|SONS OF MYRGARD
||This is level seventeen of
Myth: The Fallen Lords.
|Go to the Journal for literature and interpretation of the level.
The first real easter egg on this level is a parachuting Dwarf who seems to have forgotten something...
If a parachuting Dwarf comes down over unpassable terrain, he will have forgotten his parachute...
...and go splat. This is so that you don't wind up with a Dwarf stuck on high ground and unable to move.
There are also a number of immovable stone circles like these scattered about the area. What are they for?
Also important to note are a number of ways to mess with the script on this level, making
it substantially easier to beat. Most of these things I learned
from other people on Bungie.net. Here's a step-by-step instruction
set on how to mess up the script and still win.
Back Balin into the corner he starts in as soon as the game begins,
and attack the ground a ways in front of him. He will become visible,
and the Ghols around the starting area will charge. With a little
practice, you can easily kill all the Ghols in that first third
of the level, right from that one spot. (However, as the difficulty
levels get higher the chances of succeeding become less, and an
experienced player has about a 50% chance on Legendary).
Then the Soulless from the gate come. Kill them.
Go into the second area, past the first gate where the Soulless
usually are. Run Balin around and kill things. DON'T CALL THE PARATROOPERS. Go through the second gate. Balin will turn around, muttering
"Uh, maybe I should wait for backup". Yeah, right. Turn him around
and march him right back in there. Run around, kill stuff. Ghols
won't come out of the caves, and the Ghols in the open won't attack.
Be sure to destroy those pus packets back there. Then bust down
the back gate, by the Wight pen. Back up a ways into the final
area, so that you can just lob a bottle through the gate. Throw
your signal grenade, and run in towards the entrance cave to
A Long Awaited Party ASAP
If you go fast enough, you can avoid the Ghols coming out one
cave, and only have to deal with two others. If not, too bad.
Either way, this is the hard part, kicking ass with just Balin.
Two or three paratroopers should have come in near the busted-down
back gate, and if you'd like you can move them in to help, though
in my experience they do more harm than good.
Finish up, and get Balin into the secret cave. Your troops will
cheer for a second, turn blue, and start on their way to the cave.
You've won, no casualties, more easily than if you had done it
the normal way.
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.
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.
|[ 1197376 ]