__  __       _   _       ___________ 
                    |  \/  |     | | | |     |_   _ _   _|
                    | \  / |_   _| |_| |__     | |   | |  
                    | |\/| | | | | __| '_ \    | |   | |  
                    | |  | | |_| | |_| | | |  _| |_ _| |_ 
                    |_|  |_|\__, |\__|_| |_| |___________|
                             __/ |                        
                            |___/                         
             _____             _ _     _ _       _     _            
            / ____|           | | |   | (_)     | |   | |           
           | (___   ___  _   _| | |__ | |_  __ _| |__ | |_ ___ _ __ 
            \___ \ / _ \| | | | | '_ \| | |/ _` | '_ \| __/ _ \ '__|
            ____) | (_) | |_| | | |_) | | | (_| | | | | ||  __/ |   
           |_____/ \___/ \__,_|_|_.__/|_|_|\__, |_| |_|\__\___|_|   
                                            __/ |                   
                                           |___/  

                    O====================================O
                    |      Myth II: Soublighter FAQ      |
                    O====================================O
                    |  Author: Xiamut (xiamut@gmail.com) |
                    |  Version: 0.85                     |
                    |  Last Revision: 03/12/06           |
                    |  Platform: PC                      |
                    o------------------------------------o

O============================================================================O
|                              Table of Contents                             |
O============================================================================O

 - Introduction.........................................................[I]
 - The Basics...........................................................[II]
 - The Units............................................................[III]
 - Strategy Guide.......................................................[IV]
       01. Willow Creek................................................(L01)
       02. Salvation...................................................(L02)
       03. Down a Broken Path..........................................(L03)
       04. Into the Breach.............................................(L04)
       05. The Baron...................................................(L05)
       06. Gonen's Bridge..............................................(L06)
       07. Beyond the Cloudspine.......................................(L07)
       08. The Great Library...........................................(L08)
       09. Gate of Storms..............................................(L09)
       10. Landing at White Falls......................................(L10)
       11. Through the Ermine..........................................(L11)
       12. The Stair of Grief..........................................(L12)
       13. The Deceiver................................................(L13)
       14. With Friends like These.....................................(L14)
       15. Walls of Muirthemne.........................................(L15)
       16. The Ibis Crown..............................................(L16)
       17. Redemption..................................................(L17)
       18. Relic.......................................................(L18)
       19. The Summoner................................................(L19)
       20. A Murder of Crows...........................................(L20)
       21. The Wall....................................................(L21)
       22. Shiver......................................................(L22)
       23. Twice Born..................................................(L23)
       24. The Forge...................................................(L24)
       25. Secret Levels...............................................(L25)
 - Multiplayer..........................................................[V]
 - Revision History.....................................................[VI]
 - Thanks/Acknowledgments...............................................[VII]
 - Contact Information..................................................[VIII]
 - Copyright Information................................................[IX]

------\=======================================================================
  [I]  \                           Introduction
--------\=====================================================================

This is a walkthrough for Myth II Soulblighter. I hope you find it useful, 
I will also include some other stuff like the controls and the units. I felt
like doing an FAQ on an old game, Myth II is a great game and since there
weren't any FAQs for it, I thought I'd make one. Please note that the walk-
through was written based on the normal difficulty level.

Myth II is a real time strategy game. Instead of building a base and training
units like other strategy games, (Starcraft, Warcraft I,II,III) you are given
a set amount of units at the beginning of each level. At certain parts in some
levels you will get reinforcements, this doesn't happen very often however.
Since you have a limited amount of units, Myth II requires more strategy then
your average real time strategy game, you have to really think before you act.

To make it easier for you to navigate the guide, I have implemented a search 
system. To use it, press CTRL+F and type in the code by the sub-section, press
enter to jump to that section. To jump between the parent sections, insert the
corresponding roman numerals surrounded by the square brackets.

------\=======================================================================
  [II] \                            The Basics
--------\=====================================================================

First of all I would recommend that you first play the Tutorial to familiarise
yourself with both the camera and the controls. The camera is a little hard
to get used to in the beginning, I guess, but once you get used to it it
will feel very natural.

I'll put this section here for anyone to lazy to look at the manual or for
people who lost theirs. These are just the basic controls, not going to get
into too much detail.

------------------------------------------------------------------------------
                                The Control Bar
------------------------------------------------------------------------------

There is a control bar at the bottom of the screen to help you out, it can be
toggled on and off by pressing shift + F6.

To the very left of the bar is the whisper button, don't worry about that
unless you are playing multiplayer. Going from left to right, The stop
button will stop a moving unit. The Hold button will make selected units
stand their ground, this is very useful especially for Berserks and dwarves.
Berserks tend to pick fights with anything that moves and dwarves will throw
their bottles at enemies even if your units are in there fighting them. The
Scatter button makes selected units move away from their current location,
very useful if your dwarf throws a bottle when you don't want him to. The
Retreat button will make your units run away from the nearest enemy. Finally
the special button will let you use a units special ability if it has one. 
Dwarves satchel charge, bowmen's flaming arrows etc.

There is also a panel of formations for your units, I'll explain that later.

The Keyboard counterparts of these commands are as follows.

Stop - Spacebar

Hold -  G

Scattering - B

Retreating - R

Special Abilities - T

Yell - Y

------------------------------------------------------------------------------
                                 The Camera
------------------------------------------------------------------------------

These are the default keys, I myself left them this way but you can change them
if you want. There are several ways you can move the camera:

Forward/Back
To move the camera forward, press W. To move the camera back press S.

Left/Right
To move the camera left, press Z. To move the camera right, press X.

Orbit Left/Orbit Right
To orbit the camera left, press Q. To orbit the camera right press E.

Rotate Left/Rotate Right
To rotate the camera left, press A. To move the camera right, press D.

Zoom in/Zoom Out
To zoom the camera in, press C. To move the camera out, press V.

Center the Camera
To center the camera on a group of selected units, press H.

Using the Mouse to Control the Camera

This is the way I find easiest to do it. Using you mouse move the cursor to
one f the four edges of the screen, the camera will move in that direction.
You can also orbit the camera by pushing the mouse to the lower left or the
lower right corner of the screen, or rotate it up by moving the mouse to the
upper left or right corners.

If you're used to the way that the camera was in the first game (If you even 
played the first game) and you don't want the corners to rotate the camera,
go to the preferences menu and turn off the controlled camera rotation.

If you are still having trouble moving around the camera, don't worry, you'll
get the hang of it. The first time I played Myth II I had some trouble
controlling it but I eventually got the hang of it.

------------------------------------------------------------------------------
                               The Function Keys
------------------------------------------------------------------------------

Those Function Keys at the top of your keyboard (F1,F2,F4 etc.) can be used to
change some of the game preferences without having to go into the preferences
menu.

Here's what they do...

F1 - Slows the game to half speed. this only works in Single Player

F2 -  Increases game speed

F3 - Turns the sound volume higher


F4 - Turns the sound volume lower

F5 - Change between high-resolution and low resolution. Low resolution looks
horrid

F6 - Toggles the status box at the top of the screen on or off

F7 - Brings up stats during multiplayer games

F8 - Brings up list of keys and their functions, useful if you forget the
controls

F9 - Toggles team colors on the overhead map in multiplayer only

F10 - Highlights all of you visible units

F11 - Turns Landscape filtering on or off

F12 - Toggles Auto Camera on or off.

------------------------------------------------------------------------------
                                  Formations
------------------------------------------------------------------------------

Formations are very important in Myth II, they add much more strategy to
the game and organize you units better for when you are attacking.

There are 10 preset formations, which are activated with the 10 number keys on
the top of your keyboard. You can also edit the formations to your liking,
I'll talk about that later. The 10 preset formations are as follows

1 - Short line: Units will line up in rows of four

2 - Long line: Units will line up in rows of eight

3 - Loose Line: Units will line up in rows of four, but more spaced out

4 - Staggered Line: Units will assume a staggered line.

5 - Box: Units will move in a square.

6 - Rabble: Units spread out randomly

7 - Shallow Encirclement: Units will form a wide, shallow arc 

8 - Deep Encirclement: A tighter, smaller arc then the shallow encirclement.

9 - Vanguard: Units form into a V shaped formation

0 - Units form a circle, facing outward.

To change the preset formations, you must have installed the editing tool 
"Fear" which is on the Myth II CD. If you haven't installed it, to install,
go to the install screen and when you are prompted for what type of 
installation you want, choose custom. Then, click on Tools.

I would suggest editing the long line formation. I edited it so that it was
much longer because it is very useful for bowmen and also in multiplayer mode
if you are controlling archers.

------------------------------------------------------------------------------
                                Other Controls
------------------------------------------------------------------------------

Waypoints
---------

Waypoints let you select the route you want your units to take to a certain
destination. To place waypoints for your units, select the group of units and
hold the shift key while clicking on the ground and then again to the next 
place you want your unit to go. You can only place up to four waypoints.

Patrolling
----------

I don't really find this a useful command but I'll put it here anyway. To make
your units patrol certain areas, after setting up four waypoints (if you don't)
know how to set waypoints, look at the text above) while still holding down
the shift key, click on the first waypoint.

Presets
--------

Presets, a very useful feature. Presets make it much easier to control certain
types of units. To create a new preset, hold ALT and press and hold anyone
of the number keys (0-9). Once a message is displayed saying that the preset
was created, let go. If you want to access a preset, hold ALT and press the
key that you set the units to.

------------------------------------------------------------------------------
                         Weather and it's Effects on Battle
------------------------------------------------------------------------------

This you must know about, it is very important, so if you don't already know
this or you are new to the game, read this.

In Certain levels or during certain times in levels you may notice that your
dwarves aren't as effective as they used to be, their bottles just seem to go
out in mid-air. Your bowmen seem to have terrible aim and their arrows miss
everything. The reason for this is that Myth II uses weather system to add
realism. It does add realism, but can also get frustrating, especially when 
your dwarf's bottle goes out and doesn't stall the enemies, causing your dwarf
to be killed.

When it is raining, you'll probably notice your dwarves bottles going out, the
rain can put out the fire before it even hits the ground. Gusts of wind can 
send your bowmen's arrows of course as well as put out their flaming arrows.

------------------------------------------------------------------------------
                                   Veterans
------------------------------------------------------------------------------

Veterans are surviving units carried over from previous levels. To recognize a
veteran unit, notice when selected in the status box, they will have a spear
head(s). Each spear head represents the number of levels that unit has
survived. The total number of kills that the unit had in the previous level is
also carried over. Units gain experience for every kill they make. The number
of kills a unit has made is represented in the status bar by a shield. The
total number of kills is displayed at the end of the level. Experienced units
attack faster and have better accuracy. Veterans are very vaulable and have
an edge over the non-veteran units. Try and keep your veterans alive for as
many levels as you can.

------\=======================================================================
 [III] \                            The Units
--------\=====================================================================

Here are the various units that you will control and face in Myth II: Soul-
blighter.

------------------------------------------------------------------------------
                                    The Light
------------------------------------------------------------------------------

Berserks
--------
Berserks are very skilled, powerful warriors. They sacrifice their armor
for speed, so that makes them a little more vulnerable, but they can still
take quite a beating. They chop up the undead with their giant claymores
very nicely. You will use these guys throughout the entire game.

Advantages: No armor means quicker movement and attack speed.
Disadvantages: No armor means that they take more damage
Overall: Berserks make up for there lack of defense with a very powerful
offence and great speed.

Bowmen
-------
Bowmen are the missile units for the light. You'll use these guys through out
the whole game. They use their bows from afar but also have a secondary melee
attack, their knife, though I would suggest that this would be your last
resort. Bowmen can't take a lot of pain, so make sure to leave behind a
couple of melee units to protect them. Watch out for Ghôls, they tare these
guys apart. They can use flaming arrows and set the ground ablaze. Their called
bowmen but I just call them archers, so don't get confused if I write archers
instead of bowmen. These aren't the fir'bolg from the original.

Advantages: They can attack from afar and back up the melee units.
Disadvantages: They can't take a lot of damage and they move slowly.
Overall: Being the one of the only missile units for the light, they
are good, If used properly. 

Dwarves
-------
These guys are very useful, they'll also be used throughout the game. They
throw explosive bottles and can send the heads flying. Just be careful not to
kill your own guys. Dwarves are very slow and Ghôls rip these guys apart, just
like the bowmen. So make sure you have a unit always there to protect the dwarf
along with the archers. If a Ghôls going after a dwarf, the dwarf won't be able
to get away. They die in only a few hits. Their bottles can bounce of walls and
blow your dwarf up so be careful. Dwarfs can place satchel charges, which are
packs of explosives that explode if hit with another explosive. When used
with strategy, these can kill a whole pack of enemies.

Advantages: Their explosives cause a lot of damage.
Disadvantages: They can't take much damage and move very slowly.
Overall: Great units, just make sure you protect them.

Journeymen
----------
Journeymen heal other units, they aren't in all the levels but quite a few of 
them. They use shovels to attack, so really, don't use them to attack. However
they can take a lot of damage, they can be the final wall between your dwarves
and archers, before another melee unit can get in there to defend them. 
Journeymen have a set amount of healing roots at the beginning of each level 
but can find more. They are probably the slowest moving units. They can heal
undead units such as thralls and wights, and kill them, this can be very useful
if a wight is about to explode. Journeymens coats allow them to not be
paralyzed by a wights explosion, he still takes damage however.

Advantages: Can heal units, can take a lot of damage, can be used as a tank.
Disadvantages: Lousy melee attack, slow movement.
Overall: Journeymen aren't that useful in some levels, but in other levels
you'll be glad that you have one.

Mortar Dwarves
--------------
Mortar Dwarves use very powerful explosives called mortars. You will only use
these guys in a few levels. They are just like regular dwarves, they take the
same amount of damage and move at the same speed, but they use different
weapons. They can blow both themselves up and their allies, so be very careful
with these guys.

Advantages: Very powerful explosives.
Disadvantages: Can't take a lot of damage, slow movement.

Warriors
--------
Not much to say about these guys, Warriors are another melee unit for light
You will use these guys throughout the entire game. they aren't as powerful as
Bezerk but unlike the Beserk, they have armor, so they can take more of a
beating then the Beserk. They also have a shield, which they can use to
deflect hits. They move at a fair speed.

Advantages: Armor means they can take more hits, their shields can deflect
            hits.
Disadvantages: The don't do as much damage as the Berserk.
Overall: They have more defense then offense but in a group, they can kill
         groups of enemies.

Heron Guards
------------
Heron Guards are a hybrid between the journeymen and the warrior. They can heal
other units, and they can do sufficient melee damage. Heron Guards wield dual
swords and wear heavy armor so they can take a lot of hits. You'll use these
guys in a number of levels. They move at a good speed. Making up for their
lack of a shield, Heron Guards can deflect hits by using both their swords.

Advantages: Can heal other units and themselves, useful for combat.
Disadvantages: I'm sure there are some I just can't think of any.
Overall: A great melee unit with a strong defense.

------------------------------------------------------------------------------
                                    The Dark
------------------------------------------------------------------------------

Bre' Unor
---------
The Bre' Unor are very strange units, they hurl bones at your units. They
aren't in the game much at all. They can do quite a bit of damage and can be
very deadly for your dwarves and archers. They move at a quick pace. Wolves
can usually be found in a pack with the Bre' Unor but they aren't that big of
a threat.

Brigands
--------
Brigands are basically the dark version of the warrior. They do about the same
amount of damage, move at the same speed, they have a shield that can deflect
hits, and they have fairly good defense. They are only in a few levels.

Dark Archers
------------
Dark Archers are the dark version of the Bowmen. They can shoot fire arrows
just like the bowmen. They move at the same speed, and do the about the same
amount of damage.

Fetch
-----
You have to look out for the Fetch, they can mutilate all your units if
your not careful, they are very powerful. The Fetch rub their hands together
and fire bolts of electricity. This can easily kill all you dwarves and archers
in a couple of blasts and can severely damage your Berzerks and warriors.
Journeymen can take the blasts and not take too much damage. You will see the
fetch in a number of levels.

Ghasts
------
Ghasts are extremely weak undead units that don't pose much of a threat to your
units. One thing that they do is when they hit your units they become
paralyzed. this isn't so bad because these guys can't take more then a few hits
so they should be dead very quickly. You will only see Ghasts in the first
couple levels. Ghasts can breath under water.

Ghôls
-----
Ghôls are very deadly to dwarves and archers. With their quick movement they
can tear apart a group of archers and dwarves easily. They run up to them, the
archers can't melee except with their knives, but their knives are very weak,
and the dwarves cannot attack up close. The archers/dwarves keep running but
the Ghôl is always on their back and will eventually kill them. Make sure to
kill these guys fast when you see them. Have the archers take some of them
down. Dwarves can kill them in one hit with their explosive bottles, so always
be on the lookout for Ghôls.

Ghôls can pick up parts from dead bodies on the battlefield and hurl them at 
enemies, though most parts do little damage when thrown, Ghôls tend to pack
pieces from dead wights, they can kill all of your dwarves and archers if you
have them grouped together, and the ones that aren't dead are paralyzed, the
Ghol then runs towards the paralyzed unit to finish him off. To melee units,
They are very weak and die in only a few hits and don't do much damage at all.
Ghôls are very common and you will see them throughout the entire game.

Mauls
-----
Mauls are basically giant pig men, they wear armor and wield huge spiked clubs.
In a pack, mauls can potentially be deadly to your melee units, but a few
dwarves can blow up an entire pack of mauls. Mortar dwarves are even more
powerful against the Mauls. Mauls have high defense and do quite a bit of
damage, just use dwarves against the mauls, a pack Berzerks can kill mauls a 
pack but they'll take some damage.

Soulless
--------
The Soulless are the missile units for the dark, thy are undead and can float
up mountains and on water, they move quickly and in great numbers, can cause
high damage to your units. They throw barbed javelins which poisons your units
causing more damage after they have hit. These guys are in almost every level
in the game. Berzerks can kill these guys very easily, but while they are
running towards them, they can take a lot of damage from their javelins.

Thrall
------
Thralls are an undead melee unit, they use axes to attack their enemy. They
are very slow, the slowest unit in the game I'd say and a couple of dwarves
could just throw a bomb, run away, throw another bomb, and repeat until they
are all dead. It's not always that easy but in some levels it is. Thralls are
the most common dark unit in the game and like the soulless, are in most of the 
levels in the game. Thralls can also breath under water since they are undead.
You could get ambushed if you are walking around near deep waters. So be on 
guard.

Stygian Knights
---------------
Stygian knights are magically animated suits of armor, they are fairly slow but
can take a lot of damage from melee units. Don't even bother trying to hurt
these guys with bowmen, they don't do any damage to them. Dwarves on the other
hand, kill Stygian Knights easily, a couple of dwarves can destroy a whole pack
of Stygian knight with a couple of hits. Melee units don't do a lot of damage
to them, so just use dwarves. Stygian Knights only appear in a few levels.

Warlocks
--------
Warlocks have a primary fireball attack which can kill your dwarves and bowmen
easily, so be careful, bowmen can kill warlocks without to much trouble, when
you see a warlock, select all your bowmen and click on the warlock for them to
attack him at the same time, if you had enough bowmen, the warlock should be
dead. Later on in the game, in some levels, you will be able to control some
warlocks. Warlocks also have a confusion spell. It can only be used when the
warlock's mana bar is full.

Wights
------
Wights are undead, they are very slow moving units. Their attack is that they
explode and "destroy anything in it's immediate vicinity and coat everything
with a thin film of pus which induces brief paralysis", gross eh? You really
have to look out for these guys, they can kill all of your bowmen and dwarves
with one detonation, once a wight detonates they are dead of course. Bowmen
should be able to take out wights before they get to close. If you are in
the middle of a battle, your melee units are fighting and your
missile units are in the back, and you notice a wight coming up to you
missile units, you still have a chance to save them. If you have a journeymen
with you then you can use the heal ability on the wight and kill him, without
the wight exploding everywhere and killing everything, you have to act fast
because the wight could explode and injure or kill your journeymen. Being
undead, wights can breath underwater, so be very careful when walking around
deep waters.

The Myrkridia
-------------
The Myrkridian are very fast enemies. They are defiantly a threat to your
units. They have a very high attack speed and do a fair amount of damage.
They attack fiercely with their sharp claws and a group of them can tear up
your units. Dwarves again are a good choice to use when going up against
these monsters. Make sure you have a few Berzerks or warriors standing close
by so if the Myrkridians manage to break through, the Berzerks should be
able to handle the weakened Myrkridians. Connacht eventually deafeated
the Myrkridia, sealing them in a powerful artifact called the Tain.

Myrkridian Giants
-----------------
The Myrkridian Giants are giant versions of Myrkridians, they still use their
claws to attack, but they are much stronger and faster. They can throw skulls
which deal a lot of damage and can severely injure or kill units with one use.
They take a lot of damage.

------------------------------------------------------------------------------
                                Non-Aligned
------------------------------------------------------------------------------

Cave Spiders
------------
You only see Cave Spiders in I think one level. They are very weak and can be
killed in a few hits from a Berkserk or warrior, dwarves and bowmen can be 
used to take them out also. They do very little damage and aren't much of a
threat. Cave spiders are just giant spiders.

Trow
----
Trows are gigantic... I don't know really what to call them. They are very
powerful and can take a huge amounts of damage and deal it at the same time.
They use powerful kicks that can rip apart your units. Be careful when facing
Trows they can kill you entire pack of melee units. Attack from afar with 
bowmen and dwarves. Trow don't move that quickly, they move at a good pace.
Use Berzerks to take them down once they are weakened by your dwarves and
bowmen. Later on in the game you will be able to control some Trows.

------------------------------------------------------------------------------
                              Other Characters
------------------------------------------------------------------------------

King Alric
----------
Alric is the only surviving member of the nine sorcerers who opposed the Fallen
Lords during the Great War. After defeating Balor, Alric reclaimed his throne
in Madrigal. Alric has spent the last 60 years rebuilding the province. So 
between the gap of Myth: The Fallen Lords and Myth II: Soublighter, he's been 
rebuilding what was destroyed during the Great War. In a few levels you will get
to control Alric, he is a very powerful warrior (how old is this guy anyway?).  

Soulblighter
------------
The main bad guy of Myth II. Soublighter was Balor's second in command during
the Great War. One of the Fallen Lords, very cruel and dangerous. He is also
called "Damas" during the game, this is referring to one of Connacht's (Balor)
lieutenants.

Balor
-----
Balor was the main bad guy in the first Myth game. He was once known as the
great hero of the wind age "Connacht" but came back and evil. All the heroes
come back as Fallen Lords it seems. Balor was the chief of the Fallen Lords.
He was killed by Alric at his fortress and his head was chucked into the Great
Devoid, a huge pit in the heart of the world to make sure he would never come 
back.

Shiver
------
One of the Fallen Lords, you'll have some encounters with her. She was also in
the first one if I'm not mistaken.

The Deceiver 
------------
One of the Fallen Lords who followed Balor during the Great War. He didn't
really get along to well with the Fallen Lords. You eventually get to control
the Deceiver in later levels. He can gain control of some of your enemies, very
cool.

The Summoner
------------
This is the reason why the Myrkridia are back. This guy resurrects them. You
will have to face The Summoner in one level and also the Myrkridia he summons.

The Watcher
-----------
One of the Fallen Lords, he destroyed the Deceiver's armies which led to his 
downfall.

------\=======================================================================
 [IV]  \                          Strategy Guide
--------\=====================================================================

If you are looking for some more tips on levels, in every level they have tips
for them. To access these tips, click on the book icon in the status bar, look
at the bottom of the window that pops up and click on the level tab.

I have listed difficulties for each level, they may not be accurate for
everyone, they're just there to give you an idea what your going up against.
They are all based on the Normal difficulty level, So if you were playing
legendary, they wouldn't be very accurate. This FAQ can still help you even
if you are playing a different difficulty, use the same tactics, but the
enemies are much stronger.

------------------------------------------------------------------------------
 01. Willow Creek                                                       (L01)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units : 3 Bowmen
        8 Warriors
        1 Dwarf

Difficulty : Easy
Objective  : Destroy all the attackers and secure the center of the town.
------------------------------------------------------------------------------

When the level starts up you'll see a villager running towards you and some
ghasts killing some other villagers behind him. Why not help them out? This is
a very easy level and rightfully so, seeing as it is the first level and all.
Your objective is to kill the ghasts who are attacking the town and terrorizing
the villagers.

Just move your units around until you see some enemies on the overhead map.
The only units you should really need to use are the bowmen and the dwarf. Just
use the warriors to protect your bowmen and dwarf. When you see some ghasts,
command your bowmen to attack them, make sure all of the bowmen attack the
same one. Only use this tactic for lone ghasts. For groups of two or more, use
your dwarf to kill them, as long as they are at least standing close to
each other, the dwarf's bottles should kill them all.

Just continue killing any ghasts you see until you finish the level.

------------------------------------------------------------------------------
 02. Salvation                                                          (L02)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units : 6 Bowmen
        6 Warriors
        2 Dwarves

Difficulty : Easy
Objective  : Free the captive villagers and escort them to safety.
------------------------------------------------------------------------------

Once the level starts up you'll hear a short conversation between two warriors.
After that's over start moving your troops forward. The path is very straight
forward and you should have no problem finding the where the villagers are being
held. Along the way you'll encounter some ghasts, no problem just take them out
with your bowmen and dwarves. Once you get to the gates, I would suggest that
you save your game here, make a separate save file. This is just in case you
mess up and have to restart. In the middle of the gate, you'll see a couple of
brigands talking.

Move your bowmen forward, close enough that they can get a good shot at the
brigands, do not attack yet, command your bowmen to hold.
Move your dwarves forward but don't attack them yet, with dwarves selected,
hold the ctrl key and click directly in the middle of where they are both 
standing. This is where stuff can go wrong, if you haven't noticed already,
it is raining and rain tends to put out fires. If it goes right both of the
bottles should explode and kill either both of them or severely damage one of
them (health in the red) and kill the other. Here is a diagram to help you.
 
 ____________________
|                    |   B = Brigand
|        Gate        |   A = Bowmen
|   ______________   |   D = Dwarf
|  |              |  |   X = Spot to launch bottles
|  |              |  |
|  |              |  | 
|  |     BXB      |  |
|__|              |__|
         
         DD
       AAAAAA 

Now, if one of them or both of them are still alive, select your archers and
click on them. The bowmen should easily be able to kill them. Now you will have
more time to free the villagers without the brigands sounding the alarm. Move
your warriors through the gate and you'll see the villagers in a prison. With
all your warriors selected, click on one of the bars. Your warriors will then
proceed to free the captive villagers. A brigand will then see what your up 
to, and turn around to go and sound the alarm!

Now very quickly click to move your warriors out of the graveyard, put them
directly behind your dwarves and bowmen. Move your dwarves into the middle of
the gate, where the brigands were standing, now with both of them selected,
place some satchel charges in the middle place them all just to make sure.
Place them spaced out so it covers most of the area.

Don't worry about the villagers, they'll head towards the exit, they'll be 
fine they can take care of themselves.

 ____________________
|                    |   S = Satchel Charge
|        Gate        |   A = Bowmen
|   ______________   |   D = Dwarf
|  |              |  |   X = Spot to launch bottles
|  |              |  |
|  |              |  | 
|  | S S S S S S  |  |
|__|              |__|
         
         DD
       AAAAAA

It shouldn't be hard to space them out, with both dwarves selected, you just
press T where they are standing and they put one down at the same time. Move
both of them over a bit, and drop another charge. Move your dwarves back once
the charges are set, make sure your bowmen are behind them and the warriors
close by. Again I would suggest that you save your game. Soon you should see a 
horde of brigands coming after you. It is ok if your archers are firing at
them. When the first one steps on the first satchel charge, with both your
dwarves selected, ctrl click in the middle of the field of satchel charges.

The explosion should kill most if not all of the brigands that were coming
through the gate. Any brigands that did survive should be taken care of by
your bowmen. If the situation gets out of control move your warriors in to
defend your bowmen and dwarves.

After they are all dead, some ghasts will start coming towards you, take them
out again just like you did to the other ones before. Once they are dead,
select all of your units and send tem back to the start of the level. As the
villagers get to the exit, you will see some warriors. Once your units get
to the exit, you'll have completed the level. Good job!

------------------------------------------------------------------------------
 03. Down a Broken Path                                                 (L03)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units : 4 Bowmen
        8 Warriors
        2 Dwarves

Difficulty : Easy
Objective  : Follow Rurik to the safety of the town, make sure he doesn't die.
------------------------------------------------------------------------------

This is a very simple level, all you have to do is follow Rurik and defend him
along the way. In this level, you'll run into Thrall, Soulless and Ghols. 
Always use your bowmen when fighting soulless, for now anyway. It is important
to move your bowmen when engaging in combat with a Soulless. When you see you
bowmen's arrows connect, move your bowmen over a little to avoid being hit with
the Soulless's javelins.

When you run into packs of Thrall, use your dwarves to blow them up, with you
bowmen behind them for back up. If the get to close to them, use your warriors
to protect them. Follow Rurik and defend him when needed. Eventually you'll
come to a stream, move all of your warriors into the middle of the stream and
your bowmen on the shore. This is because as Rurik is crossing, a couple of
Thrall come out from hiding to attack.

           Stream
_____________   _________________       R = Rurik
              R                         W = Warrior
      D T    WWW    T D                 A = Bowmen
             WWW                        T = Thrall  
_____________   _________________       D = Deep Water
            AAAA

Once you have crossed the stream, you will be heading towards the town. Soon,
as you move forward, you will be attacked by some Thrall and some Ghôls. A
a couple of Soulless but just take them out with your bowmen. Attack the Thrall
with your dwarves and bowmen, if you manage to kill all of them before they get
to close to your dwarves and bowmen then just continue following Rurik. If you
don't then move your warriors in to protect your dwarves and bowmen. Attack the
Ghôls that come running at you with your dwarves, don't let them get to close
kill them with your warriors if needed.

Once that is over with, Follow Rurik until you get to the town gates, move your
units in once they are opened. Once they are all in the level is completed. 
Good Work.

------------------------------------------------------------------------------
 04. Into the Breach                                                    (L04)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units : 4 Bowmen
        12 Warriors
        2 Dwarves

Reinforcements :  3 Bowmen
                  8 Warriors
                  1 Dwarf

Difficulty : Easy - Medium
Objective  : Penetrate the outer defenses of the Baron's castle.
             Sneak your invisible Pathfinder dwarf into the castle to lower
             the drawbridge.
             Fight your way into the castle and then to the entry gate of the
             keep.
------------------------------------------------------------------------------

When you start the level, just walk a bit forward. The path to the castle is
very straight forward and is easy to get to. Along the way however, you'll run
into some resistance. In the beginning of the level, there are a number of
Ghôls running about. Stand your ground when you see red on the overhead map.
Use your bowmen to take down a couple of them, your dwarves will kill most of
them. Like always defend your bowmen and dwarves with warriors if the enemies
get to close.

Once the waves of Ghôls are gone, proceed forward until you get to a gate.
You'll notice that past this wall there are some dark archers and some Thrall.
Don't try and fight the dark archers off with your bowmen, you can if you want
but you're outnumbered. Instead send a warrior inside and walk a little bit in
until the Thrall notice you, once they see you they'll start coming forward.
Move your warrior out and move the rest of your units back away from the gate.
When the Thrall are exiting from the gate, pick them off with bowmen and
dwarves, while doing this try your best to avoid the dark archer's arrows.
One of the archers may send a fire arrow your way, the grass is very dry and
the fire burns nicely. Avoid the flames if there are any. Once the Thrall are
dead, charge the dark archers with you warriors, they can kill them easily.
After that you'll get some reinforcements, good because you'll need them.

I would suggest saving your game at this point just to be safe. Move forward
until you can see a bridge in the distance. You will be forced to watch the
guards closing the gates, then your camera is shifted to Jari. Don't touch
him yet, there is something you have to do first. Take your three dwarves and
move them towards the bridge. Go onto the beginning of the bridge, do not go to
far, there are archers on the walls. Line them up and start placing satchels to
the entrance of the bridge. Once you place the first set, move your dwarves 
forward and place the next set and so on until you are out of satchels.

The Bridge
|         |
|         |  S = Satchel Charges
|         |  A = Bowmen
|         |  D = Dwarves
|         |
|         |
|         |        
| S S S S |
| S S S S |
| S S S S |
   
  D D D

 AAAA AAA

Position the dwarves so that they are not too close to the satchels, but
close enough to hit them without having to move.

Once you have that all set up, then you can proceed to Jari. You have to be
very careful when controlling Jari. Jari is invisible but will become visible
if he touches an enemy or if he places a satchel charge. do not attack any of
the enemies you see. Move Jari down the path until you get to the end. You will
see a gate. Now wait until one of the brigands goes inside the gate, follow him
in. Be careful when going through the gate, if you even brush up against an
enemy your cover is blown. You must get him into the castle to lower the
drawbridge for your other units.

The brigand enters through the left side of the door so walk into the door
next to him on the right. Swing the camera around so that you can see what your
doing. Another brigand will then exit the castle through the door from the
right, which is now your left. so quickly move Jari over to the right, which
used to be your right. Get what I'm saying?

The Entrance (When first going in)     
             
|         |  B = Brigand
|         |  J = Jari
|         |  1 = Left Side of Entrance
|         |  2 = Right Side of Entrance
| ^     ^ |  ^ = Up     
| B     J |
|         |
1         2

The Entrance (Reverse angle, with camera swung around)

|         |  B = Brigand
|         |  J = Jari
|         |  1 = Left Side of Entrance
| J >     |  2 = Right Side of Entrance
| -       |  ^ = Up     
|  ^    B |  < = Move Left
|  B    _ |  - = Down
2         1

Now that you are inside, go over to the left castle wall (left from the
outside) while avoiding contact with any guards walking by, and climb up the
ramp. Move down the wall walking behind the archers, when you get about 3/4
ways down the wall, have Jari chuck the bottle at the winch. Right when you
throw the bottle, Jari is now visible and the archers will open fire at him.
Take this time to blow them up. Have Jari throw bottles at them and kill them
all. You'll have taken some damage but it's not that much. If you want to know
how you can save your friends Jari read on, if not, if you just want to let
him die, skip over the rest of this paragraph. You can let him die if you want.
To save him place a couple satchels 3/4 of the way down the wall, where you
threw the bottle. Some Brigands will come up, when they are coming towards the
satchels ctrl click near them. When they blow up Jari should still be alive.
If you are taking fire from the archers on the other side of the wall, move
Jari over and then leave him up there.

Left wall of the castle (facing right from the inside)

___________________________   
   A   A   A   A   A          W = Winch
W     X                  = Right
|   |       D         |   |
|   |                 | D |
|_D |                 |- -|
|   |     Start       |   |
| B |D    <1 2>      D| B |
|___|_________________|___|

Now group 2, move the into the room to the right of the map. There are also 4
brigands in there. Use one of your warriors as bait, move them into the room
and get the brigands attention, once they start coming towards you, move your
warrior out and have your bowmen fire at the approaching brigands. Your dwarf
should also be chucking bottles at them. If they get to close, like always,
move your warriors in there to defend them. Once the room is secured, move
them in. Now your are done with group 2 until the end of the level, just leave
them in the room. Keep an eye on them though, patrolling brigands may enter 
the room and attack, so occasionally glance over at the overhead map.

Back over to group 1, move them forward in to the room above the current room
you are in. Once in the room, dispose of any enemies in there if any. Once
that room is secured, move into the room above it, you will see some dark
archers in that room. Charge those archers with your warriors, keep your
archers and dwarves out of their range. Once all the archers are dead, move
on into the next room, the one directly above your current room. Move through
that room and go into the room to the right. Take care of those brigands, then
stop in that room.

 _________________________
|  >    |  B    X |    B  | B = Brigands 
|_______|_________|_______| F = Baron
|   |                 | F | A = Dark Archers
|A ^|                 |   | ^ = Up
|_ _|                 |   | > = Right
|   |                 |_ _| X = Stop Here
|   |_ _ _ _ _ _ _ _ _|   | 1 = Group 1
|   |                 |   | 2 = Group 2
| ^ |                 |   |
|_ _|                 |- -|
|   |                 |   |
| ^1|                 |  2|
|___|_________________|___|


Now that your there, look into the room to the right, you will see some
brigands, and you should be able to spot the Baron. Use one of your warriors
as bait to get the brigands attention. Move him into the room and once you see
the brigands coming towards you, turn around and move him back into the room
your other units are in. You should notice that the Baron and his body guards
move away when your warrior enters the room, don't follow them just leave them
alone he won't escape. When the brigands are coming out of the door, have
your dwarves and your bowmen attacking them, they should die fairly quickly.
Now do the same with the Baron's Stygian Knight bodyguards. Go towards the
room where the Baron is, If the Stygian Knights spot you they'll start coming
towards you, lead them back into the room with your other units. With your
dwarves these guys aren't a problem, just throw bottles at them and they will
die in one hit. Once they are all dead it is time to go and get the Baron.

 _________________________
|       |    1  > |     - | F = The Baron
|_______|_________|_______| S = Satchel Charge
|   |                 | F | 1 = Group 1 
|   |                 |   | 2 = Group 2
|_ _|                 | - | > = Right
|   |                 |_ _| - = Down
|   |_ _ _ _ _ _ _ _ _|   | X = The Baron is cornered here
|   |                 | X-| 
|   |                 |   |
|_ _|                 |- -|
|   |                 | S |
|   |                 | 2 |
|___|_________________|___|

Go back to group 2 now, place a satchel charge in the doorway of the room they
are in. Now go on back to group 1, move all of your units towards the Baron.
the Baron will start to run away. You should also notice that every enemy in
the level is now coming after you, ignore them they won't catch you in time.
Continue chasing Baron until he is in the room above group 2. You can just
kill him right there, or if you want, chase him into the room and when he is
about to step on the satchel charge, have your dwarf throw a bottle at it and
blow up the Baron. Once the Baron is dead all of the enemies that were
following you turn around and just give up. You've completed another level,
Good Work.

------------------------------------------------------------------------------
 06. Gonen's Bridge                                                     (L06)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units : 4 Bowmen
        8 Warriors
        1 Warrior Captain
        1 Dwarf
        1 Journeymen
       
Difficulty : Easy
Objectives : Find Gonen's Bridge and cross it to escape the Dark forces
             Garrik must survive
             Destroy the bridge behind you
------------------------------------------------------------------------------

Just like the dwarf said, "If we don't get moving that horde will be on top of
us" and he's right, you have to keep moving in this level. Right as the level
starts, move down off of the small hill. Your main objective is to get to the
bridge, the path isn't that hard to find, there are signs along the route
pointing to the way. You shouldn't have any problems finding it. The problem
isn't finding it, the problem is what you will encounter along the way. Do not
let Garrik die, if he is getting low on health, heal him with your journeymen.

Keep on moving until you reach a small stream, once your there, halt your
units. If you notice there are wights all over the field beyond the stream,
move your bowmen up and go to the end of the stream, pick off the wights one
by one. There are some wights on the other side of the stream, the side before
you cross it, so watch out for your other units. Use your dwarf to defend the
warriors and journeymen if any wights are coming. Once there aren't any wights
in your way, move the rest of your units over the stream. While you were
fighting the wights, a few soulless may have attacked your units, to take them
out charge them with your warriors.

Keep on moving until you get to a hill, you will see that up this hill there
are a few ghôls and some soulless. Charge them with your warriors with your
bowmen as backup. Once you get up this hill you'll run into a pack of thrall,
you have no choice but to fight them. Use your bowmen and weaken them as well
as using your dwarf to blow them up. When they get to close, get in there with
your warriors. Continue along, following the signs until you get to yet
another stream, cross the stream and continue moving until you see another
hill. Now you have to be careful do not go up this hill yet. There are some
ghôls up there and some soulless, the ghôls are packing pieces of wights.
If you don't already know, because of a Journeymen's coat they are immune to
being paralyzed by a wights explosion, they'll still take damage however. Use
your journeymen as a tank to take all of the wight hits, it's okay if he dies
it's the end of the level anyway. If you are as unfortunate as I am and the
wights run right past your journeymen and throw them at your warriors, well
it's the end of the level anyway.

Once they are taken care of you will get some reinforcments, but it doesn't
matter it's the end of the level, cross the bridge once you get to it. Once
all of your unit's are past the bridge, use one of your dwarves and ctrl click
near one of the satchel charges that are placed on the bridge, what the
explosion and enjoy. Once the bridge is destroyed your units will celebrate.
You completed the level, just like that.

------------------------------------------------------------------------------
 07. Beyond the Cloudspine                                              (L07)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units: 6 Bowmen
       10 Berzerks
       6 Dwarves
       1 Journeymen

Difficulty: Easy - Medium
Objective: Reach the World Knot with your dwarves
           Use the Dwarves to repair it
           Enter the World Knot to escape
------------------------------------------------------------------------------

This level is a little difficult to explain, so bear with me. Your objective
in this level is to find the broken down World Knot, repair it, then escape
through it. It is kind of hard to find the World Knot, the path is kind of
complicated so I'll try to explain the best I can.

Once you start the level, there are two paths you could take, one directly to
your unit's left and one long, winding path up north. Don't take the north one,
trust me you don't want to take that one. One path leads to a horde of Thrall
and Soulless, and another leads to a few packs of weakling ghôls, who
sometimes, carry wight parts but it's not that big of a problem. So take the
path to the left. 

Continue walking up until you come to a stream, if you go over the stream and
there are thralls and soulless, you've went the wrong way, go back. If you
see a couple of ghôls then you've gone the right way, take out the ghôls.
Continue walking until you get to a round hill surrounded by stone, directly
above that is the World Knot. You may have to fight a small group of thrall
and soulless, they aren't a problem so take them out with bowmen and dwarves,
then attack with berserks.

Once you get to the World Knot you will have to repair it, move your bowmen,
berserks, and your journeymen next to the World knot for a quick get away.
Now select one of your dwarves and click on one of the big pieces of broken
rock near the damaged World Knot, your dwarf will repair it automatically.
Select another dwarf click on another piece, then select another, click on
another piece and so on until the World Knot is fixed. You have to do this
quick because a huge group of thrall and soulless are coming your way. Once
the dwarf said "we did it" quickly move all of your units into the middle of
the World Knot. Once every single one of your units has gone through the World
Knot, you will have completed the level.

------------------------------------------------------------------------------
 08. The Great Library                                                  (L08)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Units: 8 Bowmen
       8 Berserks
       2 Dwarves
       1 Journeymen

Difficulty: Easy - Medium
Objective: Guard the Library entrance until the Journeymen comes back out with
           the Total Codex
           Escape through the World Knot with the Journeymen
------------------------------------------------------------------------------

This is one of my favorite levels, the objective is to defend the Library 
entrance while the Journeymen goes in and gets the Total Codex. While defending
the entrance, you'll face waves of enemies. Make sure to defend both sides of
the stairs, always keep an eye on the overhead map, a ghôl could be killing
your dwarf and you wouldn't even know it. Set up your units on the stairs when
the level first starts. This is the way I set mine up:

Stairs (Facing North)
 ____________S______________
|   B                    B  |  B = Berserk
|  B  A A A A A A A A A  B  |  A = Bowmen
|S  B                     B |S D = Dwarf
|                           |  S = Stairs
|                           |  L = Library
|                           |
|   D B               B   D |
|S                         S|
|          _ _ _            |
|         |  L  |           |
|_________|_____|___________|

I set up the bowmen on the front lines so they could take out the ghôls and
most importantly, the fetch. I placed berserks around them incase any Ghôls
broke through. The two dwarfs I have placed by the stairs on the side, so that
they can kill any Ghôls that run in from the side and the berserks there to
protect them Really you could set them up any way you like. Once the Journeymen
enters the Library, the waves start, get ready for them.

Wave 1: Ghôls, Fetch, Wights
This wave isn't hard, the first part is just packs of Ghôls, which can easily
be killed by any of your units, just watch the dwarves and bowmen, keep the
berserks ready if they have to get in there and defend them. For the Fetch,
this is very important, always, always, ALWAYS use bowmen to kill these guys,
always. Fetch are very dangerous, if they get too close, it could be all over
for your bowmen/dwarf. That's why right when you see one, select all of your
bowmen and command them to attack it, in the event that there are two or more
fetch on the screen, half your bowmen and attack each of them. Fetch go down
with a few arrows, what ever you do don't allow the fetch to get close to any
of your units if you do, well they're doomed.

Watch out for Wights, also attack them with your bowmen. Watch for the side
stairs, wights can walk up there and once he is on the stairs, he can be very
hard to kill without harming your troops. Once the wave is over, you'll get
a small break, use this time to prepare for the next onslaught. Also I would
suggest that you save. Move your dwarf that is on the left side of the stairs
close to your bowmen.

Wave 2: Ghôls, Fetch, Thrall

This wave can be more difficult because of the Thrall, but other then them
it's about the same as the last one. When you see your first wave of thrall,
they'll be coming up the front stairs, use your bowmen's fire arrows to slow
them down, then just have your bowmen continue to shoot them with arrows.
Along with your dwarf, you should be able to handle those thrall no problem.
If you notice the side stairs, they're are some more thrall coming up! The
only guy you have there is a dwarf! Here's what you need to do, move all of the
berserks that were guarding your bowmen (for now) and switch them up with the
one guarding the dwarf. Really the bowmen and the dwarf can handle the Thrall.
So while the bowmen and dwarf are fighting the thrall coming from the
front stairs, switch over the berserks. You could also do this during the break
between the first and second wave. I hope you understood that.
 
Stairs (Facing North) 
             T
             -
 ____________S______________
|     D                     |  B = Berserk
|    A A A A A A A A A      |  A = Bowmen
|S     B             B  B   |S D = Dwarf
|                           |  T = Thrall
|                           |  S = Stairs
|                     BB    |  L = Library
|                     BBB D |  < = Left
|S                         S|  - = Down
|          _ _ _            |  = Right (Go this way)
       | >
       |
       |
       |
       |
       |
       |

Now move up through a field, you will run into some mauls and there are some
soulless floating on the river over to the side. Take the Mauls out with
dwarves and bowmen, as the soulless will see you and move towards you onto
land, rush them with your idle Heron Guards. Once they are down with, move
along through the field. You should know that you are going the right way if
you see a rock shaped like a face on the overhead map. Once you see this rock,
move over to the right, there is a stream that you can cross to get to the 
other side. Over on the other side there are Myrkrida running about, if one
comes over to you, convert it, they are powerful units. Stay in the middle of
the stream until some Myrkrida come towards your units, dispose of the with
bowmen and have your Heron Guards finish them off. Stay here until you know
you can cast Blinding Dream, once you can, wait until you can see a fetch on
the overhead map, if you see one use the blinding dream on it, it shouldn't
die because it is a lone enemy wandering around.

Once you have a fetch on your side, move the rest of your units over the river.
Move up and take out the soulless that are floating on the stream, your fetch
do this nicely. Once they are dead you should be able to see another shore that
you can cross to get over to the other side. Don't cross it yet. If you run
into any Myrkridia, convert them, if you run into another use the Deceiver to
disintegrate them. Now that you are done with them, go over to the side of the
stream, set up your bowmen in the long line formation facing the path leading
to the stream, have your fetch in the front lines, and have the dwarves close
by as well as the Deceiver over to the side. As the walk by the path, zap them
with your fetch to get their attention, then they will start coming at you.
Move your fetch back and soften the Myrkridia with your bowmen and toss bottles
at them with your dwarves. Take one with The deceiver and disintegrate it. Once
they are dead, cross over the stream.

            S
AD         M|  A = Bowmen
AT         -|  F = Fetch
A           |  D = Dwarf
AF          |  M = The Myrkridia
A           |  S = Stream
AD          |  - = Down

You're getting close, follow the path that's over the stream, you will see some
fetch and soulless as well as some more Myrkridia. Line up your bowmen and have
the fetch over to the side and the Deceiver. Once they come at you, take the
Myrkridia out with your Heron Guards, Mauls, and Myrkridia if you have any.
While they are fighting have your bowmen shooting at the Fetch that came with
them. Charge the Soulless with your Heron Guards. Now far over you will see the
Tain Shard in a pit guarded by some Myrkridia, Fetch, and a Myrkridian Giant.
You can't convert the Giant over, believe me you can't, that would make this
part much easier though. Now line up your bowmen and have your fetch and the
deceiver over to the side. Using one of your heron Guards, lure the Myrkridia
over towards your line of bowmen. Use the Deceiver and convert one of them
to stall them while your bowmen fire at the Giant and the fetch zaps him.
The Giant can be taken down easily if the Deceiver can get a hold of him and
disintegrate. While this is happening watch out for the Myrkridian Giant's
bombs that he throws at you.

Continue doing this until the Giant is dead and the Myrkridia, when the start
coming at you move in your Heron Guards, Mauls, and Myrkrida if you have any
and fight them off. Now take care of the Fetch with your bowmen. Once the
Coast is clear move into the pit with the Deceiver and take the Tain Shard.
Your units teleport away and you complete the level, good work!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                   (L19) (L20) (L21) (L22) (L23) (L24) (L25)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The last six level strategies are incomplete and have been for almost 2 years.
I do not think I will ever get around to finishing them, since my hard drive
became corrupt and I lost the Myth II save that I was using to write this
guide. I have absolutely no motivation to play through the game again, get
back to the point I was at, and continue writing this guide. Since this is the
only(partially complete) Myth II Soulblighter guide on GameFAQs, I don't want
to pull it off the site due to being incomplete.

Since I get about 0-2 hits on average a day, I really don't think anyone will
notice or care if I don't finish this guide. I am sorry if you need help on
one of the last six levels... There is still a chance that I may finish the
guide, if I don't have anything else to do. If you have made it up to this
point, I am sure that you will be able to beat the level you are stuck on
eventually.

Sorry!

------------------------------------------------------------------------------
 19. The Summoner
------------------------------------------------------------------------------

------------------------------------------------------------------------------
 20. A Murder of Crows
------------------------------------------------------------------------------

------------------------------------------------------------------------------
 21. The Wall
------------------------------------------------------------------------------

------------------------------------------------------------------------------
 22. Shiver
------------------------------------------------------------------------------

------------------------------------------------------------------------------
 23. Twice Born
------------------------------------------------------------------------------

------------------------------------------------------------------------------
 24. The Forge
------------------------------------------------------------------------------

------------------------------------------------------------------------------
 25. Secret Levels
------------------------------------------------------------------------------

------\=======================================================================
  [V]  \                           Multiplayer
--------\=====================================================================

Bungie doesn't support multiplayer Myth II anymore. Instead, head on over to
Playmyth.net and you can still play. Yes it still exists!

http://www.playmyth.net

------------------------------------------------------------------------------
                               Multiplayer Modes
------------------------------------------------------------------------------

Assassin
--------
In assassin, each team is given a target unit(s). To identify which of your
units is the target, the unit will have an extra thick yellow boarder around it.
The goal of Assassin is to kill your enemy's target unit while defending your
own. Once your target unit is killed, your remaining units will disappear. The
winner is the player who killed the most amount of targets.

Balls on Parade
---------------
In Balls on Parade, each team start's out with a ball. The goal of Balls on
Parade is to capture as many of the enemy's balls as possible. The player with
the most balls when the timer runs out wins.

Captures
--------
In Captures, there are balls scattered around the battlefield. The goal of this
mode is to collect the most balls before the timer runs out. The balls are 
move able, so once you have one, you can mover it to a safe place.

Flag Rally
----------
In Flag Rally there are 9 flags on the battlefield. The first team to capture
all of them is the winner.

Hunting
-------
In hunting, each team must kill wildlife. Every animal is worth a certain
amount of points. The player with the most amount of points at the end of
the game wins.

Last Man on the Hill
--------------------
My personal favorite, in Last man on the Hill, one area of the map is the hill
and marked with a flag. to capture the hill move one or more of your unit's to
the hill area when there no enemy units around. To win Last man on the Hill,
you must be the last player to be in control of the hill.

Scavenger Hunt
--------------
In Scavenger Hunt, five balls are scattered around the battlefield the first
player to own all 5 wins.

Stampede!
---------
In Stampede, each team starts the game with a herd of animals and some flags.
The goal of stampede is to get your herd to the enemy's flag. Once they are at
the flag, the herd will teleport back to your starting position and you will
gain a point. The team with the most points at the end of the game wins.

Steal the Bacon
---------------
In Steal the Bacon, a ball is located somewhere on the battlefield. The goal is
to take the ball and keep it until the end of the game. When the time runs out,
the team with the ball in their possession wins.

Territories
-----------
In Territories there are some flags on the battlefield, the goal is to capture
more flags then your enemies.

King of the Hill
----------------
King of the Hill is very much like last man on the Hill, except that it doesn't
matter if you are the one with the flag at the end. The goal of king of the
hill is to stand on the hill for as long as you can. The team who stood on the
hill for the most amount of time is declared the winner.

------\=======================================================================
 [VI]  \                         Revision History
--------\=====================================================================

GameFAQs will always have the latest version of this document.

FAQ started on 08/01/04

Version 0.5 (08/01/04)
 - This FAQ is far from finished, it will take me awhile to replay all of the
   levels and such.

Version 0.6 (08/03/04)
 - Added more level walkthroughs:
   The Baron
   Gonen's Bridge
   Beyond the Cloudspine
   The Great Library
- Added the names of the Multiplayer Maps.
- Fixed a typo.

Version 0.7 (08/06/04)
 - Added more level walkthroughs:
   The Gate of Storms
   Landing at White Falls
   Through the Ermine
   The Stair of Grief
   The Deciever

Version 0.8 (08/10/04)
 - Added Presets in Control Section.
 - Added to list of sites allowed to use this document.
 - Added more level walkthroughs:
   With Friends like These
   Walls of Muirthemne
   The Ibis Crown
   Redemption
   Relic

Version 0.85 (03/12/06)
 - I can't believe it either. I'm still not finished with the strategy guide.
   My save file became corrupt, and I don't have the motivation to replay
   through the game. I updated because the very thought of this FAQ existing
   the way it was made me very sad ;_;
 - Altered entire layout of the FAQ.
 - Removed the very misleading "Coming Soon..."s after each incomplete level.
   Sorry =\
 - Removed tons of irrelevent garbage. I don't know what I was thinking while
   writing this FAQ...
 - Fixed random typos, grammar and speeling mistakes. That was intentional
   by the way.

------\=======================================================================
 [VII] \                       Thanks/Acknowledments
--------\=====================================================================

 - Bungie Studios for making such a great game.

 - CJayC for accepting this FAQ.

 - You, for reading this FAQ.

------\=======================================================================
[VIII] \                        Contact Information
--------\=====================================================================

If you wish to contact me you can do so via e-mail at:

 xiamut@gmail.com

If you have anything to add to the FAQ please send it to me, of course
proper credit will be given for all submissions. If you do have something
to contribute please provide me with either an online name or your real name
that I can credit you by. Please, if you notice that I have made an error, let
me know about it.

If you have any questions/comments/suggestions/corrections and you choose to
e-mail me please include something like "Myth II: Soulblighter" in the subject
field. This way I won't mistake it for spam and delete it. I would really
appreciate some feedback, feel free to e-mail me and tell me what you think.
If you are interested, you can view the other guides that I have written here:

            http://www.gamefaqs.com/features/recognition/47351.html

------\=======================================================================
 [IX]  \                       Copyright Information
--------\=====================================================================

This document may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission from me. Use
of this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright. This document may not be
altered in any way without my permission. Plagiarism is bad, very bad. Don't
take credit for someone else's work, give credit where credit is due.

All original names, places, items and everything else contained in the
videogame Myth II: Soulblighter are the property of Bungie Studios. 

List of sites with permission to host or link to this FAQ:
 - http://www.gamefaqs.com and all of its affiliates.
 - http://www.neoseeker.com
 - http://www.supercheats.com
 - http://dlh.net
 - http://mythgraveyard.mything.org

Copyright 2004-2006 Michael Monette