Dunes of Despair (mission)

There is little to this one except for continue along the path, though try your hardest to avoid the Siege Wurms which are shown quite obviously on some high rises, with a massive range, a huge amount of health, AoE damage, and really no reason to fight em. Continue along the path all the way to the west wall where you'll turn south, probably after meeting your third wurm or so and a few of the centaur patrols. Head down here and there is sort of a choice of areas to go, east or west, east is the mission, west leads to a temple with a slowing totem you can pick up. The slowing totem is not necessary, however it slows down all enemies within its radius, and is especially useful for the bonus. The best advice is to go east (use the ghost to lower the drawbridge and kill the wurm), then continue onward to kill the boss, thereby activating the cutscene. After the cutscene is over you can retrieve the totem. Make a small U-turn (doubling back a little bit, but not all the way) around the sand dune and heading toward the temple. This path to the temple is much shorter and avoids a difficult run by a wurm and over a narrow rope bridge. Once you've defeate the enemies at the temple, bring the totem back to where you were at the time of the cutscene.

Now you should be at a keep with a draw bridge. You will see groups of archers standing on the hills off to the sides. Leave the ghost behind (click on him to order him to stop following the players) and get a couple of long-range fighters from your team to take them out. Once both groups of archers are killed, bring the ghost forward again and he will lower the drawbridge. At this point about 6 small groups of enemies will charge at you, one after the other. It is a good idea to drop the slowing totem under the archway and wait there. This will force the enemy groups into a tight area within the radius of the slowing totem and make for an easy victory.

Once the groups have stopped coming, again leave the ghost behind (click on him so he doesn't follow) and move forward to kill the enemy ghost on the altar. This is helpful for solving the bonus. You can now explore the courtyard area without any time constraint. Trace the perimeter of the wall and kill the nearby enemies if you can (this includes a boss enemy to the south and another group of enemies to the west). Here is is necessary to have a long-range weapon handy, such as a longbow. Sometimes they are too far out of range to be reached, but occassionally you will get lucky and can kill them off before the big battle begins.

Remembering to bring the totem in with you, and place it just infront of the altar.

Now you must defend the ghostly hero for 10 minutes while he does his stupid little spell, and as a bonus you need to defeat the three captains of the Forgotten, in their respective areas East, South, and West. However, I wouldn't suggest it, as right now the extra 1,000 experience won't make much of a dent, and unfortunately all of those areas are lined with two Siege Wurms who are able to assault you on the altar if you aggro them, so everyone remain in one position. The bulk of what is coming are Forgotten Arcanists and their type, so warriors may have to sit this one out a bit, if you run up about halfway to em, you'll get the wurms which can kill groups if they have more than two.

If you choose to kill the bosses, make the first sweep of an area and then at about 7:30 charge headlong into one altogether, and quickly eliminate the boss, shouldn't be too hard, I'd start with East just for the purposes of this discussion. Though, now you'll need to race to sweep back the groups, move out and head south, this will aggro the wurms but you can kill the group attempting to move up, and then turn to the west to kill the next group and run into that boss' area, this should deaggro the other sets of wurms and eliminate all opposition to the ghostly hero. Obviously when this is done, turns south.

Basic premise of this battle is to stick together and try to avoid getting hit by the Wurms, I've heard talk of them aggroing at certain times, some who didn't get any, though from what I've seen of doing it a second time with a friend, they have the similar radial aggro to any other monster. Staying your ground in this maps and winning is incredibly easy, really if you fail, don't return to outpost with that same group, there should be no reason anyone should die.