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The Defense is the third scenario in The Ranger campaign of Heroes of Might and Magic V.

"Syris Thalla fell!
Her gardens rot and sicken.
Fear me, undead host.
"

Findan

Walkthrough[]

Findan has almost reached the Irollan capital, Syris Thalla, where he'll discuss what to do next. However, he witnesses a siege, where a Necromancer, Raven, attacks! Inside, a Ranger named Anwen defends the city, but the enemy forces are too powerful, as she'll be defeated. Findan will have to recapture the city back to restore a part of Irollan.

Alaron has survived the siege, but blames himself for what happened to Irollan. He requests of Findan to find Tieru and to learn from him what Kha-Beleth plans. Although Findan prefers to stay, Alaron tells him that Ashan is in stake, not just Irollan, so Findan promises. Alaron then disappears, sacrificing himself to be judged by Sylanna.

Syris Thalla will be attacked continually by Kaspar and Deirdre, who have a lot of forces and are high level (purple hero stats known from Syris Thalla tavern on day 1 are misleading). To hold Syris Thalla, Findan will have to get an army: 50 druid elders, 30 silver unicorns and 10 emerald dragons should do the trick. (Note: the objective description is misleading: 25 druid elders, 15 silver unicorns and 5 green or emerald dragons in any combination are enough! Checked in v1.60) However, his troubles are not yet finished, as the Necromancers captured Mensyl and built Nadin-Zakir, a Necropolis already. To make it worse, the garrisons have been filled by Undead. He learned that Talanar and Dirael, two of his fellow elves, are being kept, so they should be freed as well. Talanar is in south-western corner, while Dirael in underground, reachable using an underground passage. There is a mercenary camp and a crystal of Revelation in the south-western valley and an arena in the underground.

After completing the tasks, Findan sets sail to Dragonmist Islands, as a last wish from Alaron.

Towns[]

Events[]

  • Alaron sacrifices himself.
  • Findan recaptures Syris Thalla.
  • The siege on Irollan becomes weaker.

Strategy[]

A quite difficult scenario, which tests speed. At the beginning, Findan should stay at Syris Thalla, as the Necromancers have a lot of forces, fatal to the town which has not much troops. Afterwards, it might be good to hire a hero to watch over, while Findan goes to get the heroes back. Picking the Favourite Enemy is a necessity to win quicker.

Notes[]

The map seems quite similar to the northern part of The Ship map, though the most notable differences is that Erewel has been changed to Mensyl and the underground does not connect to the Inferno town.

Bugs[]

For some reason, Kaspar will not move. Also, Raven will not attack Syris Thalla if the army is larger than her own.

Under map there are some weird things, visible only at north-eastern surface. Also Garrison in Syris Thalla need at least 5-6 esmerald dragons instead of 10.

Heroes V scenarios Icon-H5
Original game
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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
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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
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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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