Weirdobodomons II
 
 

Unit Descriptions | Screenshots

Bowmen

In addition to their usual arrows, Bowmen now fire long-range guided missiles. These missiles fly overhead until they come into range of a guidance beacon (see Trow Wannabe), upon which they spear in towards the beacon. Their special ability is a floating sphere that, like the missile, releases missiles at the beacon once within range. The Bowman can pick up a guidance beacon and fire it (this over-rides their usual special ability).

Trow Wannabes (Replacing Ghols)

Looking like a Trow but the size of a Warrior, the Trow Wannabe is a melee unit extremely resilient to explosions. The Trow Wannabe can run up gentle slopes like the Trow. His speed is in between that of a Warrior and a Ghol. The special ability is to throw flashing beacons that attract guided missiles (see Bowmen). Trow Wannabes cost 3 points.

Dwarven Athletes

Dwarves are armed only with "sticky-bombs", satchels that will stick to a unit and not come off. The Dwarf primary attack is to throw a flat, quick sticky-bomb (that rarely misses) accompanied by a detonator. After about 10 seconds the detonator will cause the sticky-bomb to explode if the sticky-bomb is attached to a unit. Their special ability is another sticky-bomb. Although having a longer range than the primary attack, this sticky-bomb does not have a detonator. Dwarves are now a lot quicker at running (as fast as a Ghol) and turning. After using 12 satchels the Dwarf can stab with his knife. They can enter the deepest water, like Dwarven Divers from Weirdobodomons I, although they become a little slower. Dwarves now cost 3 points.

Hints:
- Dwarves can throw sticky-bombs from the cover of water.

Warriors

Warriors now have the special ability to produce force fields. Upon pressing T, a Warrior will release the force field in the direction he is facing. The force field is capable of destroying most projectiles, but will only deflect invincible projectiles like sword blades.

Hints:
- With good timing, a Warrior can blow up a sticky-bomb just when a Dwarf releases it, possibly killing the Dwarf.
- If discarded sword or axe blades are lying on the ground you can use a force field to push them into enemy units. This technique can be surprising effective.

Thrall

Thrall walk at their usual lazy pace on most terrain, but are extremely fast moving through water. Thrall are also armed with one "heat-seeking missile": press T and the Thrall will launch his missile, which (should) strike the nearest unit.

Journeymen

The Journeyman heal has been replaced; now he throws his mandrake root to heal a unit. If the root hits a unit it will perform its healing and then disappear; otherwise, it will lie on the ground. A Journeyman can pick up mandrake roots as ammunition.

Baron

The Baron's special ability is to become invisible while creating "clones" of himself in the surrounding area. The Baron begins with 100 points of ammunition which he uses in bursts of 20 (meaning about 20 seconds of invisibility and 20 clones). The Baron can be made to appear visible prematurely by commanding him to taunt, and will do so if damaged.

Gholiathz (Replacing Trow)

A massive Ghol, the Gholiath has a powerful cleaver swing with a radius of damage (which will harm your own units as well, so a pack of Gholiathz can be suicide). If it dies the Gholiath crushes units underneath. A Gholiath can pick up the cleavers of dead Gholiathz and throw them. Gholiathz cost 30 points.

Myrkridia

Myrkridia will use up their mana as they attack. When their mana runs out they change their attack to a "power smash" attack, a two-handed attack that is approximately 6 times as damaging as normal.

Mauls

The Maul's attack causes an explosion to occur a certain distance in front of itself. A Maul's explosion will always travel the same distance regardless of the distance to the enemy. The Maul will attempt to kill units beyond this set distance, often creating a wall of explosions. Their special ability to continuously repeat this attack 5 times in the direction they are facing.

bre'Unor

The bre'Unor now throw bones as their special ability rather than primary attack. These bones can pass through units, hurting more than one before it "boomerangs" back to cause even more damage. Generally the bones should drop at the feet of the bre'Unor, which he can then pick up as ammunition (bre'Unor begin with 4). Bre'Unor now costs 6 points.

Hint: Bre'Unor bones, if thrown at the base of the walls in "Clash in the Cloudspine", can float up and hurt units standing on the battlements.

Spider

The spider's special ability is to create an automatic machine gun. Press T and bullets will begin flying from the spider's body at any unit nearby. Once initiated the machine gun remains active for the rest of the game. Although the spider will charge at enemies it cannot bite and relies solely on its machine gun.

Hint: Move your spider well away from your own units before trying their special ability.

Fetch

The fetch lightning attack has been replaced by a projectile that does roughly the same damage. While slow, the projectile has the ability to "freeze" its target while floating in and invariably strikes the unit full-on (a unit is identified as being frozen when surrounded by a ring of blackness, is flinching and unable to move). The reload time of the fetch attack has been doubled but the fetch is still a lethal opponent.

Stygian Knight

Nearly identical to their Weirdobodomons I counterparts in that they summon lightning from the sky (an attack that uses all mana). The lightning causes little damage but freezes the unit as the knights, now with no mana, attack with normal axe swings until their mana recharges.

In Weirdobodomons II the Stygian Knights can sprout a special lightning attack; once again the lightning is weak and is little more than an annoyance, but will spread from unit to unit continuously unless the units are spread out sufficiently to curb the spread.

Wight

The Wight does not rely on a single explosion to cause damage but a series of paralyzing lightning bursts, which lance out at any units in its vicinity when it self-destructs. Pus packets are still produced in the explosion and these can also fire random lightning bolts. When the Wight is hit it produces a lightning bolt that can paralyse the attacking unit.

Soulless

Soulless now have a shorter range and longer reload time but are markedly more deadly with new poison javelins. On impact a javelin produces a puff of purple smoke and any infected unit is further marked by a series of lighter puffs as the unit's health drains away gradually. Units close to death can be rescued with a heal but only time will stop the poisoning, which lasts a few minutes. On occasion the affected unit will become paralysed for a short while, which can make chasing soulless after being poisoned difficult.

Brigand

The brigand now has 3 times the vitality but is balanced by a sword swing 3 times weaker than usual. The brigand also takes the opportunity to heal himself every time he blocks. Therefore killing a brigand takes a long time, although the brigand is still not an exceptional fighter. Brigands are now quicker, slightly more so than a Warrior, making it possible to chase down enemies and tie them down while re-enforcements arrive.

Mykridian Giant

The Mykridian Giant's special ability is to throw acorns that spin around the target and hurt any unit they come into contact with. These acorns will last for about 20 seconds. By aiming at the ground rather than a unit the Giant can throw the acorns in a straight line. Each acorn uses a third of his mana.

Dwarf Mortar

The Dwarf Mortar has an additional mortar attack as his special ability: the mortar round originates from the target, meaning it flies forward to twice the usual range.

Warlock

The Warlock fireball bounces around, swirling crazily around its target and damaging any unit it passes through, until detonating.

The Warlock special ability either raises a square section of the mesh, providing high ground for his comrades, or sinks it. To raise the mesh, press T followed by a short range attack (less than 12.00). An attack aimed at range 12.00 to 24.00 results in the sinking in the mesh. The Warlock fires a fireball, similar to the normal Myth attack, which produces the mesh effect upon detonation. The effect lasts for about 20 seconds or until the magic crystal that floats in the centre is destroyed.

Beserk

The first sword swing a Beserk takes is a powerful attack that can kill weaker units like Fetch or Dwarves. The attack uses up all the Beserk's mana; from then on his sword swings do normal damage until the mana returns in a few minutes (the mana does not recharge gradually but simply reappears at full mana).

When he dies the Beserk turns into a gas grenade: smoke that harms units will come from his body for about 15 seconds and then subside, but in an endless cycle will return after about 10 seconds. Often the body will shoot randomly through the air of its own accord. The only way to end the smoke damage is to destroy the body.

Heron Guard

The Heron Guard Assassin is invisible on the overhead map, quicker than any other unit (other than Thrall in water) and can move on any terrain. As such they are suited to ambushes, scouting, skirmishing and surprise raids.

He can also throw a mandrake root that heals units, like the Mandrake Master, although not being a Master does not have the same range. The Heron Guard Assassin begins with 1 mandrake root.

Heron Guard Hero

The Heron Guard Assassin Hero is also invisible on the overhead map, fast and all-terrain fighters. They are also equipped with the Beserk powerful sword swing for better surprise raids.

The Hero has 9 heals, where pressing T will cause the Hero to heal himself as well as the 2 or 3 closest units.

 
 
 

© 2000 Midnight Resistance

Goft goft@starmail.com | last updated: Sat 15 Dec 2001