On this level you hit the beach, clear the murder holes, and storm the barricades all while Alric cools his heels and sips on a tall cold one.  On occasion he has even been known to bust out a fishin' pole and kick back.  Our objective is to get get off the beach and destroy the cannons that are scaring all the fish away from Alric.  We need to move fast because if we ding around too long, time will expire and the cannons will zero in on Alric, just as he's reelin' in the big one.  This is also why we have to go straight up the middle.  The other ways take too long.  We have to run to the dunes and pick off the souls systematically.  Then we push upward off the beach.  The archers flambe the souls and the dorfs take it to the thrall with extreme prejudice.  Once that's done, the fetch need to be picked off by the archers and then the assault can begin in earnest.  The zerks then storm the keep and cleve the ghol gun crews in half.

Specifics:
            As the level begins, two groups of thrall are marching towards us.  One dorf should throw one bottle into each group.  Once one good hit by a bottle is inflicted on each group of thrall, the zerks should rush forth and whack that thrall.  This maneuver lets the zerks get the kills and consequently, the veteran status.  It's very helpful to have veteran zerks later on when one extra hack by a single zerk could mean the difference between winning and losing.  The archers should get moving asap and go to point
A (see map).  From here they kill the souls that are firing on them.  A couple zerks should get out in front of the archers and move back and forth, diverting the souls' fire.  Once these souls are dead or have retreated, the archers should split in half with one half getting on the top of the small dune directly south.  The other half should postion themselves on the bottom half of the large dune to the south-east.  We need to kill all the souls posititioned at points 1-6 (see map). If you get them to fire at a zerk and then move that zerk back to the archers, the souls will come down the middle.  Have the zerks lure each group of souls out one at a time.  If you lure them out all at the same time, the archers have a tough time killing them all.  Clear them systematically starting with position #1 and ending with postion #6. (The exception to this rule is soulless positition #3, they will not come down from their perch.)  The zerks should distract the souls by moving back and forth in a tight pattern directly in front of the small dune.  It's called, "auto-zerking".  This auto-zerking should be done near the archers.  If you get too far ahead of the archers, you will be in range of the souls but the souls will be out of range of the archers.  This defeats the whole purpose of the distraction tactic.  Stay very near the archers.  The souls will float down the middle onto the beach.  As they do, the archers will pick them off systematically.  The dorfs can help out by zig-zagging up the large dune and fragging the souls.  The Jman should only heal zerks.  The reason for this is that we get a lot better bang for our buck when we heal a zerk.  The archers and dorfs have half the capicity for taking damage.  That means when they are healed, a lot less damage is fixed than if a zerk had been healed.  Also, we pretty much only need the dorfs to kill the thrall.  Once they complete that task they're pretty worthless.  Meanwhile we need healthy zerks to storm the keep.  There is an exception though.  The Jman should heal an archer if that archer is totally red, hanging onto life with his finger nails.  But the Jman should heal no other archer unless he's that bad off.  Once the exit off the beach is clear, it's time to move off the beach.  The archers should lead the way, followed by the dorfs.  The zerks should be the last ones off the beach.  The reason that the zerks should stay behind is that when they run ahead they alert the souls before the archers can get in a good firing position.  Once the souls at point B (see map) are alerted, the archers should use their fire arrows on them. The dorfs should be right behind the archers as they move off the beach because a column of thrall will be bearing down on us from the south.  Great care should be taken by all units not to alert the souls lying to the west.  Pretend there is a line (see map) that you cannot cross and then don't cross it.  If the western souls get alerted it's bad times.  The western souls will squeeze us just as we're being pressed from the east.  It's a very bad situation but it's very easy to avoid.  Just don't go west!  After the thrall from the south are blown up, thrall from the east start pressing in on us.  The dorfs need to pivot quickly and kill them.  Two packs of ghols will come right after the souls at point B are killed too.  The second pack has pus, so be careful.  The Jman should get out in front and take the hit from the pus.  Once the 2nd wave of thrall from the east is killed, a lone zerk should break off from the group and head towards point Z (see map), the outside of the western turret.  This zerk can get the ghols stationed near the gun to throw their pus at him.  The only problem for the ghols is that they can't get the pus over the battlements.  The pus ends up detonating the cannon balls right next to the gun crew.  These exploding cannon balls will usually wound the crew, making it easier to take them out later.  Sometimes you will even get lucky and a cannon ball will actually kill the whole gun crew, but this is very rare.  The main benefit of this tactic is that the ghols guarding the gun-crews will come down off the wall and run after us.  This is good because it's a lot easier to deal with them before we enter the keep rather than when we're running up the ramp with some fetch on our tail.  After the cannon balls explode up above, a really good move is to take the lone zerk and run him south alongside the western wall of the keep.  This will lure the three fetch that are guarding the western entrance to the keep.  This helps a lot later on when the main force enters the keep because they won't have to worry about these fetch.  Be careful when you lure these fetch, they can zap you through the walls.  You can also get the ghols on the eastern turret to set off the cannonballs.
   After the first two waves of thrall are dead, a third wave will come.  This wave is really easy to kill.  The zerks should stay behind the archers because if they're roaming around they can only get into trouble.  By this time the ghols from the turret should be showing up if a lone zerk had gone to the outside of the turret.  Be carful, some of these ghols have pus.  Have the dorfs and archers kill these ghols.  It's acceptable if dorfs die at this point; they have killed the thrall and are kinda useless from this point on.  Once the ghols are dead, it's time to kill the fetch that are guarding the main entrance to the keep.  The archers should ignore the souls that are pelting them and just get the fetch.  Have the dorfs go after the souls since they're expendable.  Once the fetch guarding the entrance are dead, everyone should rush in.  The archers should lead the way.  The zerks should stay behind the archers until the archers get in the doorway.  This is because once you get inside the doorway, the fetch guarding the other exits are alerted and come running to the main entrance.  The archers need to be in position to shoot them.  If the zerks rush in first, the archers have no chance to kill the fetch.  Once the archers are in the doorway the zerks should rush past them and split up left and right to kill the gun crews. More zerks should go east than west beacause the eastern turret is harder to take out.  Also, the archers should aim to kill the fetch from the east to help the situation.  Since the lone-zerk trick can't be done quite as easily on the eastern turret, it will usaully have ghols with pus guarding it.  A single zerk should lead the charge up the ramp to the eastern turret so he can take the pus hits.  Once the ghols throw at least two pus packets at him the other zerks should rush forward and move on the gun crew.  Usually at this point the fetch are bearing down on zerks.  That's why it's very important for the zerks to keep moving.  Don't bother with ghols that are trying to stop you.  Run past them and go for the gun-crew. 
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