MYTH II · LOCAL REFERENCE BOOK

Myth II: Soulblighter

A readable local copy of the archive’s working knowledge: the historical sequence, important people, battlefield roles, and practical habits that make the game easier to study. This is an independent fan reference, not a Bungie publication.

Evidence key. DOCUMENTED manual or maintained technical source. OBSERVED dated Scout/Bagrada observation. TESTED reproduced in an editor or tool. UNKNOWN needs stronger proof. AI artwork is orientation only.

01 · HISTORY AND STORY

From Connacht to Soulblighter

DOCUMENTED Connacht was a hero of the Wind Age. He defeated the Myrkridia, imprisoned them in the Tain, and imprisoned the Trow. The Callieach later destroyed themselves while fighting the Trow, leaving the Great Devoid.

DOCUMENTED More than a century before Myth II, Balor appeared beneath a comet, raised the Fallen Lords, destroyed Muirthemne, crossed the Cloudspine, and flooded the western lands. Alric cut off Balor’s head at Rhi’Anon; Soulblighter survived and escaped.

DOCUMENTED Myth II begins sixty years later. Alric rules from rebuilt Madrigal, the Dwarves return toward Myrgard and Stoneheim, and the Trow remain under a northern truce. The opening patrol is sent to Willow Creek after reports of grave robbing and black smoke.

FAN CROSS-CHECK The campaign route continues through Salvation, the Baron’s Keep, Gonen’s Bridge, the Cloudspine, Muirthemne, Forest Heart, the Tain, and the final pursuit of Soulblighter. Dates and transcript wording are retained in the local mission index, but runtime journal pages remain the stronger proof.

DOCUMENTED · LOCAL DIGEST Myth II is a squad-based real-time tactics game: battles begin with a defined force rather than base construction, resource gathering, or unit production. The local Myth2Bot overview also identifies physics, terrain, elevation, formations, veterans, and friendly-fire risk as the game’s central concerns; treat this as an orientation summary, not a substitute for a measured mechanic.

02 · CAMPAIGN ROUTE

Mission order at a glance

FAN CROSS-CHECK This local index preserves the 27 Prologue-through-Epilogue entries listed by the transcript index. It is a reading order, not a substitute for captured in-game journals.

  1. Prologue
  2. Willow Creek
  3. Salvation
  4. Down A Broken Path
  5. Into The Breach
  6. The Baron
  7. Gonen’s Bridge
  8. Beyond The Cloudspine
  9. The Great Library
  10. Gate Of Storms
  11. Landing At White Falls
  12. Through The Ermine
  13. Stair Of Grief
  14. The Deceiver
  15. With Friends Like These
  16. Walls Of Muirthemne
  17. The Ibis Crown
  18. Redemption
  19. Relic
  20. The Summoner
  21. A Murder Of Crows
  22. Limbs, Heads, And Smoking Craters
  23. The Wall
  24. Shiver
  25. Twice Born
  26. The Forge
  27. Epilogue: Rebirth

Download the structured campaign-route record for archival and search use.

03 · NAMED CHARACTERS

People who shape the record

Alric

DOCUMENTED King of the rebuilt human realm and the last of the Nine protectors of the West. He defeats Balor at Rhi’Anon.

Soulblighter

DOCUMENTED A surviving Fallen Lord whose return drives the central conflict of Myth II.

Crüniac

DOCUMENTED / FAN CROSS-CHECK Legion officer and commander of the opening patrol; the manual identifies him as the mayor of Shoal’s son.

Rurik

FAN CROSS-CHECK A village leader in the opening sequence. His exact dialogue and chronology should be checked against captured journal pages.

Baron Kildaer

DOCUMENTED / FAN CROSS-CHECK A brigand-backed claimant who took Keep Kildaer. The campaign hunt centers on the Keep’s exits and passages.

The Nine and the Head

DOCUMENTED The Nine were protectors whose internal conflict was influenced by the magically animated severed Head.

Shiver

DOCUMENTED Fallen Lord defeated by Rabican at Madrigal in a dream duel; the Head’s knowledge helps reveal how to beat her.

The Watcher

DOCUMENTED Fallen Lord whose forces fight in the Dire Marsh; he is crippled by arrows tipped with his own bones.

The Deceiver

DOCUMENTED Fallen Lord whose rivalry with the other generals contributes to his downfall at Seven Gates.

Rabican

DOCUMENTED One of the Nine; he defeats Shiver at Madrigal in a dream duel.

Cu Roi

DOCUMENTED One of the Nine who opposes Balor and dies with the Legion when the Tain is destroyed.

Murgen

DOCUMENTED One of the Nine trapped in the Tain with Cu Roi and the Legion; the manual records that he does not survive.

Maeldun

DOCUMENTED One of the Nine, severely wounded at Bagrada near the end of the Great War.

Moagim

DOCUMENTED Historical glossary identity linked with Tireces, savior of the Age of Reason, in another incarnation as the Leveler.

Download the structured character ledger for archival and correction work.

03 · UNIT FIELD GUIDE

Roles before names

Warrior

DOCUMENTED Veteran human infantry with sword and shield. Use as the durable line that protects ranged units and specialists.

Berserk

DOCUMENTED Fast northern human warrior with a heavy claymore. Speed and striking power trade against lighter protection.

Bowman

DOCUMENTED Human ranged militia. Fire arrows are a special action; protect them from contact and fear effects.

Dwarf

DOCUMENTED Explosives specialist carrying bottles and satchel charges. Treat friendly spacing as part of the weapon’s safety.

Journeyman

DOCUMENTED Former Cath Bruig guard who heals living and undead units and fights with a shovel. Keep one near the units that must survive attrition.

Brigand and Ghôl

DOCUMENTED Brigands fill the Dark’s human infantry role. Ghôls are knuckle-walking Dark units associated with the long struggle over Myrgard and Stoneheim.

Mortar Dwarf

DOCUMENTED Experimental Dwarven mortar unit; the manual describes its weapon as erratic and devastating.

Fetch

DOCUMENTED Priestesses summoned by Balor from another world; they attack with electricity.

Soulless

DOCUMENTED Floating undead carrying barbed, toxin-coated javelins. The supplied plate is explicitly labeled SOULLESS.

Thrall

DOCUMENTED Slow, resilient reanimated human corpse armed with an axe. The supplied plate is explicitly labeled MYTH THRALL.

Wight

DOCUMENTED Stitched, gas-filled corpse whose close-range detonation causes blast damage and paralysis. The supplied plate is explicitly labeled MYTH II WIGHT.

Myrmidons and Shades

DOCUMENTED Myrmidons are Light warriors who betrayed their side for promised immortality; Shades are reanimated sorcerers bound to Fallen magic.

Trow

DOCUMENTED Ancient giants who retreat north after the Great War and maintain a truce with humans.

fir’Bolg

DOCUMENTED Former enemies of human nations who joined the Light against the Fallen, then returned home under a border truce.

Myrk / Myrkridia

DOCUMENTED Flesh-eating race Connacht trapped in the Tain. The local record does not assign them to a current faction.

Ghast

UNKNOWN / PROVISIONAL Nimble reanimated undead whose touch can stun. The uncaptioned visual plate remains a provisional match until sprite or tag evidence confirms it.

OBSERVED CORRECTIONS The presentation-image mapping is recorded separately: WIGHT label → Soulless study; prior Ghoul label → Myrk / Myrkridia study; Thrall label → Ghast study. These are user-supplied visual corrections, not canonical tag or sprite proof. Open the correction ledger.

This guide deliberately describes verified role information rather than inventing statistics. Mod behavior, balance advice, and visual labels belong in separate dated records.

04 · HOW TO PLAY

Practical battle habits

Command-discipline notes are local Loathing Control evidence, not official Bungie balance rules; see the research index for provenance and limitations.

06 · FIELD CHECKLIST

Make the first decision safely

PRACTICAL GUIDANCE These are player-facing habits derived from documented unit mechanics, not official balance doctrine or measured matchup guarantees.

Keep ranged space

Hold Bowmen and Fetch behind a readable frontline. Reposition when melee closes instead of letting a fragile group absorb contact.

Give explosives a lane

Dwarves and Mortar Dwarves need a clear target area and retreat space. Friendly separation is part of the attack plan.

Spend healing deliberately

Pull a damaged living or undead unit out of immediate danger before committing a Journeyman heal.

Respect area threats

Wight gas, Fetch electricity, and specialist spells change safe spacing. Confirm the unit record before committing a formation.

Scout before contact

Use terrain and visibility to reveal only what the formation can answer. Preserve an exit route before the first attack order.

Review one variable

After a failed engagement, change only spacing, target, timing, or composition and record the result as practice evidence.

07 · PLACES AND TERMS

Orient yourself in the world

Muirthemne

DOCUMENTED Ancient Cath Bruig capital and Connacht’s Wind Age seat, later sacked by Balor.

Myrgard and Stoneheim

DOCUMENTED Ancestral Dwarven cities occupied by Ghôls for decades before the Dwarves’ return.

The Cloudspine

DOCUMENTED The north–south range crossed through the Bagrada, Seven Gates, and Stair of Grief passes.

Forest Heart

DOCUMENTED Old forest east of the Cloudspine and home of the Forest Giants.

Willow Creek

DOCUMENTED / FAN CROSS-CHECK Small farming town at the western edge of Forest Heart and the opening campaign location.

The Tain

DOCUMENTED Artifact made by the Smiths of Muirthemne; Connacht used it to imprison the Myrkridia and the Trow.

Rhi’Anon

DOCUMENTED Ancient Trow capital and Balor’s fortress, where Alric’s final battle with Balor took place.

The Great Devoid

DOCUMENTED Chasm left by the Callieach’s destruction; Balor’s head was cast into it.

Bagrada and the Barrier

DOCUMENTED Bagrada is a Cloudspine approach; the Barrier is the mountain pass where the Light faces a major wartime defense.

Covenant and Madrigal

DOCUMENTED Covenant is a western human city tied to the Great War; rebuilt Madrigal is Alric’s seat when Soulblighter returns.

Dire Marsh and Seven Gates

DOCUMENTED Two campaign theaters on the Cloudspine route, associated with the Watcher and the Deceiver respectively.

Eblis Stones and the Ibis Crown

DOCUMENTED Named relics and landmarks in the manual glossary; keep their exact mission context tied to the campaign record rather than guessing.

The Legion and Forest Giants

DOCUMENTED The Legion is the human military force; Forest Giants are the ancient beings associated with Forest Heart.

Stair of Grief and Plain of Scales

DOCUMENTED Named Cloudspine passages and campaign locations preserved in the glossary and mission route.

White Falls and Wild River

DOCUMENTED Geographic names retained from the manual glossary; no extra map behavior is inferred here.

06 · METHODS AND MAP WORK

Make claims testable

Change one variable

TESTED METHOD Start from a known-working map and make one controlled change per copy: position, facing, team, or unit reference. Keep the base specimen intact.

Save the evidence

TESTED METHOD Preserve the source map, build or mod state, filename, screenshots, binary diff, and the question the experiment was meant to answer.

Separate editor from runtime

GUARDRAIL A map opening or accepting a mesh in Loathing is editor evidence only. Runtime status stays unknown until a disposable save/reopen and in-game check succeeds.

Keep community data dated

OBSERVED Bagrada and Scout records are useful observations, but raw rows, films, timestamp, and query must be preserved before calling a snapshot current.

Optional cluster map

OPTION A future viewer could display unit concentrations or heat areas over a Myth II map. The supplied Gholsbane-style image is a visual reference only: Bagrada’s public status feed does not provide unit coordinates, movement paths, or cluster values. Read the design note.

07 · RESEARCH QUEUE

What still needs proof

Runtime journals

UNKNOWN Capture the in-game journal pages for Willow Creek, Rurik, Baron Kildaer, and the Tain arc before transcript wording is promoted to primary evidence.

Unit identity

UNKNOWN Pair each visual study with a canonical tag, sprite, and palette record. Printed captions establish only what the supplied plate says.

Community pulse

OBSERVED Repeat Bagrada/Scout captures with timestamp, raw rows, films where available, and the exact query. Current snapshots do not reveal unit coordinates or colored cluster values.

Open items stay visible so readers can distinguish a useful local summary from a claim that still needs stronger evidence.

08 · PRESERVATION

Keep the knowledge usable

The local archive is the durable reading layer. External pages remain provenance and discovery aids, not the only place a fact exists. Every new entry should carry its source, date checked, evidence level, correction history, and an explicit unknown when proof is missing.

Read the full working book Open the evidence matrix Use the journal capture template Download the research index Check the archive manifest Return to the field archive

Read the local campaign chronology · Read the character dossier

Read the unit field guide · Read the field playbook

Download the local battle-practices evidence digest · Download the local gameplay foundations digest

Download the local history foundations digest