Darkspyre DARKSPYRE (1990): General Guide By DStich87@gmail.com _______________________________________________________________________ _ Created by Event Horizon, Darkspyre is an overhead, RPG with real-time fighting. The Gods of War, Intelligence, and Magic created the Darksypre, a labyrinth filled with monsters, puzzles, and traps designed to find a worthy specimen; and, if not, destroy the world. Many heroes have fallen trying to best the 39 levels, now it is your turn. _______________________________________________________________________ _ ABOUT THIS GUIDE This is my first guide; its main purpose is to provide all the information an individual needs to make their way through the game. Darkspyre was designed to be a learn as you play game, so the manual leaves out a lot of information. I recently returned (from 17 years) to this game, in the hopes of finally making my way to the end. While the graphics and sounds are simplistic, I found that the mix of combat and puzzles challenging (and still do). How can you not love a game that calls its high score list Hall of the Humble. _______________________________________________________________________ _ TABLE OF CONTENTS Character Creation: Starting the Game, Character Attributes Controls: Keyboard, Mouse Items: Weapons, Armor, Magic, Amulets, Runes, Special Items, Objects Levels: General, Monsters. _______________________________________________________________________ _ CHARACTER CREATION _______________________________________________________________________ _ (You can hold spacebar to skip the title screen) At the start of the game, you are giving 4 options: Start game fast with male character, start game fast with female character, generate a character. Restore old character (from saved game). The start fast options immediately take you to the first level with your character attributes filled out. It is recommended that you do not do a fast start because you cannot design your character to your own preferences. Generating a Character: This begins with your characters history (a gifted child in an unhappy world). You choose sex, name, whether you are right or left handed (weapons in your favored hand do more damage) and between Healing/Sorcery (which ever you select, you will start the game with a beginner level of magic in that skill). I would recommend healing as it will be the main way in which your character regains health points (HP). Now you are to choose your method for choosing your characters attributes - you are given 3 options: Quick, Assign, Base/Assign. Quick automatically selects all your characters attributes (I do no recommend this option). Assign gives you a large pot of points that you can spend on the 6 attributes while base/assign gives you points in all 6 attributes but also a small pot of points to customize your character. I recommend using assign because it seems to give the most total points to be used in attributes (throughout the game, your base attributes never change) Character Attributes Strength: Determines damage from non-projectile fighting Agility: Determines the speed of the character character Endurance: Determines how tired your character becomes from fighting, carrying items Accuracy: Determines damage from projectile/hurling fighting Talent: Determines how quickly your character learns spells Power: Determines the damage and longevity of spells (also speed of SP recovery) Strength + Endurance + Random number = Starting Hit Points (HP) Talent + Power + Random Number = Starting Spell Points (SP) Character Attributes make or break your character. The pot of points are based on a random number. It is worth restarting the character creation process if your pot of points is low (83+ is recommended). While most of the attributes are useful, Accuracy is probably the weakest of the bunch. By simply avoiding using projectile weapons (crossbow w/bolts) you can use the saved points to increase the stats in the other attributes. One you have finished completing you character, you are taken to the first level of Darkspyre. _______________________________________________________________________ _ Controls _______________________________________________________________________ _ You will notice that the game operates on a split screen. One screen is an overhead map the other screen is your character sheet. Keyboard Controls Arrow Keys (or keypad): control your characters movements Number Keys 1-6: Control the items in your characters hands F1-F7: Cast spells that you have prepared. F8: Displays Name, score, level, music and sound status +: Scrolls character sheet down -: Scrolls character sheet up T: Takes an item laying on the ground Enter: Toggles a lever A: Displays attributes W: Displays weapon proficiency S: Displays magic proficiency P: Pauses the game. R: Take you to Restore Game Menu Mouse Controls Character Movements: Place you curser on the screen and push/hold down the left mouse button. Use Items in Hands: Click on the corresponding commands to the right of your avatar. Cast Prepared Spells: Click on the corresponding commands to the right of your avatar. Equip Items: Click and drag an item to the location it belongs on the Avatar and release the button. Scroll Character Sheet: Click and Drag the grey bar dividing the split screens. Pick up an item: Move your character to stand over the item and your curser will turn into the item, place it in you inventory. Toggle a Lever: Move your character to stand over the lever and click your mouse button. Display Attributes, Weapon Proficiency, Magic Proficiency: Under you avatar there is small screen, beneath it are 3 icons. Click on the armor icon for attributes, the axe and sword icon for weapon proficiency, and the scroll icon for magic proficiency. To pause the game: Click on the hour glass icon to pause and unpause the game. Information: Click on the question mark icon for name, score, level, music and sound status Restore Game: Click on the diskette icon. The character sheet shows you your inventory (one item per slot), your health points (HP), spell points (SP), and Encumbrance (ENC). ENC is how much weight, in items, your character can wear/have in inventory before your speed is affected. _______________________________________________________________________ _ ITEMS _______________________________________________________________________ _ There are several items found within the Darkspyre. Some are used to attack monsters, others to defend. Some items are for magic, while other objects may be vital or worthless. Weapons You will gather, use, gain proficiency, and break weapons throughout the game (Weapons are your primary source of dealing damage to monsters). Each weapon has 1-3 attack option varying in speed and damage. Some weapons even have a magic attack, which can be used a limited number of times. All weapons are subject to breaking which occurs randomly (some may last 1-2 fights while others will last a few levels). Each weapon is part of a weapon types. Using weapons within a type will increase your proficiency of all weapons of that class (example, using a spear will increase your proficiency in all thrusting weapons). Weapon Types 1) Clubbing: Average speed, average damage, 1 handed 2) Hurled: Fast speed, low damage, 1 handed (can be thrown) 3) Large: Slowest speed, highest damage, 2 handed 4) Long Edge: Average speed, average damage, 1 handed 5) Projectile: Fast speed, average damage, 2 handed (need bolts to use). 6) Short Edge: Fastest speed, least damage, 1 handed 7) Thrusting - Slow speed, high damage, 2 handed (some can be thrown). Some items serve duel purposes. Throwing a Thrust weapon increases hurling proficiency . Attack with a shield increases clubbing proficiency. However, hand-to-hand fighting with hurling items increases hurling proficiency. Weapon Proficiency 1) None 2) Beginner 3) Neophyte 4) Novice 5) Average 6) Skilled 7) Stalwart 8) Adept 9) Savant 10) Expert The higher your proficiency with a weapon type, the more damage weapons of that type deal. Also, you will can more options with a weapon as you improve proficiency. Weapon Tips As I stated in the attributes section, projectile is a weak weapon type. You must have a bolt in hand and as you fire. Once you use up your bolts, youll have to chase them down, or use another weapon type (but you wont have much room in inventory for weapons since each bolt takes up an inventory slot). Hurling Weapons are, by far, the most common weapons in the game so do not neglect training with them. Because weapons can break at any time, you will want to train in several weapon types (because monster become exponentially harder and you do not want to be stuck with beginner weapons on higher levels). Armor Armor (body), helmets, and shields increase your protection levels. The higher your protection levels, the less damage you take from monsters and traps. Protection Levels 1) Unarmoured 2) Well Clad 3) Safe Guarded 4) Well Protected 5) Stoutly Clad 6) Rugged 7) Mighty 8) Shielded 9) Reinforced 10) Fortified 11) Iron Clad 12) Steel Plated 13) Unyeilding 14) Impervious 15) Invincible Armor (body) does not break (like weapons), but they do wear down overtime decreasing their effectiveness. Jet Plate and Chain Mail are the best, none gold, armors (Field Armor weighs 45 kg); both weigh 18 kg. Armor Conditions 1) Shoddy 2) Poor 3) Fair 4) Good 5) Fine 6) Excellent 7) Perfect Shields get weaker as well (no conditions) and will break if you use them as weapons, but helmets do not wear down, nor break. All helmets (except gold) provide the same protection and have the same weight. Magic Throughout the game you will find magic scrolls; each scroll is a spell that you can attach to your spell book (found on Level 1) for repeated use at a cost of spell points (50% of a spells cost is from preparing it, the other 50% if from casting it - so a 10 SP costing spell costs 5 to prepare and 5 to cast). Once you place a scroll into you spell book, place the book in an open hand to get the option of prepare spell. You will get a red menu of the spell types. Select the type of spell you wish to cast to get a green menu of the spells of that type (if there is only one spell of that type, it is automatically selected).You can also put a scroll into you hand for to cast for free (but this is only a 1 time use). Spell Types and Spells Healing: spells that heal you and create potions Liquify (10 SP) - creates a potion. Must have empty flask/chalice to cast spell. Can also have a gem in hand to create other potions 1)Nothing in hand - Jera Potion (heals HP) If you are below a beginner level, you make water. 2) Emerald - Isa Potion (poison) Drinking it poisons you, but when in a flask it can be thrown to create a poison cloud to damage monsters 3) Ruby - Algit Potion (cure poison) 4) Amethyst - Teiwaz Potion (restores attributes) 5) Diamond - Ambrosia (Increases HP, SP, Encumbrance) Sorcery: Spells that effect objects within the game Knock (16 SP) - opens some gates Zap Away (10 SP) - Teleports large blocks and large balls to another part of the level. Hold (30 SP)- prevents targeted monster from moving/attacking Wizardry: Offensive spells Fireball (20 SP) - High damage attack spell. Can bounce off some walls. Magic Gas (20 SP) - a projectile that can explode into a gas cloud, causing confusion (below skilled), or a poison cloud (skilled or above). Conjury: Spells that create illusions Abstraka (20 SP) - invisibility (cast again to become visible). Disguise (30 SP) - temporarily look like a monster (attacking cancels the spell) Magic Wall (30 SP) - A temporary, moveable wall Diviny: Informative Spells Compass (30 SP) - Creates a pulsing aura showing you the general direction of the exit Magic Map (30 SP) - Gives you a map of level Sight (10 SP) - enlarges items on the ground Enchantry - Defensive spells Dispel (36 SP) - ??? Freeze (40 SP)- Temporarily stops all monsters from moving/attacking Like weapons, there are also levels of magic proficiency. The higher the proficiency the more effective the spells (more healing, more damage, longer lasting effects, less likely to fail). Magic Proficency 1) None 2) Novice 3) Average 4) Skilled 5) Sage 6) Maren 7) Master Magic Tips Making Jera Potions is your primary way of healing (keep an empty chalice over a flask because chalices dont break when accidentally thrown). Enchantry spells seem to fail more than any other spell (and are tougher to learn). Magic Wall (at sage level) is helpful in solving puzzles. Amulets Amulets are worn on the neck and provide boosts to areas that they are named after (ex. Amulet of Strength increases your strength, Amulet of protection increases protection, etc). While some of the boosts are helpful (mainly strength and protection), Amulets break with ease (most of them only last 4 attacks). So wear an amulet, but dont waste inventory slots stocking up on them. Runes Runes are similar to magic scrolls in that they only have 1 use (or none). Most of them mimic a spell or potion but the most common run - Raido - is used, or invoked, to save your game. Raido runes are the only way to save your game and are typically found at the end of a level. Runes go by a Norse name, an English translation is provided (from the manual) as well as the effects of the runes. The other runes, in general, are rare and you can complete the game without seeing some of them. Norse - English - Invoke (effect) Algit - Protection - Cures Posion Ansuz - Omens - ??? Berkana - Enhancement - ??? Dagaz - Discovery - Destroys a monsters Ehwaz - Agility - N/A Eihwaz - Accuracy - N/A Fehu - Wealth - Becomes a knock scroll Gebo - Alliance - Magic Map Hagalaz - Progress - ??? Inguz - Talent - N/A Isa - Stagnant - Poisons you Jera - Sustenance - Restores HP Keno - Opening - Knock spell Laquz - Progress - ??? Mannaz - Illusions - ??? Nauthiz - Force - ??? Odin - Hidden - ??? Ophelia - Severance - ??? Perth - Initiation - ??? Raido - Quest - Saves Game Sowelu - Unity - Cures Poison and Confusion Teiwaz - Endurance - N/A Thurisaz - Gateway - Takes you to next level. Uraz - Stength - N/A Wunjo - Charm - ??? Agility, Accuracy, Talent, Endurance, and Strength runes are each found on a specific level. You need to hold onto these runes until level 36 in which they will be exchanged for items from the gods. Specialty Items There are 2 functional items with the game: Chime of Opening which can open up almost any gate (including ones that knock spell cannot). Chime of Opening can be used 3 times (but does not effect gates on the last 3 levels). Horn of Fear: Makes monsters run away from you. Objects Levels are littered with objects that seemingly have little use. While keys obviously serve the function of opening a gate, ferns, onions, and nails are also used for this purpose (though it is possible to find an item that has no use. WARNING - even armor, potions, scrolls and amulets can be used to open gates/portal. Its a good rule of thumb to not use anything that you find on a level until you are sure that its not needed. WARNING - Driftwood (level 5) is needed on the final level, so hold onto it until that time. _______________________________________________________________________ _ Levels _______________________________________________________________________ _ You need to make your way through a total of 39 levels to complete the game. However, there are a total of 50 possible levels; some levels you will not see (obviously) but some levels do occur in fixed positions - Level 1, the 5 levels for the strength, agility, accuracy, endurance, and talent runes, level 36 (where you exchange the 5 runes for items from the gods) and the final 3 levels: War, Intelligence, and Magic. General levels are a maze with a few monsters, but some levels are basically one giant puzzle. Each level is basically made up of several 1x1 squares, there is a wall surrounding the level, and all level are 2 dimensional (there is length and width but no height). General Parts of Levels Balls: Giant black spheres sometimes found moving and other times stationary. A moving ball will cause damage to monsters or characters in its path. You can move a stationary ball; though not at an angle so if they are against a wall, you cannot move them away from that wall. Balls, like blocks, can be used on weight plates and occasionally plates and levers can trigger a ball to move or stop. If a ball is stuck in a closing gate, it is destroyed. Blocks: Block are a 1x1 section of wall that is moveable. They are moved to gain access to an area, to find items hidden under them, to put on a weight plate, or used to block monsters, traps, or balls. Moving a block for a long period of time reduces your endurance. If a block is stuck in a closing gate, it is destroyed. Gates: Unsurprisingly, gates are barriers that normally prevent you or monsters from getting to an area (some times they are used as part of a puzzle). Gates can be opened many ways; a weight plate, lever, knock spell, chime of opening, or by sacrificing a specific item (normally keys, but almost all objects/items may be required to open a gate). Some gates can be open and closed repeatedly (normally those operated by lever or plates) and they can be used to destroy balls or blocks, but also deal damage to monsters or characters. Levers: Levers are yellow, with the handles facing west They are mainly used to open a gate(s) or portal(s), but they can also turn off traps to make another lever/weight plate functional. Some levers wont budge, meaning some other lever or weight plate is needs to be activated to get the lever to function. Portals: A pulsing ring that allows characters, monsters, hurled and projectile weapons (as well as some spells) to travel from one area to another. Most of the time, the locations are fixed, but some portal teleportation go to a randomized location and there is not always a portal to take you back (never save after walking through a portal). Some portals need to be activated via toggling a switch or stepping on a weight plate. If you teleport onto a block/magic wall/ball or monster (or a monster teleports onto you) they are instantly destroyed. Skulls: Skulls are floor icons that provide information about a gate, level, trap or game play. Simply standing over a skull activates it. Most of the time the information is important in completing the level successfully, so make sure to pay attention to every skull you find. Weight Plate: A gray square that is a pressure pad. Stepping on or off a plate can open/close a gate(s) can activate/deactivate a portal(s), lever(s), and/or a trap. Sometimes a plate will do nothing (normally when among several other plates as part of a trap) or you will need to hold down a plate to keep a gate/portal open. Plates take varying amounts of weights to trigger: 1kg, 2kg, 5kg, 10 kg, character/block/magic wall. Monsters Like any RPG, fighting monsters is a part of the game. As your progress through the game, the monsters deal more damage, take more damage, and work in larger groups. Monsters have a wide area of movement and will track you for a great distance. When a monster is near death, they will run away (again, for a great distance). Monster Types Ground, Melee: Wraths, Crustaceans, Samurai, Gargoyles, Crystal Ninjas These monsters walk on the ground (can trigger weight plates), and can only attack via hand-to-hand (h2h) combat. They will use a weapon or fist, and much like you, will pause between attacks. Its advantageous to use hurling/projectile weapons and fireballs to kill them at a distances. This is the most common type of monster found. Ground, projectiles: Jesters This monster is the only one that walks and uses projectiles. They also are the only monsters that use multiple projectiles: Fireballs, and both gas attacks (smoke, poison). They are less likely to use projectiles when in range for h2h and have a weak melee attack. Their fireballs can hit in the 40s, and they will use smoke clouds which make you frequently miss attacks. Use hold/freeze or fireball spam them quickly to limit damage. Slither, poison: Slimes and Creepers They dont activate weight plates, but they can slither under gates and blocks. They are slow moving, but poison on contact while being immune to all projectile attacks (they simple pass over them). Avoiding slimes is best (though if you have to kill them for a drop you are out of luck), as are creepers, but you can melee creepers safely. You can get in 1 attack and run away before they poison you - simply repeat until they are dead. Flying, Melee (only): Vultures, Manta Rays These creatures fly (they dont trigger weight plates) and can only fight h2h. Like their grounded counter parts, hurling/projectile weapons and fireballs are the best way to fight them. Flying, Projectiles: Beholders, Electric Storms, Banshees, Djinns Again, these monsters do not activate weight plates, and like to attack from a distance. Beholders use fireballs, Electric Storms use magic gas (smoke), Djinns use magic gas (poison), and Banshees use bolts. They are less likely to use their projectile attack when in h2h range and their melee attacks are very weak. So either cast hold/freeze to get in your damage (particularly for beholders and djinns) or trying and run around their projectiles and get into h2h range.