|HEART OF THE STONE
|This is level fifteen of
Myth: The Fallen Lords.
|Go to the Journal for literature and interpretation of the level.
Thank you for choosing Old Crow Airlines!
You are in an ancient artifact called the Tain, with a federally
rated capacity of over two million entities. The Tain is a completely
sealed pocket universe with only one unidirectional entry point
located on the exterior of the transfer mechanism.
During your stay there are a few safety rules you need to observe.
All passengers should keep alert at all times to defend themselves
against Spiders, Ghôls, and Fetch.
The Spiders are notorious troublemakers and have a habit of dropping
in just when you thought you could relax.
In the event that it is necessary to evacuate this level, passengers
should approach the four mysterious columns until they are all
glowing to activate the exit bridge in the center of the Tain.
As each one of the columns is made to glow, the bridge will materialize
in stages until it becomes solid enough to walk on.
Once the bridge is in place all passengers not engaged in making
the columns glow can exit this level of the Tain in an orderly
Thank you again for choosing Old Crow Airlines. We hope you enjoy
Tonight's movie will be the Oscar award-winning Bridge Over the River Kwai staring Sir Alric Guinness.
In Heart of the Stone it is necessary to put units next to the
glowing columns to make the bridge appear. That means four guys
get left behind just to keep the bridge solid so everybody else
can make it across.
Well, we've done our guys wrong. It is sad but true. How many
Berserks? How many Spider bitten Dwarves and Archers? How many
healed-out JMen? Now, thanks to The Seeker, we can avoid those needless losses evermore!
True, he discovered this gem while trying to kill his own guys,
but we shouldn't hold it against him:
I found this because I really wanted to see what would happen
if I plunged my guys into lava! ; P
Old hands at this level will remember that as soon as you get
a unit on that bridge, you lose control of him and he will waltz
right across. Turns out there is a thin zone where a unit can
stand on the bridge without 'going blue.'
And as long as one unit is on the bridge, it won't evaporate on
you. Your boys out in the field can bring it home and the bridge
stays put. Nobody gets left behind!
But setting it up can be tricky. When I was trying the one-guy-at-a-time
approach I ended up with a Dwarf I couldn't control standing on
the bridge. Even though all the other units had exited, the game
refused to end! The Seeker suggests:
Have all your guys (exc. the 4 pillar guys) do a short line formation
diagonally on the bridge, straddling the seam where the bridge
starts, then make them stay put. This will guarantee at least
one guy is standing on the bridge proper. It can be tricky to
do it other ways, since they often want to just walk right out
the exit once they get on the bridge, but if you try my trick
at least one will be near the very beginning of the bridge, or
sometimes they get moonwalk stuck on the seam. Then bring your
4 pillar men in & walk everyone off.
'Moonwalk stuck,' indeed! I think the Seeker has also coined a
new Myth slang term. Now we need one for that thing a Berserk
does when he endlessly prances around the pack trying to get to
his inaccessible spot.
Here is a 6 law Mythmaster film by Devin "Soulblader" Pierce [mac | win] that shows how to save everyone.
Also interesting to note that the units you leave behind on the
pillars don't officially 'die', as far as the game is concerned.
I usually name all of them "Martyr" followed by a number (1 through
4), and sure enough, they're right there on The Smiths Of Muirthemne,
fighting right along side the friends whom they supposedly gave
their lives for.
The tain is really a work of art from our world? Look at the following picture that looks remarkably like whats
shown in the journal entry for this level.
Double Planetoid by M. C. Escher
When all else fails we can always turn to runic symbols for providing us hours of stereogram practice.
Reid McDonald, of the Northern Manitoba Bagpipe Evangelists' Corps, was kind
enough to point out:
I noticed for "The heart of the Stone" you did not mention the
runes on the glowing pillars. If you look closely and squint just
right, they seem to give instructions on how to escape. Try it
Very true Reid! Note that some of the runes look like a bridge.
The other runes seem to say to me:
Look out, there is a spider on your shoulder!
Please put the lid down after you are done.
I worked on Myth for a year and a half and all they kept was this
Of course, maybe it is just the way I squint.
Written and compiled by the Myth Nontoxic crew.
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.
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.
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.
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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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