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Myth III: The Wolf Age is a 2001 real-time tactics video game developed by MumboJumbo and co-published by Take-Two Interactive and Gathering of Developers for Microsoft Windows and by Take-Two and MacSoft for Mac OS. Myth III serves as the prequel to Myth: The Fallen Lords, and it's the third game in the Myth series following Myth II: Soulblighter. In 1999, Take-Two purchased 19.9% of Bungie's shares, but when Microsoft bought Bungie outright in 2000, the rights for Oni and the Myth series were transferred to Take-Two, who hired the startup company MumboJumbo to develop Myth III.

Gameplay[]

Levels of Myth, Units of Myth, Special Abilities and Dream Spells and Myth III Plugins

Like the previous installments, Myth III is a real-time tactics game where players are given a pre-determined selection of units with their own strengths and weakness, without the option to recruit any further units later in battle, emphasizing the tactics aspect of the gameplay.

In both single and multiplayer games, players can utilize units in different way such as combat formations and special abilities and making use of terrain. While some units from the previous Myth retain their special abilities such as the Dwarf satchel charge and Heron Guard healing, other past units like the Bowmen are able to fire a secondary fire arrow that can set the targeted area aflame damaging nearby units and can use a knife as a last resort when in close combat.

The single player campaign is only playable from the perspective of the Light, through a series of both linear and non-linear laid out levels, with end of level stats and individual unit kill counts and prevalence still present, along with the option to play cooperatively in multiplayer through online or local network.

Plot[]

Introduction[]

The Fallen Lords... Balor, Soulblighter, Shiver, the Deceiver, the Watcher...

These names stir in us the most primal of fears, yet the legends of our forefathers tell a different tale that these Lords of the Fallen were not always the terrifying horrors we remember. The ancient city Muirthemne, utterly destroyed by the war with Balor over a century ago...

It was buried under a mountain of earth and its records and knowledge lay entombed beneath the crushing rock. I have spent most of my life delving into these decaying halls and dirt encrusted chambers, searching for the history of the Cath Bruig Empire and the forgotten heritage of my people. And I have found it. A shrine lying hidden and undisturbed after a hundred years of war.

Its archaic construction dates back to the last days of the Wind Age. The murals carved into its walls depict scenes from ages past.

When terrors known as Myrkridia hunted humanity like game... When the Trow Empire lusted for their precious iron, breaking the backs of their Oghre slaves... When an evil from unfathomable ages trod once again upon the lands of men...

The arabesques also show a hero being born under the tail of a flaming comet, and I now realize who is honored in this shrine. Connacht the Wolf, the greatest hero in all legend. He whose deeds had saved humanity and transformed the world. This shrine holds the tale of his life, his battles, and his sorrows. And tales of the time long forgotten by modern man.

Now, after ages past, the saga can be told anew. The story of Connacht and the coming of the Wolf Age.

Prologue[]

A thousand years since their release, the Myrkridia have yet to be defeated in battle. And now their numbers appear to be growing.

The Dwarves fight a hopeless battle against their age-old enemies, the Ghol.

And a Necromancer of great power has arisen, claiming to be none other than Moagim Reborn.

And in this time of darkness, a comet has appeared in the western skies.

Myth III World Map

The world map of Myth III: The Wolf Age

Setting[]

Myth III: The Wolf Age is set 1000 years before Myth: The Fallen Lords and tells the tale of Connacht the Wolf, a barbarian warrior from the lands of Gower and his rise to power during the Wind Age, an era of savagery during which the Myrkridia ran freely across the land, almost totally annihilating humanity. No-one who had ever fought the Myrkridia had survived, and with nobody to stop them the Myrkridia spread throughout the land, killing anything in their way. Only two human civilizations still remained; the isolated, barbarian lands of Gower to the East and the great city of Llancarfan.

The Leveler returns once again, using the body of Tireces the Immortal, the person who killed him a millennium ago and names himself Moagim the Faceless Terror. Moagim begins to raise an army, including the colossal Trow, as well as Bahl'al the Watcher, the most adept Necromancer in all the land to crush the last remaining parts of humanity.

Plot[]

While Llancarfen, with its towering walls, was able to weather the Myrkridia, the isolated people of Gower were not so fortunate. The Myrkridia have preyed on the clans of Gower for centuries and although many stands were made against the Myrkridia, no clan was able to beat them back.

During a final stand at the oldest settlement in Gower, Yursgrad, a young warrior led the men of Gower and managed to beat back the Myrkridia for the first time in hundreds of years. The young warrior who had saved Yursgrad and its people was heralded as a saviour and was bestowed the name Connacht meaning Deliverance. In time, other battles were fought and won against the Myrkridia with Connacht leading the way. Inspired by this feat, the clans of Gower unite for a common cause and a unified nation of Gower was born. Connacht and the clansman of a now united people fought back against the Myrkridia back over the next few years, using daytime assaults when the mykridia were less active but unless they could find where the Myrkridia were residing, the beasts would easily replenish their numbers. A breakthrough came when a scout reported of a cave piled high with skulls and adorned with banners of rotting skin. It was a Myrkiridian Nest. Seizing this opportunity to hit the Myrkridia where it would hurt, Connacht led a small force to purge the nest. Despite the increased resistance and even tackling a fearsome Myrkridian giant, the men of Gower were victorious in purging the nest. Eventually, as more nests were found and put to the torch, Connacht and the warriors of Gower pushed the Mykridia back into the Dire Marsh from which they came.

He is heralded as a hero and is ordered to travel to Llancarfan to see the emperor when word of his feats reached the Empire of the Cath Bruig. He is escorted by a delegation elite Heron Guard from Llancarfan, led by the captain of the Heron Guard and emperor's champion Damas. At first, the Heron Guard had doubts over this uncouth and savage barbarian they been ordered to bring to their city. But as they journeyed from Talwhyn to Llancarfan, they came under attack by a pack of Myrkridia and Connacht saves the life of Damas. Damas then pledges his life to Connacht.

Upon arriving in Llancarfan, Connacht is introduced to Emperor Leitrim, who was enthusiastic about his arrival and Mjarin, Imperial Advisor and present High Master of the Warlocks of the Scholomance who was not so enthusiastic. Leitrim was eager to learn how Connacht and his people were able to fight the Myrkridia, as he had not heard of any nation winning such a fight. Connacht simply states that it was all about fear and not to show it to Myrkridia, instead showing only rage and hate, making sure that it was they who should be fearful. Damas further supports Connacht, stating that he fights with a skill he rarely seen even in the ranks of the Heron Guard. Connacht also asks that, in return for his service, the Cath Bruig Empire would give aid and support to the nation of Gower. Leitrim agrees to Connacht's condition. After Mjarin makes a comment about Connacht's barbaric appearance, he is ordered to shave his beard in order to make a good first impression on the troops. Connacht goes a step further and shaved his head entirely.

Connacht is placed in charge of a company of Llancarfan soldiers to train them to fight the Myrkridia. He would put his men through gruelling exercises of endurance and mental condition, answering to a questioning soldier "when you fear Death, your sword becomes useless. When you fear nothing, the world fears you.". This was proven right when on a march drill, another company of troops were ambushed by Myrkridia and were routed. Connacht and his men rush to their aid and slew all the attacking Myrkridia while taking no casualties. They were soon named 'Devil-Slayers' in recognition of this feat. But concerning news soon reached Llancarfen when a scout returned a patrol. The Myrkridia were gathering corpses, entirely out of character for the beasts, before a strange robed myrkridia which performed a necromantic ritual that rose the dead into Thralls. Myrdred, an Avatara who was sent by his compatriots as an advisor to Connacht, recognised it to be a Myrkridian Pack-Mage. Connacht and his Devil-Slayers were immediately sent out into the Downs to hunt down and slay the pack-mage before it could raise a large enough army of undead.

Connacht and his soldiers are successful in tracking and ultimately slaying the pack-mage and its undead minions. Upon further investigation of its lair, they uncover an arcane tome written in a language that was not easily read and not something the bestial myrkridia would normally possess. While Connact and his men were celebrated as heroes, with him being awarded the prestigious Sigil Virtus medal for valour, Myrdred busied himself with translating the tome. After several days of intense study, refusing to sleep or even eat, he announced his findings to the Emperor, Connacht and the war council. The tome found in the pack-mage's lair was written by none other than Moagim himself. Moagim, The Faceless Terror and the man responsible for unleashing the Myrkrida upon the world a thousand years past, has returned. The tome also accounted that Moagim was encamped along the shores of The Deep.

Emperor Leitrim sent Connacht and the army to defeat Moagim at his encampment near the Twelve Duns before he could march against Llancarfen. Upon arrival, the plan was simple enough: a two-pronged attack with a third providing ranged support. But everything went wrong. The main force was thwarted when Moagim counterattacked with his army of undead and Myrkridia. The ranged support was ambushed by Bahl'lal the Watcher and his undead horde, and the flanking force was intercepted by the Trow and their Oghre slaves (how Moagim had earned their allegiance is unknown). The battle had turned into a wholesale slaughter and what was left of the army managed to retreat from the battlefield, caving in a canyon behind them to stall any pursuit. Moagim did not pursue them however, simply basking in his crushing victory.

Connacht was thinking of returning to Gower after this defeat but was persuaded by Damas that if Llancarfen fell, Gower would fall also. Still, Connacht had doubts of his leadership capabilities after facing such a merciless tactician such as Moagim. Myrdred suggested that they find should Mazzarin, the most powerful Avatara to have ever lived, and persuade him to help them. Although the Avatara was slain by The Watcher many centuries before, Myrdred believed he was still alive somewhere.

After a few weeks of scrying ancient tomes and manuscripts, Myrdred found a short message in one tome, "I will go to a place where life is old and the world is as it was in the beginning". Only one place fit this description: Forest Heart. So, Connacht, Damas, Myrdred, and a Myrmidon warrior amazon named Ravanna (who insisted she accompany them) made their way to Forest Heart. After a few weeks of searching, combing through a particularly ancient area of the forest riddled with ruins of a long-forgotten civilisation, they found Mazzarin's crypt and navigated their way through its hidden dangers before approaching Mazzarin himself. As a Shade, Mazzarin showed no interest in their cause as he was no longer tied to the balance of light and dark. Connacht; hoping that enmity would spur the shade into action, told Mazzarin that Bahl'al, his ancient nemesis, was helping Moagim while he was cowering away, Mazzarin; enraged from mere mention of The Watcher's name, decided to transfer all his knowledge of the Total Codex into Connacht's mind, giving him knowledge of things long forgotten and events yet to come, before telling them to leave him be. The last thing he said to Myrdred was "... and disciple, let The Watcher know who has aided you in his defeat."

Connacht however, with the knowledge of the past, present and future burning in his mind, would find himself bound to a grim fate.

Upon returning to Llancarfan, Connacht went to the Smiths of Muirthemne and spoke to their forgemaster, Traval, about a device that can imprison whole groups of foes. Traval said they could make this device, but they needed the "Unkarak Tomen" the Dwarf tome of building from Myrgard in order to do so. Unfortunately, word had been sent of a huge hoard of Ghols laying siege to Myrgard. Connacht told the emperor about this and was granted a small army to assist the Dwarves. Before leaving for Myrgard, Connacht was told by Leitrim that he was putting a great deal of faith in him, and if he fails then the loss of troops (of which there were precious few since their defeat at the hands of Moagim) would be the downfall of Llancarfan. Connacht answered simply, "I cannot fail, it is already written".

Soon, after many harsh days of marching, Connacht and his army reached the Badlands. Despite the long trek and scorching heat, they found the bulk of the Ghol horde congregated around their sacred Godhead and managed to destroy the majority of it before resuming their march to Myrgard at double pace. Meanwhile, the Dwarves were fighting off a final assault by the Ghols and the casualties were great on both sides. The Dwarves had run out of their explosives and were nearly overrun by the sheer number of Ghols, when Connacht and his forces flanked the Ghols and their combined forces wiped out the horde. The few Ghols that fled from the battle swore eternal revenge upon the Dwarves.

In honour of this aid in what was their darkest hour, the Dwarves formed an alliance with the Cath Bruig empire, providing their technical expertise and scores of demolitionists to support the army. Connacht retrieved the Tomen and delivered it to Traval, much to the forgemaster's surprise. After months of hard work and nearly disastrous accidents, the "Tain" was completed. With the artifact in hand, Connacht and his army went to the Dire Marsh to put an end to the Myrkridia forever. They were able to imprison whole legions of the beasts, killing those who had managed to escape its power and soon they came to the Black Spire where the (supposed) leader of the Myrkridia, Thalor the Black, resided. Much to their surprise, the Tain had no effect on the enemies near the spire because of Thalor's artifact, the "Eye of Thalor", which granted him immortal life and protection from spells. With no other option, Connacht led a small group of soldiers inside the spire to personally finish of the Myrkridia once and for all. The battle was long and brutal but they successfully destroyed the Eye of Thalor, rendering him and his minions vulnerable before Connacht slew the pack-mage. The remaining Myrkridia left within the spire were then hunted down and killed or imprisoned.

Shortly after this victory, other issues arose. Connacht, Leitrim and the assembled council were convening over the present situation now the Myrkrida were gone. Moagim and his forces were rampaging across the Downs, razing villages and crops in a move to starve out Llancarfan. Something not helped with the continuous influx of refugees from said raids pushing their already taxed food supplies to breaking point. The meeting was abruptly ended when word reached them that Moagim was approaching. Moagim, enraged that his precious Myrkridia were defeated, has now attacked Llancarfen directly. The situation was dire as Moagim's army assembled beyond the walls of Llancarfan, razing any village in their way and adding the slain inhabitants to his ever-growing number of undead, before launching repeated attacks upon the defences. Despite also having to deal with The Watcher's undead hordes and the Trow, Llancarfen repelled the forces of the dark and sent it retreating. But strangely, Moagim didn't seem to show any fatigue during the siege. Despite being struck several times with arrows from the battlements, he simply pulled them out of him like they were minor annoyances. Observing the battle from afar through a spy glass, Connacht caught a glimpse of a small ornate scepter in Moagim's hand. In a flash of memory from ages past bestowed by the Total Codex, Connacht realized that the scepter was in fact a Rod of the Callieach.

The rod was a legendary device that can render its wielder immune to damage and magic, effectively making Moagim immortal. After a brief meeting over this sudden development, the Avatara Sardonnac volunteered to take a small elite force via World Knot to Moagim's camp to destroy the rod. A suicide mission to put it simply. Upon arriving via a World Knot, they fought their way into the camp and located the rod. Although Sardonnac did manage to destroy it, the backlash of magical energy from its destruction killed him instantly.

Back in Llancarfen, Connacht and Myrdred came up with a tactical plan that could help win the war. To free the Oghre slaves from the Trow and incite their rebellion against thier former masters. This was met with some scepticism and objections from others as no race had ever fought against the Trow and won, not even the Forest Giants nor even the God-like Callieach from ages past. With a small army at their command, they travelled to a temple complex in the region of Avernus and, leading a small force to infiltrate the temple, Myrdred casted a Release Dream upon the Oghres, breaking the hold that the Trow had on them. The seeds of Rebellion had been planted as more oghres were freed in the passing days. One of them, a notably large individual named Moghbragga, took charge of this growing force and even suggested the next target to Connacht and Myrdred. The Iron Mines of Avernus. Despite the increased resistance the Trow had put up in anticipation of an attack, they succeed in defeating the trow and freeing more of the oghres. With the rebellion now in full swing, and preparing to return to Llancarfan, Myrdred taught the oghres the Dream of Release so that they could free their brethren on their own. Connacht and Damas, from a distance, knew that deep down the Oghres did not stand a real chance against the Trow and their rebellion was simply a means to buy Llancarfan time to defeated Moagim. Connacht even stated, from his knowledge of the Total Codex, that "Destiny is a cruel mistress."

The Oghres then fully turned upon their Trow masters, utterly destroying many of their cities in the weeks that followed. It wasn't long before the Trow withdrew their support of Moagim in order to deal with the rebellion.

A few days later, Connacht returned to visit Traval and his smiths, describing to him another artifact that the Callieach called a "Sun Hammer". Initially, Traval claimed this was beyond his skill but then Connacht presented to him a Callieach Heartstone which was retrieved from the remains of Moagim's rod. Traval's smiths were amazed - it was the very thing they need to create the Sun Hammer, but even with this power source, it would still take months to make.

During the Oghre rebellion years later, Moagim laid siege to the land around Llancarfan, and soon he decimated the Twelve Duns. Ravanna was shocked, as she was planning to return to the Twelve Duns alone, but her growing feelings towards Damas had stopped her. With Damas and a small team of troops, she travelled back to the Twelve Duns to rescue any survivors. They were successful in rescuing the surviving people of the Twelve Duns. Upon their return, Damas was court-martialed for abandoning his post and going AWOL with a contingent of troops. Connacht and Ravanna testified in Damas' defence that even though he had disobeyed orders, Damas had saved thousands of refugees, not to mention over a hundred fighters for the army. Upon hearing this and seeing that good had come out of this action, the emperor opted for leniency, much to Mjarin's disgust.

Meanwhile, not attending the celebrations of Damas' acquittal, Connacht went to meet the Smiths of Muirthemne as he received word that the Sun Hammer was completed. However, when he got to their forge complex, he saw that a group of fanatics called the Spider Cult was attacking the forge. Luckily, Connacht arrived with a small squad of patrolling guardsmen and managed to save Traval and a few smiths from death. To his horror, the Cult had stolen the Tain and the Sun Hammer. Connacht immediately rallied several hundred soldiers and laid siege to the Spider Cult's temple. An attempt to storm the temple was thwarted when giant spiders ambushed the advance party, killing many and dragging the survivors into the temple. This forced Connacht into a waiting game until he received reinforcements. What no-one noticed was that Traval and the remaining smiths infiltrated and killed off hundreds of cultists, giant spiders before facing off against their spider god Syrkrosh. After a tough battle, the dwarves weakened her enough so they could imprison Syrkrosh within the reclaimed Tain. At dawn, Connacht and his forces attacked the temple but were stunned when they encountered no resistance. Not even any bodies were found. He made his way to the temple's vault and found the Tain and Sun Hammer along with a note written by Traval stating that he and the remaining Smiths of Muirthemne had defeated the Spider God and revealing how this whole mess happened. Apparently when constructing the Tain, Srykrosh came to this world from hers. During the near dangerous accidents from building the Tain and resultingly weakened the barrier between worlds, Syrkrosh had crossed over and taken root in theirs. When rumours of giant spiders, and the fanatics who worshiped them, were circulating amongst the populace, they feared the worst and when the Cult finally raided their forge were those fears realised. The smiths were the ones responsible for bringing Syrkrosh into the world and so felt honour-bound to defeat it. They also felt that the Spider God was somehow attuned to them and could potentially step back into this world as long as they were here. So, they imprisoned themselves within the Tain too to make sure that does not happen. The note ends with the Dwarves' urgency that Connacht is the only one who could save Llancarfen.

During this incident, the Trow had forced the Oghres into the Valley of the Red Seal where a month-long battle ensued. The Oghres fought valiantly but the Trow mercilessly annihilated them until the very earth was littered with their corpses and not a single Oghre remained alive. When the Trow looked upon this slaughter, they realized the cowardice with which they had fought. Only now did they understand what the Forest Giants had told them long ago - they had corrupted the Soul of Iron, the substance their goddess Nyx had gifted them to protect their race, only to have it turned to the use of genocide again and again. The Ogres were merely the last race to fall at the hands of the ironclad Trow. From that moment on, casting aside their iron weapons and armour in disgust, the Trow swore never to use iron again, deciding that "iron would be a tool best left for the younger races".

The Trow had during the rebellion learned the humans were the catalyst for the Oghre uprising and turned their focus back on Llancarfen. In their much-weakened state, Connacht beseeched Leitrim to send him and the army to finish off the Trow once and for all with the Sun Hammer. But on this meeting, the emperor seemed much aged then usual and in a kind of stupor mirroring senility, simply deferring to Mjarin. The advisor then decreed that 100 men would all that Connacht would receive for his 'ill-conceived' plan. Connacht was not happy with this much depleted force but not wanting to further risk his plan by speaking out about it, conceded.

On the way to the Trowlands and cutting through the Dire Marsh, Connacht's army fought their way out of an ambush by The Watcher. Connacht knew they had somehow been betrayed for The Watcher to have known their location but did not now by whom. When they arrived at the Trow temple city of Di'zeron; now fallen into rusted neglect with the absence of the oghres to maintain them and they noticed that none of the Trow wore their iron armour or massive hammers. In addition, the temple was being used as a staging area for The Watcher's undead. Using the Sun Hammer for the first time, Connacht and his army attacked, crushing the undead and, with the Sun Hammer's power, melted the Trow temples and trapping the Trow present inside a prison of molten iron. Over the course of months, Connacht melted the trow cities and temples one by one. imprisoning the Trow who did not die outright during the attacks. Eventually, they reached the final leg of the campaign. The oldest city and capital of the trow: Rhi'anon. This time, however, the Sun hammer did not work on Rhi'anon. Observing the city to find out the cause of this unexpected protection, Connacht laid eyes on the Temple of Rhi'anon and. in a flash of memory that was not his, he realised what the temple contained. The Heartstone of Nyx, an ancient relic of the Trow that protected the city from all magical attack. Using the Sun Hammer had gotten the attention of the Trow inside who stormed out to destroy the Llancarfan army. Myrdred cast a spell that froze the Trow attackers in mid-stride and held it long enough for a group of heroes to enter the city through a World Knot on a suicide mission in order destroy the Heartstone that protected the city. They succeeded and, without the Heartstone, Rhi'anon was melted down with the Sun Hammer, trapping the remaining trow within.

After many millennia of terrorising the world, Trow had finally been defeated.

Connacht returned in great triumph over his victory over the Trow, now promoted to Grand General of the Cath Bruig and now dubbed Destroyer of The Trow. Throughout the winter, Moagim did not attack Llancarfan now that he had lost the support of the Trow and when spring came, Connacht assembled the entirety of the Cath Bruig armies to finally defeat Moagim once and for all. As the host prepared to depart, Emperor Leitrim pleaded Connacht to let him lead his people in this greatest hour and Connacht couldn't bring himself to refuse. On the way, crossing the devastated Downs and reaching the remains of Helsford, the Llancarfan army was attacked by Moagim and Bahl'al's armies. In an incredible dream duel, Myrdred defeated The Watcher and the forces of Moagim, crippled after this crushing defeat, fled towards The Cloudspine. The armies continued to pursue Moagim up into the mountains at the northernmost pass of the mountain chain called The Nornpass, for if he broke through the mountains and began a new wave of terror in The Province, he might not ever be stopped. A fierce pursuit began as the army tried to close the distance between Moagim.

During the night after reaching The Nornpass and having set up camp just a day's march from Moagim's army, Moagim struck back. Infiltrating the camp, he sought out Emperor Leitrim. Despite the efforts of nearby Heron guard and his own skill in swordsmanship, Emperor Lietrim was cut down in by Moagim and took his crown before sending waves of minions to attack the encampment to distract the Llancarfan army and make his escape. The attacks were fought off and, in the morning, Emperor Leitrim was put to rest in a sombre funeral. Connacht, even with the knowledge of the Total Codex in his mind, muttered "This was not written of".

Connacht and Damas, assembling what was left of the army, asked for volunteers to bring down Moagim. Many, even the wounded and incapacitated, raised their swords before a handpicked force of veterans, including the entirety of the present Heron Guard who swore vengeance upon the death of Leitrim, was chosen. Setting out, they assaulted Moagim's encampment before the Faceless Terror made himself known. Connacht and Moagim squared off in an epic axe-versus-sword fight in which Connacht managed to slay Moagim. Without their master to sustain them, the undead army collapsed into lifeless heaps.

The War, which had claimed the lives of countless people and sacrificed countless others; including the Smiths of Muirthemne, the Downs, the Oghres, the Twelve Duns and even Emperor Leitrim himself, was over.

Leading his battered and weary troops down the snowy pass, Connacht was encountered by Mjarin at the head of his own force. Connacht had by then realized that Mjarin was the actual Leveler. Moagim Reborn was merely a puppet of Mjarin's and Myrdred was, in fact, an agent of Mjarin's. Myrdred had foolishly obtained the powers the Leveler had to offer while thinking he could save the empire at the same time and had not meant for the emperor to perish. Majarin, claiming the Cath Bruig Empire was now rightfully his, offered Connacht to join him as one of his generals to conquer the world. Connacht refused and Majarin ordered his forces, the entirety of the Warlocks of Scholomance and imperial troops under his sway, to attack. Despite this sudden civil war happening just moments after defeating Moagim, Connacht and his army fought on. Connacht eventually engaged Mjarin in combat and, despite having the powers of the Leveler, Connacht defeated him and cut off his head for good measure. However, through some dark sorcery, Majarin's head would not die, continuing to spout foul vulgar curses at Connacht. The head was later buried and lost in some undisclosed location (which would later be dug up in the events of Myth: The Fallen Lords)

In the aftermath of this final battle, Myrdred was apprehended. Despite what he had done and regarding all the help he had given during the war, Connacht could not bring himself to have the avatara executed. Instead, Myrdred was branded "The Deceiver" and banished for his crimes. What became of him after this would remain unknown, but it is speculated that the Warlocks of the Scholomance followed him where he became their new high master. To make doubly sure that Moagim could not be resurrected a second time, his body was incinerated, the ashes mixed with salt and then buried under the Mountain of Kor. Bahl'lal the Watcher, having survived his dream duel with Myrdred and now fostering an intense hatred towards the avatara, was pursued by the Avatara of Illuan in the wake of Moagim's defeat. He was finally hunted down in a silver mine of the western side of the Cloudspine. Now at the mercy of the avatara, they decided that execution was too merciful for one such as Bahl'lal. Instead, they bound his body to the very rock of the mountains with a powerful imprisonment dream and left him. Here The Watcher would stay for a thousand years.

Returning to Llancarfan, and after a period of mourning for the beloved Emperor Leitrim, Connacht was formally crowned as the new emperor of the Cath Bruig Empire. Upon his coronation he bestowed 3 commands. First, the city of Llancarfan was to be renamed Muirthemne in honour of the brave dwarven smiths who sacrificed themselves to protect it. Second, in honour of the northmen of the Twelve Duns who died fighting Moagim they were interred in the Mausoleum of Clovis where the first emperor was buried. And third, the mountain pass where Emperor Leitrim fell to Moagim was to be renamed The Stair of Grief. Following his coronation, Emperor Connacht began the long process of rebuilding the world to its former glory.

The present Age of Dark; The Wind Age, had now passed and a new Age of Light; The Wolf Age, had begun.

Years later, Connacht called Damas into the throne room. After briefly reconnecting after many years apart, and complimenting Damas on his and Ravanna's family, Connacht revealed an important mission. Damas was ordered to gather all Artifacts of Power (including The Tain, The Sun Hammer, The Eblis Stones and The Tramist's Mirror amongst others) and bring them to Muirthemne. Damas said that he would bring them to Connacht, but Connacht immediately and forcefully ordered Damas to instead hide them from him, destroy the ones that he could, bury the others that he could not and never tell Connacht where they were hidden under any circumstance. Damas was confused by Connacht's order and asked why the artifacts should be destroyed when they could benefit the Empire. Connacht revealed to him what he knew from the Total Codex. Ever since their encounter with the shade Mazzerin all those years ago had Connacht known the future, not everything but the major events. He knew he would become emperor; he knew that there was a traitor amongst them, but the future is what concerned him. When asked why, Connacht explained that the world was caught in a cycle of Light and Dark, they had come into a new age of light and in the future, he would return from the dead as the next Leveler and bring in the new age of darkness. Damas thought the whole premise was preposterous, but Connacht assured him that it wasn't. He did not want the entity of the Leveler to have access to the Artifacts of Power when the time came where he would come back to life as Balor. Damas, while not fully understanding what he was being told, accepts the mission regardless and Connacht prays that he would never understand before they bid each other farewell.

Peace settles on the World as the lands of men rebuilt themselves to their former glory. The Twelve Duns were resettled with assistance from the Cath Bruig Empire. The dwarven kingdoms remained steadfast allies to the empire, thinking of the humans as brothers and Connacht would found a dynasty that would reign for centuries. After a long reign as emperor, reaching his 100th year, Connacht left Muirthemne and travelled back to his birthplace, Gower, to see how his people had prospered now they were free of the Dark. And from there, as the legend says, the great hero Connacht disappeared into the unknown east, never to be seen again for a thousand years.

Known Issues[]

  • After effects of explosions are sometimes delayed.
  • Satchel charge explosions will sometimes interrupt the Myrkridian-Giant's death animation, causing it to simply stand in place. Despite this, they are still technically dead.
  • Completing "Defense of Yursgrad" under the special condition does not unlock the secret level, "Defense of MumboJumboLand." A plugin is needed in order to play it.
  • The enemy AI in "Battle to Myrgard" is somewhat wonky, with some Ghol groups seemingly not attacking. The Godhead is not a solid object, allowing units to pass right through.
  • Some of the Oghre in "Bonds of the Oghre" will continue their automatic pathfinding even after the player breaks their subjugation.
  • In the final level "The Traitor," Mjarin's Fire Wave, on rare occasions, will reverse back onto the players if they charge him in a certain way.

Credits[]

Mumbo Jumbo[]

  • Designer / Producer: R. Scott Campbell
  • Lead Level Designer: Patrick Hook
  • CEO: Ron Dimant
  • Artist: Craig Goodman, Craig Matchett
  • Music and Audio: Zak Belica
  • Lead Artist: Jacob Koottarappallil
  • Lead Programmer: Andrew Meggs
  • Technical Director: Mark Dochtermann
  • Executive Producer: Michael Donges
  • Level Designer: Paul Callender, Richard Cowgill
  • Programmer: Joe Riedel, Chris Jacobson
  • Senior Artist: Deven Winters
  • Animator: Victor Racz
  • Additional Programming: Rebecca Ann Heineman, Chris Jacobson
  • Additional Art: Christopher Bruce, Chris Shelton, Jesse Sosa, Chad Woyewodzic
  • Installer: Joel Braby
  • Business Development: Mark Cottam
  • Corporate Communications: Andrew Hoolan
  • Quality Assurance Lead: Guy Chapman
  • Quality Assurance: Ben Donges, Matt Molloy, Daniel Naruta, Duncan Stanley
  • Office Manager: Cathy Padgett
  • Additional Concept Art: Eben Cook, Kristi Tardie
  • Mumbo Jumbo would like to thank: Hans Hvidsten Birkeland (Vodi), Abraham Benrubi, Gavin Mahan, Nate Trost (Linoleum), Clan Plaid, Vista - from iggy and fisj and from Mike for letting them come, Dayna Rich, Phil Pruitt, Arthur Katz, everyone working the graveyard shift at Del Taco, Kathleen Delker, Darwin Dumlao, Jamus Esper, Jennifer Koottarappallil, Washington Lee, Kenneth S. Rosman, Joshua Taylor, Victor's entire family, Orsolya, Master Yoda, all the ATCs around the world, our ISP for going out of business, Food Guy, Diedrich's, Seattle's Best Coffee, Costco, Todd Goodman, Melissa Donges, Rich Shoemaker, Sue Shoemaker, Forrest Harding, Andy Schoepel, Wallace Poulter, Janice Fishman, the folks at Take2 Italy Germany and UK, Nickolaus Wing, all at MythWolfAge.com, Robert Kirschenbaum (Paligap), Joost Schuur, Dave Pindrys (Chia), Dorothy Fry (Dot), every single one of our testers

Godgames[]

  • Producer: Aaron Rigby
  • Executive Producer: Sam Houser
  • Director of Development: Jamie King
  • Marketing: Terry Donovan, Devin Winterbottom
  • PR: Jeffrey Castaneda, Anne Marie Sims, Linn PR
  • Creative Services: Stanton A. Sarjeant, Jennymarie Jemison, Dianne Vaughn
  • QA Manager: Phil Santiago
  • QA Supervisor: Frank Kirchner
  • Project Lead: Lisa Nawrot
  • Testers: Charles Franklin, Ben Hamel, Daniel Karp, Kai Ma, Joshua Noll, Josh Rose, Jonathan Stephan, Stephen B. Thomas, Scott Vail, Joseph Howell
  • Box Cover Art: Jerry Leach
  • Many Thanks To: Jamie and Tish at the Actor's Group who are incredibly helpful and hard-working. Thanks guys!, Steve and Veronica at Steve Mitchell Productions who are also incredibly helpful and hard-working as well as flexible to help with our seat-of-the pants scheduling, Christian Mock (who as always is ready to give his best in all musical and auditory areas), Lori Goldston, Laura Thel, The Actors who were all great especially Nick Eldridge who very gracefully endured a few 'running through the woods while blindfolded' sessions, The MumboJumbo Team who have really come through and made a good series great

New Pencil[]

  • Additional Artwork: Deven Winters, Craig Goodman, Craig Matchett, Kristi Tardie, R. Scott Campbell
  • Music - Composing, Mixing, Mastering: Zak Belica
  • Music ‑ Cello: Lori Goldston
  • Audio - Sound Design, Editing, Mastering: Zak Belica
  • Illustrations: Greg Faillace, Tom Tonkin
  • Music - Engineering, Live Recording / Audio - Assistant Sound Design, Editing: Christian Mock

Voice Credits[]

Multiplayer Servers[]

Aside from using a local area network, there is currently no gaming services that allows Myth III to be played online with other players.

Originally, MumboJumbo used a network gameplay system designed to run on GameSpy for their server.

Playmyth.net was a popular server from MythDevelopers that supported all three Myth. It was one of several servers that took over after Bungie.net stopped running. On October 2, 2007, PlayMyth.net was taken offline after it was repeatedly hacked.

Mariusnet was once the only server that supported all three Myth games as well as Bungie's Marathon. However, it shut down for good sometime after early 2014 when the hardware that ran the servers got damaged during a move.

Myth III Updates[]

Manuals & Guides[]

External Links[]