Flying to the Rescue - Heroes of Might and Magic 5

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Flying to the Rescue (Flying to the Rescue)

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Zehir
  1. Dark Ways and Deeds
  2. Tearing the Veil
  3. Summoning the Dragon
  4. A Flamboyant Exit

Mission One: Dark Ways and Deeds

Though he has finally secured his position in the Silver Cities as First of the Circle, Zehir has no time to rest. With Necromancers, Demon cultists, and Orcs invading in the north he has plenty of new problems to deal with. Rumours of further trouble with Isabel in the Griffin Empire only add to his worries. Zehir must visit the northern cities to see what he can do, and then find out the truth behind the strange stories surrounding the Griffin queen.

Map Size: 136x136 (with underground)
Max Hero Level: No limit

Starting Bonus:
10 Sulfur
10

10 Sulfur

Armor of Valor

Armor of Valor

Increasing hero's Defence and Morale by +1

Phantom Forces <em>(18 Mana)</em>

Phantom Forces (18 Mana)

Copies the selected friendly unit (only one copy can be made). The copy can't cast any spell or use any ability and disappears as soon as it receives any damage. (Incorporeal ability gives the copy 50% chance to avoid any damage).


Objectives:
Zehir must survive
The flying city has one other very useful feature - when Zehir's life force approaches zero he is teleported back there. However, if he both dies and loses the city, all is lost!
Eliminate the hostile Dark Elf clan
Ylaya cannot come to help defeat Biara if war rages in her own lands. In order to free up Ylaya's loyal troops, Zehir must first secure Ygg-Chall by defeating the Soulscar clan.
Get information on Queen Isabel.
The Griffin Empire is in turmoil, and the queen seems to be the cause. No one knows the queen better than Raelag, the Clanlord of Ygg-Chall. Zehir needs to go to the Dark Elf and see what information he can dig up.
Zehir must survive
Zehir has a lot to do, and no time to worry about resurrection. He must stay alive.

Secondary Objectives:
Get rid of the Assassins
With friends like these, who needs executioners? Zehir needs to whittle their numbers down in battle.
Help the Dwarf Thorod find the artefact.
The Dark Elves have stolen Thorod's heirloom, a war hammer, causing spiritual injury and rendering him defenseless in this dangerous place. If Zehir can return the hammer, the Dwarf will surely be reward him for his efforts.
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This information comes from the Heroes V release version (v3.0).

Thanks to sfidanza for the work on this page.
Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!