Jorm's Ambush

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6. Trapped!
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1. Cerberus Gate
2. The Boatman
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5. Jorm's Ambush
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1. Tarnum the Overlord
2. The Land of the Vori
3. A New Enemy
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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

xxx Jorm's Ambush Heroes Chronicles
3 Total Players / 1 Human Player
1
3
Underground enabled Size 1 (36×36) - S
Tarnum must gain access to the Spirit of Oppression without getting himself killed. All Heroes will be limited to level 24, but Tarnum and his two best Captains will transfer to the next scenario with all of their skills, spells and experience.
Victory condition:
Acquire Artifact or Defeat All Enemies
Loss condition:
Lose Hero
Allies: Red Enemies: TealPurple
Choose a bonus:
Start with +1 Knowledge on Tarnum
1
Start with +1 Power on Tarnum
1
Difficulty 3: Hard - The player and the computer start with the same resources, and the computer plays to the best of its ability.
Carried to next scenario:
Tarnum (Knight)
 2 strongest heroes
Max level:
24

Prologue[edit]

Unnamed male historian: Every army that has entered the Underworld has been repelled, and Tarnum soon found out what kind of effect sleepless nights and the absence of the sun can have on troops. He watched the mental state of his troops crumble slowly, knowing all the while that if he didn't find a way to defeat the Underworld itself, he would lose.

Scenario[edit]

Timed events[edit]

Day 1 - Day 1
I wonder if I'll ever get used to the endless bending tunnels of the Underworld. How could this chaos be natural? But then if I ever did grow accustomed to these mad caverns, would it mean I too have gone insane?

Well, I've learned a lesson from my mistakes. To defend my Castle, I'll have to assign one of my Captains to guard it, and maybe a week or two worth of recruits as well.

Day 5 - Day 5
The Clerics have discovered that another piece of the Angelic Alliance is located on this level. It is called the Celestial Necklace of Bliss, a powerful holy artifact that was lost in the Underworld by a crusading Knight he failed to return from this cursed place.

However, rumor has it that no one can possess the Celestial Necklace without first proving their worth. I wonder what test lies ahead of me.

(25, 9, 0) Castle: Day 5 - Day 5
The young man who told you about the sack of gold took his time getting his buddies together, but he did get them. Now you have some extra Pikemen ready and waiting.

Creatures: 20 Pikeman Halberdier Pikemen and Halberdiers

Day 9 - Day 9
The Demons flying the Purple banner are well entrenched behind several Garrisons guarding the paths to their lands. It's as if they were waiting for my arrival. We can't move on unless we remove that threat - I don't want them at my back. So, we need to defeat them as soon as possible. A long, drawn-out battle will only benefit the enemy.
Day 15 - Day 15
The scouts have returned with some interesting information. Apparently, Jorm knows of our presence here in the Underworld, and he knows our quest. So, there will be no chance of surprising the Demon.

Just as I suspected, the Demons of this level were prepared for our arrival. They're under orders to stop us at all costs. Apparently, they fear Jorm more than my troops, so I know they'll battle me to the bitter end.

As if that wasn't enough, Jorm has built barriers around the gateway to the next realm. Thankfully, he couldn't destroy the gateways. But we cannot pass unless a Keymaster sends word that we have clearance. There are three gates. Two show the colors Blue and Red, but the third does not fly a flag. Rumor is, only one of the gates will lead to my destination.

Day 23 - Day 23
Another report. As much as I hate writing them, I wish I had something other than bad news to give to my niece.

"Queen Allison,

I have experienced some setbacks over the last week. Worthington was attacked four days ago. The attack came at night, a cowardly yet destructive assault that left several buildings burned to the ground. The only good part is we lost no troops. The enemy wasn't trying to kill - just demoralize.

A warning to you, my Queen. The tunnels are not safe. Do not travel them without a heavy escort, for me and my Captains have been ambushed many times already. I do not want anything to happen to you.

Tarnum"

Resources: -12 Wood Wood, -12 Ore Ore, -8000 Gold Gold

Day 29 - Day 29
A runner from Worthington arrives with word from the Castle.

"The troops stationed in Worthington are tired, Sir. For the second night in a row, they've been harassed as the enemy tried to scale the walls. This Demon, Jorm, does not have any trouble throwing his troops against our battlements. Although the moat and towers have kept the enemy out, the men grow weary of having their sleep interrupted each night by the screams of these horrific beasts. Morale is low."

You nod and tell the runner to get some rest himself before he returns.

Morale is low all over. The men have been down in this dank hole for too long. Perhaps I should send for Allison - she has a way of brightening their thoughts. And I wouldn't mind seeing her either.

Day 34 - Day 34
Night after night the enemy taunts us. Hiding in the shadows, they scream obscenities, throw firebrands at our tents, and make sounds like tortured cats.

Lack of sleep has made the men sloppy, so the Demons have been able to get close enough at times to actually cause injury. Tempers are flaring as well, and it is hard to maintain order. Six fights broke out yesterday, and the participants can't even remember what they were fighting about. I realize now this is exactly what Jorm wants. If this keeps up, my troops will be useless by the time I catch up to him.

Day 39 - Day 39
Tired men make mistakes, and that's what happened at Worthington. When one night the attacks and noises stopped, many of the soldiers were finally able to fall asleep. Some while still on duty.

The enemy must've counted on that, because they managed to sneak into the vaults and steal a large sum of Gold. No one saw anything. Something has to be done because I'm afraid next time the enemy won't take Gold. Next time, they'll take lives.

Resources: -14 Wood Wood, -7 Mercury Mercury, -12 Ore Ore, -7 Sulfur Sulfur, -7 Crystal Crystals, -7 Gem Gems, -7000 Gold Gold

Day 43 - Day 43
The Demons have been quiet these last few nights. Whatever they're planning, I hope it comes soon. After so many nights of chaos, the men find the silence even more disturbing. It is the feeling one gets in those soft, breezy moments before a great storm.

Only the Monks seem unaffected. They go about their duties with the same precision and commitment as always.

Day 48 - Day 48
I spoke with the Monks about their apparent immunity to the enemy's taunts. Apparently, the meditation techniques they learned when they first joined the Monastery allows them to feel rested even when they've had little sleep. So, whether they like it or not, the men will soon be learning how to meditate.
Day 53 - Day 53
To my surprise, not a single man complained when they were forced to learn meditation. They welcomed anything that might help them sleep and regain their focus. Even a few hours of deep sleep makes all the difference.
Day 59 - Day 59
Fights among the troops have dropped drastically, and last night the Demons tried to sneak into the vaults again. They found my men awake and ready. The Demons were easily dispatched and everyone settled back down for the night.

Jorm will probably soon learn that his psychological attacks will no longer work. He'll just have to resort to real combat.

Day 65 - Day 64
I have finally discovered what Deezelisk wants. He was blinded long ago and only remains in power because no one has dared to challenge him. With the Pendant of Second Sight, however, he can regain his vision. That Pendant is my bargaining chip! These Demons have little loyalty to each other, so I imagine Deezelisk will choose sight over the life of one of his lessers.

Unfortunately, by now Jorm knows about the powers of the Pendant of Second Sight as well. One of the Clerics that discovered this artifact was captured during an ambush. We haven't seen the man, and assume he's dead. I pity the priest and only hope he finds peace in Paradise.

Objects[edit]

Events[edit]

Location Message
2, 14, 1 The sign reads:

"Pay or go away!"

So, you drop the Gold in a bucket beneath the sign and move on.

Contents: -1000 Gold Gold

4, 24, 1 You are ambushed!

Guardians: 5 Pit Fiend Pit Fiends

6, 12, 0 You are ambushed!

Guardians: 40 Imp Imps

11, 15, 0 The ground in front of you splits open, spitting a foul smoke that makes you choke. For a moment you expect an ambush, but when the Troglodytes start crawling from the stinking pit, you realize they are just as surprised to see you, as you are to see them.

They're just workers, but they know an enemy when they see one and raise their crude weapons, attacking.

Guardians: 15 Troglodyte Troglodytes, 14 Troglodyte Troglodytes, 9 Infernal Troglodyte Infernal Troglodytes, 18 Troglodyte Troglodytes, 12 Troglodyte Troglodytes

Contents: +12 Sulfur Sulfur

17, 24, 0 You are ambushed!

Guardians: 20 Gog Gogs

24, 10, 0 "Sir! Wait up!"

You come to a stop and wait for the young man to catch up.

"I have information, sir," he says. "There is a valuable purse to the north being guarded by Bone Dragons. This Purse will keep you well supplied with Gold for a long time."

"I thank you for this information. What would you like as a reward?" you ask.

"To join your army! I'm just a cook's assistant right now. I collect firewood mostly, but I would love to carry a sword into battle, fight by your side!"

A brave lad.

"Very well. You're relieved of your present duties. Go to Worthington and talk to the sergeant-at-arms there. He'll give you all you need."

"I will sir! And I'll get my friends to join too!"

24, 32, 0 You are ambushed!

Guardians: 15 Hell Hound Hell Hounds

27, 34, 1 You are ambushed!

Guardians: 10 Demon Demons

29, 24, 0 "No one sees the Keymaster unless they first pay the toll," says a grizzled old Troglodyte guard.

He extends his hand expectantly. Sighing, you hand over the required fee.

Contents: -1000 Gold Gold

30, 4, 1 As you try to move towards the Spirit of Oppression you realize that Jorm was no fool. He raised special, invisible walls to stop you from getting to it. The worst part is, he has covered the flag of the gate so you don't know which Keymaster Tent to visit! At least you might be able to get to the Celestial Necklace of Bliss.
34, 4, 1 As you try to move towards the Spirit of Oppression you realize that Jorm was no fool. He raised special, invisible walls to stop you from getting to it. The worst part is, he has covered the flag of the gate so you don't know which Keymaster Tent to visit! There is a Tree of Knowledge here, so at least the trip won't be wasted.

Towns[edit]

Location Color Type Name
12, 28, 0 Purple Inferno
16, 7, 1 Purple Necropolis
20, 33, 1 Teal Dungeon
25, 9, 0 Red Castle Worthington

Heroes[edit]

Location Color Hero
12, 29, 0 Purple Zydar Zydar the Heretic
16, 8, 1 Purple Aislinn Aislinn the Necromancer
19, 5, 0 Red Your most powerful hero from Twisted Tunnels scenario.
20, 34, 1 Teal Synca Synca the Overlord
25, 10, 0 Red Tarnum Tarnum the Knight
32, 10, 0 Red Your most powerful hero from Twisted Tunnels scenario.

Artifacts[edit]

Location Type Message
28, 2, 1 Celestial Necklace of BlissCelestial Necklace of Bliss A sect of fanatical Zealots brought the Celestial Necklace of Bliss down to the Underworld years ago, and now they protect it with their lives. Do you wish to attack?

Guardians: 10 Zealot Zealots, 10 Zealot Zealots, 10 Zealot Zealots, 10 Zealot Zealots

33, 1, 1 Spirit of OppressionSpirit of Oppression This is the Spirit of Oppression you will need in order to activate the gate. Now you can continue with your hunt of Jorm unblocked by his pestering forces.

Seer's Huts[edit]

 Seer's Hut (3, 7, 1)
Proposal Message
Quest: Return with Dead Man's Boots Dead Man's Boots
Completion Message
Reward: 13349 Gold Gold
 Seer's Hut (19, 9, 0)
Proposal Message
Quest: Return with Inexhaustible Cart of Ore Inexhaustible Cart of Ore
Completion Message
Reward: 9127  Experience points
 Seer's Hut (28, 30, 1)
Proposal Message
The old Seer woman comes out of her hut as you approach and smiles.

"Would you believe me if I said I knew you were coming?" she asks.

"No," you say.

Frowning, she says, "Me neither. I came down here because Imps and things are stupid and superstitious - an easy living. Now, even they are getting the idea that I'm a fraud. But, if you can bring me the Cards of Prophecy, I could pay you for them. I have a lot of Gold."

Quest: Return with Cards of Prophecy Cards of Prophecy

Progress Message
For one so young, you sure do have a short memory. It was the Cards of Prophecy I needed.
Completion Message
Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Cards of Prophecy, yes?

Reward: 25879 Gold Gold

Quest Guards[edit]

 Quest Guard (2, 34, 0)
Proposal Message
"Hah!" shouts the wrinkled old man in the tower. "I knew sooner or later somebody'd want to see the Keymaster! Well, I don't want any one-time fee. I'm not dumb. What I want is the Endless Purse of Gold. Bring it and I'll let you by!"

Quest: Return with Endless Purse of Gold Endless Purse of Gold

Progress Message
"No Endless Purse of Gold, no pass! Go away!"
Completion Message
"That's it all right! Gimme the Purse and you won't be seeing me again."
 Quest Guard (4, 16, 1)
Proposal Message
Quest: Belong to player Red red
 Quest Guard (7, 3, 0)
Proposal Message
The King wants to employ six Demons. In order for him to do so we need to look outside the kingdom. Bring us them and we'll let you through.

Quest: Return with 6 Demon Demons

 Quest Guard (25, 9, 0)
Proposal Message
The King would like some Hell Hounds as hunting dogs - nine should do. We need to look outside the kingdom though. Bring them and we'll let you through.

Quest: Return with 9 Hell Hound Hell Hounds

Progress Message
I am sorry, but the King only wants nine Hell Hounds, nothing else will do.
Completion Message
Excellent! You have found the nine Hell Hounds the King is so anxious to see. Let them go with us and you may pass.