Warlords of the Wasteland: Difference between revisions

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==Maps==
==Maps==
{| class="wikitable"
{{CLevelsTable}}
! Name !! Size !! Bonus !! Sides !! Victory Condition !! Loss Condition
{{CLevelsRow|name=A Barbarian King|size=S|difficulty=Normal|underground=disabled|loss=Lose Hero|ally={{purple}}|enemy={{blue}}|description=Tarnum must defeat the present Lord of the Clans, Rabak, so he can name himself King of the Barbarians. Everyone is limited to level 6, and Tarnum's strongest Captain will follow him to the next map.|bonus={{BonusCr|Hobgoblin|15}}{{BonusSec|Leadership|Basic}}|carry={{Hn|Tarnum (Barbarian)|noname=}}<br>{{carry|1}}|max_lvl=6}}
|-
{{CLevelsRow|name=The Criminal King|size=S|difficulty=Normal|underground=disabled|loss=Lose Hero|ally={{purple}}|enemy={{blue}}|description=The Wizard-Kings have declared Tarnum a criminal and three Towers are raising forces to capture him. Tarnum must defeat all enemy towns. All Heroes are limited to 11th level, and Tarnum's strongest Captain will accompany him to the next level.|bonus={{BonusCr|Wolf Raider|1}}{{BonusSec|Armorer|Basic}}|carry={{Hn|Tarnum (Barbarian)|noname=}}<br>{{carry|1}}|max_lvl=11}}
! A&nbsp;Barbarian&nbsp;King  
{{CLevelsRow|name=Ultimatum|size=S|difficulty=Normal|underground=disabled|victory=Capture Town|loss=Time Expires|ally={{purple}}|enemy={{blue}}|description=The evil Wizard, Kurl, has captured the last four bards and threatens to execute them in three months unless King Tarnum disbands all his forces and surrenders. Tarnum and all other Heroes are limited to level 15, and Tarnum's two strongest Heroes will carry over to the next map.|bonus={{BonusPri|Attack|1}}{{BonusPri|Defense|1}}|carry={{Hn|Tarnum (Barbarian)|noname=}}<br>{{carry|2}}|max_lvl=15}}
| S || Either 15 [[Hobgoblin]]s or Basic [[Leadership]]. || Purple (player), Blue (enemy) || Defeat All Enemies || Lose Hero
{{CLevelsRow|name=The War for the Mudlands|size=M|difficulty=Normal|underground=disabled|loss=Lose Hero|ally={{purple}}|enemy={{red}}{{blue}}{{orange}}|description=To strengthen his armies, Tarnum must conquer his neighbors in the Mudlands, taking advantage of a civil war between the Lizardmen and Gnolls to name himself their new king. Conquer all towns without losing Tarnum. All Heroes are limited to level 18. Two Heroes will follow Tarnum to the next map.|bonus={{BonusArt|Boots of Speed}}{{BonusCr|Orc|15}}|carry={{Hn|Tarnum (Barbarian)|noname=}}<br>{{carry|2}}|max_lvl=18}}
|-
{{CLevelsRow|name=Siege of the Wallpeaks|size=L|difficulty=Normal|underground=disabled|loss=Lose Hero|ally={{purple}}|enemy={{blue}}|description=Tarnum must somehow battle his way through this heavily fortified region, defeating all the Castles before he can continue onward. Don't lose Tarnum. All Heroes are limited to level 21, and the two strongest Heroes will follow Tarnum to the next map.|bonus={{BonusCr|Orc Chieftain|15}}{{BonusPri|Power|1}}|carry={{Hn|Tarnum (Barbarian)|noname=}}<br>{{carry|2}}|max_lvl=21}}
| colspan="6"| Tarnum must defeat the present Lord of the Clans, Rabak, so he can name himself King of the Barbarians. Everyone is limited to level 6, and Tarnum's strongest Captain will follow him to the next map.
{{CLevelsRow|name=Trapped!|size=M|difficulty=Normal|underground=disabled|victory=Capture Town|loss=Lose Hero|ally={{purple}}|enemy=1:{{blue}}{{green}}|description=Tarnum battled his way through the Wallpeaks, but soon realizes he's entered a trap. His only chance is to capture the northern border town and escape. All Heroes are limited to level 25 and the two strongest will follow Tarnum to the next level.|bonus={{BonusCr|Ogre Mage|15}}{{BonusSp|Haste}}|carry={{Hn|Tarnum (Barbarian)|noname=}}<br>{{carry|2}}|max_lvl=25}}
|-
{{CLevelsRow|name=Slash and Burn|size=S|difficulty=Normal|underground=disabled|loss=Lose Hero|ally={{purple}}|enemy={{blue}}|description=After losing most of his Horde to a Wizard's trap, Tarnum searches for allies in a valley where Jarg's descendents settled long ago. Don't let Tarnum fall into enemy hands. All heroes are limited to level 28. Tarnum and all of his skills, spells and experience will transfer to the next scenario.|bonus={{BonusPri|Attack|1}}{{BonusPri|Defense|1}}|carry={{Hn|Tarnum (Barbarian)|noname=}}|max_lvl=28}}
| colspan="6"|
{{CLevelsRow|name=Steelhorn|size=M|difficulty=Normal|underground=disabled|victory=Capture Town|loss=Lose Hero|ally={{purple}}|enemy={{blue}}|description=Tarnum has pushed the Wizard-Kings all the way back to the ocean. Now he must conquer the last of their defenses, including the impenetrable Castle Steelhorn.|bonus={{BonusCr|Thunderbird|3}}{{BonusCr|Ancient Behemoth|1}}}}
|-
! The&nbsp;Criminal&nbsp;King
| S || Either 10 [[Wolf Raider]]s or Basic [[Armorer]] || Purple (player), Blue (enemy) || Defeat All Enemies || Lose Hero
|-
| colspan="6"| The Wizard-Kings have declared Tarnum a criminal and three [[Tower]]s are raising forces to capture him. Tarnum must defeat all enemy towns. All Heroes are limited to 11th level, and Tarnum's strongest Captain will accompany him to the next level.  
|-
| colspan="6"|
|-
! Ultimatum  
| S || Either +1 [[Attack]] Skill or +1 [[Defense]] Skill || Purple (player), Blue (enemy) || Capture Town || Time Expires
|-
| colspan="6"| The evil Wizard, Kurl, has captured the last four bards and threatens to execute them in three months unless King Tarnum disbands all his forces and surrenders. Tarnum and all other Heroes are limited to level 15, and Tarnum's two strongest Heroes will carry over to the next map.
|-
| colspan="6"|
|-
! The&nbsp;War&nbsp;for&nbsp;the&nbsp;Mudlands  
| M || Either [[Boots of Speed]] or 15 [[Orc]]s || Purple (player), Red, Blue and Orange (enemies) || Defeat All Enemies || Lose Hero
|-
| colspan="6"| To strengthen his armies, Tarnum must conquer his neighbors in the Mudlands, taking advantage of a civil war between the [[Lizardman|Lizardmen]] and [[Gnoll]]s to name himself their new king. Conquer all towns without losing Tarnum. All Heroes are limited to level 18. Two Heroes will follow Tarnum to the next map.
|-
| colspan="6"|
|-
! Siege&nbsp;of&nbsp;the&nbsp;Wallpeaks  
| L || Either 15 [[Orc Chieftain]]s or +1 [[Spell Power]] || Purple (player), Blue (enemy) || Defeat All Enemies || Lose Hero
|-
| colspan="6"| Tarnum must somehow battle his way through this heavily-fortified region, defeating all the [[Castle]]s before he can continue onward. Don't lose Tarnum. All Heroes are limited to level 21, and the two strongest Heroes will follow Tarnum to the next map.
|-
| colspan="6"|
|-
! Trapped!  
| M || Either 10 [[Ogre Mage|Ogre Magi]] or [[Haste]] || Purple (player), Blue and Green (enemies) || Capture Town || Lose Hero
|-
| colspan="6"| Tarnum battled his way through the Wallpeaks, but soon realizes he's entered a trap. His only chance is to capture the northern border town and escape. All Heroes are limited to level 25 and the two strongest will follow Tarnum to the next level.
|-
| colspan="6"|
|-
! Slash&nbsp;and&nbsp;Burn  
| S || Either +1 [[Attack]] Skill or +1 [[Defense]] Skill || Purple (player), Blue (enemy) || Defeat All Enemies || Lose Hero
|-
| colspan="6"| After losing most of his horde to a Wizard's trap, Tarnum searches for allies in a valley where Jarg's descendant settled long ago. Don't let Tarnum fall into enemy hands. All Heroes are limited to level 28. Tarnum and all of his skills, spells, and experience will transfer to the next scenario.
|-
| colspan="6"|
|-
! Steelhorn
| M+ || Either 3 [[Thunderbird]]s or 1 [[Ancient Behemoth]] || Purple (player), Blue (enemy)|| Capture Town || Lose Hero
|-
| colspan="6"| Tarnum has pushed the Wizard-Kings all the way back to the ocean. Now he must conquer the last of their defenses, including the impenetrable Castle Steelhorn.
|}
|}



Revision as of 21:21, 2 January 2024

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

Warlords of the Wasteland is the first episode in the Heroes Chronicles. It was sold as a stand-alone game using the Shadow of Death version of the engine, but missing multiplayer and random or custom maps.

Backstory

Before Tarnum became the Immortal Hero, he was a Barbarian who threw off the shackles of his Wizard masters and returned his people to their former greatness. This is his tale, and his downfall.

Quest/Objective

Maps

Name Size Underground Bonus options Sides Victory Condition Loss Condition Difficulty Max Lvl Carry Over
A Barbarian King Size 1 (36×36) - S Underground disabled
Start with 15 Hobgoblin(s)
15
 Start with Basic Leadership 
Allies: Purple
Enemies: Blue
Defeat All Enemies Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 6 Tarnum (Barbarian)Tarnum (Barbarian)
 strongest hero
Tarnum must defeat the present Lord of the Clans, Rabak, so he can name himself King of the Barbarians. Everyone is limited to level 6, and Tarnum's strongest Captain will follow him to the next map.
The Criminal King Size 1 (36×36) - S Underground disabled
Start with 1 Wolf Raider(s)
1
 Start with Basic Armorer 
Allies: Purple
Enemies: Blue
Defeat All Enemies Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 11 Tarnum (Barbarian)Tarnum (Barbarian)
 strongest hero
The Wizard-Kings have declared Tarnum a criminal and three Towers are raising forces to capture him. Tarnum must defeat all enemy towns. All Heroes are limited to 11th level, and Tarnum's strongest Captain will accompany him to the next level.
Ultimatum Size 1 (36×36) - S Underground disabled
Start with +1 Attack
1
Start with +1 Defense
1
Allies: Purple
Enemies: Blue
Capture Town Time Expires Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 15 Tarnum (Barbarian)Tarnum (Barbarian)
 2 strongest heroes
The evil Wizard, Kurl, has captured the last four bards and threatens to execute them in three months unless King Tarnum disbands all his forces and surrenders. Tarnum and all other Heroes are limited to level 15, and Tarnum's two strongest Heroes will carry over to the next map.
The War for the Mudlands Size 2 (72×72) - M Underground disabled  Start with Boots of Speed 
Start with 15 Orc(s)
15
Allies: Purple
Enemies: RedBlueOrange
Defeat All Enemies Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 18 Tarnum (Barbarian)Tarnum (Barbarian)
 2 strongest heroes
To strengthen his armies, Tarnum must conquer his neighbors in the Mudlands, taking advantage of a civil war between the Lizardmen and Gnolls to name himself their new king. Conquer all towns without losing Tarnum. All Heroes are limited to level 18. Two Heroes will follow Tarnum to the next map.
Siege of the Wallpeaks Size 3 (108×108) - L Underground disabled
Start with 15 Orc Chieftain(s)
15
Start with +1 Power
1
Allies: Purple
Enemies: Blue
Defeat All Enemies Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 21 Tarnum (Barbarian)Tarnum (Barbarian)
 2 strongest heroes
Tarnum must somehow battle his way through this heavily fortified region, defeating all the Castles before he can continue onward. Don't lose Tarnum. All Heroes are limited to level 21, and the two strongest Heroes will follow Tarnum to the next map.
Trapped! Size 2 (72×72) - M Underground disabled
Start with 15 Ogre Mage(s)
15
 Start with (a scroll of) Haste 
Allies: Purple
Enemies: 1:BlueGreen
Capture Town Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 25 Tarnum (Barbarian)Tarnum (Barbarian)
 2 strongest heroes
Tarnum battled his way through the Wallpeaks, but soon realizes he's entered a trap. His only chance is to capture the northern border town and escape. All Heroes are limited to level 25 and the two strongest will follow Tarnum to the next level.
Slash and Burn Size 1 (36×36) - S Underground disabled
Start with +1 Attack
1
Start with +1 Defense
1
Allies: Purple
Enemies: Blue
Defeat All Enemies Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 28 Tarnum (Barbarian)Tarnum (Barbarian)
After losing most of his Horde to a Wizard's trap, Tarnum searches for allies in a valley where Jarg's descendents settled long ago. Don't let Tarnum fall into enemy hands. All heroes are limited to level 28. Tarnum and all of his skills, spells and experience will transfer to the next scenario.
Steelhorn Size 2 (72×72) - M Underground disabled
Start with 3 Thunderbird(s)
3
Start with 1 Ancient Behemoth(s)
1
Allies: Purple
Enemies: Blue
Capture Town Lose Hero Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. (none)
Tarnum has pushed the Wizard-Kings all the way back to the ocean. Now he must conquer the last of their defenses, including the impenetrable Castle Steelhorn.

Heroes

Strategy