 Myth - The Fallen Lords

 Kung Fu Geckos Unofficial Strategy Guide for

            Myth: The Fallen Lords

                    v 1.0

                                by Kung Fu Gecko
                                   (Garett Choy)

 TABLE OF CONTENTS

 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

 1 INTRODUCTION

 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.

 1b SPOILER WARNING

 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 youve played it to completion by yourself, or you are stuck and need
 some hints to move forward.

 1c BACKGROUND

 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.

 1d DISCLAIMER

 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
 holders.

 1e COPYRIGHT

 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.

 1f WHERE TO GET THIS WALK THROUGH

 This walk through is available and is most up to date at my Myth home page
 located at:

     http://www.autobahn.org/~gbchoy/geckobeach/myth.html

 It is also available at the Spoilers Center:

     http://www.the-spoiler.com

 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:

     http://www.autobahn.org/~gbchoy/geckobeach

 1z VERSION HISTORY

 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
 enemy.

 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.

 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).

 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
 it?

 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
 bridge.

 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
 him.
 - 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.

 Please Note: Cheats and Hints listed above may not support all versions of
                                 the game.

