Myth II: Soulblighter Logo
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Inspired by Halo's touching soundtrack, Robyn "Dephalt" Barbour spent many a day composing this seamless addition to the Siege of Madrigal.
Sheet music for the Siege of Madrigal by Marty O'Donnell for Bungie's game, Myth. It appears at a secret location in Bungie's first Xbox game, Halo.
Sometimes it's those little touches that make all the difference. Passing this crypt entrance triggered an animated flock of bats to pour out-- although in this case, the player is probably more intent on the Myrmidons killing his units.
The slow, weak, but offensively powerful Fetch menace units with lightning bolts. The unit became the center of many bug exploitations and other tricks, as the bolts could be used to extend the range of dwarven satchels in multiplayer, and could even be used beyond the Fetch's own range in a trick called "Chain Lightning".
Both of the two Myth games made by Bungie featured levels in which you had access to "Hero" units that were far more deadly than ordinary ones... but nothing else, and finishing these levels meant surviving without any casualties.
The first level in the Myth demo was Crow's Bridge. It began with a series of forays into the small village by quick Ghol units, followed by a reinforcement of the bridge by slower Thrall hidden in the water, and a final group of Thrall and Soulless that advanced up the road across the bridge. The trick was to place archers and dwarves on the hill above the bridge, out of range of the soulless, and lure the Thrall into a killing ground with a few footsoldiers, then mop up.
The shot that hooked me on continuing to play Myth despite my obvious lack of ability. The snow level "Bagrada", which was included in the Mac demo of Myth: TFL, was a stunning gameplay experience at the time, and many players' first encounter with the giant Trow ended up with most of their units being kicked into gooey remains.
The giant Trow unit deals damage by kicking enemies. Nearly invulnerable to Fetch bolts, Trow were, however, susceptible to archers if they could be kept at a distance, but were best attacked by large numbers of Berserkers.