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Part 13
Myth: The Fallen Lords

Part 13

Myth: The Fallen Lords Part 13 covers Mission 21: River of Blood and Mission 22: Pools of Iron. Learn how to defeat the shade and trow.

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Myth: The Fallen Lords Part 13 covers Mission 21: River of Blood and Mission 22: Pools of Iron. Learn how to defeat the shade and trow.

Walkthrough
  1. 1
    To deal with the shade, try to retreat north to the river bank and lure it to the peninsula where you first took refuge.
  2. 2
    Move a weak bezerker to the southern tip of the peninsula to draw the shade's attention.
  3. 3
    Lead the rest of your group back to the SW tip, avoiding further attention from the shade.
  4. 4
    If you cannot avoid the shade, head SE to a large plateau with a ramp at its SW corner. You may receive reinforcements by hugging the south part of the map.
  5. 5
    Storm the ramp guarded by a line of soulless who refuse to be lured away.
  6. 6
    Once on the plateau, split your men into three groups to attack the three lines of soulless, expecting significant casualties.
  7. 7
    Behind the soulless, you will find the stone figure surrounded by a circle of thrall, and a larger circle of ghol.
  8. 8
    The ghol have wight packets to throw; avoid bunching your men.
  9. 9
    Send three bezerkers to kill one ghol without them moving.
  10. 10
    After hacking up the second ghol, retreat the bezerkers and have your troops kill all remaining ghol.
  11. 11
    The thrall are zombie walls; they are tougher than regular thrall but will not move. Hack them up with surviving bezerkers.
  12. 12
    Destroy the statue.
  13. 13
    Mission 21: River of Blood
  14. 14
    You start outside the city walls, with the entrance blocked by wooden stakes.
  15. 15
    Use archers to attack the myrmidons on the other side; they will retreat without casualties.
  16. 16
    Use dwarves to grenade the blockade until it is blown away.
  17. 17
    Send giants to eliminate the first small group of myrmidons outside the city.
  18. 18
    A trow commander and a larger army of myrmidons approach from the north; they will stop and wait.
  19. 19
    Have dwarves set up two rows of four satchel charges in a west-east line just inside the entrance and retreat them.
  20. 20
    Set up another line of charges in the entrance and retreat back to the archers, leaving one dwarf at the entrance.
  21. 21
    Bring one giant in and lure the approaching army to attack.
  22. 22
    Immediately move the giant to the entrance, but do not leave the city.
  23. 23
    Have the dwarf detonate the charges to eliminate most of the first wave of the second army of myrmidons.
  24. 24
    Use giants to clean up any stragglers.
  25. 25
    The remaining myrmidons will attack; retreat everyone outside the city.
  26. 26
    Have the dwarf detonate the entrance charges when the myrmidons approach.
  27. 27
    With his men destroyed, the trow commander will attack. Surround him with giants and bezerkers.
  28. 28
    Scan the camera; you will hear trow footsteps in all directions except east. Head east, hugging the wall.
  29. 29
    Split bezerkers into two groups to cover (press the cover button to crouch behind walls or objects) the ends of the archer line, with giants staying with the left bezerkers (farthest from the wall).
  30. 30
    When you reach randomly placed stakes, you will see another army of myrmidons and a trow beyond them.
  31. 31
    Move dwarves up behind the right-most stakes, but not too close.
  32. 32
    Myrmidons will attack in two groups: left (deal with by giants and left bezerkers) and right (reduced by dwarves and archers, cleaned up by right bezerkers).
  33. 33
    Look at the wall for an easter egg.
  34. 34
    The trow will attack; surround him with giants and bezerkers.
  35. 35
    Move to the SE corner of the city and edge north.
  36. 36
    A fetch will head towards you; use archers to eliminate it, with giants as backup if necessary.
  37. 37
    Several other fetches will follow; they attack one or two at a time. Regroup and head north after they are killed.
  38. 38
    You will reach the river of blood. Form a westward facing formation with archers in the center, covered by bezerkers.
  39. 39
    Edge west and encounter a small group of myrmidons and a fetch before the bridge crossing the river of blood.
  40. 40
    Across the bridge are a big trow, three fetches, and two armies of myrmidons.
  41. 41
    Set up archers (low health ones) and dwarves on either side of the bridge entrance, with dwarves closer to the bridge.
  42. 42
    Have giants cover the bridge entrance with bezerkers in encirclement behind them.
  43. 43
    Send two archers onto the bridge to shoot the trow from a distance.
  44. 44
    The trow will back up, and the fetches will attack. Retreat your archers off the bridge.
  45. 45
    Let other archers whittle the fetches, then mop them up with giants.
  46. 46
    The trow will attack after the fetches; wait until he is on your side of the bridge, then swamp him with giants and bezerkers.
  47. 47
    The myrmidon armies will attack one at a time soon after the trow dies.
  48. 48
    Retreat giants and bezerkers to a better position just off the bridge and attack them as they reach your side.
  49. 49
    Mission 22: Pools of Iron
  50. 50
    This is a fun level where you get to...
Tips
  • When dealing with the ghol, be mindful of their wight packets and avoid bunching your troops.
  • The thrall act as zombie walls and are tougher than regular thrall, but they do not move.
  • Use dwarves to set up satchel charges as a defensive measure against approaching armies.
  • Position your archers and dwarves strategically to maximize their effectiveness against approaching enemies.
  • When facing the trow commander and large armies, use a combination of ranged attacks and melee units for optimal results.
  • The easter egg is located on the wall.
  • When crossing the river of blood, form a defensive formation to protect your archers.
  • Use the terrain to your advantage when setting up ambushes for enemy forces.

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