![]() ![]() Pursuing a plan of retaking strategic points and exploiting the weaknesses of the Fallen, Alric, last of the Nine protectors of the West, led a strike through the Fallen lines and directly for Balor himself. Only two of the great cities of the West still stood when our armies rallied. They passed the great continental range of the Cloudspine and flooded into the rich lands of the West. Leading a grim army of beasts, spirit creatures and the reanimated dead, the Fallen swept through Eastern villages and cities, destroying the great capital at Muirthemne and scattering the survivors. Among their number were Shiver, the Deceiver, the Watcher and, most vicious and cunning of all, Soulblighter. ![]() With dark arts he raised up the Fallen Lords, sorcerer-generals like himself, bent to his will and desiring nothing but to lay waste to the living and rule over the blasted lands. His arrival was heralded by a great comet that grew in the sky and signaled doom to all life. It's now over 100 years since Balor first appeared at the eastern edge of the civilized lands. This is the sequel to Myth: The Fallen Lords, and I highly recommend you at least watch Johnny Law's LP of it before watching this one.ĭidn't you love Myth: TFL? If you did, congratulations! You have great taste, and you're in for a real treat! If you didn't, ask yourself why you have such poor taste in video games and whether your parents really love you. The narration music used is the main menu music from myth 2.Welcome to Let's Play! for Myth 2: Soulblighter. There are new pregames, postgames, sounds, and scenery of course. There are 10 levels plus a secret level. The campaign is beatable on legendary (no, really, I'm serious). I recommend playing on at least normal difficulty for the maximum fun factor. Also if you play on an easier difficulty level some enemies won't use special attacks (like flaming arrows), certain ambushes just won't happen, enemy health will be lower, enemies will miss more, etc. An easier difficulty level will have less enemies and their AI won't be as sharp. The difficulty levels are still in effect. Also with the mission objectives is a unique hint list for every level, just like bungie had for theirs. If you've turned off your mission objective box after having memorized all of the objectives in bungie's levels, you may want to turn it back on. Like bungie's campaign, there are mission objectives, like having to protect a certain unit, or kill a certain unit. There are TONS of edited and semi-new units that weren't in bungie's solo levels-learning how to master them is imperitive to winning. Obviously, it also has a storyline from the Dark perspective. It is a Dark campaign, so most of the units you will be using are from the Dark, not the Light. ![]() Some things to take note of while playing the Dark campaign: ![]() I decided to make this campaign after whupping Soulblighter for like the twentieth time and realizing, "If I was commanding those myrkridia, that wuss Alric would be pushing up daisies, dammit!" There is lots, lots more that I don't have space to mention. Since the storyline is from the Dark perspective, you will have to opportunity to use many units that were not available to you in Bungie's solo campaign (Ever wonder how fast Shiver could decimate an army?). There's some new scenery, some new sounds, new pregames, and new postgames. There's an all new unit (the female peasant), some semi-new units, and tons of edited units. There are 10 new solo levels, complete with scripting (11 actually, if you count the Prologue). If you've never heard of those maps, I'm not surprised since I've never distributed them outside my order. This is my biggest Myth map endeavor yet, but I am no newbie at the map making game (My other maps being "I'll Dance on Your Landfill", "All Roads Lead to Muirthemne", "Dwarven Football Field", "Football Field", and "Shygaard"). ![]()
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