Darklands/Other Texts
This is a sub-page of Darklands.
To do: The file is huge. There's gotta be more. |
Contents
Timestamps in MSGFILES
Each file in a CAT archive has a 4-byte field, which was suggested to be time in seconds. The newest files are scenes from the dragon quest — $DRAGO01.MSG (442 061 048), $DRAGO07.MSG (442 060 933) and $DRAGO08.MSG (442 060 934), the oldest ones are $OUTSI00.MSG (372 792 661), $DESTR00.MSG (373 129 433) and $MAINS00.MSG (373 196 047) making oldest and newest 802 days apart, which is a reasonable timeframe for a large game. Assuming the writers stopped updating the texts shortly before the archive was finalized on 1993/02/25, the "epoch" (0 seconds) started around 1979/02/22. This article assumes 1979/01/01 for simplicity and following the example of other such analyses. This puts $OUTSI00.MSG to 1990/10/24, $DRAGO01.MSG to 1993/01/03, the oldest used file $MONAS00.MSG to 1991/03/11, and the newest completely unused file $OTHER00.MSG to 1992/02/07.
Interestingly, most files inside other catalogs (background pictures and animation) are only seconds or minutes apart from each other. They all have dates in 1992, from March to December. The exceptions are EDITOR.CAT (most files are from June of 1992, but 1 from March and 1 from November of 1991) and EINFO.CAT (most are February 1992, but 2 groups of 4 and 8 are from 2 different days in March).
McGuffin
The files for artefact fetching sidequests are called $MCGUF00.MSG-$MCGUF13.MSG.
The placeholder name for the treasure in $VILLA08.MSG is "$McGuffin".
Chosen One
The usual placeholder for a name (usually, the acting leader for a particular task) is "$ChosenOneName". If more team members are involved, their name placeholders are "$ChosenTwoName", "$ChosenThreeName", "$ChosenFourName", and "$ChosenFiveName".
Travel By Boat and Leaving Germany
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: River bandit attacks do happen. Check if storms happen too. |
The only accessible map covers the area from Aachen to Danzig and from Flensburg to Graz. If a city has docks, you can pay for boat passage, picking from a very short list of destinations — 1-5 nearby cities. But it looks like the original plan gave the player more control over the route, and boats were intended to also take the party to other maps:
$BALTI00.MSG (Jan 1992) has a menu for traveling the west of the Baltic sea:
Your ship stolidly plows through the rough, gray waters of the Baltic Sea. The rolling, wooded coastline of Germany is just visible on the horizon. All you can do is wait as the ship sails toward... ...Flensburg. ...Schleswig. ...Nakskov. ...Vordingborg ...Lübeck. ...Wismar. ...Rostock ...the Skagerrak passage to the North Sea. ...Sweden. ...Baltic ports and lands further east.
Skagerrak, North Sea and Sweden were not implemented.
$BALTI01.MSG (Jan 1992) is similar, with destinations further east:
Your ship stolidly plows through the rough, gray waters of the Baltic Sea. The rolling, wooded coastline of Germany is just visible on the horizon. All you can do is wait as the ship sails toward... ...Stralsund. ...Stettin. ...Danzig. ...the Swedish coast. ...Finland and Russia. ...Poland and the Ordensstaat. ...Baltic ports further west, and the Skagerrak.
Again, Sweden, Finland, Russia, Poland and the Teutonic Order were not implemented.
$RIVER00.MSG (Jan 1992) mentions unavailable river boat destinations:
You are at a riverboat landing stage on the Weichsel River, trying to decide on the best route. The boat fare will be $Money1, so you decide to take... ...passage upriver into the Kingdom of Poland. ...passage downriver to Thorn. ...passage downriver into the Kingdom of Hungary. ...passage upriver to Pressburg. ...passage upriver into the Duchy of Burgundy and the Kingdom of France. ...an overland route, rather than paying for river passage.
You are at a riverboat landing stage on the Donau River, called the Danube by some. While considering the best route, you discover the boat fare will be $Money1. Therefore, you decide to take... ...passage upriver into the Kingdom of Poland. ...passage downriver to Thorn. ...passage downriver into the Kingdom of Hungary. ...passage upriver to Pressburg. ...passage upriver into the Duchy of Burgundy and the Kingdom of France. ...an overland route, rather than paying for river passage.
You are at a riverboat landing stage on the Maas River, trying to decide whether to take a boat into Burgundy and the Kingdom of France. The boat fare will be $Money1, so you decide to take... ...passage upriver into the Kingdom of Poland. ...passage downriver to Thorn. ...passage downriver into the Kingdom of Hungary. ...passage upriver to Pressburg. ...passage upriver into the Duchy of Burgundy and the Kingdom of France. ...an overland route, rather than paying for river passage.
Poland, Hungary, Burgundy and France are inaccessible.
$NORTH00.MSG (Jan 1992):
Your ship bravely battles the cold, blustery winds of the North Sea. The flat, marshy coastline of the Holy Roman Empire (Germany) is just visible on the horizon. All you can do is wait as the ship sails toward... ...Hamburg. ...Bremen. ...Leer. ...Zwolle. ...Elburg. ...the Skagerrak passage to Denmark and the Baltic Sea. ...the English Channel, Belgium, and southern England. ...northern England and Scotland. ...Norway and the Atlantic Ocean.
Skagerrak, Denmark beyond Nakskov and Vordingborg, English Channel, Belgium, England, Scotland, Norway and the Atlantic Ocean are unavailable.
$OVERL00.MSG (Jan 1992) is unimplemented overland travel beyond the map:
Ahead, you see the road stretch away into the distance. You decide to... ...continue into the Duchy of Burgundy and the Kingdom of France. ...continue into Switzerland and Italy. ...continue into the Kingdom of Hungary. ...continue into the Kingdom of Poland. ...turn back and return to Germany, the Holy Roman Empire.
The road is blocked for now. You consider the situation, and decide to wait until a more favorable time to journey in this direction. The pass into Switzerland is blocked for now; you must turn back. You hope that sometime in the future this route will be open.
Barracks
$CITYB00.MSG (Mar 1992) has the menu for training in the city barracks or hiring a soldier for 30 days. There are no barracks and no hirelings in the game.
The $cityBarracks is the armory of $PlaceName, the headquarters for the city guards, a mustering-ground for mercenaries, and a training ground for new recruits. You... ...inquire about weapons training. ...look for people to join your party. ...ask $NamedOneName to join your party. ...return to the $citySquare, the city square. ...leave by the main street of $PlaceName. ...leave by a side street.
The $cityBarracks is grim and dark in the lantern-light. There are occasional flashes from a postern door, as parties of the night watch come and go. You... ...return to the $citySquare, the city square. ...leave by the main street of $PlaceName. ...leave by a side street.
"...Smiling, the Captain of the Guard is pleased by your desire to train with them. "Most of the guard is made up of citizen volunteers anyway. We are always happy to have upstanding and respectable people train with us. Of course, for our efforts, we must charge you $Money1 per person per day. "I assume you are residing at the inn, $Inn. Rest there, and each day someone will call upon you." The Captain of the Guard refuses to help train you. He is coldly polite, so you suspect that your lack of tact, or a poor local reputation, has turned him against you. In fact, you suspect the Captain was irritated by your request, and irritating him too frequently could be bad for you here in $PlaceName! Surprise awaits you! An old friend, $ChosenOneName, is currently serving with the city guard. $He finds the work boring, and would be eager to join your band. Before rendering a decision, you take a close look at $his abilities...
You find an old friend, $ChosenOneName, who has serious debt problems. $He explains $his situation. "Within a month I must repay a very important family debt, or terrible things will happen to my siblings. Until then, I could join you, provided you can pay me 6 pfennigs a day!" You discuss it further, and it is clear that $he will leave as soon as you can't pay, or when the thirty days are up, whichever comes first. Before rendering a decision, you examine $his equipment and abilities... Unfortunately, there are very few promising candidates among the current guardsmen. Those that exist are content with the quiet, orderly life here at the $cityBarracks. They have no interest in joining your party.
Pleased to be invited, $ChosenOneName immediately collects $his few belongings and joins you.
There is no way to tell if "$ChosenOneName" is a retired former party member or just a randomly generated character.
$CITYB01.MSG (Feb 1991) only has the line:
City barracks, at night.
$CITYS00.MSG (Jan 1992) has 3 menus, listing directions from the city square. All of them have the line never appearing in the game:
...visit the $cityBarracks, barracks of the city guard.
$CITYS01.MSG (Jan 1992), its night counterpart, has 2 menus for different levels of alertness (barracks-unrelated lines omitted):
Amid the dark shadows of the city square, a small detachment of the city guard patrols. While avoiding the patrol and the curfew laws, you... ...sneak around to the $cityBarracks, the city barracks.
An alert detachment of the city guard carefully patrols the entire square. While trying to evade them and the curfew laws, you... ...dash from shadow to shadow toward the $cityBarracks, the city barracks.
Hospice
$CITYH00.MSG (Feb 1991) has text for unimplemented hospice:
Now you arrive at the city hospice, in the daytime. Here nuns, physicians, and lay healers tend the sick and afflicted. You... ...contribute $Money1 to help in the hospice's good works. ...offer to assist the hospice workers at their labor. ...pay $Money2 to have your wounds healed. ...seek to have your wounds healed for free. ...leave the hospice and go elsewhere.
Thanking you effusively for your contribution, the abbess in charge tells you, "Your good deed will not go unrewarded. Heaven and the saints see all."
Apologetically, the nuns refuse your kind offer. "We have so much labor to do, we have no time to train and educate a novice at the work."
Gratefully, the nuns accept your help. You work for a full 24 hours, stopping only to snatch cat-naps and down gulps of food. $ChosenOneName uses $his healing skills again and again, honing them and saving several lives. The rest of the party also help out, and learn somewhat about healing while they are at it. When you are done, the nuns press $Money1 upon you. When you try to refuse it, they quote scripture: "The laborer is worthy of his hire.", and you are forced to accept.
With care and precision the nuns and surgeons tend to your wounds. After a day in the hospice, you feel much better, and cheerfully pay the fee.
Your supplications bear fruit. The nuns agree to tend you at no cost, as if you were just another pauper in need of help. Of course, they cannot afford the best medicines possible, but after a day in their capable hands, you feel much better off..
The nuns hesitate, then one elderly woman speaks forth boldly. "I'm sorry, but we have not enough beds for honest men and women, let alone folk such as you."
$CITYH01.MSG (Jan 1991) is its night counterpart:
City hospice, at night. ...leave by the main street. ...leave by a side street.
Near-Identical Texts
$CITYW03.MSG (Jan 1992) has two almost identical menus for situations with the same description:
The soldiers are closing in fast. Looking around frantically, you see nowhere to hide. The sheer stone of the wall looms overhead. Soon you will be trapped.
One has an item
...try to quickly get through the sally port.
But in the other it's replaced with
...hidden option
Cheat/Debug Menus
There are no known way to enable any cheat functions, but here are texts for several such menus:
$INITI00.MSG (Mar 1991):
Initial Card for Testing Only. Party has $Money1. Current reputation in $PlaceName is $Number1. Current test options are... ...Enter $PlaceName while it's at peace. ...Enter $PlaceName while it's preparing for war. ...Enter $PlaceName while it's at war. ...Go to the map of Germany. ...Camp outside the city. ...Stay at an inn beside the city. ...Make your local reputation -99 (the worst). ...Make your local reputation 0 (unknown). ...Make your local reputation +99 (local superhero).
Note that in the released versions there are no wars and inns are inside cities.
$RANDO00.MSG (Dec 1991) looks like a part of the debugging tool:
You have met up with some horrible monster dredged from the slime churning in the bottom of Arnold and Sandy's depraved synapses. What will you do? ...continue on - it is only a figment of their imaginations. ...fight this monster in a mighty battle. ...talk to this poor creature, so recently freed from the slime. ...Start up the Wild Hunt Quest?
"Wild Hunt" is an annoying sidequest which may prove useful early in the main quest.
$RANDO01.MSG (Apr 1991) is very similar, but with spelling errors and without mentioning the Wild Hunt:
You have met up with some horrible monster dredged from the slim churning in the bottom of Arnold and Sandy's depraved synapses. What will you do? ...continue on - it is only a figment of their imaginations. ...fight this monster in a mighty battle. ...talk to this poor creature, so recently freed from the slim. ...I don't know...do you?
$TACTI00.MSG (Jun 1991) has a debug menu and a description of a saint, which is not formatted like other messages in *.MSG files:
You have now entered combat. You fight it out and the result is... ...You win a decisive victory. ...You break through their ranks. ...You flee in panic. ...The guards have downed you. ...You are defeated and surrender.
Saint Illtyd Saint Illtyd Saint Day is November 6 Long description of Saint Milburga A knight of King Arthur, a monk, a miracle-worker and believed to be the Guardian of the Holy Grail. His aid improves charisma (15-30), weapon skills (10-20), riding (5-10), and common speaking (10-20). Success: 37 DF Remaining: 79 ...Adjust Ebhard's use of divine favor ...Pray now for the entire party ...Don't pray right now.
Stubs?
Some "cards" were never finished. Or another card is used instead.
$CITYE02.MSG (Mar 1992) and $STRAT00.MSG (Jan 1992) contain identical texts. They seem to be stubs of menus, not used anywhere:
As you leave the city, you head in a... ...northerly direction. ...easterly direction. ...westerly direction. ...southerly direction.
This is text message 01, a necessary evil.
The menu seems redundant, since the party can freely walk around the city on the wilderness map. Perhaps, at some point there was no wilderness map, and the party moved from one encounter to another? Either that, or cities blocked passage to some places (bridges, etc.) and the direction had to be specified explicitly.
$CITYG03.MSG (Jan 1992) has only the text:
This card (CityGateWarPrepNight) is not done. If only this menu did something.
The files $CITYG00.MSG-$CITYG02.MSG and $CITYG04.MSG are for entering a city through its gates. Of those only $CITYG00.MSG (Feb 1992) and $CITYG00.MSG (Mar 1992) are used — for night and day at peacetime, respectively. $CITYG02.MSG (Feb 1991) and $CITYG04.MSG (Mar 1992) have partially overlapping texts for entering during war preparations, but $CITYG04.MSG also has a menu for the gate at night.
$DESTR00.MSG (Oct 1990):
You have somehow called a card that has been deleted. Something is very wrong. Do not pass GO. Do not collect $200. Pressing RETURN will take back to the card that got you here.
The other file with a similar name, $DESTR01.MSG, deals with destruction of a demonic altar at a satanic hamlet.
$FUGGE01.MSG, $HANSE01.MSG, $MEDIC01.MSG and $MERCH01.MSG were intended for offices of Fugger, Hanseatic League, Medici representative and the city's leading merchant at night. However, the night theft interface is used for them instead. Each file has 1 line of text:
$FUGGE01.MSG (Dec 1990):
Fugger banking offices, in the main marketplace, at night.
$HANSE01.MSG (Dec 1990):
Hanseatic League office, in the main marketplace, at night.
$MEDIC01.MSG (Dec 1990):
Medici banking rep, marketplace office, at night.
$MERCH01.MSG (Jun 1991):
Merchants in the main marketplace, at night.
$IMPER00.MSG (Jan 1991) mentions unimplemented imperial mint:
Imperial mint, in the daytime. ...return to the city square. ...fade away down a side street.
$IMPER01.MSG (Jan 1991) is its night counterpart:
Imperial mint, at night. ...return to the city square. ...fade away into the shadows of a side street.
$INTER00.MSG (Feb 1991) looks like a stub for a disabled sidequest to dig up dirt about a politician's heritage, which appears in the revolution storyline:
Here you talk to guild leader's mother about his father. ...exit.
$MAINS00.MSG (Oct 1990):
This card describes options as you look down the main streets of the city. It's the main "going to places" menu.
The actual menus for the main street are in $MAINS01.MSG (Mar 1992) and $MAINS02.MSG (Jan 1992) for day and night respectively.
$NOGO00.MSG (Jan 1991):
Sorry, this option isn't working yet. ...back up to the previous scene. ...go to main street of city. ...go to side street of city. ...go to outside of city.
$OVERH01.MSG (Feb 1991):
Testing 1,2,3.
PAWNS00.MSG (Jul 1991):
Fugger pawnshop, in the main marketplace, in the daytime.
Pawnshops use the generic trading interface and don't need any specific text.
$PAWNS01.MSG (Jan 1992):
Fugger pawnshop, in the main marketplace, at night.
$PHARM01.MSG (Jul 1992):
Pharmacists in the main marketplace, at night.
$POORH00.MSG (Jan 1991):
This is the poorhouse in daytime. It isn't done yet. ...return to previous options.
$POORH01.MSG (Jan 1991):
This is the poorhouse at night. It isn't done yet. ...return to previous options.
$RECOV00.MSG (Jan 1991):
This is the RecoveryCamp card.
$SLUMN00.MSG (Jan 1991):
This is the slum at night. It isn't done yet. ...return to previous options.
The game instead uses the $SLUMD00.MSG (Apr 1992) file for slums both for day and night.
$STRAT01.MSG-$STRAT04.MSG (all Feb 1991) all have the same text:
this is a temp card.
$TRADE00.MSG (Jun 1991) has only:
Foreign traders in the main marketplace, in the daytime.
$TRADE01.MSG (Dec 1990) has only:
Foreign traders in the main marketplace, at night.
$URBAN02.MSG (Jan 1991):
This is the city stables, in daytime. It isn't done. ...return to previous.
$URBAN03.MSG (Jan 1991):
This is the city stables, at night. It isn't finished yet. ...return to previous card..
Players buy horses in inns and can sell them any time to any merchant with trading interface. There are no dedicated stables.
Duplicates
To do: There may be more duplicates in the main quests. |
$CESDE00.MSG (Jan 1991) looks like an early version of some scene in a magistrate, still with spelling errors:
The baliff is angry and insulted. "Foreign scum, you look like bandits to me. Guards! Arrest them!" His guards move forward, trying to encircle your party. You... ...apologize profusely, fall to the floor and beg his mercy. ...offer him all your gold in exchange for his friendship. ...turn around and flee. ...toss an alchemical bomb to distract them, then flee. ...pray to a saint for his goodwill. ...draw your weapons and fight.
$EXECU00.MSG (Mar 1991) is an old version of $EXECU01.MSG (Jan 1993). The latter has better grammar.
In ominous stillness, a bare-chested, black-hooded executioner waits stolidly atop a wooden stand in the city square. He bears a long and heavy headsman's sword. A large crowd has gathered to watch the action. You are lined up before him, and held tightly by guards. In a solemn voice, the headsman formally asks the bailiff, "Who is now to be executed?" You ... ...bravely refuse to struggle. ...try mightily to break the ropes that bind you. ...pray for deliverance.
Closing your eyes in rage and sorrow, you wait impotently while $ChosenOneName is led to the block. $ChosenOneName spits on the executioner in one last show of defiance. Seconds later, your friend is dead. In your heart you vow vengeance, should you survive.
Praying with all your might, $ChosenOneName calls upon $NamedOneName for aid. A warm, comforting feeling comes over you, and you know that heaven is going to give you a chance to escape this awful fate.
Loudly crying upon St. Gregory Thaumaturgus for rescue, $ChosenOneName feels the power of heaven answer $his prayer. From nowhere, a mighty storm bursts directly over the city. Lightning strikes the headsman's elevated wooden platform and it bursts into flames. Your captors fall over and cower, trying to shield themselves from the force of the raging wind and rain. You quickly loose yourselves from your bonds and escape in the confusion.
Praying audibly for divine assistance, $ChosenOneName tries $his utmost, but fails. Heaven chooses not to answer $his prayer.
the city ruler asks you on a quest (UNFINISHED).
$EXECU01.MSG has the same line without "(UNFINISHED)".
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Is the quest option available? |
Muscles bulging under the strain, $ChosenOneName makes a determined effort to break free. And $he does! Even as you are being led to the block, $ChosenOneName knocks aside $his surprised guards and grabs their poignards. $He tosses the poignards to the rest of you, and you quickly cut your bonds and are free. But the guards have recovered from their surprise, and attack.
Just as $ChosenOneName is being led to $his death, the richly-dressed secretary of the city's ruler runs panting into the town square. "Stop the execution!" he shouts, waving a parchment embossed with seals and ribbons. He stands forth and begins reading the document. You sit back, shaking with relief. The gist of the message is that the city ruler has pardoned you unconditionally. You are free to go. The guards shrug, and untie you.
When $ChosenOneName is actually bending $his neck to the block, a well-dressed cleric comes bustling forward. "His excellency, the abbot, has decreed that these people are not subject to civil law, but fall within the purview of the holy church. He orders that they now be released into his care." The bailiff grumbles, but dares not go against the abbot's orders, and you are freed. You are taken to the city church and there you are released. "Folk with such strong religious backgrounds as you should not be subject to such stern penalties." opines the cleric. You thank him profusely.
Just as you are being led forward to a shameful death, the magistrate (who has been urgently whispering with some bankers) suddenly steps forward. "Hold! I have received further evidence and now rescind my sentence. These folk are not to be executed. Instead, their goods are forfeit, and they are to be released. A heavy fine is enough to satisfy justice." You are untied, and allowed to cool your heels while the magistrate's representative goes to $VarStringOne and confiscates all your money there. Then you are freed.
This is the only place to use variable name "$VarStringOne". $EXECU01.MSG replaced it with "the bank".
Before you can be put to death, shouts rise from the gathered mob. "People that have done such deeds should not die!" "You nobles and rich folk think you control $PlaceName, but we'll show you!" "Death to the magistrate and his executioner!" A band of roughnecks rush your guards, free you, and quickly arm you. Then they are pushed away by the press of the battle. In a moment you look around. The sound of fighting dies down as the crowd, battling the guards, is pushed away. However, a few guards remain and attack you. "You won't escape just because some street scum felt sympathy!" they gloat.
Exerting all $his strength, $ChosenOneName cannot break free. You have failed.
You have beaten the guards and escaped in the confusion. Behind you, however, you hear shouts from more guards. You race off into the city streets, hoping to avoid your pursuers.
The fighting is over, and you have lost. You are tied up again, and once more led to the place of execution.
$MILCR00.MSG (Jan 1992) looks like the old version of $BUSIN00.MSG (Mar 1992), which replaced all street names with generic phrases or variables. "Soldier's Road" may have lead to barracks. Mention of "home" suggests that either it was possible to own a house, or, more likely, there were specific NPCs to look for.
As you walk, you look down each cobble-stoned street. At ground level, signs with pictures portray the various guilds and crafts. You turn toward... ...Soldier's Road. ...the Street of the Blacksmiths. ...Swordsmith's Lane. ...Armorer's Way. ...the Square of Bowyers and Gunsmiths. ...a specific building, home or other location. ...a street to other crafts and guilds. ...a side street leading elsewhere. ...the main street of $PlaceName.
Walking along the dark streets, you peer down each one, trying to catch a glimpse of a sign in the flickering lamplight. Eventually you turn toward... ...Soldier's Road. ...the Street of the Blacksmiths. ...Swordsmith's Lane. ...Armorer's Way. ...the Square of Bowyers and Gunsmiths. ...a specific building, home or other location. ...a back street that connects to other crafts and guilds. ...a side street leading elsewhere. ...the main street of $PlaceName.
The busy traffic for the city fair has the streets clogged with carts and porters. Amid the chaos, you look for picture signs portraying various guilds and crafts. You turn toward... ...Soldier's Road. ...the Street of the Blacksmiths. ...Swordsmith's Lane. ...Armorer's Way. ...the Square of Bowyers and Gunsmiths. ...a specific building, home or other location. ...a street to other crafts and guilds. ...a side street leading elsewhere. ...the main street of $PlaceName.
The dark streets still have occasional carts moving and porters dashing about, all because of the fair. In the flickering lamplight you turn toward... ...Soldier's Road. ...the Street of the Blacksmiths. ...Swordsmith's Lane. ...Armorer's Way. ...the Square of Bowyers and Gunsmiths. ...a specific building, home or other location. ...a back street that connects to other crafts and guilds. ...a side street leading elsewhere. ...the main street of $PlaceName.
All the guilds are busy with army orders. Soldiers and officers bustle back and forth officiously. Glancing at the picture signs on each street, you turn toward... ...Soldier's Road. ...the Street of the Blacksmiths. ...Swordsmith's Lane. ...Armorer's Way. ...the Square of Bowyers and Gunsmiths. ...a specific building, home or other location. ...a street to other crafts and guilds. ...a side street leading elsewhere. ...the main street of $PlaceName.
Sounds of work still ring from the guild courtyards this late at night. An occasional officer bustles in or out on some important errand. Glancing around, you head toward... ...Soldier's Road. ...the Street of the Blacksmiths. ...Swordsmith's Lane. ...Armorer's Way. ...the Square of Bowyers and Gunsmiths. ...a specific building, home or other location. ...a back street that connects to other crafts and guilds. ...a side street leading elsewhere. ...the main street of $PlaceName.
$MILCR01.MSG (Jan 1991) is the night counterpart of $MILCR00.MSG, which already has texts for night. Both were replaced with BUSIN00.MSG (Mar 1992).
As you walk, you peer down each cobblestone street. Amid the nighttime gloom you barely see the picture-signs that portray various guilds and crafts. You turn toward... ...Soldier's Road. ...the Street of the Blacksmiths. ...Swordsmith's Lane. ...Armorer's Way. ...the Square of Bowyers and Gunsmiths. ...NOT USED ...a specific home. ...a street with other crafts and guilds. ...a side street leading elsewhere. ...the main street of $PlaceName.
$OTHER00.MSG (Mar 1992) is the menu mentioning homes. It does appear in some cities, but the top 2 items are never shown. Making the whole menu kind of pointless.
Trudging along back streets and alleys, you head for... ...the home of $NamedOneName. ...the home of $NamedTwoName. ...the main street of $PlaceName. ...another side street, to more important places.
"$NamedOneName" and "$NamedTwoName" are more likely to be NPCs rather than player character names.
$OUTSI00.MSG (Oct 1990) is an early version of $CITYE00.MSG (Mar 1992). It does not yet mention the city ruler, the city status (capital, free city, etc.), the party local reputation or the toll at the gate:
Before you lies the $PlaceName, $PlaceDesc. You ponder your the situation and decide to... ...boldly go to the main gate in daytime, mixing with everyday traffic. ...sneak over the wall or through a small gate in daylight. ...approach the main gate during the nightwatch. ...sneak through a sally port or over the wall in the dead of night. ...turn away and travel onward.
$SIDES02.MSG and $SIDES03.MSG (both Jan 1991) look like old versions of side street files $SIDES00.MSG (Apr 1992) — day — and $SIDES01.MSG (Jan 1992) — night. The flowery descriptions are missing. The game has no whorehouses and no charities. $SIDES02.MSG:
SIDE STREET A - ERROR!!! You turn toward a major landmark and set your path for... ...the main street of $PlaceName. ...another side street, leading to the common districts. ...the $citySquare, political hub of $PlaceName. ...the $fortress, a castle that looms over the city. ...the tall spires of the great churches. ...the $marketplace, the main marketplace. ...the guilds and crafts district. ...the $inn, a reputable inn with stables. ...the wharves and docks. ...one of the main gates leading out of the city.
$SIDES03.MSG:
SIDE STREET B - ERROR! Walking toward the common districts, you select a street leading to... ...the main street of $PlaceName. ...a side street connecting to important districts of the city. ...the wharves and docks. ...the merchant and craft districts. ...the $inn, a well-known inn with stables. ...the $poorhouse, a charity that shelters paupers. ...the $citySlums, the slums. ... -- to be determined -- formerly the whorehouse. ...the home of specific person. ...a lightly patrolled section of the city wall.
Impressing a Lord
Those trials may have been a part of the revolution plot, or just a prerequisite to get any quests from the city ruler. The scene doesn't seem to appear anywhere — the lord will see and give quests to any party with high local reputation or fame, regardless of skills.
$PROVE00.MSG (Dec 1992)
Regal in his gorgeous apparel, the high lord makes you feel very humble. "Word has reached my ear," says the lord, "That you possess abilities surpassing those of normal men and women. Kindly show me those abilities. Now." Conferring amongst yourselves, you decide to ... ...turn lead into gold. ...call on a saint for inspiration. ...demonstrate your erudite scholarship. ...show off your skill with melee and missile weapons. ...tell the tale of your fabulous adventures. ...admit you're no better than ordinary folk.
A shovelful of lead is brought to you. $ChosenOneName pours $his Transformation potion over it and fans it for a minute. Then $he lifts up a lump of metal in triumph. Throughout the dull gray lead you can now see streaks of yellow gold. The lord is very impressed. "The land could use more men and women who know how to perform such feats."
The heavens are silent. No reply comes to your pleas.
Grumpily, the high lord watches $ChosenOneName fall to $his knees and ask $NamedOneName for assistance. At first, the lord appears unimpressed, but just as he turns to his bailiff to order you out, he stops, thunderstruck. "Did you hear that?" he asks, urgently, but no one else in the room heard or saw anything. The lord is quiet, but looks at you with respect, tinged with a little superstitious fear. You wonder what $NamedOneName said to the lord to elicit such a response.
Expounding for many minutes, $ChosenOneName speaks about the classics, philosophy, ancient lore, the nature of religion, and science. The lord is impressed in spite of himself. His own advisors debate with $ChosenOneName, who is the clear-cut victor. The lord at last states, "You are wise folk, indeed."
Drawing on all $his knowledge of quaint and forgotten lore, $ChosenOneName tries valiantly to impress the lord. But to no avail. The lord's own philosophers out-argue $him on many points, and $ChosenOneName is unable to bring forth any interesting facts that strike the lord's fancy.
Ordering weapons to be brought forth, the lord eagerly organizes the upcoming demonstration. $ChosenOneName is brought a good-quality $NamedOneName, and $ChosenTwoName is brought a $NamedTwoName. Whistling the $NamedOneName around $his head, $ChosenOneName demonstrates great skill and expertise with this weapon. In practice combat, $he readily defeats two of the lord's guards. No slouch, $ChosenTwoName wields the $NamedTwoName with speed, versatility, and accuracy, striking the chosen target repeatedly. The lord finally says, "Such skill is worthy indeed. I am impressed."
Preparing for the exhibition, the lord has a $NamedOneName brought to $ChosenOneName and a $NamedTwoName brought to $ChosenTwoName. $ChosenOneName does $his best in showing off $his ability with the $NamedOneName. But $he fumbles once and drops $his weapon. In practice combat, one of the lord's guards handily defeats $him. Unfortunately, $ChosenTwoName fails to wield the $NamedTwoName with $his normal skill, and misses the chosen target twice. The lord finally says, "Clearly your fame is not due to your skill with weapons."
First speaking softly and slowly, then warming to $his subject, $ChosenOneName regales the lord and his courtiers with the tales of your adventures. If at times $he needs to verbally sanitize your deeds, it does not seem to bother the enthralled audience. When $he finishes, the lord is duly impressed. He applauds the tale and praises you all.
Despite $ChosenOneName's best efforts at rhetoric and pompous disclaiming of your little band's valor, the lord yawns openly. "If this is the sum total of these fellows' adventures," he says, "then I was wrong to interview them at all."
Frowning, the lord says, "Then send these back whence they came. They have no place here!" Guards drag you away.
Adding a Character
Adding a character during the game uses the same interface as creating the starting party. There's a generator and a pool of characters generated earlier. The following menu never appears and its exact purpose is unknown. Maybe there was going to be an option to select from several pre-generated characters, maybe there were some kind of templates for the character generator.
$ADDCH00.MSG (Jan 1992)
You spend some hours renewing acquaintances, and find a few possible companions to round out your party. Gaining information about their attributes, skills and possessions takes more time. You invest this time to learn about... ...an old childhood friend. ...a mercenary soldier. ...a sneak thief. ...a huntsman. ...a friar. ...a nun. ...a young, bold alchemist. ...an old, master alchemist. ...nothing more. Instead, you quit and do something else.