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HOMECOMING |
This is level four of Myth: The Fallen Lords. |
Go to the Journal for literature and interpretation of the level. |
Ambush! We're being attacked! Get clear of the knot! Move those Warriors! Get the Archers on
the Soulless. Hustle. Hustle. Hustle!
Then after that mess is cleaned up, take a look at the east side
of the amphitheater where it casts a shadow. Although there is
nothing on top of the pillars, you can see two interesting shadows.
But what are they?
As ThorulfR points out:
The warrior is clearly visible due to his shield, the falcon,
well you might disagree.
Could be, could be, indeed.
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There is no turning back from here on. Once you leave the area around the World Knot you will hear a loud explosion.
If you investigate you will see that one pylon of the Knot is
destroyed. Your escape route to Tyr is now cut off!
But how did it happen?
Through the magic of Infrared Resonance Tomography we are proud to be able to show you exclusive details of what destroyed the World Knot:
A Crack team of veteran Wights!
The Wight on the left is the trigger man, who starts the powerful explosion. This kind of job is usually given to a Wight Hero.
Well, I'm off. I just received a report about the Wight Pathfinder in the Great Devoid!
Jan Paul Barends sends film evidence (mac | win)that you can successfully complete the mission objectives and return to the start with the World Knot intact.
All it takes is to leave one unit within sight of it and send the remainder of your troops to retrieve the Codex. Sadly, the Knot is still inoperable and you are forced to continue to the exit corner if you want to finish the level.
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Find the statue near the lost party. Myth leaves out no details. You can even see what looks to be
a face on the medallion around the statue's neck. What can it
mean?
As for the book the statue is holding, it isn't the Total Codex
as one might assume. It is the Book of Lanreb as our magic reveals
when you zoom in and clean up the contrast with Photoshop. But
who the hell is Lanreb?
As G. Barnett so correctly points out:
Yes indeed, Mark Bernal worked for Bungie on the art and level
design in Myth. Very nice detective work Mr. Barnett!
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A passage from the pregame narration of the level reads as follows:
The Head appears to know something about everything, and now it
has us looking for an artifact called the Total Codex. Its been
located in the ruined city of Covenant, but the first group sent
to retrieve it has not returned.
Usually, when you recover the Total Codex on this level, the only
thing you see of the first group are their bloody, broken bodies.
However, if you hurry straight to the Total Codex with your fast
units you can see them as they make their last stand.
If you have one unit set foot in the ruins where they are you
can take control of them! This has several desirable side effects.
First, having the extra units makes it possible to finish the
level with 'No Casualties!' even though some of your warriors
have died.
Second, if the extra Journeyman is still alive, you can use him
to pick up the Total Codex. He does not go into 'auto-pilot' mode
when he does this. (A minor, but welcome addition is you do not
have to listen to an endless litany of 'Look out! The enemy is
near.')
You have to be very quick or else the wights will nuke them. Attempts
to do this trick on the higher difficulty settings almost always
ends up a suicide run.
JPB noticed that if you send one unit to the cathedral alone, the units involved in the massacre don't warp in. They are only triggered once you send a subsequent unit in.
After a little experimentation moving warriors forward one pace at a time, I managed to find the barrier your second unit must cross in order to bring in the first party and their attackers.
The overhead map with the barrier marked is shown to the left.
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Recently, there has been discussion on the Asylum.
The legendary Hamish Sinclair has stopped by and, in the midst of
another discussion regarding World Knots, put forth as evidence that the
Dark knew how to use World Knots before "Force Ten From Stoneheim" the
fact that a team of Wights beams in to destroy the Knot at the end of
Homecoming. Others disputed this, the likes of SiliconDream and IronDuke.
Still others defended Hamish, such as Joyeuse.
The argument put a number of items into evidence; that there is no Knot
warp effect and Bungie could easily have made one, that the Knot is close
to the north edge of the map and the Wights could be presumed, story-wise,
to have walked there from somewhere else, being a part of the Watcher's
large force occupying Covenant; and on the other side, that we weren't
meant to see the Knot effect as it was out of our visual range, so it
wasn't implemented, and that the Wights would have attacked the Light
forced as they beamed in if they were around nearby.
A counter-argument to the last position was that the Dark could have
beamed the Wights in to attack the Light if they really wanted too. But
the final piece of evidence that puts it all to rest is
this film where Silicon
manages to catch eight Wights shambling up to the Knot from the north,
destroying it utterly. The film goes out of sync shortly thereafter when
he quits the game after capturing this in action.
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An interview with Jay Barry was held at Bungie Sightings on February 9th 2003. Jay was a level designer on Myth: The Fallen Lords but left Bungie before Myth II was shipped. Here's what he had to say about Homecoming:
Ryan Martell had started it, and I finished it off. One thing I remember about that level was trying (and failing) to get a series of blocking forces to engage the player between the knot and the cathedral, to make it really difficult for you to "save" the team with the book.
I must say, it would have been nice to see a scripted cathedral massacre at the start of the level before having the camera swing round to the Knot as your troops warp in.
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Written and compiled by the Myth Nontoxic crew and Ghôlsbane. |
Found anything we've missed? Got a theory that fits? Have a correction to make?
Please post it in The Asylum so others can add their ideas and thoughts.
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Legends and Lore is really Forrest's baby, though Gholsbane probably does more work on it nowadays. It also contains a lot of work from the Myth Nontoxic days whose exact authors have been lost or forgotten. Some of these lemurs include Joshstar, Orange, Lacrymosa, and poena.dare. Original "Journal of the Legion" concept by poena.dare and Hamish Sinclair. Other authors are credited as appropriate in their individual articles.
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Myth at Bungie.org is now maintained almost entirely by Gholsbane and Zandervix; Forrest is (theoretically) still around calling the shots when he can be bothered to check his email, and Claude, as always, OWNZ U. Original Nontoxic webpage design copyright (c) 1998 by Joshstar; updates and revisions mostly by Forrest. Many thanks to all those old Nontoxic munkies - you know who you are.
No portion of this website may be reprinted without explicit permission from Bungie.org, unless it is content created and submitted by you. By submitting content to this site, you grant Bungie.org the right to use it as they see fit, unless otherwise negotiated in writing.
Myth: The Fallen Lords, Myth II: Soulblighter, and all materials derived therefrom are trademarks and copyrights of Bungie Software Products Corporation (now Bungie Studios, a wholly owned subsidary of the Microsoft Corporation). We are not Bungie; we are an independantly run fan organization who Bungie has been so kind as to not sue for using their trademarked name in our domain. The Myth franchise is now owned by Take Two Interactive; Myth III: The Wolf Age is a trademark/copyright of Mumbo Jumbo, Inc., and is published by Gathering of Developers and MacSoft - none of whom are associated with us.
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