The five champions.
Stealth.

Accessed times
since 22 february 98.

Mission: Find Alric who is held captive in the eastern part of the map, and free him by destroying four piedestals. And dont loose any of the heroes.

Hints:

Your archer and dwarf will have to work overtime.
Run forward when no enemies are in sight. Approach cautiously when the enemy is in sight or at obvious defensive positions.
Thrall are slooooow, and there really should not be any reason for you to take damage from them, despite their numbers.
Consider leaving a few badly damaged thrall for berserker/journeman targets. Kills will give them experience and they will be better in the next level.
Don't forget your journeyman can heal and fight. Not that he should fight much.
A healing spell used on an undead on this level is a wasted spell.

Main threats: Soulless.

Film: No casualties. Cautious approach.

Download.
Binhqx
Zip-format

No casualties. Charge approach.

Download.
Binhqx
Zip-format

 

Walkthrough

The Tale

The Map

The explaination

The dwarven ballooneer dropped us far behind enemy lines. When we approached the target he pulled out five large handkerchiefs.
"For when you jump"
"What you intend to kill us"
After some convincing the ballooneer landed his balloon in a ravine.
"Bahh! One soulless and I wont get out of here"
It's not hopeless! We will survive. We will prevail. We will find and free Alric.

You will start in a ravine.

The ballooneer was right in a way. Soulless on the cliffs posed a threat to our journey. But then I had never seen our Fir'Bolg fire his bow.

There will be soulless on the cliffs. You can lure them down by backing off or you can let the archer have duel.

Could not help thinking we were expected as more enemies were laying in ambush around the corner.

Around the corner you will be rushed by ghôls backed up by soulless. Have the dwarf fire a single grenade among the ghôls and then charge the berserkers forward.

A minor horde of thrall came down a slope. Well at least the dwarf had fun and he did leave a few for the rest of us.

Next comes a horde of thralls. Met up with the dwarf and have him throw grenades and the second thrall in line. Back up if they get close.

When we climbed the slope a few ghôls cried out and ran away. We followed and saw them cry out in alert to the valley on the other side. We rushed them and saw soulless come floating. The dwarf started tossing grenades on the ones coming from the valley, more came from the other side. We dealt with them.

Climb the slope and go southeast. A few ghôls will proceed you and alert some soulless. Rush forward, let the berserkers take out the ghôls. If you do rush the soulless will come piecemeal.

"I wonder if those ghôls alerted anything except the soulless?"
"Nahh! Let's go!"
"What's that?"
"Thralls. Hehehe!"
Someday I intend to figure out the truth about the dwarven bottomless packs.

Continue south and you should come upon a slope. After a while thralls come tromping.There will be 2 waves on normal. Lucky those dwarven grenades are in unlimited supply.
If you took your time getting there the thralls will be waiting on top of the slope.

If I were not sick and tired of soulless already, our next opposition would make me that. It seems our enemy has so many of them. Again our archer dealt with them. He did get badly wounded from their javelins but the journeyman rushed forward and healed him.

Go north from the slope and you will come upon a cliff with soulless coming up from behind. You can either have the archer pick of the soulless (Film1). Pick of the nearest soulless. It will drop down a bit. Target another on top. Repeat till they are dead. Have the journeyman ready if the archer ever goes red.
Another possibility is to rush everybody up the slope, while the archer fires (Film2).

"Wait. I see something! Mandrake roots!"
The journeyman wandered off and picked up roots.
The rest of us took position behind a bridge. We where charged by ghôls.

Behind the cliff with the soulless is a patch with mandrake roots. Have your journeyman pick them up. There is a bridge on the east part. Nice defensive position. You will be charged by ghôls here. One grenade from the dwarf and the rest will be serker fodder.

More ghôls await on the other side. Send the berserkers and the dwarf across. The archer can fire from the southeast corner on the north side of the bridge. The ghôls will attack in waves of a few apiece and will easily be handled by your berserkers with the aid of the dwarf.
Then comes more thrall for the dwarf to kill.

 

Send in the archer across the bridge, perhaps backed up by a berserker.
Meanwhile place your dwarf near the ravine. This will serve no purpose, but at least it will keep him occupied.

Have the archer target the nearest soulless and fire one arrow. Soulless will follow him. Rush him back to the bridge. They will turn back. Shoot them in the back. Run back when the follow. Repeat until they are dead. Dont forget to heal the archer if he gets hurt.

Go east and have your champions attack the piedestals. Alric is freed! There is still hope.

[OPTIONAL]
Another way of dealing with the last defense is rushing in the Berserkers and have them go north in a large circle. Put the dwarf and archer on high ground, with the journeyman prepared with roots. They will have to handle half the soulless. Bring the berserkers back in a wide circle and the rest of the soulless will come. Dont try this if your guys are hurt.