|THE SMITHS OF MUIRTHEMNE
||This is level sixteen of
Myth: The Fallen Lords.
|Go to the Journal for literature and interpretation of the level.
Fear these obelisks. They may look nice but they can shoot lightning in rapid bursts
that will destroy all your units.
When you first approach them they look harmless enough, but as
you get close they will glow and make a menacing hum. Get much
closer then that and you are toast. You will have to get past
them to find what you need to exit the Tain.
The lightning towers are based on the broadcast power system used
ages ago by the Power and Mana Utilities Company of Muirthemne
(PaMUCoM), which is known for the embarrassing power outage during
Connacht's coronation ceremony. (Too many people had their crystal
balls turned on at the same time.)
If you are having trouble getting past the lightning towers then
highlight the text below for clues:
Hint ---> The towers have 3 states: off, ready, and on.
Still unclear? ---> Try sending one unit to make a tower go into the ready state and
leave it there. Then go explore the rest of the level.
Can't figure it out still? ---> If you approach a tower and it doesn't go into the ready state,
then something must be keeping it from turning on.
Ok, here it is exactly: ---> When one tower is in the ready state, the others won't activate
because the glowing one is draining all the power.
You can also sneak past the first tower on the right with all your troops though you only need to send across a zerk to take care of the spiders and a dwarf.
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.
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