The Let's Play Archive

Myth III

by GuavaMoment

Part 15: The Crypt of Mazzarin Recap

Previously on Myth III



After finding Mazzarin, Connacht convinced him to give us knowledge that will help in the fight against Moagim, Bahl'al the Watcher, and the Myrkridia.

There are the two obvious trouble spots in this mission - the huge group of Stygian Knights and the Giant Whisp. That purple explody thing isn't even shown before, so you don't really know how to use it the first time, so you end up dispersal dreaming - with usually bad results. Trying to kill the Giant Whisp is much easier as long as most of your units are still healthy. As Tiny said in the video, you don't need to be clever to win this mission, you need perseverance.

No screenshots or game film. The in-game cutscene completely screws up everything in this mission. When you try to save a film, it saves a film of just that cutscene; as far as I know it's impossible to save a film of the gameplay. And even if you could, I used clips from four recordings in the video. It was always the plan to change back to solo commentary after the world knot teleport, just in case my failures will make you think otherwise.

One interesting thing about the in-game cutscene that you can save a film of - You know how the camera work was pretty good, showing things at different angles and stuff? You know how this was accomplished? There are like three or four identical versions of this cutscene playing out simultaneously on the map, only some are at different angles. You can only see one version at one time obviously. The camera stays level the entire time but jumps around to the different angled versions of the scene. It's weird.

Counting that giant number of Stygian Knights that we blew up was a bit of a pain, but I'm quite certain these counts show what was killed in the video.






YouTube

This isn't a failure video you want to miss. We had a bitch of a time getting a good recording of this level. I'll admit the first dispersal failure was completely my fault; I didn't specifically tell Vaos to dream the approaching Stygian Knights and he assumed I meant dream the huge group. Then I hijacked Mydred and killed us all.

The second time  Mydred dreamed the exploding purple thing, and that killed him, not dream backlash. You couldn't time that intentionally if you tried. That's just terrible, terrible luck. 

At this point Tiny Turtle was crying for sleep since it was like 4 a.m. in the Land of Ice, so we scheduled a new recording time, one that Felime never showed up for, and I got sick of waiting. And then that happened at the end. With the 1.3.1 patch the game is more or less stable, so I wonder if the game will always crash when co-oping that level due to the in-game cutscene screwing things up. Terrible.



Whisp

Whisps are…kind of just there. We never see them again, and they weren't really memorable enough to justify being there in the first place. They could catch you off guard if you're running through the level not lighting pots, but why on earth would you do that? There isn't a game manual entry for Whisps.

"…there are things that exist in our world that are not wholly born from it. Some are travellers from the vast gulfs of time and the cold void of stars. Still others are children of the multitudes of worlds that existed before ours - still drifting in distant skewed realities…"

"…from whence the Wisp(sic) comes from, I cannot say. They are shadows of what once was…or what will sometime be. Their origins are a mystery even to the great summoners who can call upon them from the abyss of time…and of their distant worlds and shapeless forms, they speak not…

Mazzarin
Only appears in that cutscene, but has flavor text:

"...from his warded and ensorcelled study, Mazzarin concentrated upon the book laid before him. Channeling all of his will and power upon the massive tome, he laid his hands upon the spine and opened it. Once again he learned of the future from the Total Codex..."

"...the most promising practitioners of magic were offered to join his council. From across the land, Sorcerers, Dreamers, and Archmages journeyed to Illuan to sit and confer with their brethren. And so, in the Age of Splendor, the Avatara rose from these humble beginnings..."



END OF ACT ONE: THE COMET RETURNS


Next time on Myth III
Thanks to the knowledge Mazzarin provided him, Connacht now knows of a weapon that could eradicate the Myrkridia - a Tain. But the smiths who could make a Tain need help from the dwarves of Myrgard in its construction. Connacht's forces will Battle to Myrgard against the Ghôl Horde that is besieging it.