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King of Dragon Pass

    @ ----------- @
=========================
 King of Dragon Pass FAQ
=========================
    @ ----------- @

PC Strategy game
Windows-version
by A Sharp
Release Date 11 Oct 1999

Latest revision: 7 Feb 2003

by Bruce Hollebone
@May Issaries ensure the Value of this FAQ and
 Lhankor Mhy vouch for its Truth.

Best viewed in 800x600 desktop-resolution, using Notepad without needing 
word-wrap.
Updated formatting.. all manually spaced, done with barbaric brutal 
efficiency.
Less than 79 characters per line guideline, oh please don't messed it 
up again.

Interactive story-telling saga and resource-management sim at its best. 
Basically, a modern-incarnation of "Choose your own adventure"!

"King of Dragon Pass (KoDP) is a computer game set in Glorantha 
(the world of
the games Hero Wars and RuneQuest). It combines interactive stories and 
resource
management to create an epic saga of conflict, magic, and community."

That description fits rightly about the game, direct from the mouth of 
the
publisher "A Sharp" (www.a-sharp.com/kodp/). They also keep a list of 
Frequently
Asked Questions on their website, along with a one-year tour demo, 
screen-shots,
art gallery and free music clips from the game.

King of Dragon Pass is available for both PC Windows (95 or later) and 
Macintosh
OS (PowerPC). The game was designed by David Dunham, Greg Stafford, and 
Robin D.
Laws; with additional design by Rob Heinsoo and Elise Bowditch.

Updates for the game can be obtained from A Sharp. As of this writing, 
the
current known-stable version of the game is 1.7(492). Check your game's 
version
number on the Game Controls [Save/Restore] screen. Download the current 
patch
from the update page (www.a-sharp.com/kodp/update/).

King of Dragon Pass combines elements of turn-based strategy games and 
adventure
games to create the feel of a Viking saga. It has strong story elements, 
but
economic management is important, and there's high replay value. It takes
advantage of a well-developed background. The result is a strategy game 
with a
personal feel.

Glorantha is a fictional world created by Greg Stafford more than two 
decades
ago. A vivid web of myth, tragedy and redemption, this is a world where 
mighty
gods and brave heroes fight in ancient conflict. Glorantha has been the 
setting
for several board and role-playing games. See the Glorantha website
(www.glorantha.com) for further details.

King of Dragon Pass is a Trademark of A Sharp, L.L.C., and is used with 
their
permission. Glorantha is the Trademark of Issaries, Inc., and is 
used with 
their
permission. Issaries, Inc. is the Trademark of Issaries, Inc.
@May Humakt avenge any breach of these Oaths.

The King of Dragon Pass mailing list is hosted by Yahoogroups. To 
subscribe, 
see
the list homepage (http://groups.yahoo.com/group/KingOfDragonPass/).

This FAQ was written by Bruce Hollebone with contributions from David 
Dunham and
many of the participants of the KoDP List. Comments and criticisms are 
always
welcome.
(Shamelessly compiled and updated by KentCave, to gain further 
recognition for
KoDP. Hoping that somehow it will helps and here is wishing for.. 
KoDP2!)
@May Urox shield me from kin-strife.

-----------------
Table of Contents:

Section 1: Following the Wyter

1.1: Help! I don't know how to form a tribe! What ever will I do?
1.2: [Short Game] How long do I have to hold the king/queenship to win?
1.3: [Long Game] I've done seven heroquests after forming a tribe, but
      nothing new is happening! What's wrong?
1.4: [Long Game] I've been told that my king must meet someone. How do 
I do this?
1.5: [Long Game] I've been told I must complete three tasks. 
What do I do?

Section 2: Clan and Family

2.1: Who is...
2.2: How do I get new nobles?
2.3: How do I get a noble of a particular deity?
2.4: The farmers/weaponthanes hate me! Help!
2.5: Kids, don't have enough! The clan is dying!
2.6: Kids, got too many! The tula is bursting at the seams!

Section 3: Herds and Agriculture

3.1: I'm running out of food! Where shall I go? Whatever shall I do?
3.2: I'm running out of cows! Without cattle we will scatter to 
the seven winds!
      What must we do?
3.3: I'm running out of sheep! What to do?
3.4: On the picture of the tula (shown at sacred time), when 
moving the
      mouse over the cows/sheep, the message that they are 
overcrowded and
      malnourished appeared. The herder on the ring said they have 
enough land.
      What's going on?

Section 4: Trade and Diplomacy

4.1: What are the exchange rates of commodities?
4.2: What is a small/average/enormous gift to another clan?
4.3: How big are gifts of magic and luck?
4.4: What is the base value for a treasure?
4.5: I'm running out of silver!
4.6: How do I get more trade routes?
4.7: A clan hates my guts! What can I do?
4.8: Everyone hates my guts! Help!
4.9: A Cult/Elder Race really hates my guts! What now?

Section 5: War

5.1: Neighbours keep sneaking off with my cows. What can I do?
5.2: Raids always catch me unaware. How can I prepare?
5.3: Can I seize land from a clan that is not a neighbour?

Section 6: Exploration

6.1: I keep losing parties! Help!
6.2: What should I explore?

Section 7: Magic

7.1: What's a good size for a sacrifice?
7.2: I'm spending a lot on sacrifices but not getting any 
result. What's wrong?
7.3: How do blessings work?
7.4: How do I change the blessings given by my shrines and temples?
7.5: How does Maran Gor's blessing work?
7.6: I can't build a shrine to my favourite God! What's going on?
7.7: I can't build any more temples! I don't have enough worshippers. 
How do I solve this?
7.8: I'm having trouble doing heroquests. What should I do?
7.9: One of my ring says that I've performed so many heroquests, 
but I
      know I've done many more. What gives?

Section 8: The Path of Imminent Mastery

8.1: What effects do the various traditional enemies have?
8.2: What are the effects of our relationship with the Dragons?
8.3: How big should our tula be?
8.4: OK, spoil me. Where should we explore first?
8.5: Which shrines should I build?
8.6: What does that crazy reptile want with its questions about what 
we think is important?
8.7: What do all the treasures do? How do I find them all?

Section 9: Extras

9.1: How can I see my tula's boundaries?
9.2: Easter Eggs?
9.3: How do I make a screen shot?
9.4: What are the addresses of other KoDP web sites?
9.5: The CD is slow. How can I speed up the game?
       		
Section 10: Miscellaneous Contributions

-------------
Section 1: Following the Wyter

1.1: Help! I don't know how to form a tribe! What ever 
will I do?
  You must prove your worth. Seek the mandate of the gods. 
Read your manual.
  KC: Think like an Orlanthi. Aspire for greatness. When 
reputation hits top,
   the seer will come.

1.2: [Short Game] How long do I have to hold the king/queenship 
to win?
  Ten years. Consecutive years. Ten golden years. There are 
other conditions
  too. Read your manual.

1.3: [Long Game] I've done seven heroquests after forming a tribe, 
but nothing
  new is happening! What's wrong?
  It does take several years for the plot to work out. Maybe you 
just need to
  wait a few seasons. Also, have you done seven different heroquests? 
Your
  magician will tell you. You also must complete the heroquest for 
your chief
  god/ess (Orlanth and Aroka, Ernalda Feeds the Tribe or Elmal Guards 
the Stead).
  You will know your feet are on the path when a blind seer prophesies 
your
  destiny. The story may take decades to play out.
  KC: Destiny starts when the False Queen/Trade War/Telmori War events 
appears.

1.4: [Long Game] I've been told that my king must meet someone. How 
do I do
  this?
  Don't worry. Everything will happen in the fullness of Time. Keep 
reputation on top.

1.5: [Long Game] I've been told I must complete three tasks. 
What do I do?
  Save your game. Other than that, just wait for events to unfold.
  KC: Taming a dragon, favour of the Brass Man and mating with 
a mountain.


Section 2: Clan and Family

2.1: Who is..
     ..my clan chief:
       The person in the left-most slot with the torc glyph. Duh.

     ..my warleader:
       The ring-member with the highest combat score. 
Nobles who worship gods
       of war may usurp this position from a more qualified ring-member.

     ..my lawspeaker:
       Similarly, for custom. Lhankor Mhy worshippers may take this 
role in
       preference to those with better custom scores.

     ..my magician:
       The ring member with the highest magic score.

     ..my best poet:
       The ring member with the highest average of leadership and custom.

     ..my tribal king/queen:
       The noble with the mastery glyph (W) on their picture. 
You know, the clown
       you spent all those cows on at the last moot. They don't have 
to be on your
       ring, but it is a good idea. Your tribal leader can also be you chief.

2.2: How do I get new nobles?
  Wait for your old ones to die; youngsters will be along in a season or two.
  This usually only happens for deaths due to old age, but rare events can 
also
  have this effect. There is a treasure that can help. An event can bring 
you a
  babe with Heroic potential, another, several new ring members (and a lot of
  refugees). KC: Feed useless nobles to Cragspider or BeastValley/HorseSpawn.

2.3: How do I get a noble of a particular deity?
  You cannot. There will tend to be more worshipers devoted to your main
  god/ess, but nothing else affects the god's connection to their chosen. 
People
  are called to the gods, not the reverse. Divine choice is ineffible.
  KC: Building Temple to specific gods might help. Kill off the unwanted.

2.4: The farmers/weponthanes hate me! Help!
  Solve the immediate problem by gifting or feasting. In the longer term, 
you
  must change your behaviour. Farmers like peace and cows, weaponthanes 
like to
  prove their valour. No one likes losing battles. Some ancient treasures 
might
  help. Never give up Hope. Long lasting rifts can be healed by appealing 
to the
  gods, but have awful consequences if you fail.
  KC: If everything's done right, the clan might have grown too large.
   Splitting the clan is perfectly acceptable, in fact.. normally expected.

2.5: Kids, don't have enough! The clan is dying!
  Your casualty rate is higher than your growth rate. Stop fighting if 
possible,
  or fight more defensively. Recruit more farmers, take in strays, as 
they come
  your way. Seek the blessings of Orlanth's mother, his wife and of the 
gentle
  white lady. Sacrifice magic for children at sacred time. Add more 
mothers and
  healers to your ring.

2.6: Kids, got too many! The tula is bursting at the seams!
  You've just had a series of disasters that wiped out a lot of adults, 
right?
  Try to reduce any further casualties. Fight defensively for a few years. 
Make
  sure you can feed everyone. Barntar, Yinkin, Orlanth and Elmal can help, 
but
  Ernalda and Uralda are the most important. Wait for the kids to grow up.
  KC: Don't put magic to children on Sacred Time. Fyrdwomen and Orlanth's 
Rattle.

Section 3: Herds and Agriculture

3.1: I'm running out of food! Where shall I go? Whatever shall I do?
  Speak with a Silver Tongue and ask for food. Trade for Spare Grain. Take it
  with a red sword.
  Pray for the blessings of Ernalda and her helpmeets: Orlanth, Elmal, Odayla
  and, of course, her son Barntar. Make sure that you have enough cropland to
  feed everyone. In bad years, grow more barley, in good, more wheat, in
  desperation, more rye, but remember that the Earth wants to see all of her
  children grow. Trinkets and gee-gaws can help, but to prosper, you 
must travel
  the Hidden Ways under the Earth and meet all of her faces. Follow 
this advice
  and you'll never go hungry again!

3.2: I'm running out of cows! Without cattle we will scatter to the 
seven winds!
  What must we do?
  Orlanth bellows that violence is always an option. Your neighbours 
cows can be
  yours, if you are brave. If you are valourous and they are weak, 
they may
  offer you part of their herds for peace.
  Ernalda whispers that there is always another way. Buy cows, sacrifice for
  herd magic at sacred time, worship Uralda, beg favours, keep close the 
treasures.
  Elmal holds that a strong stead is always wise. Keep land clear, defences
  strong, the weponthanes on the boundaries and the fyrd large.
  If all else fails, walk the forbidding god-path of Uralda.

3.3: I'm running out of sheep! What to do?
  First, make sure that you are playing version 1.4 of the game or later.
  Earlier versions had slower sheep herd growth. If you are still having
  problems....
  You've got more temples than your clan can support. Reduce their number. 
Send
  your best traders out with large missions; they may trade for sheep on the
  side. Cattle raids often get sheep, particularly if you're low. Spend 
magic on
  herds. Put a good Uraldan on the ring. Never, ever slaughter sheep for food.

3.4: On the picture of the tula (shown at sacred time), when moving the mouse
  over the cows/sheep, the message that they are overcrowded and malnourished
  appeared. The herder on the ring said they have enough land. What's going 
on?
  It appears that your herder recommends only the bare minimum on which the
  herds can survive. For them to thrive, you need to have more pasturage. Many
  have found that at least half again what your herder tells you or even double
  the minimum pasture is necessary.


Section 4: Trade and Diplomacy

4.1: What are the exchange rates of commodities?
     The basic relationship appears to be:
      1 horse= 4 cows
      1 good= 1 cow*
      2 food= 1 cow
      *(however cows seem to be more desirable)

  Barganing skill greatly affects trading, as do several blessings. 
Heroquests
  can also make your cows more valuble or generally improve trade 
negotiations.
  Also, some clans are just better at barganing than others. You won't 
always be
  the better Trader.

4.2: What is a small/average/enormous gift to another clan?
  As a rule of thumb, 10 cows is miserly, 20 is customary, 30 cows is 
generous.
  Again, this is highly dependent on relative strengths of your clan and the
  other, your leader's skill, active blessings, treasures and heroquests.
  Treasures, even "worthless" ones, are highly thought of.

4.3: How big are gifts of magic and luck?
  For favours between clans, 3 points is traditional, 2 points is a minor 
gift,
  and 4 points is a big favour. For cults, this may be different. Also, cults
  may ask for repayment of many favours all at once, which can be quite
  expensive.

4.4: What is the base value for a treasure?
  Your traders will tell you 50 cows, but in reality, whatever the market 
will
  bear. You might have to pay hundreds of cows for some and get thirty when
  trying to sell.

4.5: I'm running out of silver!
  The most dependable source of goods are your crafters and market. Emphasize
  Issaries, increase the number of your trade routes. Increase the number of
  crafters to the maximum and make sure they are using all the resources 
you've
  found on your tula. Trade missions can help, but later in the game you 
do need
  to send a lot of them to make a difference. Horse trading seems to be
  particularly lucrative, but pick your trading partners carefully before you
  make the deal. Exploring can help a lot at the beginning of the game.
  Of course, goods can be had immediately from other tulas. Following the 
way of
  Orlanth, you might take from those with plenty in your times of want. 
Surely
  it is the duty of a Just and Generous king to make sure everyone shares 
equally!

4.6: How do I get more trade routes?
  Have an Issaries Trader on your ring. Build temples for Issaries, the bigger
  the better. Be on good relations with the potential partners. Leaving
  unexploited resources on your tula also can result in trade, but this 
may not
  be the most profitable course.

4.7: A clan hates my guts! What can I do?
  Well, that's what you get for raiding them last Storm. Many gifts may be
  necessary. Several blessings, particularly those of Issaries and Lhankor Mhy
  can help. The course of events often brings opportunities for reconcilliation.
  Be generous in victory. If you are desparate, remember that everyone listens
  to the Gods, especially Issaries and Chalana Arroy.
  A truly wicked clan would seize their land and force them to move.

4.8: Everyone hates my guts! Help!
  You can dig in and trust in the terrible and grim gods of death and hate or
  you can travel the path of the trader and the sage. In dire straits, 
remember
  the secret scar and the wisdom of the cows.

4.9: A Cult/Elder Race really hates my guts! What now?
  Listen to them when they come to warn you of your bad behaviour. Conduct
  yourself accordingly. Also, the talking god may be able to broker a truce.


Section 5: War

5.1: Neighbours keep sneaking off with my cows. What can I do?
  Build a watchtower. Clear more land. Make sure that your weaponthanes aren't
  slacking off. After missions, they will reduce their patrols, the lazy bums.
  Check the raid screen after every raid or mission to reset the patrol levels.

5.2: Raids always catch me unaware. How can I prepare?
  Form alliances with clans between yourself and the raiders. Often your allies
  will give you enough warning to summon your thanes and the full fyrd. Tribe
  members will also warn each other.

5.3: Can I seize land from a clan that is not a neighbour?
  No, but if you seize a neighbour's lands, you get new neighbours...


Section 6: Exploration

6.1: I keep losing parties! Help!
  From: "The Lonely Lozenge's tips for Dragon Pass":
        Send a Vingan or a Trader. They just stir up trouble during planting
        anyway. If you don't have any to spare, use an Odaylan.
        Travel during a nice time of year: Sea or Fire.
        Send a strong escort with your noble.
        Use Vinga's Pathfinder blessing.
        Travel slowly.
        Explore the map gradually. Do not venture far into fields unknown.
        Some areas of the map are more dangerous than others. Most of these are
        towards the edges of the map.
        A treasure can help.
        Listen to your godi: don't explore when the omens for travel are bad.

  Sometimes, even the biggest, most prepared parties go astray. I've lost a 
huge
  party exploring my own tula! Exploring is the second most dangerous thing a
  noble can do.

6.2: What should I explore?
  Your Tula. Bit by bit, push back the boundaries of what you know. Your tula,
  again. The gods will sometimes demand that you travel to specific
  destinations. Piety demands that show them honour. Also, your tula.
  Re-exploring areas, particularly named ones is often very fruitful. Finally,
  remember to explore your tula.


Section 7: Magic

7.1: What's a good size for a sacrifice?
  Listen to your ring! Your magician may have a suggestion or two.

7.2: I'm spending a lot on sacrifies but not getting any result. What's wrong?
  It helps if you have a devotee of the god on your ring. Also, sacrifice for
  mysteries during sacred time, if that's what you're after. As always, a
  treasure or two can help.
  All gods are not the same. Read their myths to know them. Bloodthirsty ones
  like, well, blood, but peaceful ones prefer shiny things. I'm personally
  convinced that the gray sage is a greedy old bugger too.

7.3: How do blessings work?
  Blessings take effect immediately. If you sacrifice for the blessing, it 
lasts
  five seasons, a full year. Also, a little brazier icon appears next to the
  blessing on the sacrifice screen as a reminder of the sacrifice.
  A temple blessing is permanent, as long as the structure is maintained.
  An active blessing glows blue on the clan rock on the appropriate screen.
  Also, the button to select an active blessing is grayed-out on the sacrifice
  screen.

7.4: How do I change the blessings given by my shrines and temples?
  Select the appropriate god/ess on the magic screen. Click on the box beside
  the blessing you wish to remove. The x in the box should vanish. Now, 
click on
  the blessing you want to have running. An x should appear in the box beside
  the new blessing. This does not count as an action. Note that you can 
only do
  this for blessings provided by shrines and temples. You cannot switch
  blessings for which you have sacrificed directly.

7.5: How does Maran Gor's blessing work?
  The terrible hag of the dark earth cares only about blood, not from 
whom it
  comes. The greater the numbers of your tribe or your enemies that die on 
your
  fields, the better your crops will be the next Earth season as long as
  Earthblood is active at the time of the battle. The blessing need not be
  active during the next Earth season.

7.6: I can't build a shrine to my favorite God! What's going on?
  First, make sure that you have sacrificed for mysteries. You cannot build
  unless your god-talkers know a blessing for each level of temple, i.e., 
for
  shrines, one blessing is needed, for temples, two, and for great temples,
  three.
  Next, check that you have enough trade goods. Shrines cost 10 goods, 
Temples
  50, Great Temples, 100. If you don't have the dosh, you don't get the 
build
  button.
  Finally, some Gods are better than other Gods. That is, many Gods only can
  have a shrine, some a temple and some a great temple.
  The list is:
      Shrine:Ancestors, Barntar, Maran Gor, Vinga
      Temple:Chalana Arroy, Odayla, Uralda, Urox
      Great Temple:Elmal, Ernalda, Humakt, Issaries, Lhankor Mhy, Orlanth

  Note that there are also some gods and spirits which can be found during 
play.
  These entities can only have a shrine built for them.

7.7: I can't build any more temples! I don't have enough worshippers. How 
do I
  solve this?
  Focus your worship. Choose the blessings you want and destroy or reduce 
the
  temples you don't need. Take in more clansfolk. Make allies, friends, and
  trading partners. Form a tribe.

7.8: I'm having trouble doing heroquests. What should I do?
  From "Learn HeroQuesting in just 21 Days!", Lhaura Lhemay, Whitewall Press,
  1215 A.S.:
        Follow the footsteps of your God. The old paths are the best.
        Myths have secrets and deeper secrets. Learn them both. Heroquesting
        with partial knowledge is for the desperate or foolhardy.
        A careful quester can minimize risk, particulary in combat. Be warned
        that this may reduce the effectiveness of the quest.
        Wait a couple of years. Questing too soon after your last attempt
        greatly reduces your chances. Your ring will tell you when it's safe.
        Choose your leader wisely. Match skills with activities in the quest.
        Magic is an important skill, but others are often critical for sucess.
        The default noble is not always best.
        Direct worshipers have the best chances. Remember that Vingans count 
as
        Orlanthi.
        Have lots of supporters. Questing with tribal support is much easier.
        Some treasures can help.

  However, even the best prepared will often go astray. Heroquesting is the 
most
  dangerous thing a person can do. Even if the quest is sucessful, your hero 
may
  be scarred beyond all healing (i.e. lose abilities).

7.9: One of my ring says that I've performed so many heroquests, but I know 
I've
  done many more. What gives?
  Your magician is counting the number of different heroquests you have done.
  Doing the same one over and over does not count for the victory conditions.
  Also, the count of heroquests resets to zero when you form a tribe and 
elect a
  king/queen.


Section 8: The Path of Imminent Mastery

Read past this point at your own peril! Spoilers Abound!
Some secrets mortals are not meant to know, and Arachne Solara intends to 
keep
it that way. Beware those who bring Gifts of bad knowledge.

8.1: What effects do the various traditional enemies have?
  You will always win luck and magic for defeating your traditional enemies.
  Making peace with them will be difficult and annoy your ancestors.

      Trolls:
         There are several families of Dark Men in Dragon Pass, which the 
game
      tracks just as it does the other clans. They are all your enemies. 
Also,
      there is one area of the map you should definitely avoid. Several
      treasures can greatly help you.
	KC: Advantage - Dark season raids for feeding Earthblood. Iron Spike.
    	 Disadvantage - One word.. Cragspider.

      Elves:
         The Aldryami are phantoms, never coming to grips with your forces. 
They
      are guerillas in the mists that wreath the Quivin. Thay can call on 
their
      father Flamal, parent of all green things, to devastate your harvests.
	KC: Advantage - Necklace of Axes for magic boon.       	
 	 Disadvantage - Ernalda HQ problems. Forest enroaching farm event.

      The Winter Tribe of Valind:
         Winter storms are fierce, but you can win luck fighting them. You 
also
      can get tribal magic by raiding during Dark Season, but 'ware lest ye
      fail. This is possibly the easiest choice for a beginner.
	KC: Advantage -  Raiding at Dark season and add to magic.      	
 	 Disadvantage -  Lose magic if failed on raiding at Dark season.

      Basmoli Beastmen:
         You will shortly find some unfriendly neighbours with some very
      powerful friends. They may look comical, but beware, beware the 
Deadly
      Ducks of Death! There is an area of the map you should stay away from.
	KC: Advantage - Won magic if successfully beaten beastfolks raid.      	
 	 Disadvantage - Ducks of Death. Ironhoof.

      Tada the Green:
         The nomads of eastern Prax will harry your steads, much like the
      horsepeople of the west. You can take the fight to them, but they have
      strong magic which can scour your tula and kill ring members. Towards 
the
      end of the long game, great help can come from humble beginnings.
	KC: Advantage - Raids by Praxian, add magic if won.      	
 	 Disadvantage - Can't hire Prax raiders.

      The Salty Sea:
         Floods, wiping out crops and drowning your people and herds will 
be a
      constant problem.
	KC: Advantage - Salmon Man. Chance to improve relations post floods.      	
 	 Disadvantage - Flooding of tula a bit costly.

8.2: What are the effects of our relationship with the Dragons?
  In play, this affects your dealings with draconic species: the dragonewts,
  thunderbeasts, wyrms, magisaurs and dream dragons. You win tribal magic by
  following the ways of your forebearers and may suffer for choosing 
different
  paths.

8.3: How big should our tula be?
  Choosing the smallest tula makes life difficult as the clan expands, but 
it is
  easiest to defend. The reverse is true of the larger tulas. The choice is 
not
  irrevocable; you can lose and gain land during play.

8.4: Which shrines should I build?
  This varies so widely with play style that it impossible to give one answer.
  However, most agree that building a Barntar shrine (with either of Vigour or
  Plowsong) is important. A shrine to Chalana Arroy is critical too, for 
either
  healing or curing, as the need arises. Finally, having at least a shrine to
  Uralda with Calf Blessing is also very important to long term survival.
  Later in the game, the fell gods of war and death and the talking gods will
  become very important.

8.5: OK, spoil me. Where should we explore first?
  It is probably best to vist the Quivin mountains first to the south-east of
  your tula (marked on the map as Mt. Quivin), and next the Dragonewt wilds a
  short distance into the unexplored area to the north-west. Your first 
visit to
  the utter west can also be very profitable but is extremely dangerous. 
Don't
  forget your own tula too.

8.6: What does that crazy reptile want with its questions about what we 
think is
  important?
  What happens after it leaves? The gift will eventually lead to an important
  choice. Think well on your answer to its question and you may be be 
mightily
  rewarded. The reptile is a magisaur by the way, not a 'newt.
  KC: From experience.. Defense works best.

8.7: What do all the treasures do? How do I find them all?
  The link (www.cyberus.ca/~hollebon/Treasure.html) seems to be gone. But 
I will
  post the list that I have, once I converted the html into a text file.
  One is treasures' description, the other is where and how to get the 
treasures.

Section 9: Extras

9.1: How can I see my tula's bounaries?
  On the exploration (map) screen, press 'm'.

9.2: Easter Eggs?
  On the first screen of the game, press 'o' (for Opal, the game's code name
  during development). This will appear to start the tutorial, but, in 
fact, is
  a different game.
  According to David Dunham, the producer, The pictures of the starting 
advisors
  are those of the development team, others are among the available 
leaders, and
  another makes an appearance within a few seasons.
  The Opal ring is (left to right):
        David Dunham
        Elise Bowditch
        Stefano Gaudiano
        Shawn Steele
        Brian Fogel
        Greg Stafford
        Stan LePard
  Robin D. Laws shows up in a season or two as a trader.

9.3: How do I make a screen shot? I'd like to frame a picture of my new 
King's
  Stead.
  Yes, you can satisfy your royal decorating urges.
  On a PC, press the 'Print Screen' key. A bitmap of the current screen 
will be
  copied to your clipboard, which you can paste into the windows Paint
  accessory.
  On a Mac, Command+Shift+Control+3 does the same thing, however,
  Command+Shift+3 (whole screen) or Command+Shift+4 (selected area) 
saves to a
  PICT file, which may be more useful.

9.4: What are the addresses of other KoDP web sites?
  The website of A Sharp is:
  http://www.a-sharp.com/kodp/
  
  Oliver Bernuetz's fan site:
  http://www.geocities.com/bernuetz/kodp/kodp.html
  and his great compilation of Glorantha stories:
  http://www.geocities.com/bernuetz/mything/contest.html
  Bryan Maloney's fan site:
  http://www.people.cornell.edu/pages/bjm10/KoDP/tula.html
  There are two forum for discussion of the game;
  Aaron Bubnick's Web-based forum:
  http://network54.com/Hide/Forum/48065
  
  and, of course, Jeff Kyer's mailing list at Yahoogroups:
  http://groups.yahoo.com/group/KingOfDragonPass/
  
  The world of Glorantha has hundreds of websites devoted to it. The main
  Issaries site for Glorantha is:
  http://www.glorantha.com/
  A good index of the fan sites is at:
  http://www.glorantha.com/kim/
  There is also an active (some would say hyper-active) Gloranthan mailing 
list.
  You can subscribe to it in digest form (highly recomended) by sending
  "subscribe glorantha-digest" in the body of a message
  to:majordomo@chaosium.com
  
  KentCave's KoDP's fans misc files repository:
  http://groups.yahoo.com/group/kayodeepeeans
  
  Worth mentioning links:
  http://groups.yahoo.com/group/HeroWars/
  http://groups.yahoo.com/group/Glorantha3D/

9.5: The CD is slow. How can I speed up the game?
  For Windows 95/98 systems: (Disk space needed: approx. 480MB)
        Do a full install of the game.
        Install any updates.
        Move the Opal and mt directories to the root of the drive you 
installed
        the game on.
        Move KODP4922.mxx and KODP4923.mxx from the root directory of the 
CD to
        the root of the hard drive.
        Rename the hard drive to KoDP (using that capilization). Under 
Win95/98,
        open the Drive Properties and change the Volume Label.
        Start the game either from the Start menu or the desktop icon (i.e. 
not
        from the CD autostart screen).
        You need the KoDP CD in the drive to start the game, but all the 
scenes
        will load from the hard drive rather than the CD.

  To uninstall the game, you will need to reverse this recipe, deleting 
the two
  .mxx files by hand and moving the Opal and mt directories back under 
the game
  directory.

------------
Section 10: Miscellaneous Contributions

King of Dragon Pass is available for only US$19.95, from A Sharp. This offer 
is
correct on 16 Jan 2003. T-shirts, sweatshirts, calendars, tile-coasters,
lunch-boxes, mugs, and mouse pads featuring some of our award-winning art are
also available for purchase at www.cafeshops.com/asharp and/or
www.a-sharp.com/buy/.
KC: I highly recommends the personal favourite.. map of KoDP mousepad!

King of Dragon Pass won three Best of Glorantha awards:
Best of the Best, Best Visual Art, and Best Playing Aid.

King of Dragon Pass won the award for Best Visual Arts at the second annual
Independent Games Festival, and was nominated for an Origins Award.

Below are various tips and spoilers. "You" have been warned. Enjoy.

Relevant information will be added once I received it from the rest of you
folks, so keep it coming. By the way, feel free to start another FAQ, dealing
with same questions or specific section of the game, if you don't want to 
join
this one. I myself have a separate FAQ dealing with Treasure-seeking Quest, 
it
can be easily combined to this FAQ, but I just want to promote more folks to
KoDP, no matter how insignificant it might seems.

@May Sheng Seleris guide my expansion campaign.

==========================
 Clan-Making Choices Tips
==========================
by Mike Dorn

Earliest Event 		   Leader Improvements 	Specific Blessing

Battle of Xtinguish Field  Combat 		Orlanth-Thunderstone
Hundred-Day Hunt 	   Animal,Combat,Plant 	Odayla-Friend Yinkin/Tracking
Jested's Settlement	   Bargaining 		Issaries-Bargaining
Procession of Animals 	   Animal 		Uralda-Calf Blessing
Barntar Harnessing Oxen    Plant 		Barntar-Plowsong
Ernalda- Hidden Place 	   Magic 		Ernalda-Bless Children
Lhankor Mhy- Marking Bone  Custom 		Lhankor Mhy-Literacy
The First Pot 		   +5Craftsman-5Farmers Ernalda-Preserve
Clan-Making Dance 	   Leadership 		Know Making Storm Tribe Myth

============================
 HeroQuests Mythical Routes
============================
by KentCave
*Geez, some people might appreciate this seemingly impossible-undertaking!

Chalana Arroy Heals the Scars
2. Heal them, then go to heal the wounded storm people
1. Heal his blindness, so that he joins the storm people
1. Heal his need to fight
4. Learn the secret of fighting without hurting
1. .. throws herself between the two combatants
1. Learn the secret of winning without making the other person lose
1. Heal the scar of certitude under Humakt's tounge

Elmal Guard the Steads
7. Thrust your spear into its eye
3. Let it step on you, in order to gain leverage to throw it far away
3. Give of your tears
2. Chop at her legs
2. Club her about the heads
3. Give of your tears
6. Throw your spear into his ghastly mouth
1. Burn him with your brightness
4. Orlanth did not steal my pride. He awakened it
2/3/4 except 1/5 will do
3. Offer it your soul in the form of a fine stallion
3. Promise to serve chaos

Ernalda Feeds the Tribe
5. Suffer Daga's blows
1. Convince them you are no traitor
5. "Without Barntar to plow the lands, there will be no reason to fight."
2. "Esra and Uralda will disturb things here, making life where there should 
be death."
1. "I myself will come to the place of the dead, and you will seek to avenge 
me."

Humakt the Champion
5. Taunt Eurmal so he attacks you, then wrestle the sword from him
3. "I must absolve my king of the heinous acts I will now do." 
6. "You will rule over many things, but you will never rule Death."
7. "The protections of your clan means nothing; many of your kin will soon 
die."
6. "Your raid against the Emperor is doomed without my help."
1. Dispatch them all to hell, with or without Orlanth's help

Issaries the Conciliator
4. "People are not trading fairly."
3. Let Storm Bull fight alone
6. Go to the Long-Noses, so long as Storm Bull follows
1. Go immediately to talk to the Big-Teeth
1. Ask the Knowing-God for help
2. "The Long-Noses must accept that some of them will be eaten."
1. "The Big-Teeth must only attack weak and sick Long-Noses."
1. Offer to trade treasures

Lhankor Mhy Finds the Truth
3. Let Storm Bull fight alone
6. Try to win one contest and lose another
3. "Without the truth, there can be no trade."
1. "Why did you do that?"
4. Put a leather sheet over your head and think
1. Answer his question

The Making of the Storm Tribe
1. Catch the Doubting Wheel in a net
1. Fight both of them
4. Recite a poem to the cube
1. A poem about square things becoming round
2. "I challenge you to a contest of strength."
3. Wait for Ernalda to bring tribal regalia
2. Direct the others to fight the Night Tribe

Orlanth and Aroka
1. "..I will drive him off or kill him."
4. Take a few blows from Daga, then flee
1. Beat the enemies, and take something from each one
2. Seduce
2. "Storm Bulls can come in handy sometimes. Follow me!"
1. Do as Storm Bull says

Uralda's Blessing
3. Find a high place and watch the two-legs when they leave
1. Suffer the attack
1. Suffer the attack
1. Suffer the attack
4. Make the secret sign to Ernalda
1. from a cave
1. Ignore the bulls. Bring the cows with you, and the bulls will follow
1. "A little lost blood is nothing, when there is life to be given."

================
 Treasure Quest 
================

80% completed 98/120

?  - Unsure
!  - Confirm
() - Contributors

Alynx Log ---------------------	!exploring beastvalley (macleod)
Amulet of Consolation - 	!traders fair event
Arim's Cup -------------------- !exploring Tarsh

Bag of Friendship ------------- ?
Bag of Winds - 			!Orlanth Aroka HQ
Bagpipes of Ronskei ------------!random exploring
Band of One Hundred - 		? HQ
Beard of Lhankor Mhy ---------- ? trading mission
Bell of Uralda - 		!chaos walktapus event
Bit of Kargzant --------------- ? HQ
Bit That Bound Vivamort - 	!Heortling duel event
Blacktail the Bull ------------ !starting treasure
Black Spear - 			!tribe split event
Board of Nails ---------------- !Issaries HQ
Bullroarer - 			!random exploring
Burning Standard -------------- !random exploring

Captured Spirit --------------- !girl spirit event
Clay Cow - 			!Uralda HQ

Darkwind ---------------------- !Orlanth Aroka HQ
Dragon Cart - 			!digging tula event
Dragonewt Armor --------------- !dragonewt corpse event
Dragontooth Spear - 		?
Dwarf Containers -------------- !neighbour traders event

Earthshaker Battle Unit ------- !magisaur event
Earthshaker Plow Team - 	!magisaur event
Eiritha's Paps ---------------- !exploring Prax (Herve)
Eiritha's Switch - 		!exploring Prax (Herve)
Elmal's Amber ----------------- !random exploring
Ernalda's Boots - 		? trading mission
Ernalda's Oven ---------------- !Issaries trader event
Esra's Basket - 		!thieves couple event (NWind)
Eurmal's Balls ---------------- !trading mission
Eurmal's Shield - 		!trading mission
Eye Mirror -------------------- !adventurers party event

Farwalk Sandals --------------- !thieves couple event (NWind)
Fear Spirits - 			!random exploring
First Arrow ------------------- !trading mission
Flesh Man - 			!trading mission
Footprints of the Wyrm -------- ?
Full Grown Son of Blacktail - 	!Morgrim Stout event (BThexton)

Garland of Reeds -------------- !chaos walktapus event
Glass Coin - 			?
Godbone ----------------------- !adventurers party event
Goldeneye Horse - 		!HSpawn exploring event
Golden Horseshoes ------------- ?
Golden Wheat Sheaf - 		?
Grey Net ---------------------- !random exploring
Greysage Mask - 		!trading mission
Gustbran's Wheel -------------- !HQ smith event

Hammer of Urox ---------------- !exploring Prax
Hate Torch - 			? trading mission
Head of Markanth -------------- !random exploring
Helm of Karse - 		!Heortling duel event
Heort's Balm ------------------ !clan joining tribe event
Heort's Stone - 		!trading mission
Horse Skull ------------------- !market death event
Horse-Spawn Bowl -		?
Humakt's Helm ----------------- !Humakt HQ
Humakt's Shield - 		!Humakt HQ
Humakt's Sword ---------------- !Humakt HQ
Humakt's Warning Rune - 	!Humakt HQ
Humakt's Raven Banner --------- !exploring Quivin
Hunting Alynx - 		!chaos walktapus event
Hunting Horn ------------------ !Derik Furman event

Ironhoof's Chain -------------- ?
Iron Plow - 			!trading mission
Iron Spike -------------------- !Holy Country event

Jar of Gods' Earth ------------ !Ernalda HQ

Kero Fin Ice ------------------ !rare ice event
Kero Fin Kite - 		!trading mission
Klanth of Orlanth ------------- !Orlanth Aroka HQ

Lead Eyes --------------------- !shetroll warrior event (Joerg)

Magnet of Mostal -------------- !Mostali trading event
Many-Birthing Cow - 		!Uralda HQ
Mist Paper -------------------- ? random exploring
Moldy Book - 			!rare book event (BThexton)
Motion Rune Banner ------------ !trickster moot event

Necklace of Axes -------------- !Dwarf Emissary event (Joerg)

Orlanth's Rattle -------------- !trading mission

Perpetual Flour --------------- !traders fair event
Poem Which Must Be Eaten - 	!traders fair event

Quivin's Torc ----------------- !trading mission

Ralian Jewelry ---------------- !Ralios KeroFin event
Red Leather Mask - 		!adventurers party event
Ring Made From Vingkot Crown - 	?

Sacred Clod ------------------- !Maran Gor event
Sacred Mark of Vingkot - 	!Heortling duel event
Scarf of Seven Runes ---------- !trading mission
Shifting Statue - 		!trading mission
Shimmering Cloak -------------- !adventurers party event
Silver Dragon - 		!dragonnewt wildlands event
Silver Lips of Anriar --------- !trading mission
Silver Sheep - 			!Humakt HQ
Silver Tongue ----------------- !trading mission
Son of Blacktail - 		!Morgrim Stout event (BThexton)
Sorcerous Implements ---------- !3 sorcerers event
Speaking Cone - 		?
Spirit Fetch ------------------ !shaman market event
Splendorbread - 		!Orlanth Aroka HQ
Staff of Fortune -------------- ?
Strong Man's Toothpick - 	!trading mission

Tarshite Woad ----------------- !exploring Tarsh
Thanestriker - 			!Morgrim Stout event (NWind)
Three Bean Broth -------------- !chaos walktapus event
Tiger's Eye Necklace - 		!Issaries HQ
Torc of Honor ----------------- ?
Tornado Rope - 			!Issaries trader event
Tube of Truth-Seeking --------- !Dwarf Emissary event

Uralda's Milk Pot ------------- ?

Vargast's Ring ---------------- !trading mission
Veil of Chalana Arroy - 	!exploring Tarsh
Vinga's Comb ------------------ !trading mission
Voriof's Flute - 		!trading mission
Voss Varainu Tapestry --------- ?

Whirlwind Jar ----------------- !Issaries trader event
White Calf - 			!clan cow event
Widebrew ---------------------- !Orlanth Aroka HQ
Winking Sapphire - 		!thieves couple event
Wolfbane Bush ----------------- ?
Wyter's Staff - 		?

Compiled by a fan for the fans.
"You're mine, woman. And soon I will be riding you."

http://groups.yahoo.com/group/kayodeepeeans

==================================================
 King of Dragon Pass - Treasures' Description FAQ
==================================================
credited to Oliver Bernuetz
aided by David Dunham

Alynx Log		
Helps our sheep live longer

Amulet of Consolation	
Helps the ring appease outsiders without angering our own people

Arim's Cup		
A splendid cup, made for the King of Tarsh

Bag of Friendship	
Makes feuds harder to start

Bag of Winds		
Helps drive off foes when we're raided

Bagpipes of Ronskei	
Scares off trollkin in battle

Band of One Hundred	
Helps our warriors, leaders, god-talkers, hunters, and farmers in a 
hundred ways

Beard of Lhankor Mhy	
Improves our knowledge of precedents

Bell of Uralda		
Improves our luck during Earth Season

Bit of Kargzant		
Helps organize the tribe

Bit That Bound Vivamort	
Repels the forces of Chaos

Blacktail the Bull	
A really fine bull, who sires more calves than normal

Black Spear		
A mighty artifact which improves the clan's martial abilities

Board of Nails		
Helps keep our farmers from becoming too unhappy

Bullroarer		
Frightens horses

Burning Standard	
Helps our warriors maneuver more effectively

Captured Spirit 	
Helps to perform rituals

Clay Cow		
Keeps our cattle herds from becoming too small

Darkwind		
Prevents enemies from eluding our warriors in battle

Dragon Cart		
An antique cart, dating from the Dragon Empire

Dragonewt Armor		
Whoever wears it excels at all things

Dragontooth Spear	
Helps bypass fortifications and defenses

Dwarf Containers	
Mysterious metal cylinders from the dwarfs

Earthshaker Battle Unit
Helps in raids

Eiritha's Paps 		
Helps calm affronted people

Eiritha's Switch	
Helps convince bull-headed people

Elmal's Amber		
Turns our slings and arrows into flaming missiles

Ernalda's Boots		
Magic boots that grant wisdom to certain clan members

Ernalda's Oven		
Bakes bread with less grain than usual

Esra's Basket		
Increases the yield of barley

Eurmal's Balls		
Juggling balls that increase our magic if we have a Trickster on the clan 
ring

Eurmal's Shield		
A brightly polished shield that helps us in battle, if a Trickster's on 
the ring

Eye Mirror		
Improves the effectiveness of our patrols

Farwalk Sandals		
Tough old sandals that increase clan magic when we take them exploring

Fear Spirits		
When released, causes the enemy to flee in terror

First Arrow		
A flint arrowhead with great hunting powers if Odayla is on the clan ring

Flesh Man		
A strange little puppet that helps Chalana Arroy resurrect the dead

Footprints of the Wyrm	Helps us explore

Full Grown Son of Blacktail	
A really fine bull, even more potent than his sire

Garland of Reeds	
Indicates our friendship with the Aldryami       

Glass Coin		
Helps us see through the bargaining tricks of others

Godbone			
Bone-shaped piece of bronze, dating from the Gods War

Goldeneye Horse		
A splendid horse which helps us maneuver in battle

Golden Horseshoes	
Helps with heroquesting, especially "Elmal Guards the Stead"

Golden Wheat Sheaf	
Assists with the plant lore of our farmers and healers

Grey Net		
Helps us take captives in battle

Greysage Mask		
A leather mask from the Knowing God that grants certain clan members wisdom

Gustbran's Wheel	
Reduces the time needed for exploration

Hammer of Urox		
Helps us smite Chaos  

Hate Torch		
An ever-burning magic torch that grants certain clan members cunning and 
strength

Head of Markanth	
Our ancestor's skull, which can terrify our foes in battle

Helm of Karse		
Improves the morale of our weaponthanes

Heort's Balm		
Turns the clan ring's practice of the law into magic for our herds

Heort's Stone		
A magic stone that helps us heroquest when we are in desperate straits

Horse Skull		
An item of prophecy

Horse-Spawn Bowl	
Helps with many of our magic rituals

Humakt's Helm		
Decreases the amount you need to sacrifice to Humakt

Humakt's Raven Banner	
Wins a battle, but the standard-bearer dies

Humakt's Shield		
Aids our fortifications

Humakt's Sword		
Strengthens our Humakti when our battle goal is death

Humakt's Warning Rune	
Warns against the Undead

Hunting Alynx		
Aids us in all forms of hunting

Hunting Horn		
Helps when searching for something

Ironhoof's Chain	
Helps maintain good relations with the king

Iron Plow		
An amazing plow that helps our farmers if Barntar is on the clan ring

Iron Spike		
Helps us as long as we oppose the trolls

Jar of Gods' Earth	
Allows one successful sacrifice each year at Ernalda's shrine

Kero Fin Ice		
Reduces food spoilage

Kero Fin Kite		
A magic kite that flies above our tula, helping sacrifices reach the gods

Klanth of Orlanth	
Strengthens warriors when they charge into battle

Lead Eyes		
Warriors who die in battle strengthen clan magic

Magnet of Mostal	
Dampens the effects of random chanc

Many-Birthing Cow	
Keeps our cattle herds from becoming disastrously small

Mist Paper		
When burned, creates obscuring mists

Moldy Book		
Helps us compose poetry

Motion Rune Banner	
An item of prophecy

Necklace of Axes	
Helps those who hate the elves

Orlanth's Rattle	
Helps some of our children grow up faster and become mighty warriors

Perpetual Flour		
Provides food for two families each year

Poem Which Be Eaten 	
Helps in political situation

Quivin's Torc		
A flowing gold torc that grants certain clan members great insights

Ralian Jewelry		
Valuable, exotic jewelry

Red Leather Mask	
Helps overcome skepticism

Ring Made From Vingkot	
Improves our leadership abilities

Sacred Clod		
Powerful weapon in tribal or royal battle, but friends are as frightened as 
foes    

Sacred Mark of Vingkot	
Designated character gains +1 bonus to Combat rating

Scarf of Seven Runes	
A magic scarf that helps us when we heroquest to the Lightbringers

Shifting Statue		
A magic statue that keeps everyone amused by changing shape each season

Shimmering Cloak	
Helps us evade our foes in battle

Silver Dragon		
A mysterious statue from a dragonewt temple

Silver Lips of Anriar	
Helps overcome reluctance

Silver Sheep		
Gives our sheep more valuable wool

Silver Tongue		
An ancient god-part that makes it easy to maintain a Great Temple to Issaries

Son of Blacktail	
A really fine young bull, not yet old enough to sire calves

Sorcerous Implements	
Humming items from the sorcerors

Speaking Cone		
Helps us contact the gods

Spirit Fetch		
Reduces our expenditure of magic

Splendorbread		
Adds to our magic each harvest time

Staff of Fortune	
Amplifies the effects of chance

Strong Man's Toothpick	
An ancient log which gives certain clan members strength and resolution

Tarshite Woad		
Helps us burn enemy steads

Thanestriker		
Gives one of our best warriors the strength of three men

Three Bean Broth	
Helps us bargain

Tiger's Eye Necklace	
Helps us track things down and find them

Torc of Honor		
Other clans think more highly of us

Tornado Rope		
Untie the knot in battle to unleash a killing storm

Triceratops Plow Team	
Increases clan magic during planting season

Tube of Truth-Seeking	
Helps discern the truth

Uralda's Milk Pot	
Helps with animal husbandry

Vargast's Ring		
Keeps our warriors happy, making it easier to recruit weaponthanes

Veil of Chalana Arroy	
Helps calm vengeful people

Vinga's Comb		
A mighty sword - if Vinga is on the clan ring, Vingans and Orlanthi gain 
prowess

Voriof's Flute		
The Shepherd God's toy gives certain clan members special daring and prowess

Voss Varainu Tapestry	
Ancient tapestry with draconic motifs, but no magical qualities

Whirlwind Jar		
Break the jar in battle to unleash a killing storm

White Calf		
Increases the fertility of our herds

Widebrew		
Gives us berserker fury when we aim to kill as many enemies as possible

Winking Sapphire	
A splendid jewel, with no magical qualities

Wolfbane Bush		
Keeps the Telmori werewolves away

Wyter's Staff		
Helps our reputation for justice and good judgement

-----------
*Regarding exploration - from A Sharp
Depending on random setup, your clan's tula may be concave: shaped like a 
'C' or 'U'.
When the exploration '+' is placed at the center of your tula, it may not 
intersect
your land. You may need to reposition the '+' slightly to explore your tula.

*Regarding patches - from A Sharp
VERSION 1.7
Since the original 1.0 release, we found a few small bugs and typos. Version 
1.7
fixes these. We also improved some of the advice, and adjusted the difficulty 
of 
the Average and Hard games. We recommend updating to 1.7 for a more enjoyable 
game.

DO I NEED THE UPDATE?
If you're running an earlier version of King of Dragon Pass, you should 
install 
the 1.7 update. You can tell which version you're running by running the game 
and 
checking the version number in the Game Controls dialog. If it says "v1.6" or 
earlier then you should install the update.

If you don't have the disk space to install, you can continue to run from the 
CD, 
but you may experience small glitches in a few circumstances.

INSTALLATION
In order to install the update, you must first install the game to your hard 
disk.
This requires about 42 megabytes of free space. (You will still need to have 
the 
CD in the drive, but the game will run faster.)

To install the update, replace the files "scenes.dat" and "Opal.r32" with the 
copies in the update. "scenes.dat" goes into the "Opal" folder, and "Opal.r32" 
goes into the "mPlugins" folder inside the "mt" folder.

When you next run King of Dragon Pass, it should show "v1.7" in the Game 
Controls
dialog.

If you have any difficulties updating, e-mail us at .

WHAT'S FIXED?
Fixed in 1.2 update
Shortened description of Great Temples in Tula screen
Fixed repeat text in tribute scene, and fixed typo
Fixed recommendation in R116
Fixed grammar when clan stops tribute
Fixed grammar in "Ditch War"
Issaries quest can prevent Humakti ambush
Improved handling of running out of treasures to trade for
Fixed dwarf trader feedback if you don't have Trickster on ring
Fixed formula in Humakti ambush

Fixed in 1.3 update
Handle no tribes having kings/queens in endgame
Text changes, check for Thadart's family in final scene of sequence
Tweaked conditions for gift-giving feedback
Prevent huge magic when sacrificing for town
Don't crash if every clan likes you
Changed conditions for news about victory
Added saga to final victory scenes
Fixed logic so Horse-Spawn News doesn't happen after FHQ
No Telmori raid after R390

Fixed in 1.4 update
Orlanth and Aroka heroquest doesn't eliminate Combat ability
Fixed bug when clan comes offering tribute
Determination of seven deities works even when a ring member is absent during
Reorganization
Fixed problem sacrificing after Kallyr's heroic expedition
Fixed Kallyr's face when she gets old (as a hero, she doesn't age like normal
people)
Fixed bug where the game can go on forever after failure to reconcile two kings
Mention the manual in a Tutorial game
Fixed carl morale loss when you pay tribute to Cragspider
Shamans don't ask for negative payment when undead aren't threatening
Increased rate of sheep growth
Handle symptoms of an unidentified bug that could cause a crash

Fixed in 1.5 update
Fixed problems relating to defeated clans offering tribute [3080, 3101]
Added explanatory text if we can't seize land [3085]
Fixed bug in one branch of seducing poet sequence [3098]
Orlanth worshippers don't lose abilities after sacrificing to wind spirits 
[3099]
High population no longer shows "ghost temples" on Tula Screen [3100]
Joining Colymar tribe no longer prevents victory [3105]
Kallyr won't have a daughter [3107]
Heroquesters who return from being lost won't be considered dead [3108]

Fixed in 1.6 update
Don't give Sacred Time advice to allocate 0 magic to children [3114]
Prevent a negative number of horses [3116]
Re-exploring Dwarf Valley won't always give the same results [3117]
Fixed an inconsistency involving the Sacred Clod treasure [3118]
Prevent integer overflow for food, pigs [3119, 3125]
Fixed exploration of Dragonewt Wildlands [3122]
Fixed problem when Ernalda priestess demand the return of their treasure [3124]
Trolls won't ransom trollkin [3126]
Fixed possible crash involving the Black Spear [3129]
The Making of the Storm Tribe heroquest, used to improve the mood of the tribe, 
now adjusts some of the political relationships between clan [3130]
Fixed possible crash when you drive a clan from its tula [3131]
Jealous king scene won't show up when there's no tribe [3132]

Fixed in 1.7 update
Fixed problem where no children were born [3138]
Fixed possible crash sacrificing to Vinga in a scene [3136]
Fixed sacrifice results after learning of Orlkensor's fate [3139]
Losing wildlands because you split the clan won't annoy the fox [3140]
Fixed rare bug if cursed skirt appears early [3088]


Well.. that's all folks, for now.
Please do send critiques, flames, spelling/grammar/format corrections,
suggestions, contributions, questions, clan sagas, tips and cheats to the
message section of :
http://groups.yahoo.com/group/kayodeepeeans

Files and comments received will be made available in the message and file
sections, appropriately.Feel free to savour the rare treasures currently 
hidden
at that repository of knowledge. The StarFire save file (credited to 
Gid/hollc)
especially would aid greatly in any endeavours. It has modified stats for 
all
the nobles, heaps of resources and all blessings activated. I was having
problems testing the HQ for Elmal,Uralda and Orlanth's Quests for this FAQ 
till
I recalled that superb cheat saved-game, DOH! Thanks Gid/hollc!!!
 

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