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Myth:The Fallen Lords Walkthrough


  1. References
  2. Letters
    Kung Fu Gecko's Unofficial Strategy Guide for
               Myth: The Fallen Lords
                       v 1.0
                                   by Kung Fu Gecko
                                      (Garett Choy)
    1 Introduction
        a Preface
        b Spoiler warning 
        c Background
        d Disclaimer
        e Copyright
        f Where to get this walk through
        z Version history
    2 The Units
        a Light
        b Dark
        c Formations
    3 Missions
    4 Tips, Tricks, and Easter Eggs
    5 Cheats
    Welcome to this Kung Fu Gecko strategy guide.  As a gamer myself, I've 
    often found wanting help to complete a game because I'd rather get a hint 
    to move in the right direction than spend hours scouring the play 
    map/level/whatever trying to figure out what the level designer of the game 
    wanted me to do.  Although multiplayer mode is fun, my first goal is to 
    complete the single player mode.  Many people have written walk throughs 
    which have helped me in those times where I was pulling my hair out.  So 
    with these strategy guides, I (Kung Fu Gecko) am hoping to contribute to 
    the gaming community.  You won't find information just transferred from the 
    manual; rather I want to write the gamer's interpretation of the aspects of 
    the game and the single player mission walk throughs.  My goal is to add 
    value.  Also, I've made this in plain text so that it is easily 
    transferable and simple for me to format.  Sorry, I just don't have time or 
    the desire to make it an HTML hyperlinked document.
    1a PREFACE
    Myth: the Fallen Lords is a real-time strategy (RTS) game which breaks 
    through to new grounds.  It foregoes the resource management of other RTS, 
    and instead emphasizes the combat and direction of your available units.  
    This is no mechanism for the player to generate new units, so the idea is 
    to direct your unit intelligently to minimize your losses (ideally zero 
    loss) and maximize the enemy's losses.  Myth is also a true 3D game where 
    3D terrain and gravity play an integral role in the gameplay.  For example, 
    positioning your archers on a hill will give you a range advantage over the 
    enemy's archers at the bottom of the hill.  The player will also need to be 
    concerned with friendly fire, potentially harmful debris, grenade and arrow 
    blocking (and bouncing) obstacles, and many other concerns related to the 
    3D environment.  The battlefield is viewed from a free moving camera which 
    looks at the battle field from a angled low-flying bird's eye view.  Units 
    in Myth gain experience as they rack up kills.  This experience translates 
    into faster and more accurate attacks; and can even be carried over to 
    subsequent levels making unit preservation a major strategic advantage.  
    Overall, Myth: the Fallen Lords is a great accomplishment and great fun to 
    play once the play gets used to the 3D system.
    This walk through contains information and tips which may spoil your 
    experience and enjoyment of the game Myth since it reveals information 
    before you experience it for yourself.  I recommend that you only use this 
    if you've played it to completion by yourself, or you are stuck and need 
    some hints to move forward.  
    Armies of undead warriors lead by evil undead known as the Fallen Lords 
    have returned to terrorize and conquer the lands.  The races of the Light 
    have been fighting a losing battle against the Dark for many years.  Now, 
    at the brink of extinction, you command the units of the Light in a last 
    effort to defeat the Fallen Lords.  
    This document is meant for unofficial informational purposes only, and is 
    not for profit.  It is not endorsed by Bungie. Company names, logos and 
    product names are trademarks or registered trademarks of their respective 
    This document is copyright June 1998, Garett Choy.  Permission is granted 
    to reproduce, provided it remains whole and intact.  No modifications, 
    deletions, or additions may be made without the expressed written 
    permission of the author.
    This walk through is available and is most up to date at my Myth home page 
    located at:
    It is also available at the Spoiler's Center:
    If you would like to comment or make suggestions about this walk through, 
    you can email me at: kfgecko@yahoo.com
    Other Kung Fu Gecko Strategy Guides available: Sub Culture, MechWarrior 2.  
    Get them at:
    v1.0   First published draft of this walk through.
    2 The Units
    Every time a unit kills an enemy, it gains experience.  The more experience 
    the unit has, the faster and more accurate/deadly the unit's attacks are.  
    The experience of a unit will carry over from one level to the next, 
    provided that the same type of unit is available in the following mission.  
    This makes a BIG difference and can make you feel attached to your 
    experienced men.  I was able to carry over 5 archers through 4 missions one 
    time.  They were so experienced that they hit almost everything that they 
    shot at.
    2a Light
    Warrior - These are your standard knights in plate mail armor. They have a 
    shield which can sometimes block attacks and swords used for inflicting 
    close combat damage upon the warrior's target.  The warriors move at a 
    moderate pace, they aren't quick but they aren't slow either.  Use these 
    units in groups to gang up on enemies.  You won't have to worry about them 
    accidentally hitting each other with their swords as they hack at the 
    enemy, so let them horde an enemy.
    Bezerker - I prefer these guys over the warrior.  The bezerker moves 
    quickly compared to the warrior, attacks faster, and does more damage with 
    his huge sword.  The drawback is that they have no armor and are damaged 
    easier.  Just like the warrior, use these guys in packs to surround an 
    Archer - These are my favorite units as they are great for sniping at your 
    enemies.  The archers move slower than the warriors and much slower than 
    bezerkers, and have no armor.  They have unlimited arrows to shoot, but 
    keep in mind that gravity affect their effectiveness.  They require a 
    minimum distance between them and the enemy, but remember that if the enemy 
    does get too close and there is no where to run, you can have the armor 
    punch the enemy by double clicking on them.  It is best to use these guys 
    in packs in a long line (formation 2, oriented towards the enemy) from the 
    highest vantage point possible like hills or cliffs.  When the unit has 
    little or no experience, they are lousy shots; but with experience these 
    guys can really cause havoc to the enemy before they get to you.  Try to 
    keep them alive as most scenarios tend to have archers, and the experience 
    of a unit carries over to the next scenario.
    Dwarf - As you play, you'll probably love and hate the dwarves.  These guys 
    are short humanoids who wield bottles of explosive liquids (malotov 
    cocktail style).  They ignite the fuse of the bottles and throw them at 
    their enemy for grenade like results.  Thrown into a pack of enemy units, 
    the dwarf can decimate armies.  Units within the vicinity of the blast will 
    also receive damage.  Because the grenade is ignited by burning fuse, 
    sometimes the action of throwing the bottle will blow the flame out causing 
    the bottle to drop harmlessly to the ground.  Fallen bottles can be ignited 
    by the explosion of other bottles, however, so beware.  You can use the 
    dwarf to pick up bottle "duds" (unexploded bottles) or even pick up slow 
    burning bottles and rethrow them.  Weather conditions also affect the 
    effectiveness of the grenades; wind, snow, rain, and rivers can blow out 
    the fuses.  Dwarven friendly fire is the worst friendly fire you can 
    imagine.  It's common for the dwarf to have a tendency to throw his grenade 
    into the enemy at the same time your soldiers are attacking them; blowing 
    up not only the enemy but also your men.  Use the attack-ground action when 
    you need to influence the dwarf to throw smarter (the computer doesn't 
    always anticipate the enemies future position very well).  Dwarves also 
    have satchel charges (limited number, but they can pick up more) which can 
    be set on the ground to effectively create a minefield.  They must be 
    detonated with a grenade though.  A good strategy is create a group and 
    line of charges for a domino effect of explosive destruction.  Dwarves have 
    the most humorous sayings.  They sound like crabby old men saying, "yes, 
    sir!" or "move here, move there, ngyah!" when you direct them and "oops" or 
    "my fault" when they accidentally damage their own units, or "oh yeah!" 
    when they successfully blow an enemy to smithereens.
    Journeyman - These guys are the healers of your party.  They have a shovel 
    to fight with, but they are slow.  Since you need them for healing or 
    picking up vital objects in missions, don't use them as a first line for 
    combat.  Keep them in the back of your party ready to heal the units that 
    get injured.
    Forest Giant - You don't get to use these guys very often, probably because 
    they are so awesome.  They are tall, fast, strong, and can take a huge 
    beating.  In one swat they can slap an enemy out of existence.  Sometimes, 
    their swat is so powerful that pieces of the unfortunate enemy can go 
    flying into friendly units causing some damage.
    2b Dark
    Thrall - These lumbering zombies are slow but can cause a lot of unwelcome 
    damage when they get to you with their battle axes.  They can hide 
    underwater out of sight.  They tend to be bunched up in armies which are 
    perfect targets for the dwarf's grenade.  Caught in the direct explosion of 
    grenades, the thrall burst to messy pieces in one shot.
    Ghol - The ghols are fast nightmare creatures.  The computer is pretty good 
    about controlling them to stay just out of harms way, then just when you 
    aren't looking rush in and hack your men to death.  Ghols are annoying and 
    deadly pests whole can pick up and throw just about any small object like 
    an arm, a rock, bone, sword, and even wight pieces for use as a grenade.  
    Just like the thrall, a direct hit with a grenade will usually blow these 
    guys apart.
    Myrmidon - I hate these guys.  They are the bezerker counterpart for the 
    dark.  They are fast and tough.  One grenade hit isn't enough to kill them.  
    Try to weaken them as they approach and then send your warriors or 
    bezerkers on them.
    Soulless - These are floating purple ghosts who have no limits to where 
    they can go.  Cliffs don't stop them so remember that the can move into any 
    territory.  They often will retreat to the safety of a cliff side where no 
    hand to hand combat unit can reach them.  They wield spears which are 
    thrown at the enemy.  They aren't very strong, however, so when your 
    soldiers do reach them they can be hacked to pieces quickly.  When you 
    first meet a group of standing soulless, one arrow hit will usually make 
    the hit unit retreat out of range.  Use this fact to shoot each one in a 
    group once to push them back.  This usually spreads them apart enough so 
    that you can snipe at them one at a time.
    Wight - Even slower than the thrall, the wight is a walking bomb.  They 
    lumber near your men and detonate themselves for an explosion more powerful 
    than the dwarven grenade.  Use your archers to blow them up from afar.  An 
    exploded wight leaves chunks of explosive body parts on the ground.  Both 
    the explosions of the chunks and the wight will spray a puss which will 
    temporary paralyze anyone who gets splashed.
    Fetch - These are evil priestesses who can cast lightning attacks to groups 
    of men with obliterating results.  Fortunately they aren't heavily armored 
    or very strong so a few arrow hits can kill them before they are in range 
    to use their lightning.
    Shade - The worst.  These are evil sorcerers who are slow but have a lot of 
    stamina and the most deadly attack ever.  The shade will use a magic attack 
    that will cause the target to explode in green smoke.  Anyone in the 
    vicinity of the exploding victim will also explode in the same manner, 
    which will in turn explode any one in the vicinity of that victim, and so 
    on.  Use a pack of archers or satchel charges to kill them, or try to avoid 
    them completely.  One good thing to keep in mind is that they will not 
    cross water.
    Trow - The dark's equivalent of a forest giant.  These guys are fast, 
    strong, and deadly.  Surround these guys to attack and expect to lose some 
    men as the trow kicks your men out of existence.
    Spider - These aren't really a part of the dark.  They really are just 
    animal creatures which attack *anybody* including the dark.  The spiders 
    aren't very strong but they are fast and can be deadly when they attack in 
    numbers.  They are brown in color.
    Queen Spider - The big mama of spiders.  They are like the regular spiders 
    but bigger, faster, deadlier, and tougher.  They are black in color.
    2c Formations
    Formation 1: Short Line - This formation is useful when you want to break 
    up your units into teams.  Have them for a short line, then highlight the 
    rows to set your presets.  This formation isn't that useful for combat 
    unless you want to pack your men together.  
    Formation 2: Long Line - This is the most useful formation for the archers.  
    It spreads them in a long line (hence the name) so they can rain arrows 
    upon the enemy.  You'll need to use the gesture click to orient the long 
    line to be useful.
    Formation 3: Loose Line - This is a wider spaced version of the short line.  
    It should only be used if you need your archers to attack a widely space 
    army (twice as wide as you).
    Formation 4: Staggered Line - This causes the men to line up in staggered 
    fashion where each row of men is position between the row in front of them.  
    This is extremely useful when you are using several dwarves to lay down a 
    minefield of satchel charges.
    Formation 5: Box - This formation should be used to bunch up your men when 
    they need to huddle together or squeeze through tight areas.  Do not use 
    this when explosives are being hurled at your by the enemy.
    Formation 6: Rabble - This puts the units in a "random", but approximately 
    equally spaced apart formation.  This is good for just keeping your armies 
    in a pack when moving around.
    Formation 7: Shallow Encirclement - This is the formation of choice when 
    units need to pounce on an enemy.  It forms them into a wide arc.  It's 
    particularly useful when you need to kill a trow (giant) with a bunch of 
    warriors or bezerkers.
    Formation 8:  Deep Encirclement - This is a tighter angle version of the 
    shallow encirclement.  It is good for surrounded and enemy already near 
    your units, but it's not as good as the shallow encirclement because an 
    enemy unit will tend to attack the ends of the crescent first; defeating 
    your ability to surround effectively.
    Formation 9: Vanguard - This sets up the men in an inverted "V" formation, 
    good for charging into an army of enemies.  This is not a defensive 
    Formation 10: Circle - This literally creates a circle with your men.  It's 
    good for guarding a unit.  It's not good for surrounding an enemy because 
    it takes too long for the men to create the formation.
    3 Missions
    There is so much variation that can happen in Myth, that even if you 
    followed my actions exactly, you would not get the same results.  With this 
    in mind, I have written the level descriptions with the general strategy 
    for the level.  There are of course, several ways to complete each level; I 
    only present one.
    Having my real-time Strategy game roots in WarCraft II, I wasn't used to 
    cherishing each individual unit.  The goal is always to preserve your men 
    for as long as possible, but Myth makes unit preservation a much higher 
    priority since there is no such thing as unit production.
    Mission 1: Crow's Bridge
    Welcome to Myth.  This level will teach you the basics of Myth-combat 
    style.  Try to keep a mentality of unit preservation and always seeking to 
    use the environment to your advantage.  You'll start off with a few 
    warriors on a bridge.  Move them off and everyone else with them up the 
    road towards the city and stop at a nice hill.  Move your camera to the 
    city and get all the men there and move them to meet up with your other men 
    on the hill.  Set your archers up in a long line facing the bridge and 
    split the warriors into two separate groups to protect either side of the 
    archers.  Several ghols will pester you so try and use the archers to 
    pester them, but don't lose your position.  Use the dwarves to set up a 
    nice minefield safely in front of you.  As the thrall approach, set off the 
    minefield as they cross it by targeting the ground of the nearest satchel 
    charge.  The archers should weaken the thrall, and then use the warriors to 
    clean up the stragglers.  Make sure you tell the dwarves and archers to 
    stop (space bar) attacking when your warriors go in.  Ghols will try to 
    flank you so keep an eye on them.  Soulless will attack as well so use the 
    archers to kill them.  If it's safe, bring the warriors around the side to 
    wipe out the soulless, but don't forget about the pesky ghols.  The army 
    will eventually retreat over the bridge.
    Mission 2: A Traitor's Grave
    This level will start with a peasant leading the way to the traitorous 
    mayor.  Follow him for a bit but keep watch for the pesky ghols.  Although 
    the peasant will seem impatient, he will wait for you or even follow you if 
    you don't follow.  You will see them around the area of what looks like a 
    dry river bed.  To the NE, ghols will watch you from a distance.  Try to 
    kill a few before continuing to follow the peasant.  Find high ground on 
    the other side of the dry bed and set up your archers in a line facing NE.  
    When some soulless and thrall appear, the peasant will retreat in fear.  
    Use the dwarf to bomb the enemy and the archers to kill the soulless while 
    you use the journeyman to kill anyone who gets too close to your men.  
    Follow the peasant N and NE to what looks like a statue.  The peasant will 
    say, "there he is!"  Have everyone chase down the group of thrall 
    surrounding the mayor.  They are marching NW to get away.  Just have the 
    dwarf throw his grenade at the mayor in the middle of the pack to complete 
    the level.
    Mission 3: The Siege of Madrigal
    In this mission you need to find a large army and lead them back to your 
    starting point.  You'll start off with several archers and warriors near a 
    bridge over a river.  You want to try and take the bridge with your archers 
    as soon as you can because it's the highest point in the area.  Only a few 
    archers can fit on the bridge so leave a few back on the bank to the side 
    of the bridge.  If you aren't able to take the bridge, that's ok, just keep 
    using your archers to snipe at the enemy with preference to kill the 
    soulless.  Keep luring them in and then snipe at them.  If the army 
    attacks, retreat the archers on the bridge and let the warriors jump anyone 
    who crosses the bridge onto your side of the land.  Keep this up until you 
    clean them all out.  Move your men into the open area in the center of the 
    village.  This will be your first encounter with wights, fat lumbering 
    sewed up zombies which explode with a force stronger than the dwarven 
    grenade.  Anyone surviving the blast (on the perimeter) will be covered 
    with puss which temporarily immobilizes them.  Because of this, the idea is 
    to surround your tightly boxed warriors with two or three groups of 
    archers.  You'll hear the wights' moaning as they approach.  The wights 
    will try to sneak up on you where your back is turned so keep an eye on the 
    radar map.  Use the archers to detonate the wights from afar.  Once they 
    are all taken care of (no red dots on the radar) then leave the slow 
    archers in the village and move your warriors NE up the road.  There will 
    be some ghols, but they aren't the army you're looking for.  Keep following 
    the road, and off to the east of the road will be many thralls and soulless 
    (tons of red dots on the radar).  One of your men will say, "there's the 
    army, let's go back to the bridge."  Immediately send all your warriors 
    back to get the archers.  Lead all your men back to the bridge killing any 
    wights with the archers.  A small handful of thrall and soulless will have 
    shown up near the bridge so kill them quickly.  Cross the bridge and the 
    mission will be done.
    Mission 4: Homecoming
    In this mission, you need to recover the codex with your journeyman and 
    then escape.  He's the only one who can carry it, so you can't let him get 
    killed.  When you first appear, your warriors will appear in the world 
    knot.  Several soulless are waiting to shoot at you from a high point in a 
    coliseum.  Immediately retreat the warriors away and archers will appear in 
    the world knot.  Have them shoot the soulless but watch for any ghols; use 
    the warriors on them if they get close.  When the archers move out of the 
    world knot, the journeyman will appear.  Go around the east side of the 
    coliseum, shooting at soulless as they pester you.  Avoid the west side 
    where there is an enemy army.  Move southeast where you'll meet soulless 
    and thralls.  Use the archers on the soulless, and the dwarves on the 
    thralls, then the warriors to clean up survivors who get too close.  The 
    codex is near the ruins (Cathedral) and another party which comes into your 
    possession is being jumped by the enemy, but you'll probably lose them as 
    they get slaughtered.  Finish off the murderers of your friends.  Use your 
    journeyman to heal everyone until he's out of mandrake roots, as he will go 
    out of your control once you pick up the codex.  Get the green/yellow 
    glowing codex.  Follow the computer controlled journeyman with the codex to 
    the south east.  You will be harassed by ghols, so keep them at bay with 
    the archer until the mission ends.
    Mission 5: Flight from Covenant
    This is the first mission you'll encounter the myrmidons that you will 
    learn to dread.  They are faster and tougher than the thrall.  But, 
    following this walk through, you won't have to fight them.  As soon as the 
    mission starts, stop everyone.  You'll be here for awhile.  Send the 
    dwarves in to blow up the oncoming thrall, then retreat them.  There are 
    three attacking armies to contend with so you'll be hear for awhile.  Set 
    up the archers in a line to long range and the dwarves to do the initial 
    attacks.  Your warriors should be split into two groups to covers the 
    sides.  As you fight the thrall, be wary of wights lumbering into your area 
    and use the archers to attack them on sight.  Fight the armies until you 
    defeat them.  That road ahead of you going east is tempting but don't take 
    it.  If you do, you will be ambushed by a huge army of myrmidons who will 
    tear you to shreds.  Instead, go due north and make your way east through 
    the swamps.  Along the way wights will pop up so use the archers on them.  
    Thralls will also attack; use archers and warriors since the dwarf grenades 
    won't work well at all in the mud.  You should always be looking for wights 
    on the radar (usually single red dots) as you trek through the swamp.  This 
    trek will have taken you around the big army you don't want to mess with.  
    After reaching land, you will encounter another group of thrall to contend 
    with.  Decimate them with the dwarf and the warriors.  The road you avoided 
    will be leading ENE at this point so follow it until it forks.  The escape 
    tunnel is due east from the point that the road forks.  The tunnel is at 
    the base of small hill with trees all around.  Move everyone into the 
    tunnel to complete the level.
    Mission 6: Force Ten from Stoneheim
    Your mission is to destroy a world knot.  In this mission you get to use 
    the bezerker unit, who moves and attacks faster than the warrior.  He can't 
    block things but you'll find he's better at killing.  At the beginning, a 
    huge group of civilians are headed towards a shrine to pray.  One of your 
    bezerkers tries to convince them that it's too dangerous to no avail.  Move 
    east to the stone on the hill, the destination of the peasants.  Some pesky 
    ghols will be skirting the area so if you get the opportunity, shoot at 
    them.  Move everyone down the hill (NE) to the icy river.  Form the archers 
    in a line just before the unfrozen part of the river with the dwarves to 
    the left.  Keep the bezerkers around because the ghols will try to sneak up 
    on you and kill your poorly armored archers and dwarves.  You don't have to 
    worry about the peasants unless you want to.  On the other side of the 
    river is an army of soulless and thralls.  Snipe at the soulless with the 
    archers.  If you retreat a little, the soulless will move back to the edge 
    of the river, then you can go back and snipe at them again.  Eventually, 
    you'll be able to whittle down the enemy to almost nothing.  At some point 
    the army will attack so keep the archers in a line but not too close to the 
    river.  Have the dwarves ready to attack the enemy just as they step *out* 
    of the water as the river will instantly put out the grenade's fuse, 
    rendering them useless.  After taking care of this army, cross the river 
    and head NE.  Along they way you will meet up with more waves of soulless 
    and thrall.  Keep the archers on the soulless and the dwarves on the thrall 
    sweeping up with the bezerkers until you reach the world knot.  Ghols will 
    attempt to run in, so don't let the bezerkers stray too far from the party 
    and keep and eye on the radar.  Continue onto the knot and set up your 
    forces to be ready for the army of soulless and thrall which will beam in 
    at the knot.  Take care of them as you have been.  When the coast is clear, 
    set about 7 satchel charges at the base of one of the world knot pillars.  
    Stand back and set it off with a grenade.  Alternate route: instead of 
    crossing the river at the north east spot, you can follow it south to a 
    crossing near a waterfall.  I didn't use this method, but supposedly it's a 
    little easier.
    Mission 7: Bagrada
    You need to discover the fate of the lost camp.  You'll start out between 
    two pillars.  This is a good place to stay for awhile while several waves 
    of enemies attack you.  Keep sniping at them with the archers and use the 
    fast bezerkers to prevent the myrmidons from attacking your flank.  The 
    pillars can be used as cover from the soulless spears.  Once the myrmidons 
    are taken care of, move the bezerkers back around to your men so everyone 
    is behind and/or between the pillars.  Several armies will attack you so 
    try and flank soulless with the bezerkers, while your dwarves and archers 
    whittle the approaching army.  Use the warriors to clean up anyone who gets 
    too close and watch your dwarves carefully.  After all the waves have been 
    defeated, you can finally start moving east.  You may encounter a few 
    myrmidons which will keep their distance if you keep your men together.  As 
    you edge towards them, they will run east.  Eventually they will come to a 
    point where they will go no further and you can snipe them with the 
    archers.  Follow the tracks in the snow past the stone markers.  Along the 
    way you will meet four soulless up on a hill which only the archers can 
    reach.  Use some experienced archers to kill them and have the journeyman 
    heal anyone who's hurt past half strength.  Move E and NE to another hill 
    where two more soulless are.  Continue east where some reinforcements will 
    appear from a southern passage, while another army appears to the south 
    west.  You don't have to fight the army if you don't move your men near 
    them.  Join everyone together and head NE to a wide sloping ramp where a 
    smoldering fire is.  Set up some satchel charges in a patch at the base of 
    the ramp and your men in a shallow circle further down.  Another army of 
    thrall, soulless, and myrmidon will appear, so you use everyone to kill 
    them but don't let them go up the ramp.  When you go up to a certain point 
    in the ramp, you will hear massive foot steps moving very quickly.  A huge 
    blue beast called the trow will come down the ramp.  Try to set off the 
    minefield of satchels as he enters (remember, he's FAST) and then have 
    everyone attack him at once.  
    Mission 8: Ambush at Devil's Overlook
    This level is fun and frustrating.  You start off with several dwarves and 
    a few bezerkers.  Let the two dwarves picking up the satchel in the middle 
    of the frozen lake finish but stop the dwarves who are laying down 
    satchels.  Move everybody to the west end of the lake.  Make your dwarves 
    pick up as many satchel charges from the satchel pile as they can and use a 
    staggered formation to lay charges in the lake to create an nice even 
    minefield.  Do this three times close enough together so they all will go 
    off at once.  Create what will be about the shape of an army.  A scout will 
    come running in and the first of two HUGE soulless armies will be 
    following.  The soulless will be heading for you so make sure all your men 
    are position to lead the soulless over the minefield.  Have a few dwarves 
    attack the edge of the minefield and watch the soulless go up in smoke.  
    Use the bezerkers to clean up survivors while your dwarves set up the 
    minefield again for the next wave of soulless which will already be on the 
    radar.  Lead them over the field again and blow the second army up just 
    like the first.  There will be stragglers so use the dwarves to take them 
    from the hill while you try to flank them with the bezerker.
    Mission 9: The Five Champions
    Your goal is to free the captive sorcerer hero Alric.  If you haven't 
    learned to preserve your men, this is the first mission where you are 
    forced to.  If any of your men die on this level, you fail the mission so 
    watch their health and heal anyone will low stamina.  All five of your men 
    are heroes and have the skills to prove it.  You start with an archer, a 
    dwarf, a journeyman, and two bezerkers.  Just past the archway at the 
    starting point is a soulless to the left.  Use the archer to kill him.  
    Your movement into the area will reveal a couple more soulless to the 
    right, so eliminate them with the archer and the bezerkers.  Follow the 
    path up north where you'll encounter some ghols.  Finish them off from a 
    distance, then the bezerker when they get close.  A few soulless will be 
    behind them so use the archer on them.  Further north is a ramp going up.  
    Try to set a couple satchel charges before the large army of thrall come 
    down it.  Go up the ramp and head back SE along the top of the hill till 
    you reach a ramp skirting the side the wall to the canyon below.  Position 
    your archer and the dwarf to over look the ramp, and move the two bezerkers 
    to be ready to kill anyone that makes it to the top.  An even bigger army 
    of thrall will start coming up the ramp for a huge massacre!  Your dwarf 
    and archer will rain death upon the thrall; very satisfying.  But that's 
    not all, a second army of thrall will come up the ramp after the first for 
    yet another event of mass destruction.  By now, the ramp is just covered 
    with blood and body parts.  Go down the ramp and head north through a 
    valley of smoke holes.  Hug the east wall and stop everyone except the 
    archer well before the north wall where a ramp is.  Several soulless are 
    atop the wall.  Use the archer to hit them with one arrow each to knock 
    them back if possible.  If they attack, retreat the archer so the soulless 
    come down off the top and bezerker them to dust.  Go up the ramp and follow 
    the top to a north-south bridge, but don't cross it.  Position the archer 
    to the left side of the bridge entrance (facing the bridge) closer to the 
    group of ghols across the way.  Position the dwarf on the right side of the 
    bridge entrance (facing the bridge).  Use the bezerker and journeyman to 
    block the bridge entrance.  The archer will be able to hit the ghols 
    running around on the other side.  Let him kill them all unless they 
    attack.  Return to the formation, but send a bezerker across the bridge and 
    down the strip of land until a bunch of ghols appear on the radar.  
    Immediately head him back to his post with the others and let the archer do 
    his job.  The dwarf should take out anyone actually crossing the bridge and 
    any ghol lucky enough to make it to your men should be taken out by the 
    bezerkers.  After these guys are gone, immediately send the dwarf to lay 5 
    or 6 satchel charges in a line down the center of the bridge (starting from 
    farthest to closest) and get back into position.  A huge army of thrall 
    will come down the bridge so set off your domino minefield to maximize 
    kills.  Clean up and head over the bridge and go east until you reach the 
    cliff to another canyon.  Just to the south of you is a land bridge, but 
    don't go there yet.  A huge army of thralls which pose absolutely no threat 
    to you are patrolling the canyon below.  Just sit on the edge of your cliff 
    and have the dwarf and archer demolish them.  Head SE to the land bridge 
    and get ready.  Two groups of soulless are waiting to ambush you at the 
    exit of the bridge.  Send the archer to hit the left most soulless while 
    the dwarf targets the left most soulless of the right group and the 
    bezerker go for the right most soulless.  After the dwarf has blown up a 
    few of the right group, switch him to the left group, leaving a few of the 
    right group for the bezerker.  Clean up and head NE.  You will see Alric 
    suspended in a magic field surrounded by four bottles.  Have the dwarf blow 
    up all four, and the level will be complete.
    Mission 10: Out of the Barrier
    Now that you've freed Alric, you guys have to escape.  You still only have 
    the five from the previous mission.  You start in the hilly desert with 
    ghols scattered around you, poised to attack at the right opportunity.  
    They are very effective when they surround you so don't let that happen.  
    Immediate lead everyone NE towards a single ghol and attack him, stopping 
    only when you are on high ground if possible.  The ghols will keep trying 
    to surround you so keep picking off the one at the edge of their 
    "semicircle".  They will eventually mob you so you will have to use the 
    bezerkers to clean up.  Go to the east between two plateaus.  Some soulless 
    will be atop the one to the right.  Keep everyone out of range and move the 
    archer in approaching such that only one soulless is in range at a time.  
    You hero archer will always hit the still soulless so have him target the 
    first one.  As soon as you hear him fire, target the next one, and so on 
    until all are hit.  The soulless will retreat the first time they are hit, 
    so by doing this, you have pushed them back.  Again, position the archer so 
    only one soulless is in range at a time and attack till it dies.  You will 
    be able to lob your arrows over the plateau to hit the soulless.  When they 
    are all dead, move around the plateau where the soulless were and you will 
    see a few ghols eyeing but avoiding you.  Pester them with arrows, but 
    don't go too far because some soulless and myrmidons are waiting.  Snipe at 
    what you can, keeping your men on the highest ground you can.  The group 
    will eventually attack so use the archer to kill the soulless while the 
    dwarf grenades the approaching myrmidons *once*.  Stop the dwarf when the 
    myrmidons get close and use the bezerkers to attack them.  Heal anyone 
    who's hurt badly after the battle.  Go south and look for the entrance to a 
    tomb like structure, but don't go to close to it.  In front of it floats a 
    magic bow which when used (special ability) by the archer, it will turn the 
    victim to stone.  Have everyone face the entrance head on with the dwarf in 
    range such that his grenade will hit right at the entrance.  Position the 
    archer just the side of the dwarf with just enough space for someone to 
    walk between.  Send the barbarian to the bow and immediately send them back 
    between the archer and the dwarf.  If this was set up right, the dwarf will 
    lob a grenade just as some ghols are leaving the tomb which will blow them 
    all apart.  You will be attacked by a small army of soulless and myrmidons.  
    Use the magic bow to stone a few myrmidons to even the score a bit.  After 
    killing them, move east slowly.  Two armies are blocking two pass ways.  
    Tease the closer (north group) to attack and clear them out.  Then hug the 
    wall of the mountain to head north a bit, then east between two mountains.  
    You should be able to avoid an encounter with the second army which is 
    south of the south mountain.  Keep moving east around the black-gray 
    mountain until you see a huge army looking away from you to the north (east 
    face of the mountain).  When you see them, move forward slowly until Alric 
    says, "let me handle this."  And let him.  Do not attack or he won't help.  
    Some myrmidons may notice you and line up looking at you, but resist the 
    temptation to "help" Alric.  Alric will converse with the evil sorcerer and 
    blow up his army in a spectacular display of magical power.  Then he'll 
    engage the sorcerer in sword fight.  You can help him with the barbarians.  
    Alric will then say follow me!  Follow him or even pass him up the spiral 
    path up the hill to the top.  Your radar will fill up with endless forces 
    of enemies.  Get very close to where Alric stops at the top of the hill, 
    you may have to control each man individually, and he will teleport 
    everyone out.
    Mission 11: Silvermines
    In this mission you have to find the arm and escape through the graveyard.  
    Follow the computer controlled journeyman in a tight group being careful to 
    avoid the view of the patrol groups.  As you reach the town, the journeyman 
    will retreat a bit to avoid the enemy.  Follow him around the edge of the 
    stream till you reach the arm, at which point you gain control of the 
    journeyman.  Have him quickly grab the arm and backtrack a bit into the 
    town.  Keep everyone tight and move so that the patrol groups don't see 
    you.  You want to head north of the town, that's where the graveyard is.  
    It's good to follow a patrol group that's walking away from you since 
    they're facing the other way.  When you reach the graveyard, there is a 
    ramp being guarded by some thralls, soulless, and a fetch.  Use the archers 
    to take out the fetch as quickly as possible.  Fight the rest just enough 
    to get up the ramp (especially the journeyman) and up the north trail to 
    complete the level.
    Mission 12: Shadow of the Mountain
    This is a king of the hill mission where you must protect your flag.  You 
    will also be fighting units of the light which have been turned to the dark 
    side; archers and dwarves.  You have the advantage because you will be on 
    the hill.  The large plateau hill you start on has several ramps up to it: 
    one to the south, a narrow one the east, and two narrow ones to the SE.  
    Setup the archers in a long line at the top of the hill and the two dwarves 
    on either end of the line.  Move your warriors back.  Several enemy dwarves 
    will attack so try killing from afar.  The rest of the army will attack so 
    do the traditional long range fighting till they get close then send in the 
    hand to hand units.  After the first wave is knocked out, go to the center 
    with the camera and move more of your units to join the units on the south 
    side.  Reposition everyone for the second wave coming from the south again.  
    Although you'll see a trow out in the distance, he won't attack.  Soon 
    after the second wave, move immediately to the east ramp where a third wave 
    is attacking.  The third wave will first show archers, so use the hill to 
    you advantage by having your archers shoot from as far back as possible.  
    You will have longer range because you're on the hill.  An army of thrall 
    and then myrmidons will attempt to come up the ramp so use the dwarves to 
    blow them up, and sweep up any who make it to the top with the bezerkers.  
    Last in the third wave are a bunch of dwarves who you should attack with 
    both archers and dwarves.  You'll often end up knocking live grenades out 
    of the enemy hands causing chain reaction explosions.  After the third 
    wave, head immediately for the two ramps to the SE.  The biggest wave, the 
    fourth, will split into two to cover both ramps.  A few enemy archers will 
    climb up the small hill between the ramps to cover their units, but you 
    should use your archers to take them out before the army can start up the 
    ramps.  If you have dwarves left, have them cover the left ramp (looking 
    down the ramps, outwards from your plateau) to cover the thrall army coming 
    up and use the bezerkers to kill the thrall that make it to the top.  
    Meanwhile, use your archer group to attack the dwarves that are just 
    sitting to the right of the base of the right ramp.  When the myrmidons 
    charge the right ramp, move your archers back and attack them with 
    bezerkers.  The last wave will be some dwarves trying to get up both ramps.  
    Use the archers to take down what you can, and if necessary clean up with 
    the bezerkers.
    Mission 13: Seven Gates
    This one is pretty fun as you get to watch the enemy kill each other.  
    You'll start in a canyon watching thrall and soulless fight each other.  
    Move the warriors out of the way and line up the archers to attack any 
    enemy who decides you are a more worthy opponent, especially the soulless.  
    Mop up with the warriors as needed, then head up the path to where it 
    forks, but stop just as the fork reaches sight distance.  Send two 
    individual warriors up, one to the left fork and one to the right.  Once 
    they reveal the two armies at each fork, retreat them to your group.  The 
    two armies will clash.  If they don't, they keep retreating your men back 
    further away... eventually they will attack each other when you get out of 
    sight and out of mind.  One side has fetch which is a serious advantage so 
    before the other army is demolished, send your archers to kill the fetch.  
    The surviving army (what's left of them) will attack you, but shouldn't be 
    a problem.  Head up the right fork and stop your archers in a line on the 
    white rock hill.  Split the warriors into two groups to cover the sides.  
    Then send two warriors to scout again.  There is a less obvious fork ahead, 
    send one warrior to the right into the little swamp to the east until you 
    see the army on the other side of the swamp and the chase you.  Retreat 
    your man while you send the second scout up the left fork.  Two armies 
    should appear again so retreat the scouts back to your safe position and 
    let them have at it.  Again, one of the armies has some fetch, so use the 
    archers on them.  After the fight, wipe out the remaining army.  Head up 
    the left path and move east.  Another two armies are already engaged in a 
    fight, make sure that your use the archers on the fetch.  Continue east and 
    you'll see a fetch running away from some thralls.  Shoot up the fetch and 
    wipe out the thralls.  Go east into the swamp and then NE to the land and 
    stop.  Line the archers in a long line and get everyone except for one 
    warriors far far back.  There is a shade floating around here and he can 
    blow everyone up with the flick of his finger.  Have your volunteered 
    (inexperienced, but very healthy) warrior start from the left and approach 
    the shade.  The shade will start to follow that man and have him run for 
    his life ACROSS the range of the archers.  The shade will follow as your 
    archer rain arrows on him the best they can to take the shade out.  Your 
    lone warrior may even get out alive.
    Mission 14: Forest Heart
    This mission starts with some doomed bezerkers and archers getting killed 
    by and army with a trow far off to the east.  Don't panic, you can't stop 
    this.  The camera will then zoom to where the rest of your men are.  Some 
    foolish myrmidon are attacking your big army so end their pitiful lives.  
    Your job now is to find four trow generals and kill them.  Lead your entire 
    party NE to a bridge crossing a small river.  Split the archers into two 
    groups on either side of the bridge but not too close to the water.  A 
    bunch of soulless are on the other side the left and several myrmidons to 
    the right.  Put your giants near the archers to the right.  Whenever the 
    soulless or the myrmidons get close, your archers will shoot at them so let 
    them pick at the enemy.  A trow will cross the river so sic your giants on 
    him to kill him quickly.  Use a couple archers to go up the bridge but 
    don't pass the halfway point.  You want to take out the soulless if you 
    can.  After you done what you can with the soulless, retreat the archers 
    back to their positions and send a bezerker on the bridge and taunt the 
    myrmidons to come attack.  Your archers will weaken them as they cross.  
    Use the bezerker to engage and let the giants cross the river to flank the 
    myrmidons.  A second trow will eventually attack so use your giants and 
    bezerkers to surround him.  Go SE to another bridge and setup as before but 
    this time have the bezerker split into two groups on either sides of the 
    archers.  Eventually, several thrall will pop out of the water to kill your 
    archers so don't let them.  Instead, pull the archers back and let the 
    bezerkers thrash the thrall.  A bunch of soulless are on the other side the 
    left and a pack of myrmidons running back and forth to the right.  Peg the 
    myrmidons as they run back and forth until they're gone.  If the soulless 
    attack during this time, you can send the giants on them.  After the 
    myrmidons are taken care of, move the archers to wipe out the soulless.  
    Cross the bridge and head east.  You'll meet up with some thrall and 
    soulless.  Always target the soulless with the archers and mop up any 
    thrall that gets close to your party with the giants and bezerkers.  The 
    giants are great for this; they can pimp slap a thrall/soulless/myrmidon 
    into several pieces.  There is a strip of high ground paralleling the 
    river.  It's too steep to climb the edges for everyone but the giants.  
    Send the bezerkers up first heading north, then the archers with the giants 
    just keeping up with them on the side of the high ground.  As you reach the 
    end where the high ground lower to the low ground, you'll meet up with some 
    myrmidons.  The thick forest will mess up your archer's aim so have the 
    bezerkers help the giants wipe out the myrmidons. Another trow will attack 
    so again, surround him with the giants and then the bezerkers.  Move 
    everyone east to meet up with the killers of the scouting party.  Do what 
    you can with the archers but send the bezerkers to kill the myrmidons and 
    the giants to kill the trow.  As the battle finishes, the victory is cut 
    short as Soulblighter pops in a zaps all your men somewhere (to the next 
    Mission 15: Heart of the Stone
    Your men have been captured into some magical subdimensional prison called 
    the Tain.  To 
    solve this level, you will have to manipulate four towers at the corners of 
    the map to activate a bridge over the lava in the center of the map to the 
    exit.  Before doing this however, you should secure the entire map.  Your 
    men start in the bottom left side of the map.  Begin your sweep in a 
    clockwise fashion hugging the outer walls.  Approach the SW pillar but 
    don't enter the alcove that it's in.  Position your archers in a long line 
    facing the pillar and cover the end of the archer line with a bezerker 
    group.  Have a bezerker enter the pillar area and listen; you'll hear the 
    chittering of the four cave spiders which will drop down.  Kill them and 
    continue your sweep.  Pass a mound and near the left side of a bowl like 
    crater.  A few ghols will attack you from the north, so lay waste to them.  
    Meanwhile, a few bezerkers and an archer are beamed into the tain with you 
    and will appear in the bowl.  Have them join you and continue north to the 
    NW pillar, but stop at just before you reach it.  Further north, some 
    spiders will appear fighting a few ghols and a fetch; the spiders will 
    lose.  Use the archers to kill the fetch first, then kill the ghols. 
    Continue east.  Just before you get to the NE pillar, stop at the downward 
    slope.  Another group of spiders will be fighting fetch and ghol, so kill 
    any survivors. Stay in position at the slope and have a bezerker go south 
    closer to the center.  More spiders will drop down so retreat the bezerker 
    back and take them out with the archers.  Sweep all the way south.  Along 
    the way, you'll meet up with more spiders and ghols, but they'll be easy to 
    deal with.  After reaching the SE pillar, head west.  Just as you reach the 
    middle, more spiders will drop down.  Kill them and move north towards the 
    center of the map.  Just NE from this position is where more spiders will 
    drop, so spring that trap and kill the spiders.  Move everyone to the edge 
    of the lava bridge.  Choose three bezerkers to go to the NE, SE, and SW 
    pillars to activate them.  Send two bezerker and a three archers up to the 
    NW where more spiders are waiting.  Kill all the spiders.  Send the archers 
    and one bezerker back to the center group.  After they reach the center, 
    have the NW bezerker activate the pillar.  Spiders will drop on the center 
    group but since you have many men there, they are easily taken out.  A 
    bridge has appeared now that all four pillars are active, so have everyone 
    in the center cross the bridge.  After they are through, take one bezerker 
    away from the pillar and the level will end.
    Mission 16: The Smiths of Muirthemne
    You are still stuck in the Tain, but don't worry, this is the last level in 
    the Tain.  Hopefully your archers are veterans from the previous level.  
    This really helps.  When the level starts, several cave spiders will be 
    crawling around in front of you.  Kill them and get ready for several 
    myrmidons and a couple bezerkers to be teleported in.  Send your whole 
    bezerker troop in to kill the myrmidons and hopefully a new bezerker or two 
    will survive to be added to your group.  Now you are safe.  To the SW of 
    your position is the first of four pillars.  As you approach them, they 
    "power up" and begin to glow.  Get closer, and they will fry you to charred 
    pieces with fetch-like lightning.  Behind this pillar you can see spiders 
    running around.  Keep everyone else back and use your archers in a long 
    line to take out all the spiders they can without getting too close to the 
    pillar; the spiders will not pass the pillars.  There are three other 
    pillars (SE, middle of the map, and NW of the map) where you can do the 
    same to reduce the number of spiders behind the "protection" of the 
    pillars.  Use just the archers to move to all the other pillars to snipe at 
    all the spiders they can, but make sure that no one at the SW corner is 
    activating the pillar there.  Once the archers have killed all the spiders 
    near each pillar, have them return to the group in the SW corner.  Send a 
    bezerker to the NW pillar and have him activate it, but don't get fried.  
    Now that one pillar is activated, the others won't go on, so send in your 
    archers and bezerkers safely past the pillar.  You are entering the 
    toughest of the four pillar areas, so let's get it over with.  The cave 
    forks; take the smaller right passage and let the archers pick at more 
    spiders in the cave.  As you edge closer, the queen spider (big black 
    spider, can't miss it) will also attack so use the bezerkers to move in 
    once you see her coming.  After all the spiders are killed, move north and 
    get ready.  A few bezerkers and myrmidons are beamed in and are fighting.  
    If you get there in time, you may be able to save a bezerker.  Kill the 
    myrmidons with the bezerkers then move further into the cave.  Kill any 
    straggling spiders, and send in a dwarf to pick up the glowing orb amongst 
    the spider egg sacks.  For satisfaction, you can blow up the egg sacks with 
    grenades if you want.  Send the dwarf all the way up to the NW corner of 
    the map where a bowl crater and two strange pillars are.  Have him move to 
    the bowl and he'll throw the orb into the bowl.  The strange pillars will 
    activate and between them a shimmering portal will appear very faintly as 
    the dwarf goes, "whoa!"  Bring the dwarf and everybody in the SW cave back 
    out to the center area and head towards the SE pillar.  Your lone bezerker 
    should still be holding the NW pillar on so your party can pass through the 
    SE pillar.  There are a good number of spiders in this cave so work your 
    way with the archers east into the cave.  Split the bezerkers into two 
    groups to cover their sides.  The cave will turn north, so work your way in 
    killing spiders.  Eventually, the queen spider of this cave will attack so 
    swamp her with bezerkers.  Clean up the spiders and have a dwarf pick up 
    the glowing orb then send him to the portal.  Move to the center of the map 
    and go north to the third pillar.  This cave is easier than the first two 
    so move in with the archers killing all the spiders with bezerkers on the 
    sides to attack when the mother does.  Have a dwarf pick up the orb and 
    send him to the portal.  Remember that a dwarf can only hold one orb at a 
    time, so you'll have to have your dwarf throw the orb he's carrying into 
    the portal's bowl before you have him pick up another orb.  Move everyone 
    out again but leave someone to activate this north center pillar.  Move 
    everyone up to the patient bezerker at the NW pillar and have him move away 
    so the guy you left at the north pillar is activating the north pillar.  
    Just like the third cave, go in with archers and bezerkers and wipe out the 
    spider colony there along with their queen, get the last orb and converge 
    everyone you have to the portal.  Have your dwarves walk up to the bowl and 
    they'll throw in their orbs.  Now walk everyone through the portal and 
    you're are free!
    Mission 17: Sons of Myrgard
    The light have reached the former homeland of the dwarves, and the dwarves 
    have volunteered to take it back; their personal revenge against the dark.  
    You start off with a hero dwarf who is an *excellent* shot with his 
    grenades.  He can really take care of himself so long as he isn't 
    surrounded by several enemies.  The level starts with your single dwarf 
    invisible.  The ghols running around can't see you but if you make any 
    noise by entering the water or throwing a grenade, you will become visible.  
    You are unable to place satchel charges as the first special ability is to 
    call in the dwarven paratroopers.  Subsequent special ability is to call in 
    a satchel charges bombing run (from the air).  Head your dwarf to the east 
    until he reaches a ramp where you see some soulless guarding the wooden 
    stake fences.  The entrance is a zig zap pattern (right,left,right) and 
    you'll be inside the fortress.  Walk up to a hill (the right side is good) 
    where one soulless is and get behind him but far enough away to throw a 
    grenade at him.  Grenade the soulless next to you and get ready to kill the 
    soulless that will approach you from the gate.  Remember to move your man 
    diagonally away after he throws a grenade.  It may help to target the 
    ground instead of the actual soulless.  Ghols will individually try to 
    sneak up to you, but as long as you stay on the plateau, you'll be able to 
    kill them before they reach you.  To the east is a circular area of wight 
    parts guarded by a few ghols.  Stand on a nearby hill and set off the wight 
    parts with a grenade (target ground) to blow up the entire lot.  Battle any 
    ghols near you and head south.  Another pen is south holding many wights, 
    also guarded by a few ghols.  Again, stand on a hill and grenade a wight 
    near the edge of the pen to start the chain reaction of exploding wights.  
    Disgusting... but oh so satisfying.  Head north and clean up the area of 
    ghols.  There is another set of soulless next to the practice dummies to 
    the north.  You can either take them on alone, or call your reinforcements 
    now.  To call your reinforcements, you want to maximize the number that 
    come by finding the most open space to call them.  When you throw the blue-
    smoke bottle (special ability, first time) several dwarves will parachute 
    around you.  Group them separately and head to the NE corner where another 
    fence is.  Behind here are the caves where ghols pop out from.  Due to the 
    map design, you will almost always be exposed to two caves, which means 
    enemies will come from both.  Don't position your men in between the caves, 
    rather, put them at a triangular angle from both entrances.  Coax the 
    enemies out of the cave and blow them up.  As you pass the first set 
    (travel in the counter clockwise direction starting south) ghols will 
    sometimes attack from behind, so beware.  Work your way around the big hill 
    to battle the caves.  When you've killed enough Ghols, the level will end.  
    SECRET MISSION: To get to the secret level, instead of sweeping around the 
    caves to kill all the ghols, go to the SE most cave.  It's a little bigger 
    than the rest.  If you enter it, you'll be brought to the secret level.
    Secret Mission: A Long Awaited Party
    This mission is purely for the satisfaction of the dwarven people.  It 
    didn't have a strategic advantage other than possible a psychological one 
    on the ghols; but it sure is satisfying as it's the most blatant slap in 
    the face the dwarves deliver to the dark next to the final missions.  There 
    is a huge stone that the ghols worship as their god.  They drag it wherever 
    they go, and since they've occupied former dwarven territory for the past 
    years, they've dragged the stone to this location.  If Balin survived the 
    last mission, you get him for this one.  He and 9 other dwarves will blow 
    up the ghol guard as they exit the cave.  As they exit, immediately look to 
    the left (north) and have all the dwarves except for Balin form a staggered 
    formation down the small slope so that the formation is parallel to the 
    mountain side.  Further north is a cave with a ghol guard, but there are 
    two ghol patrols circling the hill even further north.  The red ghol patrol 
    is moving counter clockwise and you'll see them coming just as your dwarves 
    get in formation.  Have them all lay a satchel charge and then run back to 
    the cave entrance and form a long line facing down the slope.  Position 
    Balin so he can easily set off the nearest charge with his accurate grenade 
    throws.  As the ghol patrol steps over your minefield, set it off and watch 
    them go up in bloody carnage.  Your line of dwarves and Balin should then 
    clean up any survivors.  Without any time to lose, have the 9 dwarves go 
    setup another minefield in a staggered formation for the gray ghol patrol 
    coming around the far north hill in the clockwise direction, and then have 
    them come back to the long line formation in your original position.  
    Again, have Balin set off the minefield and then blow up the survivors 
    individually.  If it looks like you are unable to set up in time for either 
    the red or gray patrols, then just stay back as they won't see you unless 
    you come down the slope.  Let them pass, and then setup while they are 
    doing their circle.  After red and gray patrols have painted the landscape 
    with their body parts, go to the NW and blow up the guard even though he's 
    minding his own business, then go do the same to the guard at the cave NE 
    of your position.  North of the second guard is a slope curving around 
    where several ghols are guarding the entrance.  You are at a distinct 
    disadvantage here as the ghols will always be on higher ground.  I used 
    this method: keep your dwarves down out of harm's way and send Balin half 
    way up the slope.  Have him throw a special ability signal bomb in front of 
    the ghols (hopefully it doesn't roll down the hill back at you).  Just 
    before as the smoke starts going out, move towards the ghols until they 
    start chasing you and run down the hill to the half way point (if you run 
    too far, the ghols will turn around and go back to their original 
    position).  Hopefully the bombing raid takes out most of the ghols.  If 
    not, you can try again.  Clear out the survivors and bring everybody up.  
    You will be on a grassy mountain road heading south.  In the distance you 
    can see the stone is in the center of a valley and now you understand why 
    the ghols worship it.  The stone looks like a huge ghol head.  Around the 
    stone are dozens and dozens of ghols chanting and worshipping.  Follow the 
    mountain road down and you'll encounter a bunch of ghols and some soulless.  
    The ghols won't attack unless you get close, so don't.  The soulless 
    however will try to snipe at you.  Use Balin to target the ground just in 
    front of the nearest soulless.  It will take two explosion to kill, but 
    this is safer because you are further away.  Run Balin in a zig zag pattern 
    to avoid the spears.  Once he throws a grenade, don't let him just stand 
    there, retreat in a diagonal direction to reduce his chances of getting 
    hit.  After the soulless are gone, have a dwarf try to attack the ghols and 
    retreat immediately.  You'll be able to whittle the ghols down this way 
    until they are gone.  Continue to the bottom of the map where you can load 
    up on satchel charges.  It will curve east.  Move everyone in a tight box 
    eastwards cautiously.  When you see a slope leading from the mountain road 
    down to the valley, stop.  There is a huge army of soulless patrolling in a 
    big circle, you may see them going down this slope.  Keep your distance and 
    let them pass without any disturbance, just remember what ground they 
    passed over.  After they've passed, send the 9 regular dwarves in a 
    staggered formation to lay a minefield in the shape of the soulless army 
    along the path they just patrolled and then return to their original safe 
    spot.  Get Balin ready and speed up time until the soulless come around for 
    the next pass.  Slow time to normal and set off the minefield to catch as 
    many soulless as possible.  The soulless have a better range than the 
    dwarf, so if any soulless survive here you may have to let them pass and 
    set up another (but smaller) minefield.  Don't go down the slope.  Instead, 
    stay on the grassy road and continue east.  You'll will reach the corner of 
    the map where a soulless is guarding the stacks of wight bombs, satchel 
    charges, and ghol blades.  Again, the soulless have the range advantage, 
    but you now have something to even the odds: trees.  Use Balin to move 
    towards the soulless but make sure a tree is always between you and the 
    soulless.  In this manner, you can cut the distance between you and 
    soulless and be protected from the thrown spears.  Go tree by tree until 
    you are at the tree closest to the soulless, then move from behind the tree 
    and bomb the soulless and move back for cover.  Another ghol is just north 
    of the equipment piles so you will probably have to contend with him too.  
    Now you have to make a choice.  Do you want to be safe and just stealthily 
    blow up the rock keeping everyone safe, or do you want to take out all the 
    ghol worshippers as well most likely experiencing casualties?  Let's do it 
    the safe (but less fun) way first.  Move your men along the grassy path all 
    the way north to the top of the map.  You'll come to the road where the big 
    stone was dragged.  Then head west until you are directly north of the 
    stone where none of the ghols can see you.  Now where would you put the 
    satchel charges so that it would break the statue?  It's obvious weak point 
    is tucked under the "chin" of the rock.  Although it's tempting to get 
    under the chin via the drag tracks, instead, just walk four fully loaded (8 
    charges each) dwarves over the north side of the surrounding short wall and 
    box themselves under the chin.  You should be able to do this without the 
    ghols seeing.  Place all the charges the dwarves are carrying and head back 
    north.  Have Balin stand outside of the short wall and target the ground 
    near the charges to set them off.  The explosion will cause the rock to 
    break in half at the "beak".  This will piss off the ghols who will start 
    to chase you but the level will end before they reach you.  That was the 
    safe way, now for the tough but more fun way.  Use the 9 dwarves to place a 
    wide spread of staggered formation satchels charges at the base of the 
    slope from the grassy road.  The southern slope is better than the SE slope 
    because it's narrower.  Place three groups of charges side by side and 
    another set or two of charges to deepen your minefield.  Just make sure you 
    preserve at least 24 charges to bust up the rock later.  To be safe, have 
    everyone drop the unused satchel charges in a safe place on the grassy road 
    to reduce the risk of a chain reaction explosion if one of your dwarves 
    gets blasted during the battle you are about to engage in.  Line everyone 
    up in a long line at the top of the slop with Balin in a good spot up the 
    slope to set off the minefield.  Choose your least experience and lowest 
    health dwarf to act as sacrificial bait.  Have him run up behind the 
    worshipping ghols who are to preoccupied chanting to their god and throw a 
    well aimed grenade to kill about 3 if he can and then immediately run back 
    to the slope.  He won't make it because he's too slow so after the battle 
    is done, remember his honor.  Set off the minefield with Balin when the 
    horde of ghols is on the minefield and begin the gory battle with the 
    surviving ghols.  I found that it's best to control Balin for intelligent 
    strikes while your other dwarves are mindlessly tossing grenades.  When the 
    fight is over, pick up your stashed satchel charges with the surviving 
    dwarves and place them tightly under the "chin" of the rock.  Get everyone 
    to safety and have someone set it off.  Sweet revenge.
    Mission 18: The Road North
    You will start with 3 archers and 5 warriors with the mission of finding 
    the magic bow and returning to the spot you started.  Group the archers and 
    warriors separately and have the warriors form a line or vanguard about a 
    half a screen (when fully zoomed out) ahead of the archers.  Have the 
    archers form a line facing the warriors.  The paths in the level are 
    relatively narrow and the way to the magic bow is to follow the blood 
    spots.  Along the way, you will be attacked by thralls which suddenly 
    appear out of the ground, usually surrounding the foremost group.  With the 
    archers trailing far in the back, they can shoot at the flanking thrall 
    while your warriors attack the one they see; the one's in front of them.  
    The first ambush you encounter will also have a soulless which crosses the 
    river.  Retreat your warriors after killing the thrall and take out the 
    soulless with your archers.  The bow's position changes each time, but the 
    blood stains always lead to it.  Keep using the warriors ahead of the 
    archers strategy until you see the bow.  Don't get excited and rush to it 
    as there are thralls in the ground waiting to ambush you.  Have the 
    warriors sneak up and form a circle.  When the thralls appear, take them 
    out with all your men.  Have your healthiest, most experience archer get 
    the bow.  This bow is even better than that turn-to-stone magic bow of a 
    previous level.  This bow shoots bolts of lightning, as well as regular 
    arrows, which can demolish groups like a grenade.  It also has far range, 
    too.  You'll need this bow now because once you get it, you will be 
    attached by large armies of thrall.  Keep you warriors from attacking the 
    armies and try to use the archer with the magic bow (special ability) to 
    lightning the armies to scrap.  Don't go crazy though as you only have a 
    limited supply of lighting arrows.  If there are a few stragglers left, use 
    the other guys to mop them up while the magic bow guy turns his attention 
    to the next group.  Now that you have the bow, head back to the starting 
    point.  Again, lead the way with the warriors, but this time when the 
    armies show up, have them backtrack and lightning bolt the thralls.  
    Thralls are slow, so if an army is "chasing" you, you may just want to move 
    forward.  They are also stupid so when you reach the ramp, you'll zig zag 
    back and many thrall won't be smart enough to go *around* the corner to 
    reach you.  Instead they'll be stuck at the cliffs wondering why they can't 
    get you.
    Mission 19: Across the Gjol
    This is the most frantic mission yet.  You have a large army standing on a 
    large plateau overlooking a river where the enemy will come from.  Split 
    your archers, dwarves, and warriors into two groups (even numbers of types 
    each).  The plateau can only be reached on either side by the side ramps so 
    this is where the enemies will be headed.  Position your archers and 
    dwarves in a line overlooking the left and right corners of the plateau to 
    rain on the thrall which head up the ramps.  Ready the warriors to take out 
    any thrall which actually make it up the hill.  Before the enemy shows up, 
    use the dwarves to set up a few satchel charges on the ramp and reposition 
    them in their line atop the cliff.  The thrall armies will attack you on 
    both sides at the same time so you'll have to constantly move the camera 
    back and forth or else chaos may happen on the unattended side.  Wights 
    will appear after the first wave of thrall so use the archers to blow them 
    up from afar.  You'll then be attacked by another army which appeared from 
    land.  Use the dwarves to demolish then use the warriors to mop up the 
    rest.  During this time, keep an eye on river activity as two fetch will 
    appear on either side.  Make sure the archers take out the fetch as soon as 
    possible.  Set some more satchel charges on the ramps if you have time as 
    another large wave of thrall will approach from the river from both sides, 
    this time they will have soulless with them.  Make sure your archers are 
    taking out the soulless while everyone else is attacking the thrall.  
    Reinforcements will arrive and will automatically walk from their starting 
    position to the plateau, so don't worry about them until they get there.  
    Use them to reinforce your lost ranks and take out the last wave of thrall 
    attacking.  Don't worry about trying to keep veteran units to carry over 
    the next level since the next level only has bezerkers.
    Mission 20: The Watcher
    This is a really tough mission.  It wouldn't be that tough if you were 
    given archer and dwarven units, or at least one journeyman, but you are 
    only given bezerkers.  When you start off, head as far north as you can to 
    the edge of a huge swamp to the east.  Scout into the swamp.  Several 
    scattered thralls will pop out of the mud to attack.  Retreat your scout 
    and close in for the kill with the rest of the bezerkers.  Sludge through 
    the swamp due east till you reach land.  You are trying to avoid an army of 
    ghol and a shade just south of you waiting at the bank.  The shade can 
    reduce your men to scrap very easily, so you don't want to mess with him.  
    You'll be at the top of the map, so face the camera northwards and have 
    your bezerkers hug the top of the map and move east as quickly as possible.  
    You'll reach a river running SE so follow the edge of it without stopping 
    until you reach a shallow part of the river which can be crossed.  By this 
    time, you may have encountered a few ghols, and you'll see on the radar 
    that an army of ghols is chasing you (and they have a very deadly shade 
    with them).  Cross the river and sit on the peninsula and create a shallow 
    encirclement to get ready for the ghol attack.  The shade won't cross the 
    river so you are safe.  Take care of the ghols and move to the southern tip 
    of your peninsula.  In some cases, the shade will teleport to the south 
    bank with some ghols.  If this happens, then have one weakened man stand at 
    the bank as a distraction.  Otherwise, the shade may be waiting on the west 
    bank for you to cross.  If this is the case, then send one weakened man to 
    your bank and stand almost halfway in the river as far north as he can.  
    The shade will follow him as much as possible.  Now sneak across the 
    southern most crossable part of the river with small (4 or 5) groups of men 
    and have them hug the river shore (SW) till they are out of sight of the 
    shade.  Keep the groups moving after each other as ghols will attack your 
    men along the river.  You will have to take care of several ghols at this 
    point.  Go around the SW tip end of the river.  You may receive 
    reinforcements (more bezerkers) from a hill just NW of the tip; if not, 
    come back later and you may receive them then.  Go south.  If the shade 
    didn't teleport, mentioned above, then you will encounter him now as he 
    will teleport to this area of the map.  Try to retreat back to the north 
    bank of the river you just came from and try to lead the shade up to the 
    peninsula where you first took refuge.  Move the weak bezerker to the 
    southern tip to try and get the shade to follow him.  Lead the rest of the 
    group back to the SW tip, being careful not to attract the shade's 
    attention again.  If you are unable to do this, then you will have to 
    contend with the shade.  (In which case, good luck!)  Head SE till you 
    reach a large plateau with a ramp at it's SW corner.  You may receive more 
    reinforcements along the way if you hug the south part of the map.  A line 
    of soulless are guarding this ramp and they refused to be teased into 
    following you so you'll have to storm up the ramp.  Once you've gotten up 
    the plateau, split your men into three groups to attack the three lines of 
    soulless.  You'll lose a bunch of men in the process of killing the 
    soulless.  Behind the soulless lines, is the stone figure, a circle of 
    thrall surrounding it, and a larger circle of ghol surrounded them.  The 
    ghol have wight packets to throw at you if you get too close so try not to 
    bunch up your men.  Apparently, they have very strict orders to guard the 
    statue.  You can send three bezerkers in to kill one single ghol without 
    any of them moving.  However, once you hack up the second ghol, all the 
    ghols will attack.  After hacking the second ghol, retreat the three 
    bezerkers back to their group and have your troops kill all the ghols.  The 
    thrall still haven't moved, and they won't.  These thrall are zombie walls.  
    They are tougher than regular thrall, but won't move so hack them up with 
    the surviving bezerkers and then destroy the statue.  Bloody battle, wasn't 
    Mission 21: River of Blood
    In this mission you start just outside the entrance of the city walls.  
    Fortunately, you have a variety of men again.  The entrance is blocked by 
    wooden stakes, so for now, you can't reach the enemy and he can't reach 
    you.  Use your archers to lob arrows at the myrmidons on the other side and 
    they will run away without any casualties. Use the dwarves to grenade the 
    blockade until they it's blown away.  The first group of myrmidons is small 
    so send in your giants to slap them out of existence, and bring them back 
    outside the city.  In the distance, a trow commander and a bigger army of 
    myrmidons approach from the north.  They'll stop and wait though.  Have the 
    dwarves setup satchel charges (two rows of four) in a west-east line just 
    inside the entrance and retreat them.  Setup another line of charges in the 
    entrance and retreat them back to the archers, leaving just one dwarf at 
    the entrance.  Bring one giant in again and tease the army to attack you.  
    Immediately move your giant to the entrance, but don't actually leave the 
    city.  Have the dwarf blow up the charges to take out most if not all of 
    the first wave of the second army of the attacking myrmidons.  Use the 
    giants to clean up stragglers.  The rest of the myrmidons will attack so 
    retreat everyone outside the city and have the dwarf (who now has 
    experience from blowing up the minefield) to set off the entrance charges 
    when they are neared by the myrmidons.  With the obliteration of his men, 
    the trow will now attack so surround him with the giants and the bezerkers 
    to finish him off.  If you scan the camera around, you'll hear massive trow 
    footsteps in every direction except the right (east) so head that way, 
    hugging the wall.  Split your bezerkers into two groups to cover the ends 
    of the line of archers, and have your giants stay with the left bezerkers 
    (farthest from the wall).  When you reach some randomly placed lines of 
    stakes, you'll notice another army of myrmidons and a trow just beyond 
    them.  Move the dwarves up behind the right most stakes, but not too close.  
    The myrmidons will attack in two groups, one to the left which will be 
    dealt with by your giants and left group of bezerkers, and the right group 
    which will be reduced and hurt by your dwarves and archers and cleaned up 
    by the right group of bezerkers.  Look at the wall for an easter egg.  The 
    trow will attack so surround him with your giants and bezerkers.  Then move 
    to the SE corner of the city and edge your way north.  A fetch will head 
    towards you so use your archers to wipe her out.  If necessary, use the 
    giants as back up.  I almost panicked from what I saw next.  That fetch 
    didn't come alone, she came with several other sister fetches.  That group 
    would be able to wipe you out with heavy loses to you but they tend to 
    attack only one or two at a time.  Regroup your men and head north after 
    all the fetch have been killed.  You'll reach the river of blood.  Get your 
    men into a westward facing formation with the archers in the center and 
    their sides covered by bezerkers.  Edge your way west and you'll encounter 
    a small group of myrmidons and a fetch before you come to the bridge 
    crossing the river of blood.  Across the bridge is a big trow, and three 
    fetches surrounded by two armies of myrmidons.  Setup up your archers (the 
    low health ones) and dwarves on either side of your bridge entrance, with 
    the dwarves closer to the bridge.  Have your giants cover the actual 
    entrance with the bezerkers in deep or shallow encirclement behind them.  
    Send two archers onto the bridge to shoot at the trow from a distance.  
    He'll just stand there and take some punishment before he backs up and the 
    fetch attack.  When this happens, retreat your archers off the bridge and 
    let your other archers whittle the fetch.  Mop them up with the giants.  
    The trow will attack after, so wait till he gets to your side of the bridge 
    (archers and dwarves attacking from afar) and then swamp him with both 
    giants and bezerkers.  Soon after the trow dies, the myrmidons armies will 
    attack one at a time.  Retreat your giants and bezerker to a better 
    position just off the bridge and attack them as they reach your side of the 
    Mission 22: Pools of Iron
    This is a really fun level because you get to control Alric the avatar.  
    He's about as slow as a warrior, but really fast and deadly with his sword.  
    But the best part of him is his special ability to cast the same spell the 
    shades can.  He can only use the spell four times, but he can eliminate an 
    entire army.  You'll start out with just Alric standing on a cliff.  A few 
    single myrmidons will be running around.  Engage them to hand to hand 
    combat one at a time.  They'll do minimal damage to you.  Walk down the 
    narrow ramp (west) into the desert valley below.  Head north west and 
    you'll encounter a few more wandering myrmidons.  You'll eventually see a 
    huge army of myrmidons walking in a nice pack towards you.  Stop moving, 
    and then cast the spell ("T") on the first myrmidon.  The spell works like 
    this: the unit you target will blow up in green smoke, and then the next 
    unit within the vicinity of the blast will go up in green smoke the same 
    way.  This causes a domino effect which can potentially destroy the whole 
    army.  This domino effect is like a chain reaction, so you want to target 
    the unit which is at the beginning of an imaginary line running through 
    every unit once.  If you use this type of thinking, you'll usually blow up 
    the entire army.  After killing the army, head due south, but don't go any 
    further west.  To the west is a Greek like structure where two trow are 
    waiting, and you don't want to activate them just yet.  As you head south, 
    you'll encounter some more individual myrmidons, and then another big army.  
    Use your spell once again on the army.  Sometimes the single myrmidons will 
    just run away when you chase them.  You want them dead, so stop Alric and 
    have him face away from the myrmidon.  The myrmidon will turn around to 
    attack your back; but just as it gets close, have Alric turn around and 
    attack the pathetic undead.  Continue south till you see the world knot and 
    have Alric move there.  The computer will control him and he'll act as the 
    broken knot pillar and beam in an army of bezerkers, dwarves, and archers.  
    Setup your groups and have them back up against the south wall on higher 
    ground slightly west of the knot.  Have a bezerker go to the south west 
    corner until another big army of myrmidons shows up then retreat him back 
    to your party.  Have Alric blow the army up with a spell and clean up any 
    stragglers with your men.  By this time, another myrmidon army from the 
    north west corner will be reaching you.  Again, have Alric blow the army 
    up, but make sure your bezerkers aren't near the enemy when he does this.  
    Again, clean up any stragglers.  The trow will attack so swamp them with 
    your men.  Alric is now out of spells so use him like a bezerker from now 
    on.  Enter the structure and pass through it heading west until you reach 
    the bloody water beach.  An army of thrall will emerge from the bloody 
    water.  Peg them with arrows for as long as you can and then attack with 
    the bezerkers and Alric since he has no more spells.  Further north along 
    the beach is another army of thrall which will emerge from the water.  You 
    can attack them in the same manner.  Move all your men into the bloody 
    water to end the level.
    Mission 23: The Last Battle
    This is the toughest combat level in the whole game.  Even with a variety 
    of units, it's not going to be easy.  At the beginning, you men will be on 
    a small peninsula in the bloody waters.  Bunch up all your units into a box 
    except the archers.  Have them get ready as several fetch from the waters 
    will attack.  After killing several fetch, head everyone down the peninsula 
    and then west on the land until you reach another Greek like structure.  A 
    lone myrmidon scout will be north of the structure, but he'll run away to 
    warn his buddies once he sees you.  You won't be able to catch him so don't 
    worry about it.  Follow where he goes till the land curves northwards to a 
    slope.  You could chase the myrmidon down with bezerkers until he is 
    trapped, but don't bother.  Go up the ramp a bit and you'll see a bezerker 
    unit waiting for you.  He'll tell you, "hurry! Balor is coming!".  Follow 
    him up the hill and you'll receive more units.  You'll also see Alric, but 
    you can't control him.  You'll also see the standard erected behind Alric.  
    Get everyone away from the standard for now.  Balor will come and engage in 
    a conversation with Alric, then Balor will blow up with standard and anyone 
    standing to close to it.  Move the archers into a long line at the edge of 
    the hill where Alric was standing and set up your dwarves to the left and 
    two bezerker group right and left of the archers.  A huge army is waiting 
    at the base.  The thrall will attack first.  You should be able to take 
    most of them out with the archers and dwarves.  After the thralls will come 
    the myrmidons.  You'll probably have to mop up with the bezerkers.  Two 
    fetches will arrive so put priority on them with the archers.  After that's 
    clear, Alric will say, "we mush follow him!" and head over to another 
    structure in the desert valley.  Keep your men where they are, but set up 
    their formation again.  Send one bezerker next to Alric just to get him to 
    move to the next destination; the structure.  Balor and Alric will talk 
    again and Balor will shower Alric with bloody dwarf heads telling him that 
    the rest of the legion has been destroyed.  Alric will blow up the line of 
    myrmidons and retreat.  You'll then be attacked by the armies of fetch and 
    thrall.  Again put priority on the fetch with the archers and kill the 
    armies.  Make sure you don't lose too many bezerkers because you're going 
    to need them.  Alric will again say, "we must follow him".  Group your 
    bezerkers into two groups of three, and a third group with the rest.  Alric 
    will go up to the top of a hill looking into a bowl like canyon with a pool 
    of blood.  Fetch are in a semicircle along the opposite edge of the bowl.  
    Have the archers form a long line on your edge of the bowl, have the two 3-
    man bezerker group form to the left and right of the archers just inside 
    the bowl, and have the dwarves go just below the archers.  Put the last 
    group of bezerker behind the archers.  As soon as your party arrives at 
    these location your specified, Alric will walk into the base of the bowl 
    and talk to Balor once again.  Don't wait.  Have the archers target the 
    nearest fetch to the right and move the 3-man bezerker groups down a bit.  
    After Balor and Alric finish talking, the fetch will enter the bowl and 
    surround Alric in a semicircle and pound on him with lightning.  Alric is 
    tough, but not invulnerable so while this is happening, have the left 3-man 
    bezerker group start killing fetch from the left, and the right 3-man group 
    from the right.  Have the archers and dwarves shoot at the last fetch the 
    bezerkers will reach (the fetch in the middle of the semicircle).  While 
    they do this, move the third bezerker group down straight through the pool.  
    Once the fetches have been killed, myrmidons will attack so clean them out 
    with the bezerkers.  After the myrmidons have been dealt with, move what's 
    left of the bezerkers the left away from Alric, and move what's left of the 
    archers and dwarves up the bowl to the right a bit.  Now the climax of the 
    battle!  Balor will come and attack Alric but Alric will surprise him with 
    a magic device which freezes Balor.  Alric will scream, "kill him!"  Only 
    your bezerkers can do damage to Balor so send them in and surround him to 
    hack him up until his head falls off.  Alric will teleport you out and 
    you'll hear Alric get ready to blow up several huge myrmidon armies.
    Mission 24: The Great Devoid
    This is the last level of the game and isn't really that hard if you play 
    it safe.  You'll start with four dwarves, some archers and bezerkers, and a 
    journeyman.  Choose one dwarf (preferably the most experience) and have him 
    drop all of his satchels, and then have him pick up Balor's head.  Have the 
    other three dwarves pick up the satchels.  Explore to the east.  You'll 
    pass through the open area, a forest, and then come to a river.  There are 
    two sections to cross: north and south.  Don't cross the river just yet.  
    Explore along the river through the woods till you get to the north 
    crossing point.  Someone will say, "I've got a bad feeling about this."  
    Once this happens, immediately move everyone back to the clearing where you 
    started from.  Bunch everyone up into a box except for the archers.  Split 
    them into two groups and have them form a line on each side of your men 
    facing outwards.  Wights will lumber in so use the archers to blow them up 
    from safe distances.  After the wight attacks are done, go to the north 
    river crossing area.  You can see where the water is too deep, so set up 
    two groups of four archers in a line on the bank (up hill a little) of the 
    river.  Move the useless dwarves back out of harms way and put the 
    journeyman between the archers, and back a little.  Move the bezerkers back 
    as well.  Use one bezerker to step foot in the muddy water and retreat.  
    This should have caused an army of soulless with two fetch to approach.  
    The fetch will stay on the opposite bank, but the soulless will attack.  
    Your archers should take them all out.  Some more wights will probably 
    attack from the river, so blow them up.  Then a group of archers to kill 
    the each of the fetch at the same time.  Hopefully, they will kill them 
    before being fried.  Reposition your archers at the bank in a line again 
    and send a bezerker to the middle of the river, and retreat him.  A second 
    wave of soulless and fetch will approach.  Again, use the archers to wipe 
    out the soulless, and heal anyone near death with the journeyman.  This 
    time, more wights are attacking from the rear so use the archers to kill 
    them safely.  The fetch won't cross the river, so don't worry about them.  
    After taking care of the wight threat, go kill both fetches with the two 
    archer groups at the same time and then have the entire party cross the 
    river.  Move east and quickly position a long line of archers on a thin 
    hill with white color tone just past a crater.  More soulless and fetch 
    will be approaching, and this is the best vantage point to be in when they 
    arrive.  Shoot the fetch first, then the soulless, making sure to heal any 
    weak archer with the journeyman.  Make sure you conserve one mandrake root 
    of the journeyman, as you will need it later.  Move everyone due east till 
    you reach a hill with a few trees on it.  Face south, and move down the 
    hill just a bit.  When the ground starts to look rocky, you are reaching 
    the area of the great devoid.  Do not enter the rocky area.  Wights will 
    shamble in from the west and south west so use the archers again for them.  
    At one point, you'll see 6-8 wights walking in a line towards you.  Blowing 
    the first one up causes a nice chain reaction.  But the nightmare is ahead 
    of you to the south.  Guarding the great devoid are some soulless, wights, 
    fetch, and Soulblighter himself.  Soulblighter is extremely fast and tough 
    and he can chop up all your men easily.  There is a trick though: the 
    journeyman's heal spell with the mandrake root does the opposite to undead.  
    With the journeyman, you can kill Soulblighter with one spell.  The problem 
    is, before you can finish casting the spell, Soulblighter will have chopped 
    your journeyman, completely breaking his concentration.  To do this right, 
    send two bezerkers with the journeyman.  Have them line up in a shallow 
    encirclement with the journeyman on the right.  Slowly edge them up to 
    Soulblighter and when he runs at you select the journeyman and push "T".  
    Just as Soulblighter is about to reach the first bezerker, target him.  
    While he's hacking at your poor bezerker volunteer, your journeyman will 
    sneak up and cast the spell.  During this time, the first bezerker will die 
    and Soulblighter will hack up the second one.  After the completion of the 
    journeyman's spell, Soulblighter will freeze and turn into ravens which 
    will fly away.  There are two fetch patrolling together around the mouth of 
    the hole.  Pull your bezerker and journeyman back and send in the archers 
    to kill the fetch.  Three soulless will get into the act so kill them too.  
    More wights will show up but again, they are easy targets for your archers.  
    Move the dwarf carrying Balor's head to the edge of the hole and he will 
    automatically throw the head in.  Hurray!  You did it... then the dwarf 
    will go, "uh oh..." and powerful magic energy will nuke the whole place.  
    Man, what a depressing ending.  The sense of dread goes on and on... but 
    what a great game!
    4 Tips, Tricks, and Easter Eggs
    - Always use archers and dwarves from high ground if possible.  This 
    increases their range and reduces accidental bounce back of grenades.
    - Learn the formations
    - Learn to use gesture click to orient your formations
    - Don't forget that your dwarves have satchel charges.  Using a minefield 
    on the enemy really can make or break a battle.
    - Don't have your dwarves toss grenades in the same spot at the same time.  
    Grenades go off at slightly different times and the first explosion will 
    send the other soon-to-explode grenades flying in random directions; 
    sometimes into you.
    - Always try to long range your opponent.  Cut them down a bit with the 
    dwarves, then peg them with the archers.  Finally, as what's left of the 
    enemy nears you, send in the warriors and/or bezerkers to finish them off 
    AND tell your archers and especially the dwarves to STOP attacking.
    - If an enemy is running away from you, stop your men and have them look 
    away (with the gesture click).  The enemy will probably try and take 
    advantage of this and move to stab you in the back.  As he nears, attack 
    - Veteran units are extremely valuable.  Build up less experienced units 
    when it's safe and easy pickings.  Veteran units will carry to the next 
    level so long as the next level scenario has those units.  If the next 
    level does not have those units, then the veteran experience is lost.  Use 
    the mission guide in section 3 of this guide to determine if your 
    experienced units will carry over.
    - The journeyman's heal spell also instantly kills undead.
    - Targeting the ground near a stationary enemy with the dwarf often will 
    not cause the enemy to run and so you can kill them by surprise.
    - You can select and direct your units while paused!
    - Look for the trailer and peasant easter egg in the SW corner of "A 
    Traitor's Grave"
    - Look for the graffiti on the SE corner inner wall of "A River of Blood"
    - The fastest units are your giants, bezerker, and warriors, in that order 
    so use them as scouts or taunts.
    - Use programmable presets.  Cover your archers with a group of 
    warriors/bezerkers on each end of the archer long line.
    5 Cheats
    CTRL and "+" : Automatically win the single player level
    CTRL and "-" : Automatically lose the single player level
    To access all 24 single player levels: 
    Hold down the space bar on the title screen and click on "New Game".
    To get stronger warriors:
    During a level, type PizzaParty to make your warriors more powerful.



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