The Will of Asha - Heroes of Might and Magic 5

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The Will of Asha (The Will of Asha)

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Arantir
  1. Last Soul Standing
  2. The Grim Crusade
  3. The Bull's Wake
  4. Beasts and Bones
  5. Heart of Darkness

Mission Two: The Grim Crusade

Heresh has now been united under the leadership of Asha's chosen, Arantir. The High Lord has accomplished the will of Asha, but the capture of Iluma-Nadin confirmed his suspicions. Asha called him for a greater task. Demons now walk the soil of Ashan, and they are supported by corrupt Sorcerers from the Silver Cities. Arantir must now unleash his legions of Undead into the lands of the Wizards to route out the taint of Chaos before it can become a true threat to the balance of Asha.

Map Size: 136x136 (with underground)
Max Hero Level: 16

Starting Bonus:
Ice Bolt <em>(6 Mana)</em>

Ice Bolt (6 Mana)

Deals ice damage to selected enemy unit.

2000 Gold
2000

2000 Gold

Four Leaf Clover

Four Leaf Clover

Increases luck by +1.


Objectives:
Eliminate the Demon-worshipping Sorcerer
Arantir must find the source of corruption seeping out of the Silver Cities. The Wizards of this land have sworn their loyalty to the children of Urgash. The demon taint must be wiped clean, and to do that, Arantir must discover its true source, and seal the breech that has allowed chaos a chance to seep into Asha.
Defeat the local Demon Leader
Having discovered that the Wizard charged with reinforcing Iluma-Nadin was but a mere pawn of some greater power, Arantir decides to backtrack his route and discover who was giving orders. Arantir must find the leader of the Demon Cult quickly and discover the extent of his plans. The balance of Ashan is at stake. The underground seems to him to be the logical place to start his search.
Find the leader of the Demon cultists.
Ilm Azhaar, the great academy of magic, is protected by the imposing walls of Manaar. Rumour says that other forces, dedicated to more demonic purposes, lurk in that city as well. Arantir, the chosen of Asha, must breach the walls and discover the city's demonic secrets.
Arantir must survive
Arantir's final death is at the hands of one who is still an infant. Asha won't allow her High Necromancer to die before this pre-ordained confrontation.
Discover the secret path to the underground
Arantir has discovered a secret path, that has never been exposed to the light of day. Accustomed himself to the unweary comfort of pitch black darkness, he welcomes the opportunity to avoid the barrier that protects Izdihaar, surprising its occupants from within the very heart of the city.

Secondary Objectives:
Find all Vampire Crypts in the underground
The underground has not been visited for centuries. Dormant Vampires have been waiting for a call to battle from Iluma-Nadin's ancient lord. These masters of death would be a welcome addition to Arantir's legions. The new High Lord is convinced that Asha has brought him here to call upon them for the battles he now faces.
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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!