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"You have set your stinking body on holy soil. I will take it as an offering to our empire.
After my body, are you? You knights are all the same... these repressed tendencies. I'd hate to be a choirboy in your church...
"

Lorenzo and Zehir

Tearing the Veil is the second scenario in Flying to the Rescue campaign from Tribes of the East, the second expansion to Heroes of Might and Magic V.

Walkthrough[]

When Zehir arrives to the Griffin Empire, an knight named Lorenzo tells him to go away. Zehir taunts him and this causes a battle. When Lorenzo has only zealots in his army, he will summon demons and the zealots will join Zehir. After the battle, the zealots beg for forgiveness and know that there are many demons around, but cloaked with infernal magic. The zealot could cast away the magics, but he needs more priests, as well as a Tear of Asha. The priest teleports to the north, waiting.

Zehir needs to get the two priests - one is north of Ilm-Hijra, while the other is in northen part of the map. Also, he needs to go to north and teleport the town to the site - this causes 15 000 XP to be lost. Next is the Tear of Asha. There are many obelisks around and Zehir needs to visit them all. The location of Tear is revealed to be somewhere in the underground, below Ilm-Hijra where it needs to be teleported. Zehir needs to dig out the Tear and give it to the priests. Suddenly, demons appear to disrupt the ritual. Killing them seems the only option. After that, Zehir continues with the ritual and the demonic magic is cleansed - towns, creatures, even people are forced to reveal that they are demons.

Zehir is teleported in east and meets Duncan and Freyda. They are willing to participate in siege of Talonguard, but need to clean up the mess in this region. Duncan also worries that his friend, Wulfstan, is in trouble, as he was declared a murderer of the king. Zehir tells him he will go to fix what needs to be, while they go to attack demons. Zehir has a choice - either give the Tear of Asha to Duncan or keep it.

Duncan and Freyda have not much time - they need to secure the base. In south-west is a Haven town, filled with the Red Church's troops. They recognize them and apologise for the crimes they made and join them. There is also a matter of towns in the center of the map and in north-west, though the latter can be easily captured. Capturing the one in north-west will result in destruction of that town. After a month, Grok appears and will attack. Freyda and Duncan need to defeat him and capture the town in the center.

Events[]

  • Duncan and Freyda go to Talonguard.
  • The Red Church joins the rebels.
  • Zehir goes to the Stone Halls.

Towns[]

Strategy[]

Before Zehir completes the ritual, he should defeat all the creatures and seize all mines. The enemy will not act until the ritual is completed, and any mines Zehir seizes will work for Duncan and Freyda. Zehir should not choose to give the Tear away, as it will be more necessary in the next scenario than this one.

Freyda and Duncan need to prepare for Grok's attack. Duncan should be sent to seize the town in north-west (as there are not many troops), while Freyda needs to gather the Red Church's troops. Most of them will join them, optimizing their chances of success.

Gallery[]

Heroes V scenarios
Original game
The Queen The Queen - Rebellion - The Siege - The Trap - The Fall of the King
The Cultist The Betrayal - The Promise - The Conquest - The Ship - Agrael's Decision
The Necromancer The Temptation - The Attack - The Invasion - The Regicide - The Lord of Heresh
The Warlock The Clanlord - The Expansion - The Cultists - The March - Raelag's Offer
The Ranger The Refugees - The Emerald Ones - The Defense - The Archipelago - The Vampire Lord
The Mage The Defiant Mage - The Liberation - The Triumvirate - The Alliance - Zehir's Hope
Non-campaign scenarios A Tear for Ossir - An Island of One's Own - Defiance - Diplomat - Dragon Knight - Falcon's Last Flight - Hot Pursuit - Maahir's Gambit - Refugee
Heroes of Might and Magic V: Hammers of Fate
Freyda's Dilemma Rebels - The Suspicion - Duncan - Negotiations - The Choice
Wulfstan's Defiance The Border Zone - The Ambush - The Guerrillas - The Brothers - Laszlo
Ylaya's Quest The Spy - The Break - The Meeting - Dragons - The Decoupling
Non-campaign scenarios In search for power - Iron Throne - New Enemies - Temptation - The Union
Heroes of Might and Magic V: Tribes of the East
Rage of the Tribes A Murder of Crows
The Will of Asha Last Soul Standing - The Grim Crusade - The Bull's Wake - Beasts and Bones - Heart of Darkness
To Honour Our Fathers Collecting Skulls - One Khan, One Clan - Father Sky's Fury - Mother Earth's Wisdom - Hunting the Hunter
Flying to the Rescue Dark Ways and Deeds - Tearing the Veil - Summoning the Dragon - A Flamboyant Exit
Non-campaign scenarios A Quest for a Beauty - Agrael's Trial - Battle Cry Freedom - Death Feud - Hate Breeds Hate - The Cup of Thunder - The Days of Fire
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