The Let's Play Archive

Myth II: Chimera

by Sevron

Part 1: Units

Units
Good Guys

Baron Geoffrey Volsung

“There his father drained the wealth of the land in war, Baron Volsung has sought to bring new prosperity through peace.”
An ill-defined character that used to know Fenris. He’s used to attract Fenris to a remote location, and may have been involved somehow in the old business that got Fenris and Four Bear Silent Oak together on that last adventure. However, the writers didn’t fuss too much trying to make the plot coherent here.

Dream Runner

“For twelve days and nights, the Runner of Dreams loped in pursuit of the one who had killed his kin. Heeding neither hunger nor thirst, he did not rest until he had run his quarry to earth.”
The leader of the pack. Doesn’t say much, but one thing’s for sure- the wolves don’t like the bees.

Fenris

“‘The wolves and I get along,’ Fenris said in answer, ‘I don’t disturb their hunt and they don’t ask me impertinent questions about my past.’”
A general at some indeterminate point in the past, Fenris fell from grace and now chums around with wolves. Which is convenient, given his name and all. He has an impressive special ability to use his sword to hit the targeted enemy hard and the nearest neighbors with the splash damage.

Four Bear Silent Oak

“‘I am four times dishonored and hope to be three times redeemed to my Emperor, my comrades, and my wisest friend,’ the old one said, ‘One final failure, however, is beyond redemption.’”
So the main character, inasmuch as there is one, is a journeyman. Even worse, it’s a journeyman that doesn’t seem to have exactly covered himself in glory. His morality is also pretty flexible, what with the “five strikes and you’re out” rule.

Kyrilla

“‘Through destruction I will make my reality. Through violation I will claim my inheritance. Through illusion I will take my revenge.’”
Apparently not a believer in using commas to separate her subordinate clauses, Kyrilla is, er, WAS the big bad of this campaign. She went through ye olde standard heel-face turn and teamed up with us for the last episode against the real villain behind it all, Cartucke.

ne’Ric

“‘Your fate,’ whispered ne’Rec, ‘lies on the point of my arrow. Your life will only last until it reaches you.’”
A friend of Four Bear and Fenris, who was with them on their last adventure together. He has an awesome lightning arrow attack, that more or less functions like a fetch blast.

Berserk

“…returning home after the defeat of the Fallen Lords, the men of the North found their farms and villages virtually untouched by the Dark… a testament to the mettle of their homeward.”
“Though Gwyon and his brothers all died, they had succeeded in breaking the momentum of the Ghols’ charge… each scattering corpses until a step could not be taken without treading on one…”
Myth’s most enthusiastic murder machines return for another round! A great melee unit that runs faster than Warriors, while also hitting harder and faster. The only downside is their low health and lack of any sort of defense. They also have delightful titles after their names, such as “who Jams the Gates of the Underworld”.

Brigand

“There will always be men lacking firmness of character or strength of will who are more than happy to carry out the orders of evil men to make their own lot in life a little more comfortable.”
“…thieves, thugs, and killers... these are the types of men that make up the brigand gangs... weak willed miscreants hoping to hide their sins amongst the evils of tyrants…”
Ironically, although their flavor texts remain as dark and evil as from Myth 2: Soulblighter, these guys are on our side now. They were working for Kyrilla, and apparently when she told them “My bad, we need to find AGAINST the demon lord, not WITH him,” they were down for that.

Dwarf

"...turning the godhead of the ghols into a monument to Balin's victory. Nothing else has done more to sustain the mutual hatred since the ghols raided the crypt at Myrgard for 'victuals'."
"Within a year of Balor's defeat, the dwarves had reclaimed Myrgard and its provinces. Most dwarves chose to return to their homeland, but some built new lives in the West."
Welcome back, boys! Your best asset and source of your greatest frustration. Ranged unit that throws powerful bombs and can also carry and drop satchel charges. Note that "dwarf" is both their race and profession.

fir’Bolg

“…long since having mastered the longbow, he could put an arrow through the eye of a soaring falcon, or strike the heart of a deer from a quarter mile off.”
“…trained since birth in the art of archery, his enemies whispered that he spoke to his arrows and told them to seek the hearts of his foes.”
First off, a quarter of a mile? Really? Because that’s 440 yards, and I gotta call BS on that. Anyway, these bearded elves were the archers in Myth: The Fallen Lords. They were terrible then, but since they’re just re-skinned human archers now, they’re just fine. They carry four specialty arrows that freeze an enemy in place for a few seconds.

Warrior

"Mauriac, ancient and honored, still speaks of his time with the Legion and their victory over Balor. Many of the great military minds of our day sharpened their skills under his command."
"Since the end of the Great War the armies of The Province have served as a kind of policing body...from the Free Cities of the North to Forrest Heart..."
Back in action, baby! These are your basic infantry unit, and my favorite. They have a good amount of health and have a sword and shield. The shield is actually functional- sometimes, a warrior will block an incoming hit and take no damage.

Wolf

“The wolves of The Ermine have been a menace to the people of the Free Cities of the North… since the area was settled in the Axe Age.”
“…wolves, feared for centuries as man-eaters and killers of livestock… used to great effect by the fir’Bolg during our time of conflict with them…”
Enemies in Soulblighter, the wolves return to help us out as a favor to Fenris. They’re still pretty weak, but while we have them, any help is better than no help.

The Dark

Catucke

“For a thousand years, in the cold void between the stars, it waited. Finally, offered a gateway into the waking world, it burst into the lands of men, assuming a new form drawn from the nightmares of its victims.”
Apparently some kind of Lovecraftian horror, Cartucke is the demon lord behind all the problems. It’s a little unclear what exactly he was doing that was so awful, since he doesn’t move and doesn’t even attack, with the exception of the odd bolt of red lightning from his portal. Still, how hard would it have been to hang an “Out of Order” sign on his cave and have done?
Please note that I corrected the “its” at the end of his flavor text. Grammar Nazis uber alles.

Banded Wasp

“The soldier caste of the Banded Wasps are fierce warriors, the military arm of the Hive Mother. They will die by the thousands in service to Her will.”
They will also only get one flavor text. A new enemy for Chimera, I don’t think they’re made quite right. It’s very easy for archers to miss them, which makes me think there’s something odd about their hit box. They hit pretty hard.

Changeling

“The bre’Unor name them the Children of b’Y’laggo and humans call them Changelings. The fir’Bolg, however, refuse to speak of them.”
“‘Why is this tree not dead?’ ne’Ric whispered to his companion, ‘There is no nourishment in this rotting swamp to sustain it.’”
These were enemies in a PRASP (post-release attention span product) map that Bungie released after Myth 2: Soulblighter. You don’t have to fight them now though, in fact you really can’t without being killed.

Fetch

“…the fetch wear the skins of men out of necessity, for if the eye of Wyrd were to fall on them not so adorned, He would recognize their alienness and smite them…”
“Not native to our world, it is said they fight for Soulblighter in hopes that he will honor Balor’s pledge to send them home. Being stranded in our world has only served to fuel their hatred of us.”
No Soulblighter to send them home anymore, but I’m not going to complain about getting to kill more of them. They can blast your units with lightning. They’re basically the Dark’s dwarves. They’re range is slightly better or same, but the damage slightly less, as far as I can tell. They do have one distinct advantage, though- they never miss.

Ghast

“…the unholy throng stumbled through the woods… their wretched claws searching… mouthing words noiselessly… drawn to the village they had called home not so long ago…”
“Its fist struck my face and a strip of putrescent flesh sloughed off, adhering to my cheek… my brain disconnected by the horror of it… if not for the fast action of my comrades…”
Although there’s no in-game mention of this, the manual says they are the first stage of what would eventually become a Wight. Also, I totally forgot that every hit from them stuns their target, I honestly thought that was just a percentage chance sort of thing.

Ghol

“…with the destruction of their most sacred shrine at Myrgard and driven out of the Dwarven lands, the Ghols have only redoubled their efforts to ‘…devour the dwarves from existence’.”
“…they celebrate the capture of the Dwarven capital at Myrgard with feasts under the full moon… re-enacting its spoliation, so they will never forget their moment of triumph.”
These guys are fast and generally move in packs. Their flavor text, combined with the dwarves’, outlines an enmity between the races that goes back forever, and they do seem to home in on dwarves in battle when they can they now zero in on dwarves like a homing missile. When they can’t, they just go for your ranged units. Since they can kill ranged units quickly, your only hope is to catch them with a grenade on the way in, or cut them down with warriors.

Mahir

“…an obsidian flame howled in a tongue he understood not, it’s words violent, clear, and distinct, tearing his breast and pulling him toward the dark thing which had risen from the shadows.”
“Though he couldn’t have been dead more than an hour, his corpse resembled a centuries old mummy… and it crumbled like dry leaves at a touch.”
Invisible buggers that can bee seen by the shadow they cast as they race along the ground. Without Alric around to deal with them, they become quite a lot more difficult. The way to deal with them is to let ne’Ric shoot them outside of their detection range.

Skeleton

“…and again, a could stench swirled across the tattered ground and a wicked army arose from the dust, rotten in nature and purpose…”
“…and to our horror, our comrades slain at the Battle of Gwardune rose from the wretched soil, in arms against us.”
Such a basic undead unit, how did they not show up in Myth before now? They move fast and hit pretty hard, but like so many other baddies they have one big weakness- dwarves bombs. Of course, they move so fast that a dwarf is only going to get one shot, so it’s always interesting giving them a go.

Spider

“…Berel threw a brand down into the shaft in order to judge its depth… a nightmare boiled up out of that pit which only one in six of our number survived…”
“Connacht could no longer ignore the atrocities committed by the Spider-cult, but when he assailed their shrines, no trace could be found of the Smiths of Muirthemne or their followers…”
So there you have it- the dwarves caused the spiders to eat our collective faces. Always knew they were up to no good.

Soulless

“…also known as ‘Hollow Men’. The Soulless’ weapon of choice is a barbed spear anointed with a venom causes excruciating pain… wounds contaminated by the toxin never heal…”
“…souls stolen by sorcery, these once-human minions of The Dark exist only to torture and spill the blood of the living… leaving pertinence and corruption in their wake.”
Your basic undead ranged unit. They float, so going over water is no problem for them. Luckily, they aren’t all that good at coordinating their fire.

Thrall

“…Bahl’al spurred his army onward with a blistering wind. Three full days before his army arrived… the citizens of Tyr knew their doom lumbered nearer with each passing hour…”
“…they attacked the city of Covenant… reinforced not only by the slaughtered town folks and farmers… but also by the plunder of catacombs, crypts, and cemeteries of a thousand years.”
The standard undead melee unit. Slower than our warriors, and lacking shields, they aren’t much of a thread except in great numbers. They can soak up a lot of damage, so it’s best to use dwarfs on them with archers supporting whenever possible.

Wight

“…once known as the Messengers of Culwyeh, a name now forgotten by all but the most devout pupils of Necromancy, these miserable creatures seek only release from their hellish existence.”
“…preceding the assault on Covenant… two score and nine wights were herded into the Tiber an hour’s march from the city, there to stand until they burst, rendering the water undrinkable.”
A familiar face from Myth 2: Soulblighter, they don’t have a melee attack or a ranged one- instead, when a unit is close to them, to scream and explode with a force many times greater than a dwarf grenade. Those closest are obliterated, and those nearby are frozen in place by the corpse’s pieces.