Full text of “Darklands Cluebook” 81 Puzzles & Answers Final Notes 3 This book is divided into This book is not designed to be a strategy guide. The file is a record of interactions that occurred since you last started the game. Every time you start or load a game, is restarted. Although. (section introduction) * Recruit * Soldier * Veteran * Captain * Hunter * Bandit * Peasant * Schulz * Noble Heir * Courtier * Knight * Manorial Lord * Hermit *.
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It suggests a conservative method of building a party with minimal risks. Of course, Darkiands is a game with many random elements.
A party can always suffer one or more untimely deaths, especially in the earlier stages. The next six chapters provide detailed data and logic for the six major areas of the game: The Quests chapter gives detailed information about each major quest in the game. The section is in hint form — the further you read, the more detailed the hints. Of course, the more you read, the more you lose the surprise, excitement, suspense and discovery inherent in dealing with the unknown.
For those who find logic puzzles hard, or worse, this is the best way to prevent dwarf traps from gradually turning your party into oatmeal. The answer section also includes specific quest information referenced in the previous chapter.
The final chapter provides background information about versions and special instructions about how to read or use certain files. This book is not designed to be a strategy guide. The majority of the book is raw material and hard data. It is designed so you, the player, still make the decisions. Even if you complete the game, you can challenge yourself again using new and different parties. Can you survive with all monks and priests: Can you succeed if everyone starts as young peasants and labor- ers?
The possibilities are endless. A program as complex as Darkiands cannot be fully analyzed for accuracy. The information presented here is as correct as we can make it, but due to unexpected code paths or last minute changes, inaccuracies may exist. Noble-born, charismatic, a great speaker, and handy with sword or bow, she was our natural leader.
Our second member, Gunther Danger, was a huge man.
Darklands (video game) – Wikipedia
A former mercenary fallen on hard times, he had more than one score to settle, and plenty of fighting skills to do it. Just watching him twirl a mace was an education.
Hans Muller was a university graduate, an intellectual, and a practic- ing alchemist of no mean skill. We appreciated his quick wit and research skills. He was also good with small devices. I was the oldest of our party. Few questioned my virtue or religious knowledge, and I had a talent for healing. My weakest point was that full Lnighdy armor tended to make me clumsy and slow. Hans had a similar problem. Compari ng our skills and resources, we decided to be cautious. At first we concentrated on helping the citizenry with the local scum.
The city guard concentrated on the walls, main streets and richer parts of town. We patrolled the nighttime back streets, which were infested with bandits, brigands and robbers of the lowest sort. Many were quite inept. This occupation increased our wealth, experience and local reputa- tion. If our wounds were serious, we sometimes left the city and camped outside for a darklandw days. After all, the gate toll into the city was cheaper than a multi-day stay for everyone at the Schmerker.
We avoided staying darklnds the slums or parks because people tended to think of us as freeloading scum — a bad impression we were taking pains to avoid! Hans learned new formulas and found sources for many valuable ingredients. I urged everyone to spend time in the monas- tic libraries, learning whatever saints their virtue permitted. Our now- traditional night patrols enhanced our reputation in many places, as well as defraying all the costs. Once we had located sufficient alchemical sources, Hans sold his more valuable potions which we had carefully hoarded and bought new components.
We would patrol at night, buy components by day, and then during the healing interludes Hans created new potions. These new potions could be sold at a profit, allowing us to buy darkoands components and start the cycle once more. Our goal was sufficient wealth to outfit everyone with good weapons and armor, and to create a reserve stock of potions for use in battle.
Alas, boredom got the better of us. We listened to the pleadings of a foreign trader in Mainz, who begged us to recover an illuminated Gospel.
Ventur- ing into the wilds, we found the Gospel easily enough, but were almost eaten by hungry wolves, not to mention petitioned by a rapacious bishop for money we could ill afford. Alas, we could afford a fight with his retainers even less, so we agreed to his demands!
Returning to Mainz, we happened to notice at the inn that a freelancer was hiring adventurers. We inquired and discovered he had a warehouse full of spiders. Needless to say, at the warehouse we found ourselves in the fight of our lives against spiders at least four feet tall and fast as the wind! After these close shaves with death we returned to our traditional activities, only ro find ourselves ambushed by piratesonour. We survived, continued our original pursuits, and finally had accu- mulated sufficient funds to outfit everyone with their preferences in armor and weaponry.
The combined reward among various merchants and pharmacists for his death was over 50 florins! We encountered a variety of monasteries and castles, some nice, some not so nice, before we finally reached the half-ruined citadel the raubritter called home.
Camping outside, we besieged him, defeating group after group trying to enter or leave. Finally he sallied forth in person to challenge us.
By this time, his followers had almost abandoned him. Still, it was a tough battle, especially when we discovered that our arrows had virtually no effect on his plate armor! In the end we staggered away, half dead but victorious. W’e immediately camped to restore our strength before making the dangerous trip back to the various sponsors for our rewards.
We became knights errant, wandering across Germany, doing favors and destroying more raubritters on commission. We even elimi- nated a few evil lords when the only reward was the virtue of the act. Soon wealthy, we searched for the finest weapons and armor, eventually settling on Niirnberg plate, Paderborn swords and flails, Dresden ham- mers, and Teschen bows.
Everyone was mounted; in fact, one time Gunther actually fought an informal joust with a travelling knight!
We were about ready to undertake an expedition to help some needy miners, or perhaps deal with a dragon, when a dream full of evil portents assailed us all. The day after that dream our lives were changed. We now realized that a horrible, demonic danger hung over the land. Suddenly that fierce fight with Satan-worshipping villagers a few months back took on new significance. We remembered their mysterious clues about times and places.
An evil event was only a few days off. We quickly rushed there, only to discover it was a dread High Sabbat, a conclave of witches.
Through stratagem, we managed to disguise ourselves and enter Here ends the fragment. No further portions have been found.
Gender In Darklands the differences between male and female have a very minor effect on initial attribu tes. F emales possess greater endurance and charisma, males greater strength.
However, as a balance, some saints provide greater benefits to females. In one case a saint provides greater benefits as long as the party includes at least one female. Aside from this, gender rarelyplays a role during the game. However, there are a few situations where a charismatic seductive female can play a helpful part.
Childhoods Childhoods provide a certain amount of automatic attribute and skill improvement, plus EPs for improving attributes even further. Attribute improvement costs double starting at 30, and triple at The maximum attribute attainable during childhood is The size of this number is not as important as you might imagine, since some skills are more important or useful than others. Furthermore, you must take into account EPs and automatic attribute adjustments as well as skills.
The primary importance of an occupation is the EPs and automatic skill increases it provides. However, there are limits to these increases. Note that occupations may modify certain attributes too. At ages 30 and after, characters suffer aging penalties to their at- tributes see the next section for details. Whenever a skill is at 49 or higher, each point of increase costs 2 EPs.
The chart below shows EPs, attribute adjustments if anyand skill values for each occupation. Skill values give the automatic increase first, then the additional increase allowed via EPs. If a character already knows the saint or formula randomly selected, another is not selected.