Darklands
CLUE BOOK


Introduction

 

This book is divided into sections, based on the amount of information you seek, and the level of help you desire.
     Ebhard's guide is intended for beginning players. It suggests a conservative method of building a party with minimal risks. Of coarse, Darklands is a game with many random elements. A party can always suffer one or more untimely deaths, especially in the early stages.
     The next six chapters provide detailed data and logic for the six major areas of the game: character creation, cities, combat equipment and combat logic, enemies, alchemy, and saints. These sections are most useful to "hard core" players who want to wring the maximum advantage out of each choice they make.
     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 coarse, the more you read, the more you lose the surprise, excitement, suspense, and discovery inherent in dealing with the unknown. For maximum enjoyment, we suggest you resort to this section only if you're getting frustrated, and read only far enough in a specific quest to solve the frustration.
     The Puzzles & Answers chapter describes each of the dwarf logic puzzles (there are 36 different ones, although few players will see all of them). The section gives you a hint, and if that isn't enough, refers you to a specific answer. 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. The randomness and variation in Darklands means that there is no "perfect plan" of places and sequences that insures success. 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 laborers? The possibilities are endless.
     A program as complex as Darkands 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, inaccurancies may exist.

 


 

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