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Darklands manual

                  Darklands: Installation & Instructions Guide


DARKLANDS

Installation and Instructions Guide

CONTENTS & SYSTEM REQUIREMENTS
         
Contents 

Darklands includes a manual, this supplement, a keyboard controls 
summary, a map, and a set of either 5.25" or 3.5" high density 
disks. 

Computer Systems 

Darklands requires the following computer system: 

COMPUTER: Darklands requires at least a 12 MHz 80286 ("AT") 
IBM-compatible computer. An 80386 or better, run- ning at 20 MHz or 
faster, is strongly recommended. 

OPERATING SYSTEM: Darklands is designed for Microsoft DOS 5.0 and 
compatible operating systems. CONFIG.SYS ShOUId have FILES = 20 or 
greater. 

MEMORY (RAM): Darklands requires at least 595,000 bytes (581 K) of 
free RAM in main memory, plus at least 65,536 bytes (64K) of EMS 
(expanded) memory. However, program updates may change these values 
slightly. After installation, consult the README file for the latest 
information. 

Darklands is compatible with both LIM 3.2 and LIM 4.0 standards for 
EMS (expanded) memory. (The LIM 4.0 standard is used by DOS 5.0.) 
If, after installing Darklands, you flnd that your computer has 
insufficient main or EMS (expanded) memory, we recom- mend you 
create and use a "Boot Disk." See "Notes to Advanced Users" for 
further information about configuration options. 

FLOPPY DISK DRIVES: High-density floppy drives (1.2MB 5.25" drives 
or 1 . 44MB 3.5" drives) are required for installation. Darklands 
cannot be installed from low density drives. 

HARD DISK: Darklands must be installed onto a hard disk. It cannot 
run from floppy disks. The exact amount of hard disk space required 
by the current version appears in the READ.ME file. The Installation 
program (see below) will alert you if there is insufficient hard 
disk space. 

CONTROLS: Darklands is designed for play from either the mouse or 
the keyboard. In this version, a mouse is required, but almost every 
option also has a keyboard equivalent. Experi- enced players may 
find keyboard controls faster and easier than the mouse. 

GRAPHICS: A standard VGA 256-color display system is required. 

SOUND: Darklands runs with a wide variety of sound boards, including 
AdLib and compatibles, Soundblaster and compatibles, MediaVision's 
Pro Audio Spectrum series, Roland's MT-32 or LAPC-1, and the 
standard internal speaker of virtually all IBMs. Use the game 
configuration program (see below) to select the sound system. 

80286 ("AT") SYSTEMS: Although we do not recommend these systems for 
Darklands,the game may run if you have suffi- cient main and EMS 
(expanded) memory. This almost invariably means you must have a 
special memory board that supports EMS. 

QEMM AND SMARTDRV: Darklands is generally compatible with current 
versions of popular memory managers, such as Quarterdeck's QEMM, or 
Qualitas' 386MAX. However, if you use QEMM and the Microsoft disk 
cache utility SMARTDRV.SYS or SMARTDRV. EXE, certain animations will 
not run properly. We recommend you avoid using 9EMM and SMARTDRV 
together. 

Windows and Darklands

Darklands could be run by opening a DOS window while running 
Microsoft Windows 3.1 or later. However, we do not guarantee 
software compatibility under Windows. If you experience prob- lems, 
exit from Windows to DOS and then run Darklands. 

THE INSTALL PROGRAM

The Darklands install program gives you the following options, which 
we suggest you use in the order given. 

To run the installation program, put the first disk in the 
appropriate disk drive, type that drive letter, a colon, and tap the 
Return or Enter key. Then type INSTALL and tap Enter or Return. For 
example, if you insert the first disk in drive "A:", then type 

A:INSTALL 

and tap Return (Enter). If you inserted the first disk in drive 
"B:", type B:INSTALL and tap Return. If the install program will not 
run on your computer, contact MicroProse customer ser- vice (see 
below). 

DISPLAY README.TXT FILE: This includes the latest information and 
updates about Darklands. Review this first. 

INSTALL GAME FILES: 

This creates the Darklands game on your hard disk. Darklands must be 
installed on a hard disk to run. Because files on the enclosed 
floppy disks are greatly compressed, you must use the installation 
program to transfer the files to the hard disk. The install program 
copies and decompresses these files as quickly as possible. The 
amount of time varies with the speed of your computer (for example, 
a 33 MHz 80486 will run much faster than a 12 MHz 80286). 

RECONFIGURE HARDWARE OPTIONS: This option allows you to select the 
appropriate sound system for Darklands. The program attempts to 
detect the sound systems supported by your computer. Devices lower 
down the list generally provide more advanced sound capability. In 
some cases, our program cannot detect your sound hardware, 
especially if it has a non- standard configuration for addresses, 
IRQs and/or DRQ (DMA). Therefore, you can select any option from 
this list. 

If the hardware option selected has special configuration options, a 
second series of choices allows you to specify Speech Address, IRQ, 
and DRQ (also known as "DMA") options. Standard default options are 
shown. Be careful with these choices--errors can cause serious 
problems for your system. You may need to consult the set-up guide 
for your sound system, including notes made during its installation 
into your computer. 

If you have a Roland MT-32 or LAPC-1 sound system, and a second 
system that supports digitized sound, after you select Roland, you 
may have a second set of options for your digitized sound support. 

NO SOUND: If you select this as an option during install, you cannot 
turn on the sound during the game. Instead, you must exit to DOS and 
re-run the install program to reconfigure your hardware. 

CREATE A BOOT DISKETTE: This helps you create a boot di$k. You must 
have a formatted floppy disk for your A: drive to use this program. 
A boot disk is useful only if your computer's normal configuration 
does not have sufficient main and EMS (expanded) memory for 
Darklands. Due to the wide diversity of IBM-compatibles, a boot disk 
may not work without customization, and can cause conflicts with 
special types of software. For more information, see "Notes to 
Advanced Us- ers," below and review the notes in the README.TXT 
file. 

GAME STARTUP

Once Darklands is installed and configured, you can either run it 
from your hard disk, or from your boot disk. 

RUNNING PROM A BOOT DISK: Insert the boot disk into the A: drive of 
your machine, then start or restart the machine (if restarting, you 
can just use the CTRL-ALT-DEL restart). If the boot disk works, your 
machine will start up and begin Darklands. 

RUNNING FROM A HARD DISK: At the DOS prompt, change to the 
subdirectory that contains Darklands. If you installed Darklands to 
the suggested default directory on your C: drive, you would type: 

CD C:\MPS\DARKLAND 

and tap Enter or Return or Enter. 

Now that you are in the correct subdirectory, type 

DARKLAND 

and tap Enter or Return. The game will begin. 

Be aware that when running from hard disk, you are using the hard 
disk's machine configuration. This configuration must have 
sufficient main and EMS (expanded) memory. 

FAST LOADING: YOU can bypass the opening animation when loading 
Darklands by going to the correct subdirectory, typing 

DARKLAND /Q 

and tap Enter or Return. The game starts with the initial options. 

CHANGING CONFIGURATIONS: After Darklands is installed, you can 
re-run the install program to change the configuration (sound 
setup), view README.TXT, or create a boot disk. You do this from the 
DOS prompt by switching to the Darkland subdirectory (CD 
C:\MPS\DARKLAND), type INSTALL and tap Return. 

SUPPLEMENTAL GAME INFORMATION

Initial Options 

CHARACTER CREATION: When you select ' Create a New World," the next 
options are somewhat different from those described on page 12 of 
the manual: 

EXAMINE A CHARACTER: This option does not appear. Instead, once you 
add a character to the party, you can examine that character by 
left-clicking on the blue box on the lefr side of the screen, or tap 
with F1, F2, F3 or F4, depending on the character position. Normal 
character information appears (see pages 22-24 for details). 

HERALDRY: This options allows you to select a heraldic shield 
design, which symbolizes the character throughout much of the game. 

COLORS: After you "Select Character Image," you ~can select coloring 
for the head and body. Left-click on " 1 st Color," "2nd Color," and 
"3rd Color" to make changes. We suggestyou left-click on each of 
these options once for best appearance. For the hooded and robed 
image, 2nd and 3rd Color hoth adjust the robes. 

Universal Controls and Menu Bar 

GAME MENU--SAVED GAME: This option is only enabled at certain points 
in the game, mainly when at a city inn, when travelling in the 
countryside, or when camping in the country- side. We regret the 
inconvenience, but it was the only way to keep saved game files 
compact and reliable. 

"GAME" MENU--VISUALS: This option is not available. Testing after 
manual creation revealed little advantage in removing visuals. 

"GAME MENU--MUSIC: If you turn off the music when you turn it on 
again, the sound does not restart until a new tune occurs. 

PARTY MENU--CHANGE MARCHING ORDER (ALT O): This option allows you to 
specify which characters are first, second, and third in line. This 
is important in battle, influenc- ing which character start closest 
to the enemy, and who follows whom when moving in single file. The 
manual description about which character leads (pages 36-37) no 
longer applies once you change the marching order. 

"PARTY" MENU--AMBUSH (F7) AND CAMPING (F8): These options are only 
available from the keyboard. Neither are available on the "Party" 
pull-down menu. 

Note that both options are only possible on the travel map. 
Furthermore, the ambush option is primarily useful within the lands 
of a Raubritter (robber-knight). 

Character Information: 

About Equipment 

QUICK SCROLL: YOU can scroll quickly through the equipmentlists 
using the "PgUp" and "PgDn" keys on the numeric keypad. 

MASS TRANSFERS: If you wish to transfer all items of a certain type 
from one player to another, hold down the shift key while either 
clicking the mouse on the character box (if using a mouse), or while 
tapping the appropriate number key (if using the keyboard). This is 
especially handy for transferring, say, 30 arrows at one time, 
rather than moving them one by one. 

MISSILE AMMUNITION: In Darklands, some missile weap- ons require 
ammunition. Bows use arrows, crossbows use quar- rels, and handguns 
use balls. A missile weapon without ammu- nition is useless. For 
simplicity, any bow can use any arrow, any crossbow any quarrel, and 
any handgun any ball. Missile am- munition quality has virtually no 
effect on weapon perfor- mance in this version of Darklands (but may 
have an effect in future versions or sequels). 

IMPROVING ARMAMENTS: Potions or saintly aid used to improve weapons 
or armor only apply to the weapon or armor currently "in use" 
(appearing on the "in use" board). There- fore, be sure to arm with 
the desired item before applying the potion or calling a Saint! 

Travel and Interaction 

FAST TIME: Darklands frequently illustrates the passage of time with 
an animating clock-calendar timepiece. If you find watching this 
tedious, simply tap the space bar. 

ALCHEMICAL KNOWLEDGE: At various points, you may be asked to 
identify an alchemical symbol. These are found in the bottom right 
corner between pages 43 and 83, listed alphabetically. 

Battle 

ENEMY INFORMATION: Due to space limitations, the informa- tion about 
enemies can be confusing. For each enemy involved in the battle, 
enemy information shows a picture of the enemy and a descriptive 
title (such as "Sergeant," "Guard,i' or "Wolf"). 

Below that, the vitals (V:) and limbs (L:) armor is described. 

Below that, if a shield is carried, its size is listed. 

Below that the character's current hand-to-hand weapon is listed, 
followed by the character's skiil with the weapon. For example, 
"Halberd -poor" means the character is using a Halberd, but has poor 
skill. 

Finally, if a character has a missile weapon, that is men- tioned, 
along with the character's skill wirh that. 

Skill estimations are not included if you select "Expert" difficulty 
level. 

A "+" after an attribute, skill, weapon, or armor indicates it has 
been alchemically or magically enhanced. Beware of such opponents. 

ENEMY POTIONS AND MAGIC: Some enemy characters can use magic or 
potions to enhance others in their party (see above). 

In addition, remember that enemy potions can affect your characters. 
For example, if the entire party is stunned by an enemy sunburst, 
your characters will not respond for a while. Enemy potions and 
other magic can have strange effects. 

INDEPENDENT THINKING: Sometimes members of your party will have 
their own ideas about what to do in battle. Sometimes they may be 
hesitant to continue fighting. Other times they may ignore 
instructions. 

FLAIL PENETRATION: The manual on page 77 is incorrect in two 
respect. First, two-handed flails just match plate and penetrate 
chainmail or brigandine. Second, military flails just match 
chainmail or brigandine and penetrate scale. This makes flails 
rather useful weapons. 

SAINTS IN BATTLE: Do not expect saints to have much  effect on 
enemies while a battle is raging. Saints are more effective before a 
battle is joined. To this end, Genevieve and Godfrey help prevent 
battles with humans, Aidan, Januarius, Pantaleon, Perpetua and 
Tarachus have some use with ani- mals, and Hubert is useful in many 
woodland encounters. It is also worth noting that the demons in this 
version of Darklands are especially powerful: don't expect much help 
from saints against them. 

ESCAPE FROM BATTLE: If the enemy is chasing you, you can escape by 
running out certain doors or moving to certain edges on a 
battlefield. When you get to such a door or battlefield edge, switch 
to orders pause and pull down the "Orders" menu. If "Exit 
Battlefield" is enabled as an option, you can escape. 

Protecting Your Game 

Although MicroProse has spent considerable extra time testing 
Darklands, a few problems may still exist. We suggest you save the 
game periodically. If a problem occurs, restart from your latest 
saved game. We would appreciate hearing about these problems, so 
please send a brief description to: Darklands, MicroProse Software, 
180 Lakefront Drive, HuntValley, MD 21030. 

Religious Issues 

In case you missed the notices in the manual (see pages 87 an( 98), 
Darklands is not intended as an attack on any religion. Tht game 
uses the state-of-mind in the later Middle Ages as a setting for 
your adventures. The portrayal of religion is an historica 
interpretation and opinion of the designer, Arnold Hendrick. 

NOTES FOR ADVANCED USERS

Configuring Your Computer for Darklands 

Darklands is designed for use with Microsoft DOS 5.0. Darklands may 
work with DOS 4.x or DOS 3.x in conjunction with some special 
memory-manager programs. However, we recommend that you upgrade to 
DOS 5.0. 

DETERMINING AVAILABLE MEMORY: To determine the memory currently 
available to run a program, as the DOS prompt type mem /c and tap 
Return. Note that mem is unavail- able in DOS 4 or earlier. 

The number after "Largest executable program size" is the number of 
bytes you have "free" in main memory. Also note the amount of "free 
EMS memory," if any is listed. Compare this ~o the amount of memory 
needed by viewing README.TXT. 

You may discover that you machine has insufficient main memory, 
and/or does not have any EMS (expanded) memory. However, virtually 
any 386-or 486 with 2MB or more of RAM can be configured to provide 
the necessary memory in the right places. What you need in this case 
in an alternate configuration for your computer. 

The Boot Disk Concept

A boot disk creates an alternate configuration for your computer on 
a separate floppy disk for the A:drive if you boot (start up) your 
computer system with the boot disk in the A: drive you get the 
configuration on the disk. If you boot normally with the drives 
empty, you get the usual configuration stored on your hard disk. 

Using a boot disk eliminates any chance of Darklands interfering 
with normal operation. However, remember to reboot your machine 
after quitting Darklands. The Darklands "install" program includes a 
"Create Boot Disk" option. This attempts to simplify the process of 
creating a boot disk. How- ever, certain special computer 
configurations may require you modify some boot disk files. 

POTENTIAL PROBLBMS: If your computer uses special hard-disk 
compression software to increase disk space, a boot disk will not 
work unless that software's drivers are added, or Darklands is 
installed in a non-compressed portion of the hard disk. If you use 
this software, be careful with boot disks. We suggest you back up 
the hard disk before trying any new boot disk in your machine. 

If your computer has an automatic virus-checker, and you run from a 
boot disk, temporary and saved-game files may be identified 
(incorrectly) as "virus" programs, even though they are not. To 
avoid this either include the virus checker on the boot disk (if 
memory permits) or adjust the virus checker to ignore file changes 
and additions in the Darklands subdirectory. 

In general, for safety we recommend that you try Darklands without a 
boot disk. Then, if you have insufficient memory, back up your hard 
disk and create a boot disk. 

Creating A Boot Disk

The boot disk creation program used by "install" (above) moves the 
DOS system files onto the floppy (using a "SYS A:" command), finds 
DOS HIMEM.SYS, a mouse driver (if any), and an EMS (expanded) memory 
manager such as EMM386.EXE, then copies them to the boot disk, and 
then creates appropriate CONFIG. SYS and AUTOEXEC.BAT files. 

If your DOS is standard Microsoft DOS 5. 0, if you use a Microsoft 
mouse, and if you installed Darklands into the normal default 
directory (C:\MPS\DARKLAND), the boot disk CONFIG.SYS and AUTOEXEC.
BAT might look something like this: 

The config.sys: 

DEVICE=HIMEM.SYS 
DOS=HIGH, UMS 
DEVICE=EMM386.EXE RAM 
BUFFERS=20 
FILES=30 

The autoexec.bat: 

PROMPT $P$G 
MOUSE .COM 
c: 
CD C:\MPS\DARKLAND 
DARKLAND 

The exact appearance may vary, depending on your initial machine 
configuration. 

ADJUSTMENTS: If the default boot disk doesn't work, your system 
probably requires special mouse, memory, hard disk, video, etc., 
drivers. These are almost always placed in the AUTOEXEC.BAT or 
CONFIG.SYS files. We suggest you examine the current CONFIG.SYS and 
AUTOEXEC.BAT, try to find additional statements that may be needed, 
and add them at the appropriate places in the above files. The edit 
program included in DOS 5.0 is an ideal tool for this. 

When considering what commands to included in CONFIG.SYS and 
AUTOEXEC.BsAT make sure to separate mandatory commands from 
desirable ones. Only mandatory commands should be included on a boot 
disk. The "desirable" ones frequently take up precious memory space 
without being required for operation. The best method is to start 
with the boot disk created by the install program (above), then add 
the minimum commands to make the boot disk run. 

If you have trouble, check your computer supplier for more 
information about the CONFIG.SYS and AUTOEXEC.BAT require- ments of 
your machine. 

Drivers & Improvements 

For safety's sake, we recommend that all driver adjustments or 
improvements be made to your boot disk, rather than your normal hard 
disk configuration. If using new drivers, just copy them to your 
boot disk. 

SOUND DRIVERS: Darklands includes its own sound driv- ers for many 
sound systems. In many cases you don't need the drivers supplied 
with the sound card. If space is a problem, experiment with 
disabling your normal sound drivers in CONFIG.SYS or AUTOEXEC.BAT. 

MOUSE DRIVERS: Darklands was designed for Microsoft mouse drivers. 
If you use a different mouse, and experience mouse-related problems, 
try new parameters. Sometimes changing speed or resolution will 
solve the problem. In other cases, a newer driver may help. Also try 
the Microsoft mouse driver with non-Microsoft mice (it's worked for 
us!). 

ADDITIONAL EMS (EXPANDED) AND XMS (EXTENDED) MEMORY: If you have 
additional memory, after the first 64K of required EMS memory, 
Darklands uses additional LIM 4.0 EMS (expanded) and XMS (extended) 
memory to speed game operation. If using DOS 5.0 without special 
memory manage- ment software, review the section on EMM386.EXE to 
find the optimum memory configuration for your machine. 

SPEED IMPROVEMENTS: Some parts of Darklands may seem to run slowly. 
Darklands runs better on machines with a higher MHz rating. It also 
runs better on advanced microprocessors. We recommend an 80386 or 
80486 running at 20 MHz or faster. Like most software, Dark/ands 
runs faster on DX processors, slower on SX processors. 

A fast VGA board improves performance, such as a 16-bit board 
(rather than an 8-bit). Unfortunately, Windows graphics accelerator 
boards do not help, as they improve Windows graphics, not DOS VGA 
graphics. 

Hard disk access speed has a significant effect on game speed. If 
your hard disk has an average access time of greater than 30ms, the 
game will seem slow. Hard disk cache software improves hard disk 
performance, especially for slow drives. On some machines cache 
software provides better performance than just leaving the extra EMS 
or XMS memory free for the game to use (see "Additional EMS and XMS 
Memory" above). On others, the internal game software provides 
greater speed. We suggest you experiment for best results. 

ADVANCED CONFIGURATIONS: Our experience during development has been 
that independent memory managers can be more effective than those 
included in DOS 5.0. Early 1992 versions of Qualitas' 386MAX and 
Quarterdeck's QEMM both worked well with Darklands. However, we 
experienced problems when QEMM loaded the Microsoft SMARTDRV hard 
disk cache.We found that QEMM and either SMARTDRV.SYS /A or SMARTDRV. 
EXE /A frequently worked.