The Let's Play Archive

Myth III

by GuavaMoment

Part 22: Imprisonment Recap

Previously on Myth III



We trapped a lot of Myrkridia inside the Tain, and fought our way to the tower held by Thalor the Black.

The first half of this mission makes you feel like God would if he was cheating at Myth. Large group of enemies? Yoink, they're gone. The only challenge in this mission is an artificial one - the lack of Heron Guard for healing. If Damas came along, Connacht and Damas alone could murder or capture everything on the map thanks to Damas' healing. Having Thalor pull the rug out from under you and force you to deal with that last group of Myrkridia is a good way to end the mission. Don't worry, we still have more usage of the Tain to come.

Screenshots:













The game film.

I specifically chose the path this mission that contained the extra Myrkridia Giant. Sorry about those Wights sneaking up on me. Again. I suppose that's a better way to go than to be accidentally sucked into the Tain. Things could have been a lot worse; did you see how many units were near death at the end of the mission? Talk about walking wounded.

Archers - Snugglecakes, Torlon and Koorish
Warriors - benjoyce, Proper Job, Lord Baxter and Vander






YouTube

The second half of the fail video was a happy little accident after I was getting frustrated at how useless dwarves were in this mission.



Thalor the Black, Myrkridian Pack-Master

Functionally identical to a Fetch, Thalor is modeled as an older Pack-Mage, as he has a few holes in his wings. He doesn't do anything this mission, but next mission he's front and center, sometimes casting lightning at us. Unlike the Pack-Mage, Thalor doesn't summon Thrall, and I think he might be getting senile as sometimes he charges straight at you without casting lightning at all.

Of all the Pack-Mages under the tutelage of the first Moagim, none had more prowess for sorcery than Thalor the Black. Larger and stronger than his fellow pack-mages, Thalor was ruthless in his dominion over his fellows. His black furred hide would bristle as he bared his teeth at any who would usurp his power. If threats would not work, he would not hesitate to use his magics to tear the living heart from that body and reanimate it to be his Thrall. Thalor is truly ancient. The artifact of his creation, the Eye of Thalor, holds within its glassy walls his very life-essence. This not only gives him almost eternal life, but also frees him to cast the most destructive spells in his arsenal. If his physical body is destroyed in the ensuing conflagration, his spirit will return to the Eye and reform within mere seconds. Such is the power of the most dreaded of Myrkridian Pack-Mages.

Thalor shares his flavor text with that of Thrall for some reason.

Next time on Myth III
Inside the Black Tower, Connacht looks to repair the functionality of the Tain to finish off the Myrkridia. Doing so means he'll have to kill Thalor, and to do that he'll have to destroy The Eye of Thalor which makes Thalor immortal.