl's beak, I realized today that I was finally getting used to it. The creature landed on my arm this time. First, it explained that unlike the enslaved Sprites, the creatures of the Fortress work for the Lord of Water willingly. This wet world is their home, and they are simply defending it for their master. That, I can understand. Even respect. But they stand in the way of my return home. I've let it be known that I want no unnecessary cruelty against these people, and that the punishment for such acts will be death.
Day 33 Day 33 I'm beginning to understand sea travel better. The more Lighthouses under my control, the faster my ships will move because they won't have to worry so much about running ashore at night. Now, I need to concentrate on taking as many of them as possible, and to keep control of them. The faster my ships, the sooner I'll be able to conquer this realm and move on to the next.
Day 38 Day 38 "The Lord of Water is gone," reported Barsolar's owl.

I didn't hear the rest of its message as I got a sinking feeling in my tender stomach. Had I made a mistake coming to the Elemental Planes so quickly? If the Elemental Lords have already gone to my world, then what kind of mayhem can they cause before I can master the elements?

Day 43 Day 43 I called a conference with my advisors to discuss the possibility of returning home through other means, but everyone was convinced that the way was blocked except to those who have power over the Conflux. I tried to make it through the meeting without retching, stubbornly holding back the churning feeling. In the end, it was a lost cause. I doubled over and retched right there in front of all my assistants.

"By the Ancestors! Will nothing give me relief?" I moaned before I realized what I was saying.

"What did you say, lord?" asked the Mage Instructor, Hemoross.

"Nothing," I mumbled and immediately ordered an end to the meeting. I was too sick to do anything about it, but I heard a couple snickers as the Wizards left.

Day 48 Day 48 Hemoross was enjoying his breakfast right in front of me while all I could keep down this morning was tea, a special brew that was the only thing keeping me from collapsing from starvation.

"You called on the Ancestors before. Why?" he asked me.

I pretended to take a long sip from my drink while I thought up an answer.

"Because the universe seems to hate me right now - why not call on some gods for help?" I said.

"An interesting choice, to call upon the gods of the Barbarians," Hemoross said.

I shrugged, noticing the suspicious look the Mage Instructor was giving me.

"It amuses me."

"Well, I'll leave you to your tea, Lord Tarnum," Hemoross said, dismissing himself quickly.

There was something odd about the way he said that last part.

Day 53 Day 53 Now that I had a grasp of these magic spells, I've realized it was time for me to apply my understanding of tactics to their use. I summoned all my advisors to explain.

"Golems are too slow to send out right away. The enemy's archers will pick them off before they can do anything. The best tactic is to have them stay behind and guard the Enchanters. Same with the Gargoyles and Nagas. We have all this magic - why not let the enemy come at us? Then give it to them real good!"

"I thought the objective of battle was to attack," said the new Gargoyle Master, Rabarak. He was a young Wizard almost as obnoxious as Barsolar.

"When we have the power of Enchanters behind us, and superior numbers, why not attack?"

"Because, you moron, you'll lose most of your troops just trying to reach the enemy. What use would that be? All you need do is cast Haste on your troops to assure you get the first move, and lure the enemy in," I said.

Day 58 Day 58 When was the last time I was well? I can't recall.

When I woke this morning, I stared for an hour at the pot of tea near the fire. I just couldn't face another day of that stuff, so I immediately ordered one of the Gremlins to bring me wine.

"And lots of it!" I shouted.

As long as I was going to vomit, I might as well be drunk too.

Day 59 Day 59 This morning, I approached the other Wizards all sitting together eating breakfast. I smiled at them, placing a half-empty bottle of wine on the table. Then I grabbed a handful of eggs, threw some sausage on top for good measure, and shoved it all in my mouth.

I watched as their jaws dropped. They watched me choke down the food, lean back, and belch toward the heavens.

"You seem to be feeling better," said Hemoross.

"Yes," I said, retrieving the wine before I started walking away.

A few yards away, I stopped and yelled back, "If I start feeling ill again, I'm going to come looking for you Hemoross. You won't like it."

I kept walking, leaving the Wizards whispering frantically. Yes, I had figured out that they had been putting something in my tea that was making me sick. A good joke, considering the way I had been treating them. I can take a joke. Once.

Objects[edit | hide]

Towns[edit | hide]

Location Player Type Name
8, 55, 0 Blue Tower -
21, 4, 0 Green Fortress -
7, 13, 0 Fortress -
19, 39, 0 Fortress -
50, 48, 0 Fortress -

Heroes[edit | hide]

Location Player Hero
8, 56, 0 Blue Tarnum Tarnum the Wizard
9, 61, 0 Blue Your most powerful hero from Walking on Clouds.
15, 65, 0 Blue Your 2nd most powerful hero from Walking on Clouds.
21, 4, 0 Green Merist Merist the Witch

Artifacts[edit | hide]

Location Type Message
0, 40, 0 Orb of Driving RainOrb of Driving Rain This is the location of the Orb of Driving Rain, but a horde of Ice Elementals guard it. The ground is frozen and slick, making your approach dangerous. Do you still want to attack the Ice Elementals?

Guardians: 20 Ice Elemental Ice Elementals, 20 Ice Elemental Ice Elementals, 20 Ice Elemental Ice Elementals, 20 Ice Elemental Ice Elementals

16, 34, 0 Boots of LevitationBoots of Levitation You are surprised to find Genies on the Plane of Water, but soon realize they are trapped here guarding a pair of Boots of Levitation. Do you want to attack them to get the Boots?

Guardians: 6 Genie Genies, 6 Genie Genies, 6 Genie Genies, 6 Genie Genies, 6 Genie Genies, 6 Genie Genies, 6 Genie Genies

19, 21, 0 Greater Gnoll's FlailGreater Gnoll's Flail You discover that this island is populated by Gnolls - a horde of them. Their leader is one of the largest ones you've seen, and he carries the Greater Gnoll's Flail. Do you want to battle the Gnolls for the Flail?

Guardians: 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls

27, 59, 0 Scales of the Greater BasiliskScales of the Greater Basilisk Scales litter the ground outside the den of some Greater Basilisks, enough to fashion and excellent suit of armor. Unfortunately, the creatures are likely to attack if you come near. Do you want to risk a fight with lots of Greater Basilisks to get the armor?

Guardians: 6 Greater Basilisk Greater Basilisks, 6 Greater Basilisk Greater Basilisks, 6 Greater Basilisk Greater Basilisks, 6 Greater Basilisk Greater Basilisks, 6 Greater Basilisk Greater Basilisks, 6 Greater Basilisk Greater Basilisks, 6 Greater Basilisk Greater Basilisks

34, 70, 0 Necklace of Ocean GuidanceNecklace of Ocean Guidance From the depths of the water a horde of Water Elementals appear. "We have been instructed to kill anyone who dares to take this Necklace. Leave now or face certain death." Will you fight the Water Elementals for the Necklace?

Guardians: 6 Water Elemental Water Elementals, 6 Water Elemental Water Elementals, 6 Water Elemental Water Elementals, 6 Ice Elemental Ice Elementals, 6 Water Elemental Water Elementals, 6 Water Elemental Water Elementals, 6 Water Elemental Water Elementals

42, 29, 0 Buckler of the Gnoll KingBuckler of the Gnoll King On a large, mossy rock rests the shiny Buckler of the Gnoll King, but you also see a horde of Gnolls lounging on the ground around it. They're not going to let you get the Buckler without a fight, so do you want to continue?

Guardians: 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls, 10 Gnoll Gnolls

56, 70, 0 Sea Captain's HatSea Captain's Hat You find a Sea Captain's Hat lying on the ground, but you notice the water around it swirls unnaturally. Probably Water Elementals using the artifact as bait for a trap. Will you battle the Water Elementals for the Hat?

Guardians: 6 Water Elemental Water Elementals, 6 Water Elemental Water Elementals, 6 Water Elemental Water Elementals, 6 Ice Elemental Ice Elementals, 6 Water Elemental Water Elementals, 6 Water Elemental Water Elementals, 6 Water Elemental Water Elementals

59, 24, 0 Tome of WaterTome of Water Water and Ice Elementals protect the powerful Tome of Water Magic left here by the Water Lord. You try to draw the creatures away with a distraction, but they won't budge. If you want the Tome, you must fight the Elementals for it. Do you attack?

Guardians: 15 Water Elemental Water Elementals, 15 Water Elemental Water Elementals, 15 Water Elemental Water Elementals, 15 Water Elemental Water Elementals, 10 Ice Elemental Ice Elementals, 10 Ice Elemental Ice Elementals, 10 Ice Elemental Ice Elementals

69, 3, 0 Inexhaustible Cart of OreInexhaustible Cart of Ore Only a small portion of this Cart of Ore was visible when you found it. Another day and it certainly would've sunk out of sight forever.

Ocean Bottles[edit | hide]

Location Message
18, 50, 0 Visit the Lighthouses and you will go farther.