MYTH II · FIELD ARCHIVE

Myth II
field archive.

An independent, source-conscious archive for Myth II: Soulblighter. Campaign history, characters, units, multiplayer, and mapmaking are organized as direct reference material, with documented facts kept separate from observations and open questions.

Open campaign history Browse the sources Download the reference book ↗

Original Myth II warrior battle reference art
Scope and attribution. This is a fan-maintained reference, not an official Bungie publication. Campaign facts are transcribed or cross-checked against the original Myth II manual and in-game material. Technical notes use Project Magma documentation. Vera-supplied images are AI-assisted presentation studies and are not official sprites.

Reviewed 2026-09-16 · Manual and transcript links checked in a browser. Claims without primary runtime evidence remain marked as cross-checks or open research.

01 · CAMPAIGN HISTORY

Campaign chronology.

The broad sequence below is grounded in the Bungie manual’s introduction, glossary, and campaign framing. Where a detail comes from a fan chronology or an inference, it is labeled.

Connacht and the Myrkridia

Connacht is described as a hero of the Wind Age. The manual places the Myrkridia conflict roughly a thousand years before the events of the first Myth, establishing the older cycle that later histories refer back to.

The Tain and the Trow

Connacht trapped the Myrkridia in the Tain and imprisoned the Trow. After he disappeared from Muirthemne, that period of peace ended.

The Callieach and the Great Devoid

The Callieach fought the Trow and destroyed themselves rather than be hunted to extinction. The manual identifies the resulting chasm near Myrgard as the Great Devoid.

Balor and the Fallen Lords

The manual says Balor first appeared at the eastern edge of the civilized lands more than a century before Myth II, heralded by a comet. He raised the Fallen Lords and led the Dark against the living. Alric later defeats Balor at Rhi’Anon; Balor’s head is cast into the Great Devoid so it cannot return.

Muirthemne and the Cloudspine

Balor’s armies destroyed Muirthemne, scattered its survivors, crossed the Cloudspine, and flooded the rich western lands. The manual says only two great western cities still stood when the Light rallied.

The Legion’s final assault

The Legion fought through the Fallen lines to Rhi’Anon and sacrificed itself to give Alric time to trick and decapitate Balor. Most Fallen Lords were hunted down after Balor’s destruction; Soulblighter escaped into the wilderness.

The peace before Soulblighter

Myth II begins sixty years after the Great War. Alric rules from the rebuilt city of Madrigal, while the Legion and other survivors have returned to ordinary settlements.

Returned homelands and new borders

Dwarves returned to Myrgard and Stoneheim after the Dark’s defeat. The Trow withdrew north and held a truce with the humans who had fought them during the war.

Willow Creek and the Baron’s trail

Campaign journal material begins with the patrol investigating grave robbing and an attack at Willow Creek. Rurik is rescued among the captured peasants in the fan-maintained chronology; treat that line as a cross-check target against the game journal, not a substitute for it.

Willow Creek and Salvation

The Willow Creek and Salvation transcripts are both dated Monday August 25. Crüniac’s patrol is sent after reports of grave robbing and black smoke near Willow Creek; the follow-up account describes villagers held at the cemetery and a rescue-and-escort objective. These entries are campaign cross-checks until the in-game pages are captured.

Relic and The Summoner

Two late-campaign entries connect the Tain’s destruction to the next Myrkridia crisis. Relic places the search for a Tain shard in Forest Heart; The Summoner follows inside the shattered Tain and identifies the Summoner as the figure working to resurrect the Myrkridia. The mission transcripts are fan-hosted evidence, not a replacement for the game journal.

Beyond the Cloudspine

The fan transcript for Wednesday September 17, Plain of Scales, reports that Soulblighter killed Crüniac and that a journal was recovered from his belongings. Keep this as a dated arc cross-check; confirm the wording against the runtime journal before treating it as primary canon.

What still needs primary proof

Exact mission dates, some character relationships, and the boundaries between manual glossary text and campaign dialogue need page-level citations or captured in-game journal evidence before being treated as settled.

The Fallen Lords campaign

The first Myth campaign is the historical lead-in to Soulblighter. Myth Journals indexes 25 dated transcript entries from the opening at Crow’s Bridge through the Great Devoid and the final battle. Use this as a reading order and cross-check; it is not a replacement for captured in-game journal pages.

Crow’s Bridge and the first outbreak

The earlier campaign begins with the Light responding to a Dark assault near Crow’s Bridge. The transcript index provides the mission order; the manual remains the authority for the larger Great War history and the roles of Balor, Alric, and the Fallen Lords.

Bagrada, the Forest Heart, and the Tain

The indexed missions move through Bagrada and Forest Heart before the Light enters the Tain. These locations connect the campaign’s military route to the older Connacht, Trow, and Myrkridia history recorded in the Myth II manual.

The Great Devoid and Rhi’Anon

The closing entries lead to the Great Devoid and Rhi’Anon, where the Light’s final assault gives Alric the opening to defeat Balor. Keep transcript details labeled as fan cross-checks until a page-level runtime capture is available.

02 · EARLIER CAMPAIGN

Myth: The Fallen Lords.

The first campaign is the direct historical lead-in to Soulblighter. The Myth Journals index supplies 25 dated entries; the route below turns that source into a readable sequence while keeping it labeled as a fan cross-check.

OPENING

Crow’s Bridge → Madrigal

The Light responds to the first Dark assault, then moves through the King’s Highway and the siege of Madrigal.

WESTERN FRONT

Covenant → Bagrada

The campaign crosses Covenant, Stoneheim, the Plain of Scales, and the Bagrada pass before reaching the Barrier.

THE TAIN

Forest Heart → Muirthemne

Forest Heart leads into the Tain and the Smiths of Muirthemne, connecting the Great War to Connacht’s older history.

ENDGAME

Dire Marsh → Rhi’Anon

The final route follows the Watcher, the Gjol, and Rhi’Anon. The final indexed entry is The Great Devoid.

Open the index for all 25 dated mission pages. Transcript wording remains secondary until corresponding in-game journal pages are captured.

03 · CHARACTER RECORDS

Character records.

These entries are intentionally concise. Each separates a documented role from interpretation so the page can grow without turning guesses into canon.

The Light · ruler

Alric

King of the rebuilt human realm after the Great War. The manual places him on the throne in Madrigal sixty years before Soulblighter’s return.

The Dark · antagonist

Soulblighter

A surviving Fallen Lord who escapes after Balor’s defeat and later attempts to regain power. The manual frames his return as the crisis of Myth II.

Fallen Lord

Shiver

A Fallen Lord who fought Rabican at Madrigal. The manual says Rabican defeated her in a dream duel using knowledge revealed by the Head.

Fallen Lord

The Watcher

A Fallen Lord whose forces fought in the Dire Marsh. He was crippled by arrows tipped with his own bones and fell there.

Fallen Lord

The Deceiver

A Fallen Lord whose rivalry with the other generals contributed to his downfall. His army was decimated by the Watcher at Seven Gates.

Historical identity

Balor / Connacht

The manual identifies Balor with Connacht, the Wind Age hero. Keep the names together in searches; they refer to different points in the same historical identity.

The Legion · commander

Crüniac

Leader of the Legion at the opening of Myth II. Campaign framing presents him as the officer directing the patrol through the early crisis.

Campaign witness

Rurik

A villager encountered in the Willow Creek sequence. Fan chronology notes describe him as carrying information about Baron Kildaer; verify the exact line against the campaign journal before expanding this entry.

Non-aligned · local power

Baron Kildaer

The manual says the Baron appeared out of nowhere ten years earlier, then claimed Keep Kildaer and its surrounding lands with brigand support.

Glossary subject

The Head

A severed head animated by arcane magic. The manual records its role in creating conflict among the Nine.

World history

The Nine

The manual’s glossary describes the Nine as a group whose internal conflict was influenced by the Head. Later fan interpretations are kept separate.

The Nine · strategist

Rabican

One of the Nine. He faced Shiver at Madrigal and defeated her in a dream duel using knowledge revealed by the Head.

The Nine · sorcerer

Cu Roi

One of the Nine who opposed Balor. He was trapped in the Tain with Murgen and the Legion and died when the Tain was destroyed.

The Nine · survivor

Murgen

One of the Nine trapped in the Tain with Cu Roi and the Legion. The manual records that he did not survive its destruction.

The Nine · commander

Maeldun

One of the Nine who was severely wounded in battle at Bagrada near the end of the Great War.

Earlier Leveler identity

Moagim

The manual identifies Moagim as Tireces, the savior of the Age of Reason, in another incarnation as the Leveler.

Location record

Keep Kildaer

Unoccupied since the Great War and believed to have lost the Kildaer family when the Fallen crossed the Cloudspine. The manual connects the keep to the Baron’s rise.

CHARACTER CONNECTIONS

Relationships and evidence.

This index shows only explicit links between named figures. Manual-backed connections and transcript cross-checks are labeled separately.

Open the relationship records
Manual · identity

Balor ↔ Connacht

The manual identifies Balor as Connacht at a later point in the same historical identity.

Manual · Great War

Alric ↔ Balor

Alric defeats Balor at Rhi’Anon, cuts off his head, and casts it into the Great Devoid.

Manual · Nine

The Head ↔ The Nine

The Head’s influence contributes to conflict among the Nine. Later interpretations remain separate.

Transcript · cross-check

Crüniac ↔ Rurik

The opening journal places Crüniac’s patrol and Rurik in the Willow Creek/Tallow sequence. Verify the exact relationship in the game journal.

Manual + transcript

Baron ↔ Keep Kildaer

The manual documents the Baron’s claim to the keep; the mission transcript supplies the patrol’s secret-exit and kill objective.

Transcript · cross-check

Soulblighter ↔ Crüniac

Beyond The Cloudspine reports Crüniac’s death at Soulblighter’s hands. Treat this as transcript-level until runtime capture.

03 · LOCATIONS & TERMS

World locations and terms.

These short records come from the manual glossary. They give the campaign a stable geographic index without adding unsupported interpretation.

Cloudspine pass

Bagrada

The southernmost pass across the Cloudspine, connecting the Plain of Scales with Forest Heart through dead ends and box canyons.

Eastern desert

The Barrier

Once the fertile Cath Bruig empire; it was razed and blighted after Muirthemne fell, becoming an arid desert east of the Cloudspine.

Mountain range

The Cloudspine

A north–south range across the continent. Its three named passes are Bagrada, Seven Gates, and the Stair of Grief.

Ancient forest

Forest Heart

An old forest east of the Cloudspine and home to the Forest Giants; the Great War reached it repeatedly.

Chasm near Myrgard

The Great Devoid

A bottomless chasm created when the Callieach destroyed themselves and their Trow hunters. Balor’s head was cast here after Rhi’Anon.

Cath Bruig capital

Muirthemne

The ancient capital of Cath Bruig and Connacht’s Wind Age seat. Balor’s armies sacked it during the Great War.

Dwarven homeland

Myrgard

The ancestral Dwarven city, seized by the Ghôls for more than fifty years before the Dwarves returned after the Great War.

Final battle site

Rhi’Anon

The ancient Trow capital and Balor’s fortress. Alric defeated Balor here in the final battle of the Great War.

Cloudspine pass

Seven Gates

One of the three passes, marked by seven chokepoints. The Legion fought through the Watcher and Deceiver’s forces here.

Opening mission town

Willow Creek

A small farming town on the western edge of Forest Heart, built on the site of a razed village and attacked at the campaign’s opening.

Province city

Covenant

A major city of the Province sacked by the Dark during the Great War.

Swampland

Dire Marsh

A swamp fed by the poisoned Gjol River; the Watcher fell here after arrows tipped with his own bones crippled him.

Artifact

Eblis Stones

Powerful artifacts. The manual credits one with helping Alric defeat Balor.

River

The Gjol

A poisoned river flowing from the Blind Steppes into the Dire Marsh.

Artifact

Ibis Crown

A legendary Cath Bruig crown; eleven ordinary copies were made to hide the true one, which was missing when Muirthemne fell.

Light army

The Legion

The Light army that broke through to Rhi’Anon and sacrificed itself to give Alric time to defeat Balor.

Province city

Madrigal

A northwestern city defended by the Light before falling shortly before the Great War ended.

Lowland

Plain of Scales

A vast lowland east of the Toven River that rises toward Bagrada.

Trow city

Rhi’ornin

A lost Trow city and the first to fall in the Trow–Oghre wars.

River

Scamander

The main river of the southwest, flowing from the Cloudspine to the ocean.

Cloudspine pass

Stair of Grief

The northernmost passage through the Cloudspine.

Prophecy

The Summoner

A prophecy about a person who will resurrect the Myrkridia.

Town · fortress · falls

White Falls

A town, fortress, and waterfall on the Meander River southeast of Tandem.

River

Wild River

A river between Forest Heart and the Cloudspine that empties into the Cavan Bight.

Former empire

Cath Bruig

The former empire centered on Muirthemne. The Fallen sacked its capital and turned the lands east of the Cloudspine into the Barrier.

Forest inhabitants

Forest Giants

Massive wooden inhabitants of Forest Heart. Their conflict with the Trow predates the Great War.

Dark-aligned race

Ghôls

Knuckle-walking people who served the Dark and fought the Dwarves for generations. They occupied Myrgard and Stoneheim before the Dwarves returned.

Cath Bruig artifact

The Tain

An artifact created by the Smiths of Muirthemne. Connacht used it to imprison the Myrkridia and the Trow.

Volcano

Tharsis

An ancient volcano overlooking Seven Gates and the setting of the final pursuit of Soulblighter.

Dwarven city

Stoneheim

A major Dwarven city captured by the Ghôls during the Great War.

Relic

World Knots

Ancient relics that allow near-instant movement from place to place.

Record of fate

Total Codex

A magical book said to contain the fate of every creature that will ever be born.

Ancient race

Callieach

A fearsome race from the distant past that destroyed itself and its Trow hunters, leaving the Great Devoid.

Royal crypt

Mausoleum of Clovis

The royal crypt of the Cath Bruig and the burial site searched for the Ibis Crown.

Province city

Tyr

A large Province city sacked by the Dark ten years before the current events.

Madrigal-area town

Comfort

A small town outside Madrigal.

Madrigal-area town

Crow’s Bridge

A small town outside Madrigal.

Madrigal-area town

Otter Ferry

A small town outside Madrigal.

Mining town

Silvermines

A small mining town near Seven Gates.

04 · FACTIONS & UNITS

Unit reference and mechanics.

The gallery below is a visual index, not a replacement for sprite/tag evidence. Labels now follow the visible subject or the title printed on each Vera plate: the explicit SOULLESS, MYRKRIDIA, MYTH THRALL, and WIGHT sheets are cataloged by those names; the unlabeled gray reanimated sheet is kept as a provisional Ghast study. Mechanical notes are cross-checked against the Bungie manual; “Myrk” is presentation shorthand for the manual’s Myrkridia.

Dwarf study

Dwarf

Vera-supplied AI-assisted study · presentation only

Explosive bottles and satchel charges; four by default, up to nine carried.

Unlabeled Vera reanimated-undead study, cataloged provisionally as Ghast

Ghast (provisional visual match)

Vera-supplied AI-assisted study · title unverified

Reanimated commoners; nimble undead whose touch can stun. The supplied plate has no printed title, so the visual match remains provisional.

Maul study

Maul

Vera-supplied AI-assisted study · presentation only

Armored brutes from the Blind Steppes; slow, durable, and club-bearing.

Vera plate explicitly titled Soulless

Soulless

Vera-supplied AI-assisted study · printed title matched

Explicit plate title: SOULLESS. Floating undead with barbed, toxin-coated javelins; a Soulblighter reanimation experiment.

Vera plate explicitly titled Myrkridia

Myrk · Myrkridia

Vera-supplied AI-assisted study · printed title matched

Explicit plate title: MYRKRIDIA. “Myrk” is the short catalog label for the flesh-eating race the manual says Connacht trapped in the Tain.

Vera plate explicitly titled Myth Thrall

Thrall

Vera-supplied AI-assisted study · printed title matched

Explicit plate title: MYTH THRALL. Slow, resilient reanimated human corpses armed with axes; they do not need to breathe.

Vera plate explicitly titled Myth II Wight

Wight

Vera-supplied AI-assisted study · printed title matched

Explicit plate title: MYTH II WIGHT. Stitched corpse filled with gas; its close-range detonation causes blast damage and paralysis.

Featured plates use Vera-supplied AI-assisted studies. The roster below is the manual-backed text index; entries without plates are intentionally text-only until an approved image is available.

The Light

Berserk

Human northern warriors who trade armor for speed and fight with giant claymores. Their eagerness to attack can make them difficult to control.

The Light

Bowman

Human militias modeled on the fir’bolg. They attack from range and carry a fire arrow as a special action.

The Light

Journeyman

Former Cath Bruig guards who developed healing skills after Muirthemne fell. They can heal living and undead units and fight with a shovel.

The Light

Mortar Dwarf

A Dwarven experimental unit using early mortar technology. The manual describes the weapon as erratic and devastating.

The Light

Warrior

Veteran human infantry carrying swords and shields.

The Dark

Bre’Unor

Secretive inhabitants of the Ermine who use the bones of sacrifices as weapons. Their long conflict is with the fir’bolg.

The Dark

Brigand and Dark Archer

Dark counterparts to Warriors and Bowmen. Brigands are undisciplined and slower than Warriors; both serve Soulblighter’s banner.

The Dark

Fetch

Priestesses summoned by Balor from another world. Stranded after his destruction, they serve Soulblighter in exchange for a promised route home and attack with electricity.

The Dark

Ghl

Swift scouts armed with cleavers. Ghôls can pick up battlefield debris—including explosives and body parts—and throw it at enemies.

The Dark

Stygian Knight

A rare magically animated suit of armor created by Soulblighter. It uses a huge battle axe and is unharmed by arrows.

The Dark

Warlock

A former Scholomance ally of the Deceiver. Warlocks use a primary fireball and a secondary confusion spell.

Non-aligned

Cave Spider

Large subterranean spiders with no allegiance. Their numbers and size make them dangerous despite weak constitutions.

Non-aligned

Trow

Ancient giants who retreated north after the Great War and maintain a truce with humans. Their kicks can tear a target apart.

Dark-era undead

Myrmidons

Warriors who betrayed the Light for promised immortality. Their decayed bodies are bound by rotting bandages and carry two Gridaksma blades.

Dark-era undead

Shades

Reanimated corpses of long-dead sorcerers. The manual says they avoid running water and act as conduits for Fallen magic.

Former allies

fir’Bolg

Former enemies of human nations who joined the Light against the Fallen, then returned home under a truce and refused to fight outside their borders.

Light-aligned people

Dwarves

Sturdy craftsmen who work with fire and stone. After the Great War they returned to Myrgard and Stoneheim, their homelands after Ghôl occupation.

Dark-era people

Ghôls

Bestial knuckle-walkers who served the Dark and fought the Dwarves for generations. Their occupation of Myrgard and Stoneheim ended after the Great War.

06 · REFERENCE ROUTES

Find the record you need.

Use these direct routes to move through the archive. Each route points to a concrete source, transcript, or test record without turning the page into a course or a checklist.

EVIDENCE & UPDATES

Trace every claim.

  1. Start at the source ledger.
  2. Compare manual facts, technical docs, and dated observations.
  3. Use the verification method before adding a correction.

06 · HOW TO PLAY

Controls and first-session method.

The controls below are default Myth II interactions reported by the manual and the controls research thread. Key bindings can be customized; use F8 in-game to confirm the current layout.

DOCUMENTED CONTROL

Select units

Click a unit to select it. Drag a box around several units, double-click a unit to select nearby units of the same type, or Shift-click to add or remove an individual unit.

DOCUMENTED CONTROL

Move and attack

Click the ground to move a selected unit or group. Click an enemy to issue an attack order. Watch the cursor and order feedback before sending the group forward.

DOCUMENTED CONTROL

Chat and messages

Y starts team chat; Shift + Y yells to everyone. Type the message and press Enter. Hold the Up Arrow to review recent messages.

BEGINNER SEQUENCE

Run one clean trial

Play a short scenario with one group. Select, move, attack, read the objective, and pause to inspect the result. Repeat with a second group before adding formations or special actions.

OBJECTIVES

Read before fighting

Open the objective and journal text at the start of a mission. Identify what must be protected, recovered, escorted, or destroyed; a victory condition is not always “defeat every unit.”

EVIDENCE BOUNDARY

Check your build

Controls may differ by version, plugin, or custom bindings. Treat the F8 key list and a current in-game check as stronger evidence than a remembered shortcut.

07 · BATTLE PRACTICE

A practical field checklist.

These recommendations are player guidance synthesized from documented unit mechanics, not official Bungie doctrine. The unit cards remain the authority for individual abilities; this section turns those abilities into repeatable habits.

BEFORE CONTACT

Know the job of each group

Keep melee, ranged, support, and specialist units in readable groups. Confirm the selected group before issuing an order so a fragile unit does not inherit a frontline move.

RANGED SUPPORT

Protect the firing line

Bowmen and other ranged attackers need room and time. Hold them behind the first contact, then reposition when the enemy closes instead of letting the whole line collapse into melee.

SPECIAL ACTIONS

Spend explosives deliberately

Dwarves carry explosive bottles and satchel charges; Mortar Dwarves use an erratic mortar. Leave separation from friendly units and wait for a clear target before committing the special attack.

SUSTAIN

Use healing as a decision

Journeymen can heal living and undead units. Pull the damaged unit out of immediate danger, create space, and then heal rather than asking the Journeyman to stand in the same collision.

DARK SPECIALISTS

Respect unusual threats

Soulless javelins, Fetch electricity, Warlock spells, Ghôl debris, and Wight gas each change the safe distance. Identify the threat from the unit record before choosing a target or formation.

AFTER ACTION

Review one decision

After a failed engagement, change one variable: spacing, target, timing, or group composition. Record what happened and keep the result as practice guidance, not a new canon rule.

Practice label. “Documented mechanic” means the manual or maintained documentation supports it. “Practical guidance” is a clear player habit built from those mechanics and should be tested in the current game version.

06 · MULTIPLAYER & COMMUNITY

Multiplayer records and community data.

The community layer is useful when it is treated as a measurable source, not a popularity claim. Bagrada exposes live games, rankings, Discord integration, and match records; Scout snapshots are dated and marked as observations.

Bagrada

What to collect

Map, game type, start time, duration, difficulty, ranked state, player/team counts, host, kills/losses, damage, chat, plugins, and film when available.

Use the Bagrada FAQ ↗
Scout snapshot

What we observed

On 2026-08-09, one-player King of the Map sessions appeared on Majestic Falls – 2t Trow, Smash the Mirror TE (Trow), and Complacence (2T Trow) and lasted roughly 3–12 seconds. Body Count entries on Mudpit Massacre (Dark) and RDF Massacre! lasted roughly 23 and 53 seconds. These are classified as test-like observations.

Co-op activity included 1944-Where Tigers Dread, Fifteen on Crow’s Bridge, Bowmen Grounds (Solo), and The Greatest Library (Lite).

Historical Scout snapshot; not a current popularity ranking. Raw rows and films still need a fresh capture.

Community use

How it feeds the work

Use films and records to choose maps worth studying, compare game types, and document what a released plugin actually does. Keep the raw record beside every summary.

07 · SOURCE LEDGER

Source ledger.

This ledger is the page’s update spine. New material should be added with a source, date checked, evidence level, and the section it changes.

Primary story source · checked 2026-09-13

Bungie Myth II manual ↗

Campaign framing, history, glossary, character descriptions, controls, unit notes, and multiplayer rules. This is the default citation for factual lore claims.

Technical source · maintained community docs

Project Magma documentation ↗

Updated Loathing and Fear documentation, readmes, and mapmaking changes. Use it for tool behavior and version notes, not campaign canon.

Patch history · version context

Project Magma update archive ↗

Explains what changed across 1.3–1.8.5, including interface, multiplayer, compatibility, and high-resolution asset work.

Community infrastructure · live condition

Bagrada FAQ and metaserver ↗

Documents room types, ranking categories, Discord integration, and the fields exposed by the live community service.

Deep reference · fan publication

The Myth II Handbook ↗

A 1999-era fan handbook with walkthroughs, unit guides, and mapmaking material. Use as a secondary guide and label it as fan-authored.

Local evidence · Jesse Guiles

Local knowledge log ↗

Placement specimens, controls notes, scout observations, artwork provenance, and open runtime gates. Updated alongside the site.

Campaign cross-check · fan transcription

Myth II: Soulblighter journal transcripts ↗

Dated mission entries used to cross-check Willow Creek, Rurik, and the Baron trail. Treat runtime journal pages as the stronger primary evidence.

Observed capture · checked 2026-09-16

Local Bagrada status snapshot ↗

Privacy-sanitized room, player-count, and game/map metadata captured from the public endpoint. This is a point-in-time observation, not a census or unit-position feed.

Tested preservation artifact

Archive integrity manifest ↗

SHA-256 and byte-count record for the local book, source ledger, knowledge log, learning hub, and public archive assets.

Documented

Manual or maintained technical source supports the statement.

Observed / tested

Local or Scout evidence is dated and described without overclaiming.

Unknown

Needs a disposable runtime test, page citation, or stronger source.

08 · RESEARCH QUEUE

Open research tasks.

These are bounded collection tasks. Each one names the evidence needed and the library section it will update.

UNKNOWN · CAMPAIGN

Transcribe the campaign journal

Capture page-level text for Willow Creek, Rurik, and Baron Kildaer from the game journal or a cited manual scan. Update the chronology and character records only after the wording is verified.

Next evidence: journal screenshots or page references.

UNKNOWN · UNITS

Close the unit identity audit

Pair each corrected Vera study with a canonical tag, sprite, and palette reference. Keep the presentation image separate from release-ready game assets.

Next evidence: extracted tag/sprite records with provenance.

OBSERVED · MULTIPLAYER

Take a dated community pulse

Repeat the Scout/Bagrada snapshot, record the date and fields returned, and compare it with the older observation without turning either into a popularity claim.

Next evidence: raw match rows, films, and capture timestamp.

Update rule. Add facts to the ledger first, then place them in chronology, character, unit, or archive-route sections. Keep the source URL, date checked, evidence level, and any correction history with the entry. Unverified items stay in the research queue until the needed evidence is captured. Download the structured research index ↗

CAMPAIGN JOURNAL SOURCE

Mission transcripts.

Myth Journals is a fan-hosted transcription of the campaign journal. It supplies mission dates, locations, objectives, and dialogue for cross-checking; the game journal or a page image remains the stronger primary proof.

Fan transcription · checked 2026-09-13

Myth II: Soulblighter journal index ↗

Provides dated entries from Willow Creek through the campaign and links each entry to its glossary terms, objectives, dialogue, and cutscene references.

Opening mission · dated transcript

Willow Creek journal ↗

Monday August 25, near Willow Creek: the patrol is sent to investigate grave robbing and finds the town under attack.

Rurik and Baron trail · dated transcript

The Baron journal ↗

Tuesday September 2, the Keep: the transcript records the Baron’s secret exits and the patrol’s hunt for him.

FIELD METHOD

How to verify a Myth II claim.

A short, repeatable tutorial for turning a question into evidence. It keeps presentation art, editor behavior, and game-runtime behavior in separate lanes.

01 · LOCATE

Start with the source.

Open the manual, a maintained technical document, or a dated community record. Write down the URL, date checked, and the exact page or entry.

02 · ISOLATE

Change one thing.

For map or unit work, copy a known-working file and alter one field only. Keep the untouched baseline beside the specimen.

03 · REOPEN

Test the result.

Reopen the file in the editor, then check it in Myth II itself. Editor acceptance is useful evidence, but it is not runtime proof.

04 · RECORD

Publish the boundary.

Save the diff, screenshot, film, or journal page with the result. Mark the claim documented, tested, observed, or unknown before adding it to the library.

08 · PRESERVATION NOW

How Myth II stays playable.

The original campaign is fixed history; the surrounding tools and servers are living infrastructure. This reference keeps those layers separate.

Current ecosystem · checked 2026-09-14

Project Magma preservation overview ↗

Tracks modern operating-system support, online play, King of the Map, mid-game co-op joining, extended zoom, motion interpolation, and the community’s role in maintaining Myth II.

Reading rule

Canon, maintenance, observation.

Use the manual for story canon, Project Magma for current tool behavior, and dated Scout/Bagrada captures for community observations. Never merge those evidence levels into one claim.

10 · MISSION-BY-MISSION ROUTE

Read *The Fallen Lords* in order.

This route transcribes the 25 numbered entries in the Myth Journals index. The rows preserve the source’s dates and locations; open the index to read each transcript.

The index includes an undated Prologue before these numbered entries. Transcript dates and wording remain fan cross-checks until runtime journal pages are captured.

LOCAL LIBRARY SHORTCUTS

Read the newest local records.

These downloadable pages keep the story, terminology, character connections, and multiplayer practice in one place.