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    FAQ/Walkthrough by CBoucher

    Version: 1.1 | Updated: 11/01/95 | Search Guide | Bookmark Guide

    version 1.1 (November 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://www.rhrz.uni-bonn.de/~uzs3f8/darkland.html
    A printed, manual-like version in DVI, PostScript and PDF format resides
    at the following URL:
    Table of contents
            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?
            What files are available for DARKLANDS from Microprose and elsewhere?
    3. GAME CONSIDERATIONS - Early game (raubritters, thieving, demoniac villagers)
            Character Generation
            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
    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
            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.
            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
            Summary of Darklands Hint Book
            Additional Files
    6. Appendix - Changes to the FAQ
    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.
    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
    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
    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
    The Jesus and Mary Chain Darklands Album
    The Jesus and Mary Chain Darklands Tour
    Darklands (a gothic Finnish recording label)
    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:
    1) Silent Service II
            - project leader
    2) F-19 Stealth Fighter
            - game design by Sid Meier (based on an original idea by Jim Synoski 
            and Arnold Hendrick)
            - playtesting
            - manual writing, with Joe Morel
    3) M1 Tank Platoon
            - game design
            - playtesting
            - manual writing
            - concept, game system and project management
            - game design (with Sandy Petersen and others)
            - manual writing
    Darklands won the 1992 PC Special Achievement Award from Game Players
    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
    >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
    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
    >(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.
    >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/.
    [This message was forwarded to us by Erik Novales, it is included since v1.1 of the
    FAQ -- The Management]
    >Subject: Darklands
    >Author: Erik Novales <erik@turbo_f.seas.smu.edu> at Gateway 
    >Date: 10/25/95 11:20 PM
    >To whom it may concern,
    >At the behest of the authors of the DARKLANDS FAQ, and also partly out of my
    >love for that game of old, I'm writing to express my support for the effort to
    >either a) produce Darklands sequels, as was stated in the game manual, or b)
    >release/license the source code to concerned net.citizens to produce themselves
    >what is so evidently desired--a good RPG using an engine whose quality is
    >unequalled today. I urge whomever happens to be in control of these matters to
    >give serious consideration to these two proposals, as I see a great deal of
    >potential in the Darklands engine, especially in the light of recent,
    >'AVI-based' games that push bells and whistles over subtance.
    >Thank for your attention.
    >Erik Novales (hack, wannabe guitarist, a generally nice guy I suppose :) )
    >Proud owner of a hole in his wallet, among other things.
    >WWW page: 'http://www.seas.smu.edu/~erik/' Visit and be amazed !
    >Among other things, a big fan of Darklands.
    >Date: Thu, 26 Oct 1995 14:02:34 -0400
    >From: MPS/SH On-Line <support@microprose.com>
    >To: Erik Novales <erik@turbo_f.seas.smu.edu>
    >Subject: Re: Darklands
    >Hi Erik,
    >Thank you for your interest, however, there are no plans for a sequel (as the
    >game's lead designer and programmer no longer is with the company) and we do
    >not release our code into the general net community.
    >Tim/Spectrum Holobyte-Microprose
    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.
    >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.
    >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.
    >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
    >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.
    >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.
    >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.
    >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
    >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.
    >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!
    >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
    >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
    >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
    >Later, if you wish to restore the game to its normal configuration, type the
    >following DOS commands:
    *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
    >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
    *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.
    --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.
    NOTE (AvL): (since v1.1) I installed DARKLANDS once again recently and 
    haven't encountered the bug, described by me above, again. This leaves two
    possibilities: a) It used to be a matter of my particulary machine, or b)
    DARKLANDS has been coded so lousy, anything can happen at every new 
    installation. Furthermore, I encountered another bug: In the mine, when enga-
    ging problem iii) (see 4.3), after meeting the human leader  of the kobolds, 
    you can entertain the option to parley with the leader. This ends up in an 
    empty screen (i.e. background with no text showing up). Your characters are
    still accessible as well as the Control Menu on top. However, re-loading a
    previously saved game or quitting are the only options to go ahead.
    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.
    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
    DRKSND   ZIP    108K DARKLANDS Sound Drivers for Roland plus SB and Gold
    NOTE: I could not locate this one
    DARK1    ZIP    755K DARKLANDS VGA Animated Demo 1 of 2
    DARK2    ZIP    606K DARKLANDS VGA Animated Demo 2 of 2
    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
    DARKPR   TXT      3K DARKLANDS Press Release
    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
    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
    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
    DRKLND.ZIP (14Kb) - Universal Game Editor module for DARKLANDS (excerpt)
    >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 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.)
    Character Generation
    --This section contributed by DA, since v1.1--
    These paragraphs were inadvertantly left out of the first FAQ.  They should 
    appear in some form in the next version.
    "I found that creating characters in Darklands is quite fun -- there are so 
    many variables.  Since some of the saints seem to have a gender bias toward 
    girls, it would sometimes seem prudent to have at least one young lass among 
    the party.  Girls do start off with greater Endurance and Charisma.  The guys 
    start off with -- you guessed it -- greater strength.
    Here is a typical party consisting of a charismatic leader, a big, strong, 
    dumb oaf who refuses to die, an alchemist and a religious healer.
    Let's take the leader first.  He or she must have high charisma, say 29.  I 
    will give this person the artifice skill as well, but it could be another in 
    your party.  Increase the leader's strength and endurance to some level 
    between 30 and 40.  The family background and occupations you choose are what 
    makes character generation so much fun, so you are on your own here.  Just 
    look at the changes in attributes as you browse each occupation or family 
    background, and you will get all the hints you need to make a good choice.
    The second party member is traditionally the strongest among the party.  This 
    fellow could possible be a backup alchemist, although you would have to 
    increase his intelligence.  My favorite choice is to make him the perceptive 
    one as well as the strongest.
    The third member is usually the alchemist.  Increase his intelligence to at 
    least 35 while maintaining strength and endurance > 30.
    The fourth member sometimes ends up being almost as strong as the second 
    member.  I like to give this member as high a value for healing as he can get 
    along with high religion.
    You may or may not want to add a fifth character depending on whether or not 
    you feel it's cheating.  If you create a fifth character and let him grow to 
    a ripe old age, he will bring to the party many wonderful (expensive 
    potions).  Transfer these potions to your leader and retire the old rascal.  
    Then bring into the party the permanent fourth member and sell the potions.  
    You should be able to generate enough money to buy some semi-decent armor for 
    each member.  Of course, you can generate additional veteran members and 
    carry this theme further, but remember that the retiring member will take 1/5 
    of the party's wealth."
    I have seen a couple of posts that talk about combining the priest/healer and 
    the alchemist in one person.  I will try that combination to see what 
    happens, but at first blush, I don't think it is a good idea and will result 
    in a very physically weak character -- I like all my chars to work out at 
    least once a day <grin>
    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
    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
    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, 
    *assuming you're using the pre-generated characters, with people of greater
    *strength and/or endurance this might work much sooner.) 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
    *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
    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|-----------------
                          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.
    --This part of the section contributed by FF (since v1.1)--
    Darkland's excellent battle engine is real-time, but allows you to halt
    a battle and change strategies on the fly.  You are basically a
    quarterback, giving instructions to your players individually.  Your
    characters are not dumb, however, once they defeat their opponent, they
    move on to the next. If they are hurt, they try to retreat.  This engine 
    is the best I've seen in a game, giving the advantages of both real-time 
    and turn-based combat... the ultimate armchair-warriors battleground!
    Fighting strategy.  I use two or three sword swingers to  intercept
    attacking enemies.  My weaker characters remain in the background and
    throw darts and potions, fire bows, crossbows, and guns.  I also have
    plenty of stone tar to slow down large groups of opponents.  High bow
    and throwing ability lets you use this strategy well.  
    Since guns fire so slowly and are so heavy, only my fighters carry them, 
    and fire an initial volley, potentially killing some enemies before the 
    first blow is struck.  These swingers then enter the fray, armored well 
    enough to withstand the hand-to-hand onslaught.  I try to position them
    in such a way that no enemies get past them.  While this is going on, my
    back characters with high skills fire between my front-line characters. 
    If a strong opponent gets past the sword-jocks, I lead them on a merry 
    little chase around the battlefield  by having my weak characters move
    around just out of reach.  When my fighters have dispatched their
    unworthy opponents, they intercept the pursuer.
    The most important tip I have for fighting is to gang-up on opponents.
    Try to isolate enemies and beat on them without mercy.  The trick is
    that a fighter can only defend against ONE opponent.  The others
    basically get free shots.  What I try to do is get my highest-armored
    character to pick an opponent and fight normally, and have my weaker
    characters beserk the enemy who can't defend himself.  This allows
    battles to end very quickly.  A modification of this is to have all your 
    bow/gun shooters shoot the same opponent and kill him before he gets
    into the fray.  This is a quick way to even out a fight.  As soon as one 
    is killed, begin shooting another.  Remember that bow/gun firing
    characters won't automaticly pick the next target- they may begin
    hand-to-hand, or just mill-around!   
    Of course, the gang-up strategy can be used by the enemy to quickly
    take down one of your characters.  Beware of being surrounded by
    Fighting with Potions:  At the start of a battle, the enemy may
    be entering the battlefield at a small entrance.  Immediately throw
    several stone-tar potions in his *expected* path, as there's a lag
    in how quickly your potions get tossed.  Always use the highest
    quality stone-tar (Q45).  It is MUCH better at slowing down opponents
    than the others.  Once your enemies are stuck, I use exploding and
    irritation potions to weaken them.  NOTE:  Be very careful of these
    potions.  If you throw them in the vicinity of your own characters,
    they will be injured as well.
    The above strategies are for slower-moving and human opponents in open
    areas.  Faster moving opponents and tight passages don't really allow
    these strategies.  A single volley may be all that can be fired before
    engaging the enemy.  The only advice is try to gang up on enemies when
    --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
    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.
    (Addition sine v1.1: A short note on hiring teachers. It's mostly a better
    choice to hire 'private' teachers rather than those from Universities. I haven't
    noticed a higher rate of increasing skill/knowledge at University teachers,
    while they charge you two or three times higher than other will do. For
    example, if you are in Prag and hire a teacher at the University, he will take
    90pfs for alchemical instruction, while the local Alchemist is hireable for
    only 26pfs (prices may vary, relations stay the same) !)
    --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
    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.
    --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
    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
    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.
    (Addition since v1.1: I tried the other choice, which results in a similar
    tactic. Fighting the kobolds will let you engage them in battle, they're a bit
    easier to deal with than dwarfes. You will have to go deeper in the mines and
    seek their human leader, an alchemist. After all, it makes no difference
    fighting kobolds or dwarfes, save that dwarfes are stronger enemies. If you
    fight the dwarfes, you have to leave out the rusty-red doors, for they are
    gateways to kobold's domain. If you fight the kobolds, leave the golden doors
    alone (dwarfes domain).)
    --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
    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
    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
    *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.
    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
    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
    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
    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,
    University: Erfurt, Heidelberg, Koln, Leipzig, Nurnberg, Prag, Rostock,
    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.
    Gold Cup
    Tusk of Boar
    Bits and pieces
    The following is quoted from Microprose, README.TXT distributed with patch 483.07
    *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.
    *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
    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
    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 Sch„uffelin, 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)
    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
    Teschen (Small Size)
    Famous importer of superlative bows
    Capital of all the lands ruled by the Prince of Teschen
    Docks: none
    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
    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
    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
    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
    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
    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
    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
    Paderborn (Small Size)
    Modest city famous for its swordsmiths
    Capital of all the lands ruled by the Bishop of Paderborn
    Docks: Wesel
    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
    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
    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
    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
    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
    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
    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
    Erfurt (Moderate Size)
    Imperial Free City, of modest armament and great craftsmen
    Schoff handles affairs for the Rat of the Reichstadte
    Docks: none
    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
    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
    Prenzlau (Moderate Size)
    Border city between Prussia and Pomerania
    Ruled by the Richter for the Duke of Pomerania
    Docks: none
    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
    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
    --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
    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
    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
    --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
    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
    >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...
    >...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.
    APPENDIX - Changes to the FAQ
    Changes from v1.0 to v1.1 - November 1995
            - Correspondence between Erik Novales and Microprose added, concerning
            a sequel to DARKLANDS (section 1)
            - Small addition to AvL's note on defeating Raubritters (section 3)
            - Note from AvL to his former bug report, and report about a new bug
            encounter (section 2)
            - Addition to AvL's work on mines' problem iii) (section 4.3)
            - A small note on teachers by AvL, included in the 'Alchemy'-section
            (section 3.10)
            - Info on Arnold Hendrick's work at Microprose by CMB (section 1)
            - Notes on fighting tactics by FF (section 3.9)
            - Notes on character generation by DA (section 3.1 - new section)

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