Single Player Mission Walkthroughs

 

INTRODUCTION

Welcome to the Single Player Mission Walkthrough for Myth 2! This section will describe in detail how to finish the 24 Campaign Missions and the single Secret Level. For this section I presume that you are now capable in using Myth 2s camera controls, controlling your units and creating presets and using formations effectively.

Onto the Single Player Mission Guide!

Willow Creek                                 The Great Library                     Walls of Muirthemne

Salvation                                        Gate of Storms                          The Ibis Crown

Down a Broken Path                     Landing at White Falls             Redemption    

Into the Breach                              Through the Ermine                 Relic

The Baron                                       Stair of Grief                             The Summoner

Gonen's Bridge                               The Deceiver                             Murder of Crows

Beyond the Cloudspine                  With Friends like These           The Wall

                                                Shiver        Twice Born        The Forge

           How to access the Secret Levels         Limbs, Heads and Smoking Craters

 

 

Level 1: Willow Creek

Your Units
Bowmen
Dwarves
Warriors

Enemy Units
Ghasts

Mission Goal
Save the City from the Ghast Infestation

Walk-through

You start on the outside of the town and a villager runs at you warning you not to enter the town. Cross the river and proceed into the town, ahead of you there should be 3 Ghasts making their way towards the village. Catch up to them and cut them down where they stand, Ghasts are not particularly strong by themselves but in packs they can be a force to be reckoned with.

Move your Bowmen to the pig pen and have them stand here taking out any Ghasts that get too close. There are many ways of winning this level and I will only take one way of finishing this level but you should experiment with other ideas of finishing this level. For now we will use your Dwarf to take out the Ghasts with your Warriors close behind in case you overwhelmed. Just proceed through the the town kill the few ghasts that are moving about. When there is a moments peace don't settle down because about 50 more Ghasts are heading your way and I don't think they are all that pleased to see their friends laying in mangled and ripped apart, piles courtesy of yours truly. Have your Dwarf take the front with your Warriors close behind him and your Bowmen close behind them. Since they are not particularly strong they should be easily killed either with your Dwarf or by your Warriors and Bowmen. Once all of the Ghasts have been killed the mission ends.

 

Level 2: Salvation

Your Units
Warriors
Bowmen
Dwarves

Enemy Units
Brigands
Ghasts

Mission Goals
Locate and free the villagers
Escort them to safety


Walk-through

This mission is set in marshy, wet, rainy and totally unpleasant place. With the heavy downpour your Dwarves will not be able to attack to their best ability and also Fire Arrows will be doused upon impact with the ground.

Start by making your way along the muddy path keeping your Bowmen on hot stand by so they can take out any Ghasts that get close. If by chance that a Ghasts gets past you Bowmen take him out with at least 3 warriors for every Ghast just in case the Ghast stuns one of your Warriors. You will come to a crossroad, sometimes you will see a patrol of Brigands and Ghasts moving through here, it is very unlikely that they will see you so don't go chasing after them but if they do see you take them out quickly with your Bowmen then move in with your Warriors. You will also notice that the rain is letting up, now your Dwarves will have a better chance of attacking.

Continue north, keep a constant lookout for Brigand patrols. If you come across one use your Bowmen to soften them up then use a Dwarf if you can then rush them with your Warriors. When you get to the arch you will see a small number of Brigands, they must all be killed and not allowed to escape and sound the alarm because if they do 15 to 20 Brigands will be hot on your tail. Instead have your Bowmen line up just outside of throwing distance and then place your Dwarf in front. Meanwhile have your Warriors sneak around the side and have them come up behind the Brigands. As your Warriors approach send in your Dwarf to make a quick attack, pull him back as soon as he has thrown his explosive. Now bring up your Bowmen as your Warriors approach. When your Warriors begin attacking the Brigands make sure you stop your Bowmen to make sure you don't hurt any fellow troops.

Straight ahead is the pen where the Villagers are being held, behind that is the shelter for the Brigands. Bring your Bowmen and Dwarf up just behind the pen and have your Warriors free the Villagers by targeting the wooden posts. Once the villagers are free they will begin running back to where you started this mission, also the 15 to 20 Brigands I mentioned earlier are now after you. Send all your troops after the Villagers because several Ghasts may come from the arch to stop them, kill them with your Warriors. You should have a sizeable lead before any of the Brigands get anywhere near you, but if they do let a Warrior stay back to hold them up for a second. You do not need to kill the Brigand Army just get the Villagers back to the start alive.

 

 

Level 3: Down a Broken Path

Your Units
Warriors
Bowmen
Dwarves
Villager (Rurik, who is Computer Controlled)

Enemy Units
Thrall
Soulless
Gh�ls


Goals
Follow and escort Rurik to the gates of the Town of Tallow

Walk-through

For this mission you must escort the Villager Rurik to Tallow, Ruruik is computer controlled and will more or less take himself to Tallow except for the fact that he will stop when you stop, go when you go... etc. Sounds pretty simple huh, wrong along the way you will meet Gh�ls, Thrall and Soulless. Although by themselves these enemies are not too strong but in packs they can be devastating, still this mission isn't exactly the hardest mission in the game.

Start by following Rurik up the road, but don't go too far.Send your Bowmen to the hill to the east and have them set up at the hill's highest point, keep your Warriors around for backup.Have your Dwarves stay lower down on the hill son they can also hit the Thrall that will be coming up after you shortly. Look out for Soulless and Gh�ls coming from the right, use your Warriors to kill the Gh�ls and use your Bowmen for the Soulless. When all opposition is cleared out continue to follow Rurik. Eventually you will come to a crossroad, take the left road or just follow Rurik, he knows where he is going.

At the intersection there will be a few Gh�ls or Soulless to clear out and then also another wave of Thrall and Gh�ls will appear so be ready for them. It is best to use your Warriors to take out the Gh�ls, then have your Dwarf and Bowmen take a few shots at the Thrall to soften them up a bit, then send in your Warriors to clear up whatever is left.

March onwards to get to a stream, once there do not cross it yet. Have your Bowmen take down the few Soulless here. Now have your Warriors close to Rurik, or better yet have them in a circle formation around him. With that done send a single Warrior over the stream to trigger the massive Thrall attack. Use your Bowmen and Dwarf to soften them up then send in your Warriors to clean up the mess. Try and meet them in the river or they will get to Rurik as he flees the attack.

Once the area is clear cross the stream and continue on and around the large L-shaped rock near the stream bank. Be careful here because you may come under attack from some Thrall. If you do use your Dwarf to soften them up then use your Warriors to finish the job. Now follow Rurik towards the town gates. About now a whole mess of Thrall, Soulless and Gh�ls will be following you or coming straight at you. If you want you can stop and kill them using your Dwarf and Bowmen or you can continue on to the town gates to receive reinforcements and also finish the level, just make sure you don't lose Rurik. It is probably best that you stop and kill the horde coming at you, it isn't too hard. Have your Dwarf take the Thrall, your Warriors the Gh�ls and your Bowmen the Soulless.

Once at the town gates there will be some Thrall and Gh�ls waiting for you, kill them and the gates will open for you and you will receive more Warriors and Bowmen. Use your newly reinforced army to stop the oncoming army and allow Rurik through the gates. The mission ends when all your men and Rurik make it inside the town gates.

 

 

Level 4: Into the Breach

Your Units
Bowmen
Warriors
Dwarves
Pathfinder Dwarf

Enemy Units
Gh�ls
Dark Archers
Brigands
Thrall
Stygian Knights


Goal
Penetrate the outer defences of the Baron's castle
Sneak your Pathfinder Dwarf into the castle to lower the drawbridge
Enter the castle and enter the keep

Walk-through

You start this map on a road which leads ahead of you and into a T-Section leading you to the Baron's castle. Move your troops off to the right of the road and proceed upwards from here. Now that you are not on the road you will be harder to find and attack. As you progress upwards you will be attacked by small packs of Gh�ls, they are usually in packs of 3 and are not very difficult to kill. Use your Bowmen if you wish but a straight out charge is better. Though, be careful of the white ones, they throw things at you.

As you approach the T-Section you will see a pack of Thrall moving along the road to your right, let them go, but if they happen to see you use your Dwarf to soften them up or he could easily kill them all. At the T-Section turn left and stop short of entering the town before the castle. Inside the town are a line of Dark Archers and some small packs of Thrall, the Archers are armed with Fire Arrows so you must be careful of them too. The best tactic is to have your Bowmen fire their own Fire Arrows into eh mess of Archers and Thrall and then retreat back outside the town walls and have your Bowmen, Warriors and Dwarves attack any Thrall that comes out after you. Then simply use your Bowmen to take out any Archers left and then charge in with your Warriors to clean up the mess.

After these enemies have been killed you will be re-inforced with some more units. When they arrive head towards the drawbridge. You will see a mess of Brigands and as you approach they will turn tail and run and head back into the safety of the castle walls, oh and they also raise the drawbridge so you can't get in. Mmm this could be tricky!

After the drawbridge has been raised you will receive a new unit, the Pathfinder Dwarf. The Pathfinder Dwarf is the same as any other Dwarf except for the fact that he is invisible (well that is handy!). He will remain invisible as long as nobody gets to close to him. You will need to sneak him up through the path, making sure that he doesn't get too close to anyone and up to the back entrance of the castle. (listen to the guards conversation!) When he gets there you will have to time it so that he moves through the portcullis as soon as one guard leaves through it. Try and make him go through the middle of the portcullis and this way nobody should see him if they do just keep moving and you should still be able to finish the mission.

Move him to the right and up the walkway onto the battlements. Once there get him to attack the first Archer, he is now no longer invisible but no-one else knows he is up there. Now move along the left of the battlements, killing the Archers as you go, after the Archers are gone you will come to a small box like thing which is the winch for the draw bridge. Destroy it and the drawbridge will lower allowing you access to the keep. Keep your Dwarf up there for a while so that he can rain down explosives on to the enemy below.

Now charge across the drawbridge with all your men and don't stop until you are through. Send two Warriors up to the battlements to kill the Archers then bring them back down to help kill the Brigands and Stygian Knights. When the Brigands approach use your Dwarves and Bowmen to soften them up and then finally charge them with your Warriors to finish them off.

Move towards the iron gates that guard the entrance to the keep. Several Stygian Knights will emerge from the gates, use your Dwarves to take them out and only use your Warriors if you have to. Once they have all been killed move to the gates and mission will finish.

 

 

Level 5: The Baron

Your Units
Bowmen
Warriors
Dwarves


Enemy Units
Dark Archers
Brigands
Stygian Knights
The Baron


Goal
Find and Execute the Baron before he makes it to one of the secret exits

Walk-through

You start this mission just inside of the keep, ahead of you there is the throne room and to your left and right passages that lead through the various rooms that surround the throne room. Split your Warriors into 2 groups and send them to the rooms down the left and right passages. Have them stay here to guard the secret passages in these rooms. With your Bowmen and Dwarves set them up where they started so they can take anyone that walks out of the throne room.

You will notice some Brigands heading for your men in the right room, have your Warriors take them out, you shouldn't lose many men. Take both groups of Warriors and move them forwards simultaneously moving them into the next room. The Warriors on the right will be able to see the Baron and his Stygian Knight escort up ahead in the next room. Don't go after him yet, if he hasn't seen you just stay tight and don't move. With the group of Warriors on the left move them into the dining room and rush the Archers here. A group of Brigands will appear and so charge them as well. Now move into the top room with your "left" group and move them along the rooms here to intercept the Baron.

By now the Baron will have started moving, have both groups chase him and try and block him off. If he gets past and is headed for one of the rooms, send your Dwarves and Bowmen there. The Baron is slow and you should easily catch up to him and his Stygian escort, use all your men to kill the Knights then catch up and kill the Baron.

When the Baron is dead the mission will finish.

NOTE: There are many different ways to kill the Baron and there is no correct procedure to get him every time, sometimes this may not work and you will have to adopt your own plan.

 

 

Level 6: Gonen's Bridge

Your Units
Warrior Captain
Warriors
Bowmen
Dwarves
Journeyman


Enemy Units
Soulless
Wights
Thrall
Gh�ls


Goal
Find Gonen's Bridge and destroy it after you cross it
Keep your Warrior Captain alive

Walk-through

You start this mission on top of a cliff face. You are already being hunted so quickly make your way down and past the cliff face to the water. You will have to defend yourself against some Soulless which have appeared from behind you, finish them quickly and cross the river and head onwards. You will have to stop frequently to take out the Wights with your Bowmen. Remember to heal your Captain with your Journeyman when he gets injured. Continue moving forwards and kill anything that is at the bottom of the slope leading up to the hill. Many Gh�ls, Soulless and Thrall will be lurking here, use your Bowmen and Warriors to keep them at bay and make your way up the slope. Charge the Soulless here with your Warriors and any Gh�ls that might be here.

Once on top of the hill keep moving forwards, numerous Thrall will emerge from the trees, but they are only in single packs and can easily be dodged. Keep moving till you get to a descent into a stream. Go right and follow the stream till you find a shallow part that you can cross at. Kill any Gh�ls, Soulless or Thrall that may be lurking around here. Head left and up the slope to the final hill. Charge up and take out the Soulless and Gh�ls here, the massive Thrall army should be very close now so get your Warrior Captain across the bridge first then any survivors. Once over use your Dwarf to blow up the bridge by attacking the satchel charges.

The mission ends when you have safely gotten your Warrior Captain over the Gonen's Bridge.

NOTE: Like the "Baron" mission this mission walkthrough may not always work and you will have to improvise or come up with your own plan. The best advice I can offer is to be quick and don't muck about, and heal your units often.

 

 

Level 7: Beyond the Cloudspine

Your Units
Berserks
Bowmen
Dwarves
Journeyman


Enemy Units
Gh�ls
Soulless
Thrall

Goal
Find and repair the World Knot using your Dwarves (at least one Dwarf must survive to do this).
Cross through the World Knot to finish the mission


Walk-through

When you start make the appropriate presets and make sure you divide your Dwarves into 3 groups of 2. You will be attacked shortly by a group of Thrall and Soulless, then shortly after that some more Soulless will appear from behind so keep your eyes peeled. Take the left path and cross the head of the waterfall and head down the hill and kill the Gh�ls here. Now set your Bowmen and Dwarves on the top of the hill facing downwards, have your Berserks in line behind them. Now send one Berserk out into the area ahead of you to go searching for a wandering pack of Gh�ls. When he finds one/lots bring him back towards your ambush and the Gh�ls will be slaughtered by your Bowmen and Dwarves.

Continue this procedure until most of the Gh�l infestation has been cleared out then move your troops to the big round hill ahead of you. Once here fortify this position like the last hill and use your Berserk to lure any enemies into your trap.  Now make your way to the stream to the northeast of the hill. Before crossing heal any injured units. Across the stream are massive packs of Thrall and Soulless, it is suicide to just march on up there and try and take them out from there so have your Dwarves lay Satchel Charges ( 2 or 3 is enough) on the bank of the river closest to you. Make sure they are fairly spaced out and then move all your units back except for the Dwarves. Now send up your Bowmen to take pot shots at the Thrall, they should become irritated enough to come and chase you. Bring your Bowmen back as quick as possible and as the Thrall set foot on the bank let your Dwarves detonate the Charges. If any survive use your Berserks to kill them. This may take a few goes to eventually get rid off all the Thrall but it is safer than a full on charge. After the Thrall are dead charge the remaining Soulless with your Berserks. Now bring everybody across the river and heal any injured units.

Proceed ahead and stop when you see the World Knot. There are numerous Thrall guarding the Knot so set up your troops with your Dwarves in front. Send out a Berserks to lure them out to you and once the enemy is close to your Dwarves pull them back, the more Dwarves you have the easier it is to reassemble the World Knot. Once the Thrall are dead send in your Dwarves to pick up the pieces of the Knot and put them back together. Now is the hard part, keep your eyes on the radar and as soon as a red dot appears shift your formations to meet the enemy and charge them before they get close to the Knot. When all the pieces of the Knot are back in their place the World Knot will be working again, send all remaining units into the knot to be safely teleported out of this area and also to finish the mission.

 

 

Level 8: Great Library


Your Units
Berserks
Dwarves
Bowmen
Journeyman (computer controlled)

Enemy Units
Gh�ls
Soulless
Thrall
Fetches
Wights


Goal
Protect the entrance to the Library while the Journeyman retrieves the Total Codex. If you leave the platform leading into the Library you will fail the mission. When the Journeyman returns with the Codex escort the Journeyman to the World Knot

Walk-through

When you start the mission your Journeyman will enter the Library in search of the Total Codex. You must protect the platform leading to the entrance of the Library (do not leave the platform with all your units or the mission will be failed) the platform has five approaches, north, northwest, west, south, southwest, these approaches must be guarded so that the enemy does not make it to the Library. You will come under attack from all directions so be prepared to shift your formations to meet the attackers.

The first attack will come from the west and will consist of Gh�ls and Fetches. Use your Dwarves and Berserks to kill the Gh�ls and use your Bowmen on the Fetches. The directions of the next wave of attackers depends on which difficulty you are playing the game on, use the same procedure on all attacks using your Bowmen on Wights and Fetches and your Dwarves and Berserks on Ghols and Thrall. Make sure that no-one gets near your weaker units so keep an eye out for any sneak attacks.

Remember to keep all your units under observation because they may charge of after an enemy and leave the platform. Also be careful of any Fetches and make sure they do not get close to your troops because Fetches can decimate and entire army be themselves. Use your Bowmen to take these annoying creatures as well as Wights.

When the Journeyman emerges from the Library make a dash to the World Knot. You will need to some units to combat the Ghols and Soulless here. They are easy to kill and should be done as quick as possible. Once the Journeyman enters the Knot don't wait around for the massive army that is hot on your heels. Once the Journeyman and all remaining good guys enter the Knot the mission will finish.

 

 

Level 9: Gate of Storms

Your Units
Alric
Dwarves
Warriors
Bowmen
Journeyman

Enemy Units
Myrkridia
Fetches
Soulless

Goal
Make your way to the ship waiting in the Harbour and get Alric aboard at all costs

Walk-through

This mission starts with you witnessing the massacre of many Warriors, Bowmen and Journeymen by a horde of Myrkridia. After this the Myrkridia will disperse around the map. Nothing can be done to stop this disaster and you will gain control of your troops shortly. For this mission you must get Alric to the ship waiting in the harbour, this is no easy task and requires some thinking on your behalf. When you gain control of your troops you will now witness Alric's Dispersal Dream, a spell that explodes units from the inside and as well as any units in the vicinity. Alric does not have many charges for this spell so use it wisely.

Head off the path and to your left and head upwards on the far left of the road. Many Myrkridia will chase after so make sure your Dwarves and Bowmen don't get too far behind. When a pack of Myrkridia get close set up formations with Bowmen at the back and Alric and your Warriors at the front. Use Alric in battles for he is an excellent fighter, just remember to heal him when he is injured.

Continue upwards and to the left more to receive re-enforcement's. Add these Warriors, Bowmen the Dwarf to your presets and head back towards the Town Centre. You will come across some Soulless and Fetches here, use Alric to kill the Fetches (Alric can absorb electrical attacks) and your Bowmen for the Soulless, if any Myrkridia are around use your Warriors to kill them. Head to the top of the Town Centre and up the path through the hill, make sure Alric is in front. As you round the bend a herd of Myrkridia will charge along the path towards you, use Alric's Dispersal Dream to take care of them. Sometimes more Myrkridia will attack from behind so be prepared for them as well.

Continue along the path and head for the boat, with Alric in the lead again. Use your Bowmen to kill the enemy Soulless and use Alric's last Dispersal Dream on the Myrkridia that charge off the boat after you. Use your Warriors on any Myrkridia that is left and then make your way onto the boat. When Alric and all survivors make aboard the ship the mission ends.

 

 

Level 10: Landing at White Falls

Your Units
Berserks
Bowmen
Dwarves
Journeyman
Alric (computer controlled
)

Enemy Units
Thrall
Gh�ls
Soulless
Wights


Goal
Fight your way up the beach and into the fortress, once there kill the 2 Cannon Crews

Walk-through

Time is vital in this mission. You start this mission on the beach and immediately come under fire from 2 large cannons from the fortress. Don't worry they are not the greatest shots in the world and they are aiming for the boat anyway.

Use your Dwarf to kill the Thrall coming at you and then progress to the dunes. Once here put your Bowmen on the hill and take out the first few Soulless, follow them as they flee and shoot uphill if you must because you can heal your units later. Remember that Fire Arrows are work great against Soulless, and you must also remember that sand doesn't burn. Move around the dunes killing the Soulless and once they are gone bring up the rest of your units.

There will be 2 Soulless resting to the left of the dunes, rush them with your Berserks and once they are dead immediately take them and your Bowmen to the right and alongside the fortress wall. Leave your Dwarves and Journeyman at the top of the dunes. Your Dwarves should be able to kill any Gh�ls or Thrall that come their way.

Move your Bowmen and Berserks into the Fortress. Split them into 2 groups and send them up the ramps. Have your Bowmen follow them but leave them on the ground. Once on the battlements head straight for the Cannon Crew no matter what, kill the Crew then anyone else that is behind you. Same with the other group. If your Berserks die use your Bowmen to kill the crews using their Fire Arrows.

Once the 2 Cannon Crews are dead the mission ends.

 

 

Level 11: Through the Ermine

Your Units
Berserks
Bowmen
Dwarves
Journeymen

Enemy Units
Bre'Unor
Wolves


Goal
Survive a night in the forest

Walk-through

This mission starts straight away with an early attack from the Bre'Unor and their Wolves. Use your Bowmen on the Bre'Unor and the Berserks on the Wolves then any Ber'Unor that survived the Bowmen wrath. It is best that you move to a more easily defendable position. The best spot is behind you, head for the river with your back to it and a place for your Bowmen on the incline.

NOTE: For a bit of fun save your game and go attack the Shrine, kill the body part here and watch what happens!

To get to the river head east and through the pass, keep your Berserks at the back because another attack will hit you from behind but your Berserks will be able to handle them themselves. Continue and turn north as the path opens up. At the river set up your formations with your Bowmen on the incline as said earlier and expect another attack shortly. Try and kill as many enemies as you can before they get close. Attack the Wolves with your Bowmen until the Bre'Unor are in range then attack them. Use you Berserks on anything that survives.

For the rest of the level use this strategy and you will find it easier to kill everything. The bushes around you can be hacked up to reveal healing roots that the Journeymen can pick up and use. Remember to heal your troops often. For the remaining assaults you will need to try and attack them at a long range, using your Fire Arrows is a good way to impede their attacks and to also reduce their numbers before they get close to you. You will need to keep your troops close together and in tight formations, don't let anyone stay away form your group because they will be targeted and hunted and they will also be an easy kill.

After the final assault the mission will end.

 

 

Level 12: Stair of Grief

Your Units
Dwarves
Bowmen
Berserks
Journeymen


Enemy Units
Mauls
Thrall
Soulless


Goal
Kill all enemy troops to give your Journeyman enough time to recover the sceptre

Walk-through

You begin this mission in a pass in the southwest, to the northwest the pass leads into a small clearing that is blocked off by cliffs, this area also houses a Satchel Charge trap. To the west there is a pass leading to where your are now and there is also a Satchel charge trap here also. Take everyone but your Dwarves to the area to the northwest. Once there have your Bowmen in a Long Line Formation and your Berserks close to them. This mission involves taking on extremely large numbers of enemy troops, though you will have some traps to help your through eh level it is still quit challenging.

When the first wave of Thrall arrive send your Dwarves to work on them, they should be able to kill all of them without using the Satchel Charges here but for the next wave your will have to use them. Once the 2 waves of Thrall are dead bring your Dwarves back behind the Satchel Charge trap at the northwest. You will encounter a new enemy in this mission ,the pig like Maul, they are extremely strong but are not the fastest units around but they can take a beating before they die. When the pack of Mauls are bearing down on your let a majority of them come over the Charges then let your Dwarves rip and they should be massacred. For any that are left over use your Berserks on them.

Now head west of where you started, go through the narrow gap and position your Bowmen and Dwarves on the cliff looking down into the pass. Have your Berserks behind the Charges looking down the pass. When the Thrall begin their approach try and kill them before they reach the Charges, if your can't let them go and your Berserks will get the survivors. your Dwarves should be able to kill most of the Thrall as they make it through the pass. After the Thrall are dead another wave of Mauls will attack, use your Dwarves on them and when they get to the Charges detonate them and they should all be killed, but just in case some make it through use your Berserks on them.

You will now receive new units, select all of your starting units and move them to the new units. You may have to take out some Soulless but that isn't too hard. Set up your formations behind the 2 lots of Charges. Have your Bowmen and Dwarves on the hill that looks into the pass that goes over the Charges. You will have to deal with 2 packs of Mauls this time, use the first set of Charges on the first wave and mop up any stragglers with your Berserks, use the second set of Charges on the second set of Mauls and once again mop up any stragglers with your Berserks. You will now receive new units.

Move all your units to where the new units are but leave behind your Dwarves so they can take care of the Thrall lumbering towards you. Kill them as they come out of the pass and get back to the rest of your units quick. There will be another pack of Thrall coming from the east so send a couple of Dwarves over there to kill them and be ready for the first group of Mauls. It is best to move back towards your Journeyman and to the eastern most Charge trap. Bring one Dwarf up above the trap here and to the one on the left of it. When the Mauls approach detonate the Charges and move back to the rest of your units. Position Dwarves at the 2 Traps blocking the pass to your Journeyman because the Mauls could come from the left or right pass. When they come use your Dwarves to set off the Charges and use your Berserks on any survivors.

The Journeyman will now unearth the Sceptre and the mission will be complete.

 

 

Level 13: Deceiver

Your Units
Berserks

Enemy Units
Mauls
Soulless
Warlocks (These units protect the Deceiver and will attack both you and Soulblighter's troops)

Goal
Find the Deceiver before Soulblighter's forces kill him

Walk-through

This mission is very strange, you have few men and there are 2 main groups after you, Soulblighter's army and the Deceiver's Body guards the Warlocks. The best approach to this mission is to find a pack of Soulblighters army and lure them towards some Warlocks, then slip away and let them duke it out with each other. Remember that the Berserk carrying the sceptre must make it to the Deceiver, if he is killed make sure another Berserk picks it up before continuing the mission.

You start off with some Berserks, not enough to hold a pitched battle against in this mission so try and refrain from marching head on into an enemy army. Leave your Journeyman and Bowmen and head North until you come to a large group of Mauls and Soulless, once your have their attention head west towards the first group of Warlocks (they are near a C-Shaped hill). When the Warlocks come into sight veer away and let them go toe-to-toe. The Warlocks will eventually be overcome by the Mauls but not before taking lots of them with them. Continue west and keep the survivors of the last battle close to you to keep them following you.

You will pass a narrow passage on the right, don't go in there yet but remember where it is. Now lure your pursuers into the line of Warlocks to the west. Make sure that they see each other and break away and let them "settle their differences". Continue your western course and rush past any surviving Warlocks. Beyond where the warlocks stood lies the Deceiver, barely alive and with Soulblighter's minions close behind you. Head straight for him and you may have to deal with another line of Warlocks. If you do head for the one closest to you and hack him to bits, hopefully one or two should of killed themselves by accident and that leaves you to charge and kill the rest.

When they are all gone approach the Deceiver with the Berserk that has the Sceptre. He will recite the incantation... or something that resembles what the Journeyman said and the Deceiver will awake from his eternal sleep. He will be grateful enough to teleport you out of the mess you got yourself into.

 

 

Level 14: With Friends Like These

Your Units
Berserks
Bowmen


Enemy Units
Trow
Gh�ls

Goal
Win a game of Capture the Flag against the Trow, you must control a majority of the flags to win. If you control all 6 at one time you win automatically

Walk-through

You must form all of your units into one group. This wouldn't be so hard if your competitors were not 8 feet tall and have legs the size of a tree trunk and there is the fact that they don't play fair.

Don't worry about the flags where you start head straight to the western flag in the ruins and attack the Trow guard here with your Bowmen until he retreats or is killed. Once that has happened kill any Gh�ls that appear to reclaim the flag then send 1 Berserk to claim and hold the flag. He won't be able to defend and live but it gives you an idea of where the enemy is coming from.

Now head for the northwestern flag, if there are any Gh�ls here, charge and kill them but if a Trow is here use your Bowmen to attack him and if he dies or flees then all the better but if he comes after flee and return when he has given up pursuit. It is best if you can kill this Trow but it is up to you, when the area is clear head up and take the flag and by now you will have probably lost the first flag you gained so head back down there and reclaim it.

Now head to the northern most flag which is near the smoking pit. Claim this flag and then proceed to the flag in the east. Once here set up all your units in a Deep Encirclement Formation in the entrance east of the last flag. Hold off any intruders and you should win the game. If one flag is lost during this time send a single Berserk to reclaim it, you probably lost it because of a stray Gh�ls because the rest of them and the Trow will all enter from where you are guarding. The mission ends when the time expires and you win the mission if you hold more flags than the Trow.

NOTE: There are many different ways of completing this mission and this is only 1 possible way, you should try yourself to find new and perhaps better ways of completing this mission.

 

 

Level 15: Walls of Muirthemne

Your Units
Mortar Dwarves
Trow


Enemy Units
Myrkridia
Fetches
Gh�ls


Goal
Gain access to Muirhtmene by punching a hole in its defensive walls with your Mortar Dwarves and eliminate the forces guarding the city

Walk-through

You start this mission a fair way away of your objective. You will soon come under fire from some cannons that are placed inside the walls. Start moving and hiding behind the debris that litters the ground. You need to make it to the wall virtually unhurt because you will need at least 1 Trow with full health and it is also easier if you have 2 Trow like this.

Start making your way northeasterly to wall with your Trow in front and be sure not to let your Mortar Dwarves fall behind. Move from the bits of wall debris to be safely protected from the cannons. You will soon fall under attack from some Mrykridia, use your Mortar Dwarves to attack them from afar and them rush them with your Trow. Be careful that no-one comes up from behind you and kills your Dwarves. Keep moving and stop whenever an attack comes at you and use the same procedure that you did before.

The attacks will stop shortly and you will come to a incline leading up to the walls. There will be some Mrykridia and Soulless here and use your Trow to rush them. Move up next to the wall and use your Mortar Dwarves to attack the notched pieces of wall because they are weaker than the rest. Once you have punched a hole in the wall move your Dwarves to the front with your Trow close behind and lob Mortars into the space ahead. If no-one is there send in a Trow to get their attention then move him back to safety.

This may require a few attempts and your main target should be the Shade, he has a spell, the Dispersal Dream (Like Alric had) and if he gets that off you are in a lot of trouble. If you can't get to him take out the Myrkridia. Once they begin their Charge rush the Trow in and head straight for the Shade. Your Trow should make and kick the the living daylights out of everyone in there.

Once everyone has been killed more Dwarves will parachute in and the mission will be complete.

 

 

Level 16: The Ibis Crown

Your Units
Bowmen
Dwarves
Berserks
Journeymen


Enemy Units
Myrkridia (Ghosts)
Dwarves (Ghosts)
Bowmen (Ghosts)
Berserks (Ghosts)
Stygian Knights

Goal
Find the Ibis Crown and use your Journeyman to recover it

Walk-through

This mission is another strange mission where you will witness past battles between the Dark and the Light. These are great to watch and save you the trouble of having to kill the ghostly bad guys but the fact is these ghosts don't care who they attack, good, bad or indifferent, so don't go all soft when you see and army of dead good guys coming at you.

You start this mission witness to another battle that you can't stop, ghost armies of Berserks and Bowmen come under attack from a ghost army of Myrkridia. The Myrkridia will win and the survivors will charge at you. Let them come because they will disappear before they make contact with you. Descend from the ramp and swing south towards the ramp with the Spider sign on it. Stop in the doorway leading to the ramp and and if you have gone far enough you will be attacked by some Bowmen, retreat and some Myrkridia will tear these ghostly foes apart. Be ready to kill the remaining Myrkridia as they finish with the Bowmen. Use your Bowmen and Dwarves and then rush them with your Berserks.

Move everyone to the southern doorway and position them near the Spider ramp. Doing this will trigger another attack of Myrkridia. Use your Bowmen and if you can your Dwarves as well and then finally rush them with your Berserks. Remember to heal any wounded with your Journeymen. Proceed into the Spider ramp room and head east. When the path narrows set your Dwarves and Bowmen in Long Line Formations and send your Berserks around the corner and northeast. They will run into some Bowmen and Dwarves, quickly pull them back to the rest of your units and into and the enemy into an ambush. When they arrive take out their Bowmen first and any Dwarves that get too close.

Continue northeast until you come to a doorway marked by 2 flaming torches which are being guarded by an arc of Myrkridia. Wait here because they will not see you until later. Not long after you get there 3 Dwarves will come from behind the Myrkridia and lay Satchel Charges behind them, they will then retreat and blow them up, killing most of the Myrkridia for you! Only 1 or 2 remain so ready your Bowmen and let loose until they get close enough to attack with your Berserks.

Enter the torch and kill any stray ghosts here. You will see a gauntlet of Stygian Knights, they will only come to life if you touch them, so move 1 or 2 units at a time through the middle of the gauntlet. When you reach the other side a horde of Berserks will cross into the Ring of Light. Leave them alone and they won't attack you. When all of your units are through the gauntlet move them all into the light ring and you will be teleported to another section of the catacombs.

When you emerge head east, you will probably have to deal with many groups of Bowmen. They are not particularly strong and can be easily using Fire Arrows or a rush from 2 or 3 of your Berserks. Remember to heal often. When you get to the circle drawn on the ground stop and get your Bowmen and Berserks into Long Line Formations. A massive horde of Berserks will charge you, it looks as though you are out numbered 2:1, but as they get closer most of them disappear leaving you only a handful to deal with. Kill them and continue on through the passage. You will come to a room containing the crown and also it Myrkridian guards. They will not leave the room so position your Dwarves and Bowmen on the edges of the room and everytime one comes past they will kill it. When there are only 1 or 2 left send in your Berserks and Bowmen to finish them off. When they are all dead send in one of your Journeymen to reclaim the Crown.

The mission ends when one of your Journeymen has the Crown.

 

 

Level 17: Redemption

Your Units
Berserks
Heron Guards
Mortar Dwarves
Trow
Bowmen


Enemy Units
Gh�ls
Myrkridia
Giant Myrkridia
Soulless


Goal
Defend Murithemne and make sure no dark units make it past the walls and into the city

Walk-through

At long last the Heron Guard are reborn! With the retrieval of the Ibis Crown Alric has been crowned Emperor of the Cath-Bruig Empire, and the Journeymen and have come all around the world to reinstate the lost Heron Guard, the Guards of the Emperor.

Hmm, this level looks familiar?! This is the same level/map that was used when you had to break into Muirthemne! Now you are on the defending side while hordes of Myrkridia, Soulless and Gh�ls attack the cities walls trying to reclaim what you stole. There is also a new enemy about this map, the Giant Myrkridia, quite like the Trow, big, strong and fairly fast but they also harness a magical ability to throw explosives balls at you. They are fairly easy to dodge but make sure they don't get a chance to hit you in the first place.

The mission starts with a group of units around a camp fire telling stories when 2 Giant Myrkridia appear and blow up the blocks blocking the hole you made last you were here. You will now have to deal with a small attack while someone goes for help. Move to the hole and use your Dwarves on the Myrkridia trying to get through. Use your Berserks on any survivors. The Gh�ls on this map carry Satchel Charges and will pile them up against the wall in an attempt to blow it up. The Satchel Charges are fine there by themselves as long as a Giant Myrkridia doesn't blow them up. So as soon as some Gh�ls appear they should become first targets. It is much easier to set up your defences at the ramps leading up to the walls instead of trying to defend the wall itself.

When your re-enforcement's arrive, pull down the Bowmen from the battlements and split your troops into two groups except for the Dwarves. Leave some Berserks here in case some enemy gets past your defences. Now move your 2 groups to the 2 weak spots in the wall or at the 2 ramps if you like. You will have to deal with another rush of Myrkridia and so treat them like the last lot. Now move out to your positions and have your Dwarves try and get their shots off at the Giant Myrkridia before he gets close (I killed all the Giant Myrkridia with my 3 Dwarves long before they got close to the wall). You will need to watch for the big packs of Soulless because they can do a lot of damage but 2 or 3 Berserks can easily take them out.

Keep your Trow alive because they are your best weapons against the Giant Myrkridia, keep them healed and make sure they don't turn to stone. Gh�ls should be also on your main target list because their Satchel charges become a pain in the butt after awhile. If there are loose Charges lying about get your Dwarves to pick them up. Keep up your defences and no-one should be able to make it to the wall.

If they do happen to get a hole in the wall bring back some of your defences to cover that area. Guard the ramps as long as you can and try and kill the Giants before they get close with your Dwarves. But if you must retreat back inside the walls, set up your defences at the entries to the city and make sure no-one gets through. If you can't get to the Soulless with your Berserks use your Dwarves because they can easily take them all out with 1 or 2 shots.

When all the enemy troops have been killed you will win the mission.

 

 

Level 18: Relic

Your Units
The Deceiver
Heron Guards
Bowmen
Dwarves

Enemy Units
Mauls
Fetches
Soulless
Myrkridia
Giant Myrkridia


Goal
Find the Tain Shard

Walk-through

This is the first mission where you have control of the Deceiver. He is a powerful unit and has the magical ability Blinding Dream, this spell will convert any unit to your control. It will drain the Deceiver of all his mana but mana regenerates over time so use this spell wisely (Fetches are great targets when using this as they can do a lot of damage especially if you can convert them when they are in a mess of their own troops).

The mission opens with the Deceiver showing off his Blinding Dream and general attack. You now have a big bad maul on your side. Head south around the lake, and as you get closer you will be attacked by Mauls and Soulless, take the higher ground and convert a Maul to your side and use your Dwarves to pummel the Mauls and your Bowmen to kill the Soulless. If any Mauls survive use your Heron Guards and the Deceiver to kill them. A pack of Soulless may appear from the heart of the lake after hearing your first battle, use your Bowmen to kill them if they get close.

Continue south and pick up the Satchel Charges littered around the abandoned town. When facing the Maul patrols you will encounter take the highest possible ground and use your Dwarves and Bowmen to attack them from afar while using your Deceiver to convert a unit to your side, then mop any survivors with your Heron Guards and the Deceiver.

When you reach the southern border of the map turn east and be prepared for an attack by Mauls, Soulless and Fetches. Convert a Fetch and move back and gain the highest possible ground with your Bowmen and Dwarves. When the Fetch is dead let loose your Bowmen and Dwarves. If there are any survivors send in the Heron Guards and the Deceiver to kill them.

Cross the stream to the southeast and get your Bowmen onto the high hill to get an advantage over the packs of Soulless. Take a look around the island to reveal shrubs that reveal healing roots. Once the Soulless are dead head southeast and approach the bridge to the east. Set up a Satchel Charge trap on the bridge consisting of about 4 to 5 Charges, then send across a Heron Guard across and lure the Mauls over the bridge to their awaiting death. Have your Bowmen attack them as they cross the bridge also. As they go over the Charges let your Dwarves detonate the trap. Use the Deceiver and the Heron guards to kill any survivors.

Cross the bridge and send your Bowmen onto the "Face" rock and take out and Soulless that might be lurking about. Move the rest of your units to the crossing in the stream but before going over send the Deceiver and some Heron guards to go on a converting trip. when you cross there will be 3 or 4 Myrkridia running around by themselves scouting. Approach one and convert it. Then fall back to the rest of your units to rest the Deceiver, when his mana is fully charged go looking for another Myrkridia. Do this 2 or 3 times then move across the the stream and head south. Make your way through here by converting or killing anyone you come across and stop at the crossing in the river. It is in the middle of a peninsula facing northeast. Heal any wounded units and cross the river.

Head north through this final island and head west when you hit the edge of the map. More Mauls, Soulless and Fetches patrol this area, take them out like the last lot. Keep moving this way and you will find a gathering Myrkridia, Giant Myrkridia, Soulless and Fetches. You are the Tain Shard and they don't want you getting it. Take up position on one of the high hills here. Send up the Deceiver to convert one of the Myrkridia then quickly move him back to your ambush.

Have your Bowmen and Dwarves as high as possible and your any other units below them. The Giant Myrkridia should be first targets for the Bowmen and Dwarves and with some help from the Deceiver you should be able to kill them fairly easily. The rest should be handled by the Heron Guards.

When the enemy has been killed heal your wounded and head for the Shard. Send the Deceiver to get and the rest of your units should be able to handled the few enemy units remaining. When the Deceiver grabs the Shard all of your units will be teleported to safety and the mission will be complete.

 

 

Level 19: The Summoner

Your Units
The Deceiver
Heron Guards
Bowmen
Dwarves


Enemy Units
Fetches
Myrkridia
Cave Spiders
Soulless
The Summoner


Goal
Find and kill the Summoner, the Deceiver and your Dwarves must survive or the mission will end

Walk-through

This mission involves solving many door puzzles, the doors look like a giant glowing blue forcefeild that can only be unlocked by placing 3 white crystals in a group of pits near the door. Once doing this the forcefeild will evaporate. Often there will already be 1 or 2 crystals in place which provides a clue on how to use the crystals you have collected through out the mission.

Explore the area until you find the forcefeild "door". Look around for a glowing white crystal, once you find it get your Dwarf to pick it up and move him to the unlocking mechanism (the place with the 3 pits that hold the white crystals, it should be next to the door) and he will automatically place it in the pit. One more crystal to go. When the first crystal is placed into the pit a pack of Myrkridia will appear from the southeast, get your Bowmen and Dwarves to attack them first and then clean up any survivors with your Heron Guards. With that threat gone head southest.

The crystal here is guarded by Myrkridia and fetches, have your Bowmen pick off the Fetches but not before send the Deceiver to try and convert one. Have your Dwarves attack the Myrkridia and move them back when they begin their charge. Now have the Deceiver and Heron Guards dispose of them while one of your Dwarves collects the crystal. Return to the door and place the crystal in its place to open the door.

When the door opens more Myrkridia and Fetches will be here to greet you. Use your Bowmen to take out any Fetches (remember to try and convert one) and your Dwarves the Myrkridia before they get too close. Now mop up the remainders and make your way northeast through the now opened door.

Clear the area of a horde of Myrkridia, Spiders and Fetches. Treat these guys the same as the last lot. Try and convert a Fetch because these guys rule when it comes to killing Spiders. Speaking of Spiders be careful of them because they usually attack in massive hordes and come from all directions, they are not that powerful but in the numbers they come in they can be deadly. Make sure your Bowmen, Dwarves and Fetches are all looked after when the Spiders arrive.

Find the crystals and unlock the door to the east of this area. Welcome to the Spider's lair. Keep your back to the entrance of this room because you will soon be attacked by the massive hordes of Spiders I talked about earlier. You may have to send a unit into the room to trigger the attack first. When they arrive have your Fetches take the front of the attack and they should be able to kill them all without much help from any of your other units. When the Spiders have been killed move everyone into the room and get the Deceiver to pick up the pyramid shaped crystal in the north of the room. Now head south and until you come to the Obelisks.

These Obelisks are sentries and any one that tries to pass through them will get an awful big zolt of electricity thrown at them (this zolt is lethal to every unit). Now you must be thinking how the heck do I get past this? Well that pyramid shaped crystal you got the Deceiver to pick up now makes the Deceiver immune to electrical attacks, including the attacks from these Obelisks. Coincidence? I don't think so! Move the Deceiver into the middle of the 4 Obelisks. They will do their thing and go haywire trying to kill the Deceiver, meanwhile send all your units through the trap because the Obelisks are too busy attacking the Deceiver to worry about the rest of your units. When everyone is through bring the Deceiver across as well.

Head into the next room and meet the Summoner, set up defensive formations just short of the skull tower. Now bring the Deceiver up to confront the Summoner. He will send a wave of Myrkridia at you, convert one and bring the Deceiver back to your defences. Kill the first wave and make your way towards the Summoner, he will now only conjure up a Myrkridia one at a time. The Summoner can teleport any unit that gets close to him away from him (back behind the Obelisks) but he can only teleport one at a time.

Have your Bowmen stand back and attack the Summoner from a distance, same as your Dwarves. Continue the attack with your Dwarves until the Summoner is down to half health or they have been killed or teleported away. Meanwhile have your Heron Guards and any converted Myrkridia close by and move the Deceiver around and behind the Summoner. After the Dwarves stop rush in your Heron Guards and the Deceiver in from behind. 1 or 2 units may be telelported but once the Deceiver gets to the Summoner he is dead meat.

When the Summoner is dead the mission will be complete and the Deceiver will teleport you to...

 

 

Level 20: Murder of Crows

Your Units
Bowmen
Berserks
Dwarves
Heron Guards
The Deceiver (computer controlled)


Enemy Units
Mauls
Gh�ls
Soulless
Wights
Myrkridia
Shades
Soulblighter


Goal
Free all the prisoners including the Deceiver

Walk-through

That stupid idiot! What was the Deceiver thinking! He has gone and teleported you straight into Soulblighter's camp, you were immediately captured and put into cells to be later questioned and tortured!

It is now your job to escape, free all the prisoners and the Deceiver (don't know what for!) without alerting Soulblighter. To avoid alerting Soulblighter stay away from him and kill any Gh�ls that run off to warn Soulblighter when they see you. Killing the Gh�ls in time can be difficult so you will have to cut them off quickly and use your Bowmen and Berserks to kill them as soon as possible. The best way to kill them is to sneak up on them and kill them with your Bowmen then move into the area they were guarding. (they are usually white Gh�ls that will run to tell Soulblighter)

You begin in control of a handful of Bowmen that were mysteriously let free by the Shade, Phelot. Move your Bowmen to the northwest corner of this room. You will have to deal with a few Mauls but they come one at a time and are easily killed even by this handful of Bowmen. Make sure they all have a clear shot because everyone needs to count. When the Mauls are dead go about unlocking the other prisoners in this room. At the last cage of Berserks set up your Bowmen facing the Gh�ls and with a Berserk lure them into your trap. Free the last of the Berserks and exit this area from the west and then head south until you come to a raised area near a tent and campfire.

To the west and below you, you will see a Maul, Gh�ls and Soulless standing around near the campfire. They are guarding a cell behind them which is cut into the rock. Bring up your Bowmen to kill the Gh�ls first then the Soulless, now rush your Berserks forwards to kill the Maul. When they are dead get a Berserk to free the Dwarves by clicking on the bars to the cell. You will probably run into wandering packs of Myrkridia around this area, kill them as efficiently as possible.

To the south is a walled in area with more Gh�ls and Mauls. Pay special attention to the 2 White Gh�ls, they are the ones that will run off to tell Soulblighter that you are free. Move your Bowmen into position near them and start to fire on the first White Gh�l, have everyone else close by with your Berserks at the entrances to this room. When the second makes a break for it kill him with the Bowmen as well. Now rush in with your Berserks and kill the Mauls and any remaining Gh�ls. When everyone is dead release the Berserks from the cell here and break open the other cell to reveal Healing Roots and Satchel Charges.

Now head to the camp south of this one, there are more White Gh�ls here and kill them like the last Gh�ls. Block off the entrances and kill them with your Bowmen, then rush in with your Berserks while peppering the enemy with arrow fire. Free the Heron Guards from their cell and get them to pick up the Healing Roots from the last camp. Take the time to heal any inured people.

Set up your formations north of the southern opening and send your Dwarves to kill the Gh�ls sitting around the campfire, if they get into trouble send in the Berserks. Free the Berserks in the cell here and then make your way east killing any opposition as you go. The final cell on this southern wall holds the crystal that will free the Deceiver, pick it up with any unit and return west. Leave the way you came. Northeast of you is the tower holding the Deceiver and it is guarded by Stygian Knights.

Send up your Dwarves and a couple of Berserks (in case the Dwarves get into trouble) to kill the Stygian Knights. The Dwarves should be able to easily kill the Knights before they get close. Now move everybody up to the tower and approach the tower with the person carrying the crystal, it will automatically be put in the right place.

When the Deceiver is released he will head straight for Soulblighter, follow him closely. When he gets there they will have an argument which leads to the Deceiver raining lightening upon Soulblighter, Soulblighter will be heavily wounded and turn into a flock of crows and fly away but not before the Deceiver kill one and picks it up for himself. Now you have to kill the remaining bad guys while the deceiver walks away. Charge with all your units to kill them easily.

Now you have a choice, you can follow the Deceiver and finish the level that way or you can go north and exit that way by going up the incline and into the secret level.

 

 

Level 22: The Wall

Your Units
Dwarves
Warlocks
Heron Guards
Berserks
Bowmen

Enemy Units
Gh�ls
Wights
Dark Archers
Thrall
Mauls
Fetches


Goal
Prevent the enemy from blowing up the dam

Walk-through

In this mission you will be attacked by almost every type of enemy encountered in the game, their mission is to blow up the dam and release the water downt he river and kill teh massive Legion making their approach to Soulblighter. It is now your job to stop them. Their main weapons of destroying the dam are the Gh�ls and their Satchel Charges and Wights to explode them. These should become your first targets for your Bowmen when they enter view and range.

Start off by splitting your force into 2 groups except for the Bowmen which should stay where they are. Move each group to the left and right and set up formations there. The best walkthrough for this mission is some guidelines to follow to make sure you pass it because there is no real walkthrough, this mission takes all of your skill to pass it.

Have your Bowmen attack any Wights that come from upstream. Be sure taht no-one comes up from the reservoir behind your Bowmen. Keep your Dwarves off of the dam to make sure they don't damage it accidently. Gh�ls should also be killed as soon as they enter your view because those little buggers are carrying Satchel Charges to help blow up the damn, make sure that they don't get a chance to lay them.

Keep your Warlocks to the left and right to the sides of the Bowmen because you will be attacked from those sides and your Best defense is your Warlocks, because they usually consist of Dark Archers who are easily killed by Warlocks. If your Warlocks can't handle them bring back some Berserks to help the Warlock out. Thrall will constantly plod their way upstream and can be easily taken out with Dwarves, as can the Mauls as long as the Dwarves lend a hand in killing them also.

As the attacks start to die down don't start to relax because shortly you will be attacked from the rear by Wights and Thrall. Kill the Wights and the Thrall will turn and head back into the water. After this attack the mission will be complete.

 

 

Level 23: Shiver

Your Units
The Deceiver
Warlock Hero
Dwarf Hero
Bowman Hero
Heron Guard Heroes


Enemy Units
Shiver
Thrall
Soulless
Giant Myrkridia
Myrkridia
Shade (Phelot)


Goal
Find and kill Shiver and her army

Walk-through

When you start this level don't get all upset because you only have a few men to get you through the mission, don't worry because this little bunch of warriors are Heroes. Now that they are Heroes they have the special abilities that come with being a Hero as well. First they all fire faster. They have a greater range (this applies to ranged units). They are quicker. They are healthier and stronger than normal units. You will still need to take special care with these units because this is all you have.

You begin witness to another battle that can't be stopped but there are no casaulties so when Shiver goes let her go. Start by taking out the first pack of Soulless ahead of you. Your Bowman should use his Fire Arrows on the Soulless packs because this is the safest way. He has plenty of Fire Arrows so don't worry. For this map you can go any where, the map is littered with Soulless and massive hordes of Thrall and some Myrkridia strewn about. You will not need to find them because they will find you. Shiver's hideout is to the northwest and it is qiuckest to head straight there instead of mucking about anywhere else.

Begin your journey northwest and stop to kill the Soulless packs. As you make your way northwest you will encounter your first Thrall attack. Bring your Bowmen, Dwarf and Warlock to the front to dispose of these enemies. If they cannot kill them before they get too close fall back and try again. After the Thrall attack you will usually be attacked by some Myrkridia, try and convert 1 to your side and kill the rest. Remember to heal any injured units.

Keep heading northwest stopping only to kill the Thrall hordes and the occasional Soulless pack. Keep going until you come to a passage leading into another area. Don't muck about here because you will soon be attacked by a pack of Myrkridia. In Heroic Level you will have to deal with 2 Giant Myrkridia on top of the cliffs looking into the passage. Use your Warlock and Bowmen to bring them down.

Head into the passage and stop whenever a Myrkridia pack comes towards you and let them have it. Proceed into the clearing and the Deciever and Shiver will have another argument. She will finally call on Phelot the Shade standing beside her to unleash the Myrkridia onto you, but he is under the Deceiver's powers and instead of unleashing them he kills them with his Dispersal Dream. Meanwhile the Deceiver attacks Shiver and he eventually kills here but the explosion is so immense that it kills the Deceiver as well. The mission ends when you make your way to Shiver and the Deceiver kills her.

 

 

Level 24: Twice Born

Your Units
Alric
Berserks
Dwarves
Heron Guards
Bowmen
Armies of units under computer control


Enemy Units
Wights
Fetches
Thrall
Myrkridia
Gh�ls
Mahir
Soulblighter


Goal
Try to kill Soulblighter

Walk-through

In this mission you can now control Alric and he has come prepared, with him he brings the magical sword, Balmung. The sword inflicts some serious damage and also conducts electricity to the unit Alric is attacking as well as any one that happens to be close by (this includes your own units, so stay out of Alrics way when he wields the sword).

You will notice the 2 armies to your left and right, they also will try and get to Soulblighter and kill any one in their way. You can't control them so let them be. Myrkridia will soon make their way across the river and towards your men, send Alric into the river to kill the Myrkridia. With his strength and with Balmungs power they make short work of any Mykridia that get in his way. If any slip past Alric have your Bowmen pummel them from the safety of the beach and then have your Heron Guards and Berserks kill them. When the Myrkridia are dead move Alric alone to the other side of the river. Move Alric along the edges of the deep water to trigger any Thrall attacks. Alric will be able to kill these foes quite easily. There will be several Fetches here (remember Alric is immune to lightening attacks) so charge them with Alric and he will rip them to shreds. Now move him onto the beach but don't go any farther. Bring up the rest of the units and be wary of any Wights that may emerge form the depths of the river.

Once all your units are on the beach heal any wounded and move Alric ahead up the beach until your see Soulblighter, Alric will now leave your control and he address Soulblighter. Soulblighter runs away and leaves behind some Myrkridia to try and stop you. Once again use Alric to kill the Myrkridia and in the event that one gets past him kill it with your Bowmen and Heron Guards. When the Myrkridia are dead heal any wounded and then take your Heron Guards to places where the other armies came ashore and pick up any Healing Roots left behind from dead Heron Guards. With this done head on after Soulblighter.

Make your way after Soulblighter and when you spot him stop. Bring up your Bowmen to kill the Wights then send in Alric to have another discussion with Soulblighter. Soulblighter will run away again and leave more Myrkridia for you to kill. Use Alric on the Myrkridia and kill any that get past him with your Berserks and Heron Guards.

With this threat gone chase after Soulblighter again. Now move cautiously and keep an eye out for Mahir, you will see them by the dark clouds they move in. If one approaches, stop and kill him when he begins his attack. To do this means that you will have to keep your units tightly together, make sure no-one breaks away from the pack. Move out towards Soulblighter and send out Berserks to attract the Mahir, when they have the attention of a Mahir draw it back towards your Bowmen. When it begins its attack on the Berserk let your Bowmen loose on the unsuspecting Mahir. Continue doing this until no more Mahir are present. You will see Soulblighter inside of a circle of flames. Send a Dwarf in to lure him out then have everyone attack him when he leaves the safety of the circle. With your Heron Guards and Alric hacking away at him his health will soon be diminished to half and he will flee the area. The mission ends when Soulblighter flees the area and Alric is still alive. 

 

 

Level 25: The Forge

Your Units
Alric
Heron Guards
Bowmen
Dwarves


Enemy Units
Myrkridia
Fetches
Thrall
Soulless
Soulblighter


Goal
Kill Soulblighter

Walk-through

Finally the last mission! For this mission you must reach and kill Soulblighter before he shatters the Cloudspine. Time is of the essence so don't muck about. You have quite a few units for this level and Alric has come along as well but this time without the help of Balmung, instead he has brought 3 Dispersal Dreams. These should only be used if absolutely necessary.

Your first wave of attackers will be Thrall, bring your Dwarves to the front to handle these slow creatures. have your Bowmen behind the Dwarves helping them obliterate the useless army walking towards you. It is a very small chance that 1 or 2 Thrall may survive in which case they should be terminated by your Heron Guards. When the Thrall are dead head upwards and south through the archway.

Continue southeast and stop when you see the pack of Myrkridia and Soulless and a couple of Fetches. Stop and set up formations, and then lure the Myrkridia into your ambush. Have your Dwarves at the front to get off a couple of shots before having to send the Heron Guards in to help them out. If any Fetch decide to get close kill them with your Bowmen before they get a chance to attack. Do the same with the Soulless. Now head east.

Scale the large hill here and set up your formations again. Have your Dwarves and Bowmen at the top of the hill and then lure the enemy to the hill with a Heron Guard. Let your Dwarves and Bowmen have a chance to inflict as much damage on the Myrkridia as possible before you have to rescue them with the Heron Guards. Do the same with Thrall and Soulless. Continue eastwards and cross the lava bridge.

Turn northward and face off the pack of Myrkridia and Fetches that will attack you at the next lava bridge. Use your Bowmen on the Myrkridia until the Fetch appear and then kill the Fetch with your Bowmen. Your Heron Guards should be able to kill the Myrkridia with no hassles. Remember to heal any wounded. Once they are dead move into the next area. Crush the next pack of Myrkridia and then let loose your might on the next wave of Myrkridia, Soulless and Fetches. Kill them the same way as all the rest.

A massive horde of Myrkridia, Soulless, Thrall and fetches wait for you just short of the next lava bridge. Now would be a good time to use a Dispersal Dream on the Myrkridia. Now that with most of the Myrkridia gone lure the rest into your Bowmen and Dwarves. With the most Myrkridia gone lure in the rest and be sure the Fetches are killed as soon as they enter the range of your Bowmen. Your Dwarves should be able to kill the Thrall without any help and the Soulless should be given to the Bowmen department.

Walk westward along the lava bridge and kill the small pack of Myrkridia roaming this bridge. Keep moving across the bridge and at the end another small pack of Myrkridia await you. Kill them and keep moving.

After the southward turn head west and keep and eye out for Mahir. It is best that you stop and send out a Heron Guard to lure the Mahir and Myrkridia into your Bowmen. Mahir should be your first target for the Bowmen and the Heron Guards should kill the Myrkridia. When they are dead keep moving and you will come to a bridge. Set up defences with your Heron Guards first then Bowmen and have your Dwarves behind them. Send Alric to use another Dispersal Dream on the Myrkridia, move him back and let your Heron Guards kill any remaining Myrkridia. When the Myrkridia are dead move Alric and the Heron Guards back and bring your Dwarves to the front. 2 Waves of Thrall will now trudge down the across the bridge as well as some Soulless and Fetch. Kill any Fetch before they get a chance to attack and the same with Soulless. Your Dwarves should be able to handle the Thrall with no problems.

Cross the bridge and turn north towards Soulblighter. There are a few Myrkridia and Soulless here so use your last Dispersal Dream on them (if you don't have one use your Bowmen because they are not difficult to kill). When they are dead Alric will approach Soulblighter and they will engage each other in combat. Now it is your job to make sure no-one gets to Alric to stop him. Set up your formations with your Bowmen at the entrance to where Alric and Soulblighter are fighting and have your Heron Guards in front of them. Now put your Dwarves to the left of the Bowmen. Myrkridia will attack you 1 or 2 at a time and usually your Bowmen will kill them before they get close, but every now and then your Heron Guards will have to kill them. When Fetch make an appearance kill them as soon as possible with your Bowmen, this goes the same with Soulless as well. Just keep doing this for a minute or so and Alric will win the battle and Soulblighter will be vanquished.

CONGRATULATIONS YOU JUST FINISHED THE SINGLE PLAYER CAMPAIGN

 

HOW TO ACCESS THE SECRET LEVELS

A LONG AWAITED DRINKING PARTY

To access the first Secret Level "A Long Awaited Drinking Party" play mission 3 "Down a Broken Path" and head over to the northwest corner of the map. here you will find an island with 3 large Bullfrogs. Use your Bowmen to kill them and then continue on with the level. When the level ends you will be treated to a Secret Level. The only advice I can give for this mission is beware the Kamikaze Dear!

LIMBS, HEADS AND SMOKING CRATERS

To access the second Secret Level "Limbs, Heads and Smoking Craters" play mission 20 "Murder of Crows" and at the end where you follow the Deceiver to finish the mission, instead head left instead of right and at the end head up the opening here to access the Secret Level.

 

Since Limbs, Heads and Smoking Craters is more of a mission rather than a fun mess-about map like A Long Awaited Drinking Party I have included a walkthrough for it.

Level 21: Limbs, Heads, and Smoking Craters (Secret Level)

Your Units
Heron Guard
Berserks
Bowmen
Dwarves

Enemy Units
Mauls
Wights
Soulless
Fetches
Gh�ls


Goal
Kill all Wights, destroy all Munitions Sheds and destroy all Charge Deposits. Your Dwarves must survive or the mission will be a failure.

Walk-through

First off if you can't complete this mission successfully don't worry because it doesn't connect up with the rest of the game and is a non-vital mission. It is simply a mission where you can have a bit of fun.

You start this mission in the southwest corner of the map. March up to the east, and you will be delighted to see some Mauls, Soulless and Fetches... that are all surrounded by horde of Wights! Send up your Bowmen to kill the closest Wight and watch eh chain reaction. Everyone should be killed but sometimes a Fetch, Soulless or a Maul makes it through so send in the Heron Guards to finish them off. To the left of that group there will be another one. Send up your Bowmen to blow up the Wights, for this group usually some survive the explosion so take out any Fetches or Soulless with your Bowmen and kill the Mauls with your Heron Guards. Another group will make their way down the little valley to the left of the group you just annihilated. Kill them quickly and kill any survivors.

Move north until you can see some Gh�ls, Fetches and Soulless guarding a cave full of Satchel Charges. Set up your formations with your Dwarves at the front and your Bowmen behind them, have your Heron Guards close by. Now send a Heron Guard up to draw them into the Dwarf trap. If any escape the Dwarf trap rush them with your Heron Guards. Kill the Fetches with your Bowmen first then concentrate on the Soulless. When they are dead send a Dwarf to detonate the Charges in the cave and in the wagon. You can pick up the charges so have your Dwarves stock up before detonating them. Remember to heal your units.

Proceed northeast until you come to an area filled with pus packets. Stop here because Gh�ls will attack you but they come individually. But they are carrying Mortars to throw at you so kill them with your Bowmen before they get close. When they stop move forwards and to the giant Satchel Charge pile (this is gonna be fun!). Send a lone Dwarf and make sure everyone is well back and then detonate the pile. Well they are not going to be too happy about that now are they!

Turn around and head straight down, go past the passage that leads to another area (leave the passage area till last) and keep going until you see a line of Soulless. Move your Bowmen just out of range of the Soulless and then have them fire on the Wight near the fence. When he explodes he should take out all the Soulless, if not have your Bowmen kill the survivors. Now hold your ground with your Bowmen and have them attack all the Wights here, you may have to move into the pen but that's all right. When all the Wights in the pen are dead head back up to the passage you passed earlier.

Don't enter the passage yet because this is a training ground for Soulblighter's troops. Instead set up a large ambush here at the passage. Heron Guards and Berserks first, Bowmen and your Dwarves to the front and to the side. Send up a Berserk to draw their attention and lure them back to your ambush. If Soulless or Fetch come they should be your first targets for your Bowmen. Make sure your Dwarves get a few shots in but be sure they are not killed. Mauls should be an easy kill for your Heron Guards and Berserks. Once they are dead head into the camp and kill the few remaining Soulless floating above the Munitions Shed with your Bowmen, then have your Dwarves fire at the Shed to blow it up. When this is done the mission will be complete.

 

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