: 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.
Also in Force Ten from Stoneheim, some thrall, soulless and a wight teleport in before you get a chance to blow up the knot.
: 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.
Homecoming, Force Ten from Stoneheim, Pools of Iron, Beyond the Cloudspine The Great Library. These levels all have dark troops guarding/hanging around the knots. I can't actually think of any other levels with world knots in them at all just now.
: 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.
Actually, we only ever see one world knot per level in the game. Also, at the end of The Last Battle we are teleported out without a knot and at the start of The Great Devoid, we come in without one.