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WWII Titans contains two plugin files for
use with the solo campaign of Myth II. This section will explain in depth what
these two plugins do, and how to use them. It is assumed that you have already
installed these two plugins (see Section A for installation instructions).
1: What the WWII Units Plugin Does
When activated, the WWII Units Plugin replaces most of the Myth II units with World
War II units. While it was originally designed for cooperative (single player maps)
net play, this plugin can also be used to modify multiplayer maps. Instead of
replacing everything with normal Titans soldiers, many Myth II units are replaced
with specialized soldiers with different abilities (described below) and in some
instances tanks. Some items are also replaced with special items from the Titans
map.
2: Activating the Plugin
Host a multiplayer game of Myth II, and open the "Plugins" dialog. Select the WWII
Units plugin, and click the "Activate" button. The plugin will then replace most
Myth II units on any map you host on.
Important: if you want to host a game with normal Myth II units, you will have to
deactivate the plugin beforehand, using the "Deactivate" button in the Plugins
dialog.
To host a cooperative game, click the "Use Single Player Levels" checkbox above
the map listing after activating the plugin.
3: Using Mythical Solos
Mythical Solos only works in cooperative multiplayer mode; the levels cannot be played
using the "New Game" option in the Myth II main menu. You can still play them on your
own, but you have to host a multiplayer game to do so.
The Mythical Solos levels will not automatically appear in the list of available
cooperative maps when hosting. To get them on the list, you need to do one of the
following:
- Place the "game" preference file included with the Titans
archive in your Myth II preferences folder. This will make all of the regular
Myth II solo levels available (except the two secret levels) for single-player
and non-WWII cooperative games, and all of the Mythical Solos levels available
(including the two secret levels) for use with the plugin. The old "game"
preference file must be removed before installing this one, or overwritten.
- OR -
- Join and play in a game hosted on the map you want to host. Once the game has
started (the game screen appears), the level will be added to your list of
single player maps for future games you host. This keeps your existing list of
singleplayer maps intact (simply adding in the WWII maps) but is far less convenient.
The WWII Mythical Solos maps will all have "WWII:" at the beginning of their name.
They do not replace the maps they are based upon, so you can still play the
unmodified maps in single-player and non-WWII coop.
4: Description of the Special Units
The units used in the Mythical Solos levels are slightly different from those on
the Titans map. Below is a description of the various soldiers, and how they
differ from the soldiers from the Titans map.
- Soldier: This unit looks the same and in most aspects behaves the same as the normal Titans soldier, with the exception
that they have an unlimited supply of grenades and do not have the training to use medkits (this goes for all other
soldiers as well, except for medics and shotgun medics).
- Medic: Medics carry a standard rifle, but instead of carrying two grenades, they carry large quantities (10 charges) of
medical supplies. This guy is a wounded soldier's best friend.
- RPG Soldier: Instead of the rifle, the RPG soldier fires RPGs as his main attack. He has an unlimited supply of RPGs, but when
his blue power bar is depleted, he must recharge, partially or entirely, to be able to fire. The
RPGs are aimed using the attack ground function (control-click), about 40% of the distance from the RPG soldier and his
target. The RPG soldier also carries a large (unlimited) complement of anti-personnel land mines. Due to the volatile
explosives he is carrying, the RPG soldier explodes when he dies.
- HMG Soldier: This unit behaves identically to the regular soldier listed above, with the exception that his rifle is
replaced with the faster firing but less accurate heavy machine gun, with unlimited ammo. HMG soldiers also have an
unlimited supply of grenades, which are thrown using the special ability (T-key) function. Enemy (dark) machine-gunners are
considerably more effective than your own.
- Shotgun Soldier: This soldier carries a shotgun, which fires a cone of buckshot that spreads over distance, making it
much more effective at short range. The shotgun fires more slowly than the rifle, but can do a higher amount of
damage with each shot. The shotgun soldier still carries a full (unlimited) supply of grenades.
- Shotgun Medic: This shotgun wielding soldier has traded in his grenades for a pair of medkits.
- Shotgun Medic Hero: This hardened veteran can reload his shotgun much faster than other shotgun medics, and carries much
more medical supplies (10 charges).
- Flamethrower Soldier: Armed with a deadly flamethrower and unlimited fuel, this soldier can inflict severe damage at
short range. He also carries an unlimited supply of smoke grenades (special ability), which don't do any real damage, but
can be used as a distraction or cover for advancing troops.
- Scout: Silent and quick, these soldiers cannot be seen on the overhead map. If attacked by scouts, your soldiers will
not return fire unless specifically told to do so. Scouts have no ammunition for their rifles, instead relying on their
bayonets to deliver a quick death.
- Suicide Soldier: These deranged soldiers have strapped on vests of TNT, with the hopes that they will take a lot of enemy
soldiers with them. Attacking an enemy will cause the suicide soldier to close to short range and detonate the vest,
while using the special ability key will make them detonate immediately. If the suicide soldier is killed, the vest will
still explode.
- Grenadier: Typically only employed by the enemy, this soldier does not carry any ammunition for his rifle, instead relying
on an inexhaustible supply of fragmentation grenades to kill his enemies.
- HMG Grenadier: This heavy machine-gunner favors grenades in close, and will use them instead of his machine-gun as his
primary attack.
Enemy soldiers (replacing Myth II dark units) are fairly similar to your own, but have
slightly differing equipment. The enemy machine-guns tend to be slightly more effective
in combat, and enemy soldiers have been known to employ suicide tactics (TNT style). Be
on the lookout for snorkel-equipped enemy soldiers, who may be lurking in deep water.
Very large units (typically Trow and Myrkridian giants) are replaced with tanks,
which behave identically to those on the Titans map, although dark tanks appear
slightly different. Shotguns, heavy machine-guns, and rifles fired by the special soldiers listed above cannot target tanks, to
prevent the wasting of ammunition.
5: Description of the Mythical Solos Levels
Make sure you read the hints on each level! All levels have new hints now, and they
may give extra hints not noted here.
- 1. Willow Creek: This first level is fairly tough, but not impossible. Camping on the hill
where you start is a good idea. A fun map.
- 2. Salvation: The second level plays perfectly, just like the first does. Difficult once
you get towards the higher difficulties. Killing the guards before they can get to tell the
rest is a good idea.
- 3. Down a Broken Path: You get control of Rurik now, since it nearly impossible to get
the level without him getting killed. The hills are a good place to run to in the beginning,
making sure Rurik doesn't get shot at at all.
- 3a. A Long Awaited Drinking Party (secret level): This level is so much fun! You might
think that it level is too easy since you have these Shotgunners instead of the Poachers... but
tell that to the deer.
- 4. Into The Breach: It is far easier (and possibly the only way) to destroy the
switch holding the gate up by using RPG's from below, than it is to let 'Jari' do it. Laying
mines on the road ahead of enemy groups is probably a good idea as well.
- 5. The Baron: The RPGs were removed to make the level tougher, but it is still
quite easy even on Legendary. Using grenades to kill the Baron is the easiest way
to kill him since he has so much health.
- 6. Gonen's Bridge: Watch for the TNT vest soldiers -- they will make your life difficult. Using
RPGs well is the key to winning this map.
- 7. Beyond the Cloudspine: The level has been changed somewhat. The world knot has already
been repaired, but it needs to warm up, so you must hold off the final charge. A tough map, but using
RPGers effectively will make it easier.
- 8. The Great Library: Destined to be a classic, this map will challenge you, but is not
impossibly hard. Hiding in the sides and using grenades is a good tactic, but
watch out for TNT vests!
- 9. Gate of Storms: This level is easy, even on Legendary. There were some tweaks to toughen
it, so it might get tough if you get careless. Using Alric's 'Popcorn' spell (Dispersion Dream,
special ability) is a good idea.
- 10. Invasion at White Falls: Totally redone by Soulsbane, this level gives you a totally different set of
units, including Tanks. Your objective is to make it inside the fort before the enemy tank patrol arrives. You
will get a warning when this is about to happen. A fun map, and challenging.
- 11. Through the Ermine: The wolves can walk anywhere on the map. The 'cheer and win bug'
(see the winning MDQ film) is still there, and is quite funny :)
- 12. The Stair of Grief: The original map was way too easy, so we made it tougher! We have included
new scripts, and even some tanks on the tougher difficulties. Using the hills to your advantage is
mandatory, unless you want to die quickly.
- 13. The Deceiver: The Warlocks have become flamethrowers soldiers, which makes avoiding their attacks easier.
Beating the main force to Myrdred is the real challenge here.
The soldier who receives the Scepter does not have grenades, as he has to be able to throw the
Scepter to revive the Deceiver.
- 14. With Tanks like These: Hide in the holes and throw grenades at the tanks.
- 15. Tanks of Muirthemne: The soldiers don't parachute in now. Very tough.
- 16. The Ibis Crown: The ghosts aren't converted, but are still quite dangerous.
- 17. Redemption: The opening script was slightly altered. Having your two tanks fire
their cannons together at enemy tanks is a good idea.
- 18. Relic: The Deceiver's wither spell does not cause damage anymore, but will hold
enemies motionless. The Ally spell (special ability) still works, but only on some types of
enemies.
- 19. The Summoner: The RPG Soldiers can pick up the crystals now. The Deceiver's wither
spell doesn't work here either. Watch out for scouts (replacing spiders) as they cannot be
seen on the overhead map. The Summoner can't summon, so it's pretty easy to kill him.
- 20. A Murder of Crows: No problems, both exits work. Attacking Soulblighter before you rescue
the Deceiver is a very bad idea.
- 21. Limbs, Heads, and Smoking Craters (secret level): Losing the RPG soldiers will lose
the map. Using them well will lead you to victory.
- 22. The Wall: This map is destined to be a classic as well; it was a favorite in testing.
The level script hasn't been changed, so watch out at the end!
- 23. Shiver: This level was changed to make it easier, including giving you a Tank, but it is
still tough. Losing the tank will probably mean defeat. As before, the Deceiver's wither spell does
not work. Make sure the Deceiver is healed before the final encounter with Shiver, as it will break the
script if he dies too early.
- 24. Twice Born: Make sure a shotgun medic lives to heal Alric at the end, because he
must be at least yellow-green to win the fight against Soulblighter. Alric's sword's lightning
is not effective against enemies.
- 25. The Forge: The level is sort of OOS-prone, especially at the beginning with the
initial fight. At the end, make sure you do not kill the guards protecting Soulblighter
until Alric is near. Using the hills to hide behind ridges and throwing grenades is a
good idea.
Section E written by EyeSore and ActiveX.
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