MYTH 2: Soulblighter - THE ESSENTIAL GAME GUIDE
BY JARROD HAMPTON (jarrod_hampton@hotmail.com)
Version 1.0

INTRODUCTION
Welcome to my Myth 2 Essential Game Guide.
Before reading this guide be sure that you have successfully finished the Tutorial. 
The 1st section to this guide tells you about the units found within the game and 
describes some very basic things about the units. eg. weaknesses, abilities, strong 
points etc.
The 2nd section will tell of great strategies and tactics to use upon your foes. Use it 
wisely and you just might live.
The 3rd section will hold the walkthroughs for all the Single Player Missions in Myth 2. 
The 4th and last section will hold the Multiplayer Guide, this guide will help you to 
become the Ultimate Multiplayer Master.

I hope you enjoy this Guide as much as I did making it.

- Please do not copy this Guide to another site without my permission
- Feel free to link to this Guide
- Comments and Suggestions can be E-Mailed to me jarrod_hampton@hotmail.com
- Do not reproduce this Guide for any Commercial Value without my permission



Strategies and Tactics

INTRODUCTION
This section deal with strategies and tactics that are useful and could prove very 
beneficial during battle. Study these strategies and put them to good use on your foes. 
You will need to use a form of strategy to help you get through Myth 2 because simply 
running in guns a blazing will not do you any good. You will have to learn how to do hit 
and fient attacks, ambushes, co-ordinate attacks from every direction (and defend 
against attacks comming from every direction), crazy attacks, long ranged attacks and 
many others that will be described here for you to learn. These strategies can be used 
in both the Single Player Campaign and when playing a Mulitplayer Game.


OFFENSE STRATEGY

AMBUSHES
First off if you don't know what an ambush is you need a swift clip round the ear, but I 
will explain what an ambush is anyway. An Ambush is where you have your 
army/troops/soldiers set up in an area where they are hidden while one man walks up to 
the enemy and lures them down to the waiting force you have hidden. Once the enemy 
gets really close to your men they jump out and attack the enemy taking them by 
surprise and hopefully killing them all wihout too much fuss.
Ambushes play a vital role in Myth 2. Ambushes come in especially handy when you 
are low on troops or your enemy has some stronger men with him. Ambushes are best 
kept to closed in places and they don't have to keep your units out of sight. Have your 
Bowmen on the highest ground near you and also have your Dwarves to the side of 
your troops. Have any Warriors or Berserks or any other infantry unit in between the 
Dwarves. Now have the fastest unit available to run up to the enemy maybe hit them a 
few times then begin to run back towards your awaiting ambush. You may need to stop 
every now and then to let your chasers catch up them continue your run back to your 
awaiting army. Once they are close your Dwarves should let loose some explosives, but 
when they get closer move your Dwarves away back behind your Bowmen. Your 
Bowmen should also have started hitting the enemy but as they near your Warriors or 
Berserks have them stop as to not hit their own men. Hopefully yo should easily kill the 
poor army that just marched right into your trap. If you want you can have some 
Warriors or Berserks off to the sides to come round behind them once you they ahve 
passed them to make sure no one gets away. There are many variants of this 
manoeuver and you should experiment wiht different techniques anduse the one that 
suits you best.
One other variant for a Multiplayer game is to leave some Thrall or even some Wights 
hidden in deep water, then lure the enemy past them with the rest of your army. Have 
the Thrall or Wights emerge from the water attacking from the rear to get them in a 
crossfire or to flank them taking out as many as they can before the rest of your units 
get there to assist. There are many good ways of setting your Thrall and Wights in the 
water so you should also experiment with this procedure also.

HIT AND FADE ATTACKS
Hit and fade attacks can be used to disrupt enemy formations, take out some of the 
enemies vital units with a small task force that will return to your main army they have 
finished, act as a diversion for the rest of army, and the list goes on. Hit and fade 
attacks should be surprising to the enemy and should not last long (a decent hit and 
fade attack usually lasts around 30 seconds and at the most a minute), you will need to 
be near the enemy and be on top of them before they can say boo, and be equally as 
fast as getting away as possible. Hit and fade attacks are best used to kill a certain 
enemy that is exceptionally strong, long ranged fighters and any one that could pose a 
major threat to you and the rest of your troops. The best targets for a hit and fade are 
usually Dwarves, Bowmen, Soulless, Fetch or Warlocks. Try not to attack big groups, 
usually aim to kill one or two at a time. With the surprise involved in a hit and fade you 
should kill the enemy unit you have targeted and be out before they can react. The best 
units for a hit and fade are Berserks, because of their strength and their speed they 
make great hit and faders. Your hit and fade force should not exceed 5 men, these men 
need to be fast and resonably strong (this is why Berserks are best). Try and get your 
hit and fade force as close to the enemy unit before launching the attack. Hit and fade 
attacks make great diversions for the rest of your army to waltz in during the chaos and 
get the enemy in a crossfire. Hit and fades should be used wisely and not stupidly, 
meaning that you shouldn't waltz into the enemy base with Archers on the battlements 
and the courtyard full of Warriors. Instead plan your attack carefully and make sure to 
time right when your target unit is rrelatively by himself and away from the rest of his 
army so that he can be picked off and you can get away before they come after you.

MULTI-DIRECTIONAL ATTACKS
During the Single Player Campaign and even the Multiplayer Skirmishes you participate 
in you will probably end up co-ordinating your attacks from several directions at once. 
For Multiplayer this strategy is a must because an opponent having to defend a single 
attack from one direction is easy but from directions all around he is put in a difficult 
position eg. You have sent a main attack force to meet your opponent head on, as they 
get there you have two smaller forces come in from the sides pushing them into a box. 
Now to seal his fate you have another small force come from behind to get them 
trapped. Now if you had just charged in from one direction they could of fled and 
regrouped or even led you into an ambush, but having the extra men come in from all 
sides puts them in a no win situation.
Planning your attacks is a must, don't throw you men into the fray without thinking. 
Before you execute your plan make sure that all the teams of attacks are near the areas 
where they will emerge from (the sides, back or front. Try and get them into position 
instead of have to move them there on the spur of the moment.) then execute your 
attack. If your enemy ahs Dwarves, Bowmen or Warlocks they should be your first 
targets as they are ranged units and could ruin your whole day. Try to have your main 
force tackle the enemy head on thus creating a diversion for the rest of your men to get 
in and pummel them from the sides and the back. This tactic comes in especially handy 
if your enemy is trying to hold down a fort.

DWARVEN ATTACKS
Dwarves can be vital to taking on an army that drasticly outnumbers you. Dwarven 
explosives are great at ripping apart the enemy and wiht careful positioning Dwarves 
can even take on entire armies by themselves. When setting up a Dwarven attack make 
sure they have the highest ground. Also make sure you have some Warriors or 
Berserks behind them in case they are overwhelmed. Have your Dwarves attack the 
fore most enemies and they will usually injure or kill moer than what they aimed for. 
Dwarves also have the ability to place Satchel Charges. Satchel Charges are great to 
use in ambushes and in defensive situations and they make a great offensive weapon. 
It is best to have your Dwarves lay a minefield of Satchel Charges then have a Berserk 
lure them over it, then let your Dwarves fire and Ka-Boom! Satchel Charges should be 
kept for use when you are greatly out numbered and you need to level the odds a little 
or for when your enemy is in control of some strong units like Mauls, Giant Mykridia and 
Fetch.

SNEAK AND SURPRISE ATTACKS
Ah, there are never too many sneak and surprise attacks in Myth 2! Sneak an surprise 
attacks are great for when you must a kill a key target (A Baron or Villager etc). when 
preparing for a sneak attack try and get your troops into position where they are near 
the enemy they are attacking. Then time it right so that they are not facing you or a 
portion of their army have gone somewhere else and left them defeseless, it is now time 
to move in for the kill! Just have your units charge at the unsuspecting enemy or enemy 
army and you should have no trouble taking the poor soul out. This tactic should also 
not be confined to single targets, sometimes whole armies can be taken under a 
surprise attack. To have a surprise go effectively start a diversion to lure away the key 
target's defense then mve in quickly, kill the target. then disappear as quickly as you 
came. The best units to use in a sneak or surprise attack are Berserks and Trow 
because they are fast and also Bowmen and Dwarves are good too jsut make sure they 
can get away in time.

DIVERSIONS
Diversions are a neccessity if you want a succesfull attack on a larger army than yours. 
Diversions are best used to lure away or distract strong enemies with a fraction of your 
army, while the rest of your army moves in on the rest of the enemy. Diversions are best 
used in assaults on a large enemy army, when an enemy army is holding a fort/castle or 
for taking out a key target. To make a diversion work you will need to split your men into 
two or more groups. Posistion one groupd near the group of people that you want to 
distract. send in that group to attack the enemy then slowly move away and attempt to 
keep the enemies attention on that group, now as the enemy is chasing your first group 
send in the rest of your army to take out what is left of the enemy. Hopefully by 
distracting a portion of the the enemies army you should ahve evened the odds and 
should win the battle. This works best for luring away Mauls, Trow, Myrkridia and 
Myrkridian Giants, Fetch and Dwarves. With these strong units gone your enemy can 
move in on the rest of the army then after they ahve killed them move on to help the 
diversion group kill the nemy they got to follow them.
Diversions are also great if you need to get a unit of yours past the enemy (say a 
Villager, Baron or someother unit which must survive). Just create a diversion off to the 
side then slip your unit past them after they have gone to investigate. Remember that 
Sacrificing one or two units for the benefit of many is not such a stupid thing. If you are 
being chased by an enemy army sacrificing a Berserk to slow them down could be the 
differance between life and death.

ATTACKING A KEY UNIT
Attacking key units is not unusual in Myth 2, killing a key unit is a game type in 
Multiplayer and in the Single Player Campaign you will also have to hunt down and kill 
key units. Killing key units is usually not an easy task, the unit that must be killed will be 
heavily protected and will require some thought and effort to get him. You can cross out 
"A Full On Charge" from your options list because there wil be no way of that woriking if 
the unit is defended by Dwarves, Bowmen, Soulless or Fetch. Multi-directional attacks, 
diversions, ambushes and hit and fade attacks are the way to go, even combinations of 
these strategies work just as well and sometimes even better. When attacking the key 
unit keep in mind that this unit is all you want not the entire army defending the unit. 
Once the key unit is dead try and leave without too many casaulties.
Use diversions to lure away some of the units defense and then move in swiftly for the 
kill. Diversions can also lead into an ambush to kill some of the main defenders like 
Mauls, Fetch, Berserks etc. After your diversion has been initiated send in another 
portion of your army to sweep through the rest of the enemy guarding the unit, kill the 
unit then move out and disappear.
Hit and fade attacks can be used to whittle down the units defenses to a fraction of what 
they once were and then move in on the small army and crush them and the unit you 
are after. Remember that hit and fade attacks are meant to be small fast attacks that 
leave the enemy confused as to what just happened, many of these can tear an enemy 
army to bits, especially if they come from different directions.
Multi-directional attacks are best used when you do not have much time and need to 
take out any defenders around the unit without having to spend precious time on 
ambushes, hit and fades and diversion attacks. Remember that multi-directional attacks 
should be well co-ordinated and well planned.

SACRIFICING UNITS
Sacrificing one unit for the benefit of many is not as ridiculous as it sounds. If you are 
being pursued by an army that you could not possibly beat at the present time until you 
can regroup and form a strategy to beat them or you moving one thing to another part of 
the map (for Multiplayer, a flag or ball. For Single Player, a villager important person) 
you could sacrifice one unit to slow down the advancing enemy. Just select one unit and 
have him attack the closest enemy. This unit will make the enemy army stop for about 
5-15 seconds will they attemp to kill him and in this time you will be getting further and 
further away. You may have to sacrifice some more units as time goes by to stop them 
from getting too close to your troops.

CRAZY MANOEUVRES!
Well sometimes crazy works! If you are low on troops or time then maybe a crazy 
perhaps suicidal attack may be appealing, now I'm not saying that you shouldn't use this 
strategy but it shouldn't be used if you have healthy troops and some tricks up your 
sleeves. Crazy attacks should only be used as a last resort! If you are perhaps low on 
troops or time is almost up then maybe a crazy suicidal attack may wim you the game. 
This does not always work and most of the time you will probably be slaughtered but 
don't get dicouraged, I have played many a game where I was stuck in a no-win 
situation but then I thought of unlesahing a crazy act of stupidity, but for some reason I 
won the game and I was happy. So there, sometimes crazy does work so try it for 
yourself and maybe you might win as well.

FLANKING
Flanking the enemy from both sides can be quite rewarding. Flanking runs along the 
same lines of a Multi-Directional attack (see above for further info). Simply split your 
men into two groups and sneak them around till they are on both sides of the enemies 
army. Then launch an attack aimming to hit the two sides of the army and launch the 
attack simultaneously, nothing is worse than having one group attacking one side and 
then to have the second group arrive and find the first group dead.

FORMATIONS
Formations play a vital role in Myth 2 and having the right formation for your troops may 
get you through that rough spot. Formations should always be used and this way you 
shouldn't lose any men that you don't have to. These Foramtions can be used for both 
Multiplayer and Single Player.
The Short Line Formation should only be used for long walks or for moving your troops 
through tight gaps.
The Long Line Formation can be used with large groups of melee troops, but it works 
best for your Bowmen or Soulless. Though the Staggered Line Formation is just as 
good.
The Loose Line Formation is the same as Short Line, but the spacing is wider. This 
makes it your first choice for small groups of Dwarves. Also try not to put your Dwarves 
in Long or Short Line Formations because they are dangerous to each other.
The Staggered Line Formation is useful for large groups of Dwarves or Bowmen when 
standing on a narrow hilltop. This allows all units to have a clear shot in narrow 
passages or terrain. 
The Box Formation allows units to move in a square formation. This Formation is 
extremely useful for protecting a key item like a Villager or Baron. 
The Rabble Formation places your troops in random, widely spaced positions. This is 
useful for moving large groups of Dwarves or moving troops in against Fetches, whose 
lighting spreads between tightly grouped units. 
The Shallow Encirclement Formation sets your units in a wide, shallowly arched 
formation. Set this up behind a line of Bowmen or Dwarves and, when danger 
approaches, move your shallow encirclement line forward. Covers a wide area and 
allows for troops to converge on an attacker.
The Deep Encirclement Formation is the same as shallow encirclement, but it covers a 
more narrow area and is more deeply curved.
The Vanguard Formation is a V-shaped line that acts as a wedge when cutting through 
enemy troops. Use Warriors in Vanguard formation as a wall in front of a line of firing 
Bowmen.
The Circle Formation is a surround formation best used to guard stationary objects or 
units in multiplayer games. Although units will face outward when set in this formation, it 
can be used to surround Trow or Myrkridia, because your units will turn inward to attack 
the threat.


DEFENSE STRATEGY

GENERAL DEFENSE STRATEGY
The best thing to keep in mind when in defense is never to loose your senses, don't do 
anything rash and don't go overboard with anything, be conservative and thoughtful. 
Don't let your brain turn to mush once the pressure builds.
Try and keep your defense together and don't let your army drift apar because that is 
what your oopsition is looking for, a gap in your defenses. Try and keep your units in a 
fromation of some kind don't let them be spread across the area you are defending. 
Also use the land to your advantage, you can retreat to higher ground so that your 
Bowmen or Dwarves can be more useful, you can drwa your attackers into a gully or 
canyon so that you can funnel them to a killing point, the possiblities are endless.

CO-ORDINATING YOUR DEFENSES
The main part to a good defense is being able to co-ordinate your defenses properly. 
Have your defense aimed at the general location where the enemy is attacking from. If 
your attacks split into groups then that is what you have to do, split your army into 
groups so that they can deal with the split groups of the enemy. You will need to match 
their every move, use any holes in their attack to move in and cut them off, have your 
defenses cirlce around them pushing them into a tight circle to easily kill them, flank 
them, use Dwarves to take out their Bowmen or Soulless and once again the 
possibilites are endless. The main thing to focus on here is to keep control of yuor army, 
don't let them drift away or chase a group of attacks away from the main battle because 
this is what they want you to do. Keep your defenders together and make sure that yuor 
Dwarves and Bowmena re not hitting your own men.

DEFENDING A KEY UNIT
Having to defend a key unit in the Single Player Campaign is necessary for some 
missions and defending a key unit is a game type in Multiplayer. Defending a key unit 
can be quite easy and sometimes can be as difficult as trying to sell a Hawian Snow 
Boots. The best key to defending the unit is to keep the unit as close to you as possible, 
putting the unit inside some of your formations (the Cirlce Formation, the Vanguard and 
the Incirclement Formations) is also one of the best ways to keep the unit alive. The 
other way to keep the unit alive is to make sure your are not taken by surprise, to 
prevent this have some of your fastest units patrol the area around your men and when 
the enemy arives re-orientate your units to meet the enemy head on. Another good 
defensive unit is the Bowmen, they can take down a force of men coming to get your 
unit beofre they even get close. 
After your unit has been found you will need to move away from where you are now to 
somewhere far away and as quickly as possible, becuase now that the enemy knows 
where you are they will be out in force to get you. The main key to keeping this unit alive 
is to have the unit close and not drifting off by himself, having adequete protection and 
to also know when and where from the enemy is coming from. If your defenders are 
losing the battle then break off some of your units and take the key unit and flee to 
another part of the map.

COUNTER DEFENSES
You will need to learn these strategies to be able to sufficiently defend against the 
offensive versions of theses strategies (see Offensive Strategies above for the 
Offensive equivilents of these strategies).


AMBUSHES

Most ambushes are pretty obvious but some are not. With the most obvious don't rush 
in because there is a 75% chance that it is an ambush, instead send in one fast unit to 
check out the area and if it is clear then proceed. Do the same if you think there might 
be an ambush, you are about to enter an inclosed are or confined space or if you are 
sure there is an ambush there. If there is an ambush there then you will need to so 
some quick thinking. You will have to decide wheather you want to flee or stay and fight. 
You should now ahve the upper hand because you know there is an ambush and there 
are 2 ways to go about it, the first, if they know your there and come out to meet you, 
you will have to use all your skills and knowledge to beat them because there are 
probably more of them and it will be a difficult battle. You can still win if you employ the 
right strategies or using your Dwarves to take out their front line defense, it is up to you 
on how you will react. The second. Situation: You know they have an ambush set up 
and you will not proceed inot it, but they don't know you are there. This is the fun part. If 
they do not know you are there then you have a multitude of possibilities, you can sneak 
around the side and flank them out of their position, pushing them into the rest of your 
army, you can use your Bowmen and surprise them form behind following up wiht some 
Berserks or other fast unit, yo can lay down Satchel Charges and then lure them over 
then turning it into an ambush of your own, the possiblities are endless. I suggest that 
you experiment with your own ideas using this strategy as a base for your own. 


HIT AND FADE

Hit and fade attacks can be very annoying and also wear your troops down quite quikcly 
because you usually have no warning of the attack and the attack only lasts about a 
minute. The best thing you can do when you are being attacked frequently by hit and 
fade attacks is to find the source of the attack and stop them at the heart of the problem. 
The only other option is to flee and regroup at a different location, but after doing this 
you will still have to go to the heart of the problem to fully stop it. 
When under attack from hit and fade attacks always have your Bowmen/Soulless ready, 
so that they can easily move to get a shot at the enemy. Never leave untis by 
themselves because they can be ripe targets for the enemy. Also never leave your 
Bowmen/Soulless unprotected because they too will be ripe targets waiting to pciked 
off.


MULTI-DIRECTIONAL ATTACKS

SEE CO-ORDINATING YOUR DEFENSES


DWARVEN ATTACKS

Dwarves will not usually be by themselves when they attack so you will have to punch 
through teh rest of the uits before you can get to the Dwarves, this is annoying because 
in the meantime they are raining down explosives upon you. Your best form of defense 
is to rush a few of your fastest units at the Dwarf or to use your Bowmen/Soulless to kill 
him from a distance. When a Dwarf starts his attack you should have your men scatter 
to avoid the explosion and the Dwarf should be amongst your high priority target list. 
Setting the ground alight beneath the Dwarf is also very effective.


SNEAK AND SURPRISE ATTACKS

There really isn't a strategy against sneak and surprise attacks, the only way of 
surviving is to be fully aware at all times, don't let your guard down for a second. Keep 
all your men together or in tight groups so that no-one is left alone, no matter how long it 
is never leave units by themselves! Be ready to change the orientation of your units in 
case you are attacked from the sides or from the back. If your units are not moving 
move them to an area where you can defend yourself more easily (in the corner of a 
fort, up against a cliff/canyon etc.) this way the enemy can really only attack you from 
certain directions making it easier for you to defend yourself. Have one or two units 
scout the area around your units so that you know when they are coming before hand.


DIVERSIONS

Diversions can not really be defended against, you will need to follow the same rules for 
the counter strategy to the sneak and surprise attacks, remain alert and be ready to re-
orientate your units in case of a multi-directional attack against you. If yo see a small 
number of enemy units lurking nearby coaxing you to go after them then don't, stay put 
because that is probably what the enemy wants. The next best thing is to get your units 
to a safe position where the enemy can only attack from certain directions and to also 
have scouts roam the area near your units so that you can get an idea of when the 
enemy is making an approach. 



Single Player Mission Walkthroughs

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


Level 1: Willow Creek

Your Units
Bowmen
Dwarves
Warriors
Enemy Units
Ghasts

Mission Goal
Save the City from the Ghast Infestation
Walk-through
You start on the outside of the town and a villager runs at you 
warning you not to enter the town. Cross the river and proceed 
into the town, ahead of you there should be 3 Ghasts making their 
way towards the village. Catch up to them and cut them down where 
they stand, Ghasts are not particularly strong by themselves but 
in packs they can be a force to be reckoned with.
Move your Bowmen to the pig pen and have them stand here taking 
out any Ghasts that get too close. There are many ways of winning 
this level and I will only take one way of finishing this level 
but you should experiment with other ideas of finishing this 
level. For now we will use your Dwarf to take out the Ghasts with 
your Warriors close behind in case you overwhelmed. Just proceed 
through the the town kill the few ghasts that are moving about. 
When there is a moments peace don't settle down because about 50 
more Ghasts are heading your way and I don't think they are all 
that pleased to see their friends laying in mangled and ripped 
apart, piles courtesy of yours truly. Have your Dwarf take the 
front with your Warriors close behind him and your Bowmen close 
behind them. Since they are not particularly strong they should 
be easily killed either with your Dwarf or by your Warriors and 
Bowmen. Once all of the Ghasts have been killed the mission ends.


Level 2: Salvation

Your Units
Warriors
Bowmen
Dwarves

Enemy Units
Brigands
Ghasts

Mission Goals
Locate and free the villagers
Escort them to safety

Walk-through
This mission is set in marshy, wet, rainy and totally unpleasant 
place. With the heavy downpour your Dwarves will not be able to 
attack to their best ability and also Fire Arrows will be doused 
upon impact with the ground. 
Start by making your way along the muddy path keeping your Bowmen 
on hot stand by so they can take out any Ghasts that get close. 
If by chance that a Ghasts gets past you Bowmen take him out with 
at least 3 warriors for every Ghast just in case the Ghast stuns 
one of your Warriors. You will come to a crossroad, sometimes you 
will see a patrol of Brigands and Ghasts moving through here, it 
is very unlikely that they will see you so don't go chasing after 
them but if they do see you take them out quickly with your 
Bowmen then move in with your Warriors. You will also notice that 
the rain is letting up, now your Dwarves will have a better 
chance of attacking.
Continue north, keep a constant lookout for Brigand patrols. If 
you come across one use your Bowmen to soften them up then use a 
Dwarf if you can then rush them with your Warriors. When you get 
to the arch you will see a small number of Brigands, they must 
all be killed and not allowed to escape and sound the alarm 
because if they do 15 to 20 Brigands will be hot on your tail. 
Instead have your Bowmen line up just outside of throwing 
distance and then place your Dwarf in front. Meanwhile have your 
Warriors sneak around the side and have them come up behind the 
Brigands. As your Warriors approach send in your Dwarf to make a 
quick attack, pull him back as soon as he has thrown his 
explosive. Now bring up your Bowmen as your Warriors approach. 
When your Warriors begin attacking the Brigands make sure you 
stop your Bowmen to make sure you don't hurt any fellow troops.
Straight ahead is the pen where the Villagers are being held, 
behind that is the shelter for the Brigands. Bring your Bowmen 
and Dwarf up just behind the pen and have your Warriors free the 
Villagers by targeting the wooden posts. Once the villagers are 
free they will begin running back to where you started this 
mission, also the 15 to 20 Brigands I mentioned earlier are now 
after you. Send all your troops after the Villagers because 
several Ghasts may come from the arch to stop them, kill them 
with your Warriors. You should have a sizeable lead before any of 
the Brigands get anywhere near you, but if they do let a Warrior 
stay back to hold them up for a second. You do not need to kill 
the Brigand Army just get the Villagers back to the start alive.


Level 3: Down a Broken Path

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

Enemy Units
Thrall
Soulless
Ghls 

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

Walk-through
For this mission you must escort the Villager Rurik to Tallow, 
Ruruik is computer controlled and will more or less take himself 
to Tallow except for the fact that he will stop when you stop, go 
when you go... etc. Sounds pretty simple huh, wrong along the way 
you will meet Ghls, Thrall and Soulless. Although by themselves 
these enemies are not too strong but in packs they can be 
devastating, still this mission isn't exactly the hardest mission 
in the game.
Start by following Rurik up the road, but don't go too far.Send 
your Bowmen to the hill to the east and have them set up at the 
hill's highest point, keep your Warriors around for backup.Have 
your Dwarves stay lower down on the hill son they can also hit 
the Thrall that will be coming up after you shortly. Look out for 
Soulless and Ghls coming from the right, use your Warriors to 
kill the Ghls and use your Bowmen for the Soulless. When all 
opposition is cleared out continue to follow Rurik. Eventually 
you will come to a crossroad, take the left road or just follow 
Rurik, he knows where he is going.
At the intersection there will be a few Ghls or Soulless to 
clear out and then also another wave of Thrall and Ghls will 
appear so be ready for them. It is best to use your Warriors to 
take out the Ghls, then have your Dwarf and Bowmen take a few 
shots at the Thrall to soften them up a bit, then send in your 
Warriors to clear up whatever is left.
March onwards to get to a stream, once there do not cross it yet. 
Have your Bowmen take down the few Soulless here. Now have your 
Warriors close to Rurik, or better yet have them in a circle 
formation around him. With that done send a single Warrior over 
the stream to trigger the massive Thrall attack. Use your Bowmen 
and Dwarf to soften them up then send in your Warriors to clean 
up the mess. Try and meet them in the river or they will get to 
Rurik as he flees the attack.
Once the area is clear cross the stream and continue on and 
around the large L-shaped rock near the stream bank. Be careful 
here because you may come under attack from some Thrall. If you 
do use your Dwarf to soften them up then use your Warriors to 
finish the job. Now follow Rurik towards the town gates. About 
now a whole mess of Thrall, Soulless and Ghls will be following 
you or coming straight at you. If you want you can stop and kill 
them using your Dwarf and Bowmen or you can continue on to the 
town gates to receive reinforcements and also finish the level, 
just make sure you don't lose Rurik. It is probably best that you 
stop and kill the horde coming at you, it isn't too hard. Have 
your Dwarf take the Thrall, your Warriors the Ghls and your 
Bowmen the Soulless.
Once at the town gates there will be some Thrall and Ghls 
waiting for you, kill them and the gates will open for you and 
you will receive more Warriors and Bowmen. Use your newly 
reinforced army to stop the oncoming army and allow Rurik through 
the gates. The mission ends when all your men and Rurik make it 
inside the town gates.


Level 4: Into the Breach

Your Units
Bowmen
Warriors
Dwarves
Pathfinder Dwarf

Enemy Units
Ghls
Dark Archers 
Brigands
Thrall
Stygian Knights

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

Walk-through
You start this map on a road which leads ahead of you and into a 
T-Section leading you to the Baron's castle. Move your troops off 
to the right of the road and proceed upwards from here. Now that 
you are not on the road you will be harder to find and attack. As 
you progress upwards you will be attacked by small packs of 
Ghls, they are usually in packs of 3 and are not very difficult 
to kill. Use your Bowmen if you wish but a straight out charge is 
better. Though, be careful of the white ones, they throw things 
at you.
As you approach the T-Section you will see a pack of Thrall 
moving along the road to your right, let them go, but if they 
happen to see you use your Dwarf to soften them up or he could 
easily kill them all. At the T-Section turn left and stop short 
of entering the town before the castle. Inside the town are a 
line of Dark Archers and some small packs of Thrall, the Archers 
are armed with Fire Arrows so you must be careful of them too. 
The best tactic is to have your Bowmen fire their own Fire Arrows 
into eh mess of Archers and Thrall and then retreat back outside 
the town walls and have your Bowmen, Warriors and Dwarves attack 
any Thrall that comes out after you. Then simply use your Bowmen 
to take out any Archers left and then charge in with your 
Warriors to clean up the mess.
After these enemies have been killed you will be re-inforced with 
some more units. When they arrive head towards the drawbridge. 
You will see a mess of Brigands and as you approach they will 
turn tail and run and head back into the safety of the castle 
walls, oh and they also raise the drawbridge so you can't get in. 
Mmm this could be tricky!
After the drawbridge has been raised you will receive a new unit, 
the Pathfinder Dwarf. The Pathfinder Dwarf is the same as any 
other Dwarf except for the fact that he is invisible (well that 
is handy!). He will remain invisible as long as nobody gets to 
close to him. You will need to sneak him up through the path, 
making sure that he doesn't get too close to anyone and up to the 
back entrance of the castle. (listen to the guards conversation!) 
When he gets there you will have to time it so that he moves 
through the portcullis as soon as one guard leaves through it. 
Try and make him go through the middle of the portcullis and this 
way nobody should see him if they do just keep moving and you 
should still be able to finish the mission.
Move him to the right and up the walkway onto the battlements. 
Once there get him to attack the first Archer, he is now no 
longer invisible but no-one else knows he is up there. Now move 
along the left of the battlements, killing the Archers as you go, 
after the Archers are gone you will come to a small box like 
thing which is the winch for the draw bridge. Destroy it and the 
drawbridge will lower allowing you access to the keep. Keep your 
Dwarf up there for a while so that he can rain down explosives on 
to the enemy below.
Now charge across the drawbridge with all your men and don't stop 
until you are through. Send two Warriors up to the battlements to 
kill the Archers then bring them back down to help kill the 
Brigands and Stygian Knights. When the Brigands approach use your 
Dwarves and Bowmen to soften them up and then finally charge them 
with your Warriors to finish them off.
Move towards the iron gates that guard the entrance to the keep. 
Several Stygian Knights will emerge from the gates, use your 
Dwarves to take them out and only use your Warriors if you have 
to. Once they have all been killed move to the gates and mission 
will finish.


Level 5: The Baron

Your Units
Bowmen
Warriors
Dwarves

Enemy Units
Dark Archers 
Brigands
Stygian Knights
The Baron

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

Walk-through
You start this mission just inside of the keep, ahead of you 
there is the throne room and to your left and right passages that 
lead through the various rooms that surround the throne room. 
Split your Warriors into 2 groups and send them to the rooms down 
the left and right passages. Have them stay here to guard the 
secret passages in these rooms. With your Bowmen and Dwarves set 
them up where they started so they can take anyone that walks out 
of the throne room.
You will notice some Brigands heading for your men in the right 
room, have your Warriors take them out, you shouldn't lose many 
men. Take both groups of Warriors and move them forwards 
simultaneously moving them into the next room. The Warriors on 
the right will be able to see the Baron and his Stygian Knight 
escort up ahead in the next room. Don't go after him yet, if he 
hasn't seen you just stay tight and don't move. With the group of 
Warriors on the left move them into the dining room and rush the 
Archers here. A group of Brigands will appear and so charge them 
as well. Now move into the top room with your "left" group and 
move them along the rooms here to intercept the Baron.
By now the Baron will have started moving, have both groups chase 
him and try and block him off. If he gets past and is headed for 
one of the rooms, send your Dwarves and Bowmen there. The Baron 
is slow and you should easily catch up to him and his Stygian 
escort, use all your men to kill the Knights then catch up and 
kill the Baron.
When the Baron is dead the mission will finish. 
NOTE: There are many different ways to kill the Baron and there 
is no correct procedure to get him every time, sometimes this may 
not work and you will have to adopt your own plan.


Level 6: Gonen's Bridge

Your Units
Warrior Captain
Warriors
Bowmen
Dwarves
Journeyman

Enemy Units
Soulless
Wights
Thrall
Ghls 

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

Walk-through
You start this mission on top of a cliff face. You are already 
being hunted so quickly make your way down and past the cliff 
face to the water. You will have to defend yourself against some 
Soulless which have appeared from behind you, finish them quickly 
and cross the river and head onwards. You will have to stop 
frequently to take out the Wights with your Bowmen. Remember to 
heal your Captain with your Journeyman when he gets injured. 
Continue moving forwards and kill anything that is at the bottom 
of the slope leading up to the hill. Many Ghls, Soulless and 
Thrall will be lurking here, use your Bowmen and Warriors to keep 
them at bay and make your way up the slope. Charge the Soulless 
here with your Warriors and any Ghls that might be here.
Once on top of the hill keep moving forwards, numerous Thrall 
will emerge from the trees, but they are only in single packs and 
can easily be dodged. Keep moving till you get to a descent into 
a stream. Go right and follow the stream till you find a shallow 
part that you can cross at. Kill any Ghls, Soulless or Thrall 
that may be lurking around here. Head left and up the slope to 
the final hill. Charge up and take out the Soulless and Ghls 
here, the massive Thrall army should be very close now so get 
your Warrior Captain across the bridge first then any survivors. 
Once over use your Dwarf to blow up the bridge by attacking the 
satchel charges.
The mission ends when you have safely gotten your Warrior Captain 
over the Gonen's Bridge.
NOTE: Like the "Baron" mission this mission walkthrough may not 
always work and you will have to improvise or come up with your 
own plan. The best advice I can offer is to be quick and don't 
muck about, and heal your units often.


Level 7: Beyond the Cloudspine

Your Units
Berserks
Bowmen
Dwarves
Journeyman

Enemy Units
Ghls
Soulless
Thrall

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

Walk-through
When you start make the appropriate presets and make sure you 
divide your Dwarves into 3 groups of 2. You will be attacked 
shortly by a group of Thrall and Soulless, then shortly after 
that some more Soulless will appear from behind so keep your eyes 
peeled. Take the left path and cross the head of the waterfall 
and head down the hill and kill the Ghls here. Now set your 
Bowmen and Dwarves on the top of the hill facing downwards, have 
your Berserks in line behind them. Now send one Berserk out into 
the area ahead of you to go searching for a wandering pack of 
Ghls. When he finds one/lots bring him back towards your ambush 
and the Ghls will be slaughtered by your Bowmen and Dwarves.
Continue this procedure until most of the Ghl infestation has 
been cleared out then move your troops to the big round hill 
ahead of you. Once here fortify this position like the last hill 
and use your Berserk to lure any enemies into your trap. Now make 
your way to the stream to the northeast of the hill. Before 
crossing heal any injured units. Across the stream are massive 
packs of Thrall and Soulless, it is suicide to just march on up 
there and try and take them out from there so have your Dwarves 
lay Satchel Charges ( 2 or 3 is enough) on the bank of the river 
closest to you. Make sure they are fairly spaced out and then 
move all your units back except for the Dwarves. Now send up your 
Bowmen to take pot shots at the Thrall, they should become 
irritated enough to come and chase you. Bring your Bowmen back as 
quick as possible and as the Thrall set foot on the bank let your 
Dwarves detonate the Charges. If any survive use your Berserks to 
kill them. This may take a few goes to eventually get rid off all 
the Thrall but it is safer than a full on charge. After the 
Thrall are dead charge the remaining Soulless with your Berserks. 
Now bring everybody across the river and heal any injured units.
Proceed ahead and stop when you see the World Knot. There are 
numerous Thrall guarding the Knot so set up your troops with your 
Dwarves in front. Send out a Berserks to lure them out to you and 
once the enemy is close to your Dwarves pull them back, the more 
Dwarves you have the easier it is to reassemble the World Knot. 
Once the Thrall are dead send in your Dwarves to pick up the 
pieces of the Knot and put them back together. Now is the hard 
part, keep your eyes on the radar and as soon as a red dot 
appears shift your formations to meet the enemy and charge them 
before they get close to the Knot. When all the pieces of the 
Knot are back in their place the World Knot will be working 
again, send all remaining units into the knot to be safely 
teleported out of this area and also to finish the mission.


Level 8: Great Library

Your Units
Berserks
Dwarves
Bowmen
Journeyman (computer controlled)

Enemy Units
Ghls
Soulless
Thrall
Fetches
Wights

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

Walk-through
When you start the mission your Journeyman will enter the Library 
in search of the Total Codex. You must protect the platform 
leading to the entrance of the Library (do not leave the platform 
with all your units or the mission will be failed) the platform 
has five approaches, north, northwest, west, south, southwest, 
these approaches must be guarded so that the enemy does not make 
it to the Library. You will come under attack from all directions 
so be prepared to shift your formations to meet the attackers.
The first attack will come from the west and will consist of 
Ghls and Fetches. Use your Dwarves and Berserks to kill the 
Ghls and use your Bowmen on the Fetches. The directions of the 
next wave of attackers depends on which difficulty you are 
playing the game on, use the same procedure on all attacks using 
your Bowmen on Wights and Fetches and your Dwarves and Berserks 
on Ghols and Thrall. Make sure that no-one gets near your weaker 
units so keep an eye out for any sneak attacks.
Remember to keep all your units under observation because they 
may charge of after an enemy and leave the platform. Also be 
careful of any Fetches and make sure they do not get close to 
your troops because Fetches can decimate and entire army be 
themselves. Use your Bowmen to take these annoying creatures as 
well as Wights.
When the Journeyman emerges from the Library make a dash to the 
World Knot. You will need to some units to combat the Ghols and 
Soulless here. They are easy to kill and should be done as quick 
as possible. Once the Journeyman enters the Knot don't wait 
around for the massive army that is hot on your heels. Once the 
Journeyman and all remaining good guys enter the Knot the mission 
will finish.


Level 9: Gate of Storms

Your Units
Alric
Dwarves
Warriors
Bowmen
Journeyman

Enemy Units
Myrkridia
Fetches
Soulless

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

Walk-through
This mission starts with you witnessing the massacre of many 
Warriors, Bowmen and Journeymen by a horde of Myrkridia. After 
this the Myrkridia will disperse around the map. Nothing can be 
done to stop this disaster and you will gain control of your 
troops shortly. For this mission you must get Alric to the ship 
waiting in the harbour, this is no easy task and requires some 
thinking on your behalf. When you gain control of your troops you 
will now witness Alric's Dispersal Dream, a spell that explodes 
units from the inside and as well as any units in the vicinity. 
Alric does not have many charges for this spell so use it wisely.
Head off the path and to your left and head upwards on the far 
left of the road. Many Myrkridia will chase after so make sure 
your Dwarves and Bowmen don't get too far behind. When a pack of 
Myrkridia get close set up formations with Bowmen at the back and 
Alric and your Warriors at the front. Use Alric in battles for he 
is an excellent fighter, just remember to heal him when he is 
injured.
Continue upwards and to the left more to receive re-
enforcement's. Add these Warriors, Bowmen the Dwarf to your 
presets and head back towards the Town Centre. You will come 
across some Soulless and Fetches here, use Alric to kill the 
Fetches (Alric can absorb electrical attacks) and your Bowmen for 
the Soulless, if any Myrkridia are around use your Warriors to 
kill them. Head to the top of the Town Centre and up the path 
through the hill, make sure Alric is in front. As you round the 
bend a herd of Myrkridia will charge along the path towards you, 
use Alric's Dispersal Dream to take care of them. Sometimes more 
Myrkridia will attack from behind so be prepared for them as 
well.
Continue along the path and head for the boat, with Alric in the 
lead again. Use your Bowmen to kill the enemy Soulless and use 
Alric's last Dispersal Dream on the Myrkridia that charge off the 
boat after you. Use your Warriors on any Myrkridia that is left 
and then make your way onto the boat. When Alric and all 
survivors make aboard the ship the mission ends.


Level 10: Landing at White Falls

Your Units
Berserks
Bowmen
Dwarves
Journeyman
Alric (computer controlled)

Enemy Units
Thrall
Ghls
Soulless
Wights

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

Walk-through
Time is vital in this mission. You start this mission on the 
beach and immediately come under fire from 2 large cannons from 
the fortress. Don't worry they are not the greatest shots in the 
world and they are aiming for the boat anyway.
Use your Dwarf to kill the Thrall coming at you and then progress 
to the dunes. Once here put your Bowmen on the hill and take out 
the first few Soulless, follow them as they flee and shoot uphill 
if you must because you can heal your units later. Remember that 
Fire Arrows are work great against Soulless, and you must also 
remember that sand doesn't burn. Move around the dunes killing 
the Soulless and once they are gone bring up the rest of your 
units.
There will be 2 Soulless resting to the left of the dunes, rush 
them with your Berserks and once they are dead immediately take 
them and your Bowmen to the right and alongside the fortress 
wall. Leave your Dwarves and Journeyman at the top of the dunes. 
Your Dwarves should be able to kill any Ghls or Thrall that come 
their way. 
Move your Bowmen and Berserks into the Fortress. Split them into 
2 groups and send them up the ramps. Have your Bowmen follow them 
but leave them on the ground. Once on the battlements head 
straight for the Cannon Crew no matter what, kill the Crew then 
anyone else that is behind you. Same with the other group. If 
your Berserks die use your Bowmen to kill the crews using their 
Fire Arrows.
Once the 2 Cannon Crews are dead the mission ends.


Level 11: Through the Ermine

Your Units
Berserks
Bowmen
Dwarves
Journeymen

Enemy Units
Bre'Unor
Wolves

Goal
Survive a night in the forest

Walk-through
This mission starts straight away with an early attack from the 
Bre'Unor and their Wolves. Use your Bowmen on the Bre'Unor and 
the Berserks on the Wolves then any Ber'Unor that survived the 
Bowmen wrath. It is best that you move to a more easily 
defendable position. The best spot is behind you, head for the 
river with your back to it and a place for your Bowmen on the 
incline. 
NOTE: For a bit of fun save your game and go attack the Shrine, 
kill the body part here and watch what happens!
To get to the river head east and through the pass, keep your 
Berserks at the back because another attack will hit you from 
behind but your Berserks will be able to handle them themselves. 
Continue and turn north as the path opens up. At the river set up 
your formations with your Bowmen on the incline as said earlier 
and expect another attack shortly. Try and kill as many enemies 
as you can before they get close. Attack the Wolves with your 
Bowmen until the Bre'Unor are in range then attack them. Use you 
Berserks on anything that survives. 
For the rest of the level use this strategy and you will find it 
easier to kill everything. The bushes around you can be hacked up 
to reveal healing roots that the Journeymen can pick up and use. 
Remember to heal your troops often. For the remaining assaults 
you will need to try and attack them at a long range, using your 
Fire Arrows is a good way to impede their attacks and to also 
reduce their numbers before they get close to you. You will need 
to keep your troops close together and in tight formations, don't 
let anyone stay away form your group because they will be 
targeted and hunted and they will also be an easy kill.
After the final assault the mission will end.


Level 12: Stair of Grief

Your Units
Dwarves
Bowmen
Berserks
Journeymen

Enemy Units
Mauls
Thrall
Soulless

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

Walk-through
You begin this mission in a pass in the southwest, to the 
northwest the pass leads into a small clearing that is blocked 
off by cliffs, this area also houses a Satchel Charge trap. To 
the west there is a pass leading to where your are now and there 
is also a Satchel charge trap here also. Take everyone but your 
Dwarves to the area to the northwest. Once there have your Bowmen 
in a Long Line Formation and your Berserks close to them. This 
mission involves taking on extremely large numbers of enemy 
troops, though you will have some traps to help your through eh 
level it is still quit challenging. 
When the first wave of Thrall arrive send your Dwarves to work on 
them, they should be able to kill all of them without using the 
Satchel Charges here but for the next wave your will have to use 
them. Once the 2 waves of Thrall are dead bring your Dwarves back 
behind the Satchel Charge trap at the northwest. You will 
encounter a new enemy in this mission ,the pig like Maul, they 
are extremely strong but are not the fastest units around but 
they can take a beating before they die. When the pack of Mauls 
are bearing down on your let a majority of them come over the 
Charges then let your Dwarves rip and they should be massacred. 
For any that are left over use your Berserks on them. 
Now head west of where you started, go through the narrow gap and 
position your Bowmen and Dwarves on the cliff looking down into 
the pass. Have your Berserks behind the Charges looking down the 
pass. When the Thrall begin their approach try and kill them 
before they reach the Charges, if your can't let them go and your 
Berserks will get the survivors. your Dwarves should be able to 
kill most of the Thrall as they make it through the pass. After 
the Thrall are dead another wave of Mauls will attack, use your 
Dwarves on them and when they get to the Charges detonate them 
and they should all be killed, but just in case some make it 
through use your Berserks on them.
You will now receive new units, select all of your starting units 
and move them to the new units. You may have to take out some 
Soulless but that isn't too hard. Set up your formations behind 
the 2 lots of Charges. Have your Bowmen and Dwarves on the hill 
that looks into the pass that goes over the Charges. You will 
have to deal with 2 packs of Mauls this time, use the first set 
of Charges on the first wave and mop up any stragglers with your 
Berserks, use the second set of Charges on the second set of 
Mauls and once again mop up any stragglers with your Berserks. 
You will now receive new units.
Move all your units to where the new units are but leave behind 
your Dwarves so they can take care of the Thrall lumbering 
towards you. Kill them as they come out of the pass and get back 
to the rest of your units quick. There will be another pack of 
Thrall coming from the east so send a couple of Dwarves over 
there to kill them and be ready for the first group of Mauls. It 
is best to move back towards your Journeyman and to the eastern 
most Charge trap. Bring one Dwarf up above the trap here and to 
the one on the left of it. When the Mauls approach detonate the 
Charges and move back to the rest of your units. Position Dwarves 
at the 2 Traps blocking the pass to your Journeyman because the 
Mauls could come from the left or right pass. When they come use 
your Dwarves to set off the Charges and use your Berserks on any 
survivors.
The Journeyman will now unearth the Sceptre and the mission will 
be complete.


Level 13: Deceiver

Your Units
Berserks

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

Goal
Find the Deceiver before Soulblighter's forces kill him

Walk-through
This mission is very strange, you have few men and there are 2 
main groups after you, Soulblighter's army and the Deceiver's 
Body guards the Warlocks. The best approach to this mission is to 
find a pack of Soulblighters army and lure them towards some 
Warlocks, then slip away and let them duke it out with each 
other. Remember that the Berserk carrying the sceptre must make 
it to the Deceiver, if he is killed make sure another Berserk 
picks it up before continuing the mission.
You start off with some Berserks, not enough to hold a pitched 
battle against in this mission so try and refrain from marching 
head on into an enemy army. Leave your Journeyman and Bowmen and 
head North until you come to a large group of Mauls and Soulless, 
once your have their attention head west towards the first group 
of Warlocks (they are near a C-Shaped hill). When the Warlocks 
come into sight veer away and let them go toe-to-toe. The 
Warlocks will eventually be overcome by the Mauls but not before 
taking lots of them with them. Continue west and keep the 
survivors of the last battle close to you to keep them following 
you.
You will pass a narrow passage on the right, don't go in there 
yet but remember where it is. Now lure your pursuers into the 
line of Warlocks to the west. Make sure that they see each other 
and break away and let them "settle their differences". Continue 
your western course and rush past any surviving Warlocks. Beyond 
where the warlocks stood lies the Deceiver, barely alive and with 
Soulblighter's minions close behind you. Head straight for him 
and you may have to deal with another line of Warlocks. If you do 
head for the one closest to you and hack him to bits, hopefully 
one or two should of killed themselves by accident and that 
leaves you to charge and kill the rest.
When they are all gone approach the Deceiver with the Berserk 
that has the Sceptre. He will recite the incantation... or 
something that resembles what the Journeyman said and the 
Deceiver will awake from his eternal sleep. He will be grateful 
enough to teleport you out of the mess you got yourself into.


Level 14: With Friends Like These

Your Units
Berserks
Bowmen

Enemy Units
Trow
Ghls 

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

Walk-through
You must form all of your units into one group. This wouldn't be 
so hard if your competitors were not 8 feet tall and have legs 
the size of a tree trunk and there is the fact that they don't 
play fair. 
Don't worry about the flags where you start head straight to the 
western flag in the ruins and attack the Trow guard here with 
your Bowmen until he retreats or is killed. Once that has 
happened kill any Ghls that appear to reclaim the flag then send 
1 Berserk to claim and hold the flag. He won't be able to defend 
and live but it gives you an idea of where the enemy is coming 
from.
Now head for the northwestern flag, if there are any Ghls here, 
charge and kill them but if a Trow is here use your Bowmen to 
attack him and if he dies or flees then all the better but if he 
comes after flee and return when he has given up pursuit. It is 
best if you can kill this Trow but it is up to you, when the area 
is clear head up and take the flag and by now you will have 
probably lost the first flag you gained so head back down there 
and reclaim it.
Now head to the northern most flag which is near the smoking pit. 
Claim this flag and then proceed to the flag in the east. Once 
here set up all your units in a Deep Encirclement Formation in 
the entrance east of the last flag. Hold off any intruders and 
you should win the game. If one flag is lost during this time 
send a single Berserk to reclaim it, you probably lost it because 
of a stray Ghls because the rest of them and the Trow will all 
enter from where you are guarding. The mission ends when the time 
expires and you win the mission if you hold more flags than the 
Trow.
NOTE: There are many different ways of completing this mission 
and this is only 1 possible way, you should try yourself to find 
new and perhaps better ways of completing this mission.


Level 15: Walls of Muirthemne

Your Units
Mortar Dwarves
Trow

Enemy Units
Myrkridia 
Fetches
Ghls 

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

Walk-through
You start this mission a fair way away of your objective. You 
will soon come under fire from some cannons that are placed 
inside the walls. Start moving and hiding behind the debris that 
litters the ground. You need to make it to the wall virtually 
unhurt because you will need at least 1 Trow with full health and 
it is also easier if you have 2 Trow like this.
Start making your way northeasterly to wall with your Trow in 
front and be sure not to let your Mortar Dwarves fall behind. 
Move from the bits of wall debris to be safely protected from the 
cannons. You will soon fall under attack from some Mrykridia, use 
your Mortar Dwarves to attack them from afar and them rush them 
with your Trow. Be careful that no-one comes up from behind you 
and kills your Dwarves. Keep moving and stop whenever an attack 
comes at you and use the same procedure that you did before. 
The attacks will stop shortly and you will come to a incline 
leading up to the walls. There will be some Mrykridia and 
Soulless here and use your Trow to rush them. Move up next to the 
wall and use your Mortar Dwarves to attack the notched pieces of 
wall because they are weaker than the rest. Once you have punched 
a hole in the wall move your Dwarves to the front with your Trow 
close behind and lob Mortars into the space ahead. If no-one is 
there send in a Trow to get their attention then move him back to 
safety.
This may require a few attempts and your main target should be 
the Shade, he has a spell, the Dispersal Dream (Like Alric had) 
and if he gets that off you are in a lot of trouble. If you can't 
get to him take out the Myrkridia. Once they begin their Charge 
rush the Trow in and head straight for the Shade. Your Trow 
should make and kick the the living daylights out of everyone in 
there.
Once everyone has been killed more Dwarves will parachute in and 
the mission will be complete.


Level 16: The Ibis Crown

Your Units
Bowmen
Dwarves
Berserks
Journeymen

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

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

Walk-through
This mission is another strange mission where you will witness 
past battles between the Dark and the Light. These are great to 
watch and save you the trouble of having to kill the ghostly bad 
guys but the fact is these ghosts don't care who they attack, 
good, bad or indifferent, so don't go all soft when you see and 
army of dead good guys coming at you.
You start this mission witness to another battle that you can't 
stop, ghost armies of Berserks and Bowmen come under attack from 
a ghost army of Myrkridia. The Myrkridia will win and the 
survivors will charge at you. Let them come because they will 
disappear before they make contact with you. Descend from the 
ramp and swing south towards the ramp with the Spider sign on it. 
Stop in the doorway leading to the ramp and and if you have gone 
far enough you will be attacked by some Bowmen, retreat and some 
Myrkridia will tear these ghostly foes apart. Be ready to kill 
the remaining Myrkridia as they finish with the Bowmen. Use your 
Bowmen and Dwarves and then rush them with your Berserks.
Move everyone to the southern doorway and position them near the 
Spider ramp. Doing this will trigger another attack of Myrkridia. 
Use your Bowmen and if you can your Dwarves as well and then 
finally rush them with your Berserks. Remember to heal any 
wounded with your Journeymen. Proceed into the Spider ramp room 
and head east. When the path narrows set your Dwarves and Bowmen 
in Long Line Formations and send your Berserks around the corner 
and northeast. They will run into some Bowmen and Dwarves, 
quickly pull them back to the rest of your units and into and the 
enemy into an ambush. When they arrive take out their Bowmen 
first and any Dwarves that get too close.
Continue northeast until you come to a doorway marked by 2 
flaming torches which are being guarded by an arc of Myrkridia. 
Wait here because they will not see you until later. Not long 
after you get there 3 Dwarves will come from behind the Myrkridia 
and lay Satchel Charges behind them, they will then retreat and 
blow them up, killing most of the Myrkridia for you! Only 1 or 2 
remain so ready your Bowmen and let loose until they get close 
enough to attack with your Berserks.
Enter the torch and kill any stray ghosts here. You will see a 
gauntlet of Stygian Knights, they will only come to life if you 
touch them, so move 1 or 2 units at a time through the middle of 
the gauntlet. When you reach the other side a horde of Berserks 
will cross into the Ring of Light. Leave them alone and they 
won't attack you. When all of your units are through the gauntlet 
move them all into the light ring and you will be teleported to 
another section of the catacombs.
When you emerge head east, you will probably have to deal with 
many groups of Bowmen. They are not particularly strong and can 
be easily using Fire Arrows or a rush from 2 or 3 of your 
Berserks. Remember to heal often. When you get to the circle 
drawn on the ground stop and get your Bowmen and Berserks into 
Long Line Formations. A massive horde of Berserks will charge 
you, it looks as though you are out numbered 2:1, but as they get 
closer most of them disappear leaving you only a handful to deal 
with. Kill them and continue on through the passage. You will 
come to a room containing the crown and also it Myrkridian 
guards. They will not leave the room so position your Dwarves and 
Bowmen on the edges of the room and everytime one comes past they 
will kill it. When there are only 1 or 2 left send in your 
Berserks and Bowmen to finish them off. When they are all dead 
send in one of your Journeymen to reclaim the Crown.
The mission ends when one of your Journeymen has the Crown.


Level 17: Redemption

Your Units
Berserks
Heron Guards
Mortar Dwarves
Trow
Bowmen

Enemy Units
Ghls
Myrkridia
Giant Myrkridia
Soulless

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

Walk-through
At long last the Heron Guard are reborn! With the retrieval of 
the Ibis Crown Alric has been crowned Emperor of the Cath-Bruig 
Empire, and the Journeymen and have come all around the world to 
reinstate the lost Heron Guard, the Guards of the Emperor.
Hmm, this level looks familiar?! This is the same level/map that 
was used when you had to break into Muirthemne! Now you are on 
the defending side while hordes of Myrkridia, Soulless and Ghls 
attack the cities walls trying to reclaim what you stole. There 
is also a new enemy about this map, the Giant Myrkridia, quite 
like the Trow, big, strong and fairly fast but they also harness 
a magical ability to throw explosives balls at you. They are 
fairly easy to dodge but make sure they don't get a chance to hit 
you in the first place.
The mission starts with a group of units around a camp fire 
telling stories when 2 Giant Myrkridia appear and blow up the 
blocks blocking the hole you made last you were here. You will 
now have to deal with a small attack while someone goes for help. 
Move to the hole and use your Dwarves on the Myrkridia trying to 
get through. Use your Berserks on any survivors. The Ghls on 
this map carry Satchel Charges and will pile them up against the 
wall in an attempt to blow it up. The Satchel Charges are fine 
there by themselves as long as a Giant Myrkridia doesn't blow 
them up. So as soon as some Ghls appear they should become first 
targets. It is much easier to set up your defences at the ramps 
leading up to the walls instead of trying to defend the wall 
itself. 
When your re-enforcement's arrive, pull down the Bowmen from the 
battlements and split your troops into two groups except for the 
Dwarves. Leave some Berserks here in case some enemy gets past 
your defences. Now move your 2 groups to the 2 weak spots in the 
wall or at the 2 ramps if you like. You will have to deal with 
another rush of Myrkridia and so treat them like the last lot. 
Now move out to your positions and have your Dwarves try and get 
their shots off at the Giant Myrkridia before he gets close (I 
killed all the Giant Myrkridia with my 3 Dwarves long before they 
got close to the wall). You will need to watch for the big packs 
of Soulless because they can do a lot of damage but 2 or 3 
Berserks can easily take them out.
Keep your Trow alive because they are your best weapons against 
the Giant Myrkridia, keep them healed and make sure they don't 
turn to stone. Ghls should be also on your main target list 
because their Satchel charges become a pain in the butt after 
awhile. If there are loose Charges lying about get your Dwarves 
to pick them up. Keep up your defences and no-one should be able 
to make it to the wall.
If they do happen to get a hole in the wall bring back some of 
your defences to cover that area. Guard the ramps as long as you 
can and try and kill the Giants before they get close with your 
Dwarves. But if you must retreat back inside the walls, set up 
your defences at the entries to the city and make sure no-one 
gets through. If you can't get to the Soulless with your Berserks 
use your Dwarves because they can easily take them all out with 1 
or 2 shots.
When all the enemy troops have been killed you will win the 
mission.


Level 18: Relic

Your Units
The Deceiver
Heron Guards 
Bowmen
Dwarves

Enemy Units
Mauls
Fetches
Soulless
Myrkridia
Giant Myrkridia

Goal
Find the Tain Shard

Walk-through
This is the first mission where you have control of the Deceiver. 
He is a powerful unit and has the magical ability Blinding Dream, 
this spell will convert any unit to your control. It will drain 
the Deceiver of all his mana but mana regenerates over time so 
use this spell wisely (Fetches are great targets when using this 
as they can do a lot of damage especially if you can convert them 
when they are in a mess of their own troops). 
The mission opens with the Deceiver showing off his Blinding 
Dream and general attack. You now have a big bad maul on your 
side. Head south around the lake, and as you get closer you will 
be attacked by Mauls and Soulless, take the higher ground and 
convert a Maul to your side and use your Dwarves to pummel the 
Mauls and your Bowmen to kill the Soulless. If any Mauls survive 
use your Heron Guards and the Deceiver to kill them. A pack of 
Soulless may appear from the heart of the lake after hearing your 
first battle, use your Bowmen to kill them if they get close.
Continue south and pick up the Satchel Charges littered around 
the abandoned town. When facing the Maul patrols you will 
encounter take the highest possible ground and use your Dwarves 
and Bowmen to attack them from afar while using your Deceiver to 
convert a unit to your side, then mop any survivors with your 
Heron Guards and the Deceiver. 
When you reach the southern border of the map turn east and be 
prepared for an attack by Mauls, Soulless and Fetches. Convert a 
Fetch and move back and gain the highest possible ground with 
your Bowmen and Dwarves. When the Fetch is dead let loose your 
Bowmen and Dwarves. If there are any survivors send in the Heron 
Guards and the Deceiver to kill them.
Cross the stream to the southeast and get your Bowmen onto the 
high hill to get an advantage over the packs of Soulless. Take a 
look around the island to reveal shrubs that reveal healing 
roots. Once the Soulless are dead head southeast and approach the 
bridge to the east. Set up a Satchel Charge trap on the bridge 
consisting of about 4 to 5 Charges, then send across a Heron 
Guard across and lure the Mauls over the bridge to their awaiting 
death. Have your Bowmen attack them as they cross the bridge 
also. As they go over the Charges let your Dwarves detonate the 
trap. Use the Deceiver and the Heron guards to kill any 
survivors.
Cross the bridge and send your Bowmen onto the "Face" rock and 
take out and Soulless that might be lurking about. Move the rest 
of your units to the crossing in the stream but before going over 
send the Deceiver and some Heron guards to go on a converting 
trip. when you cross there will be 3 or 4 Myrkridia running 
around by themselves scouting. Approach one and convert it. Then 
fall back to the rest of your units to rest the Deceiver, when 
his mana is fully charged go looking for another Myrkridia. Do 
this 2 or 3 times then move across the the stream and head south. 
Make your way through here by converting or killing anyone you 
come across and stop at the crossing in the river. It is in the 
middle of a peninsula facing northeast. Heal any wounded units 
and cross the river.
Head north through this final island and head west when you hit 
the edge of the map. More Mauls, Soulless and Fetches patrol this 
area, take them out like the last lot. Keep moving this way and 
you will find a gathering Myrkridia, Giant Myrkridia, Soulless 
and Fetches. You are the Tain Shard and they don't want you 
getting it. Take up position on one of the high hills here. Send 
up the Deceiver to convert one of the Myrkridia then quickly move 
him back to your ambush.
Have your Bowmen and Dwarves as high as possible and your any 
other units below them. The Giant Myrkridia should be first 
targets for the Bowmen and Dwarves and with some help from the 
Deceiver you should be able to kill them fairly easily. The rest 
should be handled by the Heron Guards.
When the enemy has been killed heal your wounded and head for the 
Shard. Send the Deceiver to get and the rest of your units should 
be able to handled the few enemy units remaining. When the 
Deceiver grabs the Shard all of your units will be teleported to 
safety and the mission will be complete.


Level 19: The Summoner

Your Units
The Deceiver
Heron Guards
Bowmen
Dwarves

Enemy Units
Fetches
Myrkridia
Cave Spiders
Soulless
The Summoner

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

Walk-through
This mission involves solving many door puzzles, the doors look 
like a giant glowing blue forcefeild that can only be unlocked by 
placing 3 white crystals in a group of pits near the door. Once 
doing this the forcefeild will evaporate. Often there will 
already be 1 or 2 crystals in place which provides a clue on how 
to use the crystals you have collected through out the mission. 
Explore the area until you find the forcefeild "door". Look 
around for a glowing white crystal, once you find it get your 
Dwarf to pick it up and move him to the unlocking mechanism (the 
place with the 3 pits that hold the white crystals, it should be 
next to the door) and he will automatically place it in the pit. 
One more crystal to go. When the first crystal is placed into the 
pit a pack of Myrkridia will appear from the southeast, get your 
Bowmen and Dwarves to attack them first and then clean up any 
survivors with your Heron Guards. With that threat gone head 
southest.
The crystal here is guarded by Myrkridia and fetches, have your 
Bowmen pick off the Fetches but not before send the Deceiver to 
try and convert one. Have your Dwarves attack the Myrkridia and 
move them back when they begin their charge. Now have the 
Deceiver and Heron Guards dispose of them while one of your 
Dwarves collects the crystal. Return to the door and place the 
crystal in its place to open the door.
When the door opens more Myrkridia and Fetches will be here to 
greet you. Use your Bowmen to take out any Fetches (remember to 
try and convert one) and your Dwarves the Myrkridia before they 
get too close. Now mop up the remainders and make your way 
northeast through the now opened door.
Clear the area of a horde of Myrkridia, Spiders and Fetches. 
Treat these guys the same as the last lot. Try and convert a 
Fetch because these guys rule when it comes to killing Spiders. 
Speaking of Spiders be careful of them because they usually 
attack in massive hordes and come from all directions, they are 
not that powerful but in the numbers they come in they can be 
deadly. Make sure your Bowmen, Dwarves and Fetches are all looked 
after when the Spiders arrive.
Find the crystals and unlock the door to the east of this area. 
Welcome to the Spider's lair. Keep your back to the entrance of 
this room because you will soon be attacked by the massive hordes 
of Spiders I talked about earlier. You may have to send a unit 
into the room to trigger the attack first. When they arrive have 
your Fetches take the front of the attack and they should be able 
to kill them all without much help from any of your other units. 
When the Spiders have been killed move everyone into the room and 
get the Deceiver to pick up the pyramid shaped crystal in the 
north of the room. Now head south and until you come to the 
Obelisks. 
These Obelisks are sentries and any one that tries to pass 
through them will get an awful big zolt of electricity thrown at 
them (this zolt is lethal to every unit). Now you must be 
thinking how the heck do I get past this? Well that pyramid 
shaped crystal you got the Deceiver to pick up now makes the 
Deceiver immune to electrical attacks, including the attacks from 
these Obelisks. Coincidence? I don't think so! Move the Deceiver 
into the middle of the 4 Obelisks. They will do their thing and 
go haywire trying to kill the Deceiver, meanwhile send all your 
units through the trap because the Obelisks are too busy 
attacking the Deceiver to worry about the rest of your units. 
When everyone is through bring the Deceiver across as well.
Head into the next room and meet the Summoner, set up defensive 
formations just short of the skull tower. Now bring the Deceiver 
up to confront the Summoner. He will send a wave of Myrkridia at 
you, convert one and bring the Deceiver back to your defences. 
Kill the first wave and make your way towards the Summoner, he 
will now only conjure up a Myrkridia one at a time. The Summoner 
can teleport any unit that gets close to him away from him (back 
behind the Obelisks) but he can only teleport one at a time.
Have your Bowmen stand back and attack the Summoner from a 
distance, same as your Dwarves. Continue the attack with your 
Dwarves until the Summoner is down to half health or they have 
been killed or teleported away. Meanwhile have your Heron Guards 
and any converted Myrkridia close by and move the Deceiver around 
and behind the Summoner. After the Dwarves stop rush in your 
Heron Guards and the Deceiver in from behind. 1 or 2 units may be 
telelported but once the Deceiver gets to the Summoner he is dead 
meat.
When the Summoner is dead the mission will be complete and the 
Deceiver will teleport you to...


Level 20: Murder of Crows

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

Enemy Units
Mauls
Ghls
Soulless
Wights
Myrkridia
Shades
Soulblighter

Goal
Free all the prisoners including the Deceiver

Walk-through
That stupid idiot! What was the Deceiver thinking! He has gone 
and teleported you straight into Soulblighter's camp, you were 
immediately captured and put into cells to be later questioned 
and tortured!
It is now your job to escape, free all the prisoners and the 
Deceiver (don't know what for!) without alerting Soulblighter. To 
avoid alerting Soulblighter stay away from him and kill any Ghls 
that run off to warn Soulblighter when they see you. Killing the 
Ghls in time can be difficult so you will have to cut them off 
quickly and use your Bowmen and Berserks to kill them as soon as 
possible. The best way to kill them is to sneak up on them and 
kill them with your Bowmen then move into the area they were 
guarding. (they are usually white Ghls that will run to tell 
Soulblighter)
You begin in control of a handful of Bowmen that were 
mysteriously let free by the Shade, Phelot. Move your Bowmen to 
the northwest corner of this room. You will have to deal with a 
few Mauls but they come one at a time and are easily killed even 
by this handful of Bowmen. Make sure they all have a clear shot 
because everyone needs to count. When the Mauls are dead go about 
unlocking the other prisoners in this room. At the last cage of 
Berserks set up your Bowmen facing the Ghls and with a Berserk 
lure them into your trap. Free the last of the Berserks and exit 
this area from the west and then head south until you come to a 
raised area near a tent and campfire.
To the west and below you, you will see a Maul, Ghls and 
Soulless standing around near the campfire. They are guarding a 
cell behind them which is cut into the rock. Bring up your Bowmen 
to kill the Ghls first then the Soulless, now rush your Berserks 
forwards to kill the Maul. When they are dead get a Berserk to 
free the Dwarves by clicking on the bars to the cell. You will 
probably run into wandering packs of Myrkridia around this area, 
kill them as efficiently as possible.
To the south is a walled in area with more Ghls and Mauls. Pay 
special attention to the 2 White Ghls, they are the ones that 
will run off to tell Soulblighter that you are free. Move your 
Bowmen into position near them and start to fire on the first 
White Ghl, have everyone else close by with your Berserks at the 
entrances to this room. When the second makes a break for it kill 
him with the Bowmen as well. Now rush in with your Berserks and 
kill the Mauls and any remaining Ghls. When everyone is dead 
release the Berserks from the cell here and break open the other 
cell to reveal Healing Roots and Satchel Charges.
Now head to the camp south of this one, there are more White 
Ghls here and kill them like the last Ghls. Block off the 
entrances and kill them with your Bowmen, then rush in with your 
Berserks while peppering the enemy with arrow fire. Free the 
Heron Guards from their cell and get them to pick up the Healing 
Roots from the last camp. Take the time to heal any inured 
people.
Set up your formations north of the southern opening and send 
your Dwarves to kill the Ghls sitting around the campfire, if 
they get into trouble send in the Berserks. Free the Berserks in 
the cell here and then make your way east killing any opposition 
as you go. The final cell on this southern wall holds the crystal 
that will free the Deceiver, pick it up with any unit and return 
west. Leave the way you came. Northeast of you is the tower 
holding the Deceiver and it is guarded by Stygian Knights.
Send up your Dwarves and a couple of Berserks (in case the 
Dwarves get into trouble) to kill the Stygian Knights. The 
Dwarves should be able to easily kill the Knights before they get 
close. Now move everybody up to the tower and approach the tower 
with the person carrying the crystal, it will automatically be 
put in the right place.
When the Deceiver is released he will head straight for 
Soulblighter, follow him closely. When he gets there they will 
have an argument which leads to the Deceiver raining lightening 
upon Soulblighter, Soulblighter will be heavily wounded and turn 
into a flock of crows and fly away but not before the Deceiver 
kill one and picks it up for himself. Now you have to kill the 
remaining bad guys while the deceiver walks away. Charge with all 
your units to kill them easily.
Now you have a choice, you can follow the Deceiver and finish the 
level that way or you can go north and exit that way by going up 
the incline and into the secret level.


Level 22: The Wall

Your Units
Dwarves
Warlocks
Heron Guards
Berserks
Bowmen

Enemy Units
Ghls
Wights
Dark Archers 
Thrall
Mauls
Fetches

Goal
Prevent the enemy from blowing up the dam

Walk-through
In this mission you will be attacked by almost every type of 
enemy encountered in the game, their mission is to blow up the 
dam and release the water downt he river and kill teh massive 
Legion making their approach to Soulblighter. It is now your job 
to stop them. Their main weapons of destroying the dam are the 
Ghls and their Satchel Charges and Wights to explode them. These 
should become your first targets for your Bowmen when they enter 
view and range.
Start off by splitting your force into 2 groups except for the 
Bowmen which should stay where they are. Move each group to the 
left and right and set up formations there. The best walkthrough 
for this mission is some guidelines to follow to make sure you 
pass it because there is no real walkthrough, this mission takes 
all of your skill to pass it.
Have your Bowmen attack any Wights that come from upstream. Be 
sure taht no-one comes up from the reservoir behind your Bowmen. 
Keep your Dwarves off of the dam to make sure they don't damage 
it accidently. Ghls should also be killed as soon as they enter 
your view because those little buggers are carrying Satchel 
Charges to help blow up the damn, make sure that they don't get a 
chance to lay them.
Keep your Warlocks to the left and right to the sides of the 
Bowmen because you will be attacked from those sides and your 
Best defense is your Warlocks, because they usually consist of 
Dark Archers who are easily killed by Warlocks. If your Warlocks 
can't handle them bring back some Berserks to help the Warlock 
out. Thrall will constantly plod their way upstream and can be 
easily taken out with Dwarves, as can the Mauls as long as the 
Dwarves lend a hand in killing them also.
As the attacks start to die down don't start to relax because 
shortly you will be attacked from the rear by Wights and Thrall. 
Kill the Wights and the Thrall will turn and head back into the 
water. After this attack the mission will be complete.


Level 23: Shiver

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

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

Goal
Find and kill Shiver and her army

Walk-through
When you start this level don't get all upset because you only 
have a few men to get you through the mission, don't worry 
because this little bunch of warriors are Heroes. Now that they 
are Heroes they have the special abilities that come with being a 
Hero as well. First they all fire faster. They have a greater 
range (this applies to ranged units). They are quicker. They are 
healthier and stronger than normal units. You will still need to 
take special care with these units because this is all you have.
You begin witness to another battle that can't be stopped but 
there are no casaulties so when Shiver goes let her go. Start by 
taking out the first pack of Soulless ahead of you. Your Bowman 
should use his Fire Arrows on the Soulless packs because this is 
the safest way. He has plenty of Fire Arrows so don't worry. For 
this map you can go any where, the map is littered with Soulless 
and massive hordes of Thrall and some Myrkridia strewn about. You 
will not need to find them because they will find you. Shiver's 
hideout is to the northwest and it is qiuckest to head straight 
there instead of mucking about anywhere else. 
Begin your journey northwest and stop to kill the Soulless packs. 
As you make your way northwest you will encounter your first 
Thrall attack. Bring your Bowmen, Dwarf and Warlock to the front 
to dispose of these enemies. If they cannot kill them before they 
get too close fall back and try again. After the Thrall attack 
you will usually be attacked by some Myrkridia, try and convert 1 
to your side and kill the rest. Remember to heal any injured 
units.
Keep heading northwest stopping only to kill the Thrall hordes 
and the occasional Soulless pack. Keep going until you come to a 
passage leading into another area. Don't muck about here because 
you will soon be attacked by a pack of Myrkridia. In Heroic Level 
you will have to deal with 2 Giant Myrkridia on top of the cliffs 
looking into the passage. Use your Warlock and Bowmen to bring 
them down.
Head into the passage and stop whenever a Myrkridia pack comes 
towards you and let them have it. Proceed into the clearing and 
the Deciever and Shiver will have another argument. She will 
finally call on Phelot the Shade standing beside her to unleash 
the Myrkridia onto you, but he is under the Deceiver's powers and 
instead of unleashing them he kills them with his Dispersal 
Dream. Meanwhile the Deceiver attacks Shiver and he eventually 
kills here but the explosion is so immense that it kills the 
Deceiver as well. The mission ends when you make your way to 
Shiver and the Deceiver kills her.


Level 24: Twice Born

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

Enemy Units
Wights
Fetches
Thrall
Myrkridia
Ghls
Mahir
Soulblighter

Goal
Try to kill Soulblighter

Walk-through
In this mission you can now control Alric and he has come 
prepared, with him he brings the magical sword, Balmung. The 
sword inflicts some serious damage and also conducts electricity 
to the unit Alric is attacking as well as any one that happens to 
be close by (this includes your own units, so stay out of Alrics 
way when he wields the sword).
You will notice the 2 armies to your left and right, they also 
will try and get to Soulblighter and kill any one in their way. 
You can't control them so let them be. Myrkridia will soon make 
their way across the river and towards your men, send Alric into 
the river to kill the Myrkridia. With his strength and with 
Balmungs power they make short work of any Mykridia that get in 
his way. If any slip past Alric have your Bowmen pummel them from 
the safety of the beach and then have your Heron Guards and 
Berserks kill them. When the Myrkridia are dead move Alric alone 
to the other side of the river. Move Alric along the edges of the 
deep water to trigger any Thrall attacks. Alric will be able to 
kill these foes quite easily. There will be several Fetches here 
(remember Alric is immune to lightening attacks) so charge them 
with Alric and he will rip them to shreds. Now move him onto the 
beach but don't go any farther. Bring up the rest of the units 
and be wary of any Wights that may emerge form the depths of the 
river.
Once all your units are on the beach heal any wounded and move 
Alric ahead up the beach until your see Soulblighter, Alric will 
now leave your control and he address Soulblighter. Soulblighter 
runs away and leaves behind some Myrkridia to try and stop you. 
Once again use Alric to kill the Myrkridia and in the event that 
one gets past him kill it with your Bowmen and Heron Guards. When 
the Myrkridia are dead heal any wounded and then take your Heron 
Guards to places where the other armies came ashore and pick up 
any Healing Roots left behind from dead Heron Guards. With this 
done head on after Soulblighter.
Make your way after Soulblighter and when you spot him stop. 
Bring up your Bowmen to kill the Wights then send in Alric to 
have another discussion with Soulblighter. Soulblighter will run 
away again and leave more Myrkridia for you to kill. Use Alric on 
the Myrkridia and kill any that get past him with your Berserks 
and Heron Guards.
With this threat gone chase after Soulblighter again. Now move 
cautiously and keep an eye out for Mahir, you will see them by 
the dark clouds they move in. If one approaches, stop and kill 
him when he begins his attack. To do this means that you will 
have to keep your units tightly together, make sure no-one breaks 
away from the pack. Move out towards Soulblighter and send out 
Berserks to attract the Mahir, when they have the attention of a 
Mahir draw it back towards your Bowmen. When it begins its attack 
on the Berserk let your Bowmen loose on the unsuspecting Mahir. 
Continue doing this until no more Mahir are present. You will see 
Soulblighter inside of a circle of flames. Send a Dwarf in to 
lure him out then have everyone attack him when he leaves the 
safety of the circle. With your Heron Guards and Alric hacking 
away at him his health will soon be diminished to half and he 
will flee the area. The mission ends when Soulblighter flees the 
area and Alric is still alive.


Level 25: The Forge

Your Units
Alric
Heron Guards
Bowmen
Dwarves

Enemy Units
Myrkridia
Fetches
Thrall
Soulless
Soulblighter

Goal
Kill Soulblighter

Walk-through
Finally the last mission! For this mission you must reach and 
kill Soulblighter before he shatters the Cloudspine. Time is of 
the essence so don't muck about. You have quite a few units for 
this level and Alric has come along as well but this time without 
the help of Balmung, instead he has brought 3 Dispersal Dreams. 
These should only be used if absolutely necessary.
Your first wave of attackers will be Thrall, bring your Dwarves 
to the front to handle these slow creatures. have your Bowmen 
behind the Dwarves helping them obliterate the useless army 
walking towards you. It is a very small chance that 1 or 2 Thrall 
may survive in which case they should be terminated by your Heron 
Guards. When the Thrall are dead head upwards and south through 
the archway.
Continue southeast and stop when you see the pack of Myrkridia 
and Soulless and a couple of Fetches. Stop and set up formations, 
and then lure the Myrkridia into your ambush. Have your Dwarves 
at the front to get off a couple of shots before having to send 
the Heron Guards in to help them out. If any Fetch decide to get 
close kill them with your Bowmen before they get a chance to 
attack. Do the same with the Soulless. Now head east.
Scale the large hill here and set up your formations again. Have 
your Dwarves and Bowmen at the top of the hill and then lure the 
enemy to the hill with a Heron Guard. Let your Dwarves and Bowmen 
have a chance to inflict as much damage on the Myrkridia as 
possible before you have to rescue them with the Heron Guards. Do 
the same with Thrall and Soulless. Continue eastwards and cross 
the lava bridge.
Turn northward and face off the pack of Myrkridia and Fetches 
that will attack you at the next lava bridge. Use your Bowmen on 
the Myrkridia until the Fetch appear and then kill the Fetch with 
your Bowmen. Your Heron Guards should be able to kill the 
Myrkridia with no hassles. Remember to heal any wounded. Once 
they are dead move into the next area. Crush the next pack of 
Myrkridia and then let loose your might on the next wave of 
Myrkridia, Soulless and Fetches. Kill them the same way as all 
the rest.
A massive horde of Myrkridia, Soulless, Thrall and fetches wait 
for you just short of the next lava bridge. Now would be a good 
time to use a Dispersal Dream on the Myrkridia. Now that with 
most of the Myrkridia gone lure the rest into your Bowmen and 
Dwarves. With the most Myrkridia gone lure in the rest and be 
sure the Fetches are killed as soon as they enter the range of 
your Bowmen. Your Dwarves should be able to kill the Thrall 
without any help and the Soulless should be given to the Bowmen 
department.
Walk westward along the lava bridge and kill the small pack of 
Myrkridia roaming this bridge. Keep moving across the bridge and 
at the end another small pack of Myrkridia await you. Kill them 
and keep moving.
After the southward turn head west and keep and eye out for 
Mahir. It is best that you stop and send out a Heron Guard to 
lure the Mahir and Myrkridia into your Bowmen. Mahir should be 
your first target for the Bowmen and the Heron Guards should kill 
the Myrkridia. When they are dead keep moving and you will come 
to a bridge. Set up defences with your Heron Guards first then 
Bowmen and have your Dwarves behind them. Send Alric to use 
another Dispersal Dream on the Myrkridia, move him back and let 
your Heron Guards kill any remaining Myrkridia. When the 
Myrkridia are dead move Alric and the Heron Guards back and bring 
your Dwarves to the front. 2 Waves of Thrall will now trudge down 
the across the bridge as well as some Soulless and Fetch. Kill 
any Fetch before they get a chance to attack and the same with 
Soulless. Your Dwarves should be able to handle the Thrall with 
no problems.
Cross the bridge and turn north towards Soulblighter. There are a 
few Myrkridia and Soulless here so use your last Dispersal Dream 
on them (if you don't have one use your Bowmen because they are 
not difficult to kill). When they are dead Alric will approach 
Soulblighter and they will engage each other in combat. Now it is 
your job to make sure no-one gets to Alric to stop him. Set up 
your formations with your Bowmen at the entrance to where Alric 
and Soulblighter are fighting and have your Heron Guards in front 
of them. Now put your Dwarves to the left of the Bowmen. 
Myrkridia will attack you 1 or 2 at a time and usually your 
Bowmen will kill them before they get close, but every now and 
then your Heron Guards will have to kill them. When Fetch make an 
appearance kill them as soon as possible with your Bowmen, this 
goes the same with Soulless as well. Just keep doing this for a 
minute or so and Alric will win the battle and Soulblighter will 
be vanquished.
CONGRATULATIONS YOU JUST FINISHED THE SINGLE PLAYER CAMPAIGN
HOW TO ACCESS THE SECRET LEVELS
A LONG AWAITED DRINKING PARTY
To access the first Secret Level "A Long Awaited Drinking Party" 
play mission 3 "Down a Broken Path" and head over to the 
northwest corner of the map. here you will find an island with 3 
large Bullfrogs. Use your Bowmen to kill them and then continue 
on with the level. When the level ends you will be treated to a 
Secret Level. The only advice I can give for this mission is 
beware the Kamikaze Dear! 
LIMBS, HEADS AND SMOKING CRATERS
To access the second Secret Level "Limbs, Heads and Smoking 
Craters" play mission 20 "Murder of Crows" and at the end where 
you follow the Deceiver to finish the mission, instead head left 
instead of right and at the end head up the opening here to 
access the Secret Level.
Since Limbs, Heads and Smoking Craters is more of a mission 
rather than a fun mess-about map like A Long Awaited Drinking 
Party I have included a walkthrough for it.


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

Your Units
Heron Guard
Berserks
Bowmen
Dwarves

Enemy Units
Mauls
Wights
Soulless
Fetches
Ghls 

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

Walk-through
First off if you can't complete this mission successfully don't 
worry because it doesn't connect up with the rest of the game and 
is a non-vital mission. It is simply a mission where you can have 
a bit of fun.
You start this mission in the southwest corner of the map. March 
up to the east, and you will be delighted to see some Mauls, 
Soulless and Fetches... that are all surrounded by horde of 
Wights! Send up your Bowmen to kill the closest Wight and watch 
eh chain reaction. Everyone should be killed but sometimes a 
Fetch, Soulless or a Maul makes it through so send in the Heron 
Guards to finish them off. To the left of that group there will 
be another one. Send up your Bowmen to blow up the Wights, for 
this group usually some survive the explosion so take out any 
Fetches or Soulless with your Bowmen and kill the Mauls with your 
Heron Guards. Another group will make their way down the little 
valley to the left of the group you just annihilated. Kill them 
quickly and kill any survivors. 
Move north until you can see some Ghls, Fetches and Soulless 
guarding a cave full of Satchel Charges. Set up your formations 
with your Dwarves at the front and your Bowmen behind them, have 
your Heron Guards close by. Now send a Heron Guard up to draw 
them into the Dwarf trap. If any escape the Dwarf trap rush them 
with your Heron Guards. Kill the Fetches with your Bowmen first 
then concentrate on the Soulless. When they are dead send a Dwarf 
to detonate the Charges in the cave and in the wagon. You can 
pick up the charges so have your Dwarves stock up before 
detonating them. Remember to heal your units.
Proceed northeast until you come to an area filled with pus 
packets. Stop here because Ghls will attack you but they come 
individually. But they are carrying Mortars to throw at you so 
kill them with your Bowmen before they get close. When they stop 
move forwards and to the giant Satchel Charge pile (this is gonna 
be fun!). Send a lone Dwarf and make sure everyone is well back 
and then detonate the pile. Well they are not going to be too 
happy about that now are they! 
Turn around and head straight down, go past the passage that 
leads to another area (leave the passage area till last) and keep 
going until you see a line of Soulless. Move your Bowmen just out 
of range of the Soulless and then have them fire on the Wight 
near the fence. When he explodes he should take out all the 
Soulless, if not have your Bowmen kill the survivors. Now hold 
your ground with your Bowmen and have them attack all the Wights 
here, you may have to move into the pen but that's all right. 
When all the Wights in the pen are dead head back up to the 
passage you passed earlier.
Don't enter the passage yet because this is a training ground for 
Soulblighter's troops. Instead set up a large ambush here at the passage. 
Heron Guards and Berserks first, Bowmen and your Dwarves to the front 
and to the side. Send up a Berserk to draw their attention and lure them 
back to your ambush. If Soulless or Fetch come they should be your first 
targets for your Bowmen. Make sure your Dwarves get a few shots in but 
be sure they are not killed. Mauls should be an easy kill for your Heron 
Guards and Berserks. Once they are dead head into the camp and kill the 
few remaining Soulless floating above the Munitions Shed with your 
Bowmen, then have your Dwarves fire at the Shed to blow it up. When this 
is done the mission will be complete.



The Myth 2 Multiplayer Guide

INTRODUCTION
Welcome to the Myth 2 Multiplayer Guide. Warning! Reading this may give you an 
unfair advantage over your enemies during Multiplayer combat (well that is what you 
wanted right!).
This section of the guide is all about how to master the Multiplayer aspect of Myth 2 
Soulblighter. This section will not, however, cover strategies of any kind as they have 
already been covered in the Strategies and Tactics section and as well as the Character 
section and I suggest that these sections be read thoroughly (though this section does 
contain some hints and tips for Multiplayer Combat). Instead this section will include:
Lists showing what units you get, how many units you get and the differences between 
the difficulties and what games can be played on which maps.
Tips and Hints to help your way through Multiplayer Combat.
Information regarding the many different game types that can be played in a Multiplayer 
game.
The Trading Values of all the units in a Multiplayer Game.
Now on to the Myth 2 Multiplayer Guide!


GAME TYPES

ASSASSIN
Each team has a target unit (or units) that is identified by the double thick yellow border 
that appears around that unit when it is selected. For most levels this unit is a Baron, 
but on some maps the unit could be a villager or even an unit that is a part of your army 
(Dwarf, Bowmen etc.). Sometimes the unit is not under your direct control. The aim of 
this game is to find and kill the other teams target unit. When your target unit is killed all 
your remaining troops disappear and you are removed from the game. The first person 
with the most kills of the player target wins, in case of a tie the player who killed the 
target unit the fastest wins.

BALLS ON PARADE
Each team begins the game in possession of a ball. The object of the the game is to 
capture as many of the other players balls as possible. The winner is the player who 
has captured the most balls.

TERRITORIES
There are several flags placed around the map and your job is to capture and hold as 
many of these flags as possible. Unlike Flag Rally you must leave a unit behind to keep 
the flag under your control. The player with the most flags win.

CAPTURES
A number of balls are placed on the map and the job of the player is to capture and hold 
as many of these balls as possible. This game is a variation of Territories but the ball 
can be "dribbled" around the map allowing you to move the balls to fortified positions. 
The person with the most balls win.

FLAG RALLY
There are up to nine flags on the battlefield and the player to have captured all of them 
is the winner. To capture a flag you must get within proximity of it and there is no need 
to defend it, just capture it and move on. The person who captures all the flags first 
wins.

LAST MAN ON THE HILL
One area of the map is designated as the hill (marked as a yellow square). The rules for 
Last Man on the Hill are that you must be the last person to capture the flag when the 
game ends. To capture the flag you must bring one of your units within proximity of the 
flag. If there are other players present the flag will be contested until the other players 
units are removed from the flag. Unlike King of the Hill you must be the last person to 
capture the flag.

KING OF THE HILL
King of the Hill is set up the same way as Last Man on the Hill, there is a flag in the 
centre of the map and players compete to be the uncontested owner of the flag for as 
long as possible. To win you must have held the flag for the longest amount of time 
possible. When you enter range of the flag your time will increase even when contested 
by another player. Many times the flag is high on a hill and you must be quick to get 
there because other players and yourself will have the height advantage. At the end of 
the game the player who geld the flag the longest wins.

BODY COUNT
Body Count is the game similar to deathmatch, every time you kill or vitally injure an 
enemy unit you get points for it. Different units give different points and you get higher 
points if stronger units are killed by weaker units. You battle it out to gain points and at 
the end of the game the player with the highest amount of points wins.

HUNTING
A bit like Body Count but instead of killing each other you roam around the map killing 
the wildlife (usually Pigs) and get points for it. When all the wildlife is dead the person 
who killed the most wins. These games do not last long and the best strategy for this 
game is to get fast, nimble units.

SCAVENGER HUNT
This game is similar to Flag Rally but instead of flags you must be the uncontested 
owner of 5 Balls. The game is harder than Flag Rally because you have the ability to 
move the balls to a more defendable position. If the ball gets stuck you can always try 
blasting it free with a few well placed Grenades from a Dwarf.

STAMPEDE!
Each team has a herd of animals at the start of the level. On each side of the map there 
are several exit points (located on the radar as a coloured boxes). You must get as 
many of your animals to the exit points as possible. The more you get through the more 
points you get. You must also stop the other team from doing the same thing.

STEAL THE BACON
Somewhere on the battlefield is a ball, you must capture the ball and be the last 
uncontested owner of the ball (like Last Man on the Hill). The ball can moved about 
which leads to many differing strategies for this game.


MAP STATISTICS

SOLO MAPS

GYRE IN THE WABE
STARTING UNITS
Berserks, Heron Guards, Mauls, Spiders, Fetches, Soulless ,Wights and Wolves 
(Wolves are for Hunting only).
GAME TYPES AVAILABLE
Assassin (Fetch is Assassin unit), Capture the Flag, Flag Rally, Captures, Hunting, King 
of the Hill, Last Man on the Hill, Stampede, Steal the Bacon and Territories.

GIMBLE IN THE WABE
STARTING UNITS
Warriors, Thrall, Ghls, Bowmen, Dwarves, Journeymen ,Wights and Stygian Knights.
GAME TYPES AVAILABLE
Assassin (Baron is Assassin unit), Balls on Parade, Body Count,Capture the Flag, Flag 
Rally, Captures, Hunting, King of the Hill, Last Man on the Hill, Stampede, Steal the 
Bacon and Territories.

DEMISE ON THE PLAINS
STARTING UNITS
Brigands, Heron Guards, Thrall, Bowmen, Dwarves and Ghls.
GAME TYPES AVAILABLE
Assassin (Stationary Dummy is Assassin Unit), Balls on Parade, Body Count, Capture 
the Flag, Captures, Flag Rally, Hunting, King of the Hill, Last Man on the Hill, Scavenger 
Hunt, Steal the Bacon and Territories.

RAID ON THE PLAINS
STARTING UNITS
Berserks, Mauls, Myrkridia, Cave Spiders, Mortar Dwarves, Warlocks and Giant 
Myrkridia (Unit Trade only).
GAME TYPES AVAILABLE
Assassin (Baron is Assassin Unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, Hunting, King of the Hill, Last Man on the Hill, Scavenger Hunt, 
Steal the Bacon and Territories.

UNTAMED LANDS
STARTING UNITS
Thrall, Ghls, Bowmen, Dwarves, Journeymen, Warlocks and Wights (Unit Trade only).
GAME TYPES AVAILABLE
Assassin (Uncontrollable Chickens are Assassin Unit), Balls on Parade, Body Count, 
Capture the Flag, Captures, Flag Rally, Hunting, King of the Hill, Last Man on the Hill, 
Scavenger Hunt, Stampede, Steal the Bacon and Territories.

BADLANDS
STARTING UNITS
Berserks, Heron Guards, Myrkridia, Soulless, Warlock and Cave Spiders.
GAME TYPES AVAILABLE
Assassin (Giant Myrkridia is Assassin Unit), Balls on Parade, Body Count, Capture the 
Flag, Captures, Flag Rally, Hunting, King of the Hill, Last Man on the Hill, Scavenger 
Hunt, Stampede, Steal the Bacon and Territories.

DEAD MAN'S CHEST
STARTING UNITS
Warriors, Thrall, Bowmen, Ghls, Journeymen, Dwarves and Wights.
GAME TYPES AVAILABLE
Assassin (Dwarven Heroes are Assassin Unit), Balls on Parade, Body Count, Capture 
the Flag, Captures, Flag Rally, King of the Hill, Last Man on the Hill, Steal the Bacon 
and Territories.

DEAD MAN'S FLOAT
STARTING UNITS
Berserks, Heron Guard Heroes, Dwarven Heroes, Ghls, Soulless, Thrall and Wights.
GAME TYPES AVAILABLE
Assassin (Warlock is Assassin Unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, King of the Hill, Last Man on the Hill, Steal the Bacon and 
Territories.

KILLING GROUNDS
STARTING UNITS
Thrall, Heron Guard Heroes, Warriors, Ghls, Bowmen, Dwarves and Wights.
GAME TYPES AVAILABLE
Assassin (Baron is Assassin Unit), Body Count, Capture the Flag, Flag Rally, Hunting, 
King of the Hill, Last Man on the Hill, Steal the Bacon and Territories.

PROVING GROUNDS
STARTING UNITS
Mauls, Heron Guards, Warriors, Ghls, Trow, Mortar Dwarves, Warlock and Wights.
GAME TYPES AVAILABLE
Assassin (Baron is Assassin Unit), Body Count, Capture the Flag, Flag Rally, Hunting, 
King of the Hill, Last Man on the Hill, Steal the Bacon and Territories.

DROWNED KINGDOM
STARTING UNITS
Warriors, Stygian Knights, Thrall, Ghls, Journeymen, Dwarves, Soulless and Wights.
GAME TYPES AVAILABLE
Assassin (Baron is Assassin Unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, King of the Hill, Last Man on the Hill, Stampede, Steal the Bacon 
and Territories.

VENICE
STARTING UNITS
Warriors, Thrall, Ghls, Journeymen, Mortar Dwarves, Warlocks, Bowmen and Wights.
GAME TYPES AVAILABLE
Body Count, Capture the Flag, Captures, Flag Rally, King of the Hill, Last Man on the 
Hill, Scavenger Hunt, Steal the Bacon and Territories.

I'LL FALL ON YOUR GRAVE
STARTING UNITS
Warriors, Thrall, Ghls, Journeymen, Dwarves, Bowmen and Wights.
GAME TYPES AVAILABLE
Assassin (Villager is Assassin unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, Hunting, Last Man on the Hill, Scavenger Hunt, Steal the Bacon 
and Territories.

I'LL FALL ON YOUR SPIDERWEB
STARTING UNITS
Berserks, Warriors, Fetches, Soulless, Cave Spiders and Wights.
GAME TYPES AVAILABLE
Assassin (Baron is Assassin unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, Hunting, Last Man on the Hill, Scavenger Hunt, Steal the Bacon 
and Territories.


TEAM MAPS

CRACKS IN THE CLOUDSPINE
STARTING UNITS
Warriors, Stygian Knights, Thrall, Warlocks, Bowmen, Dwarves, Ghls, Journeymen 
and Wights.
GAME TYPES AVAILABLE
Assassin (Villagers are Assassin unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, King of the Hill, Last Man on the Hill, Stampede, Steal the Bacon 
and Territories.

CLASH IN THE CLOUDSPINE
STARTING UNITS
Berserks, Brigands, Bre'Unor, Mauls, Mortar Dwarves, Ghls and Warlocks.
GAME TYPES AVAILABLE
Assassin (Villagers are Assassin unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, King of the Hill, Last Man on the Hill, Stampede, Steal the Bacon 
and Territories.

DROWNED EMPIRE
STARTING UNITS
Warriors, Thrall, Stygian Knights, Soulless, Dwarves, Ghls, Journeymen and Wights.
GAME TYPES AVAILABLE
Assassin (Baron is Assassin unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, King of the Hill, Last Man on the Hill, Steal the Bacon and 
Territories.

DEAD OF WINTER
STARTING UNITS
Warriors, Thrall, Stygian Knights, Bowmen, Dwarves, Ghls, Journeymen and Wights.
GAME TYPES AVAILABLE
Assassin (Baron is Assassin unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, King of the Hill, Last Man on the Hill, Scavenger Hunt, Stampede, 
Steal the Bacon and Territories.

DESERT BETWEEN YOUR EARS
STARTING UNITS
Warriors, Thrall, Bowmen, Dwarves, Ghls, Journeymen and Wights.
GAME TYPES AVAILABLE
Assassin (Villagers are Assassin unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, King of the Hill, Last Man on the Hill, Stampede, Steal the Bacon 
and Territories.

IF I HAD A TROW
STARTING UNITS
Mauls, Myrkridia, Soulless, Trow, Mortar Dwarves, Warlocks and Wights.
GAME TYPES AVAILABLE
Assassin (Villagers are Assassin unit), Balls on Parade, Body Count, Capture the Flag, 
Captures, Flag Rally, King of the Hill, Last Man on the Hill, Stampede, Steal the Bacon 
and Territories.

UNIT TRADING VALUES
BERSERKS 3
BOWMEN 3
BRE'UNOR 4
BRIGANDS 2
CAVE SPIDERS 1
CHICKENS 3
DWARVEN HEROES 8
DWARVES 6
FETCH 6
GHLS 2
GIANT MYRKRIDIA 24
HERON GUARDS 3
HERON GUARD HEROES 8
JOURNEYMEN 6
MAULS 4
MORTAR DWARVES 8
MYRKRIDIA 4
PIGS 3
SOULLESS 3
STYGIAN KNIGHTS 3
THRALL 1
TROW 24
WARLOCKS 8
WARRIORS 2
WIGHTS 2
WOLVES 2

MULTIPLAYER HINTS & TIPS
When engaged in battle, or about to engage in battle, try and get the higher ground. 
Your long ranged units, Dwarves and Bowmen, will have the advantage over the enemy 
and will make harder targets for them to hit, while your units will have a much easier 
time to hit them.
Don't act foolishly. If you believe you can't win a battle against an enemy then don't 
attack him until you think you can. eg. Don't run into a well defended fort or high ground 
area. Wait the enemy out, they will eventually move from their guarded position.
Make pre-sets. These come in handy during battle if you want a key unit or a select 
group. Having efficient control of your troops in battle is a must, it is alright to send your 
troops into battle but if you can give them specific orders when they are fighting then 
they have a better chance of surviving, rather than pitting 2 forces against each and see 
who survives.
Long ranged units, Dwarves and Bowmen, should be highly protected because they 
could be the kill to winning the game. Long ranged units can kill the enemies most 
effective units like their Dwarves and their Bowmen. Also Bowmen have the added 
benefit of Fire Arrows (for some Multiplayer Maps they do not have Fire Arrows). Fire 
Arrows can decimate a horde of Warriors or Thrall before they even get close to their 
target. Keep your ranged units alive because you will find, and there is, a use for them.
The Fire and Retreat tactic. This tactic involves the use of Bowmen or Dwarves 
(Bowmen are better because Dwarves are more likely to be killed). This tactic is used in 
a stand off game (like Last Man or King). The player sends his Bowmen or Dwarves to 
attack an enemy unit. When they are within firing range click somewhere behind them. 
They will fire and then retreat to a safe distance before the enemy can retaliate. This 
works great for taking out specific units, like enemy Bowmen or Dwarves, just keep 
picking away at them and when there are few of that unit left march in and wipe them 
out.
Learn and use the Scatter manoeuvre. When under attack from Bowmen or Dwarves or 
if you are being charged by enemy units, you can quickly scatter to avoid damage to all 
of your units. The quicker you scatter the quicker you will avoid any damage taken by 
enemy fire.
Like the Scatter manoeuvre learn the Hold Position and Guard manoeuvres. They are 
especially good when it comes to Last Man on the hill or King of the Hill when in those 
few last remaining seconds you want your men to stay put at the flag, or if you are 
guarding some Villagers in Assassin you can have your men guard the area around to 
stop any enemy from getting through.



The Myth 2 Unit Guide

INTRODUCTION
This sections describes the units that are found within Myth 2 Soulblighter. It discusses 
about the unit, weaknesses, abilities and ways the unit could be best used. Use this 
wisely because knowing what a unit can a cannot do could prove vital on the battle field.


THE LIGHT

KING ALRIC
An avatar of years past, King Alric is the only surviving member of the nine 
sorcerers who opposed the Fallen Lords during the Great War. Alric reclaimed the 
throne after defeating Balor and has spent the last 60 years rebuilding the 
Province.

BERSERKS
Berserks are Human Warriors that come from the north, they have given up their 
armour for the option of speed. Since Berserks do not have any armour they are 
not the strongest unit available but there speed is something to behold. A group of 
Berserks can be quite devastating. The one main weakness to a Berserk is that he 
is not all that strong and can be killed quite easily but in groups Berserks are 
deadly. Use Berserks in packs of 3 or more to get the best out of them. Berserks 
use giant claymores to lop off pieces of their opponent until their opponent stops 
moving. 
Berserks are one of the fastest units that you can control, therefore they are 
great units to break up enemy formations, especially enemy Soulless or Bowmen. 
They can also inflict a great deal of damage even though they wear no armour and 
can be killed quite easily. They can also be used to run up to an enemy army, get 
their attention and then run back towards your army luring them into an ambush.

BOWMEN
After the war against Balor had been won, the Fir'bolg (bowmen) returned to their 
own land to once again restart their lives. They were still bund to the truce with 
the Humans but they claimed they would never fight outside of their homelands 
ever again. The Human warriors that fought alongside them had become dependant 
of their ability to attack things from a distance with their bow. So after the 
Fir'bolg left Human Armies managed to successfully train men in the art of the 
bow. 
Bowmen are equipped with the mighty Bow allowing them to attack units from a 
distance. You could also call these units your "Artillery". It is best to give your 
Bowmen the higher ground. In Myth 2 real world physics apply, so that any unit on 
higher ground can throw farther than a unit on lower ground. Have your Dwarves or 
Bowmen on the higher ground with your warriors around the base. Your warriors 
are then able to clean up any survivors after the Bowmen have finished. 
Your Bowmen are also equipped with a Flaming Arrow. This can be used to set the 
ground alight beneath an enemy Army burning some of them to death even before 
they can get near your troops. This flaming arrow can also be used to burn the 
ground away so that your enemy can't do the same e to you. Flaming Arrows are a 
wonderful deterrent but they are useless on Winter maps or on maps where the 
ground is dirt and cannot be set alight. This is so because of the real weather 
effects in Myth 2, rain can douse fire as well as snow and dirt and rocks cannot be 
set alight. So think carefully before using your Flaming Arrows. Also if a Bowman is 
cornered he can use a small knife in close quarters combat though this is unadvised 
because it doesn't do much damage.

DWARVES
Dwarves are short, stumpy little creatures with the urge to blow things up (and a 
bad attitude). Dwarves throw bottles full of highly explosive chemicals which 
explode upon impact. Dwarves also carry around 4 Satchel Charges (they can carry 
more for certain missions or for mulitplayer games). These are like mines but they 
do not detonate by themselves so you have to fire at them your self with your 
Dwarves. satchel Charges make a great way to set an Ambush or to have them in 
defence when you have far fewer men than the oncoming army. Dwarves are quite 
slow so make sure they don't get too far behind from the rest of your men or you 
may lose them to any enemy that is following, also they are rather weak so they 
need to be protected.

JOURNEYMEN
These men are all that remain of the once great Cath Bruig Empire. They were 
formerly the guards of the Emperor, now disbanded they now wander the Earth in 
self-imposed exile after the Fallen destroyed Muirthemne and everyone in it. In a 
further show of penance they have developed the ability to heal a sick or wounded 
person. 
Since Journeymen have the ability to heal another unit they are a great asset to 
have around. When you are lucky enough to have a Journeymen within your army 
make sure he is protected, he can attack with the shovel he carries around but he 
is not as strong as the rest of your troops. Use the Journeyman's healing ability to 
your advantage and try to keep him protected and he will benefit you well.

MORTAR DWARVES
Mortar Dwarves are the same as normal Dwarves but except of throwing explosives 
Mortar Dwarves have a cannon which they use to fire explosive cannonballs into the 
enemy from a great distance. Like Dwarves Mortar Dwarves re also very weak and 
very slow, therefore they need to be protected if you want them to live. Mortar 
Dwarves are best used to pummel your enemy from a distance or as they march 
towards you allowing your Dwarves to kill as many as possible before they get near 
you.

WARRIORS
The few living warriors of the first Great War staggered and began to rebuild 
their lives, starting new families and homes. They hoped that another evil would 
spread across the land as Balor did and so they started up a Military Training 
Organisation to begin training men in the art of combat. Now 60 years later this is 
what they have to show of their efforts, fearless warriors that will march into 
battle for their King equipped with only their armour and their swords and shields. 
Warriors are a middle grouped unit that is fairly armoured and can do well in 
battle. It is best to use your warriors up in the front of the battle, or the head of 
a defence. They are strong and in groups do not underestimate them.


THE DARK

SOULBLIGHTER
Soulblighter was Balor's Second in Command during the Great War. Arguably the 
most dangerous of the Fallen Lords, his cruelty and ambition knew no bounds. Many 
believe that he was once Damas, one of Connacht's Lieutenants. He has now risen 
to power and is leading devastating attacks throughout the land hoping to once and 
for all extinguish all life.

THRALL
The Thrall are the reanimated corpses of the dead. Because they are dead Thrall 
are slow moving and are quite stupid but they will take a lot of punishment before 
the evil magic holding them together collapses and they return back to dead corpse 
they once were. Being dead means that Thrall do not need to breathe and they can 
hold their breath indefinitely which means they can hide underwater for any period 
of time. Thrall carry only an axe which can be quite dangerous. Thrall work best in 
packs, when there are many of them they can become unstoppable.

SOULLESS
The Soulless are Soulblighters most successful reanimating experiment. They are 
souls of people literally stolen by sorcery, they slowly float over the land leaving 
death and chaos in their wake. The Soulless are the equivalent of Human Bowmen. 
Their weapon of choice is spear with sharp barbs on it, these barbs also contain a 
poison that causes excruciating pain. Soulless are not all that strong but they have 
the benefit of being able to attack from a distance like Bowmen and they also float 
over the land allowing them to bypass many obstacles that men on foot would have 
to avoid. Soulless should be used just like Bowmen, have them on the high ground 
with adequate protection in case you are charged.

BRE'UNOR
The Bre'unor are the aboriginal inhabitants of the Ermine and they are a violently 
secretive race. Their society is constructed around their belief that one day their 
god, who resides in the air, is strengthened by the escaping breath of the beings 
they sacrifice and will one day be powerful enough to simply spirit away their 
enemies. The Bre'unor use the bones of their sacrifices as weapons and can hurl 
them at their enemies from a distance or come in close and use them as a club. 
Some say that the Bre'unor have the ability to control native Wolves. Bre'Unor are 
best used as long ranged attackers (I think they work best when they attack from 
a distance), their weapons do a fair bit of damage and they can take on many people 
before they eventually die.

BRIGANDS AND DARK ARCHERS
Brigands and Dark Archers are the bad version of Warriors and Bowmen. As 
Soulblighter passed through cities his corrupting influence spread turning many 
weak minded people to his side. Brigands are exactly the same as Warriors except 
for one difference, Brigands not being as disciplined as Warriors move slower. 
Dark Archers are the same as Bowmen and the stain of evil can be seen even from 
afar. Use Dark Archers and Brigands just like Warriors and Bowmen.

FETCH
The Fetch are priestesses summoned from another world by Balor during the Great 
War, but after Alric killed him they could not return to their world and were stuck 
here. Now Soulblighter has promised them a way home if they join him and help him 
to defeat the Humans. Fetch have the ability to fire electricity from their finger 
tips. They are very proud of their ability to decimate an entire army by themselves 
due to this frighteningly devastating ability, to show this they wear the skins of 
their victims as a trophy and as a warning. Fetch work best in groups of 2 to 3. Give 
them the higher ground and make sure they are protected as well because although 
they are strong they can't take on everyone at once and can be overwhelmed easily. 
Fetch are exceptionally good to use in an ambush. Just lead your unsuspecting 
enemy into a couple of Fetch and they will wish they were never born.

WIGHTS
Wights are stitched up corpses that have been reanimated with dark magic. The 
Wight is a Kamikaze unit, they blunder up to their victim, when they are close they 
plunge a dagger deep into their gas filled body causing an explosion that destroys 
anything near it. During the explosion puss is sent hurling from the diseased body 
and paralyses anything it touches for a short amount of time. Wight are best used 
to soften up an enemy army before sending in the big guns. Wights can be used in 
an ambush but it can be tricky and requires practice. Wights can also stay under 
water indefinitely because they also do not breath. Hiding Wights or Thrall in the 
water is a good idea for a surprise attack. 

GHAST
A Ghast is the corpse of a villager and other common folk. Ghasts are the in the 
first stage of becoming a Wight. Ghast are quite nimble seeing that they are an 
undead corpse but their blows do not do much damage and they are fairly weak. 
Ghasts are best used as cannon fodder or as bait for traps. Although they do not 
inflict much damage they can paralyse other units simply by touching them.

GHLS
Ghls are swift beasts that drag their knuckles upon the ground as they run. They 
have an incredible speed making them great charging units or swift hit and fade 
units. They make excellent scouts though they are relatively weak and do not do 
that much damage with the giant cleavers they use as weapons. Ghls are best used 
in packs of up to 10 at a time and make great diversion or for sneaking up behind 
enemy Bowmen and ripping them to pieces before they can react. Ghls can also 
pick up things from the battle field, including rocks, axe blades, unexploded 
Dwarven explosives, explosive parts from a Wight, limbs of the dead and nearly 
anything else that appears on the battle field.
note: to make a Ghl pick up something from the battle field select the Ghl and 
then click on the object you want him to pick up. He will go pick it up and then use 
next time he is ordered to attack an enemy.

MAULS
Mauls are pig-like creatures which are native to the Blind Steppes, they wear thick 
armour and wield spiked clubs which crush their foes with only a few blows. Mauls 
are quite slow but are very strong and can take a beating before they die. Mauls 
are best used as shield for the more vulnerable units and are best to have up in the 
front-lines of the battle. Because they are slow they do not favour well in an 
ambush because they stick out like a lit up Christmas tree and the enemy usually 
runs away at the sight of them.

STYGIAN KNIGHTS
Stygian Knights are animated suits of armour, animated by only the deepest 
darkest sorcery. These Knights are created only by Soulblighter himself, he gives 
them to his Human associates for added protection and are rare to see. Because of 
their armour Stygian knights are immune to arrows but are very easily killed by 
Dwarves. In groups of 3 or 4 Stygian Knights are a force to be reckoned with. They 
attack with huge battle axes that can tear men apart in a matter of seconds.

WARLOCKS
Warlocks are the ancient allies of the Deceiver and after the Deceiver had been 
put into his deep sleep the Warlocks went in search to find an protect him until he 
could restores to his rightful self. Warlocks are able cast fire balls that home in 
on their targets. They also have a secondary attack, a confusion spell. This 
confuses the units it hits making them unable to do anything properly. Warlocks 
are quite strong and are very effective at taking on great numbers of men at a 
time. They are best kept away from the rest of your army as their fireballs cannot 
tell the difference between friend or foe. 

MAHIR
The Mahir are an invisible enemy that can only be seen by the travelling black 
couds they move in. Since they can't be seen they can't be hurt, but they do 
render themselves visible by standing still or attacking. The Mahir are the personal 
body guards of Soulblighter and are only found on the the final levels of Myth 2. 
The best way of killing Mahirs is to attract their attention by send a unit out to 
get attacked by the Mahir and then have your Bowmen take the Mahir out quickly 
and efficiently. Berserks can also slaughter Mahirs without too much trouble.


NON-ALIGNED

THE TROW
The Trow retreated to the north after the Great War but still keep a truce with 
the Humans even though they slaughtered so many of them during the Great War. 
The Trow wish to return to their once glorious state as they were long ago. This 
wish for a peaceful life does not stop them from attacking anyone that gets to 
close to their home. Trow head into battle and with mighty kicks that tear the 
opponent apart it is no wonder that many men tremble from mere sight of them.

CAVE SPIDERS
Myths tell of Spiders that grow larger than the average Human, living in the 
deepest bowels of the earth. Their frightful size and the outrageous number of 
them make them more than a match for those foolish enough to delve into their 
lairs. Cave Spiders have no loyalty meaning that they will also attack the Fallen.