FAQ-ListTipsAndInfo

5. Lists, tips and other paraphernalia for the DARKLANDS voyager
--This section provided by CMB--
 * Rare items and places in DARKLANDS (Holy relics, Devil's Bridge, etc.)**

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
 * a. Holy Relics**

--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. --This section provided by CMB-- As was pointed out by Chris Meadows (robotech@eyrie.stanford.edu), clothiers will never sell you anything during the day, but if you go back at night... Back to Table of Contents
 * b. The Devil's Bridge, the Good Witch**
 * c. Clothing Manufacturers in cities**

--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.
 * List of cities with Cathedrals, Universities**

Cathedral: University: Back to Table of Contents
 * Aachen
 * Augsburg
 * Bamberg
 * Basel
 * Brandenburg
 * Braunschweig
 * Breslau
 * Bremen
 * Brunn
 * Danzig
 * Erfurt
 * Flensburg
 * Frankfurt O
 * Freiberg
 * Freiburg B
 * Goslar
 * Hamburg
 * Köln
 * Konstanz
 * Leipzig
 * Lübeck
 * Luxemburg
 * Magdeburg
 * Mainz
 * Munster
 * Osnabrück
 * Paderborn
 * Prag
 * Schleswig
 * Soest
 * Speyer
 * Strassburg
 * Stuttgart
 * Thorn
 * Trier
 * Worms
 * Würzburg
 * Xanten
 * Zurich
 * Erfurt
 * Heidelberg
 * Köln
 * Leipzig
 * Nürnberg
 * Prag
 * Rostock
 * Würzburg

--This section provided by CMB--__Grappling Hook, Rope__ (NOTE AvL) 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.__Harp, Flute__ (NOTE CMB) 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".__Superb Horse, Fast Horse, Average Horse, Pack Horse, Mule__ (NOTE DA) 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 AvL) 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 CMB) 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. __Tusk of a boar__
 * Strange things in the game**

Back to Table of Contents

--This section provided by CMB-- If anyone knows of any use for these objects, please contact the authors. Clock Gold Cup Wolfskin Back to Table of Contents
 * Things with no apparent purpose in the game**

The following is quoted from Microprose, README.TXT distributed with patch 483.07
 * Bits and pieces**

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.

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.

Michael Nemeth (v-vsmn@microsoft.com) contacted us with the following information about how to use a "feature" of the game to cheat.

code A few months ago, I very accidentally discovered a way to duplicate any item that you have without the use of an outside editor. I'm usually not one to cheat in games at all, but since this is the first "cheat" of	this type that I have found on my own, without any help, I can't resist using it every great once a while.

You start by going to the Inn in any city. Select "Store an item with	the Innkeeper". Put whatever items you want to duplicate in the storage cache.

Leave the the cache and then select "Store an item with the Innkeeper" again. Retrieve the items you have in storage, and DO NOT LEAVE the storage cache. Instead, hit ALT-L (for load game). At the Load Game menu, select "Return to Game". You will be returned to your game, but instead of appearing in the Storage Cache, you will notice that you are carrying the items you wanted to duplicate. Select "Store an item with the Innkeeper" once again, and the items will also be in the storage cache, ready to be picked up!! This is a way not only to keep your characters in good equipment, but basically have an unlimited source of cash. If you really want to tear through the game, just make one of each 45 quality potion, and duplicate to your hearts content. This can really be used for hard-core cheating if you're into that, but it can also be a way to give yourself that one extra 45-quality Composite bow that you can't find (or duplicate those holy relics, but	I think that is a little sacreligious ;-) )

I don't know whether many people know about this, but I figured I would share it, just in case. code In a later message, Michael adds:

code Just to let you know, after a little experimenting, I've found that this duplicating trick only works in version 483.06, but it has worked in every install I've tried. I guess for version 483.07, they found it and fixed it. (In version 7, there is no "Return to Game" option from the Load	Game screen.) code Back to Table of Contents

--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 and vice versa, 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. Back to Table of Contents
 * Stupid things about DARKLANDS**

--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. Also, it should be noted that the game was on the easiest setting but not enhanced by save editors.
 * List of the First 40+ significant jobs and significant events in one game**
 * No. || Patron || Task ||
 * 1 || Fugger, Frankfurt M || Raubritter Raban of Bar, W of Speyer, SW of Frankfurt M ||
 * 2 || Fugger, Frankfurt M || Raubritter Endres Höltzel, NE of Bamberg, E of Frankfurt M ||
 * 3 || Medici, Frankfurt M || Raubritter Raban of Bar, W of Speyer, SW of Frankfurt M ||
 * 4 || Hansard, Frankfurt M || Medici in Freiberg, letters ||
 * 5 || Medici, Frankfurt M || Raubritter Konrad of Thurgau, NE of Köln, NW of Frankfurt M ||
 * 6 || Fugger, Frankfurt M || Fugger in Gröningen, letters ||
 * ||  || Witches' gathering, S of Goslar, 22SEP ||
 * ||  || Knockers, Mines near Aachen ||
 * 7 || Fugger, Dresden || Tarnhelm of Siegfried, SE of Worms ||
 * 8 || Hansard, Dresden || Raubritter Ulderich Linck, N of Freiberg, W of Dresden ||
 * 9 || Medici, Dresden || Scroll of Walram, N of Fulda ||
 * 10 || Medici, Fulda || Raubritter Endres Höltzel, NE of Bamber, SE of Fulda ||
 * 11 || Hansard, Leipzig || Medici in Linz, letters ||
 * 12 || Hansard, Goslar || Silver mace of Friedrich Barbarossa, Shrine N of Trier ||
 * 13 || Fugger, Koblenz || Medici in Burglitz, document ||
 * 14 || Medici & Hansard, Kuttenberg || Raubritter Eike of Lenzburg, W of Olmutz, E of Kuttenberg ||
 * 15 || Archbishop, Koblenz || Raubritter Konrad of Thurgau, NE of Köln, N of Koblenz ||
 * 16 || Fugger, Koblenz || Goods merchant in Gröningen, document ||
 * 17 || Alte Herr, Köln || Raubritter Kaspar Linck, NE of Aachen, W of Köln ||
 * 18 || Fugger, Köln || Fugger in Freiberg-im-B, document ||
 * 19 ||  || Raubritter Diepold of Bar, NW of Xanten, N of Köln ||
 * 20 || Fugger, Köln || Tarnhelm of Siegfried, S of Leipzig ||
 * 21 || Fugger, Frankfurt M || noble relic (crown), W of Salzburg ||
 * 22 || Merchant, Salzburg || Raubritter Boto of Nunnenbeck, N of Salzburg ||
 * 23 || Bishop, Salzburg || Raubritter Leopold Osiander, N of Passau, N of Salzburg ||
 * 24 || Fugger and Medici, Augsburg || Raubritter Thom of Thurgau, NW of Ulm, W of Augsburg ||
 * 25 || Hansard, Augsburg || Fugger in Leipzig, document ||
 * 26 || Medici, Augsburg || Tarnhelm of Siegfried, N of Speyer ||
 * ||  || Knockers, Mines near Kuttenberg ||
 * 27 || Fugger, Heidelberg || Raubritter Raban of Bar, W of Speyer, W of Heidelberg ||
 * ||  || Witches' gathering, S of Freiberg B, 22SEP ||
 * ||  || Discover location of Great Monastery ||
 * 28 || Hansard, Freiberg B || Raubritter Raban of Bar, W of Speyer, N of Freiberg B ||
 * ||  || Witches' gathering, E of Strasburg, 13APR ||
 * ||  || Witches' gathering, NW of Groningen, 22SEP ||
 * 29 || Medici, Gröningen || Raubritter Lienhard of Berlichingen, E of Paderborn, SE of Gröningen ||
 * 30 || Fugger, Worms || Raubritter Thom of Thurgau, NW of Ulm, SE of Worms ||
 * ||  || Invoke St. Crispin to save team from Wild Hunt ||
 * ||  || Witches' gathering, N of Breslau, 11JUN ||
 * ||  || Witches' gathering, SW of Teschen, 31OCT ||
 * 31 || Hansard, Teschen || N of Burglitz, Prayer Book ||
 * 32 || Fugger, Teschen || N of Frankfurt O, Crown ||
 * 33 || Hansard, Dresden || Raubritter Udalrich Linck, N of Freiberg, W of Dresden ||
 * ||  || Knockers, Mines near Speyer ||
 * 34 || Alte Herren, Hamburg || Raubritter Joachim Hochstetter, NE of Luneberg, E of Hamburg ||
 * 35 || Fugger and Medici, Hamburg || Raubritter Lienhard of Berlichingen, E of Paderborn, S of Hamburg ||
 * 36 || Teutonic Knights, Marienburg || Raubritter Rupert Schuffelin, W of Danzig, W of Marienburg ||
 * 37 || Fugger, Marienburg || Medici in Stettin, document ||
 * 38 || Hansard, Marienburg || Medici in Dresden, document ||
 * ||  || Witches' gathering, SE of Görlitz, 25MAY ||
 * 39 || Fugger and Medici, Prenzlau || Raubritter Bernard Waas, NW of Prenzlau ||
 * 40 || Hansard in Prenzlau || Fugger in Thorn, document ||

Back to Table of Contents

--This section contributed by CMB-- (modern names, where applicable, given in square brackets, IFC = Imperial Free City) CITIES OF THE DANUBE NON-RIVERINE CITIES OF THE UPPER DANUBIAN BASIN CITIES OF THE NECKAR NON-RIVERINE CITIES OF THE UPPER DANUBE/RHINE AREA CITIES OF THE MAIN CITIES OF THE UPPER RHINE CITIES OF THE MOSEL CITIES OF THE MIDDLE RHINE NON-RIVERINE CITIES OF THE MIDDLE RHINE CITIES OF THE LIPPE NON-RIVERINE CITIES OF THE LIPPE CITIES OF THE LOWER RHINE NON-RIVERINE CITIES OF UTRECHT CITIES ALONG THE COAST OF THE NORTH SEA CITIES OF THE WESER CITIES OF THE ALLER CITIES OF THE ELBE NON-RIVERINE CITIES OF THE MIDDLE ELBE CITIES ALONG THE COAST OF THE BALTIC CITIES OF THE ODER NON-RIVERINE CITIES OF THE ODER CITIES OF THE WARTHE CITIES OF THE WEICHSEL Back to Table of Contents
 * Cities of Germany**
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Augsburg ||  || Mod || IFC, Home of Fugger Bank || Frager/Rat of the Reichstadte || Ulm, Regensburg ||
 * Brunn || Brno || Sm ||  || Obervogt/Margrave of Mähren || Olmutz, Pressburg ||
 * Graz ||  || Mod ||   || Capital/Duke of Styria || Pressburg ||
 * Kufstein ||  || Sm || alpine mines || Obervogt/Duke of Tyrol || Passau, Salzburg ||
 * Linz ||  || Sm ||   || Richter/Duke of Styria || Passau, Steyr, Wien ||
 * Munchen || Munich || Mod ||  || Capital/Duke of Bavaria || Regensburg, Passau ||
 * Olmutz || Olomoue || Sm || bowyers || Capital/Margrave of Mähren || Brunn, Pressburg ||
 * Passau ||  || Mod ||   || Capital/Prince-Bishop of Passau || Regensburg, Munchen, Salzburg, Linz ||
 * Pressburg || Bratislava || Mod ||  || Erbvogt/King of Hungary || Olmutz, Brunn, Wien, Graz ||
 * Regensburg ||  || Mod || IFC || Schultheiss/Rat of the Reichstadte || Passau, Munchen, Augsburg, Ulm ||
 * Salzburg ||  || Mod || armourers || Capital/Archbishop of Salzburg || Passau, Kufstein ||
 * Steyr ||  || Sm || swordsmiths || Landhofmeister/Duke of Styria || Linz, Wien ||
 * Ulm ||  || Lge ||   || Altere Herren/Rat of the Reichstadte || Regensburg, Augsburg ||
 * Wien || Vienna || Mod || Free City || Losunger/Rat of the Reichstadte || Linz, Steyr, Pressburg ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Teschen ||  || Sm || importer of superlative bows || Capital/Prince of Teschen || n/a ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Heidelberg ||  || Mod || University || Capital/Count Palatine || Worms, Speyer, Stuttgart ||
 * Rottweil ||  || Sm || Free City || Burgermeister/Rat of the Reichstadte || Stuttgart ||
 * Stuttgart ||  || Mod || armourers || Capital/Duke of Wurttemberg || Rottweil, Heidelberg ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Freiburg B ||  || Mod || swordsmiths || Capital/Count of Freiburg || n/a ||
 * Hall ||  || Sm || Free City || Alte Herr/Rat of the Reichstadte || n/a ||
 * Nördlingen ||  || Mod || IFC, gunsmiths || Schöff/Rat of the Reichstadte || n/a ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Bamberg ||  || Mod ||   || Capital/Bishop of Bamberg || Nürnberg, Würzburg ||
 * Frankfurt M ||  || Mod || IFC || Schultheiss/Rat of Reichstadte || Würzburg, Mainz ||
 * Nürnberg ||  || Lge || IFC, finest metalworkers in the Empire || Schultheiss/Rat of Reichstadte || Bamberg ||
 * Würzburg ||  || Mod ||   || Capital/Prince-Bishop of Würzburg || Bamberg, Frankfurt M ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Basel ||  || Mod || Free City || Alte Losunger/Rat of Reichstadte || Strassburg, Zürich, Konstanz ||
 * Koblenz ||  || Sm ||   || Capital/Archbishop of Trier || Köln, Trier, Mainz ||
 * Konstanz || Constance || Sm || IFC || Schultheiss/Rat of Reichstadte || Zürich, Basel ||
 * Mainz ||  || Mod ||   || Capital/Archbishop of Mainz || Koblenz, Frankfurt M, Worms ||
 * Speyer ||  || Mod || Independent bishopric || Capital/Bishop of Speyer || Worms, Heidelberg, Strassburg ||
 * Strassburg ||  || Lge || Ancient Roman City || Erbvogt/Duke of Burgundy || Speyer, Basel ||
 * Worms ||  || Mod || IFC, fine craftsmen and great churches || Burgermeister/Rat of the Reichstadte || Mainz, Heidelberg, Speyer ||
 * Zürich ||  || Mod || crossbows and guns || Oberste Hauptmann/Swiss Confederation || Konstanz, Basel ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Nancy ||  || Mod || large armour and gunmaking industries || Landhofmeister/Duke of Burgundy || Trier ||
 * Trier ||  || Mod || wealthy city || Capital/Archbishop of Trier || Koblenz, Nancy ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Duisberg ||  || Mod || metalworking centre || Obervogt/Count of Cleve || Wesel, Xanten, Köln ||
 * Köln || Cologne || Lge || Free City, largest in Empire || Alte Herr/Rat of the Reichstadte || Duisberg, Koblenz ||
 * Wesel ||  || Mod ||   || Landhofmeister/Count of Cleve || Xanten, Duisberg, Paderborn, Nymwegen ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Aachen ||  || Mod || Free City, craftsmanship || Schöff/Rat of the Reichstadte || n/a ||
 * Kempen ||  || Sm ||   || Landhofmeister/Archbishop of Köln || n/a ||
 * Luxemburg || Luxembourg || Mod ||  || Vogt/Duke of Luxemburg || n/a ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Paderborn ||  || Sm || swordsmiths || Capital/Bishop of Paderborn || Wesel ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Dortmund ||  || Sm || IFC, gunsmiths || Altere Herren/Rat of the Reichstadte || n/a ||
 * Soest ||  || Sm || Free City, armourers || Frager/Duke of Westphalia || n/a ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Deventer ||  || Sm || clothmaking centre || Erbvogt/Bishop of Utrecht || Zwölle, Nymwegen, Xanten ||
 * Nymwegen || Nijmegen || Sm || Dutch Free City || Losunger/Duke of Guelders || Deventer, Xanten ||
 * Xanten ||  || Mod || Free City || Alte Losunger/Archbishop of Xanten || Nymwegen, Wesel, Duisberg ||
 * Zwölle ||  || Sm ||   || Vogt/Bishop of Utrecht || Deventer, Elberg, Leer ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Munster ||  || Mod ||   || Capital/Prince-Bishop of Munster || n/a ||
 * Osnabrück ||  || Mod ||   || Capital/Bishop of Osnabrück || n/a ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Bremen ||  || Mod || swords || Vogt/Archbishop of Bremen || Hannover, Braunschweig, Kassel, Hamburg ||
 * Elburg ||  || Mod || imports English cloth and bows || Erbvogt/Duke of Guelders || Zwölle ||
 * Gröningen ||  || Sm || controlled by Dutch nobles || Vogt/King of Danemark || n/a ||
 * Hamburg ||  || Lge || IFC, English imports || Altere Herren/Rat of the Reichstadte || Lüneberg, Brandenberg, Magdeburg, Bremen ||
 * Leer ||  || Sm || Free City, missile weapons || Alte Losunger/Rat of the Reichstadte || Bremen, Zwölle ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Fulda ||  || Sm || strategic city || Capital/Prince-Abbot of Fulda || Kassel ||
 * Kassel ||  || Mod ||   || Capital/Landgrave of Hesse || Bremen, Fulda ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Braunschweig || Brunswick || Mod ||  || Capital/Duke of Brunswick || Bremen, Goslar, Hannover ||
 * Goslar ||  || Sm || Free City || Altere Herren/Rat of the Reichstadte || Braunschweig ||
 * Hannover ||  || Mod ||   || Burggraf/Duke of Brunswick || Bremen, Brunswick ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Berlin ||  || Sm ||   || Burggraf/Margrave of Brandenburg || Fürstenberg, Brandenburg ||
 * Brandenburg ||  || Sm || Capital of Prussia || Capital/Margrave of Brandenburg || Berlin, Hamburg, Magdeburg ||
 * Burglitz ||  || Sm ||   || Burggraf/King of Bohemia || Prag ||
 * Dresden ||  || Mod || armourers, gunsmiths and artisans || Capital/Margrave of Meissen || Wittenberg, St.Joachimsthal, Prag, Kuttenberg ||
 * Freiberg ||  || Mod || silver mines || Vogt/Margrave of Meissen || Magdeburg, Wittenberg ||
 * Fürstenberg ||  || Sm ||   || Landhofmeister/Margrave of Brandenburg || Berlin ||
 * Kuttenberg || Kutna Gora || Sm || great mining centre || Landhofmeister/King of Bohemia || Dresden, Prag ||
 * Leipzig ||  || Mod || Free City || Burgermeister/Margrave of Meissen || Magdeburg, Wittenberg ||
 * Lüneberg ||  || Mod || Free City || Frager/Rat of the Reichstadte || Hamburg ||
 * Magdeburg ||  || Mod ||   || Capital/Archbishop of Magdeburg || Hamburg, Leipzig, Wittenberg, Freiberg ||
 * Prag || Prague || Mod ||  || Capital/King of Bohemia || Bürglitz, Kuttenberg, St.Joachimsthal, Dresden ||
 * St. Joachimsthal ||  || Sm || surrounded by mines || Obervogt/King of Bohemia || Dresden, Kuttenberg, Prag ||
 * Wittenberg ||  || Mod ||   || Capital/Margrave of Meissen || Magdeburg, Leipzig, Freiberg, Dresden ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Erfurt ||  || Mod || IFC, modest armament and great craftsmen || Schöff/Rat of the Reichstadte || n/a ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Danzig || Gdansk || Lge || Baltic seaport || Richter/Teutonic Knights || Marienburg, Thorn, Stettin ||
 * Flensburg ||  || Sm || many Danish residents || Erbvogt/King of Danemark || Schleswig, Naskskov ||
 * Lübeck ||  || Lge || IFC, Centre of Hanseatic League || Oberste Hauptmann/Hanseatic League || Wismar, Schleswig ||
 * Naskskov ||  || Sm || Small Danish trade and fishing port || Burggraf/King of Danemark || Vordingbord, Flensburg ||
 * Rostock ||  || Mod || Free City, guns || Schöff/Duke of Mecklenburg || Wismar, Stralsund ||
 * Schleswig ||  || Mod ||   || Capital/Duke of Schleswig || Flensburg, Lübeck ||
 * Stettin || Sczcecin || Sm ||  || Burggraf/Duke of Pomerania || Frankfurt O, Posen, Bromberg, Danzig ||
 * Stralsund ||  || Mod || Free City || Burgermeister/Duke of Pomerania || Stettin, Rostock ||
 * Vordingbord ||  || Sm || Small Danish trade and fishing port || Obervogt/King of Danemark || Naskskov ||
 * Wismar ||  || Sm ||   || Capital/Duke of Mecklenburg || Lübeck, Rostock ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Breslau || Wroclaw || Mod || Great trading city of Silesia || Vogt/Duke of Silesia || Frankfurt O, Posen, Görlitz ||
 * Frankfurt O ||  || Mod || Free City || Frager/Margrave of Brandenburg || Stettin, Görlitz, Posen, Breslau ||
 * Görlitz ||  || Mod ||   || Capital/Count of Görlitz || Frankfurt O, Breslau ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Prenzlau ||  || Mod ||   || Richter/Duke of Pomerania || n/a ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Bromberg || Bvdgoszcz || Mod ||  || Burggraf/Teutonic Knights || Stettin, Frankfurt O, Posen ||
 * Posen || Poznan || Sm || Teutonic-Polish fortress || Erbvogt/Teutonic Knights || Stettin, Frankfurt O ||
 * Name || Mod name || Size || Noted for || Ruled by/for || Docks lead to ||
 * Marienberg || Malbork || Mod || Fortress capital for the Hochmeister of the Teutonic Order || Capital/Teutonic Knights || Danzig, Thorn ||
 * Thorn || Torun || Mod || Teutonic fortress city || Vogt/Teutonic Knights || Marienburg, Danzig ||

--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: Supernatural: 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. Evil Minions at the Citadel of the Apocalypse: Back to Table of Contents
 * Enemies**
 * Bear: Natural Armour - Excellent; Natural Weapon - Fair
 * Boar: Natural Armour - Very Good; Natural Weapon - Poor
 * Dragon: (haven't noted)
 * Dwarf: Natural Armour - Very Good; Natural Weapon - Fair [Maul (15Q)]
 * Dwarf King: (haven't noted)
 * 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: (listed but never encountered one)
 * Schrat: Natural Armour - Excellent; Natural Weapon - Fair
 * Tatzelwurm: Natural Armour - Fair; Natural Weapon - Good
 * Werewolf: (listed but never encountered one)
 * Wolf: Natural Armour - Fair; Natural Weapon - Poor
 * 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
 * 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
 * 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

--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. B. Allow party to pass over large bodies of water. C. Increase anyone's Virtue to 20 if less than 20 D. Cure the Plague E. Prevent ambushes F. Prevent animal attack G. Scaling walls H. Detecting evil in castle encounters I. Purify evil sites J. Dealing with travelling clergy K. Improve Speak Latin/Read/Write for University training L. Improve Artifice for picking locks, etc. in mines, castles, & the Fortress M. Make armor impenetrable to flame weapons 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.
 * Saints**
 * Name || Virtue || Increase || Condition ||
 * Agnes || 19 || 10-20 || must have woman in group ||
 * Alexis || 28 || 10-20 ||  ||
 * Cecilia || 41 || 20-60 || person praying must have musical instrument ||
 * Florian || 17 || 15-25 || if city is Austrian ||
 * Odilia || 25 || 15-25 || in Strassburg & Basel ||
 * Finnian (17)
 * Florian (17)
 * Edward Confessor (5)
 * Sebastian (28)
 * Roch (19)
 * Wilfrid (25)
 * Willehad (35)
 * Perpetua (16)
 * Hubert (34)
 * Reinold (27)
 * Isidore (21)
 * Boniface (25)
 * Emydius (31)
 * Dominic (29)
 * Alcuin (39)
 * Dominic (29)
 * Gertrude (26)
 * Godehard (39)
 * John CH (37)
 * Patrick (22) (best improvement)
 * Eligius (29)
 * Joseph (27)
 * Reinold (27)
 * Erasmus (32)

Back to Table of Contents

--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: 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.
 * Summary of Darklands Hint Book**
 * 1)  Introduction
 * 2)  Ebhard's Guide to Adventure
 * 3)  Character Creation
 * 4)  The World
 * 5)  Equipment and Combat
 * 6)  Enemies
 * 7)  Alchemy
 * 8)  Religion
 * 9)  Quests
 * 10)  Puzzles and Answers
 * 11)  Final Notes




 * Attrib || Start || Free || Buy || Total ||

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. 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. E.g.:

Therefore, mapping out a strategy for developing a specific occupation is easily 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. E.g.: 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 randomized 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. E.g.: Where lower # for speed are faster, and str above the range receive bonuses.
 * || ||  || Yes || No || No ||  ||  ||  ||  ||  || Yes || Yes ||
 * || ||  || Yes || No || No ||  ||  ||  ||  ||  || Yes || Yes ||

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, E.g.: Templar or Preceptor:



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.

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:

Duration of fleadust effects varies with the potion's quality: 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. E.g.:
 * quality 25 (al-Razi's) -- 25 sec
 * quality 35 (Nicolas F's) -- 40 sec
 * quality 45 (Richard A's) -- 60 sec

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:

code 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 Köln, 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 Böhmer 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. code

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 referred to in the latter half of the chapter. E.g.:

code 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" code 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. Back to Table of Contents

On to section 6: Additional files