The Let's Play Archive

Myth: The Fallen Lords

by Johnny Law

Part 13: A Traitor's Grave - recap

Mission Recap

Game film: LP A Traitor's Grave (TFL 1.5)

Melee support? We don't need no steenkin' melee support. This is the first time we get the use of a Journeyman outside of the Tutorial, but other than that, this mission doesn't throw any more new units at us yet, either Light or Dark. Instead it actually removes a particular unit type, the Warrior, from our mix. So we get to really learn the capabilities and limitations of our ranged units. No problem!

BTW, this mission and Crow's Bridge were a couple that I did a while back when trying to figure out exactly what to do for this LP. When I was actually swinging into production for the LP, re-editing stuff and doing writeups and etc. ... well, I wasn't entirely happy with this one. It's fine, and I decided to keep it, but even though I'm not generally going for a zero-casualties run I should definitely do zero-casualties on this mission. As penance I'll have another quick run, casualties-free and with another condition or two, posted later as purely optional viewing for anyone who cares to see the contrast. I won't be making a habit of mulligans but I'll make an exception for this early mission.

Click on the overhead map below if you'd like to see the full-resolution landscape texture.



And the cumulative bodycount (to be revised on the re-run):