"Tarnum had killed enough of his own people in his lifetime, so he refused to destroy the Followers of Vorr except as a last resort. Instead, he gambled on a long shot. If he could find the Pendant of Total Recall, perhaps he could convince their King, Targor, that Vorr was leading them down the wrong path."
The Roots of Life is the fourth scenario in The World Tree, the fifth part of Heroes Chronicles.
Tarnum must defeat King Targor in battle. But first, he must collect the Pendant of Total Recal to show King Targor where he went wrong. All of the Heroes will be limited to level 22, but Tarnum and his two best Captains will transfer to the next scenario.OffBck
Tarnum wants to use the Pendant of Total Recall to show King Targor the reality of his time as the Barbarian Tyrant, hoping that facing facts will stop the Followers of Vorr. Grumba has found the Pendant, and sent a goblin to Tarnum to tell him where to find it.
Almost five hundred troops marched from the surface to join Tarnum, but on the way, they encountered Vorr, and he killed them all. Tarnum knows that he doesn't stand a chance unless he can weaken him.
The Followers of Vorr and the necromancers, united under the leadership of Vorr, are scorching the tunnels and digging through the stone wall to release torrents of lava against the plants. Tarnum doesn't know why, but after meeting Nilidon, and elf that travelled there to aid him, Tarnum learns the truth: the caverns they're in are the roots of the World Tree. The necromancers are spreading a blight on the plants and scorching the rich soil, hoping to destroy the World Tree from within.
After meeting up with Grumba, Tarnum puts on the Pendant of Total Recall and goes to face King Targor.
Walkthrough[]
Tarnum starts out with his two strongest heroes from the previous scenario, and a Stronghold. There are two opponents. Tamika's red armies have a Necropolis, while King Targor's blue forces have two Strongholds and the hero Gundula. Tarnum's enemies are allied to one another.
From Tarnum's Stronghold, there are two paths, both blocked by neutral garrisons. The southern one leads to a green border gate, so it should be left intact to serve as a guard against enemy attacks. To reach his foes, Tarnum must fight his way through the northern one and go to the northwestern corner, where he'll find a red keymaster's tent behind a neutral garrison. He can then go through the red border gate in the northeast to pick up the Pendant of Total Recall and visit the green keymaster's tent. The blue Stronghold in the southwest can then be attacked.
The two-way monolith near the enemy Stronghold leads underground, to the red player's Necropolis. To the northwest is a quest guard that will open once a hero brings the Pendant of Total Recall, and behind is King Targor and the last Stronghold. Once Targor has been defeated, the scenario is over.
Towns[]
- Three Strongholds
- One Necropolis
Strategy[]
Since Targor can't leave his lands before Tarnum opens the quest guard, Tarnum should build up his forces before attacking the last Stronghold.