Alternate Approach 3 MethodIf the party does not have means to suicide:
Leave the Ghostly Hero at point B on the map
Make your way to the south gate and lure in the first General/Jade Scarab with a Longbow or an aggro and kill it from afar
Use Necrotic Traversal to cross the cliff
Run your party back down the north bridge where you left the Ghostly Hero
Turn right and run along the path marked red on the map to where a small cliff is jetting out above the sand
The Monk/Necromancer or Necromancer/Monk can walk along the path marked dark yellow to meet up with the group
The group should have found at least one Jade Scarab and should lure it towards the cliff
Make the group take off their armor and let the Jade Scarab kill off the team
The Monk/Necromancer or Necromancer/Monk can now easily Rebirth everyone in the party up onto the cliff
Continue back south down the yellow path to encounter the last two Generals
Notes: If you do not have a vampiric weapon, you can also open a trade window with a player with a vampiric weapon equipped. After they die, and are rebirthed across, they can unequip the weapon, place it in the trade window, and trade it to you. Just make sure you give back their weapon.
An Alternative way to get the team killed is for the same person who equipped Rebirth to also bring Unyielding Aura. Before getting to the area where you cross, have the team kill themselves, and then Resurrect them using Unyielding. Once on the other side, just start dropping the Unyielding Aura and Rebirth everyone to the other side.
It is not necessary to kill the Enemy Ghostly Hero to start the bonus; the killing of the Generals will complete the bonus regardless, so there is no need to leave one player inside the fort, unless you want to do the mission as well, in which case that player must go back and bring the ghost to the altar.
Jade Scarabs are melee attackers, so they will flee out of range if repeatedly attacked from the ledge. It is best to lure them in with a single shot, if needed, and then finish them off quickly with spells.
If you're lucky, the boss standing outside the base can be lured in. If you're really lucky, the boss won't be the warrior boss, who will flee once you attack, and instead be a spell caster or ranger, who will attempt to fight back, or just stand still. All bosses leave corpses behind, so Necrotic Traversal will work.
Vampiric weapons are not needed but make the bonus go quicker. You can aggro a couple of scarabs and let them poison the party to death. Once the Monk is over just keep healing the monk and the scarabs will keep poisoning you to death. Once dead, Monk can use rebirth. This takes a good monk because you are putting the party members in harms way with the scarabs. You could use Peace and Harmony to keep your pips up after using rebirth.
The bonus can be achieved using this approach even when you only have henchmen and heroes. Make sure one of your heroes (if not yourself) is equipped with Rebirth and Necrotic Traversal. Once you have a suitable corpse over the wall, activate the traversal from the hero's skill bar. Start the process of killing yourself, and make sure you've deactivated everyone's healing skills. You might want to set a flag for you party further down the hill if you are using a monk henchman. Once you die, the hero will automatically Rebirth you. Pass your vampiric weapon (or whatever) through your inventory to your hero, rinse, and repeat until everyone is over the wall. You'll have to leave your henchmen on the ledge, but you won't need them. You and your heroes should then slowly approach each of the three boss groups, activating and pulling any scarab spawns so as to deal with them separately. If you flag your heroes correctly, you can even pull the bosses away from their escorts. Divide, conquer, and collect your bonus. PLEASE NOTE - there is a strange "bug" when using this approach. If you teleport yourself to the other side and turn the hero/hench flag off after moving away from the drawbridge(more than radar range), it is very possible that your henchmen and/or heroes will "teleport" to the other side by their own and join you in the fight. The mechanics behind this "bug" are currently unknown. For further information please refer to this mission's talk page.
In addition to the Jade Scarabs littering the area, there are several Enchanted Bows stationed at points 2 and 3 on the map. Both are convenient for reducing the death penalty incurred by suiciding.
Alternate Alternate Approach 3 Method Have all party members become half necromancer so they can all equip necrotic traversal. Have at least one strong party member bring flesh golem.
Jump that party member into the bonus area using necrotic traversal by any of the methods listed above.
Then, if there are no more scarabs near by to use as corpses, that member will go find additional scarabs, kill them, and then use flesh golem (which leaves an exploitable corpse when it dies) to bring the corpses back into range of the remaining party members. Each time the flesh golem decays, its corpse can be used to ferry another party member across.
Repeat this until all party members (or a sufficient number) are across, then complete the bonus.
This method is easily done using only heroes and henchmen since it does not require suiciding and incurring a death penalty.
Approach 4: Early Advantage Right after you've entered Temple of Ascension and killed all incoming enemies, tell Ghostly Hero to 'Stay Here' and head to the south bridge, as if you're going to use the 'Tricking the Timer' approach. But instead of traversing to the other side, just kill the boss and its friends in '1'. Now sometimes they will be out of reach, so someone with a Longbow should stay there and the others walk away slowly. The enemies should start walking forward and in-reach of the Longbow'er. Using this tactic you can manage to kill the first General. Then kill the Enemy Ghostly Hero and do as 'Approach 1' says. It should save you some minutes and might be enough time, after killing all the Generals, to complete Mission itself.
Approach 5: IW Hero Approach (Requires Nightfall) This mission & bonus becomes very easy with heroes and Illusionary Weaponry. The advantage with Illusionary Weaponry is that the damage is armor ignoring and it ignores the effect of Blind. Illusionary Weaponry can be easily captured from the boss immediately south of Camp Rankor (part of Drok's run).
Party Setup
Equip yourself and 1 other hero with Illusionary Weaponry.
Equip Norgu with Illusionary Weaponry, Flurry, Power Return, Conjure Phantasm, Imagined Burden. Disable Conjure Phantasm and Imagined Burden to disable auto casting.
Include one hero monk with Protective Spirit and Light of Deliverance.
Include one healer henchman monk
Include one human pure monk or half monk.
Walkthrough
After putting the hero onto the altar, a 10min countdown timer will start. The human monk should stay with the hero at all times.
Kill 4 x 2 groups of Forgotten Arcanists attacking the ghostly hero(earth elementalists)
Head south and kill 1 x 3 group of Enchanted soldiers(rangers & warriors)
Keep moving south and across the bridge and kill 2 scarabs (might not spawn). Cast Conjure Phantasm from Norgu and any other damage spells from you or your other hero. Illusionary Weaponry will get stripped.
Proceed south to kill the first general guarding the entrance to the general's fort. Cast Imagined Burden if it is a monk boss and it runs away from you.
Time check (approx 5:30-6:00)
Head back to your ghostly hero. Defend the hero against 1 x 2 group of Enchanted soldiers. It is important for the human monk to let the ghostly hero tank the forgotten soldiers.
Kill Boss group (5 enemies) to the right of Ghostly Hero.
Time check (approx 3:30)
Go to the fort and kill the remaining 2 Forgotten generals. There is another group of hidden scarabs inside the fort that will appear. Make sure you take the scarabs out before engaging the generals.
Time check (approx 1:00)
One more wave of forgotten soliders will rush hero around 0:30 secs. Again, it is important that the human monk let the Ghostly Hero tank.
Since there is about 1min left over, do not feel rushed if you fall 30-60secs behind. Remember: You must kill the 3 forgotten generals AND their bodyguards to receive the bonus.
Note: After defeating any of the three Generals and all their minions, a group of three random enemies will spawn nearby and head for the east or west entrance to the fort. Usually this consists of two Forgotten Cursebearers and one Enchanted Sword. They will quickly take out the Ghostly Hero, providing yet another incentive to finish the bonus quickly and/or leave at least one party member behind to take care of the Ghostly Hero. (If using Approach 3 or a variant thereof, this is of little importance, since the bridges won't be down yet.)
Approach 6: Hero build for monks (Requires Nightfall) This is a straightforward, brute force method.
Hero requirements
A Fire Elementalist with Searing Flames
A Minion Master Necromancer with Jagged Bones
Bonder Monk using Life Barrier, Life Bond, Essence Bond, Balthazar's Spirit, and Blessed Signet (the other slots aren't needed).
Fill in your remaining 2 slots with the warrior henchmen.
Walkthrough
Have your monk hero bond the ghostly hero at the start. Life Barrier, Life Bond, Essence Bond, and use Balthazar's Spirit on itself.
If possible, kill the boss to the south as in method 3 to save a little time.
Place your monk hero on the bridge that you used to enter the altar area. Out of aggro range of the altar, but still within radar range so that it doesn't lose the bonds on the ghostly hero.
Have the hero capture the altar. Stick around and kill off the first wave or two of attackers.
Head south and kill the generals as fast as you can. Ignore the wurms.

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"Gentlemen, no fighting please. This is, after all, a council of war." - Lord Havelock Vetinari Patrician of Ankh-Morpork (JINGO)