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Myth and Myth II were developed and self-published by Bungie between 1997 and 1999. As a result of Bungie's sale to Microsoft in 2000, the company lost the franchise rights to Take 2 Interactive. Myth III: The Wolf Age was developed by MumboJumbo and released by Take Two in 2001; it received generally good reviews, though many cited a number of bugs in the initial release.
The Myth games are categorized as real-time tactics, representing a departure from established real-time strategy titles such as Warcraft and Command & Conquer; resource retrieval and unit construction were removed entirely to focus on squad- and soldier-level tactics. Some have argued that this has given the game a far greater sense of realism than its contemporaries. Some reviewers noticed that the Myth games drew a great deal of influence from Glen Cook's book series The Black Company.
Release dates 
- Myth: The Fallen Lords - 1997
- Myth II: Soulblighter - 1998
- Myth II: Chimera - 1999
- Myth: The Total Codex - 1999 †
- Myth II: Worlds - 2001 †
- Green Berets - Powered by Myth II - 2001 †
- Myth III: The Wolf Age - December 2001
† The above marked were not new titles in the Myth series, but rather releases of user created content bundled with the games.
Players control small forces made up of a number of different units possessing their own strengths and weaknesses. In the single player game, these were limited to units representing 'The Light', but multiplayer allowed players to control units from both sides of the conflict.
Unlike many other strategy games available at the time of its release, Myth's combat does not focus on the collection of resources and the building of armies. In contrast to the "meat grinder" style of some games, it is possible for a skilled player to defeat a much larger force with few or no casualties. This is largely due to the advanced physics engine the game employs. Physically modelled environments, unit interactions, and diverse unit behaviours combine to create a gameplay experience in which realistic battlefield interactions can and do occur.
Myth employs a sophisticated physics engine which greatly affects gameplay. Nearly all objects on the map, even the remains of dead units, are potential projectiles. These objects react with one another, units on the map, and terrain with nearly all expected physical behaviour, including rolling, bouncing, and crashing. Projectiles, including those fired by ranged units, have no guarantee of hitting any target; they are merely propelled in the directions instructed by the physics engine, based on the actions of the players. Arrows may miss their targets due to a small degree of simulated aiming error that becomes significant at long range, or the target may simply move out of the way before the arrow reaches them. This aiming error may cause the arrow to hit the attacker’s own melee unit instead, causing the same amount of damage, and friendly fire is a permanent aspect of the game.
Unit formations are tactically important in Myth, since the game simulates a real battlefield accurately enough for maneuvers such as flanking and encirclement to be effective. When placed together in formation, units can provide an effective defensive front, block an enemy force’s escape route, or exploit bad positioning of an enemy force by surrounding it. Since healing is a rare ability, units do not regenerate health, and there is no way to construct new units, hit and run skirmishes are effective and unit conservation is essential. In light of this, each point of damage can be significant.
Terrain and environmental factors are also important. Rain or standing water will put out some fire- and explosive-based attacks. Archers on high ground are able to shoot farther than those on level ground. Most units will flinch when damaged, interrupting actions such as movement and attacks. This has many strategic implications: for example, if two or three melee units gang up to attack one enemy melee unit, it may flinch too frequently to have a chance to attack or escape.
Each unit has a name and gains individual experience for each kill it makes, with some monstrous units being worth more experience than smaller units. Experience increases attack rate and accuracy, as well as (for units with shields) the probability of blocking an attack. All else being equal, an experienced army will destroy a comparable force of fresh units.
Blood permanently stains the terrain and bodies do not decay. This blood-ground-smear gives battles in Myth a gritty, gory, unsanitized feel. The events of battles can be deduced from battlefield detritus, which is important in multiplayer free-for-all games and some single-player missions. Explosions and fire also scorch the landscape, and any blast may launch any debris outward, damaging any units it hits.
In the single player campaign, the player starts the mission with an army and must use it to accomplish specific goals. These goals range from defending a location, reaching a certain point on the map, escorting a unit safely, or destroying an object of strategic significance. In rare cases it is possible for the player to acquire new units to bolster his forces, although this is the exception rather than the rule.
The focus of the Myth series' solo campaigns is on a smaller force outmaneuvering and outthinking a much larger enemy force. For this reason, the importance of terrain and unit formation is particularly important. Using high ground to further the range of archers; creating bottle necks; and whittling down an enemy with hit and run tactics all become crucial strategies in the single player game.
Units in the solo campaign acquire 'experience' with each kill they make. As they acquire experience, units become more resilient, attack faster, and deal more damage. In Myth: The Fallen Lords units would retain this experience until killed or until a unit of their type did not appear in a given scenario. In Myth II: Soulblighter and Myth III: The Wolf Age, units would retain experience until killed. Therefore, with careful management, it becomes possible for a player to create an army of heroes from the inexperienced soldiers they began play with.
In multiplayer, the player starts with an army and can usually customize it by trading units, using point values that approximate the value of the units. Proper selection of units is an enormous strategy itself, given the goal of each multiplayer game. For example: if the goal of the game is to guard a flag as long as possible (as it is with "King of the Hill"), customizing your army with only ranged units would not be wise because there would be no melee units to guard the flag. Such considerations make Myth all the more realistic because of the constant amount of strategic choices.
Multiplayer games generally are either "Free-For-All" (FFA), where each player has his own army and competes with everyone else, or "Team," where each army is controlled by a group of players with a captain who disperses units for his teammates to control. There are many different kinds of multiplayer games, ranging from simple "Body Count" to more complicated games involving flags, balls, or animals.
In the world of Myth, the forces of Light and Dark rule the world successively in a thousand-year cycle which has repeated since before recorded history. Every cycle climaxes in the arrival of The Leveler, whose approach (and fall) is heralded by an ominous comet that appears in the sky. The Leveler inhabits the body of the hero who defeated him in the previous cycle — thus the hero who saves civilization is doomed to destroy it.
Historical context 
A thousand years before the events of Myth, the world was plagued by the Myrkridia, a savage race of wolf-like beings. They devoured armies and erased entire cities. So many died at their hands that the Myrkridia created enormous platforms crafted of skulls as monuments to their massacres. After keeping the world in fear for hundreds of years, most of the Myrkridia were imprisoned in an artifact called the Tain by a great hero, Connacht, who then hunted the survivors to extinction. Not stopping there, Connacht turned his attention to the Trow civilization. These ancient giants had, since the dawn of time, terrorized neighboring races. The Trow enslaved their lesser brethren, the Oghres, and forced them to build their iron citadels. Around the time of Connacht, the Oghres rebelled against the Trow, and the rebellion ended with the extermination of the Oghres and the decline of Trow civilization. Connacht, knowing the threat the Trow would eventually pose to humanity, took advantage of their weakened state and melted their iron cities into the ice of the north, entombing the giants in molten metal. During this time, he also imprisoned the Watcher, an evil and powerful necromancer, beneath the Cloudspine mountain range. Most importantly, he defeated Mjarin, the current incarnation of the Leveler, and thus ushered in a new age of peace and prosperity. Connacht eventually became the emperor of the Cath Bruig Empire, the greatest of the human civilizations.
Connacht ruled the Cath Bruig Empire at the start of its golden age. During this time, he systematically destroyed or hid every major magical artifact he could find. At the end of his reign, Connacht vanished into the unknown eastern lands. No one knew for certain what happened to him - whether he had died, or lived on through magical means. What is certain, though, is that at some point, Connacht was possessed by the spirit of the Leveler, at which point Connacht became Balor. With the knowledge of Connacht in his possession, Balor freed the Watcher and enslaved him. He then enslaved Damas, who had once been Connacht's trusted lieutenant, but had since become a corrupt and evil immortal. Damas became known as Soulblighter. Balor also enslaved Myrdred the Deceiver, as well as the sorceress Shiver, previously known as Ravanna. Balor then freed the Trow from their iron prisons, and forced them into his service. The Ghôls, subservient to the Trow, also rallied to his side with the promise of destroying their ancient dwarven foes once and for all. Balor then bade his time, slowly gathering his forces, waiting until the end of the cycle to strike. Three hundred years before the events of Myth: The Fallen Lords, Balor turned the Myrmidon race away from the Light with a promise of immortality. 200 years later, he finally struck against the Cath Bruig Empire. His strength was so overwhelming that the current cycle looked to be the final one, as it was thought he was undefeatable. The only race powerful enough to stand up to him, the Trow, was now in his service. Combining these forces with the undead armies he could raise, the final victory of Balor seemed imminent; the Leveler would finally succeed in scouring all life from the face of the earth.
Fifty years before the events of Myth: The Fallen Lords, the capital of the Cath Bruig Empire, Muirthemne, was sacked and destroyed by Balor and his lieutenants, now collectively known as the Fallen Lords. The once-fertile farmlands surrounding the city became a desert known as the Barrier. All human civilization east of the Cloudspine mountain range, from the Twelve Duns to Gower, and south to the borders of Forest Heart, was eradicated. Simultaneously, the Dwarven city of Myrgard was captured by the Ghôls (with the assistance of the Fallen Lords). The Dwarven city of Stoneheim entombed itself rather than face a similar fate. The entire surviving dwarven population became refugees in the lands west of the Cloudspine, known as the Province. With the lone exception of Forest Heart, the entire world east of the Cloudspine was now controlled by Balor. Thirty-three years later, the Fallen Lords crossed the Cloudspine into the Province and began laying waste to the cities therein. Covenant, the capital of the Province, fell two decades later, and the last southern city of Tyr was sacked and destroyed a decade after that, leaving only the free cities of the north to stand against Balor. It is at this point that the first game begins.
Myth: The Fallen Lords 
The game opens in the seventeenth year of the Province's war against the Fallen Lords, a war humanity is losing badly. The principal cities have fallen, with only Madrigal, Willow and Tandem still standing. The armies of the west are led by The Nine, a group of nine sorcerer-generals called Avatara. The known members of the Nine include the leader Alric (the former King of the Southern Provinces), Cu Roi, Rabican, Murgen and Maeldun. They've recently found a living severed head buried in the Barrier, which they believe can turn the tide of the war with the Fallen Lords. The Head claims to be an ancient enemy of Balor's, and the Nine intend to use the intelligence it provides to their strategic advantage.
The Legion represents the elite within the armies of the west, and the gameplay centers around the actions of the Legion. It begins in the village of Crow's Bridge, where a small detachment of the Legion has remained behind to guard a bridge at the request of the locals. After repulsing an attack on the town, they move on to flank the army of Shiver, which is laying siege to Madrigal. With every major city in the Southern Provinces destroyed, Madrigal is now the headquarters of the Nine, so its fall would effectively end the war. The Legion scores its first notable victory as they completely destroy Shiver and her armies, saving Madrigal. Also significant is that on the first night of the battle, Shiver is unexpectedly slain in a Dream Duel with the Avatara Rabican, a victory owed to the advice of the Head (who alerted them to Shiver's exaggerated sense vanity, which was exploited by Rabican).
The Nine take advantage of this momentum and attempt to recover the Total Codex, a book that contains the past, present and future within its pages, from the ruins of the historical city of Covenant. After doing so and escaping the army of The Watcher by fleeing in an underground tunnel, the Legion heads east to meet up with the Avatara Maeldun and his southern garrison. They learn that the combined armies of the north are en route in an attempt to hold Seven Gates and Bagrada, the middle and southern passes of the Cloudspine mountain range respectively, against the army of The Deceiver, who is preparing to cross the range to replace Shiver's forces in the west. They need only hold out for a few days, until snow covers the passes. First, though, they destroy a World Knot (a means of magical transport) behind their lines, which would have allowed The Deceiver to send his forces directly into their territory. After they successfully hold the passes, they prepare for a violent winter, as the army of The Watcher remains behind their lines, and they plan to turn and hunt him down.
Around this time, the Avatara Alric is captured by The Deceiver. Alric has been searching for a fabled suit of enchanted armor in The Barrier, on the advice of The Head, and he realises that he had been deliberately sent into a trap. However, the army of the west knows nothing of this. They send a small group of heroes east over the mountains in a balloon, and they are able to free Alric. Meanwhile, the Legion heads to Silvermines in search of the Arm of The Watcher, lost when Balor freed him from captivity. The Deceiver has a force in Silvermines searching for the arm as well, for he and The Watcher were old enemies before Balor bound them to his will. The Watcher was generally acknowledged to be the second or third most powerful sorcerer in living memory, and when Tyr fell, he and The Deceiver fought a Dream Duel, which The Watcher barely survived.
The Legion succeed in recovering the Arm, but suddenly the great volcano of Tharsis overlooking Seven Gates erupts, melting all the snow in the pass, allowing the forces of The Deceiver to cross the Cloudspine. At the same time, The Watcher surprises Rabican's army from behind and crushes it, seemingly slaying the Avatara and scattering survivors around the mountain range. After this, The Watcher's forces press forward and tear through the army of The Deceiver, moving east of the Cloudspine and away from the army of the Province. Maeldun positions his army to retake the passes of Seven Gates in an attempt to close the pass to the Fallen Lords. In this he is successful, both holding the pass and managing to kill one of The Deceiver's shades, Scaripant, who was trapped by the rising waters.
The following spring, the Avataras Cu Roi and Murgen take the rested and reinforced Legion over the Cloudspine and into Forest Heart in an attempt to regain the support of the Forest Giants, who mysteriously withdrew their support of the west thirteen years earlier, leading to the fall of the Southern Provinces. In a surprise attack, Soulblighter's army falls upon the Legion and Soulblighter himself traps the Legion within the Tain. Small enough to hold in the hand, the Tain contains a pocket universe of limitless capacity. Trapped within by Connacht years previously, the Myrkridia cannibalized each other until the last of them starved to death. The Legion came across a skull platform 30 feet high and 100 feet across topped with a battle standard, evidence that the Myrkridia had been here. Murgen searches for a way to free the 4000 men trapped within, and eventually finds it, shattering the Tain, at which point Soulblighter flees, startled by the unexpected destruction of the powerful artifact.
Cu Roi and Murgen do not survive the destruction of the Tain, thus leaving only three survivors out of the Nine and many of the Legion are lost as well. Messengers inform them that Maeldun has lost the important mountain pass of Bagrada (and was presumably killed in the process) and that The Deceiver has crossed the Cloudspine at the northern pass known as Stair of Grief. They learn of a civil war erupting in the west as soldiers rise up unexpectedly in support of The Head as the surviving Avatara of the Nine attempted to destroy it, based on Alric's theory that it set him up to be captured. The war has taken a terrible turn for the worse with so many Avatara dying. However, the survival of Alric becomes known to the Legion as he joins them. A small group of Dwarves, led by Balin the Pathfinder, leaves the Legion at this point and sneaks into Myrgard in an attempt to slaughter as many of the occupying Ghôls as possible. Impossibly, they are able to destroy the Ghôl Godhead during their attack, securing their place in legend and retaking their homeland, killing the thousands of Ghôls occupying the city.
At this point, Alric convinces the surviving members of the Legion to head north through the Dire Marsh towards the fortress of Balor. Their small force can do nothing to save Willow, Tandem, and Madrigral from the armies about to lay siege to them, but they could win a more important victory instead. During his captivity and interrogation by the Deceiver, Alric has learned by chance that the Fallen all draw their power from Balor. If Balor were to fall, all of the armies of the Dark would collapse, leaving only the Fallen Lords themselves to contend with. And so they move north, with The Watcher in front of them and Soulblighter behind them. Alric performs a daring feint, attacking Soulblighter's army, and then suddenly turning north to attack The Watcher himself using arrows tipped with bone fragments from his own lost Arm. The feint is a success, and The Watcher is slain, turned to stone by the arrows and then shattered, scattering his army and clearing the way ahead. As they pass out of the Dire Marsh, they approach the abandoned Trow city of Rhi'Anon, in which Balor's fortress is located. After securing a bridge within, the Legion passes into the city. Alric now comes into possession of one of the five legendary Eblis Stones, an extremely powerful magical artifact. The beserk who delivered it, having come all the way from Willow, refuses to talk about events in the west, only hinting about the terrible situation back home.
Alric orders the 2200 survivors of the Legion to attack the fortress of Balor in a suicidal feint. A half-million undead stand between them and the fortress. Alric then prepares to take 100 hand-picked men through a World Knot to a spot directly on top of Balor's fortress. With Balor distracted by the Legion's suicidal charge, Alric believes that this small force could sneak up on him and assassinate him. During the nights leading up to this moment, the great comet that had been growing brighter and brighter in the sky has become brighter than the moon and now is visible by day. As he departs, Alric informs the Legion that Madrigal, the last city in the West, has fallen.
Alric plants a Myrkridian battle standard retrieved from within the Tain outside the fortress in an attempt to draw out Balor, as he believes this will enraged Balor, who, as Connacht, trapped the Myrkridia within the Tain a thousand years earlier. The plan works. Balor is drawn from his fortress, enraged at the sight of the Myrkridian battle standard. Alric takes the opportunity to strike at Balor, immobilizing him with one of the Five Eblis Stones, leaving Balor vulnerable to the swords of the Legion. They decapitate him, and plan to take his head to the Great Devoid, a bottomless pit created by the Ancient Callieach, an extinct race of powerful magic users. Only by doing this can Balor finally be destroyed. It is believed that throwing Balor's head into the Great Devoid will destroy the spirit of the Leveler itself rather than its mortal form. The thirty survivors of the Legion, magically transported to the Great Devoid by Alric, are ambushed by Soulblighter as they carry the head toward the pit, but despite their losses, they are successful. Balor is destroyed, and the Fallen are rendered powerless, the undead armies collapsing. Soulblighter flees the Great Devoid, having failed his master. The Deceiver is pursued to the Stair of Grief by the remnants of the armies of the West after his army suddenly collapses around him, and he is trapped inside the Dramus River, separated from his scepter, using all his magical power just to stay alive. The Dramus then freezes solid around him to form Angurvadal Glacier as the heat from the eruption of Tharsis fades. With Balor, Shiver, The Watcher and The Deceiver all destroyed or imprisoned, and Soulblighter fled in the form of a murder of crows, the war between the Light and the Dark comes to an end.
Myth II: Soulblighter 
Following the events of the first game, the remains of the Legion limp home, and they and other survivors begin the long process of rebuilding their cities. Having reclaimed his throne, Alric is able to act as both King and Avatara and aids the people, allowing the cities of Scales, Covenant, Tyr, Madrigal, Tandem, and Willow to be rebuilt. The Province recovers, and the scars of war begin to heal. Ever after, in honour of the original Legion's sacrifice, the armies of the West are all known as Legions. The fir'Bolg return to their forest homeland and the Dwarves rebuild Myrgard to its former glory. Sixty years pass, and the armies of the West are well-trained and large. The Legions constantly patrol the Province, vigilantly watching for the return of the Undead and dealing with bandits and criminals as they do so. Alric remains King; his powers as an Avatara allow him to remain active, despite his advanced age.
Soulblighter begins as a single patrol of the Legion goes to investigate reports of grave robbing near the town of Willow Creek and is barely able to save a handful of people from a horde of undead ghasts. The patrol learns that a group of brigands had kidnapped a number of people and taken them to a nearby Cemetery. After rescuing them from the brigands and moving on to the village of Tallow, they learn the brigands had been bringing bodies to a nearby castle ruled by the Baron Kildaer. The commander of the Legion, Crüniac, orders an attack on the keep. The night before the assault, the Legion witnesses an army of 1,000 Thrall leave the castle, heading for Tallow. The next morning, they lay siege to the castle with the help of a Dwarven Pathfinder, Jari, and execute Kildaer for his crimes. After completing their mission, they soon learn Tallow and every other city north of Forest Heart has been razed by the Thrall army and the undead are returning to retake the keep. Crüniac orders the men to set fire to the keep, and retreat.
The undead army pursues the Legion all the way to Gonen's Bridge before the Legion blows it up, cutting off the undead army's pursuit. During the withdrawal, Crüniac is killed by Soulblighter himself. Sergeant Garrick determines the Legion must reach Madrigal and King Alric. In order to do, so they must cross the Cloudspine and repair a World Knot destroyed in the Great War sixty years previously. After repairing the World Knot, the Legion crosses the province and in a matter of moments stands in the city of Madrigal. Garrick recounts the events to King Alric, who immediately orders the entire Seventh Legion through the World Knot with instructions to hunt down and destroy Soulblighter's army. Alric surmises that Soulblighter is searching for The Summoner, a man who, according to the Total Codex, "would resurrect the Myrkridia and visit horrors on the world without equal in history or myth."
Three weeks later, it becomes apparent Soulblighter has evaded the Seventh Legion. Scales, Covenant, and Tyr have all been destroyed once again, and Soulblighter's army marches on Madrigal itself. Alric orders the Legion north to Tandem as he oversees the evacuation of Madrigal. During his withdrawal, an army of Myrkridia fall upon the city and it becomes apparent Soulblighter has found The Summoner. During the evacuation, Alric is taunted by the now living Shiver. She had been resurrected by Soulblighter using Tramist's Mirror and now serves as a general in his army. After fortifying himself at White Falls, Alric sends an elite group from the Legion through the Ermine Forest in search of The Deceiver. Alric believes this former Fallen Lord could be convinced to fight against Soulblighter, as there had never been anything keeping them allied before except the overwhelming power of Balor. They meet up with Twelve Motion Jewelled Skull, a journeyman who had been part of the force that defeated The Deceiver at The Stair of Grief, who guides them to where The Deceiver's scepter is buried. Soulblighter sends an army to intercept the Legion, including hulking bovine savages called Mauls who hail from The Blind Steppes, but the Legion ambushes and destroys most of it. A small group of men retrieve The Deceiver's scepter and track down his body to Angurvedal Glaicer, evading Soulblighter's army.
When revived, The Deceiver swears loyalty to Alric, bringing with him the Warlocks of the Scholomance. He leads the Legion to the Twelve Duns in search of the Trow where he enlists their support for one year. The detachment meets up with the rest of the Legion at the outer walls of Muirthemne, accompanied by a cadre of Trow. Despite successfully repelling Shiver's army with the assistance of Baelden and the Seventh Legion, White Falls fell to an army of Myrkridia a week later, and Tandem's fall was inevitable. Alric orders a change in tactics, commanding the recapture of Muirthemne. He reveals his plan is to revive the Cath Bruig Empire. By claiming the Ibis crown, he would gain enormous magical power and would be able to send forth an empowered army to crush Soulblighter. After much perilous searching, the Ibis Crown is found alongside the legendary blade Balmung, and Alric is crowned Emperor. At the ceremony, the journeymen swear fealty to Alric. From the old journeymen, the Heron Guard, bodyguards to the emperor and elite soldiers of the empire, were reborn. Given a new chance to defend the homeland they once lost, the Heron Guard fights off a massive Myrkridian assault on Muirthemne. The Legion meanwhile head south to Forest Heart with The Deceiver in search of a fragment of the old shattered Tain. The Legion finds and enters the Tain shard and are able to assassinate The Summoner, who had been resurrecting the Myrkridian race for Soulblighter from within. The Legion's victory there ensure Soulblighter's army is now cut off from reinforcements.
Subsequently, however, in a seemingly hasty and ill-planned move, The Deceiver and his detachment of the Legion are captured when they suddenly appear in the middle of Soulblighter's base camp. The shade Phelot, ostensibly aligned with Soulblighter, mysteriously frees several captive soldiers and they are able to free The Deceiver, who swiftly attacks Soulblighter. Overwhelmed by The Deceiver's sorcery, Soulblighter attempts to flee by transforming into a murder of crows. In pursuit, The Deceiver is able to kill one of the crows, a crucial piece of Soulblighter's form. Now in possession of "a part of the murder", The Deceiver claims he has crippled Soulblighter, robbing him of much of his power and his ability to flee again in the same manner. Soon after, a detachment of the Legion repels an attack on Lesotho Dam that would have flooded the valley below and killed Alric and the rest of the Legion.
Two days later, The Deceiver and five heroes head into the ravines south of Silvermine in search of Shiver. They battle their way through her forces and encounter an army of Myrkridia led by Phelot and Shiver. Phelot reveals himself to be a thrall of The Deceiver and uses Dispersal Dreams on the Myrkridian army, obliterating it. The Deceiver engages Shiver in a climatic Dream Duel. He wins, but Shiver manages to launch a treacherous final-resource attack against him. As a result, both Fallen Lords completely annihilate one another.
That same day, Alric pushes Soulblighter's army to the foot of Tharsis. Soulblighter is cornered and in his crippled state cannot escape. After a duel with Alric, he is unable to find an advantage and flees up into the volcano of Tharsis. It becomes apparent that Soulblighter's plan is to destroy Tharsis and shatter the Cloudspine mountain range, cracking open the entire world; "Soulblighter, like Balor before him, seeks not to conquer but to destroy; to be master of the unthinking dead and their blasted lands." The survivors of the Legion and Alric enter the volcano and track down Soulblighter. Alric interrupts Soulblighter's attempt to destroy the volcano, and hurls him into the lava, killing him way and ending the threat to the world.
Myth III: The Wolf Age 
Myth III: The Wolf Age is set 1000 years before Myth: The Fallen Lords and tells the tale of Connacht the Wolf, a barbarian warrior from the lands of Gower and his rise to power during the Wind Age, an era of savagery during which the Myrkridia ran freely across the land, almost totally annihilating humanity. No-one who had ever fought the Myrkridia had survived, and with nobody to stop them, the Myrkridia spread throughout the land. Only two human civilisations still remained; the isolated, barbarian lands of Gower to the East, and the great city of Llancarfan.
In addition to this, the Leveler returns once again, using the body of Tireces The Immortal, who had killed him a millennium ago. Now named Moagim The Faceless Terror, he begins to raise an army, enlisting the colossal Trow, as well as Bahl'al, the most adept Necromancer in the world, to crush the last remaining remnants of humanity.
During a final stand at the oldest settlement in Gower, Yursgrad, a young warrior named Connacht and the men of Gower manage to beat back the Myrkridia for the first time. Inspired by this feat, the clans of Gower unite for a common cause and the unified nation of Gower is born. Connacht and the clansman fight back against the Myrkridia, and destroy many of their nests, pushing them back into the Dire Marsh. Connacht is heralded as a hero and is ordered to travel to Llancarfan to see the emperor, as word of his feats has reached the empire of the Cath Bruig. On the way he saves the life of Damas, captain of the Heron Guard of Llancarfan. Damas then pledges his life to Connacht.
Connacht is placed in charge of a group of Llancarfan soldiers, to train them to fight the Myrkridia. After they defeate a Myrkridian pack-mage causing havoc in the Downs, they discover that Moagim is the one behind everything. Emperor Lietrim sends Connacht and the army to defeat Moagim at his encampment near the Twelve Duns but they are almost wiped out when Moagim counterattacks with his army of undead, Myrkridia and both the Trow and their Oghre slaves.
Myrdred, an avatara who was sent as an advisor to Connacht, suggests that they should find Mazzarin, the most powerful avatara of all time, and persuade him to help them. After several weeks, Myrdred finds a message in a tome, which reads "I will go to a place where life is old and the world is as it was in the beginning." Only one place fits this description: Forest Heart. So Connacht, Damas, Myrdred, and a Myrmidon warrior named Ravanna make their way there. After a few weeks of searching, they found Mazzarin's crypt and navigate their way through its hidden dangers before approaching him. As a shade, Mazzarin shows no interest in their cause, as he was no longer tied to the balance of Light and Dark. When Connacht tells him that Bahl'al is helping Moagim, Mazzarin becomes enraged and decides to transfer all his knowledge of the Total Codex into Connacht's mind, giving him knowledge of things long forgotten and events yet to come. The last thing he says to Myrdred is "let The Watcher know who has aided you in his defeat."
Upon returning to Llancarfan, Connacht heads to the Smiths of Muirthemne and speaks to the forgemaster Traval about a device that can imprison whole groups of foes. Traval says they could make this device, but they need the "Unkarak Tomen", a Dwarf tome of building from Myrgard. Unfortunately, word had been sent of a huge hoard of Ghôls laying siege to Myrgard. Connacht tells the Emperor about this and is granted a small army to assist the dwarves. Before leaving for Myrgard, Connacht is told by Lietrim that he is putting a great deal of faith in him, and if he fails, the loss of troops would be the downfall of Llancarfen. Connacht answers simply, "I cannot fail, it is already written."
Soon Connacht and his army reach the Badlands. Despite the long trek and scorching heat, they find the bulk of the Ghôl hoard and manage to destroy the majority of it. Meanwhile, the dwarves fight off an assault by the Ghôls, although their casualties are great. They had run out of explosives and were nearly overrun, when Connacht and his forces flanked the Ghôls and their combined forces wiped out the horde. The few Ghols that remained swear eternal revenge upon the dwarves.
In honor of this aid, the dwarves form an alliance with the Cath Bruig empire, and Connacht retrieves the Tomen and delivers it to Traval. After months of hard work and some nearly disastrous accidents, the "Tain" is completed. With the artifact in hand, Connacht and his army head to the Dire Marsh to put an end to the Myrkridia forever. They are able to imprison whole legions of the beasts in the Tain, and soon they came to the Black Spire where the (supposed) leader of the Myrkridia, Thalor The Black, resides. Much to their surprise, the Tain has no effect on the enemies near the spire because of Thalor's artifact, the "Eye of Thalor", which grants him immortal life and protection from spells. With no other option, Connacht leads a small group of soldiers inside the spire and destroys the Eye of Thalor, rendering Thalor and his minions vulnerable. The remaining Myrkridia are then hunted down and killed or imprisoned.
Shortly after this victory, Moagim, enraged that his precious Myrkridia have been defeated, attacks Llancarfen. Despite having to deal with The Watcher's undead hordes and the Trow, Llancarfen repels the forces of the Dark. Strangely, Moagim didn't seem to show any fatigue during the siege. Despite being struck several times with arrows from the battlements, he simply pulled them out of him like they were minor annoyances. Observing the battle from afar through a spy glass, Connacht catches a glimpse of a small ornate scepter in Moagim's hand. In a flash of memory, Connacht realizes that the scepter is a Rod of the Calleiach; a legendary device that can make its wielder immortal. After a brief meeting, the Avatara Sardonnac volunteers to take a small elite force via a World Knot to Moagim's camp to destroy the rod. Upon arriving they fight their way into the camp and locate the rod. Although Sardonnac manages to destroy it, the backlash of magical energy from its destruction kills him.
Back in Llancarfen, Connacht and Myrdred come up with a tactical plan that could help win the war; to free the Oghre slaves from the Trow and incite their rebellion. This is met with some scepticism and objections from others as no race had ever fought against the Trow and won, not even the God-like Callieach from ages past. With a small army at their command, they travel to a temple complex and Myrdred casts a Release Dream upon the Oghres, breaking the hold that the Trow have on them. The Oghres then turn upon their Trow masters, utterly destroying many of their cities in the weeks that follow. It isn't long before the Trow withdraw their support of Moagim in order to deal with the rebellion.
A few days later, Connacht returns to Traval, who describes to him another artifact that the Callieach called a "Sun Hammer". Initially, Traval claims this is beyond his skill, but then Connacht presents to him a Callieach heartstone which was retrieved from the remains of Moagim's rod. Traval's smiths are amazed - it is the very thing they need to create the Sun Hammer, but even with this power source, it will still take months to make.
Meanwhile, Moagim lays siege to the land around Llancarfan, and soon he decimates the Twelve Duns. Ravanna had been planning to return to the Twelve Duns alone, but her growing feelings towards Damas had stopped her. With Damas and a small team of troops, she travels back to the Twelve Duns to rescue any survivors. Upon their return, Damas is court-martialed, but Connacht and Ravanna testify that even though he had disobeyed orders, he had saved thousands of refugees, not to mention over a hundred fighters. Upon hearing this, the emperor opts for leniency.
Meanwhile Connacht heads to meet the smiths of Muirthemne as he receives word that the Sun Hammer is complete. However, when he gets to their forge complex he sees that a group of fanatics called the Spider Cult are attacking. Luckily, Connacht had arrived with a small squad of guardsmen and manages to save Traval and a few smiths from death. However, the Cult had managed to steal both the Tain and the Sun Hammer. Connacht immediately rallies several hundred soldiers and lays siege to the Spider Cult's temple. Unknown to Connacht, Traval and the remaining smiths infiltrate and kill off hundreds of cultists, giant spiders and even their spider god Syrkrosh, imprisoning her within the reclaimed Tain. At dawn, Connacht and his forces attack the temple but are stunned when they encounter no resistance. He makes his way to the temple's vault and found the Tain and Sun Hammer along with a note written by Traval revealing what happened. Apparently when constructing the Tain, Srykrosh came to this world from hers. During the near dangerous accidents building the Tain, the smiths were the ones responsible for bringing her into the world and so felt honor-bound to defeat her. They felt the Spider God was attuned to them and could step back into this world as long as they were here, so they imprisoned themselves within the Tain too.
Meanwhile, the Trow have forced the Oghres into the valley of the Red Seal where a month-long battle ensues. The Oghres fight valiantly but the Trow mercilessly annihilate them, with not a single Oghre surviving. When the Trow look upon this slaughter, they realize the cowardice with which they had fought, and only now do they understand what the Forest Giants had told them long ago - they have corrupted the Soul of Iron, the substance their goddess Nyx had gifted them to protect their race, only to have it turned to the use of genocide again and again. The Ogres were merely the latest race to fall at the hands of the ironclad Trow. From that moment on they swear never to use iron again; "iron would be a tool best left for the younger races."
Having learned that the humans were the catalyst for the Oghre uprising, the Trow turn their focus back on Llancarfan. On the way to the Trow lands, Connacht's armies fight their way out of an ambush by The Watcher (i.e. Bahl'al). Connacht knows they had somehow been betrayed for The Watcher to have known their location. When they arrive at the Trow cities, they notice that none of the Trow are wearing their iron armor and that the Trow temples are being used as a staging area for The Watcher's undead. Using the Sun Hammer, Connacht proceeds to melt the Trow temples and cities, trapping the Trow inside a prison of molten iron. The Sun Hammer does not work on one important Trow city however, because of an artifact called the Heartstone of Nyx that protects it. The Trow inside the city storm out to destroy the Llancarfan army, but Myrdred casts a spell that freezes the Trow attackers in mid-stride, holding it long enough for a group of heroes to enter the city through a World Knot to sacrifice themselves in order destroy the Heartstone.
Connacht returns in great triumph and gatheres the Llancarfan armies to defeat Moagim once and for all. Emperor Leitrim pleads with Connacht to let him lead his people in this greatest hour. On the way, the Llancarfan army are again attacked by the Watcher. In an incredible dream duel, Myrdred defeates The Watcher, who is subsequently imprisoned by Connacht beneath the Cloudspine mountains. The armies continue to pursue Moagim and prevent him from escaping into the Province. In the night, Moagim sneaks in to the encampment and kills Emperor Leitrim in a sword fight, taking his crown, and sending waves of minions to attack the encampment. After the battle, Connacht and Damas lead a group of unwounded, highly skilled fighters to assault Moagim. Connacht and Moagim square off, and Connacht kills Moagim.
Leading his wounded troops down the snowy pass, Connacht encounters Mjarin, the late Emperor's advisor, who Connacht realizes is the actual Leveler; Moagim was merely a puppet of Mjarin's. Connacht also learns that Myrdred is an agent of Mjarin. Myrdred had foolishly obtained the powers the Leveler had to offer while thinking he could save the empire at the same time, and had not meant for the Emperor to perish. Connacht brands Myrdred "The Deceiver" and banishes him for his crimes. After denying Mjarin's offer to fight as one of his generals, Connacht and a group of men fight through Warlocks and other soldiers loyal to Mjarin, and make it past Mjarin's fire magic, enabling Connacht to get close enough to behead him. The head, however, refuses to die, and Connacht buries it. Connacht becomes Emperor of Llancarfan, and upon his coronation he issues three commands; the city of Llancarfan is to be renamed Muirthemne in honour of the brave dwarven smiths who sacrificed themselves to save it, the northmen who died fighting Moagim are to be interred in the Mausoliam of Clovis where the first emperor was buried, and the mountain pass where Emperor Leitrim fell is to be renamed The Stair of Grief.
Years later, Connacht calls in Damas and tells him to destroy the artifacts of power (and hide the indestructible ones from him), revealing that he knows, from the Total Codex, that he will return from the dead as the next Leveler and bring with him a new age of darkness; he does not want the Leveler to have access to any of the items of power when the time comes. After a long reign as emperor, Connacht leaves Muirthemne and travels back to his birthplace, Gower, to see how his people have prospered now they are free of the Dark. From there, he disappears into the unknown east, not to be seen again for a thousand years.
Legendary figures 
Connacht: The great hero of the Wind Age, Connacht exterminated the Myrkridia, entombed the Trow, imprisoned the Watcher, and drove the Leveler from the world. He was the emperor of the Cath Bruig Empire at the start of the golden age he ushered in (Myth III). Centuries after his presumed death he returns as Balor, his body and soul now a vessel for The Leveler (Myth).
The Leveler: The Leveler is a transient evil divinity that wishes to destroy all life in the world. The Leveler appears at the end of an age of peace to destroy all civilization, ushering in an age of darkness and death. At the end of that period, he is defeated by a hero, who brings another age of peace. The Leveler's diabolic spirit does not die when his body is destroyed, however, and he returns a thousand years after his death, using the body and soul of the hero who defeated him. Each time he is killed, he grows more powerful. This cycle has repeated at least four times throughout the history of the world of Myth; his incarnations being Sorangath The Flayed, Moagim The Faceless Terror, Mjarin, and Balor.
Moagim The Faceless Terror: An incarnation of The Leveler, Moagim brought an end to the Age of Reason, and ushered in the Wind Age. Moagim was driven from the world by Connacht at the end of the Wind Age. Moagim had once been the hero Tireces (Myth III).
Bahl'al: The sorcerer Bahl'al was the first human to discover the Dream of Unlife in the flooded Trow city of Si'anwon. Thrall are known as "Children of Bahl'al" in deference to this achievement; "Bahl'al descended to the flooded, rusting halls of Si'anwon and under the sea there took no breath for nine days, searching the ruined palaces and temples of the Trow for the Dream of Unlife." He eventually became known as "The Watcher" (Myth III).
Mazzarin: The greatest Avatara in history, he was slain by The Watcher and an army of Thrall during the Wind Age. However, he is subsequently resurrected as a Shade and compelled to serve The Watcher; "Of all the Avatara in the Four Ages there is no doubt that Mazzarin was the most powerful and his death the most salient victory of the Dark during the Wind Age." After the Battle of Tyr against Alric and his forces, Mazzarin collapses the Shrine of Nyx on Sinis during a battle between The Watcher's forces and The Deceiver's forces (Myth). He held the complete knowledge of the Total Codex in his mind which he passed on to Connacht to aid in the battle against Moagim (Myth III).
Tireces The Immortal: A hero of ages past, Tireces defeated The Leveler incarnated as Sorangath The Flayed and ushered in the Age of Reason. He was fated to return as Moagim a thousand years later to undo this golden age (Myth III).
Syrkrosh The Spider God: From a far off world, she and her children hunted every inhabitant of that world to extinction. The creation of the Tain brought her into this world (Myth III).
The Nine 
Alric: The leader of the Nine, Alric was the former king of the Southern Provinces. When the city of Covenant was destroyed during his adolescence, he and his family managed to escape. He trained as an Avatara and eventually took command of the war effort, where he was responsible for the death of Balor, ending the Great War (Myth). He then ruled as king from Madrigal until the return of Soulblighter sixty years later. Unable to defeat Soulblighter with his armies alone, he enlisted the aid of The Deceiver and claimed the throne of the ruined Cath Bruig Empire. As emperor, he used his increased magical power (granted to him by the Ibis Crown) to engage Soulblighter's forces. Eventually successful, he killed Soulblighter in the great volcano of Tharsis. Alric is said to have broken the cycle of The Leveler incarnation and thus it is not certain if he will become the new Leveler or not (Myth II).
Cu Roi: An Avatara of the Nine, during the Great War, he and Murgen led an expedition into Forest Heart in an effort to regain the allegiance of the Forest Giants. He was trapped in the Tain by Soulblighter, and did not survive the destruction of the magical artifact (Myth).
Murgen: He and Cu Roi led an expedition into Forest Heart in an effort to regain the allegiance of the Forest Giants. He was trapped in the Tain by Soulblighter, but was able to find an exit. He destroyed the Tain from within, freeing the Legion trapped inside, but he was killed in the process (Myth).
Maeldun: Commander of the southern garrison, Maeldun held the pass of Bagrada and retook the pass of Seven Gates after Rabican's army was crushed by The Watcher. The next year he lost Bagrada, and presumably his life (Myth).
Rabican: One of the most distinguished Avatara, Rabican was noted for slaying the Fallen Lord Shiver in a Dream Duel during the siege of Madrigal. It is assumed that Rabican was killed when his army was attacked from behind at Seven Gates by The Watcher (Myth).
The Fallen Lords 
Balor: The most recent incarnation of the Leveler, Balor was by far the most powerful. Having previously been the hero Connacht, Balor possessed all of Connacht's knowledge. He freed the Trow and subjugated them. He corrupted the Myrmidons, and enslaved six powerful sorcerers to serve as his generals, who eventually became known as "The Fallen Lords", because most of them had once been heroes, but had fallen from the Light. Balor's forces destroyed the Cath Bruig Empire, and attempted to destroy the Province. He was defeated by Alric, and his head was thrown into the Great Devoid in an effort to ensure he will never rise again (Myth).
Soulblighter: Once known as Damas, Soulblighter had been a lieutenant of Connacht during the Wind Age (Myth III). Soulblighter's fall from the Light began long before Connacht returned as Balor, as he studied the black arts in a hidden temple in the Untamed Lands to the east. Through human sacrifice and ritualistic self-mutilation, he gained immortality. Soulblighter also has the ability to transform into a murder of crows. When Connacht returned as Balor, he became Balor's second in command, as he had been Connacht's. He was unable to stop Balor's destruction at the Great Devoid (Myth). Sixty years later, he returned, leading a new army with the same destructive goals. Soulblighter was eventually killed by Alric (Myth II).
The Deceiver: An Avatara of the Wolf Age, Myrdred was perhaps one of the greatest sorcerers of all time and served as a lieutenant of Connacht. In Connacht's service he clashed with, and nearly destroyed, The Watcher. Also known as "The Source of 500 Poisons", Myrdred was named "The Deceiver" by Connacht when it was revealed he had betrayed Connacht to Moagim in exchange for arcane power (Myth III). When Connacht returned as Balor he was bent to Balor's will. He had an intense dislike of the other Fallen Lords, and clashed frequently with them, particularly The Watcher (Myth). The Deceiver was frozen in the Angurvadal Glacier for sixty years, but was revived by Alric and enlisted to battle against Soulblighter. He is regarded as a being of Furor Poeticus by the Trow, and they have great respect for him. He brought the Trow into the war on the side of Light. He was killed by a backlash of energy released when he killed Shiver (Myth II).
The Watcher: Believed to be the necromancer Bahl'al, The Watcher was an ancient evil. During the Wind Age, he slew Mazzarin, the greatest Avatara who ever lived. He was imprisoned beneath the Cloudspine mountains by Connacht sometime after this (Myth III). When Balor later freed him from his imprisonment under the mountain, The Watcher lost his right arm at the elbow. The Watcher had an ancient rivalry with The Deceiver, having clashed with him several times. The Watcher was eventually defeated by The Legion with arrows tipped with shards of bone from his severed arm (Myth).
Shiver: Once a Myrmidon warrior named Ravanna in the service of Connacht, she was in love with Damas (Myth III). Renamed Shiver by Balor, she was killed by Rabican in a Dream Duel outside of Madrigal when Rabican exploited her weakness - vanity (Myth). Sixty years later, Soulblighter (her former lover Damas) resurrected her with Tramist's Mirror, and she led several armies in his name before she was finally killed by The Deceiver (Myth II).
Other characters 
Mauriac: Prince regent of Covenant during King Alric's adolescence, during the Great War, he and a small group of troops under his command joined the narrator's squad, while escaping from Covenant to the plain of Scales (Myth).
Balin: The dwarf who led a band of fellow dwarves in relaiming their homeland from the Ghols, destroying the Ghol's ancestral stone god-head (Myth).
Crüniac: A minor commander in the Legion, known more for his political ambitions than his tactical skills, he was responsible for uncovering Soulblighter's resurgence, though in doing so he was later slain by Soulblighter himself (Myth II).
Garrick: Crüniac's first sergeant, he brought news of Soulblighter's plot to King Alric in Madrigal after Crüniac's death (Myth II).
The Narrators: The identity of the narrators in the Myth series is never established. In each game, he is a soldier in the Legion, but his rank and classification is not known. The narrators are most likely archers, but nothing is ever confirmed, and there are several competing theories of their identities. The narrator in Myth II gains possession of the narrator of Myth's journal following the death of Crüniac, when Garrick gives it to him after finding it in Crüniac's belongings. The Journal was presumed to have been found in the Baron Kildaer's library.
The Summoner: A man of unknown origin who resurrected the Myrkridian race, his coming was foretold in the Total Codex, a magical tome containing the history, present, and future of the world. He is later killed by a force led by The Deceiver (Myth II).
Myth development history 
The last official releases by Bungie Software for Myth: The Fallen Lords and Myth II: Soulblighter were in 1999 (Myth: The Total Codex). When Microsoft bought Bungie, Take2 traded their Bungie stock for the rights to the Myth franchise. Take2 released several Myth related titles including Myth II: Worlds (which included two disks of fan-created add-ons), Myth II: Green Berets (conversion from medieval setting to a Vietnam era setting), and Myth III: The Wolf Age.
Myth III was widely seen as an incomplete product rushed to market so not to miss out on December sales. This perception was supported by the fact that the development team had a total of 11 months to complete the project with not much support from either Bungie or Take2. After updating the preexisting Myth 2 engine into an almost completely new Myth 3D engine, toolset, new assets, and storyline, Take2 laid off most of the MumboJumbo team during the final phase of development. During this time, the development team was also responsible for all marketing work, budget, press and general PR. The team shipped the game and remained on board unpaid to release two patches to fix outstanding problems.
After Myth III was rushed into the shops, Take2 stopped all development and support for all three Myth games, but thanks to lead developer Andrew Meggs, a group of Myth fans who called themselves "Myth Developers" were given access to the source code by Take 2, and have taken it upon themselves to keep the series up to date. This group, and successor groups under other names, have continued to support and develop all three games without compensation. These groups have updated the software for the latest operating systems, fixed various bugs, and added various enhancements and features to both the games themselves and the mapmaking tools. They have also ported the Myth: The Fallen Lords single player campaign to the Myth 2 engine. The current Myth development group is Project Magma.
Third-party projects for Myth II 
Due to mapmaking tools released to the public by Bungie and additional tools created by fans, new maps, units, 3D objects, and other plugins were created for Myth II by the thousands. Some of the more famous modifications were released in some of the bundles of Myth, most famously, "Chimera". Chimera was jointly developed by Bungie and Badlands Games, and was released in the bundle Myth: The Total Codex, along with Myth: The Fallen Lords, and Myth II: Soublighter.
Tournaments and online servers 
Bungie.net was the original Myth series server. The Myth: The Fallen Lords server closed in November 2001, and the Myth II: Soulblighter server closed in March 2002. After Bungie.net closed, Bungie open sourced the online server code, and multiple other online severs appeared, the most famous being PlayMyth.net. PlayMyth.net was taken offline in 2007, leaving Mariusnet as the last online Myth server.
Graphics rendering 
Myth: The Fallen Lords originally supported both software rendering and 3Dfx Glide hardware-acceleration. A final v1.3 upgrade patch added support for RRedline, the native rendering API of the Rendition Verite line of graphic cards. With Myth II, Bungie introduced larger screen resolutions and Direct3D rendering for Windows and RAVE rendering for Mac.
- http://ps2.ign.com/articles/081/081051p1.html IGN.com Retrieved on 15 May 2008.
- http://www.gamespot.com/pc/strategy/myth3thewolfage/index.htmll Gamespot.com Retrieved on 15 May 2008
- http://pc.ign.com/articles/165/165794p1.html IGN.com Retrieved on 15 May 2008
- http://www.gamerevolution.com/oldsite/games/mac/myth.htm gamerevolution.com Retrieved on 16 May 2008
- Poling, Reuben (24-12-2012). "Review: The Black Company (Books of the North)". www.dorkadia.com. Retrieved 2013-04-8. "It is worth noting that Myth: the Fallen Lords (probably my favorite PC game of all time, and the subject of an upcoming review) drew a great deal of influence from these books"
- http://myth.bungie.org/legends/journal/j1-17_sons_myrgard.html Myth.Bungie.Org | Legends & Lore | The Journals | Myth I - Sons of Myrgard
- http://myth.bungie.org/legends/delusions/narrator.html Myth.Bungie.Org | Legends & Lore | Delusions | The Journal Writer
- Smith, Sean (2001-11-19). "Myth III Team Axed; Mac Version Spared". insidemacgames.com. Retrieved 2012-12-22. "Andrew Meggs, formerly of Myth III developer MumboJumbo, wrote that the Myth III development team had been laid off two weeks earlier:"The entire Myth III team was terminated on November 2, 2001.[...]""
- Wen, Howard (2004-06-10). "Keeping the Myths Alive" (in en). linuxdevcenter.com. Retrieved 2012-12-22. "[...]fans of the Myth trilogy have taken this idea a step further: they have official access to the source code for the Myth games. Organized under the name MythDevelopers, this all-volunteer group of programmers, artists, and other talented people devote their time to improving and supporting further development of the Myth game series."
- http://www.projectmagma.net/ Project Magma :: Home
- Bungie Studios, original developers of Myth and Myth II
- Take 2 Games, developers of Myth III and current owners of the franchise
- Project Magma, current developers under Take 2's source release
- Myth at Bungie.org