The Let's Play Archive

Myth III

by GuavaMoment

Part 39: The Smith's Forge Recap

Previously on Myth III



Connacht entered the Smith's Forge to find it overrun with Spider Cultists. After burninating most of them, he found Traval alive.

When I think of this level I think "red". It's a very weird color to be focusing a Myth level on, but it works here. The level itself doesn't have a lot of bells and whistles on it (except for beams blocking your sight) making it feel empty. The sound is cool, it really makes it feel like a forge. Dwarf Smiths are a cool idea, but doesn't work too well in practice. The flames don't do a whole lot of damage and it takes FOREVER to regenerate your mana, so you can't use it twice in the same skirmish. However, like a lot of Myth levels, this one introduced some new units and ideas to get us used to them; that way they can do some really cool stuff with them in the next mission.

Screenshots:









Game film:



I lost two Smiths, one being Puistokemisti, and one warrior to the Spider Cult. I feel it's certainly possible to do this with no casualties without too many difficulties, but I just couldn't pull it off.

As I look back on the "win" screen from the video, I see it lists 0/2 as Barbarian casualties, and 1/12 as warrior casualties...implying once again that there were two Connachts, and twice the number of warriors spawned as you would think.

This is the point where I admit I have completely fucked up the kill image in my planning stage, as it has grown to ridiculous proportions.







YouTube

I was having some trouble with the big fight just before the forge as you'll see. I also go around in the game film to really get a good look at the warriors from the beginning who don't participate.



The Spider Cult

Little is known of this so-called Spider Cult. They are a recent appearance in Llancarfan. Many guardsmen attribute the growing numbers of missing persons to this foul sect. It is known that they are recruiting the poor and destitute of the city and ensorcering them into their ranks. In the dark alleyways in the shadows of Llancarfan, hushed whispers mention the name of their God...Syrkrosh...

So this Spider Cult nonsense seems to come out of nowhere doesn't it? You might ask why MumboJumbo thought this would be a good thing to include into the game? Well surprise, this wasn't MumboJumbo's idea - it was Bungies. Let's take a look at a Myth II level that takes place in the undercity of Muirthemne - an place that 1000 years previous was the Smith's Forge as we just saw:



Yes, that's a giant spider on the ground. In the Myth II mission in question you fight ghosts of the past, basically, and the flavor text of the enemy units you fight is much more clear on the subject:

"[Many of them] were slain when they attacked Muirthemne, and their cursed blood seeped into the ground... not every mysterious disappearance could be traced back to the Spider-cults." - Ghost Myrkridia, Myth II

"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..." - Spider Flavor Text, Myth II

Holy crap what we just did was spelled out in Myth II and I highly doubt any of you had any idea that this was talked about in Myth II. I hold this example as Exhibit A in regards to the canon of Myth III. You cannot tell me that MumboJumbo didn't do their homework. They clearly knew the backstory inside and out. So when the fans try to say Myth III isn't canon because they didn't like who the Head turns out to be it wasn't made by Bungie, I take issue with that. They knew the story better than anyone, and expanded on it in a logical way.
Spider Cultist

Not a terribly dangerous enemy, but an enemy you want to gang up on. They run fast and have a small chance to paralyze an enemy they attack.

Human cultists who believe that Syrkrosh is a God from another world who will bring them untold riches and power. These followers are from the dregs of Llancarfanian society. Their lack of combat ability is made up for by zealous determination and sheer numbers. They wear no armor and rush directly at their enemies with knives flashing and eyes wide with fevered madness.

"...Blessed are those chosen to die for her... Embraced in her web, we shall live eternal... Her gifts to us are godly... Her might humbles armies and deifies her followers... Her hunger will never satiate... Thus our place is assured... Power and Riches... All flows from her bountiful web..."

"...The ceremony was elaborate. The new initiates made their way into the heart of the temple, the floor becoming dusty layers of webs. A light sparked, and the chamber was illuminated in blue light. There sat their god in all her splendor. It was the first time the initiates had laid eyes upon her visage. Many screamed. Many fell to their knees. Many frothed with madness..."

Spider Priestess

No threat at all by themsleves, Priestesses attack by throwing vials of poison that cause paralyzation. A paralyzed unit under melee attack is as good as dead, so frozen units need to be protected.

Human priestesses are the mouthpiece of the Spider God. They believe that their God will grant them immortality through her great power. These priestesses have no magical powers, but they do have a potent concoction of their own devising. Made from the venom of Syrkrosh and mixed with alchemical ingredients, this potion can be thrown at their foes, poisoning and paralyzing them in a great green cloud. Their devotion to their other-wordly God is such that they will not hesitate to throw themselves into melee combat with their wicked sacrificial knives.

"...Pain wracked her mind. The song of the goddess echoed in her thoughts. She hungered. The alley was dark as she approached a beggar. The thin knife ripped through the rags, and the beggar's expression turned to pain, and then froze, as the poison worked its magic. Ecstasy filled the priestesses mind, as she dragged the paralyzed victim to the temple..."

"...with long wooden instruments, the priestess stirred the pot with its bubbling green ointment. Drawing a thin ladle, she dipped into her goddess's consecrated venom. Being careful not to touch the holy fluid, she poured the poison into a clay vial, etched with runes warning of Her divine fury. Chanting prayers to Syrkrosh, a spoonful of powder was added to the vial, and corked before it bubbled over..."

Giant Spider

Another weak melee enemy that makes up for their lack of power with speed. Spiders can walk up steep slopes that no other enemy except Soulless can scale. Combined with their speed, this makes them ideal units to take out Soulless in multiplayer.

The offspring of Syrkrosh, giant spiders move at a terrific rate. Thy are capable of crawling over sloped landscape that is impassable to humans. By themselves, they are little threat to an armed warrior, but they are usually found in great numbers. A favorite tactic is to crawl stealthily upon a ceiling, then lower themselves down to the midst of their foes on their sticky webs. All spiders have a link with their mother, and will come to her aid when she calls them.

"...Coated in mail of fine porcelain, the many-legged offspring of their most holy god pulled itself from it's silken birth-sac. Through its many opalescent eyes, it surveyed the birthing chamber. An initiate moved forward from the crowd and bowed before the waiting child. With a blur of motion, the babe leapt and sunk its fangs into its first meal..."

"...Perched in its lofty web... motionless but not dead... the sense of prey far below... and slowly spun silken chord lowered its bulk to the floor... without a noise, save a muffled cry, the prey was snared... up the rope of web, the burdened spider climbed... and into the cocooned nest was brought the still-conscious prey..."

I had to fix 5 "it's" in the above. Goddamn learn some grammar Myth 3

Dwarf Smith

Awesome units. The flamethrower can deal a powerful punch to incoming enemy units. Once in melee range, the Smith is also fairly useful itself in melee combat. Their level of health isn't the greatest, the flamethrower takes a long time to recharge, and they still move at dwarf speed, however.

Dwarven smiths are the builders of Dwarven society - forging the weapons and armor for their clans, as well inventing many new devices and magical artifacts. The Smiths of Muirthemne have set up their great forge in the city of Llancarfan, and pedal their trade with the people there. Although not as hearty as Dwarven warriors, the large smithy hammers they carry can seriously impede even the fiercest enemy. Smiths carry with them magic rods known as Flame Torches. Smiths use these rods to weld and smelt the metals they work with. It also is very useful in combat, creating a cone of white hot flame that can sear enemies to ash.

"...of the Dwarven pantheon, the Smiths worship three gods in unison. Hromundr god of the Forge, who smelts metal and makes hammers strike soundly. Steinolf god of Travel, who expands awareness with commerce and the meeting of other cultures. Finnur goddess of Thought, who is the spark of creativity and speaks to her children through their curiosity..."

"...in the sanctum of the Myrgard forge, the statue of Finnur stands amongst dozens of crammed bookshelves and parchment cluttered tables. In the books lining the shelves is transcribed every invention and idea thought of by the Dwarven race since the beginning of time. The smiths come to this shrine to meditate, design, construct, or research the thoughts of the Ancestors for ideas..."

Traval

We only saw him for a brief moment at the end of the level, but Traval is basically a smith without the ability to use a flamethrower. What he can do will be seen clearly in the next mission...

The Forgemaster of the Smiths of Muirthemne, Traval is a combination engineer, merchant, inventor, and holy-man. Many years ago, he led the Smiths out of their underground forges of Myrgard to set up shop in Stoneheim. Eventually, he felt the yearning for new things once again, and made his way to he city of Llancarfan. There, the Smiths have built an incredible forge in the main forum of the city. People travel from even the distant Province to see the marvelous devices created by these ingenious engineers. Traval is responsible for keeping the forge running smoothly, dealing with business, and improving upon old designs. It is a rigorous job, even for a dwarf. Traval not only carries a Smith's Flame Torch (the manual lies here), but also has great knowledge of magical devices and their uses.

"...a Forgemaster devotes his life to his profession. Beyond being a master smith and inventor, he must also have a keen business sense to deal professionally with customers. Although the Smiths had great reserves of money, they were not foolish enough to squander a financial opportunity when they see one..."

"After years of working the forges in their sister kingdom of Stoneheim, the Smiths yielded to the pull of Steinolf and sought a new home to ply their trade and learn. And thus, they came to Llancarfan and set up shop in magnificent Main Forum of the city. For years they have worked their trade and learned of mankind, and as of yet, the voice of Steinolf has remained contented..."

Next time on Myth III
Traval knows that he might be personally responsible for this Spider Cult because of an accident he made while constructing the Tain. Being a man who fixes his own problems, Traval gathers up a force of dwarves to head deep into the Spider Cult's lair as they attempt to kill The Spider God, Syrkrosh.