Part 29: Rod of the Callieach Recap
Previously on Myth IIIWe destroyed the Rod of the Callieach, making Moagim mortal, and scaring him away from Llancarfan.
I was very harsh on this mission when I said I hated it. I don't. It's a little frustrating not being able to use your dreams, and I wasn't fighting that Trow properly for reasons you will soon see. It's quite a good mission if you do use your dreams on the Thrall groups - and then on whatever's left at the end of the mission as huge numbers of Trow and Oghre rush to Moagim's defense. You didn't see them because I had nothing alive at that point in the area, but you'll see them in the failure video.
Screenshots:
Thanks FrickenMoron
Game film:
I lost all my Heron Guard since I wasn't dreaming the Thrall like I should, but I think I can get forgiveness from Dinictus, Discospawn, Dirt5o8 and Nemo2342. Losing only one archer to the Trow is acceptable, but I really shouldn't have lost the second one. I had to replay this mission many, many times and was getting frustrated, and kind of just wanted to get it done, and I was playing a little bit sloppy as a result. Having dwarves not pull their weight just made it harder. While Sardonac actually did die in the mission, if you keep him alive nothing changes. He's never mentioned again ever, and is assumed to have perished.
YouTube
This is a great video of failure. From failed attacks on the Trow, to stupid mistakes, to strange bugs, other oddities and finishing with true success that I was never able to replicate. Lot of good stuff in the video, just don't turn it off at the "fail screen" there's lots more after that.
Archer Hero
"...fleeing into the forest from the line of undead, Ulthur was the last of his troop. Firing an occasional shot at a rotting face, he realized that if he were to fall, no word would ever reach his army of the ambush. Breaking through the forest, he fired arrow after arrow, keeping the thrall at bay. Then, using his last bolt, loosed the fire arrow that erupted the forest into flame..."
"...so fast was Altiam's arm, he could fire and draw forth another missile before one could blink. Silently his hail of arrows arced down towards his target. Before they were even aware of the attack, the sky rained arrows, impaling the target's long-dead flesh to the muddy ground..."
Avatara
Very tough melee units to begin with, and come equipped with Dispersal Dreams. It's too bad Sardonac wasn't able to stick around, I'd love to keep using him in other missions.
The most powerful human sorcerers in the world, the Avatara were created centuries ago by the Archmage Mazzarin. Avatara need not rely on their spell abilities alone in combat, as they are also masters of their enchanted blades. The Avatara's most deadly Dream spell is the Dispersal Dream which can explosively eliminate an entire army from the battlefield. Use this spell with caution, as its "spreading nature" can easily move into friendly units too close to the epicenter.
"...the Archmage Mazzarin called forth the most powerful mages of the known lands to his domed palace of Illuan. For the first time, practitioners of magic spoke openly of their rituals and ceremonies. After a long night of feasting and conversation, Mazzarin proposed a union between the gathered spellcasters. Joined, their knowledge and powers would increase ten-fold..."
"...the path of becoming an Avatara is a long and rigorous one. Not only is one's time focused on learning how to manipulate the very fabric of existence, but grueling mental and physical conditioning push one's body and psyche to the limits. To become a true Avatara, one must learn the Dream of Dispersal; a very difficult and potentially lethal dream-spell..."
Moagim Reborn
Began life as Tireces, a philosopher who killed the first Leveler. Reincarnated 1000 years later as Moagim to take up the mantle of 'The Leveler' . Moagim at this time summoned the Myrkridia into the world, ending the Age of Reason. Moagim was drawn and quartered, and had horses pull what remained to the four corners of the world. A thousand years later, and Moagim Reborn arrives to the world of Myth, as The Leveler returns. Assuming Moagim dies in the course of this game, he'd likely be burned, have his ashes mixed with salt, and buried under the mountains of Kor.
...and yet I read an interesting article suggesting that maybe heroes of one age don't always turn into villains, it can work both ways, and maybe Moagim becomes Alric from the first two games. But this is discussion for the end of the game...
Known as the Faceless Terror, Moagim died a thousand years ago at the end of the Age of Reason. But his death was too late - he was altogether triumphant in his destruction of the world. Moagim, through powers unknown, led the Myrkridian race into the world. He is responsible for those living nightmares hunting humans and lesser races almost into extinction. This terrible act ushered in the Wind Age - where the great cities of man and knowledge of the ancients became as dust to the wind. Now, as the Myrkridians are themselves being hunted and humanity's empire once again begins to flourish, Moagim has been Reborn. None even dare to think of the dreaded magics that must have been used to revive the spirit of this beast. The Kind of Nightmares, the Faceless Terror, Moagim the Horned has returned to plunge the world of Myth once more into the shadow of death.
"...Tireces, the poet and philosopher that brought logic and wisdom to the world, defeated the Leveler Sorangath in the battle of Tiruth'Dannor, beheading him and putting his staked body to the torch. This victory ushered in Age of Reason, and the dawn of enlightenment for mankind..."
"...Moagim's lips bubbled with blood and bile, as he smiled at the assembled Avatara. 'I accept my defeat, for I have already won.' With that, the mighty Avatara Ileum gave a shout and cracked the horse's rumps. The ropes pulled taught, until the Leveler's limbs could no longer withstand the force..."
Next time on Myth III
Connacht realizes that to stop Moagim, they're going to have to make a bold, insane move - Declare war on the Trow. Fighting Trow would be madness, luckily Myrdred has discovered their Achilles' heel. The Oghre are enslaved to the Trow by a Dream of Subjugation. Casting a Dream of Release to cease the mind control would break free the Bonds of the Oghre, who would incite a rebellion against their Trow masters.
It's also, by quite a large margin, the worst level in the game and single-handedly responsible for most of Myth 3's bad repuatation. And it's the reason I wanted to do this LP. I have been looking forward to this level in the LP for a long time.