Slow, brainless, and clumsy, Thrall are the Dark's primary foot soldiers, but they are used much more commonly as flesh punching bags. Your best bet against Thrall is a Dwarf or, even better, a pair of Dwarves. A moderately skillful player can wipe out an onslaught of two dozen Thrall with a single Dwarf, especially if he puts those Satchel Charges to good use. Still, Bowmen are somewhat effective, and Warriors, Berserks, and Heron Guards are solid second choices. Note that Thrall can take more abuse than these three melee troops, but they are far less accurate and effective with their attacks. Since Thrall are undead, they can hide underwater indefinitely and are immune to the Deceiver's Blinding Dream. For the same reason, however, they can be unhealed by Journeymen and Heron Guards. In multiplayer games, the Thrall's slow speed make them useless for offensive play. They are pure defenders, but very good ones; their resistance to attack renders them an undead wall around coveted flags and balls. Their only potential offensive use comes in hiding them underwater for surprise attacks. Wights Think disease-ridden atomic bombs on legs. Wights are a powerful but clumsy weapon of the Dark, devastating in effect, but very easy to defend against. Wights are reanimated corpses so bloated with infection that piercing their skin causes them to erupt into a massive explosion of disease and destruction. Watch them closely, and you will see these mindless corpses pull out their handy knives and slice themselves open from stem to stern. Ouch. Boom. Anything in the vicinity of the blast that actually survives will be temporarily paralyzed. Defending against Wights is easy since they're so slow, but you must be careful not to let one sneak in too close while you are minding other enemies. One Wight can wipe out an entire force in an instant. When under a Wight attack, keep a line of Bowmen ready at all times, and constantly rotating and guarding. It takes only a few arrows to pop a Wight. Try to target groups of them; the popcorn-like chain reaction is one of the greatest joys of Myth II. If a Wight manages to get past your initial assault, choose a wounded soldier to take one for the team and attack the Wight while your healthy troops put some space between themselves and the inevitable explosion. There's no chance the poor sap will survive, but it will allow your army to live to fight another day. Being undead, Wights can hide underwater and are immune to the Deceiver's Blinding Dream. Using Wights in multiplayer is very difficult but can be very effective. Hide them underwater and detonate them as your enemies cross the river. Keep them away from your other forces, and keep them spread apart from one another. You can also sneak them in behind enemy lines and target an individual unit; if you're very lucky, you will make contact. A Wight can be detonated on demand by pressing the Special Attack Key. Finally, Wights can be unhealed and broken down into Pus Packets that can, in turn, be picked up and thrown by Ghôls. The Pus Packets don't pack quite the punch of a Wight suicide, but stun the targeted area in the same fashion. Next, The Summoner, Shiver, and Soulblighter |