Tie-Breaker (Given to select top scorers.)
The Tie-Breaker has no score, per se. It was only used to determine
the final order of the top 7 entrants.
Consider:
In Bungie's literature, we see the following quote:
"You also battle betrayal and cowardice in your own ranks, while
rivalries amongst the Fallen can turn to your advantage."
Let us assume that the things mentioned in the quote were things you
would see in the actual playing of the game - not just in the prologues
and cutscenes. Further, let us assume that some of the things mentioned
did not make it into the game.
If Bungie had the time and resources to complete Myth as they
envisioned it, in what levels would we see these events occur and what would
be the exact form of the events.
Your answer needs to address the following:
Betrayal in your own ranks.
Cowardice in your own ranks.
Rivalry amongst the Fallen.
Hint: Only one of them was completely implemented.
I really don't know the answer to this, but I have some good ideas.
Betrayal - Although A Traitor's Grave is an obvious choice,
I can't consider the Mayor of Otter Ferry to be a member of my own ranks.
Restricted by the way the question is phrased, it would have to be something
in the game which directly affects play, rather than 'sets the scene' of
a particular scenario.
Ever since I first played the solo game, the lone dwarf which appears
half way through Shadow of the Mountain drove me nuts! Who was he,
and what was he doing out there? After I had mastered the level, I played
specifically to save him. But, after rescuing him, I was disappointed.
He was just another Dwarf, albeit a very drab one.
Later, after my knowledge of Myth increased, I understood that this
was one of the 'dwarves (evil charmed)' units that was under my control.
But why would Bungie go to the trouble of placing it in the game? Bungie
doesn't set up their maps casually, everything has a purpose. And considering
the large number of charmed units that we never see. Something must have
been planned.
I believe Bungie intended for that lone drab dwarf to stab you in the
back in the middle of the game. Either by letting loose with some well
placed cocktails or by effecting some sort of spell which would turn more
of your units.
Considering that this would be only good for a laugh once plus that
the unit scripting language was perhaps never finished, Bungie decided
to drop it.
Cowardice - "Sir! There are too many of them! We must retreat!"
said by one of your Warriors to your Warrior Captain at the beginning of
Across the Gjol is an obvious sign of cowardice. However, it doesn't
affect game play.
Yet, there are so many things we just don't know about this level that
it leaves us wondering. Exploring in Light vs. Dark games makes it pretty
obvious that we were originally intended to see more of the map in the
game. For example, in the far east side of the map is a swampy area with
marker stakes planted which might have been placed there to indicate a
path you were supposed to take through the swamp.
Once again, we must speculate about the unfinished state of Bungie's
unit scripting. Perhaps if the Warrior Captain was killed or you took a
certain amount of casualties your troops would rout and you would have
to rally them manually, and stage a fighting retreat into the swamps, where,
of course, some other baddie would want to get in on the act.
Fallen Rivalry - The easiest to deduce because it is obviously
completely implemented in the game. In Seven Gates you must dodge
the fractured armies of the Watcher and the Deceiver to stay alive.
It is interesting to note that in Bart Farkas' Official Myth book, the
victory conditions for that level make no mention of having to kill the
Shade - just to kill everything. Bungie probably made the Shade the target
of the mission in order to shorten the game and give it a little more focus.
|