Walkthrough

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This walkthrough is a quick beginner's guide containing advice for your first 10 levels.

As such, it doesn't go in depth. You can read details by searching the rest of the wiki or clicking on the various links.

Feel free to consider the suggestions and advice with a grain of salt, as many people (for better or worse) have contributed to its creation.

Happy hunting!

Contents

Level 1-3

As a fresh recruit, the in-game tutorial Learn about MythMonger (aka The Defense of Esert) guides you until level 3, so you have no need for a specific strategy.

However, you can try using the Blacksmith of Esert as your leader card and the Forester of Esert as your support card.

The Blacksmith has a higher power value (number) and fair traits (special abilities) which are important for a good leader; the Forester has a good trait, and as a support card, her power value doesn't matter since only her traits will be used.

Click the Play! button every minute until you reach level 3. Note: After level 3, the timer will be reset to its usual 10 minutes per turn.


Misconception Alert! You do not need click Play! every ten minutes to level up in this game. Clicking Play! is just one way to progress. As Mythmonger is designed to be a passive game, you only need to log in every 24 hours; the game server will automatically take a turn for you every hour for that day. This is called a patrol. Your in-game friends can also "take" you along on their hunts while you're online or for a short duration after you've logged off.


Mentor Link

One important thing to do is to find a mentor to help you. Note: You cannot add a mentor after level 6!
Go to the in-game Forum and look in the Meeting Room Discussion Board. Many level 15 or higher players will be looking for mentees or apprentices to fill their empty mentor slot.
You will have to add your mentor as a friend before he or she can send you a mentorship request. Once you accept that mentorship request, the link will be forged and your mentor will provide you with an additional, more powerful support card to help you up to level 10. The good thing is you can use that card without meeting its requirements. For example, you can use your mentor's Lantern Man, without being level 9. Your mentor may also provide you with detailed advice on how to proceed in the game.

Friend Link

Another important thing is to link up with a friend.
This game involves fighting various Character cards with your Team. You'll notice that you have an empty friend slot. Click on it to see if any of your friends who play Mythmonger has a free slot to pair up with you. Note: Only friends with a free Friend support slot will appear in your drop-down list.
Once you send a card link request and your friend accepts it, the link will be forged. Both of you can then choose (or rechoose) a card from each other's collection to join your individual teams. During your turns, your friend's card will not contribute its power, but may fire its supporting traits to help you tremendously.
If you don't have any friends who can support you, you have a few choices:
  • Befriend another player with a free slot using the in-game forum's Meeting Room, but do adjust your Facebook privacy settings accordingly.
  • Invite your Facebook friends to join Mythmonger, and link with them as soon as they join
  • Wait and see if you can tolerate fighting without a full team

Level 3-4

The crucial quest for these levels is "A Lesson in Power Types" at a new location called the Temple of Five.

The quest teaches you the important concept of Power Types. Simply put, all your character cards have a Power value (number) and a Power type (element). Choosing a good leader means picking a card with the best Power value and the best Power type for your purpose. For detailed advice, please refer to Leader Selection.

The quest will give you five elemental goblins (each with a different Power type) and instructions on what to capture.

Suggestion: Use a Goblin of Fire or Goblin of Metal on the Wood Elementalist; a Goblin of Water or Goblin of Earth on the Fire Elementalist; a Wood Elementalist on the Water Elementalist; a Water Elementalist with Fire Elementalist support (or vice versa) on the Metal Elementalist; and Metal Elementalist and Wood Elementalist (either one as leader and the other as support) on the Earth Elementalist.

Unfortunately, you will also face your first tragedy at the Temple. Upon completing the quest, your five elemental goblins will be returned to the Temple Guardians. Don't moan over the lost cards though; more treasures (and losses) await beyond these shores! You should head back to Esert Village for more quests.

Suggestion: Once you have three of each Elementalist, keep them. They're tremendously effective fighters for your level, both in primary and support, and you need three of each to use them. They're also painfully hard to catch if you don't have the right elemental type going in, so if you ever sell them below the 3-card requirement, you'll have a rough time getting them back again unless you're at a much higher level.

Level 5+

At this point you will have two quests to complete:

  1. Collecting 5 Goblin Goons from the Mangled Forest, and thereafter collecting 5 Bandit Kings from the Forest Hideout
  2. Collecting 15 Goblin Runts for Farmer Ted

The Goblin Goon Turncoat quest shows up automatically at Esert, but you'll have to activate the Farmer Ted's Goblin Problem quest personally.


Misconception Alert! Quests will not always pop up automatically. In many maps, you will need to click on the "Quests" link (next to the "Log" link and above your personal log of encounters and activities. After clicking on "Quests", you should see a list of available quests in that location, your current active quests, your quest items, as well as a link to view your quest archive. If you ever cancel a quest, you will need to go to the quest archive to reactivate it.


Go to the Mangled Forest first. You can pick up both Goons and Runts there. The elemental proclivities (lots of earth, a fair amount of wood, only a few water and fire, and just one metal) mean that you can use your elementalists *very* effectively. If you go with Metal Elementalist primary and Wood Elementalist support, you'll have an elemental advantage and 5-6 bonus defense in the significant majority of your fights.

Travel to the Mangled Forest to collect the 5 Goblin Goons. Since they are of the Wood type, you can speed this up by using your Fire Elementalist and Metal Elementalist as your leader and support card (in no particular order). After you have collected them, they will reveal the location of a Forest Hideout, where the Bandit Kings are hiding and to which you will now be able to travel. This also unlocks a new quest:
Travel to the Forest Hideout now and collect the 5 Bandit Kings. They are of the Metal type, so use your Water Elementalist and Fire Elementalist as your leader and support card (in no particular order). Once you have collected the 5 Bandit Kings, they will flee to Ivory City, which will now open up to you for traveling as well. Before you head there, however, you should go to Farmer Ted's Farm and bring him some Goblin Runts.
There is no Card Shop in Forest Hideout, so if you travel there, be sure to have enough challenge cards to play.

Misconception Alert! Running out of Challenge Cards does not mean you are trapped in a location. Click on Travel, find and click on a location that has a shop that sells Challenge Cards, and click on the tiny number of turns to queue your travel to that new location. You can travel without Challenge Cards; you just won't meet any enemies on the way.


Goblin Runts can be collected almost anywhere, and when you do manage to get 15 Goblin Runts, travel to Farmer Ted's Farm to receive 40 Basic Challenge Cards in exchange for the runts.
If you have already collected 15 Goblin Runts by now, just travel to the Farm and they will automatically be exchanged for the basic challenge cards. If you do not have the 15 Goblin Runts, just hunt on the farm until you have enough and the quest is completed.
Alternatively, you can consider doing the Goblin Farm Raid quest in the Mangled Forest as well, and supply the runts to their Forest Hideout headquarters, so they can torment Farmer Ted! The reward for that quest is 10 Heroic Challenge Cards.

Misconception Alert! If you feel that you must collect every character card in a map before moving on, I'd suggest that you don't, because some cards in a map need quests or specific challenge cards to unlock for capture. You can always return to the map later in the game to hunt every card down.


  • After these basic quests
After completing these quests (new quests will be available in these areas as you reach higher levels), travel to Ivory City for further quests. Stop by Esert Village to sell some character cards and stock up on challenge cards. Alternatively, you can also shop at Ivory City.
At this point of the game, your Deck Power is not as important as having enough coins to buy challenge cards which you then use to capture more profitable character cards. For more advice, please refer to Selling Cards.
However, do try and keep at least one character card of each type (to be flexible in your gameplay and to show off), or as many copies as needed to use that specfic character card (where you need more than one copy, this is indicated on the back of the card).
Also, try to hang on to all your Goblin Runts, Failed Wizards, Thugbots, Blacksmiths, and Elven Foresters as they can be cashed in through repeatable quests later on.

Suggestion: If you run out of coins and feel that you need to sell almost everything, fret not! Mythmonger has a trading function which allows players to trade coins, character cards and challenge cards with one another, so you can always get your desired cards back later. Trade requests can be found at the Trading Post forum.

Mythmonger also has a more limited "Give to Friends" function which allows giving of coins, challenge cards and certain quest items. These two trading functions can be found in a drop-down list when you scroll over the "Friends" tab.

Level 6+

When you travel to Ivory City, you will automatically be given the objective to visit the three factions' main cities: Ecorae (nature), New Feron (technology) and Fontis Sapienta (magic).

Some beta players recommend traveling to New Feron and Ecorae before Fontis Sapienta, as these two cities used to have easier cards to capture that can then be used against the Fontis Sapienta cards.

At Ivory City, it is a good idea to complete the Ivory Knights quest as soon as you can to gain the powerful Ivory Squire. Play at the Ivory City until you have the right amount of Elven Foresters, Blacksmiths, and Failed Wizards to turn them in.

Suggestion: To decide on your best team setup, click on the location Ivory City in the wiki. This area has a mix of elements with a higher proportion of Metals followed by Fires and Woods. Therefore, a suitable setup can include basic attractor/challenge cards, with a Fire-based leader (such as Fire Elementalist) and Water-based support Water Elementalist, or vice versa.
In future, researching a new location using the wiki or the in-game forums will be essential in your fight against the Mythmonger.

Ivory City also offers you the East Core Mines Prospect quest, which opens a new, multi-level location East Core Mines for you to explore. Note that the map only accepts special and rather expensive East Core Mine Challenge Cards, although accepting the quest will give you a starter pack of 25 Tier 1 challenge cards. You can also use Heroic Challenge Cards there, as those challenge cards will serve as Tier 2 challenge cards in the mines.

Suggestion: If you do explore the mines, aim to collect at least two of each of these Tier 2 characters: Cave Chippers, Coal Sprikes, Crevice Tunnelers, Dredgers, Feldspar Worms, Groganons, and Luminous Spiders, as they are needed to fulfil a quest from each of the rival factions.
The Mine's Card Shop heralds the concept of Booster Cards. It sells the Rebel Pendant that you can equip on top of your Leader and Support cards.

The Ivory City Card Shop will also introduce you to another concept: unique character cards that you buy with coins. On sale here is the aptly named Sell Sword who offers his powerful and perfectly neutral services to you at a hefty, one-time price of 2,000 coins. Another unique character card Stoat Clipper can be bought at the Ecorae shop. Note: In Esert, you could buy Town Watch at 400 coins, but that card could be caught at other maps. Sell Sword and Stoat Clipper though cannot be caught at any map.


Misconception Alert! With so many concepts and possible purchases competing for your resources, don't feel compelled to buy everything and to do everything all at once. It's up to you to decide what you enjoy and how you want to play this game. Seek advice from your mentor or in-game friends. The forum also has many experienced players who can offer advice on whether it's worth your coins and efforts to buy or trade certain powerful cards or focus on some quests, so you can level faster. For instance, the newsletter Rebel Report suggests in its Nov 20, 2009 edition that players can use the East Core Mines to gain unique benefits.


An important quest can be found in Fontis Sapienta. Pick up the "Visiting the Hermit Sage" quest to travel back to Esert Village, and visit (capture) the formidable Hermit Sage.

Use your newly acquired Magic Challenge Cards (or basic challenge cards if you want to wait forever) to attract him, and don't be discouraged if you keep catching Wizards of Esert. As Hermit Sage is a Fire Type with strong attacking traits, using Water and Earth cards such as Steam Weaver and Farm Equipment would be ideal.

Catching the Hermit Sage will reward you with three new locations: Grevel Nub Arbor, Hedge Valley and Daphne Cove, and open up more quests.

Suggestion: Grevel Nub Arbor is bustling with tiny citizens, so it's ideal for avid card collectors. Hedge Valley has two oddities: its Pointy Stick attack booster and its never-ending problem of hedge-piglets going missing. Daphne Cove is scenic, but below its watery surface lies great secrets, so you might want to consult some scientists and magicians. Do wander around; you never know how the smallest quest can lead to a major conspiracy.

At level 6, you will also unlock an additional Friend slot to increase the power of your Team.

Level 10

Once you reach level 10, your mentor link is severed automatically, as you graduate from his or her mentorship and can now roam about the Mythmonger world by yourself.

You'll realise by now that new quests can turn up at old maps or after you have completed a related quest, and that you're spoilt for choice when it comes to choosing quests.

While quests can be tedious, especially when you have to collect loot, and some quests may need you to attain a certain faction alignment percentage before activating, doing quests is the best way to unlock better character cards and locations.

It's also time to consider which faction you prefer. Simply put, your choice of leader card affects your faction by approximately 0.1% with each turn you take. Here's a quick summary of the factions:

  • MAGIC: Generally strong offensive traits, with a fair range of leader card choice
  • NATURE: Generally strong defensive/supporting traits, with a large range of leader card choice
  • TECHNOLOGY: Gambler leader cards with a mix of very good and very bad traits
  • NEUTRAL/NONE: Fair range of high-power leaders (but mostly unlocked at higher level quests)

You will probably change faction throughout the game, as you swap your leader card depending on the situation. For more advice, please refer to Managing Factions.

Suggestion: If you had explored the East Core Mines earlier and collected those Cave Chippers, Coal Sprikes, Crevice Tunnelers, Dredgers, Feldspar Worms, Groganons, and Luminous Spiders, you can try and fulfil the various First Rank faction quests from the three Factions: Technology, Nature and Magic. Of course, if you had collected six of each card, and want to try out all the factions so as to unlock their unique support cards and booster cards, you are free to do so!

You can also go mad with friends by clicking on the "Duel a Friend" option (just below the Play! button), where you and your player friend can pick five cards each and fight it out for a wager.

Whatever you choose, have fun as you explore the ever-growing world of Mythmonger!

See Also

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