: Well, it's been a while since I played it (and I can't
: run Myth at the moment), but I'll take your word for
: it. Though I don't remember that.
You wouldn't be the first that didn't remember a detail from Myth (that's why the series is so cool). But it's true. After you fix the knot with your dwarves a bunch of badies pop through. this is the level where you have a bunch of berserks and dwarves and first get the chance to rebuild a knot.
As for the whole world knot workings... I personally feel the world knots are limited in their destination capacity. That is to say, point A goes to point B and only point B, not to points B, C, D, and E.
Reasons: 1.) never in the first two games is a world knot guarded. If point A leasd to point B, and point B only leads back to point A, then there's no point in sticking around. 2.) The scripting for the world knots in the actual engine links two knots and only two knots. You can finagle it so it would work other ways, but Bungie didn't. 3.) World Knots are never reused in the games. Units always jump in by a knot and leave by another route. This indicates that the knots don't go anywhere new.
As for the light/dark thing, I believe the dark simply had a limited knowledge of the World Knots. Myth 3 may use them, but that kinda contradicts the (future) dark's lack of knowledge in that area. As Olorin stated, Balor and SoulBlighter *should* have known how to use them. And in TFL/SB dark units are both able to use the knots, it's just that only the light avatara seem to know how to power them *without fixing them*. Remember, Alric uses himself as a fourth Pylon on one of the TFL levels.
--Stinger