O============================================================================O
| Table of Contents |
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- Introduction.........................................................[I]
- The Basics...........................................................[II]
- The Units............................................................[III]
- Strategy Guide.......................................................[IV]
01. Willow Creek................................................(L01)
02. Salvation...................................................(L02)
03. Down a Broken Path..........................................(L03)
04. Into the Breach.............................................(L04)
05. The Baron...................................................(L05)
06. Gonen's Bridge..............................................(L06)
07. Beyond the Cloudspine.......................................(L07)
08. The Great Library...........................................(L08)
09. Gate of Storms..............................................(L09)
10. Landing at White Falls......................................(L10)
11. Through the Ermine..........................................(L11)
12. The Stair of Grief..........................................(L12)
13. The Deceiver................................................(L13)
14. With Friends like These.....................................(L14)
15. Walls of Muirthemne.........................................(L15)
16. The Ibis Crown..............................................(L16)
17. Redemption..................................................(L17)
18. Relic.......................................................(L18)
19. The Summoner................................................(L19)
20. A Murder of Crows...........................................(L20)
21. The Wall....................................................(L21)
22. Shiver......................................................(L22)
23. Twice Born..................................................(L23)
24. The Forge...................................................(L24)
25. Secret Levels...............................................(L25)
- Multiplayer..........................................................[V]
- Revision History.....................................................[VI]
- Thanks/Acknowledgments...............................................[VII]
- Contact Information..................................................[VIII]
- Copyright Information................................................[IX]
This is a walkthrough for Myth II Soulblighter. I hope you find it useful,
I will also include some other stuff like the controls and the units. I felt
like doing an FAQ on an old game, Myth II is a great game and since there
weren't any FAQs for it, I thought I'd make one. Please note that the walk-
through was written based on the normal difficulty level.
Myth II is a real time strategy game. Instead of building a base and training
units like other strategy games, (Starcraft, Warcraft I,II,III) you are given
a set amount of units at the beginning of each level. At certain parts in some
levels you will get reinforcements, this doesn't happen very often however.
Since you have a limited amount of units, Myth II requires more strategy then
your average real time strategy game, you have to really think before you act.
To make it easier for you to navigate the guide, I have implemented a search
system. To use it, press CTRL+F and type in the code by the sub-section, press
enter to jump to that section. To jump between the parent sections, insert the
corresponding roman numerals surrounded by the square brackets.
------\=======================================================================
[II] \ The Basics
--------\=====================================================================
First of all I would recommend that you first play the Tutorial to familiarise
yourself with both the camera and the controls. The camera is a little hard
to get used to in the beginning, I guess, but once you get used to it it
will feel very natural.
I'll put this section here for anyone to lazy to look at the manual or for
people who lost theirs. These are just the basic controls, not going to get
into too much detail.
------------------------------------------------------------------------------
The Control Bar
------------------------------------------------------------------------------
There is a control bar at the bottom of the screen to help you out, it can be
toggled on and off by pressing shift + F6.
To the very left of the bar is the whisper button, don't worry about that
unless you are playing multiplayer. Going from left to right, The stop
button will stop a moving unit. The Hold button will make selected units
stand their ground, this is very useful especially for Berserks and dwarves.
Berserks tend to pick fights with anything that moves and dwarves will throw
their bottles at enemies even if your units are in there fighting them. The
Scatter button makes selected units move away from their current location,
very useful if your dwarf throws a bottle when you don't want him to. The
Retreat button will make your units run away from the nearest enemy. Finally
the special button will let you use a units special ability if it has one.
Dwarves satchel charge, bowmen's flaming arrows etc.
There is also a panel of formations for your units, I'll explain that later.
The Keyboard counterparts of these commands are as follows.
Stop - Spacebar
Hold - G
Scattering - B
Retreating - R
Special Abilities - T
Yell - Y
------------------------------------------------------------------------------
The Camera
------------------------------------------------------------------------------
These are the default keys, I myself left them this way but you can change them
if you want. There are several ways you can move the camera:
Forward/Back
To move the camera forward, press W. To move the camera back press S.
Left/Right
To move the camera left, press Z. To move the camera right, press X.
Orbit Left/Orbit Right
To orbit the camera left, press Q. To orbit the camera right press E.
Rotate Left/Rotate Right
To rotate the camera left, press A. To move the camera right, press D.
Zoom in/Zoom Out
To zoom the camera in, press C. To move the camera out, press V.
Center the Camera
To center the camera on a group of selected units, press H.
Using the Mouse to Control the Camera
This is the way I find easiest to do it. Using you mouse move the cursor to
one f the four edges of the screen, the camera will move in that direction.
You can also orbit the camera by pushing the mouse to the lower left or the
lower right corner of the screen, or rotate it up by moving the mouse to the
upper left or right corners.
If you're used to the way that the camera was in the first game (If you even
played the first game) and you don't want the corners to rotate the camera,
go to the preferences menu and turn off the controlled camera rotation.
If you are still having trouble moving around the camera, don't worry, you'll
get the hang of it. The first time I played Myth II I had some trouble
controlling it but I eventually got the hang of it.
------------------------------------------------------------------------------
The Function Keys
------------------------------------------------------------------------------
Those Function Keys at the top of your keyboard (F1,F2,F4 etc.) can be used to
change some of the game preferences without having to go into the preferences
menu.
Here's what they do...
F1 - Slows the game to half speed. this only works in Single Player
F2 - Increases game speed
F3 - Turns the sound volume higher
F4 - Turns the sound volume lower
F5 - Change between high-resolution and low resolution. Low resolution looks
horrid
F6 - Toggles the status box at the top of the screen on or off
F7 - Brings up stats during multiplayer games
F8 - Brings up list of keys and their functions, useful if you forget the
controls
F9 - Toggles team colors on the overhead map in multiplayer only
Formations are very important in Myth II, they add much more strategy to
the game and organize you units better for when you are attacking.
There are 10 preset formations, which are activated with the 10 number keys on
the top of your keyboard. You can also edit the formations to your liking,
I'll talk about that later. The 10 preset formations are as follows
1 - Short line: Units will line up in rows of four
2 - Long line: Units will line up in rows of eight
3 - Loose Line: Units will line up in rows of four, but more spaced out
4 - Staggered Line: Units will assume a staggered line.
5 - Box: Units will move in a square.
6 - Rabble: Units spread out randomly
7 - Shallow Encirclement: Units will form a wide, shallow arc
8 - Deep Encirclement: A tighter, smaller arc then the shallow encirclement.
9 - Vanguard: Units form into a V shaped formation
0 - Units form a circle, facing outward.
To change the preset formations, you must have installed the editing tool
"Fear" which is on the Myth II CD. If you haven't installed it, to install,
go to the install screen and when you are prompted for what type of
installation you want, choose custom. Then, click on Tools.
I would suggest editing the long line formation. I edited it so that it was
much longer because it is very useful for bowmen and also in multiplayer mode
if you are controlling archers.
------------------------------------------------------------------------------
Other Controls
------------------------------------------------------------------------------
Waypoints
---------
Waypoints let you select the route you want your units to take to a certain
destination. To place waypoints for your units, select the group of units and
hold the shift key while clicking on the ground and then again to the next
place you want your unit to go. You can only place up to four waypoints.
Patrolling
----------
I don't really find this a useful command but I'll put it here anyway. To make
your units patrol certain areas, after setting up four waypoints (if you don't)
know how to set waypoints, look at the text above) while still holding down
the shift key, click on the first waypoint.
Presets
--------
Presets, a very useful feature. Presets make it much easier to control certain
types of units. To create a new preset, hold ALT and press and hold anyone
of the number keys (0-9). Once a message is displayed saying that the preset
was created, let go. If you want to access a preset, hold ALT and press the
key that you set the units to.
------------------------------------------------------------------------------
Weather and it's Effects on Battle
------------------------------------------------------------------------------
This you must know about, it is very important, so if you don't already know
this or you are new to the game, read this.
In Certain levels or during certain times in levels you may notice that your
dwarves aren't as effective as they used to be, their bottles just seem to go
out in mid-air. Your bowmen seem to have terrible aim and their arrows miss
everything. The reason for this is that Myth II uses weather system to add
realism. It does add realism, but can also get frustrating, especially when
your dwarf's bottle goes out and doesn't stall the enemies, causing your dwarf
to be killed.
When it is raining, you'll probably notice your dwarves bottles going out, the
rain can put out the fire before it even hits the ground. Gusts of wind can
send your bowmen's arrows of course as well as put out their flaming arrows.
Veterans are surviving units carried over from previous levels. To recognize a
veteran unit, notice when selected in the status box, they will have a spear
head(s). Each spear head represents the number of levels that unit has
survived. The total number of kills that the unit had in the previous level is
also carried over. Units gain experience for every kill they make. The number
of kills a unit has made is represented in the status bar by a shield. The
total number of kills is displayed at the end of the level. Experienced units
attack faster and have better accuracy. Veterans are very vaulable and have
an edge over the non-veteran units. Try and keep your veterans alive for as
many levels as you can.
------\=======================================================================
[III] \ The Units
--------\=====================================================================
Here are the various units that you will control and face in Myth II: Soul-
blighter.
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The Light
------------------------------------------------------------------------------
Berserks
--------
Berserks are very skilled, powerful warriors. They sacrifice their armor
for speed, so that makes them a little more vulnerable, but they can still
take quite a beating. They chop up the undead with their giant claymores
very nicely. You will use these guys throughout the entire game.
Advantages: No armor means quicker movement and attack speed.
Disadvantages: No armor means that they take more damage
Overall: Berserks make up for there lack of defense with a very powerful
offence and great speed.
Bowmen
-------
Bowmen are the missile units for the light. You'll use these guys through out
the whole game. They use their bows from afar but also have a secondary melee
attack, their knife, though I would suggest that this would be your last
resort. Bowmen can't take a lot of pain, so make sure to leave behind a
couple of melee units to protect them. Watch out for Ghôls, they tare these
guys apart. They can use flaming arrows and set the ground ablaze. Their called
bowmen but I just call them archers, so don't get confused if I write archers
instead of bowmen. These aren't the fir'bolg from the original.
Advantages: They can attack from afar and back up the melee units.
Disadvantages: They can't take a lot of damage and they move slowly.
Overall: Being the one of the only missile units for the light, they
are good, If used properly.
Dwarves
-------
These guys are very useful, they'll also be used throughout the game. They
throw explosive bottles and can send the heads flying. Just be careful not to
kill your own guys. Dwarves are very slow and Ghôls rip these guys apart, just
like the bowmen. So make sure you have a unit always there to protect the dwarf
along with the archers. If a Ghôls going after a dwarf, the dwarf won't be able
to get away. They die in only a few hits. Their bottles can bounce of walls and
blow your dwarf up so be careful. Dwarfs can place satchel charges, which are
packs of explosives that explode if hit with another explosive. When used
with strategy, these can kill a whole pack of enemies.
Advantages: Their explosives cause a lot of damage.
Disadvantages: They can't take much damage and move very slowly.
Overall: Great units, just make sure you protect them.
Journeymen
----------
Journeymen heal other units, they aren't in all the levels but quite a few of
them. They use shovels to attack, so really, don't use them to attack. However
they can take a lot of damage, they can be the final wall between your dwarves
and archers, before another melee unit can get in there to defend them.
Journeymen have a set amount of healing roots at the beginning of each level
but can find more. They are probably the slowest moving units. They can heal
undead units such as thralls and wights, and kill them, this can be very useful
if a wight is about to explode. Journeymens coats allow them to not be
paralyzed by a wights explosion, he still takes damage however.
Advantages: Can heal units, can take a lot of damage, can be used as a tank.
Disadvantages: Lousy melee attack, slow movement.
Overall: Journeymen aren't that useful in some levels, but in other levels
you'll be glad that you have one.
Mortar Dwarves
--------------
Mortar Dwarves use very powerful explosives called mortars. You will only use
these guys in a few levels. They are just like regular dwarves, they take the
same amount of damage and move at the same speed, but they use different
weapons. They can blow both themselves up and their allies, so be very careful
with these guys.
Advantages: Very powerful explosives.
Disadvantages: Can't take a lot of damage, slow movement.
Warriors
--------
Not much to say about these guys, Warriors are another melee unit for light
You will use these guys throughout the entire game. they aren't as powerful as
Bezerk but unlike the Beserk, they have armor, so they can take more of a
beating then the Beserk. They also have a shield, which they can use to
deflect hits. They move at a fair speed.
Advantages: Armor means they can take more hits, their shields can deflect
hits.
Disadvantages: The don't do as much damage as the Berserk.
Overall: They have more defense then offense but in a group, they can kill
groups of enemies.
Heron Guards
------------
Heron Guards are a hybrid between the journeymen and the warrior. They can heal
other units, and they can do sufficient melee damage. Heron Guards wield dual
swords and wear heavy armor so they can take a lot of hits. You'll use these
guys in a number of levels. They move at a good speed. Making up for their
lack of a shield, Heron Guards can deflect hits by using both their swords.
Advantages: Can heal other units and themselves, useful for combat.
Disadvantages: I'm sure there are some I just can't think of any.
Overall: A great melee unit with a strong defense.
------------------------------------------------------------------------------
The Dark
------------------------------------------------------------------------------
Bre' Unor
---------
The Bre' Unor are very strange units, they hurl bones at your units. They
aren't in the game much at all. They can do quite a bit of damage and can be
very deadly for your dwarves and archers. They move at a quick pace. Wolves
can usually be found in a pack with the Bre' Unor but they aren't that big of
a threat.
Brigands
--------
Brigands are basically the dark version of the warrior. They do about the same
amount of damage, move at the same speed, they have a shield that can deflect
hits, and they have fairly good defense. They are only in a few levels.
Dark Archers
------------
Dark Archers are the dark version of the Bowmen. They can shoot fire arrows
just like the bowmen. They move at the same speed, and do the about the same
amount of damage.
Fetch
-----
You have to look out for the Fetch, they can mutilate all your units if
your not careful, they are very powerful. The Fetch rub their hands together
and fire bolts of electricity. This can easily kill all you dwarves and archers
in a couple of blasts and can severely damage your Berzerks and warriors.
Journeymen can take the blasts and not take too much damage. You will see the
fetch in a number of levels.
Ghasts
------
Ghasts are extremely weak undead units that don't pose much of a threat to your
units. One thing that they do is when they hit your units they become
paralyzed. this isn't so bad because these guys can't take more then a few hits
so they should be dead very quickly. You will only see Ghasts in the first
couple levels. Ghasts can breath under water.
Ghôls
-----
Ghôls are very deadly to dwarves and archers. With their quick movement they
can tear apart a group of archers and dwarves easily. They run up to them, the
archers can't melee except with their knives, but their knives are very weak,
and the dwarves cannot attack up close. The archers/dwarves keep running but
the Ghôl is always on their back and will eventually kill them. Make sure to
kill these guys fast when you see them. Have the archers take some of them
down. Dwarves can kill them in one hit with their explosive bottles, so always
be on the lookout for Ghôls.
Ghôls can pick up parts from dead bodies on the battlefield and hurl them at
enemies, though most parts do little damage when thrown, Ghôls tend to pack
pieces from dead wights, they can kill all of your dwarves and archers if you
have them grouped together, and the ones that aren't dead are paralyzed, the
Ghol then runs towards the paralyzed unit to finish him off. To melee units,
They are very weak and die in only a few hits and don't do much damage at all.
Ghôls are very common and you will see them throughout the entire game.
Mauls
-----
Mauls are basically giant pig men, they wear armor and wield huge spiked clubs.
In a pack, mauls can potentially be deadly to your melee units, but a few
dwarves can blow up an entire pack of mauls. Mortar dwarves are even more
powerful against the Mauls. Mauls have high defense and do quite a bit of
damage, just use dwarves against the mauls, a pack Berzerks can kill mauls a
pack but they'll take some damage.
Soulless
--------
The Soulless are the missile units for the dark, thy are undead and can float
up mountains and on water, they move quickly and in great numbers, can cause
high damage to your units. They throw barbed javelins which poisons your units
causing more damage after they have hit. These guys are in almost every level
in the game. Berzerks can kill these guys very easily, but while they are
running towards them, they can take a lot of damage from their javelins.
Thrall
------
Thralls are an undead melee unit, they use axes to attack their enemy. They
are very slow, the slowest unit in the game I'd say and a couple of dwarves
could just throw a bomb, run away, throw another bomb, and repeat until they
are all dead. It's not always that easy but in some levels it is. Thralls are
the most common dark unit in the game and like the soulless, are in most of the
levels in the game. Thralls can also breath under water since they are undead.
You could get ambushed if you are walking around near deep waters. So be on
guard.
Stygian Knights
---------------
Stygian knights are magically animated suits of armor, they are fairly slow but
can take a lot of damage from melee units. Don't even bother trying to hurt
these guys with bowmen, they don't do any damage to them. Dwarves on the other
hand, kill Stygian Knights easily, a couple of dwarves can destroy a whole pack
of Stygian knight with a couple of hits. Melee units don't do a lot of damage
to them, so just use dwarves. Stygian Knights only appear in a few levels.
Warlocks
--------
Warlocks have a primary fireball attack which can kill your dwarves and bowmen
easily, so be careful, bowmen can kill warlocks without to much trouble, when
you see a warlock, select all your bowmen and click on the warlock for them to
attack him at the same time, if you had enough bowmen, the warlock should be
dead. Later on in the game, in some levels, you will be able to control some
warlocks. Warlocks also have a confusion spell. It can only be used when the
warlock's mana bar is full.
Wights
------
Wights are undead, they are very slow moving units. Their attack is that they
explode and "destroy anything in it's immediate vicinity and coat everything
with a thin film of pus which induces brief paralysis", gross eh? You really
have to look out for these guys, they can kill all of your bowmen and dwarves
with one detonation, once a wight detonates they are dead of course. Bowmen
should be able to take out wights before they get to close. If you are in
the middle of a battle, your melee units are fighting and your
missile units are in the back, and you notice a wight coming up to you
missile units, you still have a chance to save them. If you have a journeymen
with you then you can use the heal ability on the wight and kill him, without
the wight exploding everywhere and killing everything, you have to act fast
because the wight could explode and injure or kill your journeymen. Being
undead, wights can breath underwater, so be very careful when walking around
deep waters.
The Myrkridia
-------------
The Myrkridian are very fast enemies. They are defiantly a threat to your
units. They have a very high attack speed and do a fair amount of damage.
They attack fiercely with their sharp claws and a group of them can tear up
your units. Dwarves again are a good choice to use when going up against
these monsters. Make sure you have a few Berzerks or warriors standing close
by so if the Myrkridians manage to break through, the Berzerks should be
able to handle the weakened Myrkridians. Connacht eventually deafeated
the Myrkridia, sealing them in a powerful artifact called the Tain.
Myrkridian Giants
-----------------
The Myrkridian Giants are giant versions of Myrkridians, they still use their
claws to attack, but they are much stronger and faster. They can throw skulls
which deal a lot of damage and can severely injure or kill units with one use.
They take a lot of damage.
Cave Spiders
------------
You only see Cave Spiders in I think one level. They are very weak and can be
killed in a few hits from a Berkserk or warrior, dwarves and bowmen can be
used to take them out also. They do very little damage and aren't much of a
threat. Cave spiders are just giant spiders.
Trow
----
Trows are gigantic... I don't know really what to call them. They are very
powerful and can take a huge amounts of damage and deal it at the same time.
They use powerful kicks that can rip apart your units. Be careful when facing
Trows they can kill you entire pack of melee units. Attack from afar with
bowmen and dwarves. Trow don't move that quickly, they move at a good pace.
Use Berzerks to take them down once they are weakened by your dwarves and
bowmen. Later on in the game you will be able to control some Trows.
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Other Characters
------------------------------------------------------------------------------
King Alric
----------
Alric is the only surviving member of the nine sorcerers who opposed the Fallen
Lords during the Great War. After defeating Balor, Alric reclaimed his throne
in Madrigal. Alric has spent the last 60 years rebuilding the province. So
between the gap of Myth: The Fallen Lords and Myth II: Soublighter, he's been
rebuilding what was destroyed during the Great War. In a few levels you will get
to control Alric, he is a very powerful warrior (how old is this guy anyway?).
Soulblighter
------------
The main bad guy of Myth II. Soublighter was Balor's second in command during
the Great War. One of the Fallen Lords, very cruel and dangerous. He is also
called "Damas" during the game, this is referring to one of Connacht's (Balor)
lieutenants.
Balor
-----
Balor was the main bad guy in the first Myth game. He was once known as the
great hero of the wind age "Connacht" but came back and evil. All the heroes
come back as Fallen Lords it seems. Balor was the chief of the Fallen Lords.
He was killed by Alric at his fortress and his head was chucked into the Great
Devoid, a huge pit in the heart of the world to make sure he would never come
back.
Shiver
------
One of the Fallen Lords, you'll have some encounters with her. She was also in
the first one if I'm not mistaken.
The Deceiver
------------
One of the Fallen Lords who followed Balor during the Great War. He didn't
really get along to well with the Fallen Lords. You eventually get to control
the Deceiver in later levels. He can gain control of some of your enemies, very
cool.
The Summoner
------------
This is the reason why the Myrkridia are back. This guy resurrects them. You
will have to face The Summoner in one level and also the Myrkridia he summons.
The Watcher
-----------
One of the Fallen Lords, he destroyed the Deceiver's armies which led to his
downfall.
If you are looking for some more tips on levels, in every level they have tips
for them. To access these tips, click on the book icon in the status bar, look
at the bottom of the window that pops up and click on the level tab.
I have listed difficulties for each level, they may not be accurate for
everyone, they're just there to give you an idea what your going up against.
They are all based on the Normal difficulty level, So if you were playing
legendary, they wouldn't be very accurate. This FAQ can still help you even
if you are playing a different difficulty, use the same tactics, but the
enemies are much stronger.
------------------------------------------------------------------------------
01. Willow Creek (L01)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units : 3 Bowmen
8 Warriors
1 Dwarf
Difficulty : Easy
Objective : Destroy all the attackers and secure the center of the town.
------------------------------------------------------------------------------
When the level starts up you'll see a villager running towards you and some
ghasts killing some other villagers behind him. Why not help them out? This is
a very easy level and rightfully so, seeing as it is the first level and all.
Your objective is to kill the ghasts who are attacking the town and terrorizing
the villagers.
Just move your units around until you see some enemies on the overhead map.
The only units you should really need to use are the bowmen and the dwarf. Just
use the warriors to protect your bowmen and dwarf. When you see some ghasts,
command your bowmen to attack them, make sure all of the bowmen attack the
same one. Only use this tactic for lone ghasts. For groups of two or more, use
your dwarf to kill them, as long as they are at least standing close to
each other, the dwarf's bottles should kill them all.
Just continue killing any ghasts you see until you finish the level.
Difficulty : Easy
Objective : Free the captive villagers and escort them to safety.
------------------------------------------------------------------------------
Once the level starts up you'll hear a short conversation between two warriors.
After that's over start moving your troops forward. The path is very straight
forward and you should have no problem finding the where the villagers are being
held. Along the way you'll encounter some ghasts, no problem just take them out
with your bowmen and dwarves. Once you get to the gates, I would suggest that
you save your game here, make a separate save file. This is just in case you
mess up and have to restart. In the middle of the gate, you'll see a couple of
brigands talking.
Move your bowmen forward, close enough that they can get a good shot at the
brigands, do not attack yet, command your bowmen to hold.
Move your dwarves forward but don't attack them yet, with dwarves selected,
hold the ctrl key and click directly in the middle of where they are both
standing. This is where stuff can go wrong, if you haven't noticed already,
it is raining and rain tends to put out fires. If it goes right both of the
bottles should explode and kill either both of them or severely damage one of
them (health in the red) and kill the other. Here is a diagram to help you.
____________________
| | B = Brigand
| Gate | A = Bowmen
| ______________ | D = Dwarf
| | | | X = Spot to launch bottles
| | | |
| | | |
| | BXB | |
|__| |__|
DD
AAAAAA
Now, if one of them or both of them are still alive, select your archers and
click on them. The bowmen should easily be able to kill them. Now you will have
more time to free the villagers without the brigands sounding the alarm. Move
your warriors through the gate and you'll see the villagers in a prison. With
all your warriors selected, click on one of the bars. Your warriors will then
proceed to free the captive villagers. A brigand will then see what your up
to, and turn around to go and sound the alarm!
Now very quickly click to move your warriors out of the graveyard, put them
directly behind your dwarves and bowmen. Move your dwarves into the middle of
the gate, where the brigands were standing, now with both of them selected,
place some satchel charges in the middle place them all just to make sure.
Place them spaced out so it covers most of the area.
Don't worry about the villagers, they'll head towards the exit, they'll be
fine they can take care of themselves.
____________________
| | S = Satchel Charge
| Gate | A = Bowmen
| ______________ | D = Dwarf
| | | | X = Spot to launch bottles
| | | |
| | | |
| | S S S S S S | |
|__| |__|
DD
AAAAAA
It shouldn't be hard to space them out, with both dwarves selected, you just
press T where they are standing and they put one down at the same time. Move
both of them over a bit, and drop another charge. Move your dwarves back once
the charges are set, make sure your bowmen are behind them and the warriors
close by. Again I would suggest that you save your game. Soon you should see a
horde of brigands coming after you. It is ok if your archers are firing at
them. When the first one steps on the first satchel charge, with both your
dwarves selected, ctrl click in the middle of the field of satchel charges.
The explosion should kill most if not all of the brigands that were coming
through the gate. Any brigands that did survive should be taken care of by
your bowmen. If the situation gets out of control move your warriors in to
defend your bowmen and dwarves.
After they are all dead, some ghasts will start coming towards you, take them
out again just like you did to the other ones before. Once they are dead,
select all of your units and send tem back to the start of the level. As the
villagers get to the exit, you will see some warriors. Once your units get
to the exit, you'll have completed the level. Good job!
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03. Down a Broken Path (L03)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units : 4 Bowmen
8 Warriors
2 Dwarves
Difficulty : Easy
Objective : Follow Rurik to the safety of the town, make sure he doesn't die.
------------------------------------------------------------------------------
This is a very simple level, all you have to do is follow Rurik and defend him
along the way. In this level, you'll run into Thrall, Soulless and Ghols.
Always use your bowmen when fighting soulless, for now anyway. It is important
to move your bowmen when engaging in combat with a Soulless. When you see you
bowmen's arrows connect, move your bowmen over a little to avoid being hit with
the Soulless's javelins.
When you run into packs of Thrall, use your dwarves to blow them up, with you
bowmen behind them for back up. If the get to close to them, use your warriors
to protect them. Follow Rurik and defend him when needed. Eventually you'll
come to a stream, move all of your warriors into the middle of the stream and
your bowmen on the shore. This is because as Rurik is crossing, a couple of
Thrall come out from hiding to attack.
Stream
_____________ _________________ R = Rurik
R W = Warrior
D T WWW T D A = Bowmen
WWW T = Thrall
_____________ _________________ D = Deep Water
AAAA
Once you have crossed the stream, you will be heading towards the town. Soon,
as you move forward, you will be attacked by some Thrall and some Ghôls. A
a couple of Soulless but just take them out with your bowmen. Attack the Thrall
with your dwarves and bowmen, if you manage to kill all of them before they get
to close to your dwarves and bowmen then just continue following Rurik. If you
don't then move your warriors in to protect your dwarves and bowmen. Attack the
Ghôls that come running at you with your dwarves, don't let them get to close
kill them with your warriors if needed.
Once that is over with, Follow Rurik until you get to the town gates, move your
units in once they are opened. Once they are all in the level is completed.
Good Work.
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04. Into the Breach (L04)
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Units : 4 Bowmen
12 Warriors
2 Dwarves
Reinforcements : 3 Bowmen
8 Warriors
1 Dwarf
Difficulty : Easy - Medium
Objective : Penetrate the outer defenses of the Baron's castle.
Sneak your invisible Pathfinder dwarf into the castle to lower
the drawbridge.
Fight your way into the castle and then to the entry gate of the
keep.
------------------------------------------------------------------------------
When you start the level, just walk a bit forward. The path to the castle is
very straight forward and is easy to get to. Along the way however, you'll run
into some resistance. In the beginning of the level, there are a number of
Ghôls running about. Stand your ground when you see red on the overhead map.
Use your bowmen to take down a couple of them, your dwarves will kill most of
them. Like always defend your bowmen and dwarves with warriors if the enemies
get to close.
Once the waves of Ghôls are gone, proceed forward until you get to a gate.
You'll notice that past this wall there are some dark archers and some Thrall.
Don't try and fight the dark archers off with your bowmen, you can if you want
but you're outnumbered. Instead send a warrior inside and walk a little bit in
until the Thrall notice you, once they see you they'll start coming forward.
Move your warrior out and move the rest of your units back away from the gate.
When the Thrall are exiting from the gate, pick them off with bowmen and
dwarves, while doing this try your best to avoid the dark archer's arrows.
One of the archers may send a fire arrow your way, the grass is very dry and
the fire burns nicely. Avoid the flames if there are any. Once the Thrall are
dead, charge the dark archers with you warriors, they can kill them easily.
After that you'll get some reinforcements, good because you'll need them.
I would suggest saving your game at this point just to be safe. Move forward
until you can see a bridge in the distance. You will be forced to watch the
guards closing the gates, then your camera is shifted to Jari. Don't touch
him yet, there is something you have to do first. Take your three dwarves and
move them towards the bridge. Go onto the beginning of the bridge, do not go to
far, there are archers on the walls. Line them up and start placing satchels to
the entrance of the bridge. Once you place the first set, move your dwarves
forward and place the next set and so on until you are out of satchels.
The Bridge
| |
| | S = Satchel Charges
| | A = Bowmen
| | D = Dwarves
| |
| |
| |
| S S S S |
| S S S S |
| S S S S |
D D D
AAAA AAA
Position the dwarves so that they are not too close to the satchels, but
close enough to hit them without having to move.
Once you have that all set up, then you can proceed to Jari. You have to be
very careful when controlling Jari. Jari is invisible but will become visible
if he touches an enemy or if he places a satchel charge. do not attack any of
the enemies you see. Move Jari down the path until you get to the end. You will
see a gate. Now wait until one of the brigands goes inside the gate, follow him
in. Be careful when going through the gate, if you even brush up against an
enemy your cover is blown. You must get him into the castle to lower the
drawbridge for your other units.
The brigand enters through the left side of the door so walk into the door
next to him on the right. Swing the camera around so that you can see what your
doing. Another brigand will then exit the castle through the door from the
right, which is now your left. so quickly move Jari over to the right, which
used to be your right. Get what I'm saying?
The Entrance (When first going in)
| | B = Brigand
| | J = Jari
| | 1 = Left Side of Entrance
| | 2 = Right Side of Entrance
| ^ ^ | ^ = Up
| B J |
| |
1 2
The Entrance (Reverse angle, with camera swung around)
| | B = Brigand
| | J = Jari
| | 1 = Left Side of Entrance
| J > | 2 = Right Side of Entrance
| - | ^ = Up
| ^ B | < = Move Left
| B _ | - = Down
2 1
Now that you are inside, go over to the left castle wall (left from the
outside) while avoiding contact with any guards walking by, and climb up the
ramp. Move down the wall walking behind the archers, when you get about 3/4
ways down the wall, have Jari chuck the bottle at the winch. Right when you
throw the bottle, Jari is now visible and the archers will open fire at him.
Take this time to blow them up. Have Jari throw bottles at them and kill them
all. You'll have taken some damage but it's not that much. If you want to know
how you can save your friends Jari read on, if not, if you just want to let
him die, skip over the rest of this paragraph. You can let him die if you want.
To save him place a couple satchels 3/4 of the way down the wall, where you
threw the bottle. Some Brigands will come up, when they are coming towards the
satchels ctrl click near them. When they blow up Jari should still be alive.
If you are taking fire from the archers on the other side of the wall, move
Jari over and then leave him up there.
Left wall of the castle (facing right from the inside)
___________________________
A A A A A W = Winch
W X
___________________________ X = Throw bottle from here
Now quickly move the camera outside to where the satchel charges are set on the
bridge, a horde of brigands should be about half way down the bridge, select
your dwarves and once they get into the beginning of the satchel field, ctrl
click into the middle of the satchels. If done correctly, every single one of
them should be killed. Now that they're out of the way, move your units inside
the castle. Stop at the entrance because if you are too far in the archers will
take shots at you. You will be greeted by a few sets of brigands, deal with
them and once they are dead, select some of you warriors and send them up the
ramp, the right side of the castle (the left from the inside, right from the
outside) and shut those archers up. Once they are dead, move your units towards
the end of the castle. you will see a pack of brigands. Weaken them with your
bowmen and your dwarves, then finish them off with your warriors. They're no
match for your warriors.
Once that's over with, some Stygian Knights will come out of the entrance to
the inside of the castle, they're not to happy about seeing you. Your dwarves
can kill them in one hit with their bottles, so they shouldn't be a problem.
Once they are dead, move your troops towards the inside of the castle. That's
it you've completed the level, Good work.
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05. The Baron (L05)
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Units : 4 Bowmen
16 Warriors
2 Dwarfs
Difficulty : Easy
Objective : Hunt down and kill the Baron
Make sure he doesn't escape through one of his secret exits
------------------------------------------------------------------------------
Your objective in this level is to secure the secret exits and take out the
Baron. Once the level starts, organize your troops into 2 groups. The two
groups that I used go as follows.
Group 1: 1 Bowmen
8 Warriors
2 Dwarves
Group 2: 3 Bowmen
8 Warriors
1 Dwarf
You can organize the groups any way you like. During this walkthrough for this
level, I will refer to group 1 and group 2 and what you should do with them.
Send group one left and send group 2 to the right. I am assuming that the
camera is behind where your unit's where when you started the level. With group
move your 2 dwarves towards the entrance to the room on the left. There are 4
brigands in there, move your dwarves in and throw bottles at them. If they are
not dead, send your warriors in there to finish them off.
_________________________
| D| B D| B | D = Door
|__D____|_________|_____D_| F = The Baron
| | | F | B = Brigands
| | | | 1 = Group 1
|_D_| Main Hall | | 2 = Group 2
| | |_D_| < = Left
| |_ _ _ _ _ _ _ _ _| | > = Right
| | D | |
| | | D |
|_D | |- -|
| | Start | |
| B |D <1 2> D| B |
|___|_________________|___|
Now group 2, move the into the room to the right of the map. There are also 4
brigands in there. Use one of your warriors as bait, move them into the room
and get the brigands attention, once they start coming towards you, move your
warrior out and have your bowmen fire at the approaching brigands. Your dwarf
should also be chucking bottles at them. If they get to close, like always,
move your warriors in there to defend them. Once the room is secured, move
them in. Now your are done with group 2 until the end of the level, just leave
them in the room. Keep an eye on them though, patrolling brigands may enter
the room and attack, so occasionally glance over at the overhead map.
Back over to group 1, move them forward in to the room above the current room
you are in. Once in the room, dispose of any enemies in there if any. Once
that room is secured, move into the room above it, you will see some dark
archers in that room. Charge those archers with your warriors, keep your
archers and dwarves out of their range. Once all the archers are dead, move
on into the next room, the one directly above your current room. Move through
that room and go into the room to the right. Take care of those brigands, then
stop in that room.
_________________________
| > | B X | B | B = Brigands
|_______|_________|_______| F = Baron
| | | F | A = Dark Archers
|A ^| | | ^ = Up
|_ _| | | > = Right
| | |_ _| X = Stop Here
| |_ _ _ _ _ _ _ _ _| | 1 = Group 1
| | | | 2 = Group 2
| ^ | | |
|_ _| |- -|
| | | |
| ^1| | 2|
|___|_________________|___|
Now that your there, look into the room to the right, you will see some
brigands, and you should be able to spot the Baron. Use one of your warriors
as bait to get the brigands attention. Move him into the room and once you see
the brigands coming towards you, turn around and move him back into the room
your other units are in. You should notice that the Baron and his body guards
move away when your warrior enters the room, don't follow them just leave them
alone he won't escape. When the brigands are coming out of the door, have
your dwarves and your bowmen attacking them, they should die fairly quickly.
Now do the same with the Baron's Stygian Knight bodyguards. Go towards the
room where the Baron is, If the Stygian Knights spot you they'll start coming
towards you, lead them back into the room with your other units. With your
dwarves these guys aren't a problem, just throw bottles at them and they will
die in one hit. Once they are all dead it is time to go and get the Baron.
_________________________
| | 1 > | - | F = The Baron
|_______|_________|_______| S = Satchel Charge
| | | F | 1 = Group 1
| | | | 2 = Group 2
|_ _| | - | > = Right
| | |_ _| - = Down
| |_ _ _ _ _ _ _ _ _| | X = The Baron is cornered here
| | | X-|
| | | |
|_ _| |- -|
| | | S |
| | | 2 |
|___|_________________|___|
Go back to group 2 now, place a satchel charge in the doorway of the room they
are in. Now go on back to group 1, move all of your units towards the Baron.
the Baron will start to run away. You should also notice that every enemy in
the level is now coming after you, ignore them they won't catch you in time.
Continue chasing Baron until he is in the room above group 2. You can just
kill him right there, or if you want, chase him into the room and when he is
about to step on the satchel charge, have your dwarf throw a bottle at it and
blow up the Baron. Once the Baron is dead all of the enemies that were
following you turn around and just give up. You've completed another level,
Good Work.
Difficulty : Easy
Objectives : Find Gonen's Bridge and cross it to escape the Dark forces
Garrik must survive
Destroy the bridge behind you
------------------------------------------------------------------------------
Just like the dwarf said, "If we don't get moving that horde will be on top of
us" and he's right, you have to keep moving in this level. Right as the level
starts, move down off of the small hill. Your main objective is to get to the
bridge, the path isn't that hard to find, there are signs along the route
pointing to the way. You shouldn't have any problems finding it. The problem
isn't finding it, the problem is what you will encounter along the way. Do not
let Garrik die, if he is getting low on health, heal him with your journeymen.
Keep on moving until you reach a small stream, once your there, halt your
units. If you notice there are wights all over the field beyond the stream,
move your bowmen up and go to the end of the stream, pick off the wights one
by one. There are some wights on the other side of the stream, the side before
you cross it, so watch out for your other units. Use your dwarf to defend the
warriors and journeymen if any wights are coming. Once there aren't any wights
in your way, move the rest of your units over the stream. While you were
fighting the wights, a few soulless may have attacked your units, to take them
out charge them with your warriors.
Keep on moving until you get to a hill, you will see that up this hill there
are a few ghôls and some soulless. Charge them with your warriors with your
bowmen as backup. Once you get up this hill you'll run into a pack of thrall,
you have no choice but to fight them. Use your bowmen and weaken them as well
as using your dwarf to blow them up. When they get to close, get in there with
your warriors. Continue along, following the signs until you get to yet
another stream, cross the stream and continue moving until you see another
hill. Now you have to be careful do not go up this hill yet. There are some
ghôls up there and some soulless, the ghôls are packing pieces of wights.
If you don't already know, because of a Journeymen's coat they are immune to
being paralyzed by a wights explosion, they'll still take damage however. Use
your journeymen as a tank to take all of the wight hits, it's okay if he dies
it's the end of the level anyway. If you are as unfortunate as I am and the
wights run right past your journeymen and throw them at your warriors, well
it's the end of the level anyway.
Once they are taken care of you will get some reinforcments, but it doesn't
matter it's the end of the level, cross the bridge once you get to it. Once
all of your unit's are past the bridge, use one of your dwarves and ctrl click
near one of the satchel charges that are placed on the bridge, what the
explosion and enjoy. Once the bridge is destroyed your units will celebrate.
You completed the level, just like that.
Difficulty: Easy - Medium
Objective: Reach the World Knot with your dwarves
Use the Dwarves to repair it
Enter the World Knot to escape
------------------------------------------------------------------------------
This level is a little difficult to explain, so bear with me. Your objective
in this level is to find the broken down World Knot, repair it, then escape
through it. It is kind of hard to find the World Knot, the path is kind of
complicated so I'll try to explain the best I can.
Once you start the level, there are two paths you could take, one directly to
your unit's left and one long, winding path up north. Don't take the north one,
trust me you don't want to take that one. One path leads to a horde of Thrall
and Soulless, and another leads to a few packs of weakling ghôls, who
sometimes, carry wight parts but it's not that big of a problem. So take the
path to the left.
Continue walking up until you come to a stream, if you go over the stream and
there are thralls and soulless, you've went the wrong way, go back. If you
see a couple of ghôls then you've gone the right way, take out the ghôls.
Continue walking until you get to a round hill surrounded by stone, directly
above that is the World Knot. You may have to fight a small group of thrall
and soulless, they aren't a problem so take them out with bowmen and dwarves,
then attack with berserks.
Once you get to the World Knot you will have to repair it, move your bowmen,
berserks, and your journeymen next to the World knot for a quick get away.
Now select one of your dwarves and click on one of the big pieces of broken
rock near the damaged World Knot, your dwarf will repair it automatically.
Select another dwarf click on another piece, then select another, click on
another piece and so on until the World Knot is fixed. You have to do this
quick because a huge group of thrall and soulless are coming your way. Once
the dwarf said "we did it" quickly move all of your units into the middle of
the World Knot. Once every single one of your units has gone through the World
Knot, you will have completed the level.
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08. The Great Library (L08)
------------------------------------------------------------------------------
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Units: 8 Bowmen
8 Berserks
2 Dwarves
1 Journeymen
Difficulty: Easy - Medium
Objective: Guard the Library entrance until the Journeymen comes back out with
the Total Codex
Escape through the World Knot with the Journeymen
------------------------------------------------------------------------------
This is one of my favorite levels, the objective is to defend the Library
entrance while the Journeymen goes in and gets the Total Codex. While defending
the entrance, you'll face waves of enemies. Make sure to defend both sides of
the stairs, always keep an eye on the overhead map, a ghôl could be killing
your dwarf and you wouldn't even know it. Set up your units on the stairs when
the level first starts. This is the way I set mine up:
Stairs (Facing North)
____________S______________
| B B | B = Berserk
| B A A A A A A A A A B | A = Bowmen
|S B B |S D = Dwarf
| | S = Stairs
| | L = Library
| |
| D B B D |
|S S|
| _ _ _ |
| | L | |
|_________|_____|___________|
I set up the bowmen on the front lines so they could take out the ghôls and
most importantly, the fetch. I placed berserks around them incase any Ghôls
broke through. The two dwarfs I have placed by the stairs on the side, so that
they can kill any Ghôls that run in from the side and the berserks there to
protect them Really you could set them up any way you like. Once the Journeymen
enters the Library, the waves start, get ready for them.
Wave 1: Ghôls, Fetch, Wights
This wave isn't hard, the first part is just packs of Ghôls, which can easily
be killed by any of your units, just watch the dwarves and bowmen, keep the
berserks ready if they have to get in there and defend them. For the Fetch,
this is very important, always, always, ALWAYS use bowmen to kill these guys,
always. Fetch are very dangerous, if they get too close, it could be all over
for your bowmen/dwarf. That's why right when you see one, select all of your
bowmen and command them to attack it, in the event that there are two or more
fetch on the screen, half your bowmen and attack each of them. Fetch go down
with a few arrows, what ever you do don't allow the fetch to get close to any
of your units if you do, well they're doomed.
Watch out for Wights, also attack them with your bowmen. Watch for the side
stairs, wights can walk up there and once he is on the stairs, he can be very
hard to kill without harming your troops. Once the wave is over, you'll get
a small break, use this time to prepare for the next onslaught. Also I would
suggest that you save. Move your dwarf that is on the left side of the stairs
close to your bowmen.
Wave 2: Ghôls, Fetch, Thrall
This wave can be more difficult because of the Thrall, but other then them
it's about the same as the last one. When you see your first wave of thrall,
they'll be coming up the front stairs, use your bowmen's fire arrows to slow
them down, then just have your bowmen continue to shoot them with arrows.
Along with your dwarf, you should be able to handle those thrall no problem.
If you notice the side stairs, they're are some more thrall coming up! The
only guy you have there is a dwarf! Here's what you need to do, move all of the
berserks that were guarding your bowmen (for now) and switch them up with the
one guarding the dwarf. Really the bowmen and the dwarf can handle the Thrall.
So while the bowmen and dwarf are fighting the thrall coming from the
front stairs, switch over the berserks. You could also do this during the break
between the first and second wave. I hope you understood that.
Stairs (Facing North)
T
-
____________S______________
| D | B = Berserk
| A A A A A A A A A | A = Bowmen
|S B B B |S D = Dwarf
| | T = Thrall
| | S = Stairs
| BB | L = Library
| BBB D | < = Left
|S S| - = Down
| _ _ _ |
| | L | |
|_________|_____|___________|
While the Thrall are coming up the stairs (from the side) use your dwarf to
weaken them, when they get to close move your berserks in to finish them
off. Next some Ghôls will appear then a couple of Fetch, then some more Fetch,
this doesn't look good. Just kill them with your bowmen, they move very slowly,
you should have enough time to kill them before they can strike. Once the fetch
are dead the Ghôls will attack, just kill them, but move your berserks that
where by the dwarf back before.
Wave 3: Ghôls, Fetch, Wights
Exactly like the first one, just do the same thing you did there, there are
more fetch in this one though. Once this wave is over the Journeymen will come
out of the Library (took him long enough) with the book.
Use your Journeymen to heal any of your units that are injured (in the red or
yellow) and then stand at the top of the stairs. Use your bowmen to kill the
wights that are walking around. Once they are all out of the way, move your
units to the left of the stairs (facing north) until you get to the World Knot.
There are some soulless and some Ghôls waiting for you, no problem just charge
them with your berserks. Send 2 berserks towards the Ghôls on the right, then
2 more to the ones on the left, send the rest in the middle to kill the
soulless.
Once they are dead move all of your units into the middle of the World Knot,
they will then exit to safety, just in time too, take a look at the horde that
was coming. Another level completed.
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09. Gate of Storms (L09)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units: 6 Bowmen
17 Warriors
1 King
2 Dwarves
1 Journeymen
Difficulty: Medium
Objective: The Ship, Vigilance, is waiting at the docks. Get Alric aboard the
ship.
------------------------------------------------------------------------------
Once the level starts, you will see a bunch of warriors getting torn apart.
That's a lot of Myrkridia, that's not good. After you witness that brutal
slaughter, the camera will shift over to your units and you will witness Alric's
Power. Alric has three of those (4 but he just used one) to use during this
level, good because you'll need them. Do not use them up early in the beginning
because you will really need them later on.
When you gain control of your units, move them to the left (the left, camera
facing north). Following the path is a good way to get killed. Continue
travelling east until you get to the middle of that side. You will have to
face some Myrkridia along the way, they really tear up your warriors, use your
bowmen to soften them up before they get to you, even if your bowmen can only
kill one of them, that's one less Myrkridia your warriors have to deal with.
If you see a pack of Myrkrida that is not coming towards you, leave them alone
please don't pick a fight with the Myrkridia. If they spot you and start
coming at you, use your bowmen to weaken them and your dwarves to finish them
off. Myrkridia are fast and will probably get to your troops before they can
be taken out, use your warriors to fight them, you have a lot of them for a
reason.
So anyway once you get into the middle of that side, start moving up, as you
move up you will get some reinforcements. Continue going up until you get to
the very top, with the town to your left(camera facing north). I suggest
that you save it here. Stay there and get your bowmen and dwarves ready. A
pack of 5 Myrkridia will start coming towards your troops, now is the time to
use Alric's special attack, use it to take out that pack. Be very careful when
using this attack, if the enemies are to close to your other units, Alric will
kill your units to. Make sure that you get them before they get to close. Once
they are done with, a fetch and some soulless will come walking down the path,
take them out with bowmen before they get to close. The soulless should go down
easily with 6 bowmen (if you have them all still alive) if you want you can
send Alric after them.
Once that's over another pack of Myrkridia will come, sacrifice your warriors to
take them down. Soon after 2 fetch and some soulless will come. Here is where
you need to be careful. Alric doesn't take much damage from a fetch's lightning
blasts. Use Alric to absorb all of the fetch's blasts while your bowmen take
them down. When they are dead, move your unit's up the path at the top of the
town. A large pack of Myrkridia will come down the path, use Alric's special
attack to kill them. Remember to be careful it doesn't harm your other units.
Continue down the path, you will see the Vigilance, it has some Myrkridia and
Soulless on it. Use Alric's special attack once again and kill them, they
should all die. When they're all gone, move your units up the ramp and into
the boat. Once everyone is on board, the level is completed, Good work.
------------------------------------------------------------------------------
10. Landing at White Falls (L10)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units: 10 Bowmen
6 Berserks
6 Dwarves
1 Journeymen
Difficulty: Easy - Medium
Objective: Find the enemy cannons.
There are two cannon crews, kill them both.
------------------------------------------------------------------------------
In this level, your objective is to break through the enemy defenses and
silence the cannons that are shooting. Alric won't move from the ship at all,
even if it is on fire. You have to kill both the cannon crews before the
cannons destroy the ship.
When the level starts, do not move all your units forward, that's soulless
country, instead move them along to the left (camera facing north) this way
you won't have to face that many soulless. There are still some over this way
but not as much.
Shore (facing north)
________________________
N V = Vigilance
S = Starting Point
_<_<_<_<_<______________ N = Do not go here
S < = Left (go this way)
_________V______________
As you are travelling along the shore, you will run into some packs of Thrall,
this isn't a problem, you have a lot of bowmen and dwarves, weaken them with
bowmen and finish them off with dwarves. The cannons are shooting and can hit
your units but at the same time this can work to your advantage as they can
also kill the Thrall. Watch out for cannon blasts, I still remember that cannon
blowing up all my dwarves. Always keep your troops moving, this way you'll have
less of a chance of being hit by a cannon.
As you reach the left most corner of the shore, start traveling north, there
are some soulless up here, peg some with your bowmen and charge the others with
your berserks. Once you are up on the green part, some more soulless will come
your way. Some wights and some packs of Thrall are also there, like always take
out the wight from afar with bowmen, the thrall with all your dwarves it should
be easy. Once that area is cleared move on up, you will see a fortress type
thing, this is were the cannon crews and the cannons are. You must go in the
fortress now. To not enter it by its front entrance, take the one on the left
side (facing north).
Fortress (facing north)
_____________________________
| | E = Entrance (Front and right)
| | T = Entrance (left, take this one in)
| | C = Cannon
| | R = Cannon Crew
T E
| |
| |
|R_____________E_____________R|
C C
It is important in this level to continue moving at all times, the ship can't
take very many hits, and once it's been set on fire, you lose. So anyway
continue on. Once you are in the fortress, take some of your berserks up the
ramp, the one on the left (facing north) and send them to kill the first cannon
crew. The cannon crews are a pack of Ghôls and should easily be taken down by
your berserks. There are some Ghôls around there that throw dwarf heads at
your units, strange. Anyway leave your bowmen and dwarves at the bottom to
fight off the fetch and thrall. Yes, there are fetch in here, like always take
them out with bowmen, the thrall kill them with dwarves. Watch for your
berserks killing the cannon crew, a fetch could climb up the ramp and kill
them. Once the first cannon has been silenced, move your berserks down.
Take your dwarves and bowmen and make sure that the area around the next cannon
crew is clear of thrall and fetch. Once you are sure it's clear, move your
berserks up the second ramp and into the next cannon crew. Kill the cannon
crew as well as any Ghôls that are around.
Once that is done, your troops will celebrate and King Alric will get off the
boat. You just completed that level, now onto the next one...
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11. Through the Ermine (L11)
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Units: 6 Bowmen
8 Berserks
2 Dwarves
2 Journeymen
Difficulty: Easy - Medium
Objective: Survive a night in the hostile forest
------------------------------------------------------------------------------
Not much I can tell you about this level, it is like the Great Library as in
you must survive a night in the Ermine, while waves of enemies come at you.
The enemies that you'll face in this level are the Bre' Unor and the wolves.
Wolves go down very easily, the Bre' Unor can take a fair beating. Bre' Unor
in a pack can be very dangerous for your dwarves and bowmen, they throw bones
at your units as their missile attack, they also have a melee attack. Your
berserks can take down both of these enemies easily, but they can't do it all
alone, at some points in the level waves of enemies will be coming from
different sides.
The first few waves of them are nothing, peg them with bowmen until they get
too close, then finish them with your berserks. Your journeymen can actually
kill something in this level, making them a little more useful then they
usually are. If a lone wolf is going after your bowmen or dwarves, you can use
a Journeymen to defend them, they can kill wolves easily and they can take a
sufficient amount of damage. In the first wave where they are coming from
both sides, position your bowmen and dwarves to the right of the hill (facing
north) and your berserks at the top. The berserks take out the once up top
and the dwarves and archers take out the ones to the right (or left whichever
side they are coming from).
The Hill (facing north)
__________________________A_
| B B B B B B B B AD B = Berserk
| J A A = Bowmen
| JA D = Dwarf
| AD J = Journeymen
|__________________________A_
Once this wave is over, use each Journeymen to heal any injured units (life in
the yellow or red) and then prepare for the next wave. I would suggest saving
it at this point. You have one more wave to go, very similar to the last one
just more enemies. For this wave, your dwarves and bowmen are in danger,
position your Journeymen in front of the bowmen and dwarves, up the hill to the
right on the side. He is here to absorb all of the attacks, he can take down
some wolves and even some Bre' Unor with the bowmen's help. If he dies that's
ok, it's the end of the level anyway. While he is taking all the damage have
your bowmen shooting the enemies. Hold your dwarf's fire.
The Hill (facing north)
__________________________A_______
| B B B B B B B B AD B = Berserk
| J A A = Bowmen
| A D = Dwarf
| AD J J = Journeymen
|__________________________A_______
As the wave is approaching, your bowmen are shooting at the wolves and Bre'
Unor, your dwarves are very good against the Bre' Unor and the can kill the
wolves with one grenade. So have your dwarves take out some of them before
they can get to your journeymen, with both dwarves on the side of the line
of bowmen, they can kill them easily. During this whole level you shouldn't
have to look after your berserks, they should be able to take care of
themselves, you shouldn't lose too many of them. Just make sure that you
keep them healed if they need it.
Once that wave is gone, your troops will start celebrating, you survived a
night in the forest, and you also completed the level!
------------------------------------------------------------------------------
12. The Stair of Grief (L12)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units: 4 Bowmen
10 Berserks
2 Dwarves
Reinforcements: 4 Bowmen
10 Berserks
2 Dwarves
Difficulty: Medium
Objective: The Legions of the Dark approach, Ambush the enemy troops coming
up the pass. Destroy them all
------------------------------------------------------------------------------
This is going to be hard to explain, I'll try my best so bear with me. This
level is like the "Great Library" and "Through the Ermine" but you have to
actually move around in this one. This is a pretty fun level. Finally a level
with a little challenge. Once the level starts pause the game (by pressing esc)
and then select your bowmen and send them up to the right (the right facing
towards your units). You should be able to notice a little hill that you can
climb up, put your bowmen up there. Now select your dwarves and send them
up the hill, in front of where you placed the bowmen. Select all your berserks
and move them down the path, behind the satchel charges, you probably noticed
those as you were sending your bowmen and dwarves up the hill.
Starting Point (Facing towards your units as you start)
_________________________________________________
| SSSS SSSSS BBBBB | B = Berserk
| SSSS _ SSSS_ BBBBB | A = Bowmen
| SSSS |D D | | S = Satchel Charge
|___________________ __|_AAAA__|_________|
| |
| |
| |
|________|
After you have commanded them all, unpause the game. Now they'll all go off to
the places you told them. The dwarves have set up satchel charge fields to help
you kill the enemy, do not bother with the one on the right (see map above).
I didn't have to use my berserks at all during this part of the level so leave
them alone, all you need is your dwarves really. Several waves of enemies will
come and try and kill you, use your dwarves as they are passing through the
pass. You should easily be able to kill them all with just your dwarves and
maybe your bowmen as backup. Your bowmen are actually more of a problem in
then they are a help, they tend to shoot each other with arrows, smart guys eh?
Just put them in the middle of the hill and tell them to hold. Only use them if
the enemies are coming up the hill. With your dwarves kill the few hordes of
thralls that come through the pass. The Mauls are a little bit tougher but with
the satchel charges, they shouldn't be that much of a problem.
Once a few packs of thralls and mauls are killed, you will receive some
reinforcements. Move all of your units towards the next ambush point.
The ambush point isn't hard to find, just tell your units to go there and
they'll find their way. With your two dwarves that you left behind, kill the
next couple of packs of thralls that come through, once it looks as if the
coast is clear. Move your dwarves to join your other units. Now it's time to
find another vantage point, there is another hill close to where the
reinforcements appeared. Move them up there, you shouldn't have a problem
finding the hill. So now you have your dwarves and bowmen up on the hill.
Do the same thing as you did in the last wave. Again here you shouldn't have
to use your berserks. You should be able to kill all of the packs that pass
through with three dwarves without a problem. For the Mauls, use the satchel
field that is near the end of the pass, so don't waste it on the Thralls. Some
Soulless will come on the hill that you have your bowmen on so just peg them
with your bowmen. Again just like the last wave don't use your bowmen just tell
them to hold. Once all of the packs of enemies are gone, you will receive some
more reinforcements. Move all your units back to the last ambush point.
If there are more packs coming by the second ambush point, leave behind your
dwarves to kill them ad once the coast is clear, move them to the last ambush
point. This ambush point is kind of difficult, there aren't any good vantage
points for your dwarves and there are a lot of mauls in this wave. All your
units should be back close to the ice where the journeymen is digging.
Ambush Point (last one facing north)
__________________________________
| ___ ___ ___ | B = Berserk X2
| | | | | SSS| |SSS|S| A = Bowmen
| |___| |___| SSS|___|SSS|S| J = Journeymen
| DD |S| S = Satchel Charge
| BBBBBBBBBB _ _ _ _ |
|____J____________________|AAAAAAAA|
Place your bowmen up on the top of the small hill at the very back of the map.
Put them in the long line formation. Move two of your dwarves over to the
entrance of a small pass leading into the area your units are in. As a pack of
thrall pass through here, as the first one passes over the front of the first
satchel, ctrl click and launch grenades at the first satchel. It should kill
all of the thrall passing through. Now move back behind the first set of
satchels. Some more thrall and some mauls will pass through, as a big group
of them is passing over the satchel field, launch some bottles at the field.
As all of this is going on some mauls will be going over to the area that your
berserks are, your berserks can handle them (you have 20 of them) so don't
worry about them just let them take care of it. Once the first set of satchels
on the field is gone, set a new field. Line up your dwarves in a line, then
move them to where you want to start the field, Press T to place them, then
move up and place more, then more until they are all out. Now more maul will
pass through the field and more will go towards the berserks. Take them out
when they pass over the field and your berserks will take care of the other
ones.
Once all of the waves are finally over, the Journeymen will find the staff and
your unit's will celebrate. You just completed the level, good work.
------------------------------------------------------------------------------
13. The Deceiver (L13)
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------------------------------------------------------------------------------
Units: 6 Berserks
Difficulty: Medium
Objective: Search the glacier for the Deceiver.
Find him before Soulblighter's forces kill him.
Use the Deceiver's scepter and an incantation to revive him.
------------------------------------------------------------------------------
This is a short level, there's not much I can tell you about it. Your objective
is to, using your berserks, find the deceiver and use his staff and an
incantation to revive him so he can help you out. Soulblighter's forces are
also trying to kill him, so you have to move fast, before they can get to him.
During this whole level, you should only have to kill a couple of enemies. The
enemies that you're facing here are mauls, soulless, and warlocks. The Warlocks
will also attack the mauls and soulless, use this to your advantage. Avoid the
warlocks the best you can, when you see one turn around or walk to the side.
Usually a pack of mauls and soulless will come along and they'll get into a big
battle.
Once the level starts, after your berserk picks up the staff, do not follow
the journeymen and the other units, instead go to the left, once you reach
the edge of a hill, start going up. There are several pits around the
battlefield, these can shield you from the warlocks, if you see a pit with
some warlocks on the other side, put your berserks on the opposite side that
they are on, be careful though, their fireballs can still go in and come out
of the pit, so stand back a little. Soon some of Soulblighter's forces will
come along and the warlocks will go after them, once you see that they are
distracted, continue moving your berserks up. You will eventually come to a
small passage leading to a large, open area. There are some warlocks on top of
the hill over looking the passage, wait until they get caught up in a battle
with Soulblighter's forces.
Once you see that they are distracted, move through the passage and into the
large, open area. You will see a pack of warlocks standing around, move along
the side of the mountain to your left, they shouldn't go after you this way,
more of Soulblighter's troops will start a battle with the warlocks, as you
move along the mountain side, the mauls and soulless may spot you and start
coming you way, just continue running. If they are still on your tail,
continue running in the same direction until they give up. As you are
running, you will see a huge pack of mauls, move around them to the right.
If they didn't see you, move along the right, there is a small passage in
the mountain side. It is easily distinguishable on the overhead map. I would
suggest saving it at this point, the following part may take a few tries.
Move through this passage, as you are moving up, you will run into a warlock.
You'll have to rush him with your berserks, you may have to sacrifice them,
this is the easiest way I know of to kill this guy. If you don't mind losing
veterans you should be ok. Send them running towards him, when he shoots his
fireball at them it shouldn't kill any of them, unless they had some damage
prior to this point, or if they take it head on, when they're in a pack
they seem to survive. If the berserk that was holding the staff is killed,
use another berserk and click on the staff and he'll pick it up. Continue
along until you get to a split in the path. Take the right one and rush the
warlock here.
If you still have the berserk with the staff, quickly run along the path and
exit out into a large, open area. Once you are here move along and you should
see the Deceiver in the glacier. Click next to him and your unit(s) will go
towards him and the one with the staff will automatically go to the Deceiver's
aid. You may run into a little bit of resistance as you go towards the
Deceiver, it's not really a little, a huge pack of mauls may be right there
when you arrive. Ignore them the best you can and move around. They will not
interrupt the one with the staff who is automatically going to the deceiver, if
you have any units alive that don't have the staff, they may be killed.
Once the Deceiver is rescued he'll teleport your berserk(s) to safety. Once
that's over with, you've completed the level, just like that it's done, good
job.
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14. With Friends like These (L14)
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Units: 6 Bowmen
12 Berserks
Difficulty: Medium - Difficult
Objective: After twelve minutes, you must control four or more flags
If at anytime you control all six flags, you win
------------------------------------------------------------------------------
This level isn't the easiest, your objective is to capture four flags before
the end of twelve minutes, if you get all six flags, you win. This sounds
easy but the Trow move super fast and it is very hard to outrun them, don't
leave your units standing at a flag for too long, a Trow will probably come
along and kill them all. All it takes is a couple of kicks and your guys are
dead. The Trow are also pretty dumb, your bowmen could be shooting them and
they just turn around and walk away and then come back, get shot and walk away
eventually they will come but that's when you move your berserks in and the
Trow is still trying to go after the bowmen. Trow are hard to take down, with
some bowmen and berserks you can take them down without too much of a problem.
The map has six flags, they are all spread out far apart. What I did was at
first, I divided my troops into three teams and sent them to the bottom three
flags. Group 1 was my group to take down Trow, the group consisted of 5
Berserks and 4 Bowmen. I sent them to the bottom left flag. Group 2 had
4 Berserks and 2 Bowmen, I sent them to the bottom middle flag. Group 3 was
3 Berserks, I sent them to the flag on the bottom right. So the groups looked
like this:
Now you have control of three flags, Now it's time to rotate, move Group 3 down
to the bottom middle flag, move 2 over to the bottom left flag, and move 1 up
to the top left flag. It's ok if a Trow captures flag 3, it's better then
having him killing all the units in group 3. You don't need all 6 remember,
you just need four of them for when the twelve minutes is over.
Remember to always protect your bowmen, don't let them fall behind, your
berserks run much faster then them, and the bowmen can become easy prey to
Ghôls. Now, you may run into a Trow, if it is any other group other then
group 1, run and hope he doesn't catch you. For group 1, If you run into a Trow
line up your bowmen and take shots at him, they usually start coming towards
the bowmen, then just turn around and walk a little bit, and then come back.
This can shave off some health and make the job easier for your berserks. You
don't have to kill any Trows in this level to win but it does make it easier
having one less Trow walking around. Once they start coming towards your bowmen
move in your berserks to finish the job.
Now it's time to rotate again, move group 3 over to where group 2 is, group 2
move them over to wear group one is and group 1, move them over to the top
middle flag. Now you should destroy group 3 and combine them with group 2, so
move group 3 up to where group 2 is and make them one group. Now you have only
two groups. Also give group 1 one of group 2's bowmen and one berserk.
Group 1: 5 Bowmen
6 Berserks
Group 2: 1 Bowmen
6 Berserks
All group 2 really has to do now is wait there until near the end of the time
limit, so you don't need them now, group 2's flag will be attacked by a horde
of Ghôls, they are very, very easy to take down with berserks. Now Group 1
will have to take down the Trow guarding the top middle flag before they can
capture it. Line up your bowmen and shoot at the Trow until he finally starts
coming towards your bowmen, now take in the berserks to finish him. He should
be so into killing the bowmen the berserks shouldn't take a hit. Now that he is
gone move your berserks in the pit to capture the flag. Now send group 1 towards
the flag on the upper right corner.
So now you should have three flags captured, your time should be almost up.
If it isn't keep your groups in their positions. Once you hear the berserk
say that there is only a minute to go, move group 2 down to the bottom left
flag. Leave group 1 in their position.
If everything goes well, Group 2 shouldn't run into any resistance and group 1
shouldn't be attacks at all. Now if the time isn't completely up, make sure
that you have four flags. Once the time limit is up, your units will celebrate
and you will have completed the level, good job. The Trow are now on your side.
Difficulty: Easy - Medium
Objective: The ancient capital is occupied by Fallen forces, find a weakness
in the city wall and blast through it with your Dwarven Mortars
The assault will fail if you lose your Dwarves
Eliminate the forces guarding the city and clear the way for an
airborne assault
------------------------------------------------------------------------------
This is a fairly short level and isn't very difficult. Your objective is to get
to the outer wall of the ruined city of Muirthemne and, using your Mortar
dwarves, put a hole in the wall so you can get in. You must also destroy the
enemies defending the wall. You get some Trow in this level, they are very
strong and move very fast. The Mortar dwarves can take out Myrkridia with only
a couple of shots, so this level shouldn't be a problem. The wall is very easy
to find, you'll have some resistance as you make your way to the wall, Mykridia
and some Fetch. Both the Trow and the Mortar Dwarves take out the Mykridia
easily.
There are cannons in this level set up on the wall, always keep moving because
the cannon fire can kill your dwarves and injure your Trow. Just be careful and
don't stay in one spot for too long. Once you have been walking, picking off
small packs of Myrkridia, you'll eventually make your way to the ramp leading
up to the wall. You will be attacked by an onslaught of Myrkridia. Plant your
Dwarves and launch mortars at them to kill as many as you can. Once they get
to close or you can't handle them, move in your Trow to kill them, you'll
see that they can kill them without a problem. Up the hill there are some
Myrkridia stationed, Use a dwarf to kill one of them and the rest of them will
come running down the hill at you. Once they are coming, move in your Trow to
kill them all. The fetch will be behind them shooting lightning so keep your
dwarves out of the way, your Trow are immune to the lightning and take little
to no damage. You can use your Trow to kill all your fetch or your dwarves.
I find it very funny to see the Fetch get killed by the Mortars, so if you want
you can try and kill one with a dwarf, it's pretty cool, or maybe it's just me.
So anyway once they are all gone, move up the ramp, you'll notice a couple of
Ghôls, they are the ones shooting the cannon off, as you can see. Use a Mortar
dwarf to destroy both them and the cannon. Once they are dead, move east along
the wall, you should see a crack on the side of the wall, it's kind of hard to
miss. One of your dwarves will say it looks like a good spot. Select all of
your dwarves and ctrl click near on the crack in the wall, once the mortars
hit the wall will crumble, launch some more mortars until the wall is
completely destroyed.
Once it is destroyed, move one of your Trow in until the enemies notice you,
once they start coming at you, move your Trow out. When the Myrkridia are
coming through the wall, use your mortar dwarves to kill them, if they are
still alive use your Trow to kill them all. Quickly now move your dwarves back
so that they are out of range. Soon after you will see Shade, he will then
come through the wall with several Fetch behind him. You'll see this guy
more in some later levels. He uses a very powerful attack that won't completely
kill your Trow but will kill your dwarves so make sure they are out of the way.
Again the fetch aren't a problem here. Just keep attacking him with your Trow
and killing all the fetch.
Once he is gone and all the Fetch are dead, You have completed the level, see
I told you it wasn't long. Just like that it's over, good job.
Difficulty: Medium
Objective: Search the catacombs below the Muirthemne for the Ibis Crown
One of your Journeymen must live to recover it
------------------------------------------------------------------------------
Your objective for this level is to retrieve the Ibis Crown, only one of your
Journeymen may pick it up, so you have to keep one of them alive for the end of
the level. In the catacombs below the Muirthemne, there are ghosts of warriors
that have fallen in the past. This means you'll not only be facing dark forces,
you will also face some of the light forces ghostly counterparts. They may be
ghosts but they can still inflict damage upon your units. All of the same
tactics that you would use on flesh and blood units work here with the ghost
ones. There are some points in this level where the ghosts will fight each
other, so if you see some ghosts don't jump into battle, wait around for a
little and see if some ghosts will come and start fighting them. Not all
ghosts are hostile, if you see some ghosts don't fight them unless it is
completely necessary.
Once the level starts, you will see a battle going on between two packs of
ghosts, Myrkridian ghosts, bowmen and berserk ghosts. Once a lot of them have
been killed some berserks will start coming towards you, don't go after them
they will disappear before they get too close. Actually keep your units on hold
during the whole time that the fight is going on. Once they are all gone, move
your units down. There are different routes to the Ibis Crown, I took the one
directly ahead of the units. It seems like the easiest so just take that root,
there isn't much danger through here. Start moving forward until you get to a
hill, once there move on top of the hill. If you see hills throughout this
level they are usually there because you will need to use them. Position
your berserks and Journeymen on the middle of the hill, and have 1 dwarf and
all your archers on one side, and have 2 dwarves on the other side.
The Hill (Facing towards it)
_________________
| J A| B = Berserks
|D JBBBJ A| A = Bowmen
| BBB A| D = Dwarf
|D A| J = Journeymen
|________________D|
Some Dwarven ghosts should start coming from both sides, they die very easily
with dwarves and bowmen can pick them off. When they die they drop 4 satchel
charges, this really helps in killing them with your dwarves because once one
of them dies, the dwarf's grenade usually sets off the satchels killing more
dwarves. More dwarves will come, there are a lot of them so stand your ground
until it looks like the coast is clear. If there are any satchels on the ground
from the dead ghosts, it couldn't hurt to pick them up with your dwarves, if
there aren't any just move on. Move down to the right of the hill (facing north
towards it, where you came through the passage) and continue down.
Some berserk ghosts will now come running at you, just bring them down with
bowmen and dwarves, they don't take much to kill. Continue forward until you
come to a hill, you don't need to stand on this one, nothing is going to come
at you so just ignore it, move on. You will then see a long passage lined with
Stygian Knights. They aren't a threat, but they do turn around once you get to
the end, they won't hurt you so just leave them alone. Once through this
passage, you will arrive at another hill, stand your ground on this hill. Some
more dwarven ghosts will start coming from the passage that you just came
through. Again they are no problem just use bowmen and dwarves and they should
be dead in no time. There are a lot of them however but it will end.
Now once they are done with, move ahead. You will see some Myrkridia blocking
the entrance to another area, do not approach them, some dwarven ghosts will
come and kill them, some dwarves will go behind them and line it with satchel
charges. Once it is set off, it will kill most if not all of them. If any are
remaining the Myrkridia ghosts will go after you. I know what did you do right?
Take them down with bowmen and dwarves, they should fall easily. Once that is
over and all the ghosts are gone, move on through the passage and into the next
area of the catacombs. Once in the new area you will see some berserk ghosts
running around, you may have to fight one or two but they will eventually all
disappear. Once all gone continue along. You will see yet another long passage
lined with Stygian Knights. You need to go through here, but these Stygian
knights aren't as friendly as the other ones, they'll attack you. So move your
berserks down, only take on one at a time, go from the first one on the right
just make sure not to set them all off, six berserks should be able to handle
one Stygian Knight at a time. Once they are all dead, use your Journeymen to
heal your berserks if needed, you have tons of healing roots so why not use
them?
Once that is over, move forward, you will see a round thing in the middle of
the next room. It is a teleporter. Once you step into the next room a bunch
of ghosts will run into the teleporter and teleport away. You have to go into
the teleporter also, Once all your units are on, you will be teleported to a
new area. In this new area, go forward, you will be confronted by two lines
of ghost bowmen. Charge them with your berserks and then heal as needed. Once
you have gotten past these two lines of them, I would suggest saving the game,
just incase something goes wrong. Send your units up the path until you run
into a horde of berserk ghosts, you don't need to fight them, just turn around
and run away until they disappear. Once they are gone, turn around and continue
moving up the way you were before.
You will come to a large, open room, directly in the middle sits the Ibis Crown
you need to get that. It is surrounded by a ton of Myrkridia but don't panic,
you don't have to fight them. Take one of your Journeymen, and move him into
the room, be careful not to touch one of the Myrkrida, I don't know if that
would set them off but just be careful just in case.
Take the Journeymen and click on the Ibis Crown, The Journeymen will then
proceed to go and pick it up, once he has it, your unit's will celebrate, all
of the Myrkridian ghosts will disappear, and you will have completed the level!
Difficulty: Medium
Objective: Defend the walls of Muirthemne from the enemy.
Don't let any of the enemy get past you and move into the city.
------------------------------------------------------------------------------
This is a very fun level, well I find it fun. Anyway your objective is to
defend the walls of Muirthemne from the enemy, which is no easy task. Ghôls
constantly pile up satchel charges against the wall, while the Mykridian
Giants throw their bombs (or whatever they are) at it and destroying it. Then
you have more entrances to protect so you have to split up your units and put
them on each side. You get a lot of units in this level, so it shouldn't be too
hard. When the level starts, some berserks and a dwarf are sitting around a
fire talking. A Myrkridian Giant then shows up and destroys their barricade.
Great, and all you have are a few berserks and a dwarf. One of the berserks
goes for help while the rest are left to defend the wall.
Defend against the first few waves they aren't tough, a few Myrkridia they
easily be killed with your dwarf and your berserks as backup. Once you have
killed a few Myrkridia, the berserk will returns with reinforcements and lots
of them. You now have a lot of units to help you out. For the first phase of
the level, move everyone except your Dwarves back, behind the Dwarves, have
some Trow on standby just in case things get out of control. Now as the
Myrkridia come through the wall, have your dwarves launch their mortars at them
to soften them, then have your Trow kick them to finish them off, you shouldn't
be needing to use your Heron Guards or Berserks at least not yet.
The Wall of Muirthemne (Facing towards it from the inside)
__AA____AA____ ________AA_____
| D D D | D = Dwarven Mortar Heroes
| TT | B = Berserks
| HHHHHHHHH | H = Heron Guard X2
| BBBBBBBB | T = Trow
| | A = Bowmen
|__________________________________|
Now defend against the walls, take out anything that comes in. With your
bowmen, have them attacking the Ghôls that are piling up satchel charges
against the all so that they don't destroy the wall. Back to the middle, now
continue having your dwarves kill all the Myrkrida they can and also any Ghôls
that try to get in. The Myrkridia can be hard to handle because there are a lot
of them, your Trow can handle them without much problem so have them there to
move in if they get too close to the dwarves. Now if a Myrkridian Giant breaks
through the wall, which one probably will, you will have to split up your units
don't do this until your are absolutely certain that they have breaken through.
You won't need to guard the main entrance because they will just come through
the side ones.
Once they have broken through both sides, it is time to split up your troops.
Send your Trows and nine Heron Guards over to the right entrance. Send what is
remaining of your units over to the left, eight berserks, nine Heron Guards,
and two of your dwarves. Leave one by the fire, you will need him close by
for later. Leave your bowmen where they are
The Wall of Muirthemne (Facing towards it from the inside)
_AA__ __AA____ ___AA____ __
| D D | D = Dwarven Mortar Heroes
| HHHHHHHHH TT | B = Berserks
| BBBB D HHHHHHHHH | H = Heron Guard
| BBBB | T = Trow
| | A = Bowmen
|__________________________________|
Now that you have that all set up, I would suggest saving the game. For the
left side, what you should do is use your dwarven mortars to weaken or kill
the Myrkrida that come through the gate, and let the Heron Guards and Berserks
pick the weakened enemies off. If a Myrkridian Giant come through the gate be
careful, if you can weaken him with your dwarves and your bowmen should pick
off a little bit of their health. Your combined troops shouldn't have too much
of a problem finishing the Giants. You may lose a lot of units but it's for a
good cause. Always have your dwarves up front to blast whatever is coming
through the gate, as you may have noticed, ghôls are still continuing to throw
the satchel charges even if the wall isn't even there. So You may get
lucky and set them off with your mortars, adding to the damage and maybe
bringing down a Myrkridia Giant. You wouldn't want your units to run into
battle and have a Myrkridian Giant throw his bombs at them, setting off the
satchel charges and killing them all. So always use your dwarves when they are
first coming through the wall.
Now over to the right side, a lot of Myrkridian Giants come through here, but
it shouldn't be that much of a problem with your two Trows there. They can take
a Myrkridian Giant, Just don't let one Trow fight one without the other one
there attacking also. You Heron Guards can take down the Myrkridia and help
with the Giants, again you may lose a lot of units but it is necessary.
Continue going from side to side and defending the walls. Near the end of
the level some soulless will come through the gate, this is where you have to
use your dwarf. use him to blast away the soulless, they die very fast to
mortars. If any more are left after the first blast just finish them off with
another.
Just conitnue fighting and defending the walls and soon you will kill your
last wave and the level will end. Your units will celebrate and you will have
completed the level, good work.
Difficulty: Medium
Objective: Retrieve the Tain Shard.
Keep The Deceiver Alive.
------------------------------------------------------------------------------
This is one of the longer levels, it is also one of my favorites. In this level
you must find the Tain Shard, the road is a treacherous one but with the help of
the Deceiver, you should be able to overcome it. The Deceiver has a very unique
and helpful ability called "Blinding Dream", with this ability The Deceiver
can convert a unit of the Dark over to the Light. Meaning he can make units
obey your commands. It is a very useful ability and you should try and use it
whenever you can. Try and get as many of your enemies over to your side as you
can and try to keep them alive. The Deceiver also has a very powerful primary
attack where he holds an enemy in place and disintegrates them. This can be
very useful when a lone enemy is going after your dwarves and bowmen.
Once the level starts you will see the Deceiver use his blinding dream and take
a maul over to your side. Once that is over with, move your party forward along
the path. Be very cautious while walking down here, as you well eventually be
confronted by a pack of mauls. When they come, use your bowmen in a long line
formation and have your dwarves close by, with The Deceiver over to the side.
Try and convert one of them and keep them alive until the fight is over, take
care of the soulless tat came with the mauls, just rush them with your Herons.
If your maul is still alive after the other mauls are dead, heal them if
necessary, if not move on. You will then see some soulless floating over in
a pond, just kill them with your bowmen, you have six of them, they should fall
easily.
Once they are gone you will eventually come to a fork in the road, you will
then see some mauls walking along from the right, just turn around and run back
they will give up chasing you and you will probably not see them again. If they
are still following you just bring them down with dwarves and bowmen. After
some more mauls will come from up top, take them out with bowmen and dwarves,
convert one with the Deceiver if you'd like. Once they are all dead, Continue
up the path until you make it to the fork. Now take the path to the right
(facing north). You will run into some mauls and soulless, bring them down
with bowmen and dwarves and convert one if you want. You should be able to spot
a bridge on the overhead map, you need to cross the bridge. Move your units
be cautious when crossing the bridge as you may run into some mauls and
soulless, if you need to pull back so you can take them on.
The Road (Facing North)
________________ > = Right (Go this way)
| >
|
|
|
|
|
|
Now move up through a field, you will run into some mauls and there are some
soulless floating on the river over to the side. Take the Mauls out with
dwarves and bowmen, as the soulless will see you and move towards you onto
land, rush them with your idle Heron Guards. Once they are down with, move
along through the field. You should know that you are going the right way if
you see a rock shaped like a face on the overhead map. Once you see this rock,
move over to the right, there is a stream that you can cross to get to the
other side. Over on the other side there are Myrkrida running about, if one
comes over to you, convert it, they are powerful units. Stay in the middle of
the stream until some Myrkrida come towards your units, dispose of the with
bowmen and have your Heron Guards finish them off. Stay here until you know
you can cast Blinding Dream, once you can, wait until you can see a fetch on
the overhead map, if you see one use the blinding dream on it, it shouldn't
die because it is a lone enemy wandering around.
Once you have a fetch on your side, move the rest of your units over the river.
Move up and take out the soulless that are floating on the stream, your fetch
do this nicely. Once they are dead you should be able to see another shore that
you can cross to get over to the other side. Don't cross it yet. If you run
into any Myrkridia, convert them, if you run into another use the Deceiver to
disintegrate them. Now that you are done with them, go over to the side of the
stream, set up your bowmen in the long line formation facing the path leading
to the stream, have your fetch in the front lines, and have the dwarves close
by as well as the Deceiver over to the side. As the walk by the path, zap them
with your fetch to get their attention, then they will start coming at you.
Move your fetch back and soften the Myrkridia with your bowmen and toss bottles
at them with your dwarves. Take one with The deceiver and disintegrate it. Once
they are dead, cross over the stream.
S
AD M| A = Bowmen
AT -| F = Fetch
A | D = Dwarf
AF | M = The Myrkridia
A | S = Stream
AD | - = Down
You're getting close, follow the path that's over the stream, you will see some
fetch and soulless as well as some more Myrkridia. Line up your bowmen and have
the fetch over to the side and the Deceiver. Once they come at you, take the
Myrkridia out with your Heron Guards, Mauls, and Myrkridia if you have any.
While they are fighting have your bowmen shooting at the Fetch that came with
them. Charge the Soulless with your Heron Guards. Now far over you will see the
Tain Shard in a pit guarded by some Myrkridia, Fetch, and a Myrkridian Giant.
You can't convert the Giant over, believe me you can't, that would make this
part much easier though. Now line up your bowmen and have your fetch and the
deceiver over to the side. Using one of your heron Guards, lure the Myrkridia
over towards your line of bowmen. Use the Deceiver and convert one of them
to stall them while your bowmen fire at the Giant and the fetch zaps him.
The Giant can be taken down easily if the Deceiver can get a hold of him and
disintegrate. While this is happening watch out for the Myrkridian Giant's
bombs that he throws at you.
Continue doing this until the Giant is dead and the Myrkridia, when the start
coming at you move in your Heron Guards, Mauls, and Myrkrida if you have any
and fight them off. Now take care of the Fetch with your bowmen. Once the
Coast is clear move into the pit with the Deceiver and take the Tain Shard.
Your units teleport away and you complete the level, good work!
The last six level strategies are incomplete and have been for almost 2 years.
I do not think I will ever get around to finishing them, since my hard drive
became corrupt and I lost the Myth II save that I was using to write this
guide. I have absolutely no motivation to play through the game again, get
back to the point I was at, and continue writing this guide. Since this is the
only(partially complete) Myth II Soulblighter guide on GameFAQs, I don't want
to pull it off the site due to being incomplete.
Since I get about 0-2 hits on average a day, I really don't think anyone will
notice or care if I don't finish this guide. I am sorry if you need help on
one of the last six levels... There is still a chance that I may finish the
guide, if I don't have anything else to do. If you have made it up to this
point, I am sure that you will be able to beat the level you are stuck on
eventually.
Sorry!
------------------------------------------------------------------------------
19. The Summoner
------------------------------------------------------------------------------
------------------------------------------------------------------------------
20. A Murder of Crows
------------------------------------------------------------------------------
------------------------------------------------------------------------------
21. The Wall
------------------------------------------------------------------------------
------------------------------------------------------------------------------
23. Twice Born
------------------------------------------------------------------------------
------------------------------------------------------------------------------
24. The Forge
------------------------------------------------------------------------------
Assassin
--------
In assassin, each team is given a target unit(s). To identify which of your
units is the target, the unit will have an extra thick yellow boarder around it.
The goal of Assassin is to kill your enemy's target unit while defending your
own. Once your target unit is killed, your remaining units will disappear. The
winner is the player who killed the most amount of targets.
Balls on Parade
---------------
In Balls on Parade, each team start's out with a ball. The goal of Balls on
Parade is to capture as many of the enemy's balls as possible. The player with
the most balls when the timer runs out wins.
Captures
--------
In Captures, there are balls scattered around the battlefield. The goal of this
mode is to collect the most balls before the timer runs out. The balls are
move able, so once you have one, you can mover it to a safe place.
Flag Rally
----------
In Flag Rally there are 9 flags on the battlefield. The first team to capture
all of them is the winner.
Hunting
-------
In hunting, each team must kill wildlife. Every animal is worth a certain
amount of points. The player with the most amount of points at the end of
the game wins.
Last Man on the Hill
--------------------
My personal favorite, in Last man on the Hill, one area of the map is the hill
and marked with a flag. to capture the hill move one or more of your unit's to
the hill area when there no enemy units around. To win Last man on the Hill,
you must be the last player to be in control of the hill.
Scavenger Hunt
--------------
In Scavenger Hunt, five balls are scattered around the battlefield the first
player to own all 5 wins.
Stampede!
---------
In Stampede, each team starts the game with a herd of animals and some flags.
The goal of stampede is to get your herd to the enemy's flag. Once they are at
the flag, the herd will teleport back to your starting position and you will
gain a point. The team with the most points at the end of the game wins.
Steal the Bacon
---------------
In Steal the Bacon, a ball is located somewhere on the battlefield. The goal is
to take the ball and keep it until the end of the game. When the time runs out,
the team with the ball in their possession wins.
Territories
-----------
In Territories there are some flags on the battlefield, the goal is to capture
more flags then your enemies.
King of the Hill
----------------
King of the Hill is very much like last man on the Hill, except that it doesn't
matter if you are the one with the flag at the end. The goal of king of the
hill is to stand on the hill for as long as you can. The team who stood on the
hill for the most amount of time is declared the winner.
------\=======================================================================
[VI] \ Revision History
--------\=====================================================================
GameFAQs will always have the latest version of this document.
FAQ started on 08/01/04
Version 0.5 (08/01/04)
- This FAQ is far from finished, it will take me awhile to replay all of the
levels and such.
Version 0.6 (08/03/04)
- Added more level walkthroughs:
The Baron
Gonen's Bridge
Beyond the Cloudspine
The Great Library
- Added the names of the Multiplayer Maps.
- Fixed a typo.
Version 0.7 (08/06/04)
- Added more level walkthroughs:
The Gate of Storms
Landing at White Falls
Through the Ermine
The Stair of Grief
The Deciever
Version 0.8 (08/10/04)
- Added Presets in Control Section.
- Added to list of sites allowed to use this document.
- Added more level walkthroughs:
With Friends like These
Walls of Muirthemne
The Ibis Crown
Redemption
Relic
Version 0.85 (03/12/06)
- I can't believe it either. I'm still not finished with the strategy guide.
My save file became corrupt, and I don't have the motivation to replay
through the game. I updated because the very thought of this FAQ existing
the way it was made me very sad ;_;
- Altered entire layout of the FAQ.
- Removed the very misleading "Coming Soon..."s after each incomplete level.
Sorry =\
- Removed tons of irrelevent garbage. I don't know what I was thinking while
writing this FAQ...
- Fixed random typos, grammar and speeling mistakes. That was intentional
by the way.
------\=======================================================================
[VIII] \ Contact Information
--------\=====================================================================
If you wish to contact me you can do so via e-mail at:
xiamut@gmail.com
If you have anything to add to the FAQ please send it to me, of course
proper credit will be given for all submissions. If you do have something
to contribute please provide me with either an online name or your real name
that I can credit you by. Please, if you notice that I have made an error, let
me know about it.
If you have any questions/comments/suggestions/corrections and you choose to
e-mail me please include something like "Myth II: Soulblighter" in the subject
field. This way I won't mistake it for spam and delete it. I would really
appreciate some feedback, feel free to e-mail me and tell me what you think.
If you are interested, you can view the other guides that I have written here:
------\=======================================================================
[IX] \ Copyright Information
--------\=====================================================================
This document may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission from me. Use
of this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright. This document may not be
altered in any way without my permission. Plagiarism is bad, very bad. Don't
take credit for someone else's work, give credit where credit is due.
All original names, places, items and everything else contained in the
videogame Myth II: Soulblighter are the property of Bungie Studios.
List of sites with permission to host or link to this FAQ:
- http://www.gamefaqs.com and all of its affiliates.
- http://www.neoseeker.com
- http://www.supercheats.com
- http://dlh.net
- http://mythgraveyard.mything.org