her Kyrand's amulet, in which are stored his memories, and she realizes her "Lord", the demon Cartuke, was actually the one who killed Kyrand, who sacrificed his own life to wound Cartuke and save the lives of Fenris, Four Bear and ne'Ric. Cartuke had been manipulating Kyrilla in an effort to regain his power, but now she sees the truth, and joins the others. They head to his lair, finding him inside an energy sphere. Killing all of their men, he leaves only Fenris, Four Bear, ne'Ric and Kyrilla. In an effort to distract him, Fenris and Kyrilla attack, and as he turns them to stone, ne'Ric fires a magical arrow which kills him. Four Bear laments that once again, he has failed to save the lives of his friends, but he and ne'Ric take some consolation in the knowledge that Cartuke has finally been defeated. Development Bungie conceived of Soulblighter prior to the release of The Fallen Lords in 1997, with the only thing that would prevent them from making it being if The Fallen Lords was a commercial failure. However, when the original game proved a success, becoming Bungie's biggest selling game thus far, the sequel immediately went into development. One of their main goals with the sequel was to include numerous gameplay aspects and game mechanics which they had wanted to feature in The Fallen Lords, but had been unable to implement due to time constraints. Alex Seropian, co-founder of Bungie, explained that "there were still some things at the end of Myth that we wanted to do, but we just ran out of time. Myth was a terrific product, but we knew we could do a lot better". Of the initial planning for Soulblighter, Seropain said: New to Soulblighter were moving 3D models within the gaming world, something none of Bungie staff had ever created before. For example, the opening level features a fully functional windmill, and a later level features a drawbridge that closes as the level begins, and which the player must then lower so their army can gain access to a castle. Although the original game featured the same kind of 3D polygonal models, none of them moved, and implementing this feature proved to be one of the biggest challenges the team encountered in making the game. Another challenge also involved something not seen in the first game; a level set indoors. For