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Black & White/Unused Text

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This is a sub-page of Black & White.

Story

Sable Leash Tutorial

ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_TO_VILLAGER_01", "You can attach the Leash to a moving object.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_TO_VILLAGER_02", "Try it now - attach the Leash to me!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_TO_VILLAGER_03", "Well done.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_TO_VILLAGER_04", "If you Leash your Creature to one of these Villagers, he will follow them, and learn from them!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_01", "You have learnt how to use the rope Leash.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_02", "Now it is time to learn about the other two Leashes!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_03", "The fluffy Leash of Compassion makes your Creature behave nicely.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_04", "The spiky Leash of Aggression makes him act badly!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_05", "You see that guy over there?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_06", "Choose one of the Leashes, and direct your Creature to him, and see what happens.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_07", "Good. Now move your Creature over to that guy.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_08", "That's it! I can break the curse now!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_09", "Well that's good. You know how to use your Creature now.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_10", "I have nothing more to teach you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_GOOD_AND_EVIL_11", "He's all yours. Now it's up to you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_CREATURE_DEVELOPMENT_STAGE_FULLY_MATURE_01", "Your Creature is now mature.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_CREATURE_DEVELOPMENT_STAGE_FULLY_MATURE_02", "But there is always more to teach him.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_CREATURE_DEVELOPMENT_CLICK_HOLD_01", "Holy One, you're clicking and letting go too quickly.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_CREATURE_DEVELOPMENT_CLICK_HOLD_02", "I humbly suggest you click and hold the mouse button for longer.")

Guide original dialogue

Looks like Guide was originally unable to speak.

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_01	 // The big Creature! He's pointing at something.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_02	 // That village. You know I think he wants us to be its god.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_03	 // How do you know?
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_04	 // Educated guess.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_05	 // Educated? Okay. Anyway, so how do we do it?
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_06	 // To gain a settlement we must impress the people there.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_07	 // We can use miracles, powerful physical acts or our Creature.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_08	 // If the people are impressed enough.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_09	 // Or scared enough.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_10	 // The Town will be ours!
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_11	 // And all settlements work this way?
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_12	 // Of course.
			wait until read

Old Khazar Death

Prototype Final
Nemesis: "Lethys, my ally. You have failed me. I, Nemesis, have arrived to take control."
Nemesis: "But I will not let them threaten my destiny."
Nemesis: "I will be the only god."
Nemesis: "Khazar. You have defied me for the last time."
Khazar: "Nemesis. No! "
Khazar: "I'm losing my…"
Blackey: "I can't believe it. Khazar wiped out like a bug! "
Nemesis: "Creature, you have something for me."
Whitey: "Oh no! Khazar's Creature! "
Nemesis: "Lethys, use your Creature to bring the Creed to me."
Blackey: "He's taken the Creed from Khazar's Creature!"
Whitey: "So this is what the Guide meant!"
Nemesis: "I will be the only god."
Nemesis: "Did you think you could hide the Creed from me?"
Nemesis: "Lethys, retrieve the Creed for me."
Lethys: "As always, I will do as you command. I'll send my Creature for it now."
Blackey: "He's got an element of the Creed!"
Whitey: "Does this mean all is lost? I fear it does!"
Whitey: "That must have been the Creed the Guide was talking about!"
Blackey: "And we lost it."
Whitey: "Maybe we haven't lost it forever, Demon."
Blackey: "I hope you're right, Beardy."
Nemesis: "Lethys, my ally. You have failed me. I, Nemesis, have arrived to take control."
Nemesis: "But I will not let them threaten my destiny."
Nemesis: "I will be the only god."
Nemesis: "Khazar. You have defied me for the last time."
Khazar: "Nemesis. No!"
Nemesis: "Khazar, I know your Creature hides a part of the Creed inside him."
Nemesis: "I do not need it. I already have the power that three combined Creeds brings."
Nemesis: "And I will use it to destroy you."
Nemesis: "Lethys. Retrieve the Creed from Khazar's dead Creature. It must not fall into our enemy's hands."
Lethys: "As always, I will do as you command. I'll send my Creature for it now."
Blackey: "He's got an element of the Creed!"
Whitey: "Does this mean all is lost? I fear it does!"
Blackey: "I can't believe it. Khazar wiped out like a bug!"
Whitey: "I understand what the old Guide meant, now."
Whitey: "The power of three Creeds must be combined."
Blackey: "But Nemesis said he has three Creeds."
Whitey: "Yes. But he's after the others to stop us getting them."
Blackey: "We've got to get them, then!"
Whitey: "Absolutely!"

Old Lethys' dialogue

ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_FREE_CREATURE_01", "He's free! We've saved him!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_FREE_CREATURE_02", "Boy, we had to fight for it, though.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_FREE_CREATURE_03", "Laetes, you were as pathetic as my supposed followers!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_FREE_CREATURE_04", "Take your punishment.")

Here Lethys refers to his own creature by name, and punishes him by some way.

ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_01", "Yet again you're too strong for me! I beg for mercy!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_02", "Please spare me. I have only one Village left. I will give you Khazar's Creature's Creed.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_03", "I'll give you the part of the Creed I took from Khazar's Creature if you'll let me survive.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_04", "And wait! I know a land where you can find another Creed element!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_05", "It's where you started. And the Creed lies within the body of the Creature you befriended.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_06", "I'll open a Vortex to take you there. But spare me. Let me go.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_07", "No! Without followers I cannot exist!")

Alternate version of Lethys' surrender. Notably, he mentions here that the Creed was inside the Guide. In the final game, he just says that it is located in our old homeland.

Old Nemesis' dialogue

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_THE_BIG_FIGHT_01", "Retreat, Ichor. The Village is falling.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_THE_BIG_FIGHT_02", "You have failed me many times, Ichor. There can only be one more chance for you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_03", "Nemesis is giving up the fight for the final Village!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_04", "Look. His Creature's retreated to defend the mountain.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_05", "But we'll have to deal with that lethal black cloud before we can get our Creature close enough to attack.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_06", "We'll have to find a way of moving the cloud to let our Creature get past it.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_07", "The fight's brewing!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_08", "We're winning! I don't believe it!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_09", "We lost. Incredible disgust oozes form my every pore.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_10", "Ugh. We can try again when our Creature has recovered somewhat.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_11", "We won! Nemesis' Creature is beaten! Victory!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_12", "Yep. Was there any doubt? It was down to me, after all.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_THE_BIG_FIGHT_13", "You failed me for the last time, beast. My revenge will not be denied.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_16", "Hey, Boss. We're strong enough. Fight past Nemesis' Creature to get to that Mountain.")

Judging by this dialogue, there was supposed to be another fight with the Nemesis' creature, called Ichor, possibly replaced with the mirror creature in the final game. After this fight, Ichor would retreat to defend the mountain, and there also was some kind of a "black lethal cloud".

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_01", "Our battle gets ever more fierce.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_02", "And you are proving a worthy opponent.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_03", "But you are too evil. People will always respond to good.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_04", "You may be a god but ruling by fear is never right.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_05", "You will never truly have the spirit of the people on your side.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_06", "But your goodness is your weakness. People demand strength.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_07", "They understand force. They know pain.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_08", "You will never have true believers without fear.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_09", "So do your worst and do your best. You can't win.")

Nemesis explaining why did we lost, which depends on the Player's alignment.

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_02", "Good. Creatures always let you down. I despise them.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_03", "I have one Temple left. Will you sacrifice your Creature for it?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_04", "You have the three parts of the Creed.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_05", "To use this, the greatest of Miracles, you must send him up the Mountain.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_06", "To his death.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_07", "Is victory really worth that?")

Speech that Nemesis' would have said at the end of the game.

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_01", "Before I banish you to the void I will tell you how close you came to becoming the ultimate god.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_02", "Had you sent both Creeds and your Creature to the volcano in my realm you would have triggered Eternity.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_03", "The power you'd have unleashed would have burned your worship into the minds of every human.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_04", "When the three Creeds of the same alignment, be they black or white, meet there, they fuse.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_05", "And an Eternity of ultimate power as the only god is the result.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_06", "I cursed your Creature to change his alignment.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_07", "To make him similar to me instead of you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_08", "You have two of the Creeds and with the third inside your Creature,")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_09", "You would have had Eternity in your hand.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_10", "But I have proved too powerful.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_11", "I have stopped you, changed your Creature and now it is over.")

Nemesis' possible victory speech, where he explain the Creeds.

Villages

African tribe

African tribe is mentioned quite a lot in the game files. Well, actually, it's used in game, but appears only in skirmish mode and uses textures of Aztec villagers, Egyptian buildings and even Celt worshipping music. It was most likely planned to be a full tribe, but left partially unused, using placeholder textures and music.

Soccer field

Remember that soccer field that you can unlock with an add-on and eight scaffoldings? It originally was already in-game and required six scaffoldings. And moreover, it had a use - satisfy play desire.

Temple

In Info6.txt you can see a lot of mentions of the Temple building. It's definitely not the one we have currently, as it is called Citadel internally, and it also has a variant for each tribe. Nothing else is known about this building.

Windmill

ABODE_TYPE_WINDMILL	10

Unused (most likely civic) windmill building.

Old Wonders' mechanic

Originally, wonders only could be built if your people had no desires, indicating by their new wonder desire. Most likely was removed because it was nearly impossible to satisfy all their needs, especially as evil.

Desires around Village Center

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE_04", "The flags around the Village Center indicate the desires of the people.")

Desires were originally located near the Village Centre.

Three abode ranks

As we know, there's two abode ranks: small and large. But if you look into Info4.txt, you can see that there were three: shack, tent and hut.

Multiple food types

DETAIL_FOOD_TYPE	Value
FOOD_NONE	0
FOOD_MEAT	1
FOOD_VEGETABLE	2
FOOD_GRAZE	4
FOOD_ANY	3
FOOD_MEAT_VEGETABLE	3
FOOD_VEGETABLE_GRAZE	6

Whatever food you use, be it fish or meat, it always looks like grain, and it's quite weird. Looks like developers originally planned to make food different. Strangely, there is no fish.

Multiple field types

ENUM_FIELD_TYPE_INFO	Value																																																				FIELD_INFO_TYPE_WHEAT	0																																																					FIELD_INFO_TYPE_WHEAT_WITH_FENCE	1
FIELD_INFO_TYPE_CORN	2
FIELD_INFO_TYPE_CORN_WITH_FENCE	3
FIELD_INFO_TYPE_CEREAL	4
FIELD_INFO_TYPE_CEREAL_WITH_FENCE	5

Multiple types for fields. In the actual game, there are only wheat fields.

Villagers

Feeding builders

say "Dont you forget to feed them though."
		//make good spirit point at [1860.9229, 18.0900, 2532.1187]
		wait until read
		make good spirit point at [FoodPile]
		say "They need food if they're going to be happy little workers."
		wait until read
		stop good spirit pointing
		make good spirit cling across 0.4 down 1.0
		say "*** HAND DEMO INITIATED ***"
		wait 1 second
		say "Pick up some food from the supplies here and drop it near the builders."
		/// play Move Food hand interaction anim
		///wait until it has played
		wait until read
		say "It's up to you what help you give the villagers."
		move camera position to [1867.5237, 54.5025, 2539.1250] time 3
		move camera focus to [Citadel] time 3
		wait until read
		wait until camera ready
	end cinema

Looks like you needed to feed builders.

Desires

ENUM_TOWN_DESIRE_INFO	Value
TOWN_DESIRE_INFO_NONE	-1
TOWN_DESIRE_INFO_FIRST	0
TOWN_DESIRE_INFO_FOR_FOOD	0
TOWN_DESIRE_INFO_FOR_WOOD	1
TOWN_DESIRE_INFO_FOR_PLAYTIME	2
TOWN_DESIRE_INFO_FOR_PROTECTION	3
TOWN_DESIRE_INFO_FOR_MERCY	4
TOWN_DESIRE_INFO_FOR_ABODES	5
TOWN_DESIRE_INFO_FOR_CIVIC_BUILDING	6
TOWN_DESIRE_INFO_FOR_SUPPLY_WORSHIP	7					
TOWN_DESIRE_INFO_FOR_CHILDREN	8					
TOWN_DESIRE_INFO_TO_BUILD	9					
TOWN_DESIRE_INFO_FOR_RAIN	10					
TOWN_DESIRE_INFO_FOR_SUN	11					
TOWN_DESIRE_INFO_TO_REPAIR	12					
TOWN_DESIRE_INFO_TO_SUPPLY_WORKSHOP	13					
TOWN_DESIRE_INFO_TO_BUILD_WONDER	14					
TOWN_DESIRE_INFO_FOR_RELAXATION	15					
TOWN_DESIRE_INFO_FOR_SLEEP	16					
TOWN_DESIRE_INFO_LAST	17

A LOT more desires. Desires for playtime, repair, rain, sun, relaxation, sleep and wonder are all unused.

Disciples

VILLAGER_DISCIPLE_PROTECTION  6
VILLAGER_JOB_SHEPHERD	4
VILLAGER_JOB_LEADER	5
VILLAGER_JOB_HOUSEWIFE	6

Unused disciples:

  • Protector was most likely used to protect the village from hazards, like wolves.
  • Shepherd is actually used, but only partially, as it has no icon and cannot be given to a villager manually. It raises and butchers animals.
  • Leader is the most mysterious one, as nothing is known of it besides that it was used to lead a village.
  • Housewife was used to do all the house work, likely was replaced by breeder.

Worshippers self-feeding

Judging by what stages villagers can have, worshippers originally could feed themselves.

Quests

Sacrificing the Invincible guy

ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_51", "Clever. Sacrificing me is the only way I can die.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_52", "Please don't do it. Throw me around some more.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_53", "Argh! As I die, my power is yours!") 

It was intended to be the only way to kill him. Now he's completely immortal.

Puzzle Master

ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_01", "Let me introduce myself. I am the Puzzle Master.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_02", "Of course, I know who you are.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_03", "So I offer you a challenge.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_04", "Test your divine wisdom against my puzzles.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_05", "There are two pairs of puzzles. Finish each pair and a surprise awaits.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_06", "When you complete both pairs you will receive a final challenge.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_07", "You can leave and return to the puzzles whenever you like. Good luck!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_08", "The signposts provide the rules and instructions you need.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_09", "Congratulations. Now you may try the Second Tree Puzzle.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_10", "You have completed both Tree Puzzles. You are awarded a flock of flying creatures.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_11", "These will impress any tribesfolk. I, of course, am too intelligent to be awed.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_12", "Well done. But can you beat the Second Sheep Puzzle?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_13", "Your prize for completing both Sheep Puzzles is a Pack of Wolves.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_14", "It might be nice to use them to impress the people of this land.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_15", "You are now ready for the final challenge. The Monument.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_16", "Success! The Monument 

Unused Puzzle Master character. In the final game, these puzzles have no real introduction.

Third scroll type


/// **** CINEMA EXPLAINING THREE SCROLLS AND CREATE DUDE WITH SCROLL ****
begin cinema
	eject good spirit
	move camera position to [CitadelDoneLow] time 3
	move camera focus to [Citadel] time 3
	say HELP_TEXT_FOLLOW_US_EXTRA_11
	wait until read
	send good spirit home
	wait until camera ready
	ScrollBloke = create VILLAGER MALE at [ScrollBlokePos]
	InfoScroll = create highlight HIGHLIGHT_TIPS at [ScrollPos]
	set ScrollBloke focus to [CitadelDoneBloke]
	move camera position to [CitadelDoneBloke] time 4
	move camera focus to [ScrollBloke] time 5
	wait until camera ready
	eject good spirit
	make good spirit point at [InfoScroll]+[0,2,0]
	say "This is an information scroll. There's lots more to be learnt from these scrolls"
	wait until read
	stop good spirit pointing
	wait 2 seconds
	delete InfoScroll
	ChallengeScroll = create highlight HIGHLIGHT_CHALLENGE at [ScrollPos]
	make good spirit point at [ChallengeScroll]+[0,2,0]
	say "This kind of scroll will give you rewards."
	wait until read
	stop good spirit pointing
	wait 2 seconds
	delete ChallengeScroll
	QuestScroll = create highlight HIGHLIGHT_QUEST at [ScrollPos]
	make good spirit point at [QuestScroll]+[0,2,0]
	say "And these scrolls are special scrolls. Keep an eye out for them."
	wait until read
	stop good spirit pointing
	wait 2 seconds
	delete QuestScroll
	move camera position to [CitadelDoneLast] time 4
	InfoScroll = create highlight HIGHLIGHT_TIPS at [ScrollBlokePos]+[0,10,0]
	make good spirit point at [ScrollBloke]+[0,2,0]
	say "Click on the one above this bloke's head to learn about the citadel."
	wait until read
	stop good spirit pointing
end cinema

In the sequel, there is a third, bronze scroll type. But it was originally going to be featured in the first part as well, serving the purpose of an information scroll.

Chess

ANIMATED_STATIC_INFO_CHESS_PION_TEAMA	3
ANIMATED_STATIC_INFO_CHESS_PION_TEAMB	4
ANIMATED_STATIC_INFO_CHESS_TOWER_TEAMA	5
ANIMATED_STATIC_INFO_CHESS_TOWER_TEAMB	6
ANIMATED_STATIC_INFO_CHESS_KNIGHT_TEAMA	7
ANIMATED_STATIC_INFO_CHESS_KNIGHT_TEAMB	8
ANIMATED_STATIC_INFO_CHESS_MAD_TEAMA	9
ANIMATED_STATIC_INFO_CHESS_MAD_TEAMB	10
ANIMATED_STATIC_INFO_CHESS_QUEEN_TEAMA	11
ANIMATED_STATIC_INFO_CHESS_QUEEN_TEAMB	12
ANIMATED_STATIC_INFO_CHESS_KING_TEAMA	13																																																																																																																																																																																																																																																														
ANIMATED_STATIC_INFO_CHESS_KING_TEAMB	14																																																																																																																																																																																																																																																														
ANIMATED_STATIC_INFO_PHONE_BOX	15																																																																																																																																																																																																																																																														
ANIMATED_STATIC_INFO_LAST	16

Chess! Most likely unused quest.

Cut Cow Reward Quest

ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_73", "We must use our Creature to herd the cows back to the pen at our Village.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_13", "Mighty one. I need to herd my cattle to your home Village.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_14", "But I have injured my ankle and cannot walk that far.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_15", "But as my beasts are afraid of your Creature I had an idea.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_16", "You could get him to shepherd the cattle to the pen near your Village.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_17", "Please try and chase as many into the pen as possible.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_18", "Thank you, lordly one. You got the herd here safely.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_19", "Here's an offering to show my gratitude.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_20", "You got most of the cattle here safely.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_21", "Well, some cows made it, Mighty One.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_22", "None of the cows made it. I shall look elsewhere for my herding requirements in future.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_23", "A billion thanks. All the cattle got to the pen safely.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_24", "Take this Miraculous cow as an offering from me to you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_25", "A hundred thanks. You managed to get most of the cattle here safely.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_26", "Thanks, Holy One. A few cows did make it, in the end.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_27", "Lordly spirit, none of my herd survived. I sense a famine coming.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_28", "Here. Take this special beast.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_29", "We might have to eat it otherwise.")

Cut Shaolin Quest?

ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_104", "Why don't we jump through the Vortex?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_106", "The Cap of Death. The Shaolin wants a mushroom. Let's get one.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_107", "I believe the Shaolin Monk wants the stone head that's crying.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_108", "Fallen star. It's a meteorite! And the Shaolin needs it.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_109", "A living being! It's the final thing the Shaolin requires. Let's find one.")

Cut Mushroom Quest

Likely called "The Immersion Mushrooms".

ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_96", "We need to find the strongest mushroom and put it in the hippy's cauldron.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_01", "Hello. Have you noticed my mushrooms?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_02", "Only they have special properties.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_03", "The more they shake, the more powerful they are.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_04", "And I'm after the best one to do a little experiment.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_05", "Could you please find it and drop it in my cauldron?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_06", "Many thanks, Holy One. I hope you got the right one or my experiment could be fatal.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MAGIC_MUSHROOM_07", "Aha. We got the right mushroom. And there's a reward for us.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MAGIC_MUSHROOM_08", "Okay, okay. So we got the wrong mushroom. So sue us.")


Miracles

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_11", "Armageddon Miracle")

An armageddon miracle for the multiplayer. Most likely works the same than in Populous (turning all the people into warriors and making them fight for death).

IMPRESSIVE_TYPE_SKELETON_ARMY	28

Skeleton army miracle! In (now defunct) Planet Black and White e`pedia, you can find out that it was used by the Norse. Could've been replaced with wolves miracle. Skeleton army concept was later re-used in the sequel's expansion Battle of the Gods.

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FIREWORK_01", "Ooh, lovely fireworks. Aaah.")

Firework miracle. Could be used to impress the people.

Old Miracle Names

ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_TELEPORT_01", "Instant Journey (Teleport)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FOREST_01", "Seeds of Existence (Miracle Forest)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FOOD_01", "Horn of Plenty (Miracle Food)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_STORM_01", "Storm of Ages (Storm)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_SHIELD_01", "Sanctuary (Spiritual Shield)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_PHYSICAL_SHIELD_01", "Armour of Faith (Physical Shield)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_WOOD_01", "Structure Elemental (Miracle Wood)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_WATER_01", "Shower of Life (Miracle Shower)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FLOCK_FLYING_01", "Sky Full (Miracle Flock)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FLOCK_GROUND_01", "Beasts of Earth (Miracle Pack)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_HEAL_01", "Wellness (Miracle Heal)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_LIGHTNING_01", "Forked Fire (Lightning)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FIREBALL_01", "Sphere Aflame (Fireball)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_BEAM_EXPLOSION_01", "Blast Extremis (Explosion)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_POWERUP_01", "Increase")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_POWERUP_02", "Extreme")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_POWERUP_03", "Maximus (Maximum)")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_WOOD_01", "Root And Branch")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_TELEPORT", "Instant Journey ")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_BEAM_EXPLOSION", "Earth Rip")

Cut Animals

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_LEOPARD", "Leopard.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_ZEBRA", "Zebra. It's a stripey horse with big ideas.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_MANDRILL", "Mandrill.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_RHINO", "Rhino.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_GORILLA", "Gorilla.")

The following text is also unused as flying animals cannot be highlighted or grabbed.

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_CROW", "Crow.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_DOVE", "Dove. Ahh.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_SWALLOW", "Swallow. Scabby, useless bird.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_PIGEON", "Pigeon. Harmless and nice.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_SEAGULL", "Seagull. Not the scariest bird ever.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_BAT", "Bat. Forget vampires. This is just a bat.")