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- DARKLANDS FAQ
-
- version 1.0 (October 1995)
-
- put together by
-
- CMB: C. Michel Boucher (aa699@freenet.carleton.ca)
- FF: Fred Farzanegan (fredf@bnr.ca)
- DA: Dennis Ahr (dahr@fred.net)
- AvL: Alexander von Luenen (luenen@athene.informatik.uni-bonn.de)
- MEB: Marilyn E. Burford (ad636@ccn.cs.dal.ca)
- GRL: Garrett R. Le-Page (lepag001@maroon.tc.umn.edu)
-
- copyright 1995 (except for quoted material, as indicated)
-
- Specifically for version 483.07 of Darklands
-
- The HTML version of this file is accessible at uni-bonn by using the
- following URL: http://ibm.rhrz.uni-bonn.de/~uzs3f8/darkland.html
-
- ------------------------------------------------------------------------------
-
- Table of contents
-
- 0. INTRODUCTION
- 1. BEFORE WE BEGIN
- What do we know about Arnold Hendrick, the designer of DARKLANDS?
- What did Microprose say about DARKLANDS?
- Where do I find DARKLANDS now?
- What is Jojo's list and why is it important?
- What's that again about a sequel?
- 2. TECHNOBABBLE
- What files are available for DARKLANDS from Microprose and elsewhere?
- 3. GAME CONSIDERATIONS - Early game (raubritters, thieving, demoniac villagers)
- Travelling by land - dealing with travellers (bandits, good and bad alchemists, bishops, noblemen, pigs, wolves, etc.)
- Armour and weapons
- Stealing armour, buying armour
- Where to find good armour, weapons
- Improving skills by seeking out robbers in towns
- Getting jobs
- Getting help (extra people, prayers to saints)
- Fighting tactics
- Alchemy
- Money
- 4. GAME CONSIDERATIONS - Taking on tougher things (knockers, witches and the Wild Hunt)
- Getting money, alchemical stuff
- Using your improving reputation to get jobs, instruction
- Mines
- Dragons
- High Sabat
- Great Monastery
- Defeating Baphomet
- Retiring characters, dead characters (quoted from the README.TXT with v7)
- Continuing after you've completed the objectives of the game.
- 5. LISTS, TIPS & OTHER PARAPHERNALIA FOR THE DARKLANDS VOYAGER
- Rare items and places in DARKLANDS (Holy relics, Devil's Bridge, etc.)
- List of cities with Cathedrals, Universities and neither
- Strange things in the game
- Things with no apparent purpose in the game
- Bits and pieces
- Stupid things about DARKLANDS
- List of the first 40 significant events in one game
- Cities of Germany
- Enemies
- Saints
- Summary of Darklands Hint Book
- Additional Files
-
- ------------------------------------------------------------------------------
-
- A quick note before beginning. This FAQ reflects the many considerations
- that could be brought to it by the four authors, as well as input from
- various sources. As much as possible, authorship of a particular section
- is indicated. Where there are comments, these are inserted with the preface
- NOTE and the initials of the note's author in brackets. Quotes are marked by >
- and, unless a different provenance is given, are to be understood as coming from
- Microprose literature on DARKLANDS.
-
- Also please note that the Introduction and sections 1 and 2 were largely
- written or put together by CMB as drafts of the FAQ project and have not changed
- much since.
-
- ------------------------------------------------------------------------------
-
- 0. INTRODUCTION
-
- Here is the long awaited DARKLANDS FAQ. It is the product of the labour of the six people
- mentioned above. It has the distinction of being perhaps the only FAQ ever produced for an
- out-of-print game.
-
- Don't be fooled by cheap imitations. This is the genuine article, a blatant attempt
- on the part of a few hardcore DARKLANDS players to manipulate Microprose into producing
- a sequel, as was originally promised. Admittedly, this is a last ditch attempt, as they have stated
- they will NOT produce a sequel, but as Babe Ruth was fond of saying: "It ain't over till the fat lady
- sings".
-
- Although this FAQ covers a lot of ground, there remains much to be covered. There are gaps
- here and there which individual players might be able to help us fill. If you can, write to any of
- us with your comments and suggested additions. Separate files are also welcome to be added
- to the list of files below.
-
- The Management
-
- ------------------------------------------------------------------------------
-
- 1. BEFORE WE BEGIN
-
- There are two other mentions made of DARKLANDS on the
- net search tools. The first is an album and a tour by The Jesus and Mary
- Chain. The second is a "gothic" recording label in Finland. For those
- interested in pursuing either line of enquiry, I propose the following
- sites:
-
- The Jesus and Mary Chain Darklands Album
-
- http://american.recording.com/American_Artists/Jesus_and_Mary_Chain/jamc_hom
-
- The Jesus and Mary Chain Darklands Tour
-
- http://adam.com.au/~jonno/list11
-
- Darklands (a gothic Finnish recording label)
-
- http://mimas.otol.fi/~matron/rldisco.html
- http://www.sjoki.uta.fi/~latvis/levyyht/darkland.html
-
- Please note that some of these links may be inactive at the time of release. They were all
- listed at NetSeek during the summer of 1995. Now that we've got these things out of the way,
- let's talk about the game DARKLANDS from MPS Labs.
-
- Back to Table of Contents
-
- ------------------------------------------------------------------------------
-
- What do we know about Arnold Hendrick, the designer of DARKLANDS?
-
- Before he designed games for Microprose, Arnold Hendrick designed a few
- role-playing games. Of note: BARBARIAN PRINCE, a paragraph adventure
- boardgame from DWARFSTAR (1981) and another game for SPI, DRAGONQUEST
- (2 editions, 1980, 1981) .
-
- Arnold Hendrick has designed a number of games for Microprose.
-
- Darklands won the 1992 PC Special Achievement Award from Game Players
- Magazine.
-
- ------------------------------------------------------------------------------
-
- What did Microprose say about DARKLANDS?
-
- Microprose issued the following press release:
-
- >********** DARKLANDS **********
- >
- >HUNT VALLEY, MD _ MicroProse Software, Inc., famous worldwide for its
- >high-quality entertaining simulations of combat and adventure, will release
- >DARKLANDS, its first true fantasy role-playing game, this fall.
- >
- >Set in 15th Century Medieval Germany, DARKLANDS will be as realistic and
- >challenging a simulation as previous MicroProse releases. "The common thread
- >of all of our titles, from GUNSHIP to RAILROAD TYCOON, is that they have an
- >intellectual core," said Arnold Hendrick, DARKLANDS' game designer.
- >"DARKLANDS will be no different _ the problems and tasks the gamer will face
- >are straight from the events and attitudes of Medieval Germany." 15th
- >Century Germany was a time of violence and corruption and was an era with
- >three Popes simultaneously in charge, powerless emperors, gangster nobles
- >and venal clergymen. DARKLANDS recreates this period and emphasizes the
- >beliefs of the time: witches worshipping the devil, people praying to saints
- >to produce real miracles, alchemists turning lead into gold and dragons
- >inhabiting caves.
- >
- >Players will explore a vast map of Germany with a party of four adventurers
- >created from the likes of nobles, swordsmen, mercenaries, thieves, alchemists,
- >monks and several more. Millions of different character types will be
- >possible by choosing from 26 attributes and skills. The ultimate goal of the
- >game will be to achieve fame and immortality on multiple quests, many of them
- >simultaneous. Quests will be created by an "adventure generator" for endless
- >replayability.
- >
- >DARKLANDS will be released for IBM-compatibles and will require 640K of RAM.
- >The game will support AdLib, Roland, Tandy and IBM sounds, and EGA, MCGA/VGA
- >and Tandy 16-color graphics. A hard disk will be required and a mouse
- >recommended.
-
- ------------------------------------------------------------------------------
-
- Where do I find DARKLANDS now?
-
- I received this note from Daniel Hall, when I asked him to give me the
- information on where he had been able to find DARKLANDS on a CD. Please
- note this has been edited for the purposes of this FAQ.
-
- >Date: Tue Aug 1 03:36:26 1995
- >From: dhall41@portland.caps.maine.edu (Daniel Hall)
- >Subject: Re: darklands
- >To: aa699@freenet.carleton.ca
- >
- >Gold Medal 12 CD Pack
- >Mediaquest
- >(found at Electronics Boutique at the price of $30 American)
- >
- >It includes: Darklands, Blue Force, Jet Fighter 2, Maelstrom, Microcosm,
- >Shadow President, Dune II, CyberRace, Casino Master Gold Edition, The
- >Selfish Giant, The Complete House, The Peter Norton Productivity Pak
-
- *NOTE (CMB): I also found DARKLANDS available in a CD five-pack with
- *other games. It was on sale at Electronics Boutique for $24.99 CDN, plus
- *GST and PST (where applicable):
- *Action 5 Pak
- *GT Interactive Software
- *
- *It includes: War in the Gulf, Shadowlands, Spectre, Combat II & Darklands
-
- Unfortunately for those of you who have bought CD versions of DARKLANDS, you
- have found out by now that the information that comes with the company's package is
- not included in the CD's documentation. We have read complaints about this on the net,
- specifically that the look-up codes, simple as they are, are not included. It is not within
- the scope of this document to provide you with these codes, as much as we would like to,
- as we would risk being in breach of copyright laws. -- The Management
-
- ------------------------------------------------------------------------------
-
- What is Jojo's list and why is it important?
-
- This is a weekly voting list which produces the top 100 games. Almost 1000 people vote
- on this list and it is checked by game companies to see how well their product is doing. To check
- out Jojo's list, find it on comp.sys.ibm.games.announce. Currently, DARKLANDS has been
- on almost since the beginning and has been climbing from the mid-eighties to the mid-sixties. Any
- DARKLANDS player is invited to add his vote to Jojo's list by mailing your entry to jojo@xs4all.nl
- as per the instructions in the report. DARKLANDS's number in Jojo's list is 1008.
-
- ------------------------------------------------------------------------------
-
- What's that again about a sequel?
-
- In the manual for DARKLANDS, it says that the designers were planning a number of sequels to
- expand the game throughout medieval Europe, including Russia and other locations. This never
- materialized, but gamers are a persistent bunch and every now and then, the questions re-emerge.
-
- This is what was said about a sequel (straight from the horse's mouth, as it were):
-
- >From: polar@u.washington.edu (B. Power)
- >Newsgroups: comp.sys.ibm.pc.games.rpg
- >Subject: Darklands: Dead. *sigh*
- >Date: 3 Sep 1995 17:26:41 GMT
- >
- >Several weeks ago, I sent Microprose mail about a possible sequel to
- >Darklands. Here's what I received:
- >
- >From support@microprose.com Sun Sep 3 10:23:49 1995
- >Date: Wed, 26 Jul 1995 11:05:12 -0400
- >From: MPS/SH On-Line
- >To: Brendan Power
- >Subject: Re: Darklands: Dead in the water?
- >
- >Hi Brendan,
- >
- >There are no plans for a newer version of Darklands, or to license out the
- >source code.
- >
- >Regards,
- >Tim/Spectrum HoloByte-MicroProse
-
- We here at FAQ Central, however, believe in miracles, especially if one attempts to manufacture
- them. We encourage all and sundry who enjoyed the game DARKLANDS to write to Microprose to
- suggest they reconsider reopening the DARKLANDS dossier. A letter campaign, along with an increase
- in DARKLANDS's standing in Jojo's list, should certainly make The Company think twice before refusing
- flat out. As far as I know, the e-mail address is support@microprose.com. There is also a
- web page at http://www.microprose.com/.
-
- ------------------------------------------------------------------------------
-
- 2. TECHNOBABBLE
-
- What's the latest version of DARKLANDS and what does it do?
-
- The current version of DARKLANDS is 483.07. If you don't know what yours is,
- check out the file BANNER.DAT which should contain the number of the latest
- version. This is the file that appears as a grey screen when you first boot
- the game up. In my version 5, the file flashed by so rapidly that I couldn't tell which
- version it was, so I used a DOS utility like DR.EXE (you could also use
- WRITE or NOTEPAD from WINDOWS) to open the BANNER.DAT file and read the
- number. If you use a text editor, don't save afterwards. Just exit.
-
- If you don't have ftp, you can reach the people at Microprose and they will
- send you an upgrade by snail mail. Be sure to tell them which version you
- currently have. As far as I know, version 7 was never available as a
- commercial game. It is therefore necessary to upgrade your current version
- to 7.
-
- *NOTE (DA): I bought my Darklands commercially as revision 7, so I believe
- *that statement is not correct.
-
- As stated above, the address is support@microprose.com.
-
- Technical and other considerations for version 483.07 (February 26, 1993) as
- quoted from the README.TXT that accompanies update v7.
-
- >This version is a major upgrade. Numerous problems and difficulties have
- >been solved, thanks both to the many contributions and notes from users,
- >and our own continuing testing. This version allows save-games during
- >certain big battles, and makes both loading and saving much more reliable.
- >
- >Games saved using earlier versions should still work. However, some fixes
- >do not take effect unless you start a new game. These fixes are minor; for
- >example, in one, it's easier to leave Graz. However, for the best possible
- >version, start a new game.
- >
- >HARD DISK SPACE
- >
- >DARKLANDS requires about 17,500,000 bytes (17.5 MB) of hard disk space. This
- >includes about 16 MB of files, plus approximately 1.5 MB of temporary
- >storage, first for high speed installation, and then reused as temporary
- >file storage during play, including a reasonable number of saved games. The
- >exact amount of hard disk space may increase on very large hard disks. On
- >one 600MB hard disk we've seen the game require 22 MB of space.
- >
- >MEMORY (RAM) REQUIREMENTS
- >
- >Currently DARKLANDS requires 595,000 bytes (581K) of main memory, plus
- >180,224 bytes (176K) of EMS memory. If you are uncertain of the memory in
- >your machine use the DOS 5.0 command "MEM /C" to view the entire memory
- >configuration of your computer.
- >
- >DARKLANDS also requires FILES=20 (or more) in your CONFIG.SYS file.
- >
- >FAST LOADING COMMANDS
- >
- >The "DARKLAND /Q" command mentioned in the technical supplement disables
- >ALL animation routines in the game, not just the initial animation. This
- >command is intended for hardware configurations that have problems with the
- >animations, but which can run the rest of the game (see Extended Animation
- >Sequences, below, for details).
- >
- >To preserve the animations, but quickly bypass the opening sequence, load
- >normally with DARKLAND, then immediately tap the space bar. This bypasses
- >the opening animation, while preserving the later defeat and victory
- >animations.
- >
- >SAVING THE GAME
- >
- >The best places to save DARKLANDS are:
- >
- >(a) While staying at a city inn;
- >(b) While camping in the countryside;
- >(c) While on the travel map of Germany.
- >(d) On certain battlefields, in certain cases.
- >
- >Battlefields that allow save-games are indicated by a message saying
- >"Battlefield save rules are in effect". The main "save rule" is simple:
- >there must be no living enemies on the current floor or level. In addition,
- >you can save any time the game leaves the battlefield for an interaction
- >(i.e., a full-screen text/picture/menu combination). In general, if you can
- >use group movement mode, you can save (on appropriate battlefields).
- >
- >The only battlefields that allow saves are the largest: the various mines,
- >the Templar's fortress monastery, and Baphomet's Citadel of the Apocalypse.
- >In fact, we recommend you save frequently in these battles. This protects
- >you from unexpected problems.
- >
- >You can save the game at other times outside of battle. However, when you
- >restore, you may sometimes be "set back" a bit in time because a lot of
- >complex logic has not yet changed all data in the "permanent" areas yet.
- >
- >You can have up to 100 saved games. To scroll through the list, use the up
- >and down arrow keys on the keyboard.
- >
- >FRANKFURT, FREIBURG and FREIBERG
- >
- >Astute players will realize that some cities have similar names. Within the
- >game, "Frankfurt am Main" is abbreviated as "Frankfurt M", while "Frankfurt
- >an der Oder" is "Frankfurt O". Freiburg im Breisgau is misspelled "Freiberg
- >im Breisgau" on the map. It is spelled correctly in the game, and abbreviated
- >to "Freiburg B" for greater clarity. The other Freiberg, in the Wettin Lands,
- >is spelled correctly and is just "Freiberg" in the game.
- >
- >CHARACTER COLORS
- >
- >We very much regret that an extremely rare problem may cause a battlefield
- >character to suffer some color changes in battle. However, you as a player
- >won't notice the change until the next battle. The bad part is that the
- >change is stored in the saved game file. You can fix up your characters by
- >returning to an old saved game. For example, in battle #3 you notice Gretch
- >has green hair (yuck). If you return to a game saved prior to battle #2,
- >Gretch will be fine again. We apologize for this work-around. We've tried
- >all sorts of tools and traps for this condition, and spent hundreds of hours
- >testing for it. We'd be delighted to publicize the name of the first person
- >who can tell us how to make it occur upon demand.
- >
- >SAVES\DEFAULT FILE
- >
- >The SAVES subdirectory includes a file titled "DEFAULT." This file must be
- >present in this subdirectory to permit character generation. If you use DOS
- >commands to copy, clean out, etc. the SAVES files, be sure to not erase
- >DEFAULT.
- >
- >LOADING SAVED GAMES
- >
- >This version supports the ability to load saved games while in the game, as
- >described on page 18 of the manual. In addition, you can scroll through the
- >list of saved games using the keyboard arrow keys. Loading is prohibited on
- >certain information screens. Simply exit the information screen and loading
- >is re-enabled.
- >
- >Beware that once you commit to loading a game while playing, you MUST select
- >a game to load. You cannot escape back to the game you were playing. We
- >apologize for this inconvenience.
- >
- >HALL OF FAME
- >
- >The manual incorrectly states that DARKLANDS has a Hall of Fame. The game
- >does not. However, for your information, we expect that moderately successful
- >parties will achieve fame in the low hundreds, while very successful ones
- >will reach the high hundreds.
- >
- >DARKLANDS has no specific ending -- you can play forever. However, if you
- >have defeated Raubritters, dragons, the three different kinds of problems in
- >mines, and ultimately Baphomet, you have encountered all the major challenges.
- >Good luck and good adventuring!
- >
- >EXTENDED ANIMATION SEQUENCES
- >
- >The opening sequence and two other animations during the game may have
- >problems with a few hard disk drive controllers. Generally, if the opening
- >animation runs without problem three or four times, you should not have any
- >difficulties.
- >
- >If, however, you do have difficulties, we suggest you load with DARKLAND /Q.
- >This will bypass all the animation sequences, thus avoiding any chance of
- >trouble.
- >
- >SIMULTANEOUS ROLAND & SOUND BLASTER SUPPORT
- >
- >It is possible to have both Roland MT-32/LAPC-1 sound and digital speech in
- >DARKLANDS. However, it requires that you rename certain files (described
- >below) and then use INSTALL to set the game's sound to whatever NON-Roland
- >board you are using. These boards include:
- >
- >Covox Sound Master II, Sound Blaster, Sound Blaster Pro,
- >Pro Audio Spectrum (including + and 16 versions),
- >Thunderboard, ATI F/X
- >
- >To rename the files to support both boards, go to MPS\DARKLAND (or whatever
- >subdirectory you installed the game into) and type the following DOS
- >commands:
- >
- >COPY PSOUND.DLC PSOUND.DC
- >COPY PSOUND.DLB PSOUND.DB
- >COPY ASOUND.DLC ASOUND.DC
- >COPY ASOUND.DLB ASOUND.DB
- >
- >COPY RSOUND.DLC PSOUND.DLC
- >COPY RSOUND.DLB PSOUND.DLB
- >COPY RSOUND.DLC ASOUND.DLC
- >COPY RSOUND.DLB ASOUND.DLB
- >
- >Later, if you wish to restore the game to its normal configuration, type the
- >following DOS commands:
- >
- >COPY PSOUND.DC PSOUND.DLC
- >COPY PSOUND.DB PSOUND.DLB
- >COPY ASOUND.DC ASOUND.DLC
- >COPY ASOUND.DB ASOUND.DLB
-
- *NOTE (DA): Use of Gravis Ultrasound Card
- *
- *If you have any of the GUS cards, you can use megaem.exe rev. 3.03 beta to
- *increase the quality of the tunes in Darklands. First copy the sound files
- *under the paragraph in this FAQ called Simultaneous Roland & Sound Blaster
- *Support. Then load megaem.exe. Finally, run the install program in your
- *DARKLAND directory. You should be able to select the Roland choice now.
- *To do this automatically every time you run Darklands, make a batch file as
- *follows:
- *
- *~path\megaem
- *cd\~path\darkland
- *darkland
-
- >DARKLANDS CLUE BOOK
- >
- >A clue book full of numerical data of all sorts, not to mention outlines of
- >the quests, hints and answers to puzzles, and much more is available now from
- >MicroProse. It is available either with or without a special disk. The
- >special disk contains a music player, a picture viewer, and a character
- >editor.
-
- *NOTE (CMB): See below, for a description of the Hint Book. Also, something
- *these notes don't mention is that version 7 seems to have a simpler BASIC setting
- *than the earlier versions (5 in particular), from my experience.
-
- DESCRIPTION OF BUGS ENCOUNTERED
-
- --Contributed by AvL--
-
- When I saw a couple of postings in the comp.sys.ibm.pc.games.rpg concerning
- DARKLANDS, one more thing to mention came to my mind. Has anyone noticed
- that annoying bug in ver7 ? It happens when you're travelling on the map. In
- the old version, I was able to walk on without getting interrupted (beside
- game issues of course). Now, in ver7, there's often some strange hard drive
- activity which results in nothing, in the best case. I travel and the screen
- freezes as if engaging in some action. But then, the map shows up again, and my
- 'walker' stands there and waits for new clicks. In the worst case, the screen
- starts to scroll madly, I mean, my travelling-character stays around and the
- map scrolls in all directions and ends in the sea eventually. Has anyone
- encountered that as well ? Seems like a bug to me. Even though I wouldn't
- call this a major bug, it can cause some mess, if you haven't saved often
- enough (after landing in the sea, the machine hangs up).
-
- --Contributed by DA--
-
- That's a new one to me, but it reminded me of a bug (rev 7) that I encounter
- every once in a while.
-
- Sometimes when a battle in the wilderness is about to begin (doesn't seem to
- matter with whom), there are no enemies anywhere on the battle map. I have
- found that the only way to "jump start" the battle is to move my characters
- around a little; after a bit, the hard drive starts up and the battle begins.
-
- NOTE: Anyone with any other strange behaviour by the program is
- encouraged to describe it in gory detail and e-mail to one of the authors.
- It stands a chance of being added (with appropriate credit) to this document.
- Also, feel free to substantiate these two bugs if you can.
-
- ------------------------------------------------------------------------------
-
- What files are available for DARKLANDS from Microprose and elsewhere?
-
- There are quite a few kinds of files for DARKLANDS: upgrades, animated
- unplayable demo, a press release and some save game editors. The section
- that follows explains where to get the material, or, if you have WWW access,
- you can just point to the site to receive the file. Please note that I have
- not been able to find DARKSND.ZIP at the Microprose site although it is
- listed as being there.
-
- UPGRADES
-
- You can get the following upgrades of DARKLANDS by ftp to the site below:
-
- DARK6-7 ZIP 614K DARKLANDS Version 06 to 07 Update
- DK4_6 ZIP 812K DARKLANDS Update Version 04 to Version 06
- DK5_6 ZIP 831K DARKLANDS Version 05/051 to Version 06
- DKV06 ZIP 1214K DARKLANDS Version 06
-
- ftp://ftp.microprose.com/pub/mps-online/new-versions
-
- DRKSND ZIP 108K DARKLANDS Sound Drivers for Roland plus SB and Gold
-
- NOTE: I could not locate this one
-
- ftp://ftp.microprose.com/pub/mps-online/???
-
- ANIMATED DEMO
-
- DARK1 ZIP 755K DARKLANDS VGA Animated Demo 1 of 2
- DARK2 ZIP 606K DARKLANDS VGA Animated Demo 2 of 2
-
- ftp://ftp.microprose.com/pub/mps-online/demos
- http://www.microprose.com/demos.html
-
- This non-playable demo shows some screens from a game, using the default
- characters (Gretchen, Gunther, Hans and Ebhard). Never having seen the early versions
- of the game I cannot say for sure which this one intends to demonstrate.
- I can say that it is different in some appearance to versions 5 and 7, so
- I can only surmise it is a view of an earlier version. Given the nature
- of demos, I would suspect it shows a version somewhere between beta and
- 483.01. Differences are: characters not as graphically clear, lettering
- in character screens different as well as the character representations,
- equipped objects were marked with a + and a different colour (something
- I feel they should have kept [also an object sorter would be nice]), dead
- remain on screen as a body (not just a spot of blood). There may be other
- differences.
-
- PRESS RELEASE
-
- DARKPR TXT 3K DARKLANDS Press Release
-
- ftp://ftp.microprose.com/pub/mps-online/press-releases
-
- SAVE GAME EDITORS
-
- DLED ZIP 71K DARKLANDS Save Game Editor v1.1 + doc
- DLEDIT ZIP 60K DARKLANDS Save Game Editor v1.1
- DLQUE ZIP 21K Lists all current quests in DARKLANDS
- DRKLND ZIP 15K UGE module for DARKLANDS. Must have UGE.
-
- You may also be able to find most of these files at
-
- ftp://ftp.cdrom.com/.2/dresden/games/pc
-
- ---------------------------------
-
- Here are excerpts from the DOCs from DLED, DKQUE and UGE (DRKLND)
-
- DLED.ZIP (71Kb) - a character and party editor for DARKLANDS (excerpt)
-
- >**** DLED Version 1.1 New Features ****
- >
- >Now you can edit any character in the saved game. In addition to editing
- >the skills and attributes, you can now edit equipment, and knowledge of
- >saints and formulas. Edit party wealth, PStone and Fame (although I
- >haven't found much advantage to increasing party fame this way).
- >
- >Print individual characters or the party as a group. Print to printer or
- >file of your choice.
- >
- >Seamless transfer of party between saved games, no hassles.
- >
- >DLED is a utility that allows you to display and modify the attributes,
- >skills, equipment, saints and formulas of all the characters in your
- >saved game. It will also print a report of attributes, skills, equipment,
- >saints and formulas each character or all characters in your party.
- >Output can be directed to the printer or a file. DLED also allows you
- >to transfer the current party from one saved game to another (different
- >worlds).
-
- DKQUE.ZIP (20Kb) - program that lists pending quests (excerpt)
-
- >DKQUE is a utility program that lists all pending quests. Run DKQUE
- >before starting the game (you may want to redirect output to the printer
- >lpt1). Tells you where to go, what to get and who to give it
- >to. Often (for quests not in a city) it will specify a location near a
- >city different than what you were told in the game, as a rule DKQUE
- >provides a closer city than the game did. If you took notes when the
- >quest was given to you, you'll have an excellent set of directions to
- >triangulate. When questing for a Raubitter, it also tells you the name
- >of the Keep.
- >
- >Questions or comments may be directed to
- >
- >Steven J. Cotellesse
- >71255,1276
-
- DRKLND.ZIP (14Kb) - Universal Game Editor module for DARKLANDS (excerpt)
-
- >YOU MUST HAVE UNIVERSAL GAME EDITOR TO USE THIS MODULE.
- >
- >This module will allow you to change money, philosopher stone,
- >attributes, skills and more. You may create ANY item in the game!
- >
- >UNIVERSAL GAME EDITOR
- >
- >Universal Game Editor is an editor created specifically for editing saved
- >game files. UGE is available on Compuserve, GEnie and America Online.
- >The filename is UGExx.ZIP, where xx is the version number. UGE may also
- >be uploaded to bulletin boards around the country.
-
- *NOTE (CMB): UGE comes with save files for Master of Orion, Civilization,
- *Betrayal at Krondor and Lands of Lore. The save files for DARKLANDS must
- *be obtained from the Microprose site.
-
- A shareware version of UGE can be obtained from Jack Hartman (the author)
- by contacting http://pages.prodigy.com/TX/jhartman/jhartman.html
-
- ------------------------------------------------------------------------------
-
- 3. GAME CONSIDERATIONS - Early game (raubritters, thieves, demoniac
- villagers, etc.)
-
- ------------------------------------------------------------------------------
-
- Travelling by land - meeting travellers (bandits, alchemists, bishops,
- noblemen, pigs, wolves, etc.)
-
- --This section contributed by CMB--
-
- In the beginning of the game, you will have to travel by land. Except for
- a few minor exceptions, this is the cheapest, but most time consuming way of
- travelling.
-
- When travelling across the map, you will encounter all sorts of creatures.
- The main ones are bandits, boars and wolves, which can all be dispatched.
- You may also run across tatzelwurms, hellhounds, schrats and the Wild Hunt.
- If you have a chance to assist a schrat being hunted, do so. He will
- give you a gift that will be of benefit to you. Any endurance lost during
- these combats can be recovered in an overnight camp. To recover a fair
- amount of lost strength, it is best to go to a town and lodge at an inn.
- The healthy members can earn a little money to help defray the costs while
- the unhealthy members can recover.
-
- Alchemists offer or demand exchanges of potions. If you encounter an
- aggressive alchemist and defeat him and his retinue in combat, you will be
- able to keep the potions you find on him. You can freely refuse exchanges
- with non-aggressive alchemists.
-
- *NOTE (AvL): When engaging the agressive alchemist, be sure you can take
- *on his guards. Neither his guards nor the alchemist himself is a guy
- *to take a Sunday afternoon walk with, if you know what that means. I
- *mean, to defeat them in battle, your fighting skills should be on the
- *same level you would need to wipe out Raubritters and their bandits.
-
- Bishops, noblemen and hermits have a right to make demands upon your
- purse. Refusal to pay the price (or appropriately argue your case) and
- engaging them in combat results in a loss of Virtue, as a sign that this
- sort of action is not tolerated in 15th century Germany. Do not try to
- attack the abode of a legitimate lord.
-
- *NOTE (AvL): When encountering noblemen and clergymen on the road, always
- *try to convince them to leave you alone. Assuming you have Speak Common
- *skills of 50+, this will work in most cases. If not, pay the tithe. Never
- *attempt to kill them! Not only will this decrease your virtue level, it
- *will decrease your local reputation; for example, if near a town it would
- *make your popularity score go down from about zero (unknown) to approx. -7 down
- *to -14 (suspected). This would it make nearly impossible to enter this
- *town by normal ways. Trouble with the town guards would be omnipresent.
-
- Travelling pilgrims and displaced villagers can be assisted with gifts of
- money and clothing or by accompanying the former to their destination. This
- latter action is not necessary if you donate a few groschen. These actions
- serve to increase your virtue.
-
- Another type of encounter is the virtuous hermit who will give you news and
- instructions in a saint you wouldn't find in monasteries, and the women
- with the dogs. This is a special case. You must observe these women to
- determine who they are. There are two types: a female hermit (or white
- witch) and a practicioner of the black arts. The first one you must leave
- alone and any attempt to disrupt her will result in loss of Virtue. The
- second one, however, must be defeated and she can be asked to reveal
- information about the witches' gatherings.
-
- The next kind is a village. It is in villages that you will find the least
- expensive housing (but no income) and possibly good blacksmithing. You can
- sell your acquired weapons and armour. Villages are either good or bad.
- Generally it is possible to tell simply by speaking to the Schultz but
- the quickest way is to visit the church and go to confession. If the
- penance required is the sacrifice of a small animal, or while speaking to
- the priest he mentions two saints that don't exist in the list, you can
- then leave the church, speak to the Schultz and accuse his village of
- witchcraft, defeat the villagers in combat and learn the location and
- date of the next witches' meeting. Note that you may or may not be able
- to get there on time. If you can't, don't worry, there are quite a few
- during the year, as many as you will find villagers to attack.
-
- Mines are earthen humps with wooden frames over the doorways on the landscape
- map. You can enter and purchase things for your alchemist, raw materials
- and various bases. The best way to get a fair amount of alchemical materials
- is to defeat Knockers.
-
- *NOTE (DA): Something that I don't think has been mentioned is that battles
- *are easier and the booty is less during the early part of the game. Only 4
- *robbers are encountered in the back alleys initially, but later there may be
- *5 of the brutes, and they will no doubt be wearing more and better armor.
- *The same thing holds true for battles in the countryside. I have had the
- *temerity to tackle a renegade alchemist fairly early and just sneak by with
- *a victory; the same has been true for raubritters. Later in the game, the
- *raubritters always seem to have more rounds of battles in store before the
- *big guy comes out to fight. I don't know about High Sabats as I have never
- *attempted one of these really early in the game. I don't recommend knocking
- *on the door of the Fortress Monastery early on either.
-
- ------------------------------------------------------------------------------
-
- Armour and weapons
-
- --This section contributed by AvL--
-
- Well, concerning armour it's kind of obvious, that your best choice would
- be Chainmail. It's light and has very good protection capabilities. Plate
- Armour might be an even better security-thing, but usually only the dumb,
- strong oaf is endowed with enough strength to wear it without getting
- overloaded. However, in the beginning you might equip the party-members with
- a less wealthy family background, who came along with poor armour, with some
- more affordable stuff. Considering the need of protective clothes, you might
- use Cuirbouilli or Scale Armour in the beginning. Always keep an eye on the
- weight according to the strength of the character.
-
- A short list of Armour:
-
- Padded, Leather, Studded Leather: Worthless, use only if no alternatives.
- Cuirbouilli, Scale: Good choice in times of scarce wealth.
- Chainmail, Plate: High-end armour.
-
- ------------------------------------------------------------------------------
-
- Stealing armour, buying armour
-
- --This section contributed by AvL--
-
- A real good opportunity to get equipment like armour and weapons is to
- "steal" them from killed opponents. "Good" means it might be the most
- affordable way. For example, tracking down a Raubritter doesn't only mean a
- reward but also one set of plate armour. But beware! Here's the drawback
- in this cheap method: obtaining armour or other equipment usually provides
- only a quality-level up to 25q. In case of weapons like swords or so, this
- might be enough, but a 25q armour isn't meant to be a longlasting joy.
- Buying armour at an amourers shop in a town usually results in a 35q
- equipment. This is only exceeded by gifts or similar bounty (e.g.: rescuing
- merchants on the road, chests in the Great Monastery or in the mines).
-
- ------------------------------------------------------------------------------
-
- Where to find good armour, weapons
-
- --This section contributed by AvL--
-
- Well, like I pointed out the paragraph before, high quality equipment
- can be found in hard-to-access locations. For example, you'll find plate
- armour in the Great Monastery at 45q! But to get there, your party should
- be capable of excellent fighting skills and more. There are some towns,
- in which certain weaponry and armour can be bought in a better condition
- then in other cities. Yet, I haven't located them all and unfortunately,
- I forgot to write them down last time I played DARKLANDS. Maybe someone
- else can contribute that.
-
- *NOTE (CMB): It is possible to get six sets of 45Q armour from the Great
- *Monastery without encountering more than a few bears as opponents.
- *
- *The route is simple: enter the cemetery, speak the name that opens the
- *gate, enter the building, then go to the right-hand door on the "top" wall
- *(to the far left of where the characters arrive). Inside, there is another
- *door on the right-hand wall and it is necessary to fight some bears. After
- *that, enter the room and walk along the closest right-hand wall.
- *
- *There is a secret door that leads to a chest (trapped, I believe), that
- *contains six suits of 45Q plate armour. You need a character with fairly
- *high artifice, as I recall. You can then leave the Great Monastery without
- *encountering resistance and go on adventuring for a while with 45Q armour.
-
- *NOTE (DA): The best armor outside of the Great Monastery is always in
- *Nurnburg (quality - 37). The only city with better weapons than Nurnburg
- *(that I have found) is Paderborn (quality - 38). Best overall town for
- *both armor & weapons is Nurnburg; both are 37.
- *
- *Cities with weapons >30
- *
- *1. Burglitz (32)
- *2. Freiberg-im-Breisgau (36)
- *3. Koln (35)
- *4. Kufstein (31)
- *5. Magdeburg (34)
- *6. Marienburg (30)
- *7. Naskskov (30)
- *8. Nordlingen (33)
- *9. Paderborn (38)
- *10. Trier (33)
- *11. Wein (35)
- *
- *Cities with armour >30
- *
- *1. Basel (31)
- *2. Dresden (34)
- *3. Marienburg (33)
- *4. Nancy (36)
- *5. Salzburg (32)
- *6. Soest (35)
- *7. Speyer (30)
- *8. Stuttgart (33)
- *9. Ulm (31)
- *10. Wurzburg (32)
-
- ------------------------------------------------------------------------------
-
- Improving skills by seeking out robbers in towns
-
- --This section contributed by CMB--
-
- Early on, you can't take on dragons and even most raubritters because your
- skills are not sufficiently developed. Your best bet to increase your
- skills to a good beginning level for adventuring is to seek out thugs in
- towns. Since thugs don't come out during the day, you'll have to wander
- the streets at night. This is dangerous because of the night watches.
- Always pay the fine. This is the sequence from main street: find a secluded grove;
- wait for darkness, wait another hour, exit by side street, go to market area.
-
- Generally, at this point, you'll run across a band of thugs. They'll be
- fairly easy to defeat and it will increase your local reputation slightly,
- as well as improve your skills. Wander around a bit more and you'll meet
- another group and so on. Should you run into the night watch, pay the fines
- and return to the gasthaus whenever you feel you've had enough. If you
- don't pay the fines, you'll have to flee or fight and in either case, you'll
- be unable to return to that town. In the morning, seek out the weapons
- makers and sell the night's catch.
-
- *NOTE (AvL): The easiest way to run into robbers is cycling between the
- *docks and the secluded grove at night. You'll normally 'meet' with robbers
- *each time you change between one of these locations. At minimum, you'll get
- *in contact every time you return to the grove.
-
- *NOTE (DA): My rule of thumb here is not to travel far from the starting
- *town until everyone in the party has a full set of at least leather armor,
- *a weapon upgrade, and several javelins. In order to save money after a
- *night's work dispatching the bad guys, I send my group ouside the city walls
- *to rest and heal -- it's free. If the group is not fortunate to convince
- *the guards to let them enter without paying, then they will try to sneak
- *into the city. Either way, they will gain a modicum of speak common and
- *sometimes stealth. In other words, never pay to enter unless you have to.
- *Leaving the city is a different matter -- never sneak out because its
- *decreases your local reputation.
-
- Once you are lightly armored with a decent weapon and javelins, you can
- start travelling between towns more safely and really start to gain skills,
- money and experiences.
-
- Use those javelins as the first line of offense against robbers. Their
- use will increase everyone's throwing skills and will immediately weaken any
- robber struck by one. Try to gang up one one robber if possible and go on
- to the others (this is not always possible). The maximum number of battles
- per night seems to be 5. If the group survives the night without much
- "damage," then they are surely ready to leave town for some serious
- adventuring.
-
- ------------------------------------------------------------------------------
-
- Getting jobs
-
- --This section contributed by CMB--
-
- The best way to get jobs is to visit the various interested parties in a
- town: Fugger, Medici, Hanseatic League, town leader, leading merchant,
- pawnshop owner. These will often have tasks to perform, three types in
- general: dealing with raubritters, recovering stolen articles, recovering
- lost articles. Each of these has a specific method of dealing with the
- problem. The amount of money you will be offered won't appear to be much
- but it's enough, if you keep your expenses down by travelling overland.
-
- *NOTE (AvL): Success in getting jobs is only likely with the Fugger,
- *the Medici and the Hanse in the beginning, which means it is uncertain.
- *The merchants, the herbalist and the town leader will only offer you
- *tasks, if your reputation is high enough. Note that town leaders and Dukes
- *in a city's fortress won't pay for the job; success only increases your
- *local reputation, which is achieved through other jobs too (but paid
- *more accurately ;-) ). So you'd better leave the town halls and fortresses
- *alone and check out the marketplaces.
-
- Raubritters: in the easy setting, raubritters can usually be approached
- in a friendly manner. Once at the table, you should request to stay
- the night, then sneak out to try to catch the raubritter alone. More
- often than not, this will work and you will be able to defeat him, being
- four or five to his one. As this method will sometimes result in having
- to fight your way through the castle, you should save before entering
- into contact with the raubritter if you insist on the easy way.
-
- *NOTE (AvL) The easy way has been described above. But, assuming your
- *characters are strong enough (I'd say, having a weapon level above 65) and
- *owning kinds of missile weapons, the most money-providing way is to lay
- *siege up on the castle. This lets you engage up to four parties of bandits
- *and the Raubritter and some companions eventually. Taking all their stuff
- and selling it in town makes you much wealthier.
-
- Recovering stolen articles: You will be asked to recover an item stolen by
- a business rival in another town. You must travel to the town, seek out a
- secluded grove, wait for nightfall, then another hour, and exit by a side
- street. Go to the market area, sneak into the market building and find the
- appropriate office. The game then lets you decide to use your character
- most competent in artifice to unlock the door. If you feel this is possible
- (a Hanse [see C5, below] will always have enough skill), you will likely
- succeed. Otherwise, you will need to use alchemy and the noise means you
- stand a good chance of alerting the night watch. Your escape from the town
- will then be difficult and you will not ikely have the item. Return to this
- town will be difficult to impossible as the watch will recognize you.
-
- *NOTE (DA): Some of you may disagree, but I make it practice never to recover
- *stolen items. The risk is too great, the rewards are too small, and the
- *distances involved are sometimes great indeed.
-
- Once the group has been given a raubritter to terminate, other towns in
- the area may also give the group the same job. If the group is lucky, it
- can pick up a good deal of money by checking around various towns for the
- same raubritter job. I have always felt that the game had some intelligence
- about when to first offer the group a raubritter to handle (at least on
- standard and expert levels); that is, if the group is offered this type job,
- then in principle, they are ready to do the deed if they are careful.
-
- ------------------------------------------------------------------------------
-
- Getting help (extra people, prayers to saints)
-
- --This section contributed by CMB--
-
- One easy way to get help is to keep pumping the Hansards for employment.
- Eventually, one will offer to send a young knight with you for assistance
- in dealing with a raubritter. If you accept, which you should, you can
- perform a number of more difficult tasks with an extra pair of hands. Try
- to keep these additions until you really need them. If you perform the task
- as specified right away, the young Hanse will leave you when you next exit
- the city of his employer, or if you're travelling by river, when you exit a
- city next (which is to say that he will accompany you until you exit through
- any city gates). Eventually the young Hanse will leave you, so try to
- organize your tasks in order to take advantage of his presence right away.
- This of course also makes it difficult to determine whether you should be
- spending money to equip the knight or not, or to improve his skills. The
- conservative approach would be to use his services and part with him. As
- he is not a permanent member of your party, you need not worry that he will
- take a share upon leaving. He NEVER offers to stay beyond his "appointed
- time".
-
- *NOTE (DA): In addition to the hanse offered for raubritter quests, the
- *group may find in one of the small villages a Mayor who will consent to
- *travel with the group in pursuit of an infamous raubritter. The hanse or
- *town mayor who comes with the group on a raubritter quest will always stay
- *one year. Make sure the group gets all the stuff he's carrying before
- *saying adios.
-
- *NOTE (CMB): I've also encountered once the leader of the miners who offers
- *to join you in defeating the knockers. But I've never been able to repeat
- *that.
-
- Saints can assist you at various times: in dealing with problems during
- travelling and also during combat. In the first instance, you can invoke
- the assistance of a saint to modify the outcome of a potential encounter
- BEFORE it happens, for example with refugees on the road. Prayer can reveal
- to you whether there is a trap, giving you the option to avoid contact
- altogether, should you not wish to involve yourself in combat.
-
- AUDIENCES: S. Alcuin, S. Raymond Pf, S. Wolfgang, S. Wenceslaus
- DEALING WITH DOMINICANS: S. Godfrey, S. John Nepl, S. Dominic
- DEALING WITH HELLSPAWN: S. Anthony, S. Clare, S. Cyprian, S. Peter
- DEALING WITH LORDS IN TOWERS: S. Gabriel, S. Hildegard, S. Isidore
- ENTER CITY GATES: S. Lutgardis, S. Milburga
- ENTERING CITY FM WATER: S. Finnian, S. Florian, S. Pantaleon, S. Raymond Pf
- EXIT CITY GATES: S. Christina, S. Lutgardis, S. Milburga
- GREAT MONASTERY (DESK): S. Adrian, S. Lutgardis, S. Milburga, S. Vitus
- GREAT MONASTERY (FOUNTAIN): S. Boniface, S. Raphael, S. Gabriel, S. Gertrude Ni
- GREAT MONASTERY (GRAVES): S. Catherine Si, S. Emydius, S. Gabriel, S.Raphael
- GREAT MONASTERY (MAD MONK): S. Martin Tr, S. Godfrey, S. Paul Smpl, S. Herve
- GREAT MONASTERY (PASSWORD): S. Paul Smpl, S. Eric, S. Gabriel, S. John Nepl
- INVESTIGATE DEMONIC SITES: S. Aidan, S. Boniface, S. Emygdius, S. Hildegard
- PIRATES: S. Genevieve, S. Godfrey, S. Julian
- PRISON: S. Bathilde, S. Dismas, S. Peter, S. Reinold
- REFUGEES ON ROADS: S. Roch, S. Sebastian, S. Lazarus
- ROAD TOLLS FROM NOBLES: S. Alcuin, S. John Nepl
- SNOWSTORM: S. Christopher, S. Drogo, S. Godehard, S. Wilfrid
- TRAVELLING MERCHANTS: S. Catherine Si, S. Dorothy Mn, S. Herve, S. Martin Tr
- UNDEAD: S. Boniface, S. Emydius, S. Raphael
- VILLAGERS/SOL. WOMEN: S. Dorothy Mn, S. Heribert, S. Herve, S. Martin Tr
- WILD HUNT: S. Eustace, S. Hubert, S. Gertrude N.
- WOLVES/BOARS: S. Aidan, S. Hubert, S. Perpetua, S. Tarachus
-
- *NOTE (DA): One way to enhance the chances of getting a job is to enhance the
- *group's local reputation with a saint. My favorite is Cecilia, because
- *praying to her will increase the local reputation in every city. Her only
- *requirement is that the person praying must own a musical instrument.
-
- ------------------------------------------------------------------------------
-
- Fighting tactics
-
- --This section contributed by AvL--
-
- This depends on your opponent. While town robbers and cutthroat-thieves
- may be just wiped away like nothing without any particulary strategy, other
- foes may take a great deal of tactical considerations. First rule is, only
- hunt what you can kill. Be sure your characters can take care of themselves.
- If necessary, "train" them by searching out robbers in town. It might be a
- good idea to put your weaker characters in the first row or even let them
- fight alone if facing such "training fights". At stronger enemies, even when
- your party appears strong, you should use all your fighting skills. That
- means using missile-, bow-, and alchemical-weapons at long-distance and
- good weapons at melee. Use the full bandwith of your Alchemist. Let him
- (her) throw potions at longer-distance and use healing potions on your
- seriously wounded party-members.
-
- The Thunderbolt potion is an excellent all-round alchemical piece (see
- below), a Stone-Tar potion is of use when you are outnumbered by the enemies
- and you need to slow down their approach. In buildings or dungeons (mines)
- put your stronger characters in the first row. Enemies often show up after
- opening a door. While two of your party (of course the strong ones) block
- the doorway and engage the foe in meele, the rest of your party can shoot at
- them with their missile weapons. I made a scene:
-
-
- x
- x x
- ---------------------|x x|-----------------
- o o
- o o o
-
- x = Your party
- o = Enemies
- - = Wall
- ||= Door
-
-
- With this technique, I managed the Great Monastery quite well, this
- constellation occurs pretty often there. Another thing of which you should
- take care, is the "I-haven't-been-harmed-so-I-won't-engage!" attitude of
- your characters. This means, as long as a party-member hasn't been attacked,
- he (she) won't attack either. This might not be useful, especially if you're
- meeting a foe who comes alone, but is hard to fight for one character, like
- the Wild Hunt or a demon. So make sure, all characters have been assigned to
- a target.
-
- ------------------------------------------------------------------------------
-
- Alchemy
-
- --This section contributed by AvL--
-
- First of all: Get your Alchemist the best training he or she can get.
- Training is provided by alchemists in town and at universities. Next
- thing: get formulas and ingredients. Alchemists in town will trade and
- sometimes sell formulas. Getting ingredients can be a pain, some stuff
- is rather rare. Be sure to buy a lot of a rare item if you once have
- found it. You'll need a lot of all the kinds of bases. But Sanguine
- Base and sometimes Choleric Base are not at hand. Very important are
- Aqua Regia (for Thunderbolt potions) and Camomile (for Essence o'Grace),
- both are darn hard to find. Find below a list of potions which are in
- my opinion very useful:
-
- Essence o' Grace: A must ! Assure yourself of having about 20 potions
- at hand during normal travelling. For special tasks, you have to
- figure out the number according your characters vunerability at that
- special time. I took over 80 potions to the Great Monastry with me,
- and even ran low !
-
- Thunderbolt: Necessary as well. Needed as a Throwing Weapon in combat,
- useful when cracking locks and to get "access" to a castle. All-round
- potion.
-
- Transformation: Very helpful. Turns an evil altar into white marble,
- and can get a character out of the quicksand really properly. Needs
- pure gold to be made.
-
- Stone-Tar: Should be in the inventory of every good alchemist. Helps
- you getting out of a pit, slows your enemies to provide you with
- accurate time to deal with them.
-
- Firewall: Of great use when dealing with dragons and evil alchemists.
-
- Everything else is depending on one's preference. Arabian Fire and
- Breath Of Death might be a good choice in combat, too.
-
- Buy ready-made potions only if you haven't got the formula of that
- potion. Purchased potions have a quality of 25q, while self-made have
- 35q-45q ! In case of Essence o' Grace, this can make a great
- difference in restoring strength. A nice occasion of getting new
- formulas is the witch in the forest. After defeating her, she offers
- you three formulas for her life (among other options).
-
- *NOTE (CMB): Many rare alchemical items can be obtained from pharmacists'
- *stalls in market squares, universities, and untroubled mines. You also
- *receive a large amount of alchemical material for defeating the knockers.
- *Furthermore, there is a large amount of information on Alchemy in the file
- *DARKLAND.TEX which can be linked to at the end of this file.
-
- ------------------------------------------------------------------------------
-
- Money
-
- --This section contributed by AvL--
-
- This is obviously of great concern. It is best solved by killing
- enemies. Not only by a reward, but by the equipment you can gain and
- sell. So if you are travelling and some bandits want to provide you
- company, don't refuse :=) Even if you think you don't need anymore
- fighting training. Otherwise, be sure to get yourself hired for jobs.
- You should ignore the small jobs such as retrieving documents, for
- they usually demand a long-distance travel and are paid lousy.
- Raubritters are a cool way to make money (by reward and by loot) and
- they enhance your local reputation by 20. On the other hand, if a
- "retrieving-job" or something like that is not out of way, why shouldn't
- you agree ?
-
- ------------------------------------------------------------------------------
-
- 4. Game considerations - Taking on tougher things (knockers, witches and the Wild Hunt)
-
- --This section provided by AvL--
-
- Knockers: Can become difficult. See '4D' for details.
-
- Witches: Taking a witches High Sabbat is harder than you might think,
- witches and their companions can provide quite a fight ! Make sure
- your stealth and fighting skills are not too poor. Don't get engaged
- in too many combats, for that might reveal your true intentions and
- would make you banned. You should go to the feast first. There you say
- you'll help preparing, but then you convince the people to abolish
- such cruelties. Then go to the altar, perform a little sabotage and
- get to a secluded spot to wait for the next day until the ceremony
- begins. Invoke your sabotage and face the demon. The demon should be
- easy dealt with, but thereafter there are coming two or three waves of
- witches. And they are quite the kind you should better not fool around
- with ! After the defeating the witches, you've won. Virtue will be
- increased by one or two for every character of your party.
-
- Wild Hunt: You can defeat him in battle rather easy, but he will show
- up again, until you haven't found a saint that helps you. On your
- travel you will meet the Holzfrau, she will tell you the saint. Of
- course, it's one you won't find in every library.
-
- ------------------------------------------------------------------------------
-
- Travelling by water
-
- --This section contributed by CMB--
-
- Once your wealth improves, you can travel by water. This is costly
- compared to travelling by land (usually 2/6 to 4 groschen), but will get you
- places much faster (in terms of player time, if not "real" time). For
- example, you can get from Speyer to Dresden or from Breslau to Flensburg by
- town hopping. Sometimes, you are lucky and upon arriving at a town, you can
- just continue on to a further destination. Sometimes you have to wait a few
- days by taking on odd jobs (and checking the wharves every day for outgoing
- ships).
-
- ------------------------------------------------------------------------------
-
- Using your improving reputation to get jobs, instruction
-
- --This section contributed by AvL--
-
- Well, like I said before: some folk won't give you jobs, until your
- popularity has grown. While it is easier to get jobs at the Fugger,
- Medici and Hanse when you have high reputation, it's nearly impossible
- to get jobs at town halls or fortresses without such (but I pointed
- out previously that it might not be desirable anyway). Town leaders or
- fortress chiefs won't give you an audience if you're too low on reputation.
- Other merchants like the "everyday-items", the "foreign-trader" and
- the herbalist will offer jobs, too, from time to time, if you're a
- well-known party. Instructions for this are short: Do everything to
- increase your reputation, preferably by going after raubritters, in
- their castles, and knockers in mines. These encounters occur quite often
- and improve your reputation by an appreciable amount.
-
- *NOTE (DA): I don't think that it's mentioned anywhere that the Foreign
- *Traders will, on occasion, offer much larger rewards than anyone else for
- *a raubritter.
-
- ------------------------------------------------------------------------------
-
- Mines
-
- --This section contributed by AvL--
-
- This is an essential piece of the whole game. There are three different
- problems in mines. They can all be solved without too much effort and
- include a reasonable quantity of increased training, money and
- reputation. The opposition in the mines isn't too hard, but still
- considerable.
-
- i) Problem One: Trouble with raising the dead. Undead folks have taken
- over the mine, and so the dwarves, who once co-existed in a friendly
- manner with humans, have driven out the miners so as to have a new home.
- Help the dwarves and kill the undead. You have to go through a couple of
- levels, facing skeletons which are serious enemies, perhaps the
- hardest of all three different tasks in the mines. You have to go deep
- in the mine; first you will recover a holy relic, captured by the
- undead people, then you're facing the gateway of the dead, which
- they're using to get into this world. I managed that by locking the
- gateway using the artifice skill of the party-member who's best at
- this.
-
- ii) Problem Two: Uprising Dwarven-King. There's a rebellious dwarven-
- king and he has frightened away the miners. After meeting him, he offers
- you a reward if you leave him alone. Don't agree and he will flee.
- Follow his trail into the mine. He has a helmet that makes him
- invisible. When facing him in his throne room, try to shoot the helmet
- out of his hand. This could take several attempts and after every
- failed one you have to fight the dwarven-king's guard, but keep
- trying. There was that problem reported by russel@redash.qut.edu.au,
- concerning the strange fact that after you've found the crown jewels
- of the dwarf you can't go any deeper into the mines. Yet, I haven't
- figured it out either; any hints are appreciated. Another thing is
- that you merely 'find' the jewels but you can't take 'em with you.
-
- *NOTE (CMB): The same thing will occur in tombs where you retrieve
- *the ancient crown (or some other thing). If you take it, you will
- *not escape the tomb with the crown. On the other hand, if you use
- *a potion of Transformation, you can get the crown and avoid combat.
-
- iii) Problem Three: War between Dwarves and Kobolds. A war
- between Kobolds and Dwarves has forced out the miners. You are asked
- by the Kobolds to aid them. You can either agree and fight the dwarves
- or deny and fight the kobolds. Or you can even fight both parties.
- However, you must defeat at least one of them to accomplish the
- mission. To be, honest, I always choose the first option and
- supported the Kobolds. This means a similar gameplay as problem two.
- Going deep into the mines and finding the leader of the dwarves. Now
- you have to meet him in battle and kill him.
-
- ------------------------------------------------------------------------------
-
- Dragons
-
- --This section contributed by AvL--
-
- Well, if you've read through the DARKLAND.CAP file, you've probably seen
- my mail about this. I haven't got a clue about these beasts ! I mean,
- as I mentioned in the mail, I merely ran into some dragons by accident
- without any plan in particular. I'd be grateful about some knowledge of
- tracking down dragons methodologically.
-
- *NOTE (CMB): The only method I have is to narrow down the geographic
- *area by checking rumours in various towns. If it says North, go to another
- *town North of there and see where they suspect it is. If they say West,
- *then change directions, until you vector in on the area (usually heavily
- *wooded or hilly areas, free of habitation). Then you have to go in on
- *foot and trudge through the area for a long time.
-
- *NOTE (DA): If music is turned on and you are near a dragon's lair, you will
- *hear subtle changes in the music. It gets very ominous! It's still hard to
- *find dragons in the countryside.
-
- ------------------------------------------------------------------------------
-
- High Sabat
-
- --This section contributed by DA--
-
- This is almost a walk-through of a High Sabat. I am assuming that players
- are in the right place at the right time. Otherwise the player encounters
- nothing but burned trees, bad smells, etc.
-
- The first choice to be made is whether or not to announce your presence to a
- group of partygoers. The answer is yes -- seek an encounter. When the
- second choice appears, prepare an ambush. Then attack the group and get
- their clothes.
-
- Enter the fair. Don the clothes to fool the wolves. Say that Klaus is
- ill and couldn't come.
-
- Take each of the activities in turn and try to disrupt them and/or try to
- convince the people to mend their evil ways. Sometimes you convince them;
- sometimes you don't.
-
- Pay attention to names and places when the "Summoning" comes. Then wait
- for the demon to be called and send him back to never-never land. That's
- the easy part. The hard part is fighting two or three waves of hooded
- klansmen and their alchemists. If you succeed, you can look forward to
- increases in virtue for all party members.
-
- ------------------------------------------------------------------------------
-
- Great Monastery
-
- --This section contributed by DA--
-
- The Fortress Monastery or Doin' the Fort
-
- 1. PREPARATION
-
- Prepare your party for the toughest task they will have yet faced in this
- game. They should be clothed in plate armor or the heaviest armor they can
- handle without becoming overloaded. It should be high quality, preferably
- 37 from Nurnburg. The weapons used should be top notch -- 38 quality
- battleaxes, greatswords, great hammers. Each member should carry some
- combination of Essence of Grace, Eater Water, and New Wind potions. Firewall
- and Hardarmor potions can be taken after entering the fortress to aid in
- maintaining armor quality. Otherwise, your 37 armor will become 05 armor
- or less when you're done. I have tried carrying extra armor, but it seems
- to degrade, too. Stone Tar potions come in handy to keep the party from
- falling into certain traps. Artifice skill should be as high as possible
- in one member so that the relics present in the fortress can be regained.
- Saints can be handy here as well in increasing artifice, armor rating, weapon
- skills, etc.
-
- At this point in the game, my group has relatively high average religion and
- virtue, and each member has learned at least a few weapons, and that includes
- the throwing skill. In summary, this task will probably not be possible until at
- least a few years have passed. The earliest that I have cleaned out the
- Templars is around 4 years with a group of 25 year-olds on the expert level.
-
- My favorite strategy for group battles involves getting everyone into the
- fray. I try to line up the party a short distance from a door leading to a
- battle like so:
-
- x x x x
-
-
- ------------| |----------
-
-
-
- Then I will send one member to open the door while the others fire into the
- guards on the other side. They use either potions like stone tar or arabian
- fire or just javelins (love those javelins). I try to get the member who
- opened the door back to the group as quickly as possible. I do not like one
- or two members fighting alone, and this is the way I avoid that circumstance.
-
- 2. WALKTHROUGH (for your reference)
-
- Assuming you have reached Flensburg after opening the seal at a High Sabat,
- you will find a castle west of this city with a black roof (to distinguish
- it from a conventional castle). Go to it and enter the Graveyard area.
-
- The first room on YOUR right has a bone (for possible use in getting
- additional information for defeating the great demon) and a high quality
- Essence of Grace potion. The second room on your right has 2 high quality
- New Wind potions.
-
- After retrieving these items, go to the Graveyard on the left. Say aloud
- one of the names (you should recall the correct name from a High Sabat).
- A stairway leading down will open on the far left of the Graveyard.
-
- The group will be in a large area with many doors leading to various Nasties.
- I am going to speak of the nearest two doors on the right of the GROUP as the
- more important ones. This path will negate the need for the bone.
-
- If the group takes the first door on the lower right, it will find a stairway
- leading up to another room with three doors. Have the group go to the room
- on YOUR right. Approach the desk in this room. If your alchemist can handle
- the reading skill, he will end up with three new formulae. If not, your best
- reader will end up with the formulae. Of course you have to do the proper
- thing. It is the most logical thing to do -- "copy the symbols onto the
- silver paper using the silver ink." Leaving this room for the door in the
- middle leads to nothing. Opening the door on your left leads to 4 guards and
- an alchemist. Go ahead -- make their day!
-
- Since you have exhausted the possibilities here, proceed to take the stairway
- back down to the lower level. Now take the stairway up in the second room on
- the lower right (after dispatching the guards). The group will be in an area
- with only one door. When you approach this door, a Templar Guard will ask
- you for the "Password." The easiest thing is to know the proper password.
- If you're feeling particularly macho, attack the guard.
-
- In either case, after you get by the guard, you will find yourself in a room
- with a stairway up and a passage leading off to the lower left. If you want
- to shorten your stay here in the fortress, take the stairway up to the next
- level.
-
- Now you will be in a passageway with a locked door in the lower center and
- another stairway up on the left. Again, for a shorter route to the bad guy,
- open the locked door (if you can't, pray to a saint to increase your best
- lock picker's artifice skill or use one of those Eater Water potions that you
- brought along-- otherwise, it's time to say bye-bye to the fort and increase
- your artifice skill another way). Passing through the locked door will lead
- to another passageway with another locked door. Unlocking this door will
- force the party to proceed down and to the right. There will be a trap here.
- If one of the party has really high Perception, you may even avoid it.
- Otherwise, have a Stone Tar handy for escape (other potions work, too).
- This path will eventually lead to a room with an up staircase.
-
- Taking these stairs leads to a room with a treasure chest, 4 plate
- armored guards, and a door. One of the party must have high (>50)
- artifice skill to pick the lock on the chest and retrieve a relic. The best
- saint for the purpose of increasing artifice skill is Eligius (assuming the
- member who knows this saint has at least 29 virtue).
-
- When the party is finished in this room, open the door to the next room.
- Therein lies another chest, six tough guards, and another door. This chest
- also has a relic if you can pick the lock.
-
- When the party has finished here, open the door to the next room and find a
- third chest and some even tougher guards. The door in this room must be
- unlocked. When the party passes through this door, there is nothing in the
- new room except a couple of gaping holes on the far wall.
-
- Take the party near the far wall to reveal the final room. Here you will
- encounter the "Great Demonic Form." You may have gotten some hints earlier
- about how to weaken the demon if you did some additional exploring. The
- saint, Dymphna, will try to weaken the demon also if you know her.
-
- Finally, make sure you make a note or remember where your "ultimate fate
- lies."
-
- *NOTE (AvL): This is the hardest task in the whole game! Prepare yourself
- *for extremely hard and long fights. Have a lot of Healing potions in your
- *bag. Enter the monastery with five party members only. The fifth member
- *sometimes stays over a year with you, so invest in his education and
- *equipment also. You'll learn about the Monastery's location at the witches'
- *sabbath. At the monastery you have to face a lot of Templars which are rather
- *hard-to-deal-with foes. You may sweep through all the rooms, but keeping it
- *down to a minimum works as well. It's no problem to leave out the cellar for
- *example, but if you go there, be sure to take the bone with you, which can be
- *found in one of the guard-houses at the entrance of the monastery. Give the
- *bone to the skeleton and it will tell you a weak point of the demon-lord
- *which you'll face in the upper-level of the monastery. I'm not sure if this
- *weak spot is necessary to defeat the demon, however (it's a Fleadust potion).
-
- *NOTE (CMB): This is the shortest route through the Monastery: Enter the
- *cemetery and speak the name that opens the gate. Go through into the
- *building and go to the second door on the right (bottom). Fight six
- *Templars, go up the stairs, go to the door, give the password (Beelzebub
- *forever), then go to the opening on the left. Take the first door, down
- *the stairs, straight up, right, left, down the stairs, left, then right
- *(down) to get the book which reveals the location of the Citadel of Baphomet.
- *Back up both flights to the large room, right, right, up the stairs. Turn
- *left, then right down to a small red door. Pick the lock, move to the other
- *door, pick the lock, move to the other door, then down. You will encounter
- *a trap here. Successful call to S.Lutgardis will make you float through the
- *air, avoiding the drop to the bottommost dungeon. Move on through to the
- *stairs, go up, fight the knights, get the holy relic from the chest, open the
- *door, fight the zealots, get the holy relic from the chest, open the door,
- *fight the enemies (can't remember what they are), get the holy relic from the
- *chest, open the door, move through the antechamber, fight the Demon Lord.
- *End of the Great Monastery.
-
- ------------------------------------------------------------------------------
-
- Defeating Baphomet
-
- --This section provided by DA--
-
- Your ultimate fate lies here in a black-topped castle near Salzburg (this
- location may vary; has anyone ever found Bapho somewhere else?).
-
- *NOTE (CMB): These are the locations I've been given for the Great Monastery and the
- *Citadel of the Apocalypse:
- *
- *Northwest of Flensburg leads to South of Salzburg
- *South of Gorlitz leads to South of Pressburg
- *Northeast of Graz leads to (don't recall, could be South of Salzburg)
-
- Then, I believe it returns to the first combination.
-
- You will not be able to enter unless you have closed down the Fortress
- Monastery and broken the second seal. Of course, the party must have
- excellent skills, weapons, armor, and varied potions such as Firewall,
- Essence o' Grace, New Wind, Iron Arm, Thunderbolt, and Sunburst potions.
- Hm-m. I wonder what those sunburst potions are for? The first area of
- the castle has some giant gnomes that are easy prey.
-
- The first door on the left leads to the first gate where you must pass
- through fire and ice to do battle with some demons. I like Firewall potions
- for defense against the elements. Take the group near to the interesting
- area on the far side of the area for a surprise.
-
- The second gate leads to a lake of fire. St. Cecilia is the only known way
- to pass unscathed. Use of a Firewall potion will help, but is not as good
- as Cecilia. Fighting Vulcans is nasty business. They use missile weapons
- to decrease your armor quality. Close in for battle as fast as possible and
- use firewall potions to protect yourselves. Take the party to the shipwreck
- for some very interesting information.
-
- The third gate leads to a bunch of wild-eyed alchemists. Spread the party
- so that each member is fighting a different alchemist. Otherwise you will
- get pounded with their potions. Hopefully your leader is highly perceptive,
- because now you must run a gauntlet of traps to get the honey prize.
-
- The fourth gate is rather easy and you must merely defeat various groups of
- skeletons to reach your goal.
-
- The fifth gate leads to hordes of locusts. There are many high quality
- Essence o' Grace potions here if you want to defeat the locusts in each
- room. You will eventually reach one of the four horsemen of the apocalypse,
- Famine. You must offer something over which he has no power. Pray if you
- need to.
-
- The sixth gate leads to a hopeless battle with goblins. Either one of your
- party will suffer permanent damage or all of the party members will suffer
- some permanent damage. In essence, you will pay a dear price for the prize
- here, a little goblin sword.
-
- The seventh gate leads to the Great Dragon. The dragon is immune to many
- battle potions. (I don't know whether we want to divulge the secret here,
- but Sunburst potions will keep the dragon from launching an all out attack
- as long as one member keeps firing them at the dragon while the others do
- battle either directly or with Thunderbolt potions).
-
- Once you bring down the dragon, you will have to face Baphomet himself.
- Answer his proposal as the legendary heros that you are and then watch and
- listen to the final animation.
-
- *NOTE (AvL) Once you're ready to take on Baphomet's Residence, you should
- *be well-equipped and well-trained enough to manage this without any trouble.
- *Staying tuned for healing potions, however, won't be a bad idea. Check
- *through all the rooms, starting at the most left door in the entrance hall.
- *Be sure to finish off all the rooms, you'll get a special item at each end.
- *When encountering the Great Dragon, use missile weapons. Alchemical potions
- *are helpful only for defensive purposes (Firewall and Essence o'Grace).
-
- ------------------------------------------------------------------------------
-
- Retiring characters, dead characters
-
- --This section provided by AvL--
-
- If one character grows too old, get rid of him. Just be aware of the
- situation. If preparing yourself for a greater mission, it might not a good
- idea to drop a character which is rich in experience and skill, just lacking
- strength and endurance. New characters have to be trained all over again to
- reach such a skill and experience. However, a character above the age of 40
- should be designated for retirement.
-
- RETIREMENT (from Microprose, quoted from the README.TXT with v7)
-
- Characters can temporarily retire at any city inn. You can later
- return and invite them to rejoin the party once more. However, when
- anyone joins an existing party, be they an old friend or someone
- new, they come with NO equipment, just their knowledge. Therefore,
- before retiring someone, cache their equipment at that inn.
-
- There is no specific screen for retiring the entire party. To retire,
- just save the game and erase all earlier saved games for that party.
- You can take them "out of retirement" at any time by loading that
- saved game.
-
- ------------------------------------------------------------------------------
-
- Continuing after you've completed the objectives of the game.
-
- --This section contributed by AvL--
-
- Of course, it's possible to keep on playing DARKLANDS after you've
- accomplished all major and minor tasks, just as it is mentioned in readme.txt
- of the DARKLANDS game. Perhaps you'll simply get tired of doing everything
- all over again, and your characters have suffered too much because of age.
- So one might prefer start a completely new game and try out some completely new
- strategy rather than going on in the same way (regardless of the fact that
- you could create new characters within the running game, retire all the old
- ones and keep playing with a new party (but old fame) and try new things by
- this as well).
-
- ------------------------------------------------------------------------------
-
- 5. Lists, tips and other paraphernalia for the DARKLANDS voyager
-
- ------------------------------------------------------------------------------
-
- Rare items and places in DARKLANDS (Holy relics, Devil's Bridge, etc.)
-
- --This section provided by CMB--
-
- a. Holy Relics
- These are found in evil monasteries, locked in chests.
- Once in the hands of the group, they are freed and can be returned to a
- cathedral (not just any church) in a city. The return of these holy relics
- does not appear to confer any direct benefits on your group in the way of
- improving individual characteristics, but each donation transfers 30 points
- or so to improve your local reputation. It would appear that a donation of
- more than one relic per day does not, however, grant more increases. If a
- player has more than one relic, he should spread the donations over a few
- days, or a few cities.
-
- Some holy relics can be used by the group, others cannot. All those with
- 99Q are not useable or saleable, and all weapons (with less than 99Q) can
- be equipped and used as regular weapons. Other than their obvious quality,
- useable holy relics may or may not have other beneficial properties.
- Certainly, no items of such quality can be purchased anywhere.
-
- Useable
-
- S.Arnulf's Greatsword (55Q)
- S.Olaf's Battleaxe (55Q)
- S.George Greatsword (60Q)
- S.Dunstan Hammer (65Q)
- Spar [Club] of Erasmus (50Q)
- Spear of Longinus (65Q)
- Staff of S.Patrick (60Q)
- S.Hubert's Bow (55Q)
-
- Unuseable (99Q)
-
- Thorn of the Crown
- S.Mary's Tears
- S.Catherine Pain
- S.Edward's Ring
- S.Emydius Finger
- S.Gabriel's Horn
- S.Ita's Needle
- S.Kessog Medallion
- S.Odo's Testament
- S.Odilia's Oil
- S.Raphael's Water
- S.Swithbert's Foot
- S.Willehad's Shoe
- S.Thealeaus' Spoon
-
- *NOTE (AvL): Donating relics not only improves your local reputation, it
- *increases your virtue level as well. Furthermore, relics can be used to
- *cleanse an evil place, the diabolic altar in a satanic village, for
- *instance.
-
- b. The Devil's Bridge, the Good Witch
-
- --This section provided by CMB--
-
- The Devil's Bridge can be found before entering the village of South Nurn.
- 'Nuff said.
-
- The good witch can be found in a tower SW of Magdeburg. She will evaluate
- your level of training to determine whether you are capable of taking on the
- evil that lurks in the darklands. You can return to this place for a quick
- appraisal.
-
- c. Clothing Manufacturers in cities
-
- --This section provided by CMB--
-
- As was pointed out by Chris Meadows [robotech@eyrie.stanford.edu
- (Robotech_Master)], clothiers will never sell you anything during the day, but if you
- go back at night...
-
- ------------------------------------------------------------------------------
-
- List of cities with Cathedrals, Universities
-
- --This section provided by CMB--
-
- In Universities, you can combine most of the functions of some of the
- other learning institutions, the Kloster and the Alchemist. The University
- will allow you to learn about saints or purchase alchemical material (the
- physician also), and to upgrade your Philosopher's Stone. Furthermore, you
- can hire the services of a professor to teach the following subjects: Alchemy,
- Religion, Speak Latin, Read and Write and Healing. The first can also be
- obtained from an Alchemist, the middle three from a Kloster and the last from
- a Physician. Note that cities not listed here have neither a Cathedral nor a
- University.
-
- Cathedrals: Aachen, Augsburg, Bamberg, Basel, Brandenburg, Braunschweig,
- Breslau, Bremen, Brunn, Danzig, Erfurt, Flensburg, Frankfurt O, Freiberg,
- Freiburg B, Goslar, Hamburg, Koln, Konstanz, Leipzig, Lubeck, Luxemburg,
- Magdeburg, Mainz, Munster, Osnabruck, Paderborn, Prag, Schleswig, Soest,
- Speyer, Strassburg, Stuttgart, Thorn, Trier, Worms, Wurzburg, Xanten,
- Zurich
-
- University: Erfurt, Heidelberg, Koln, Leipzig, Nurnberg, Prag, Rostock,
- Wurzburg
-
- ------------------------------------------------------------------------------
-
- Strange things in the game
-
- --This section provided by CMB--
-
- Grappling Hook, Rope
- A rope is of use for leaving a town by the city wall, entering a
- cave on top of a mountain, getting yourself out of the pit in the mines and
- dragging a companion out of the quicksand when travelling through a bog. I
- believe a grappling hook supports most of these purposes as well. However,
- all occasions for using a rope include different options which will
- serve the special purpose more accurately. Leaving the pit with the help of
- a Stone-Tar potion is guaranteed success better than anything else, leaving the
- town by a sewer rather than climbing up the wall using a rope, and getting
- your comrade out of the mud is properly done with a Transformation potion. (NOTE AvL)
-
- Harp, Flute
- To be used in combination with prayers to St.Cecilia, Patron
- Saint of music, who, among other thing "enhances local reputation greatly if
- the person has a musical instrument". (NOTE CMB)
-
- Superb Horse, Fast Horse, Average Horse, Pack Horse, Mule
- Superb horses increase the travel speed of the party. The best
- indicator for this is the night/day icon in the upper right corner of the
- display: it really slows down when the group has superb horses. It will
- speed up again in mountainous and forested areas or anywhere the going gets
- tough. I have never found whether the party needs only one superb horse or
- whether everyone needs one -- anyone know? I am not sure, but I think that
- the best places to seek out superb horses are in villages (that's where I
- usually find them) or monasteries. (NOTE DA)
-
- With horses, you have the option to make an attempt to outrun
- boars, wolves and the Wild Hunt. Yet, I haven't figured out (or just can't
- remember) if this works if only one of your party members owns a horse.
- Nor did I find out if a fast or a superb horse increases your chance of
- success proportionally. But I guess your riding skill will affect this as
- well. Also, when meeting pilgrims, sick people or displaced villagers, you
- can offer your mules to them for easing their travellings, which increases
- your virtue. What I can say, is that horses and so on are significant only
- if your purse grows too heavy }-) I haven't noticed a better traveling speed
- or anything like that. (NOTE AvL)
-
- Furthermore, horses appear in towns. They don't seem to affect
- the price of your lodgings, but they are mentioned if you go to the port at
- night, as part of an attempt to escape from a city. (NOTE CMB)
-
- ------------------------------------------------------------------------------
-
- Things with no apparent purpose in the game
-
- --This section provided by CMB--
-
- If anyone knows of any use for these objects, please contact the authors.
-
- Clock
- Gold Cup
- Wolfskin
- Tusk of Boar
-
- ------------------------------------------------------------------------------
-
- Bits and pieces
-
- The following is quoted from Microprose, README.TXT distributed with patch 483.07
-
- *CHARACTERS LEAVING BATTLE by STAIRS or LADDERS
- *
- *If a character uses a ladder or stairway (a "portal") to change
- *floors, remember that the character is now inaccessible except
- *through the appropriate number key (1 through 5) on the keyboard.
- *Please review pages 35-36 of the manual if you're confused.
- *
- *Also note that "Multiple Portals" is more flexible than the manual
- *suggests. If all survivors have left the original floor in different
- *directions, the view shifts to the character who departed last.
- *However, we still recommend that you rejoin the party immediately,
- *since various functions (including group mode) may be confused
- *by a party split onto various floors.
-
- *UNCERTAIN FATES & PRISONERS
- *
- *Sometimes a character will suffer an uncertain fate. A series of
- *"?" symbols appear in the blue character box. Such characters may be
- *dead, may be a prisoner in a nearby city, or may have escaped their
- *fate and be waiting for you at some nearby city inn.
- *
- *To rescue a prisoner, you must get into the dungeons of the city
- *hall. If forced into a fight, you must kill ALL the guards.
- *Accomplishing this will free your compatriot.
-
- --This part of the section provided by DA--
-
- 1. Do you want to beat that bothersome knight who keeps challenging you to a
- joust or ride? Pray to Christoph (31) or George (23), defeat the knight, and
- increase your reputation.
-
- 2. The person using a rope to climb up something should remove all armor and
- weapons before climbing.
-
- 3. If the party is fighting just one strong enemy (raubritter, demon, etc.)
- he will fight with only one of your party. That means the other three may
- do battle using their berserk mode thus making short work of the enemy.
-
- 4. Once the party has some experience and skill, they may gain money at an
- accelerated pace by scouring the countryside for castles with evil rulers.
- Using Roch and Reinold or other saintly combinations, the party can discern
- whether or not the ruler is a good man or an evil man and then sneak into
- the castle if he is evil. There are usually bountiful goodies inside.
-
- 5. A note on the Wild Hunt. I think someone mentioned some specific saints
- who would stop the Wild Hunt. In my experience, the saint needed to end the
- hunt is never the same from one game to the next.
-
- *NOTE (CMB): The saint even changes within a single game, once you have
- *defeated the hunt with one saint. The hunt will continue to attack you,
- *and the Holzfrau will tell you the name of another saint. I presume it is the
- *name of a saint you do not know at the time.
-
- 6. Sometimes I think I am repeating myself. Has anyone mentioned that when
- a character retires, he or she takes 1/5 of the group's wealth?
-
- 7. Here is what I know of the dwarf king mine question that Alex posed. On
- the second level down there are two ladders downward; one leads to the
- dwarf's treasure and the other leads to the dwarf himself. Take the
- treasure level first which consists of a couple more levels down before you
- reach the treasure. This path leads to the area where the gnomes keep
- multiplying as fast as you can kill them. The best thing to do is to run
- from them and escape to the next level down. This takes some dexterity and
- maneuvering since each member of the party must move as an individual. When
- you have retrieved the dwarf's treasure, return to the second level down
- from the surface and take the other ladder down to find the dwarf. The
- obvious thing to do when you meet him is to trade his treasure for returning
- the mine to the miners.
-
- ------------------------------------------------------------------------------
-
- Stupid things about DARKLANDS
-
- --This section provided by CMB--
-
- 1. Characters have no real limit on how much they can carry, even though
- weight for each object is given.
-
- 2. There is never a shortage of any particular good for sale. No matter
- where you go, you can always buy any number of a particular item for sale.
- Considering that Germany was not yet the rich nation it later became, it
- seems unlikely there would be an unending number of all items for sale at
- any given time.
-
- 3. There is no difference in size for various characters (Gretch can wear
- Gunther's armour, an unlikely occurence in real life).
-
- 4. There is no need to eat or sleep while on the road. Normally, I would
- say this has been abstracted for the sake of simplicity, but for a game that
- actually requires you to decide what your characters do every hour of every
- day, you would think eating and sleeping might be requirements, rather than
- simply optional. Also, travelling is continuous, with no stops at night,
- unless you desire to do so. Your characters will cross Germany from end to
- end without stopping to rest or eat.
-
- 5. Travelling further by water does not cost more. Assuming it costs 3
- groschen to go from Vordingbord to Naskskov, and it costs 3 groschen to go
- from Naskskov to Flensburg, it doesn't cost more than one fare to go from
- Vordingbord to Naskskov and continue on to Flensburg and even further, all
- the way to Thorn, if the opportunity arises.
-
- 6. Germans are extremely honest people; nothing you carry with you is ever
- stolen without your knowledge, or being able to fight to keep it.
-
- 7. You are never caught unaware, with your pants down and your weapons
- unready, unless the player has chosen to unequip his characters ahead of
- time.
-
- 8. No one ever bolts from combat, everyone fights to the death, unless the
- player chooses otherwise. Non-player characters die with their boots (or
- hooves) on.
-
- 9. A player character who has not been attacked will not involve itself in
- the defense of others, but a non-player character will.
-
- 10. Characters on the point of death can still strike with full force.
-
- 11. Armour and weapons never degrade as a result of regular combat. Only
- alchemical weapons cause armour to degrade.
-
- 12. Characters can pass things to one another, even though they're rooms
- apart.
-
- 13. The Archbishop of Trier has two capitals, Trier and Koblenz.
-
- ------------------------------------------------------------------------------
-
- List of the First 40+ significant jobs in one game
-
- --This section contributed by CMB--
-
- This is the list of the first 40 jobs of a particular game. This is not
- intended to suggest that the events will take this course, but only as a
- guide to the types of jobs one can expect. This also does not include
- random events, such as wilderness or town encounters.
-
- No. 1
- Patron : Fugger, Frankfurt M
- Task: Raubritter Raban of Bar, W of Speyer, SW of Frankfurt M
- No. 2
- Patron: Fugger, Frankfurt M
- Task: Raubritter Endres Holtzel, NE of Bamberg, E of Frankfurt M
- No. 3
- Patron: Medici, Frankfurt M
- Task: Raubritter Raban of Bar, W of Speyer, SW of Frankfurt M
- No. 4
- Patron: Hansard, Frankfurt M
- Task: Medici in Freiberg, letters
- No. 5
- Patron: Medici, Frankfurt M
- Task: Raubritter Konrad of Thurgau, NE of Koln, NW of Frankfurt M
- No. 6
- Patron: Fugger, Frankfurt M
- Task: Fugger in Groningen, letters
-
- Event: Witches' gathering, S of Goslar, 22SEP
-
- Event: Knockers, Mines near Aachen
- No. 7
- Patron: Fugger, Dresden
- Task: Tarnhelm of Siegfried, SE of Worms
- No. 8
- Patron: Hansard, Dresden
- Task: Raubritter Ulderich Linck, N of Freiberg, W of Dresden
- No. 9
- Patron: Medici, Dresden
- Task: Scroll of Walram, N of Fulda
- No. 10
- Patron: Medici, Fulda
- Task: Raubritter Endres Holtzel, NE of Bamber, SE of Fulda
- No. 11
- Patron: Hansard, Leipzig
- Task: Medici in Linz, letters
- No. 12
- Patron: Hansard, Goslar
- Task: Silver mace of Friedrich Barbarossa, Shrine N of Trier
- No. 13
- Patron: Fugger, Koblenz
- Task: Medici in Burglitz, document
- No. 14
- Patrons: Medici and Hansard, Kuttenberg
- Task: Raubritter Eike of Lenzburg, W of Olmutz, E of Kuttenberg
- No. 15
- Patron: Archbishop, Koblenz
- Task: Raubritter Konrad of Thurgau, NE of Koln, N of Koblenz
- No. 16
- Patron: Fugger, Koblenz
- Task: Goods merchant in Groningen, document
- No. 17
- Patron: Alte Herr, Koln
- Task: Raubritter Kaspar Linck, NE of Aachen, W of Koln
- No. 18
- Patron: Fugger, Koln
- Task: Fugger in Freiberg-im-B, document
- No. 19
-
- Task: Raubritter Diepold of Bar, NW of Xanten, N of Koln
- No. 20
- Patron: Fugger, Koln
- Task: Tarnhelm of Siegfried, S of Leipzig
- No. 21
- Patron: Fugger, Frankfurt M
- Task: noble relic (crown), W of Salzburg
- No. 22
- Patron: Merchant, Salzburg
- Task: Raubritter Boto of Nunnenbeck, N of Salzburg
- No. 23
- Patron: Bishop, Salzburg
- Task: Raubritter Leopold Osiander, N of Passau, N of Salzburg
- No. 24
- Patrons: Fugger and Medici, Augsburg
- Task: Raubritter Thom of Thurgau, NW of Ulm, W of Augsburg
- No. 25
- Patron: Hansard, Augsburg
- Task: Fugger in Leipzig, document
- No. 26
- Patron: Medici, Augsburg
- Task: Tarnhelm of Siegfried, N of Speyer
-
- Event: Knockers, Mines near Kuttenberg
- No. 27
- Patron: Fugger, Heidelberg
- Task: Raubritter Raban of Bar, W of Speyer, W of Heidelberg
-
- Event: Witches' gathering, S of Freiberg B, 22SEP
-
- Event: Discover location of Great Monastery
- No. 28
- Patron: Hansard, Freiberg B
- Task: Raubritter Raban of Bar, W of Speyer, N of Freiberg B
-
- Event: Witches' gathering, E of Strasburg, 13APR
-
- Event: Witches' gathering, NW of Groningen, 22SEP
- No. 29
- Patron: Medici, Groningen
- Task: Raubritter Lienhard of Berlichingen, E of Paderborn, SE of Groningen
- No. 30
- Patron: Fugger, Worms
- Task: Raubritter Thom of Thurgau, NW of Ulm, SE of Worms
-
- Event: Invoke St. Crispin to save team from Wild Hunt
-
- Event: Witches' gathering, N of Breslau, 11JUN
-
- Event: Witches' gathering, SW of Teschen, 31OCT
- No. 31
- Patron: Hansard, Teschen
- Task: N of Burglitz, Prayer Book
- No. 32
- Patron: Fugger, Teschen
- Task: N of Frankfurt O, Crown
- No. 33
- Patron: Hansard, Dresden
- Task: Raubritter Udalrich Linck, N of Freiberg, W of Dresden
-
- Event: Knockers, Mines near Speyer
- No. 34
- Patron: Alte Herren, Hamburg
- Task: Raubritter Joachim Hochstetter, NE of Luneberg, E of Hamburg
- No. 35
- Patrons: Fugger and Medici, Hamburg
- Task: Raubritter Lienhard of Berlichingen, E of Paderborn, S of Hamburg
- No. 36
- Patron: Teutonic Knights, Marienburg
- Task: Raubritter Rupert Schäuffelin, W of Danzig, W of Marienburg
- No. 37
- Patron: Fugger, Marienburg
- Task: Medici in Stettin, document
- No. 38
- Patron: Hansard, Marienburg
- Task: Medici in Dresden, document
-
- Event: Witches' gathering, SE of Gorlitz, 25MAY
- No. 39
- Patrons: Fugger and Medici, Prenzlau
- Task: Raubritter Bernard Waas, NW of Prenzlau
- No. 40
- Patron: Hansard in Prenzlau
- Task: Fugger in Thorn, document
-
- ------------------------------------------------------------------------------
-
- Cities of Germany
-
- --This section contributed by CMB--
-
- (umlauts and other accents were not included, verify game for spelling,
- modern names, where applicable, given in square brackets)
-
- CITIES OF THE DANUBE
-
- Pressburg [Bratislava] (Moderate Size)
- Gateway to Hungary
- Ruled by the Erbvogt for the King of Hungary
- Docks: Olmutz, Brunn, Wien, Graz
-
- Wien [Vienna - written as "Wein" in the manual] (Moderate Size)
- Austrian capital on the Danube, Free City
- Losunger handles affairs for the Rat of the Reichstadte
- Docks: Linz, Steyr, Pressburg
-
- Graz (Moderate Size)
- Styrian city on the Mur, gateway to the Balkans
- Capital of the Duke of Styria
- Docks: Pressburg
-
- Brunn [Brno](Small Size)
- Gateway to the Danube
- Ruled by the Obervogt for the Margrave of Mahren
- Docks: Olmutz, Pressburg
-
- Olmutz [Olomoue] (Small Size)
- Bohemian city on the Upper March, known for its bowyers
- Capital of the Margrave of Mahren
- Docks: Brunn, Pressburg
-
- Steyr (Small Size)
- Austrian trading city, famous for its swordsmiths
- Ruled by the Landhofmeister for the Duke of Styria
- Docks: Linz, Wien
-
- Linz (Small Size)
- Modest trading city on the Middle Danube
- Ruled by the Richter for the Duke of Styria
- Docks: Passau, Steyr, Wien
-
- Passau (Moderate Size)
- City between the Danube and the Inn
- Capital of the Prince-Bishop of Passau
- Docks: Regensburg, Munchen, Salzburg, Linz
-
- Salzburg (Moderate Size)
- Gateway to the Alps, famous for its armourers
- Capital of the Archbishop of Salzburg
- Docks: Passau, Kufstein
-
- Kufstein (Small Size)
- Surrounded by important alpine mines
- Ruled by the Obervogt for the Duke of Tyrol
- Docks: Passau, Salzburg
-
- Munchen [Munich] (Moderate Size)
- Capital of the Duke of Bavaria
- Docks: Regensburg, Passau
-
- Regensburg (Moderate Size)
- Imperial Free City
- Schultheiss handles affairs for the Rat of the Reichstadte
- Docks: Passau, Munchen, Augsburg, Ulm
-
- Augsburg (Moderate Size)
- Rich Imperial Free City, home of the Fugger Bank
- Frager handles affairs for the Rat of the Reichstadte
- Docks: Ulm, Regensburg
-
- Ulm (Large Size)
- Large trading city on the Upper Danube, gateway to the Alps
- Altere Herren handle affairs for the Rat of the Reichstadte
- Docks: Regensburg, Augsburg
-
- NON-RIVERINE CITIES OF THE UPPER DANUBIAN BASIN
-
- Teschen (Small Size)
- Famous importer of superlative bows
- Capital of all the lands ruled by the Prince of Teschen
- Docks: none
-
- CITIES OF THE NECKAR
-
- Rottweil (Small Size)
- Free City, at the beginning of the Neckar
- Burgermeister handles affairs for the Rat of the Reichstadte
- Docks: Stuttgart
-
- Stuttgart (Moderate Size)
- Centre of the Duchy of Wurttemberg, famous for its armourers
- Capital of the lands ruled by the Duke of Wurttemberg
- Docks: Rottweil, Heidelberg
-
- Heidelberg (Moderate Size)
- Largest city of Rhine Palatinate, famous for its University
- Capital of all lands ruled by the Count Palatine
- Docks: Worms, Speyer, Stuttgart
-
- NON-RIVERINE CITIES OF THE UPPER DANUBE/RHINE AREA
-
- Hall (Small Size)
- Free City
- Alte Herr handles affairs for the Rat of the Reichstadte
- Docks: none
-
- Nordlingen (Moderate Size)
- Imperial Free City, known for gunsmiths
- Schoff handles affairs for the Rat of the Reichstadte
- Docks: none
-
- Freiburg B (Moderate Size) [mispelled on map and in game]
- City of Black Forest, famous for swordsmiths
- Capital of the lands ruled by the Count of Freiburg
- Docks: none
-
- CITIES OF THE MAIN
-
- Nurnberg (Large Size)
- Imperial Free City, finest metalworkers in the Empire
- Schultheiss handles affairs for the Rat of Reichstadte
- Docks: Bamberg
-
- Bamberg (Moderate Size)
- Capital of all the lands ruled by the Bishop of Bamberg
- Docks: Nurnberg, Wurzburg
-
- Wurzburg (Moderate Size)
- Capital of all the lands ruled by the Prince-Bishop of Wurzburg
- Docks: Bamberg, Frankfurt M
-
- Frankfurt M (Moderate Size)
- Imperial Free City of Main River
- Schultheiss handles affairs for the Rat of Reichstadte
- Docks: Wurzburg, Mainz
-
- CITIES OF THE UPPER RHINE
-
- Konstanz [Constance] (Small Size)
- Free Imperial City on the Bodensee
- Schultheiss handles affairs for the Rat of Reichstadte
- Docks: Zurich, Basel
-
- Zurich (Moderate Size)
- Leading Swiss city, famous for crossbows and guns
- Oberste Hauptmann handles affairs for the Swiss Confederation
- Docks: Konstanz, Basel
-
- Basel (Moderate Size)
- Free City, trade nexus of the Upper Rhine
- Alte Losunger handles affairs for the Rat of Reichstadte
- Docks: Strassburg, Zurich, Konstanz
-
- Strassburg (Large Size)
- Ancient Roman City between the Ill and the Rhine
- Ruled by the Erbvogt for the Duke of Burgundy
- Docks: Speyer, Basel
-
- Speyer (Moderate Size)
- Independent bishopric in the Middle Rhine
- Capital of all lands ruled by the Bishop of Speyer
- Docks: Worms, Heidelberg, Strassburg
-
- Worms (Moderate Size)
- Imperial Free City, famous for fine craftsmen and great churches
- Burgermeister handles affairs for the Rat of the Reichstadte
- Docks: Mainz, Heidelberg, Speyer
-
- Mainz (Moderate Size)
- Capital of all the lands ruled by the Archbishop of Mainz
- Docks: Koblenz, Frankfurt M, Worms
-
- Koblenz (Small Size)
- Capital of all the lands ruled by the Archbishop of Trier
- Docks: Koln, Trier, Mainz
-
- CITIES OF THE MOSEL
-
- Trier (Moderate Size)
- Large wealthy city on the Mosel, with Roman ruins
- Capital of all the lands ruled by the Archbishop of Trier
- Docks: Koblenz, Nancy
-
- Nancy (Moderate Size)
- Burgundian city with large armour and gunmaking industries
- Ruled by Landhofmeister for the Duke of Burgundy
- Docks: Trier
-
- CITIES OF THE MIDDLE RHINE
-
- Koln [Cologne] (Large Size)
- Largest city in the Empire, centre of trade, Free City
- Alte Herr handles affairs for the Rat of the Reichstadte
- Docks: Duisberg, Koblenz
-
- Duisberg (Moderate Size)
- Growing metalworking centre at the junction of the Rhine-Ruhr
- Ruled by the Obervogt for the Count of Cleve
- Docks: Wesel, Xanten, Koln
-
- Wesel (Moderate Size)
- Modest city at the junction of the Rhine and the Lippe
- Ruled by the Landhofmeister for the Count of Cleve
- Docks: Xanten, Duisberg, Paderborn, Nymwegen
-
- NON-RIVERINE CITIES OF THE MIDDLE RHINE
-
- Luxemburg [Luxembourg] (Moderate Size)
- Wealthy traditional home of the House of Luxemburg
- Ruled by the Vogt for the Duke of Luxemburg
- Docks: none
-
- Aachen (Moderate Size)
- Ancient capital of Charlemagne, rich in craftsmanship, Free City
- Schoff handles affairs for the Rat of the Reichstadte
- Docks: none
-
- Kempen (Small Size)
- Modest city alternately claimed by Dutch and German lords
- Ruled by Landhofmeister for the Archbishop of Koln
- Docks: none
-
- CITIES OF THE LIPPE
-
- Paderborn (Small Size)
- Modest city famous for its swordsmiths
- Capital of all the lands ruled by the Bishop of Paderborn
- Docks: Wesel
-
- NON-RIVERINE CITIES OF THE LIPPE
-
- Dortmund (Small Size)
- Imperial Free City, famous for its gunsmiths
- Altere Herren handles affairs for the Rat of the Reichstadte
- Docks: none
-
-
- Soest (Small Size)
- Westphalian city, famous for its armourers, Free City
- Frager handles affairs for the Duke of Westphalia
- Docks: none
-
- CITIES OF THE LOWER RHINE
-
- Xanten (Moderate Size)
- River port on the Lower Rhine, Free City
- Alte Losunger handles affairs for the Archbishop of Xanten
- Docks: Nymwegen, Wesel, Duisberg
-
- Nymwegen [Nijmegen] (Small Size)
- Famous Dutch city of artisans, Free City
- Losunger handles affairs for the Duke of Guelders
- Docks: Deventer, Xanten
-
- Deventer (Small Size)
- Wealthy Dutch trading city and clothmaking centre
- Ruled by the Erbvogt for the Bishop of Utrecht
- Docks: Zwolle, Nymwegen, Xanten
-
- Zwolle (Small Size)
- Dutch trading city on the Ijsselmeer (Zuider Zee)
- Ruled by the Vogt for the Bishop of Utrecht
- Docks: Deventer, Elberg, Leer
-
- NON-RIVERINE CITIES OF UTRECHT
-
- Munster (Moderate Size)
- Capital of all the lands ruled by the Prince-Bishop of Munster
- Docks: none
-
- Osnabruck (Moderate Size)
- Capital of all the lands ruled by the Bishop of Osnabruck
- Docks: none
-
- CITIES ALONG THE COAST OF THE NORTH SEA
-
- Elburg (Moderate Size)
- Dutch seaport in Guelders that imports English cloth and bows
- Ruled by the Erbvogt for the Duke of Guelders
- Docks: Zwolle
-
- Groningen (Small Size)
- Small North Sea port controlled by Dutch nobles
- Ruled by Vogt for King of Danemark
- Docks: no destinations (accessible only overland from Zwolle and Leer)
-
- Leer (Small Size)
- Friesian port town that imports missile weapons, Free City
- Alte Losunger handles affairs for the Rat of the Reichstadte
- Docks: Bremen, Zwolle
-
- Bremen (Moderate Size)
- North Sea port, famous entry point for swords
- Ruled by the Vogt for the Archbishop of Bremen
- Docks: Hannover, Braunschweig, Kassel, Hamburg
-
- Hamburg (Large Size)
- Imperial Free City, known for its English imports
- Altere Herren handle affairs for the Rat of the Reichstadte
- Docks: Luneberg, Brandenberg, Magdeburg, Bremen
-
- CITIES OF THE WESER
-
- Kassel (Moderate Size)
- Business centre for Landgrave of Hesse
- Capital of all the lands ruled by the Landgrave of Hesse
- Docks: Bremen, Fulda
-
- Fulda (Small Size)
- Modest but strategic city
- Capital of all the lands ruled by the Prince-Abbot of Fulda
- Docks: Kassel
-
- CITIES OF THE ALLER
-
- Hannover (Moderate Size)
- River port in Duchy of Brunswick
- Ruled by the Burggraf for the Duke of Brunswick
- Docks: Bremen, Brunswick
-
- Braunschweig [Brunswick] (Moderate Size)
- Ducal residence of the Brunswick family
- Capital of all the lands ruled by the Duke of Brunswick
- Docks: Bremen, Goslar, Hannover
-
- Goslar (Small Size)
- Modest city on the northern flanks of the Harz Mountains, Free City
- Altere Herren handle affairs for the Rat of the Reichstadte
- Docks: Braunschweig
-
- CITIES OF THE ELBE
-
- Luneberg (Moderate Size)
- Free City
- Frager handles affairs for the Rat of the Reichstadte
- Docks: Hamburg
-
- Brandenburg (Small Size)
- Modest capital of Brandenburg, also known as Prussia
- Capital of all the lands ruled by the Margrave of Brandenburg
- Docks: Berlin, Hamburg, Magdeburg
-
- Berlin (Small Size)
- New and growing city in the Prussian heartland
- Ruled by the Burggraf for the Margrave of Brandenburg
- Docks: Furstenberg, Brandenburg
-
- Furstenberg (Small Size)
- Modest city near the border of Prissia and Mecklenburg
- Ruled by the Landhofmeister for the Margrave of Brandenburg
- Docks: Berlin
-
- Magdeburg (Moderate Size)
- Capital of all the lands ruled by the Archbishop of Magdeburg
- Docks: Hamburg, Leipzig, Wittenberg, Freiberg
-
- Wittenberg (Moderate Size)
- One of the capitals of Saxony
- Capital of all the lands ruled by the Margrave of Meissen
- Docks: Magdeburg, Leipzig, Freiberg, Dresden
-
- Leipzig (Moderate Size)
- Great trading crossroads of North East Europe, Free City
- Burgermeister handles affairs for the Margrave of Meissen
- Docks: Magdeburg, Wittenberg
-
- Dresden (Moderate Size)
- Great Saxon city, famous for armourers, gunsmiths and artisans
- Capital of all the lands ruled by the Margrave of Meissen
- Docks: Wittenberg, St.Joachimsthal, Prag, Kuttenberg
-
- Freiberg (Moderate Size)
- Saxon town, famous for its silver mines
- Ruled by the Vogt for the Margrave of Meissen
- Docks: Magdeburg, Wittenberg
-
- St. Joachimsthal (Small Size)
- Town in the Bohemian highlands, surrounded by mines
- Ruled by the Obervogt for the King of Bohemia
- Docks: Dresden, Kuttenberg, Prag
-
- Burglitz (Small Size)
-
- Ruled by the Burggraf for the King of Bohemia
- Docks: Prag
-
- Prag [Prague] (Moderate Size)
- Central and greatest city of the Kingdom of Bohemia
- Capital of all the lands ruled by the King of Bohemia
- Docks: Burglitz, Kuttenberg, St.Joachimsthal, Dresden
-
- Kuttenberg [Kutna Gora] (Small Size)
- City amidst the great mining centre of the Empire
- Ruled by the Landhofmeister for the King of Bohemia
- Docks: Dresden, Prag
-
- NON-RIVERINE CITIES OF THE MIDDLE ELBE
-
- Erfurt (Moderate Size)
- Imperial Free City, of modest armament and great craftsmen
- Schoff handles affairs for the Rat of the Reichstadte
- Docks: none
-
- CITIES ALONG THE COAST OF THE BALTIC
-
- Vordingbord (Small Size)
- Small Danish trade and fishing port
- Ruled by the Obervogt for the King of Danemark
- Docks: Naskskov
-
- Naskskov (Small Size)
- Tiny Danish trade and fishing port
- Ruled by the Burggraf for the King of Danemark
- Docks: Vordingbord, Flensburg
-
- Flensburg (Small Size)
- Small Baltic port with many Danish residents
- Ruled by the Erbvogt for the King of Danemark
- Docks: Schleswig, Naskskov
-
- Schleswig (Moderate Size)
- Central city of the Duchy of Schleswig
- Capital of all the lands ruled by the Duke of Schleswig
- Docks: Flensburg, Lubeck
-
- Lubeck (Large Size)
- Wealthy Imperial Free City, centre of the Hanseatic League
- Oberste Hauptmann handles affairs for the Hanseatic League
- Docks: Wismar, Schleswig
-
- Wismar (Small Size)
- Capital of all the lands ruled by the Duke of Mecklenburg
- Docks: Lubeck, Rostock
-
- Rostock (Moderate Size)
- Ancient Baltic port city, famous for its guns, Free City
- Schoff handles affairs for the Duke of Mecklenburg
- Docks: Wismar, Stralsund
-
- Stralsund (Moderate Size)
- Modest Baltic trading city on the Sound of Strela, Free City
- Burgermeister handles affairs for the Duke of Pomerania
- Docks: Stettin, Rostock
-
- Stettin [Sczcecin] (Small Size)
- Small Pomeranian port at the mouth of the Oder
- Ruled by the Burggraf for the Duke of Pomerania
- Docks: Frankfurt O, Posen, Bromberg, Danzig
-
- Danzig [Gdansk] (Large Size)
- Large polyglot Baltic seaport of Germans and Poles
- Ruled by the Richter for the Teutonic Knights
- Docks: Marienburg, Thorn, Stettin
-
- CITIES OF THE ODER
-
- Frankfurt O (Moderate Size)
- River port, crossroads to Poland and the Ordenstadt (lands of Teutonic Knights), Free City
- Frager handles affairs for the Margrave of Brandenburg
- Docks: Stettin, Gorlitz, Posen, Breslau
-
- Gorlitz (Moderate Size)
- Small city frequently incorporated into Bohemia
- Capital of all the lands ruled by the Count of Gorlitz
- Docks: Frankfurt O, Breslau
-
- Breslau [Wroclaw] (Moderate Size)
- Great trading city of Silesia, Eastern Germany
- Ruled by the Vogt for the Duke of Silesia
- Docks: Frankfurt O, Posen, Gorlitz
-
- NON-RIVERINE CITIES OF THE ODER
-
- Prenzlau (Moderate Size)
- Border city between Prussia and Pomerania
- Ruled by the Richter for the Duke of Pomerania
- Docks: none
-
- CITIES OF THE WARTHE
-
- Posen [Poznan] (Small Size)
- Teutonic-Polish fortress town above the Warthe
- Ruled by the Erbvogt for the Teutonic Knights
- Docks: Stettin, Frankfurt O
-
- Bromberg [Bvdgoszcz] (Moderate Size)
- Small city with population mixture of Poles and Germans
- Ruled by the Burggraf for the Teutonic Knights
- Docks: Stettin, Frankfurt O, Posen
-
- CITIES OF THE WEICHSEL
-
- Marienberg [Malbork] (Moderate Size)
- Fortress capital for the Hochmeister of the Teutonic Order
- Capital of all the lands ruled by the Teutonic Knights
- Docks: Danzig, Thorn
-
- Thorn [Torun] (Moderate Size)
- Teutonic fortress city guarding the lower Vistula
- Ruled by the Vogt for the Teutonic Knights
- Docks: Marienburg, Danzig
-
- ------------------------------------------------------------------------------
-
- Enemies
-
- --This section contributed by CMB--
-
- All these characteristics vary a lot from one group to another, but
- I'm not sure what effect it actually has on combat.
-
- Ordinary Humanity:
-
- Rather than show all the possible variations, let's say that humans of all
- ilk usually wear leather, padded or scale in the 10-15Q range and will have
- weapons ranging from 5Q (for city bandits) to under 15Q for Sergeants of the
- guard. Raubritters will have a good weapon (25Q) and also good armour
- (V Plate and L Chain, 20Q). Expect to find 25Q items in chests in
- raubritters' towers. Knights Templar appear below.
-
- The values which appear below are not fixed in any given event (except for
- weapon quality where given). The ones given here are intended as examples,
- not fixed values.
-
- Beasts and Monsters:
-
- Bear: Natural Armour - Excellent; Natural Weapon - Fair
- Boar: Natural Armour - Very Good; Natural Weapon - Poor
- Dragon:
- Dwarf: Natural Armour - Very Good; Natural Weapon - Fair [Maul (15Q)]
- Dwarf King:
- Giant Spider: Natural Armour - Fair; Natural Weapon - Fair
- Gnome: Natural Armour - Very Good; Natural Weapon - Poor
- Holzfrau: (not significant, one does not fight Holzfrau)
- Kobold: Natural Armour - Excellent; Natural Weapon - Fair
- Ogre: (never encountered one)
- Schrat: Natural Armour - Excellent; Natural Weapon - Fair
- Tatzelwurm: Natural Armour - Fair; Natural Weapon - Good
- Werewolf: (never encountered one)
- Wolf: Natural Armour - Fair; Natural Weapon - Poor
-
- Supernatural:
-
- Demon: Natural Armour - Good; Natural Weapon: Poor to Fair
- Demon Lord: Natural Armour - Superb; Natural Weapon - Good
- Gargoyle: Natural Armour - Good; Natural Weapon - Fair
- Hellhound: Natural Armour - Fair; Natural Weapon - Fair
- Skeleton: Natural Armour - Good; Natural Weapon - Good [Battle Axe (10Q)]
- Wild Hunter: Natural Armour - Superb; Natural Weapon - Good
-
- Human servants of Evil:
-
- Rather than show all the possible variations, let's say that human servants
- of Evil usually wear leather, padded or scale in the 10-15Q range and will
- have weapons ranging from 5Q (for villagers) to under 20Q for Schulzen and
- cultists. High witches will have a good weapon (30Q) and very good potions,
- although none are likely to survive the combat.
-
- Human servants of Evil at Great Monastery:
-
- These have armour and weapons in the 20-25Q range. Alchemists are weaker.
-
- Alchemist: V - Studded Leather; L - Padded; Dagger +; Potions +
- Dark Knight: V - Plate +; L - Plate +; Medium Shield; Long Sword +
- Evil Knight: V - Brigandine; L - Chain; 2H Sword
- Evil Monk: V - Leather; L - Padded; QuarterStaff +
- Templar: V - Plate +; L - Chain +; Large Shield; Two-handed Sword +
- Zealot: V - Scale +; L - Studded Leather; Large Shield; Long Sword
-
- Evil Minions at the Citadel of the Apocalypse:
-
- Antechamber (Big Gnome): Natural Armour - Very Good; Natural Weapon - Fair
- Room 1 (Demon): Natural Armour - Good; Natural Weapon - Poor
- Room 2 (Vulcan): Natural Armour - Very Poor; Natural Weapon - Fair
- Room 3 (Alchemist): V - Studded Leather; L - Padded; Dagger +; Potions +
- Room 4 (Skeleton): Natural Armour - Good; Natural Weapon - Good [Battle Axe]
- Room 5 (Hell Locust): Natural Armour - Superb; Natural Weapon - Very Good
- Room 6 (Lancers): no data (menu selection only; loss of 25% in all attributes)
- Room 7 (Hell Dragon): Natural Armour - Superb; Natural Weapon - Very Good
-
- ------------------------------------------------------------------------------
-
- Saints
-
- --This section contributed by DA--
-
- The party needs to have knowledge of certain saints in order to get along
- comfortably in Medieval Germany. Some saints have very high Virtue
- requirments and are usually only useful to foil the Wild Hunt. I have
- compiled a list of saints, which I have found useful and which do not
- require extreme Virtue (listed in parentheses) to learn.
-
- A. Saints who increase local reputation.
- 1. Agnes (19) increase 10-20 (must have woman in group)
- 2. Alexis (28) increase 10-20
- 3. Cecilia (41) increase 20-60 (person praying must have musical instrument)
- 4. Florian (17) increase 15-25 if city is Austrian
- 5. Odilia (25) increase 15-25 in Strassburg & Basel
-
- B. Allow party to pass over large bodies of water.
- 1. Finnian (17)
- 2. Florian (17)
-
- C. Increase anyone's Virtue to 20 if Edward Confessor (5)
- Sebastian (28) or Roch (19)
- Wilfrid (25) & Willehad (35)
- Perpetua (16) & Hubert (34)
- Reinold (27)
- Isidore (21)
- Boniface (25) or Emydius (31)
- Dominic (29)
- Alcuin (39),
- Dominic (29), Gertrude (26), Godehard (39), John CH (37) - (best
- improvement), Patrick (22)
- L. Improve Artifice for picking locks, etc. in mines, castles, & the
- Eligius (29), Joseph (27), Reinold (27).
- Erasmus (32) - (best
- improvement)
-
- Various other saints could also be listed, but for their high virtue
- requirement. In general, I try to visit the Monks in each town in order to
- check out the saints available for study. When the Wild Hunt comes, maybe
- you will be lucky and already have the saint you need -- virtue does not
- matter in this instance. Also, many saints temporarily increase strength,
- endurance, weapons skills, armor value, perception, etc. Reading the
- saint's "biography" will advise you of the improvements. There are a couple
- of saints that actually are bad influences; Giles of Portugal is one I can
- think of. He will permanently decrease strength and endurance.
-
- *NOTE (CMB): The information given on each saint is fairly accurate when
- *dealing with game information. Unfortunately, you can't read that until
- *you've learned about the saint. In the Basic and Standard settings, it
- *isn't necessary to read them carefully as the game will give you the list
- *of saints for each situation, but in the Advanced mode, you must be aware
- *of the characteristics of the saints from reading their blurbs. The info
- *provided in the manual is not really enough, although it does give you
- *the level of virtue required.
-
- ------------------------------------------------------------------------------
-
- Summary of Darklands Hint Book
-
- NOTE (CMB): All material quoted from the DARKLANDS HINT BOOK
- for the purpose of this review has been identified by marking the text
- with a >. Identification of provenance will not be given in each
- individual case.
-
- --This review contributed by GRL--
-
- Darklands Clue Book:
-
- I have purchased many hint/clue books over the years for computer
- games. I made it a policy to buy books for those games that I enjoyed
- completing enough to want to have a hard copy of what completing the game
- entailed. The Darklands clue book stands forth as one of the best I have
- owned. It covers the details of the game in depth. At 124 soft-bound
- pages, it encompasses everything from character generation, to what
- bonuses every Saint gives, and to the answers for every riddle. The
- version I purchased included a 3.5 disk which had the Version 6 Upgrade,
- a Character Editor, a program that allowed visualization of all Screen
- Backgrounds, and a program that allowed you to play all the Darkland
- Tunes. The date of printing is 1992 and the book is textual in nature
- with no illustrations.
-
- The layout of the clue book is as follows:
-
- I. Introduction
- II. Ebhard's Guide to Adventure
- III. Character Creation
- IV. The World
- V. Equipment and Combat
- VI. Enemies
- VII. Alchemy
- VIII. Religion
- IX. Quests
- X. Puzzles and Answers
- XI. Final Notes
-
- Below is a brief summary of each chapter with relevant examples.
-
- EBHARD'S GUIDE- A few pages of fiction which describes the making of a
- game party.
-
- CHARACTER CREATION- This chapter is divided into tables which give all
- the information about each choice made in character development. I have
- copied excerpts from each table type to give you a sense of the
- information contained.
-
- >Childhoods: Wealthy Urban Occupations: Monk/Nun
- >
- > End -1 EPs 23
- > Str __ End __
- > Agl __ Str __
- > Per +1 Agl __
- > Int +1 Per -1
- > Chr __ Int +1
- > EPs 90 Chr __
- >
- > wEdg 4 0,4=4
- > wImp 3 1,4=5
- > wFll _ 2,6=8
- > wPol 3 0,6=6
- > wThr _ 1,4=5
- > wBow _ 0,4=4
- > wMsD 3 0,4=4
- >
- > Alch 2 1,4=5
- > Relg 5 4,5=9
- > Virt 1 5,5=10
- > SpkC 5 1,4=5
- > SpkL 1 3,9=12
- > R&W 5 3,9=12
- >
- > Heal 1 2,8=10
- > Artf 1 1,4=5
- > Stlh 1 0,2=2
- > StrW 2 0,0=0
- > Ride 2 0,1=1
- > WdWs _ 1,4=5
- > Special 1 x Saint
-
- So, a Wealthy Urban character would start with Heal=1 and would get
- Heal +2 free by becoming a Monk with the possibility of buying up to +8
- more for a total of +10. Every occupation is covered in the same
- complete detail.
-
- These tables are followed by a Occupations and Age section. This
- lists the bonuses for early ages and penalties for older characters.
-
- >Ex: 30 35 40 45 50 55 60 65
- >
- >Agl -1(-1) -2(-3) -2(-5) -2(-7) -3(-10) -3(-13) -4(-17) -4(-21)
-
- Reaching age 50 would reduce your Agl by 3 and you would have lost
- 10 total by age 50.
-
- The next section deals with occupation requirements. Ex.
- Physician - Character must have healing 15+, and experience as either a
- student, clerk, professor, physician, alchemist or master alchemist.
-
- Therefore, mapping out a strategy for developing a specific
- occupation is easilly accomplished using this information.
-
- The chapter concludes by listing the equipment each profession
- begins with and a suggestion of important skills.
-
- THE WORLD- This chapter contains an extensive list of the cities in
- the game. Ex:
-
- >City Map Size Cath Univ BkSm SdSm Arm Bwy Artf Clth Slm Lhaus
- >
- >Danzig H1 7 Yes No No 26 25 25 25 26 Yes Yes
-
- Sizes range from 1-8 and the numbers below the various weapon shops
- are the quality of wares that they sell. Of note, Clothmakers sell
- non-metal armor in versions higher than 6 only. Squinting at the map in
- order to find a city is alleviated by the location numbers. Finding
- which cities offer those wonderful 40+ weapons and armor is also a breeze.
-
- The Saints offered by each location are radomized at the beginning
- of each game.
-
- The end of the chapter describes the various locations found with in
- cities and in the countryside. The descriptions are short and concise.
-
- EQUIPMENT AND COMBAT- Once again, tables are used to cover the
- specifics of each weapon and armor. Ex:
-
- >Weapon Speed Pen Dmg Skill Str Wgt Rarity Price
- >
- >Falchion 45 2 10 14 15-29 4 4 170
-
- Where lower # for speed are faster, and str above the range receive
- bonuses.
-
- >Area Armor Thickness Wgt Rarity Price
- >
- >Vitals Scale 3 21 5 900
-
- Other mundane equipment is briefly described, as are the
- encumbrance levels. The chapter goes on to describe combat in great
- detail (6 pages). All "To Hit" and "Damage" probabilities based on str,
- weapon skill, equipment quality, type of weapon/armor, situational
- effects and speed are spelled out. Admittedly, this section is a bit
- tedious. I prefer to just build up my skill, buy good weapons/armor and
- just assume that this is a good thing to do.
-
- ENEMIES- A very interesting chapter. After all, we all want to
- know just what is behind all those nasties that have been trashing our
- party. Replaying the game after buying the manual, though, I did notice
- that some levels of enemies are not covered. The information is
- presented entirely as tables, Ex:
-
- >Templar or Preceptor:
- >
- >Name Type End Str Agl Melee Missile
- >
- >Templar A 50 40 50 90 60
- >Templar B 38 35 20 70 50
- >Templar C 35 33 20 50 40
- >
- >Name Type Weapon Shield Vitals Limbs
- >
- >Templar A 2H Sword 99q L 35q Plate 55q Plate 55q
- >Templar B 2H Sword 35q L 30q Plate 30q Chain 30q
- >Templar C 2H Sword 25q L 25q Brgdn 25q Chain 25q
- >
- >Templars in Darklands are demon-worshipping monks. Types B and C are
- >formidable warriors, with type B sometimes carrying noxious aroma
- >potions. However, type A is the Preceptor, the Templar overlord and
- >leader. He may have noxious aroma and/or eater water potions. The
- >Preceptor also carries one of the most powerful weapons in the game.
- >Unfortunately, over half of it's quality comes from satanic attributes
- >unavailable to you (if captured it is 45q).
-
- Each enemy has such a table and description. Quite thorough and
- interesting reading.
-
- ALCHEMY- Have a question about alchemy? Then, this is the chapter
- for you! Nothing is left out. There are three parts: alchemical
- formulas, probability of success equation and potion effect description.
- As always, I provide an example of each below.
-
- > Potion Compon
- >Formula Qual Value Value Magic# Risk
- >
- >iY Hardarmor 25q 378 264 151mn High
- > 1 Manganes, 1 Aqua Regia, 2 Nikel, 3 Zinken, 4 Sanguine Base
- >
- >BE Hardarmor 35q 497 249 160mn Mod
- > 1 Zincblende, 1 Aqua Regia, 3 Nikel, 2 Zinken, 3 Sanguine Base
- >
- >LM Hardarmor 45q 615 225 167mn Mod
- > 1 Solanaceae, 1 Aqua Regia, 3 Nikel,, 2 Zinken, 1 Sanguine Base
-
- Probability of Success = k + ps + int + alch + mn, where k is a constant
- and the max is 99%.
-
- >Fleadust: Anyone within the relatively small cloud loses skills based
- >on the thickness of vitals and limbs armor. Amount varies from 10% lost
- >(if leather and/or padded) to 50% (if all plate). The exact formula is:
- >Skill lost = 5*(vitals thickness + limbs thickness)
- >
- >Duration of fleadust effects varies with the potion's quality:
- >quality 25 (al-Razi's)-- 25 sec
- >quality 35 (Nicolas F's)-- 40 sec
- >quality 45 (Richard A's)-- 60 sec
-
- As stated, this is a very complete listing. As in the chapter
- concerning combat, the specific information about potion lengths of
- effect, % increases to stats, etc. is not really something that you need
- to know. However, the fact that the information is there to be
- referenced is a definitely appreciated.
-
- RELIGION- A brief description of the factors influencing prayer
- success and the length of the effects gained through prayer. This is
- followed by the complete listing of Saints. Ex:
-
- >St. Peter [53v, 25-75df, 55%]: Str +(12-19), Chr +(8-15), SpkC +(10-19),
- >SpkL +(10-19), Heal(skill) +(10-19), wEgd +(15-29), but Per halved
- >(temporarily). If imprisoned, this Saint may aid in party's escape.
-
- So, it is all there. Need to know what a Saint does, calculate how
- effective you would be at praying to a Saint, or find a Saint that gives
- the best particular bonus? Then, just look it up.
-
- QUESTS - 20 pages detailing then various quests and objectives of
- the game. Some minor spoilers are given in these pages. An example
- would be particular Saints that might aid in a given situation. For
- greater spoilers, you are referred to a particular number in the answers
- section of the next chapter. Larger quests (Dragon Dens, for instance)
- are subdivided (intro, dragon lairs, dragon fighting, dragon causes,
- rewards). For instance, the Dragon Lairs section tells you that finding
- dragon lairs is mostly a matter of blind luck. It also refers you to the
- answers section of the next chapter where you find:
-
- >Dragon lairs may be found in the following areas: (a) south of Bremen
- >and Northeast of Hannover, in the middle of the geest; (b) east-northeast
- >of Koln, in a Sauerland valley almost halfway to the Paderborn-Frankfurt
- >road; (c) southeast of Goslar, deep in the Harz, a tiny bit southeast of
- >the river source in the central part of these mountains; (d) northeast of
- >Frankfurt an der Order and south-southwest of Stettin, in the middle of
- >the great forest on the north side of the Warthe River; (e) north of St.
- >Joachimsthal, at the top of an Erzgebirge peak (the specific mountaintop
- >is just a tiny bit west of a line running directly north of the city);
- >(f) north of Passau and south-southwest of Burglitz, on a mountain peak
- >in Bohmer Wald just south of the source of the west branch of the Moldau
- >River; (g) west-northwest of Freiberg-im-Breisgau and north-northwest of
- >Basel, in the mountains west of the Rhine, on a west-slope hilltop
- >between the two river sources (the rivers run north-northwest toward
- >Nancy); (h) in the Tauren southeast of Steyr, southwest of Wien, and
- >west-northwest of Graz, in the alpine range along the south side of the
- >small river that eventually runs to Steyr and Linz. The specific
- >mountain is near the eastern end of this range.
-
- This information is nicely described and only read it if you choose to
- go to the next chapter and look it up. I am very fond of the approach that
- allows you to peruse the general info without major spoilers present. The
- information that is given is well constructed and thought out.
-
- Actually, I found Dragons in the two games that I completed before buying
- the book. Kept on refighting them too ;) The book mentions locations
- (it also mentions the High Sabbat locations, etc.). When replaying the
- game after buying the book I visited one of the locations and got the
- "burned out and lifeless area message", but I could not track down the
- lair in that location. I think you just have to look at each until you find
- the right one(s) in a given game.
-
- PUZZLES AND ANSWERS- This chapter is structured much like the
- last. Each puzzle is listed out with a verbal work through. The answers
- are not given directly, but are refered to in the latter half of the
- chapter. Ex:
-
- >Puzzle #3:
- >The path is blocked by an iron door. Flanking it are two paintings
- >of grotesque dwarfs. One painting animates and speaks aloud, pointing to
- >the other:
- >'Brothers and sisters have I none, but that man's father is my
- >father's son. Tell me who that man is, and the door opens.'
- >What is the answer? The wrong conclusion may release a dwarf trap!
- >You consider carefully, then answer...
- >...himself
- >...his father
- >...his son
- >...his grandson
- >
- >Hint: If I have no siblings, who is 'my father's son'? Answer: See #27"
-
- Look up #27 and you get "#27: 'My father's son' must be me. Thus,
- the painting is saying '...that man's father is 'me'.' Hence, the other
- painting is his son."
-
- Wow! Not only the answer, but an explanation to boot. All answers
- in this section are handled in this manner.
-
- The book concludes with a description of the various versions of the
- game, minor system tweaking, the use of type mem.log to check the power
- (1-10) of your party (sixth column) and thanks to those individuals that
- worked on Darklands without being mentioned in the original manual.
-
- I hope that my examples have given you a feel for why I rate this
- clue book so highly. It essentially removes all the blindspots from the
- game and gives you solid information to fill them. The writing is
- excellent and great effort is given to make all the material easy to
- interpret and a pleasure to peruse. My only complaint is that it
- appears as though the authors of the book were never listed and they did
- such an excellent job. Kudos.
-
- ------------------------------------------------------------------------------
-
- Additional Files
-
- --Files provided by CMB--
-
- For the ASCII version of the FAQ, use the link to the HTML file to obtain
- the ASCII versions or ask on the newsgroup for UUENCODED copies.
-
- Link to download an ASCII text river map of DARKLANDS Germany, put together
- by CMB.
-
- Link to download an ASCII text copy of the FAQ, the HTML text stripped
- of coding.
-
- Link to download a file of lists of things in DARKLANDS Germany that aren't
- listed in the manual, including the blurbs on saints, alchemical formulae, weapons, complete place-names,
- quest items, enemies' list. A bunch of related stuff drawn up by CMB.
-
- As files completing the knowledge base of Darklands are added to the list, they will be listed
- here with their URL. We requet that anyone producing a file for addition to this list send a copy to
- each of the authors listed above for approval to this list.
-
- ------------------------------------------------------------------------------
- --
- C. Michel Boucher | aa699@freenet.carleton.ca
- Researcher, Documentation Centre |
- Parliamentary Publications Directorate | (insert usual disclaimer here)
- House of Commons, Ottawa, Canada |
-