The Let's Play Archive

Myth III

by GuavaMoment

Part 11: Flight From The Dark Recap

Previously on Myth III


We ran like the wind from Moagim and his new Trow allies.

We learned a lot in this mission - Moagim is far more deadly and cunning than we thought, The Watcher is around and summoning Thrall, and the Trow (with Oghre slaves) look unstoppable. I'm pretty sure it's possible to crush the Trow with the stone bridge at the end, but that will be in a special bonus video later in the LP.

Screenshots:















The game film. Remember to download the image and open the image with winrar to find a filmy present inside.



One Oghre was killed in the opening cinematic, but I'm not going to count that since it would mean adding the 'Trow' tier to the image long before I need to add it. I'm still trying to keep this image manageable. I'm also not counting the friendly units lost in the cinematic, so there's symmetry. We did lose one Heron Guard, which is the best I've ever done on this level as far as limited friendly casualties go.





No failure video for this level, sorry. I planned to showed off the fail screen in the main video and did, and what you saw was my first take at it; both conditions in the same video are highly unlikely to occur again.



Trow Iron Warrior

The best of the best among Trow warriors. Completely unmatched in melee combat. Trow are creations of the dark God Nyx, created from stone. Though naturally immortal, when significant injury is inflicted upon a Trow, they crumble back into the stone from which they were forged. Unlike the first two Myth games, Trow must be reduced to 0 HP to have any effect on them. Previously, Trow would be frozen in place and unable to move or attack at around 10-20% of HP remaining.

Now you have an idea of what the Forest Giants meant when they said the Trow "poisoned the soul of iron".

Bedecked in iron armor up to a foot thick and brandishing an iron hammer the size of a tree, the Iron Warriors are an all-but-unstoppable force. Nothing can withstand the might of this titan of war. Moving slower than an unburdened Trow, their column-sized mallets can smash a swath of death through an entire army in one swift stroke. Only siege weapons and clever tactics have a chance to stop these living juggernauts.

"…Oghre upon Oghre threw themselves at the Iron Warrior, only to be slaughtered with single blows. Spears bristling from their armored mail, they approached the fortress step by bloody step. Massive hurled bounders only cracked to dirt on the Trow's iron hide. With one mighty blow, the Trow struck the wall - sending a shower of stone and mortar into the Oghre fortress…"

"…seeking fuel for their great forges, the Trow plundered the great northern forests - the ancestral home of the Forest Giants. They bid the Trow leave them be, but the arrogant Trow refused them. The war between them lasted for centuries, but the Trow eventually laid low their lands. As the Forest Giants withdrew to the southern forests, the iron forges of the Trow grew strong…"

Oghre

Oghre alone are a big threat to your units. One on one, an Oghre will typically outmatch you, and Oghres are rarely alone - they travel in labor groups, usually with a Trow master somewhere nearby. Functionally identical to Mauls from Myth 2 (I accidentally said Myth 1 in the video), meaning they travel fairly fast, hit hard and have a large amount of health. They don't attack as frequently as other melee units, but when they hit, they hit hard. The Oghre as an entire species are enslaved through both brute force, and through a Dream of Subjugation cast by Trow spellcasters.

These behemoths tower over men, but are still small compared to their Trow masters. The Oghre have been enslaved for thousands of years and have been forced to use their iron crafting skills to build titanic temples and monuments to the Trow. Oghres are stocky humanoids who are monstrous to behold. When in battle, they use their utilitarian work hammers to smash their master's foes into the dirt. Oghre do not move nearly as fast as their size would imply, but they can still outrun most soldiers.

"…in the slave-camps near Avernus, the Oghre have a fable passed down from generation to enslaved generation. The story speaks of a far-away land where the Oghre ruled themselves - and built homes and palaces not for their masters, but for their own. These ancient Oghre were adept scholars and great warriors who challenged all who would stand against them…"

"…Culled of any magical potential many generations ago, a few Oghre have learned how to resist the Trow's enslavement dreams. These Oghre have incited revolt in their fellow slaves for decades - but each uprising has been utterly smashed by the Trow overseers. But the seed of dissention has been sewn, and it is only time before the mighty Oghre rise up to reclaim their freedom…"

Next time on Myth III
Connacht knows that without serious help, they have no chance against Moagim and the Trow. Myrdred hatches a plan - head to The Forgotten Lands and attempt to ally with Mazzarin - the most powerful archmage to ever live.