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"Of all the Elemental Planes, the Plane of Earth felt most like the real world. But Tarnum still struggled with his hatred of magic even as he began to realize that his own power was growing far beyond the Wizards in his command."

Hard Place is the fourth scenario in Masters of the Elements.

Tarnum must now fight the Dungeon Overlords. All Heroes will be limited to level 25, but Tarnum and his three best Heroes will transfer to the next scenario along with all of their skills, spells and experience. The Orb of Silt will transfer to all scenarios.OffBck

When they arrive in the Plane of Earth, Tarnum's forces discover that there's solid ground, but it feels like they're walking around with weights - everything's a lot heavier. Tarnum feels he's gotten his revenge for poisoning him with seasickness when he sees the mages struggle against the extra weight.

While exploring the plane, they meet a group of mages led by Reamus. He tells them that they travelled to the plane to get materials to build the perfect golem, but couldn't find a way back home, so they have been stuck there for sixteen years. But Tarnum's wizards, who have heard of the group, knows that it's actually been 200 years. Barsolar realizes that time passes slower in the Elemental Planes - by the time Tarnum and his group get back, decades will have passed.

Walkthrough[]

Tarnum starts out in the northwest with his three strongest heroes from the previous scenario, and one Tower. The tan opponent has two Dungeons on the southern part of the map. In addition, there are two neutral Dungeons - Nortown in the northeastern corner, and Sodville slightly west of the center.

The Dungeons start out without forces, so a quick attack can make this a short scenario. The biggest challenge might be the large stacks of earth and magma elementals.

Towns[]

Strategy[]

Tarnum's Tower can't train giants, but capturing the two neutral Dungeons will allow him to train red dragons.

There's a subterranean gate near the center of the map. In the underground, Tarnum can find the Orb of Silt and the Tome of Earth Magic. Both artifacts will carry over to later scenarios. The latter artifact is heavily guarded.

Heroes Chronicles scenarios
Icon-HCWarlords Warlords of the Wasteland A Barbarian King - The Criminal King - Ultimatum - The War for the Mudlands - Siege of the Wallpeaks - Trapped! - Slash and Burn - Steelhorn
Icon-HCUnderworld Conquest of the Underworld Cerberus Gate - The Boatman - Truth Within Nightmares - Twisted Tunnels - Jorm's Ambush - Old Wounds - The Queen's Command - Never Deal with a Demon
Icon-HCElements Masters of the Elements The Trouble with Magic - Walking on Clouds - Don't Drink the Water - Hard Place - The Secret in the Flames - The Magic that Binds - Birds of Fire - Masters of the Elements
Icon-HCDragons Clash of the Dragons The Dragontalker - Dragon's Blood - The Dragon Mothers - Dragons of Rust - Distrust - Dragons of Gossamer Wings - Dragons of Deepest Blue - Clash of the Dragons
Icon-HCTree The World Tree A Distant Cry - Senseless Destruction - The World Within - The Roots of Life - Rebirth
Icon-HCMoon The Fiery Moon The Endless Sands - The Nameless Land - The Sparkling Bridge - The Fiery Moon - Vorr, the Insane
Icon-HCBeastmastersRevolt of the Beastmasters Hopewielder - The First Law - By Royal Decree - The King's Son - The Ransom - Beyond the Borders - Naming a Nation - The First Tatalian War
Icon-HCSword The Sword of Frost Tarnum the Overlord - The Land of the Vori - A New Enemy - A New Ally - The Capture - Tunnels of Ice - The Barbarian's Wife - The Protectors of the Sword
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