The Fall Of Naugrimin

by Ernie

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  • Version:
    1.0.1
  • File Size:
    7.9 MB
  • Type:
    Solos
  • Author:
    Ernie
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  • Downloads:
    1764

The Fall Of Naugrimin is a solo map that takes place in the time period before even Myth:The Fallen Lords.

Before the plague of darkness fell upon the civilized country to the West, in the heart of the Blasted Lands; the Ghôl resided. But without provocation, the ghôl's became organized, and wielded weapons of unknown origin...

Directed by a mysterious force, the ghôl's are now ready to wreak their ultimate vengeance upon the Dwarves.

It is your mission to "...devour the Dwarves from existence..." by destroying all means of their defense as well as their underground explosives factory.

Your 'master' has promised he will send his messenger to aid you in your directed vengeance. Beware Dwarves, Fang Grinder will dawn your doom.

Fall of Naugrimin's Features:

Dwarven Tunnel System: To use the Dwarven Tunnels that connect one fort to another, simply walk your ghôl(s) into the cave entrance, and wait a few seconds. They will disappear (having entered the tunnel system) and reappear at the other end. Make sure you don't leave your Ghol in the other end of the cave for too long, for ghols don't have the longest attention span, and he will travel back to the other cave entrance.

Dwarven Defense Cannons: All across the map, there four (4) Dwarven cannons and their crews. Your main task as the ghols is to destroy the cannons crews so when a larger attack force comes later they are not blown to pieces. Kill the Cannons Crew, disable the cannon.

Dwarven Spire: This is the largest land form I have ever seen in a solo map that was crafted out of the Mesh. It spirals up into the sky, and is a major tactical disadvantage to you the ghols. To complete your MAIN objective, have a Ghol Anarchist throw a demolition charge down into the Amunition factory inside the spire.

New flavor text: All were heavily researched at myth.bungie.org, and add some intreging insight into who the "Dark Gods" are that are referred to in the Ghols Myth:TFL Flavor Text...

Units:

There are 7 new and Modified units in the "Fall of Naugrimin":

The Ghôl Anarchist
These are ghôl's have a trademark red hide, but it's their attack that sets them apart from others. Having Hijacked cart loads of Dwarven explosives, they have rejected the offer of cleavers as weapons; instead they use black demolition charges. {Used by the Dwarves for clearing large underground passageways...}

The Ghôl
These are basically the same ghôl we all know and love, just a bit less experienced with the cleaver.

Fang Grinder
Known as the 'Black dog of the Blasted Lands' to the Dwarves only in Legends, to the ghôl's as their king; Fang Grinder Rivals Soulblighter in power. But like all ghôl's he has a weakness to large amounts of explosives.

The Dwarf
The same Dwarves we know, always willing to hurl a helpful molotove into a melee... which contains mostly your own units...

Dwarven Fighter
The backbone of all Dwarven defenses, they have the muscle to take on a ghôl hand to had {or Knife -to- cleaver as the case may be}

Dwarven Knife Thrower
The Name says it all: These Dwarves are much like the fir'Bolg archers of Myth TFL. The throw knives in a straight line, paying no heed to their comrades that may be in the way. Maneuvering your ghôl so that the dwarven fighters may get in the way of airborne Knives...