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"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."
The HistorianAiffe's MandolinListen (file info)

Jorm's Ambush is the fifth scenario in Conquest of the Underworld.

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 their skills, spells and experience.OffBck

While trying to reach the next level of the Underworld, Tarnum discovers that Jorm has sent his armies to slow him down. He's also built barriers in front of the gateway to the next realm, and Tarnum needs to find out how to pass through.

The demons attack Tarnum's castle at night, and when they're not assaulting, they scream and shout so none of the men can sleep. Tired men make mistakes, and the demons manage to slip into the castle several times, destroying buildings and stealing resources. After a while, Tarnum realizes that the monks show no signs of fatigue, and learn that their meditation techniques allow them to feel rested even if they've very little sleep. He asks them to teach these techniques to the rest of his men, and when the demons return, the soldiers are ready.

Tarnum learns that Duke Deezelisk was blinded years ago, and would likely give up his underling Jorm if he was given the Pendant of Second Sight, which would cure him.

Walkthrough[]

Tarnum and his two captains start out with a Castle in the northern part of the surface, while their teal ally has a Dungeon in the underground. To Tarnum's south, there's a purple Inferno protected by garrisons, and to his ally's north, there's a purple Necropolis.

The goal of the scenario is to reach the Spirit of Oppression, which is located in the northeastern corner of the underground. There are three border gates next to one another: the red one leads to the Celestial Necklace of Bliss, the blue one leads to a Tree of Knowledge, and the green one leads to the Spirit of Oppression.

North of Tarnum's castle, there's a Endless Purse of Gold protected by bone and ghost dragons. After picking it up and going through the subterranean gate in the southeastern corner, he can open the quest guard in the southwestern corner of the underground, giving him access to the green keymaster's tent. He can then head to the green border gate and pick up the Spirit of Oppression.

Towns[]

Strategy[]

The blue keymaster's tent is south of Tarnum's castle, and the red is northwest in the underground, behind a quest guard that only Tarnum or his heroes can open. Visiting them will give Tarnum access to the Celestial Necklace of Bliss and the Tree of Knowledge. The necklace is part of the Angelic Alliance and will carry over, but is guarded by a group of zealots.

West of Tarnum's Castle, a seer's hut will give 9127 experience for the Inexhaustible Cart of Ore, which can be found near his ally's Dungeon, protected by a group of devils. The seer's hut near the subterranean gate in the underground will give 25879 gold for the Cards of Prophecy, which are just northwest of the purple player's Inferno, guarded by death knights. And the seer's hut in the northwestern corner of the underground, near the red tent, will give 13349 gold for the Dead man's boots, which are east of Tarnum's castle, protected by skeletons.

West of Tarnum's castle, there's a two-way monolith that leads to the underground, near the Necropolis. The monoliths are blocked by one quest guard each, which require six demons and nine hell hounds to open, respectively.

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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