®
Eight years ago, Bullfrog put itself
permanently on the map with the
introduction of one of the most original
computer games of all time Ð Populous.
Populous was the first game to cast the
player as a god who ruled his world from
above Ð leveling the land, manipulating
nature and persuading its wild inhabitants
to worship and follow him. There had
never been anything like it, and millions
of gamers responded, spawning an
entirely new genre Ð the God-Sim.
™
Now, introducing Populous Ð
The Third Coming
¥ Never-before-seen spherical
rotation during gameplay
¥ Amazingly detailed 3-D
landscape textures
¥ Vast array of divine
powers at your disposal Ð
earthquakes, volcanoes,
plagues, etc.
¥ 8-player network and
modem multi-play options
Bullfrog, Populous and The Third Coming are trademarks
or registered trademarks of Bullfrog Productions, Ltd.
in the U.S. and/or other countries. All rights reserved.
788305
Manual
REFERENCE CARD
For the latest news and updates visit the Dark Omen™ web site:
http://www.darkomen.com
SYSTEM REQUIREMENTS
MINIMUM CONFIGURATION
❐
❐
❐
❐
❐
❐
❐
❐
❐
❐
120 MHz or faster Intel Pentium®, Cyrix 6x86®, or AMD K6® processor
Windows® 95
DirectX™ 5.0 (included on game CD)
22 MB free hard disk space plus space for saved games (additional space
required for swap file and DirectX 5.0 installation)
16 MB RAM
Quad-speed CD-ROM drive (600K/second transfer rate) using 32-bit Windows
95 CD-ROM driver
High Color (65,535 color) capable 1 MB PCI video card with DirectDraw™ 3.0
compatible driver
Sound card with DirectX 5.0 compatible driver
Keyboard
Mouse
RECOMMENDED CONFIGURATION
❐
❐
❐
❐
❐
❐
166 MHz or faster Pentium processor
250 MB free hard disk space plus space for saved games (additional space
required for swap file and DirectX 5.0 installation)
32 MB RAM
8x or faster CD-ROM drive using 32-bit Windows 95 CD-ROM driver
Sound Blaster™ 16/32/AWE32™ sound card
Mouse
1
DARK OMEN
REQUIRED FOR 2-PLAYER MULTIPLAYER GAMES
NETWORK
❐
❐
IPX compliant network
166 MHz or faster Pentium processor
MODEM
❐
❐
100% Hayes-compatible 28800 bps or faster modem
High speed serial port (16550 UART) for external modems
SERIAL PLAY
❐
❐
✔
Null modem cable
High speed serial port (16550 UART) desirable but not required
NOTE: Only one CD is required to run games but the remote computer must
use a Full Installation (250 MB).
SUPPORTED 3-D CARD CHIPSETS
Dark Omen takes advantage of 3-D graphics accelerator cards compatible with the
following chipsets:
MANUFACTURER
3-D CHIPSET
Voodoo or Voodoo Rush
3Dfx
Permedia I or II
3DLabs
Rage II or Rage Pro
ATI
Mystique or Millenium
Matrox
PowerVR PCXI or PCX2
NEC/Videologic
Riva 128
NVidia
Verite
Rendition
Dark Omen also supports any 3-D card with fully DirectX 5.0 compliant drivers and
the following capabilities:
❐ Texture mapping
❐ Z-buffering or other sort-independent hidden surface removal
❐ Sort-independent color keying or alpha blending
❐ 2-D/3-D compositing
❐ At least 2 MB video memory (4 MB recommended)
2
REFERENCE CARD
DISK PREPARATION
Before you install any software, it is critical that your hard drive be in proper working order. We recommend running ScanDisk and Disk Defragmenter. ScanDisk
searches your hard drive for any lost allocation units as well as any cross-linked files
and directories. Disk Defragmenter ensures that your data is sorted properly.
Failure to verify this may result in corrupt data.
1. Run ScanDisk. To start ScanDisk, left-click the ÿStart button on the Windows
95 Taskbar. The Start menu opens.
2. From the Start menu, select Run. Then, in the Run dialog box, type scandisk
and click OK.
❐ Once the program starts, make sure there is a check mark in the Automatically
Fix Errors box and select the hard drive you are installing the game to (e.g.,
C:). Once everything is set up correctly, click Start to have the program scan
the drive and correct any errors.
3. Run Disk Defragmenter. To start Disk Defragmenter, left-click the ÿStart
button on the Windows 95 Taskbar. The Start menu opens.
4. From the Start menu, select Run. Then, in the Run dialog box, type defrag
and click OK. As with ScanDisk, select the drive you are installing the game
to and click OK.
DIRECTX INSTALLATION NOTES
READ THIS SECTION COMPLETELY BEFORE PLAYING DARK OMEN
OR INSTALLING THE DIRECTX DRIVERS.
DirectX is an Application Programming Interface that allows Windows 95 based
applications to have high-performance, real-time access to your hardware. It also
reduces the complexity of installing and configuring your hardware. This makes the
DirectX API well suited for Windows 95 games. Dark Omen uses the DirectX 5.0
API (the latest iteration of DirectX at the time of release) and includes DirectX 5.0
files which you can install.
Two DirectX components, DirectDraw and DirectSound™, may require updating
your video card and sound card drivers respectively, for proper operation of these
components. Using video card and sound card drivers that do not have DirectX
3
DARK OMEN
support will result in display and audio problems in DirectX applications. During
the installation of DirectX, your video card and sound card drivers will be updated
if required. The DirectX 5.0 files included with Dark Omen include drivers for most
video cards and sound cards from the major manufacturers of these peripherals. For
new hardware, and for lesser-known brands of peripherals, you may have to contact
your manufacturer to obtain drivers that have DirectX support.
After installing DirectX 5.0, check to see if your video card or sound card drivers
have DirectX support:
1. Click the ÿStart button on your Windows 95 Taskbar. Then click Run….
2. From the Run dialog box, type d:\directx\dxsetup then click OK (substitute
the correct letter of your CD drive if other than ‘D:’).
3. Look at Primary Display Driver and Primary Sound Driver.
The second column displays the version number of the driver. The next column displays whether or not your driver is Certified by Microsoft® as supporting DirectX.
❐ If your Primary Display or Sound Driver says “No Hardware Support” in this
column, you must contact the manufacturer to obtain updated drivers that have
DirectX support.
❐ If your Primary Display or Sound Driver says “Certified” in this column, your
video card or sound card has DirectX support, and should work properly in
DirectX applications.
❐ If your Primary Display or Sound Driver is blank in this column, your video
card or sound card driver supposedly has DirectX support, and is waiting for
approval from Microsoft to be Certified.
✔ IMPORTANT NOTE: During the installation of DirectX 5.0, if you are using a
video card or sound card driver from your manufacturer that has DirectX
support, but is not yet Certified by Microsoft, you are asked if you want to
replace the driver with a Certified driver. For video cards, we recommend that
you do not replace your manufacturer’s video card driver in this situation. Some
manufacturers rely on their own specific driver for functionality of their display
utilities programs. Replacing the manufacturer’s driver with Microsoft’s driver
may disable the functionality of these utility programs.
4
REFERENCE CARD
INSTALLING THE GAME
1. Start the Windows 95 operating system.
2. Insert the Dark Omen CD into your CD drive. The Choose Setup Language
screen appears.
✔ NOTE: If the Choose Setup Language screen does not appear, double-click the
My Computer icon on the Desktop. Then double-click the icon corresponding
to your computer’s CD drive. If the Choose Setup Language screen still does
not appear, double-click the Setup.exe icon.
3. Select the language you want from the drop menu, then click OK. The
Welcome screen appears.
4. Please read the Welcome screen, then click Next>. The Setup screen appears.
5. Select your preferred setup size, then click Next> to continue.
6. Click Next> to accept the default destination directory or Browse… to select
another directory. Installation begins.
❐ By default, Dark Omen is installed into a directory labeled C:\Program
Files>Dark Omen
7. A prompt appears asking if you wish to install DirectX 5.0. If DirectX 5.0 is not
installed on your computer, select Yes. If it is already installed, select No.
Installation is complete.
➮ If you installed DirectX 5.0, after DirectX installation is complete, click Yes, I
want to restart my computer.
8. Click Finish to exit the installation program.
UNINSTALLING/RE-INSTALLING THE GAME
If you are having problems or the game did not install correctly the first time, we
recommend re-installing the game.
TO UNINSTALL AND RE-INSTALL DARK OMEN:
1. With the Windows 95 operating system running, click the ÿStart button on your
Windows 95 Taskbar, then select Programs>Dark Omen>unInstall Shield.
❐ This removes all Dark Omen files from your computer with the exception of
DirectX 5.0 and your saved game files.
2. Repeat the steps for installing the game above.
5
DARK OMEN
REFERENCE CARD
CD-ROM PERFORMANCE PROBLEMS
STARTING THE GAME
1. Start the Windows 95 operating system.
❐ If the Dark Omen CD is already in your CD drive, click the ÿStart button on
your Windows 95 Taskbar, then select Programs>Dark Omen>Dark Omen
The Dark Omen introduction sequence begins, followed by the Main menu.
❐ If the Dark Omen CD is not already in your CD drive, insert the CD in your
CD drive. The Dark Omen autorun launcher appears.
✔ NOTE: If the autorun launcher does not appear, double-click the My Computer
icon on the Desktop. Then double-click the icon corresponding to your computer’s CD drive. If the autorun launcher still does not appear, double-click the
Autorun.exe icon.
2. Click PLAY. The Dark Omen introduction sequence begins, followed by the
Main menu.
3. If you want to bypass the introduction sequence, click the left mouse button.
✔ NOTE: Please see the enclosed manual for gameplay instructions.
PROBLEMS WITH YOUR SOFTWARE?
If you are having a problem installing or using your software, we want to help.
❐ First, please make sure you have read thoroughly the Installing The Game and
System Requirements sections.
If you have followed the directions and are still having trouble installing or operating the software, below are some hints that might help solve the problem.
CD PROBLEMS
A quad-speed CD-ROM drive is required to run Dark Omen.
RECEIVE “FILE NOT FOUND” ERROR MESSAGE WHEN INSTALLING OR RUNNING
THE GAME.
❐ Make sure the game was properly installed. See Installing The Game on p. 5.
❐ Make sure that the CD is in the CD drive. The CD must be in the drive to
install or run the game.
❐ Make sure that the CD is not scratched or damaged.
6
❐
❐
Be sure that you are using a 32-bit native Windows 95 driver to control your
CD-ROM drive. These drivers can be configured from the Device Manager in
the Control Panel>System Properties.
Do not use a DOS-based 16-bit driver (loaded in CONFIG.SYS) to control
your CD-ROM. Performance may be significantly reduced.
CHOPPY OR STUTTERING VIDEO OR AUDIO
These problems may be improved by adjusting the CD-ROM read-ahead cache.
TO ADJUST THE READ-AHEAD CACHE:
1. At the Windows 95 desktop, right-click the My Computer icon, then choose
Properties from the pop-up menu.
2. Click the Performance tab, then click File System…
3. Click the CD-ROM tab, then click in the Optimize access pattern for: box,
and choose QUAD-SPEED OR HIGHER.
4. Move the Supplemental cache size: slider to SMALL, then click Apply.
✔ NOTE: Moving the slider to LARGE will not improve Dark Omen video performance, and may actually hinder performance by reserving RAM that would
otherwise be available for the game.
3-D ACCELERATOR HARDWARE
Before reading this section, find out which 3-D chipset your 3-D accelerator card
uses. If you are unsure, check your graphic card manual or contact your graphic
card manufacturer.
Dark Omen requires the following minimum feature set to run correctly utilizing
3-D accelerator hardware:
❐ Texture mapping
❐ Z-buffering or other sort-independent hidden surface removal
❐ Sort-independent color keying or alpha testing
❐ 2-D/3-D compositing
❐ At least 2 MB of video memory (4 MB recommended)
THIS FEATURE SET IS NOT SUPPORTED FULLY BY THE FOLLOWING 3-D CHIPSETS:
❐ ATI Rage I
❐ S3 Virge, Virge VX, Virge DX, Virge GX
7
DARK OMEN
REFERENCE CARD
Dark Omen cannot properly run on a 3-D card which does not correctly conform to
the minimum feature set and will default to software rendering.
As Dark Omen cannot detect which 3-D chipset it is running we have included a
series of patches that accommodate problems with the 3-D chipsets listed below:
❐ ATI Rage II
❐ ATI Rage Pro
❐ 3DLabs Permedia 1
❐ 3DLabs Permedia 2
❐ Rendition Verite 1000
TO ENABLE A 3-D ACCELERATOR PATCH:
1. Click the ÿStart button on your Windows 95 Taskbar, then select
Programs>Dark Omen>Dark Omen Hardware TroubleShooter
2. Select No, I need to use the Troubleshooter, then select the relevant chipset
from the Quick Patch drop menu.
3. Click OK to accept.
As you are almost always better off with the supported drivers provided by your
board manufacturer you should switch back to the supported release drivers as soon
as they are brought up to date. The reference drivers can be found on your CD in
the \Drivers directory.
If any other problems occur with 3-D hardware rendering, contact technical support
or run the game with the CPU Rendering option selected in the Options screen.
3DFX VOODOO BASED CARDS OR MATROX MYSTIQUE
Some DirectX 3.0 drivers for these cards are not recognized by DirectX 5.0 setup. In
those cases, DirectX setup brings a message up during install stating “Setup does not
recognize the existing driver for this device...Install new driver? (not recommended)”
along with Yes and No buttons. Clicking YES may allow Dark Omen to run.
NEC/VIDEOLOGIC POWERVR OR 3DFX VOODOO BASED 3D CARDS
The NEC/Videologic PowerVR and 3Dfx Voodoo based cards may fail to function
correctly. Please see the website or contact the technical support of your 3-D card
manufacturer for a fix.
OTHER PROBLEMS
Dark Omen may require newer DirectX drivers than were distributed with your
card. If you have Internet access, try downloading the latest drivers for your 3-D
card from the manufacturer’s website.
As a last resort we have included generic reference drivers for most of the 3-D
chipsets supported at the release of Dark Omen. These reference drivers may not
perform as well as the specific drivers for your card but may incorporate bug fixes
or features required by Dark Omen to operate correctly.
8
SOUND: KNOWN PROBLEMS AND FIXES
Sound Stutter/Breakup on 3Dfx based video cards.
❐ We have noticed this problem with some machine configurations using 3Dfx. A
fix exists for this problem, please contact your 3-D video card supplier for details.
VIDEO PROBLEMS
Dark Omen requires a PCI SVGA video card capable of 640x480 resolution with
65,535 colors (1 MB or more video memory). It is normal for the videos to have a
single black line between each line of video on the screen.
✔ NOTE: If your Windows 95 display driver does not support DirectDraw, you
may experience difficulties installing or running Dark Omen.
GENERAL VIDEO CARD INFORMATION
During DirectX installation, the DirectX setup program attempts to install a
display driver that has DirectDraw support for your video card. If your video
card driver does not have DirectDraw support, the DirectX setup program
replaces your existing video card driver. In some cases, this may disable any
Manufacturer specific utilities for your video card. If you want to keep these
utilities functional, you may have to obtain the latest drivers with DirectDraw
support directly from the manufacturer of your video card.
❐ If your video card driver already has DirectDraw support, but is not yet
Certified by Microsoft, you will be asked if you want to replace your current
driver. In most cases, you do not want to replace your existing driver as this
may disable any Manufacturer specific utilities for your video card. If you do
have video related problems using the uncertified DirectDraw drivers from your
manufacturer, you may solve these problems by reinstalling DirectX and
replacing your current video driver with a DirectX 5.0 video driver.
Please refer to DirectX Installation Notes on p. 3 for more information.
❐
9
DARK OMEN
REFERENCE CARD
Dark Omen requires 16 MB RAM and Virtual Memory Enabled. We advise that you
let Windows 95 manage the amount of virtual memory automatically (the default
setting), and that you have at least 50 MB free hard disk space after installation.
Some modems load settings into NVRAM (non-volatile RAM) when you turn
them on; these settings may be incompatible with Dark Omen. If your modem has
difficulty initializing and there are no apparent COM port or IRQ conflicts, try
resetting your modem with the factory default settings loaded into NVRAM.
➮ To do this, go into a communications program (e.g., Hyper Terminal, Procomm,
etc.) and type at&f at the command line. Wait for the OK, then type at&w0.
MEMORY PROBLEMS
SOUND PROBLEMS
Dark Omen requires a sound card that has DirectSound support. If your sound card
driver does not have DirectSound support you may experience choppy or stuttering
sound, or sound that cuts in and out. If your sound card driver does not have
DirectSound support, we recommend obtaining updated drivers from your sound
card manufacturer.
INSTALLED SOUND CARD, BUT THERE IS NO SOUND
❐ Make sure your speakers or headphones are plugged into the appropriate jack
and the volume control is turned up.
MODEM DOES NOT INITIALIZE
❐
❐
❐
✔
GENERAL SOUND CARD INFORMATION
During DirectX installation, the DirectX setup program attempts to install a
sound driver which has DirectSound support for your sound card. If your sound
card driver does not have DirectSound support, the DirectX setup program
attempts to replace your existing sound card driver.
❐ Please consult your sound card manufacturer for updated drivers if DirectSound
drivers are not available for your sound card in DirectX 5.0.
Please refer to DirectX Installation Notes on p. 3 for more information.
❐
Make sure you select the correct modem from the Modem screen.
Make sure there are no other peripherals (e.g., mouse) conflicting with the
modem’s COM port.
Make sure that all modem settings (e.g., COM port) are correct. (Consult your
modem documentation for proper installation.)
NOTE: You may not be able to run your modem on COM4 if you have a video
card based on the S3 chip set. If you experience any difficulty making a modem
connection on COM4, we suggest changing your modem or serial port to an
alternate COM port.
MODEMS CONNECT BUT DO NOT EXIT SYNCHRONISATION
❐
❐
❐
Make sure you selected the correct modem from the list on the Modem screen.
While you’re in the game, abort the connection and try connecting again.
The modems may not have initialized properly. Turn off both modems, then
start the connection procedure again.
NETWORK PROBLEMS
MODEM PROBLEMS
Dark Omen requires a 100% Hayes compatible 28800 bps or faster modem for modem
play. A high-speed (16550 UART) serial port is required for external modems.
GENERAL MODEM INFORMATION
Your modem must be set to connect with data compression disabled. Your modem
should not be locked into any specific speed settings.
❐ Hardware (RTS/CTS) flow control must be enabled.
10
Dark Omen requires an IPX protocol network and network interface card for
network play.
❐ If you experience difficulties with network play, you may want to consult your
network manual or network administrator for specific information on loading
drivers.
CONNECTION PROBLEMS
❐
Make sure the computers you are trying to connect are on the same network,
and are using the same protocol.
11
DARK OMEN
NETWORK PERFORMANCE ISSUES
TECHNICAL SUPPORT
There are various adjustments you can make to be sure you get the best performance out of your network game. These apply to the host computer as well as the
clients, but try them on the host alone first as this may solve all the problems.
❐ Make sure the host computer (the one that creates the network game) is the
fastest of the computers, as it controls the game speed.
❐ High-traffic networks will slow the game down considerably. Avoid playing
the game at peak traffic hours, while there are large file transfers or print jobs
being done.
❐ The slowest computer limits performance. Adjusting the screen size on a slow
machine can help boost performance in a network game.
GENERAL NETWORK INFORMATION
❐
❐
REFERENCE CARD
Do not run any Windows 95 applications that communicate over the network
in the background (e.g., mail programs, personal schedulers, system or network
monitors).
If you are connected to a Novell network, make sure you have disabled
Network Messages.
The Dark Omen CD includes a Windows Help file that provides solutions and
answers to the most common difficulties and questions about how to properly run
this product.
➮ To access the Help file, click the ÿStart button on your Windows 95
Taskbar, then select Programs>Dark Omen>Help.
➮ To access the Help file directly from the game CD, double-click the Eng.hlp
icon located in the \Darkomen\Prg_eng\ folder.
Dark Omen includes a utility that allows you to contact EA via fax or e-mail. The
utility automatically detects your system’s hardware and organizes this information
into a report.
➮ To run the support utility, click the ÿStart button on your Windows 95
Taskbar, then select Programs>Dark Omen>IP.EXE.
TROUBLESHOOTING DOCUMENTS ONLINE!
Electronic Arts Product Support now offers troubleshooting guides that help
overcome some common difficulties. If you have access to the World Wide Web,
you can find these guides at
http://www.ea.com/techsupp/troubles.htm
Here you will find troubleshooting information on DirectX, Joysticks, Modems,
and Networks, as well as information on regular system maintenance and performance. (For game-specific information and additional troubleshooting, visit our
main page at http://www.ea.com/techsupp.)
Abbreviated versions of these guides are included in the Help file on the CD for
your convenience.
If you have questions about the program, our Technical Support Department can
help. Our web site contains up-to-date information on the most common difficulties
with our products, and this information is the same as that used by our product
support technicians. We keep the product support pages updated on a daily basis, so
please check here first for no-wait solutions:
http://www.ea.com/techsupp
12
13
DARK OMEN
REFERENCE CARD
If you are unable to find the information you need on our web site, please feel free
to contact Technical Support via e-mail, phone, fax, or letter. All messages are responded to in kind—if you send in a request by fax, response will also come by fax. Please
be sure to include the support utility’s report in your e-mail message, fax, or letter:
➮ To run the support utility, click the ÿStart button on your Windows 95
Taskbar, then select Programs>Dark Omen>IP.EXE.
Need Help? Call EA’s HINTS & INFORMATION HOTLINE for recorded hints,
tips, and passwords 24 hours a day, 7 days a week!
If you need to talk to someone immediately, call us at (650) 628-1001 Monday
through Friday between 8:30–11:45 AM or 1:00–4:30 PM, Pacific Standard Time.
Please have the utility’s report printed and ready when you call. This will help us answer
your question in the shortest possible time. No hints or codes are available from
(650) 628-1001. You must call EA’s HINTS & INFORMATION HOTLINE
for hints, tips, or codes.
EA Tech Support Fax: (650) 628-5999.
Electronic Arts Technical Support
P.O. Box 9025
Redwood City, CA 94063-9025
HOW TO REACH US ONLINE
INTERNET E-MAIL: support@ea.com
WARRANTY INQUIRIES: cswarranty@ea.com
WORLD WIDE WEB: Access our Web Site at http://www.ea.com
FTP: Access our FTP Site at ftp.ea.com
If you live outside of the United States, you can contact one of our other offices.
In Australia, contact:
Electronic Arts Pty. Ltd.
P.O. Box 432
Southport Qld 4215, Australia
In the United Kingdom, contact:
Electronic Arts Ltd.
P.O. Box 835
Slough SL3 8XU, UK
Phone (753) 546465.
In Australia: For Technical Support and Game Hints and Tips, phone the
EA HOTLINE: 1 902 261 600 (95 cents per min.) CTS 7 days a week 10 AM-8 PM.
If you are under 18 years of age parental consent required.
14
➮ In the US, dial 900-288-HINT (4468). 75¢ per minute (95¢ for first minute).
➮ In CANADA, dial 900-451-4873. $1.15 (Canadian) per minute.
If you are under 18, be sure to get a parent’s permission before calling. Hotline
requires a touch-tone telephone. Call length determined by user; average length is
four minutes. Messages subject to change without notice.
NOTICE
Electronic Arts reserves the right to make improvements in the product described in this manual at any
time and without notice.
This manual and the software described in this manual are copyrighted. All rights are reserved. No part
of this manual or the described software may be copied, reproduced, translated, or reduced to any electronic medium or machine-readable form without the prior written consent of Electronic Arts, P.O. Box
9025, Redwood City, California 94063-9025, Attn: Customer Support.
Pentium is a registered trademark of Intel Corporation. Sound Blaster AWE32 is a registered trademark
of Creative Technology Ltd. Microsoft, Windows, DirectX, DirectDraw, and DirectSound are trademarks or registered trademarks of Microsoft Corporation in the US and/or other countries.
Games Workshop ® and Warhammer ® are registered trademarks of Games Workshop Limited. Used
Under license.
All artwork and Warhammer imagery is copyright © 1998 Games Workshop Limited. Used with
permission.
Software copyright © 1998 EA International Limited. No parts of this work or any of the trademarks
may be reproduced without the prior written permission of the rights holders.
Developed in the U.K.
Dark Omen, Bullfrog, the Bullfrog logo, Electronic Arts and the Electronic Arts logo are trademarks or
registered trademarks of Electronic Arts in the US and/or other countries.
Documentation © 1998 Electronic Arts. All rights reserved.
15
1
COMMAND REFERENCE
MOUSE CONTROLS
Zoom in camera view
W
Zoom out camera view
Z
Maximum camera zoom (Centers view to the cursor’s position) D
Medium camera zoom (Centers view to the cursor’s position)
Battlefield
Select
Center camera view
Scroll view towards mouse pointer
Left-click
Right-click
Hold right button
Books
Select
Go to relevant page
Left-click
Right-click
KEYBOARD CONTROLS
j
Minimum camera zoom (Centers view to the cursor’s position) y
Drop Magic Item on battlefield
(Hold a then left-click the item)
a*
Place multiple move waypoint on battlefield
(Move pointer must be active)
c*
Menu - Abort, Adjust sound balance, Continue
q
Chat mode (Multiplayer only)
(* = Hold key and left-click mouse)
4 or T
Camp
Battlefield
Cancel pending instruction
1
Replay entire speech
A
Toggle banner sort mode
5
Skip entire speech (Continue campaign if speech has ended)
S
Auto-deploy regiment
A
Skip current sentence
z
Break button
B
View Troop Roster
9
Charge button
C
Go to Save menu
0
Fire button
F
Debriefing
Halt button
H
Previous page
A
Magic button
M
Next page
S
Strength button (hero)
S
Exit Debriefing
Z
Force the Turn and Face pointer
Hold s
View Troop Roster
9
Cycle counter-clockwise through friendly regiments
<
Go to Save menu
0
Cycle clockwise through friendly regiments
>
Cycle counter-clockwise through enemy regiments
s<
Cycle clockwise through enemy regiments
s>
End Deployment Phase / End mission (when instructed)
e
Invoke map / Turn off map - return to battlefield
t or z
Cycle regiment formations
+/-
Rotate camera view left
A
Rotate camera view right
S
Anywhere
Momentarily view Pop-up help (Even if Off in options)
6
2
3
TABLE OF CONTENTS
MISSION ONE: A STRATEGY GUIDE................................................................31
COMMAND REFERENCE .........................................................................................1
THE WARHAMMER WORLD ................................................................................4
INTRODUCTION ..............................................................................................................5
ABOUT THIS MANUAL ...............................................................................................6
THE MAIN MENU ........................................................................................................7
KLAUS ZIMMERMAN'S STRATEGY TIPS ....................................................33
MULTIPLAYER..............................................................................................................34
NEW CAMPAIGN ..................................................................................................7
LOAD CAMPAIGN .................................................................................................7
MULTIPLAYER .......................................................................................................7
TUTORIAL..............................................................................................................7
OPTIONS.................................................................................................................8
QUIT.......................................................................................................................10
EDIT ARMY...........................................................................................................34
PLAY........................................................................................................................36
AVAILABLE SESSIONS SCREEN ......................................................................37
SESSION SCREEN ...............................................................................................38
AFTER THE BATTLE .........................................................................................39
RULE CHANGES IN MULTIPLAYER .............................................................39
NEW CAMPAIGN..........................................................................................................10
APPENDIX A......................................................................................................................41
SELECTING YOUR ARMY ................................................................................10
THE HUD..............................................................................................................12
CHANGING CAMERA VIEWS..........................................................................12
MAP/PAUSE...........................................................................................................13
CHANGING RANKS ...........................................................................................14
DEPLOYMENT PHASE ......................................................................................14
POSITIONING YOUR REGIMENTS...............................................................15
INTO BATTLE......................................................................................................20
ABORTING MISSION .........................................................................................21
MAGIC SPELLS ....................................................................................................41
BRIGHT MAGIC ..................................................................................................41
ICE MAGIC............................................................................................................43
WAAAGH MAGIC ................................................................................................45
DARK MAGIC .......................................................................................................47
MAGIC WEAPONS ..............................................................................................49
MAGIC SHIELDS .................................................................................................50
MAGIC BANNERS ...............................................................................................51
WIZARD ARCANA (MAGIC USERS ONLY) ...................................................52
MISCELLANEOUS MAGIC ITEMS .................................................................52
BATTLE MAGIC.............................................................................................................22
WINDS OF MAGIC..............................................................................................22
CASTING SPELLS ...............................................................................................22
USING MAGIC ITEMS .......................................................................................23
COLLECTING MAGIC ITEMS.........................................................................23
DROPPING MAGIC ITEMS...............................................................................24
MISSION ENDED ................................................................................................24
THE TROOP ROSTER.................................................................................................25
GAINING LEVELS ..............................................................................................27
MISSION OBJECTIVES ......................................................................................31
DEPLOYMENT PHASE ......................................................................................31
STRATEGY ............................................................................................................32
OUTCOME............................................................................................................33
APPENDIX B......................................................................................................................53
SPECIAL RULES ..................................................................................................53
APPENDIX C.....................................................................................................................56
BATTLE BESTIARY .............................................................................................56
ALLIED REGIMENTS.........................................................................................56
GREENSKIN REGIMENTS ...............................................................................61
UNDEAD REGIMENTS .....................................................................................64
CREDITS.............................................................................................................................67
TECHNICAL SUPPORT...............................................................................................68
This product has been rated by the Entertainment Software Rating Board. For information about the ESRB
rating, or to comment about the appropriateness of the rating, please contact the ESRB at 1-800-771-3772.
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INTRODUCTION
®
™
Dark Omen casts you in the role of Commander Morgan
Bernhardt, leader of the Grudgebringer mercenary army. Your
army begins the campaign with one of each of the following
regiments: Infantry, Cavalry, Crossbows and Cannon. As the
campaign progresses you get the chance to hire new regiments
and buy reinforcements. You ride with the Cavalry regiment
during the campaign, and if you die then the campaign ends in
defeat.
Skirmishes against the enemy take place on the battlefield.
You choose which regiments to take with you into battle, and
which ones to hold in reserve. You issue commands to your
regiments before and during the battle. When you complete a
mission, your surviving regiments are rewarded with experience and gold.
THE WARHAMMER WORLD
When you are not on the battlefield, you are at camp making decisions about what to
spend your gold on. As the campaign matures, your army grows in numbers and experience.
In a war-torn world mighty armies clash to decide the fate of imperiled realms. Brave
warriors march forward accompanied by fearless heroes, terrifying monsters and devastating
machines of war. Swarms of arrows darken the sky, swords clash against shields, and bloody
banners are held aloft in victory, amongst the carnage of the battlefield.
Experience makes your troops better fighters. The more experience they accrue, the
better they become. The amount of experience they gain depends on how many enemy
troops they defeat and how tough they were. The tougher the enemy, the more gold your
troops earn.
Little is known of the Warhammer World, most of its secrets being guarded jealously by
the well traveled and learned Elves. Rumors of the Northern Realms of Chaos and
subterranean races of Skaven are abundant, but their truth still remains a mystery.
It’s important to note that once all troops in a regiment are dead, the regiment is lost and
cannot be replaced. Regiments who have suffered casualties but who still have survivors can
be reinforced, provided you have enough gold. As you fight through the campaign you
should avoid sustaining continual heavy losses, as you need a progressively stronger army as
you reach the later battles.
The lands that Men know and inhabit comprise what is called The Old World. These
lands are home to many races besides Men, including Dwarfs, Elves, Halflings, and the
numerous abominations that infest the mountains and forests.
The main realms of the Old World are those of the Empire, which is at the center of the
Old World and has the greatest populous of Human nations, and Bretonnia, south of the
Empire and which is noted for its gallant knights and chivalric traditions. Further North is
the unwelcoming land of Kislev, and beyond that the rocky land of Norsca. South of
Bretonnia are the desert lands of Estalia and Tilea. Between Tilea and Bretonnia is a tiny
upland region known as The Vaults: home to bandits, brigands, mercenaries and characters
of a most unsavory nature.
For more info about this and other titles,
check out Electronic Arts™ on the web at www.ea.com.
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ABOUT THIS MANUAL
THE MAIN MENU
This manual explains how to issue orders to your troops, how to use magic during a
battle, and how to react to events as they occur on the battlefield. You will discover how to
spend your hard earned gold on buying reinforcements and expanding the size of your army
once a battle is over.
• To select a menu item, left-click on the item.
Once the introduction has finished, the Main menu appears.
The appendices detail the variety of Magic Spells on offer and explain the differences
between the races who live in the Warhammer World.
The following terms are used throughout the manual. Learn them well:
Troops
Soldiers belonging to regiments
Regiment
An organized group of soldiers
Army
All your regiments
Campaign
Your mercenary career
Line of Sight
The unobstructed view for a regiment
Melee
Hand to hand combat
Mission
A job for your army
Rally
To regroup after being routed
Range
The distance at which a weapon or Magic Spell can be used
Rate of fire
How quickly each shot is reloaded and fired from a weapon
Rout
To defeat and cause to flee in confusion
You will also find useful advice from your mentor, Klaus
Zimmerman, within these pages. Heed his words, for they are
born from years of experience on the battlefield. You can also
learn from him by selecting TUTORIAL from the Main menu.
NEW CAMPAIGN
Your campaign begins here. This option is explained in more detail below (see New
Campaign on p. 10). If you haven’t played before, you should try out the TUTORIAL before
you select this.
LOAD CAMPAIGN
Continue a previously saved campaign. For details on saving campaigns, see Debriefing
on p. 24.
• To restore a saved campaign, left-click it in the list, then select LOAD.
MULTIPLAYER
Challenge a fellow player to a head-to-head battle over the Internet, an IPX network,
modem, or null-modem cable. Choose or create your army, connect, and select a location for
your skirmish. May the most cunning and ruthless army win! See Multiplayer on p. 34 for
full details.
TUTORIAL
New Commanders can learn a lot by following Klaus Zimmerman’s step by step tutorial.
Listen to his instructions and carry them out on the battlefield. For more detailed
instructions on playing the game, see New Campaign on p. 10.
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Lighting
OPTIONS
Use Options to improve the level of performance on your computer. During installation,
the program automatically sets these options according to the specification of your PC.
However, you may adjust the settings to suit your own preferences or to increase
performance.
Rendering Device
If your computer has a compatible 3D
graphics accelerator, ensure this is set to 3D.
If you don’t have a 3D accelerator the 3D
option is unavailable.
Pop-up Help
When turned ON, holding the mouse
pointer over different areas of the screen
prompts Pop-up help. You will also receive
Play Tips in each debriefing. Set this option
OFF if you don’t want this help.
Pixel Resolution
When ON this lights the battlefields
realistically, using shadows cast by buildings,
trees, high terrain, etc. If you are not using a
3D accelerator this has a noticeable effect on
game performance.
Perspective Correction When ON this makes the perspective in the
battlefields more realistic. If you are not
using a 3D accelerator this has a noticeable
effect on game performance.
Particle Effects
Determines the level of graphic detail in the
particle effects (particles are used in the
battles for explosions, magic effects, etc.).
LOW detail gives the fastest game speed,
while HIGH detail gives the slowest.
Determine the level of graphic detail in the
battles. LOW detail gives the fastest game
performance, while HIGH detail gives the
slowest. If you are using a 3D accelerator the
LOW and MEDIUM options are unavailable.
Color Cursors
When ON this uses color mouse pointers
throughout the game. Depending on the
specification of your PC the black-and-white
cursors option may be unavailable. Color
cursors may not move around the screen as
smoothly as black-and-white cursors.
Sprite Filtering
When ON this improves the graphic quality
of the sprites (i.e. the troops) in the battles.
This option is available only if you are using
a 3D accelerator and has a negligible effect
on game performance.
Sound Quality
Determines the quality of the sound and
music throughout the game. LOW quality
gives the fastest game speed, while HIGH
quality gives the slowest.
Texture Filtering
When ON this improves the graphic quality
of the textures (i.e. the landscape and
buildings) in the battles. This option is
available only if you are using a 3D
accelerator and, depending on the type of
accelerator, may have a noticeable effect on
game performance.
Sound Balance
Adjusts the balance between the sound effects volume and the music
volume. Move the slider all the way to the sound effects side to turn off
the music.
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QUIT
Selecting this option exits the game and returns you to the Windows 95 operating
system.
• With Dark Omen running, you can press a + t to toggle back to other active
Windows 95 applications.
NEW CAMPAIGN
When entering a mission, you are safe from immediate attack. (See Deployment Phase
on p. 14.) This respite allows you to survey the battlefield and learn a few basics before you
wade into battle.
• If you change your mind, left-click the regiment’s banner on the battlefield and drag it
back into the window.
• If you prefer, you can click the AUTO-DEPLOY button or press A; this chooses and
deploys the most suitable regiments for you.
The Grudgebringer Cavalry is automatically selected and positioned on the battlefield.
You can’t play a mission without them. In some battles, other regiments are automatically
selected also (e.g. if you are helping someone else).
NOTE: You can field a maximum of 10 regiments in a battle, even if you have more
available in your army. Choose the best regiments to field for each battle.
Start Battle button
As you begin the campaign, the Grudgebringer Cavalry has the Grudgebringer Sword.
This is a Magic Item which can be used on the battlefield. For more on magic, see Battle
Magic on p. 22.
Deployment flags
MONEY MATTERS
Your army earns gold at the end of a successful mission so you can afford to hire
reinforcements or new regiments later on. As the saying goes, you’ve got to spend money to
make money.
Deployment window
REGIMENTS
Regiment banners
Control Panel
Auto-deploy button
Troops
SELECTING YOUR ARMY
Welcome to the battlefield! What you see here is a small part of the battlefield.
• To scroll the view, press and hold the right mouse button. The view scrolls toward the
mouse pointer. The further you move the pointer from the center of the screen, the
faster the view scrolls.
To the left of the screen you can see the Deployment window. Inside this window are all
the banners representing the regiments in your army. Banners are used both on and off the
battlefield to help identify each regiment. You can see three regiments in the window: the
Grudgebringer Infantry, Crossbows and Cannon.
• To select, left-click on a banner and drag the banner out of the window and into the
Deployment Area (marked on the battlefield with white flags). Release the mouse button.
There are six different regiment types available during the campaign. They each have
different abilities:
Infantry
These troops march on foot and are best suited for hand-to-hand combat.
Cavalry
These troops ride on horseback and, therefore, move much faster than other
regiments.
Archers
These troops are skilled in the art of hand-held ranged weapons, e.g. crossbows and longbows.
Artillery
These troops man the War Machines, e.g. Cannons. They cannot be moved
around the battlefield after deployment (with the exception of the Steam
Tank). Some regiments require Line of Sight to fire on the enemy. For more
information, see Line of Sight on p. 16.
Magic Users
Magic users specialize in different types of magic. See Battle Magic on p. 22
for more details.
Monsters
These are large beasts and are generally faster and tougher than normal
troops.
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THE HUD
You should have noticed some smaller banners around the edges of the screen. These are
part of the Heads-Up Display (HUD). The HUD shows you where other regiments are on
the battlefield in relation to the area you are currently viewing.
The color of the arrow beneath the banner tells you their current status:
WHITE
Available for orders
RED
Engaged in combat
YELLOW
Routing
GREEN
In cover/Available for orders
The arrow also points in the direction that regiment is currently facing. As you move
around the landscape, the banners on the HUD move to reflect their position in relation to
the area shown before you. The relevant HUD banner disappears if the actual regiment
appears in view on the battlefield. The banner is then displayed above the regiment itself.
➥ North is also indicated on the HUD for your reference.
Note: When you have several units in a melee, their banners may be overlaid on the
battlefield. Press 5 to toggle through banners, making selection easier.
13
You can also change the position of the camera by using the following keys:
Rotate camera left
A
Rotate camera right
S
Zoom in
W
Zoom out
Z
The following keys center the view to the cursor’s position, in addition to zooming the
camera:
Maximum Zoom
D
Medium Zoom
j
Minimum Zoom
y
MAP/PAUSE
While the Map is selected, the game pauses (except in Multiplayer mode!). As well as the
geographical features, your regiments and the regiments of the enemy (once sighted) appear.
• To toggle the Map ON/OFF, press t or z. This displays the entire battlefield
and can be invoked at any time.
FRIEND OR FOE?
➥ Allied regiments can consist of Humans, Dwarfs, Wood Elves, Ogres, Treemen and
others. The banner border for these regiments is GREEN.
Enemy
regiments
➥ Your currently selected regiment has a WHITE banner border.
➥ Greenskin regiments can consist of Orcs, Night Goblins, Night Goblin Fanatics, Giant
Spiders, Giant Scorpions, and others. Their banner border is RED.
➥ Undead regiments can include Mummies, Wights, Wraiths, Ghouls, Skeletons, Zombies
and others. Their banner border is also RED.
NOTE: In a Multiplayer game, GREEN borders represent a regiment from your own
army but they aren’t necessarily Allied. RED represents enemy regiments,
but their race is determined by your opponent.
CHANGING CAMERA VIEWS
• To center the camera view on a regiment (anywhere on the battlefield), right-click its
banner. In fact, right-clicking on anything on the battlefield centers the camera.
• To move the camera around the battlefield yourself, right-click and hold the button
down.
Your regiments
Regiment
information
• To view details of friendly and enemy regiments, point at their banners. Their details are
displayed beneath the Map.
• To select a friendly regiment, left-click its banner. The banner’s border turns white.
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15
TIP: Consulting the Map is the only way to assess the strength of an enemy
regiment, so use it to decide which of your own regiments to pitch against
them in battle.
TIP: You should not start the battle until after you have considered issuing
some initial orders to your regiments, as detailed in the next section.
POSITIONING YOUR REGIMENTS
CHANGING RANKS
Regiments can be dragged and dropped with the left mouse button.
• To change a regiment’s ranks (formation) on the battlefield, select the regiment and then
press + and - to cycle through the available ranks.
• To pick up a regiment, move the pointer over it, and when the Grasping Hand
appears press the left mouse button. To put the regiment down within the
Deployment Area, release the left mouse button.
BASIC ORDERS
TIP: Only the front two ranks of bows and the first rank of crossbows can
fire, and a Charge command is more effective if the ranks are deep.
As you move the mouse pointer away from the regiment, it changes appearance again.
This happens often on the battlefield, depending on the situation at hand. Check the
following list to see what each pointer signifies:
This pointer orders a regiment to a specific location on the battlefield.
NOTE: When you give an Engage or Fire order, the regiment adopts the most
suitable formation. Also, changing formation can help a regiment hide in
cover.
DEPLOYMENT PHASE
The period immediately before a battle is known as the Deployment Phase. This is where
you have the opportunity to set some initial orders for your troops before the battle begins.
Every mission begins with a Deployment Phase. You should have noticed some white
flags planted in the ground around your regiments. These flags mark out the Deployment
Area.
➥ You can reposition your troops anywhere within the Deployment Areas, but they can’t be
placed outside their boundaries.
➥ You can give the regiment orders to move beyond the flags, but they won’t act on these
orders until the Deployment Phase has been ended.
➥ You can move regiments between multiple Deployment Areas on some battlefields.
• To end the Deployment Phase and start the battle, press e, or press the START
BATTLE button.
• To order a regiment to a location on the battlefield, left-click on the landscape. A
BLUE flag is planted in the ground to confirm the order.
• To set multiple points on the landscape, hold down c as you click. Each click sets
another flag up to a maximum of nine.
➥ If you set these points to circle back to the first flag then you have created a Patrol Loop
(indicated by the flags turning RED). The regiment patrols this loop when the battle
begins.
NOTE: Most Artillery regiments (e.g. Cannons) can’t be moved, and regiments only
act on a move command once the battle starts.
This pointer allows you to turn and face your regiment in a particular direction.
• To turn your regiment, select a point on the landscape then left-click. The
regiment immediately turns and faces the new direction.
NOTE: This pointer appears only when it is positioned close to the current
regiment. If you have difficulty obtaining this pointer (e.g. if the regiment’s
banner is in the way) hold s.
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17
If an enemy regiment is on the battlefield or on the HUD, use this pointer to
instruct your regiment to engage them in hand-to-hand combat.
Buttons are not always available—it depends on the circumstances. For example: if a
regiment of yours is routing, none of the buttons are available until the regiment has rallied.
When buttons are unavailable, they always switch to the color of the Control Panel.
Gold
Available
Silver
Not available
• To engage, move the pointer over the enemy banner. When the pointer changes
into a sword, left-click on the banner.
➥ Regiments can act on an engage command only after the battle begins.
LINE OF SIGHT
The battles fought in Dark Omen employ a Line of Sight system between friendly and
enemy forces. Any enemy regiment is displayed on the battlefield, HUD, or Map only if it
can be seen by one of your own regiments.
In order to spot the enemy:
➥ The enemy must be within your regiment’s field of vision.
➥ Your regiment’s view to them must be unobstructed.
NOTE: Enemies are harder to spot the further they are from your own troops.
Some regiments who use trajectory weapons don’t rely on Line of Sight as their weapons
are designed to be fired over obstacles, e.g. Mortars. However, their accuracy is not as good
if the target is out of their sight.
OTHER ORDERS
Other orders are issued by using the Control Panel located in the bottom right corner of
the screen. The mouse pointer changes its appearance as before. Most of these orders can be
given only after the Deployment Phase is over.
Halt button
Charge button
Magic button
Fire Weapon
button
NOTE: In a Multiplayer game, you can control Greenskin or Undead armies as well
as Allied. The color of the buttons differ depending on which race you
command. See Multiplayer on p. 34 for more details.
Charge Order
During battle, use this order to make the regiment charge in the direction they
are facing. A charging regiment rams the enemy’s ranks with great force, using
their momentum to rain mighty blows upon them. Charging is strategically
important because a charging regiment’s momentum and power gives them the
first strike in the ensuing melee and also awards them additional strength during the melee.
➥ Shortcut key: C
Halt Order
Overrides the current order. The troops within the regiment halt. Orders to fire
on the enemy (see below) are also canceled by this.
➥ Shortcut key: H
Magic Order
You can utilize magic via a Magic Spell or a Magic Item. Selecting this button
displays icons of the Magic Spells or Items that the regiment has available. Magic
Items can only be used once in each Winds of Magic Cycle. The Grudgebringer
Cavalry begins the campaign with the Grudgebringer Sword, a Magic Item which
can cast fireballs.
➥ Shortcut key: M
Hero button
Break button
• To select the orders, left-click them with the mouse, or use the shortcut key.
Hero/Strength Order
To encourage a regiment to even greater effort during a battle, repeatedly press
the Hero button to boost their strength. This only applies when the regiment is
in hand-to-hand combat. This boost only affects your current regiment and is
only temporary. The Hero gauge at the center of the Control Panel shows the
build-up of strength boost. Only when the gauge is in the red zone does the boost have an
effect.
➥ Shortcut key: S
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NOTE: Overuse of the Hero/Strength order makes it harder to reach the red zone as
your regiment suffers more casualties.
Reload counter
Break Order
If your regiment is taking a beating, break them from the melee. They rout to a
safe distance before coming to a halt, unless they are being relentlessly pursued by
the enemy or have suffered too many casualties. If this is the case, a white flag
appears on the regiment’s banner indicating that they are unable to rally, and they
flee the battlefield.
Hero gauge
Magical Power
Points
Winds of Magic
Cycle
➥ Shortcut key: B
Fire Order
To select this button your regiment must have ranged weapons. You must then
select this button and use the pointer to choose a target to fire on. The target can
be an enemy regiment or a point on the battlefield. Left-clicking on the target
makes the regiment fire. The regiment continues to fire at the target until they
receive an order to halt, the enemy moves out of range, or the target is destroyed. They can
fire again only after they have reloaded their weapons. The Reload counter at the center of
the Control Panel counts down the length of time that it takes the regiment to reload their
weapons. They can fire when all eight segments are lit.
The center of the Control Panel is home to four important indicators. The Reload
Counter and Hero Gauge are explained above. Magical Power Points and the Winds of
Magic Cycle are explained in Battle Magic on p. 22.
There are a few other indicators found on the corners of the Control Panel:
Banner Indicator
Threat Indicator
Troop Count Indicator
Status Indicator
➥ Shortcut key: F
NOTE: If you select an immobile artillery regiment (e.g. a Cannon) the fire button is
selected for you.
The pointer changes if the target is currently out of range. If you left-click, the
target is fired on when it comes into range.
This pointer tells you that the target is currently out of sight. If your regiment
doesn’t need Line of Sight to fire then they fire on the target but their accuracy is
poor. If Line of Sight is required, they open fire as soon as they can see the target.
The Banner Indicator displays the currently selected regiment. This is important because
the orders you select are given only to this regiment. To issue orders to another regiment
you must select it from the HUD or the battlefield by left-clicking on the relevant banner.
When the banner border turns WHITE, you know the regiment is selected. The banner
then appears on the Banner Indicator.
20
The Threat Indicator displays a number of skulls:
1 skull
Recruits (lowest threat)
2 skulls
Regular troops
3 skulls
Crack troops
4 skulls
Elite troops (highest threat)
The Status Indicator has three modes:
If your regiment is positioned behind a copse of trees, this might block the view of any
approaching enemy regiment. The Cover Indicator switches ON to show that your
regiment is currently in cover and no enemy regiment can see them. The arrow beneath the
regiment’s banner is green.
When the regiment is in melee, the Battle Indicator switches ON. The arrow beneath
the regiment’s banner is red.
21
You will hear responses from all regiments (friend or foe) as these events unfold. For
example:
“Aye sir”
Confirmation of new orders that you have just issued to a
regiment.
“Enemy sighted”
A new enemy regiment has just been seen.
Their banner now appears on the HUD.
“Enemy destroyed”
One of your regiments has defeated an enemy regiment.
“Help us!”
Some of your troops need help—use the Hero button,
magic and/or send in some of your other regiments to help
them out.
“We’re under fire!”
One of your regiments is being attacked by an enemy using
ranged weapons, e.g. archers firing arrows.
“Charge!”
One of your regiments has charged.
“We fear the enemy!” See Special Rules on p. 53 for more details on fear.
“Retreat”
One of your regiments has fled the melee.
The Routing Indicator turns ON when the regiment is routing. The arrow beneath the
regiment’s banner is yellow. Regiments who are routing halt only when it is safe to do
so. You can then issue fresh orders. If a regiment has suffered large casualties they rout until
they are off the battlefield. Under these circumstances, a white flag appears above their
banner as they retreat across the battlefield.
You must react quickly to these events as they occur. Learn to switch between your
regiments and issue fresh orders. Thinking on your feet is but one of the requirements for
being a successful Commander!
The Troop Count Indicator displays the number of troops in the current regiment. This
number reduces as the regiment suffers casualties.
• To abort the mission, press q. A small menu appears.
INTO BATTLE
Once you issue your initial orders it is time to end the Deployment Phase and start the
battle.
To start the battle, press e, or left click the red arrow on the scroll at the top of the
screen. The white flags disappear.
A rumble of thunder indicates the start of a new Winds of Magic Cycle (see Battle Magic
on p. 22). Your regiments act on the orders you gave them. As the mission progresses, new
situations arise.
ABORTING MISSION
ABORT CAMPAIGN quits the mission and returns you to the Main menu.
CONTINUE CAMPAIGN is self-explanatory. You can also adjust the sound balance from
this menu. The game pauses while this menu is displayed.
22
BATTLE MAGIC
WINDS OF MAGIC
The Winds of Magic are the means by which all Wizards cast their spells. As magical
energy seeps into the material world it fragments into eight distinct types or qualities. Just as
oil spilled onto water produces a rainbow of colors, so magic produces a polychromatic
display of swirling clouds. These clouds blow from north to south, some magic riding high,
other falling to the ground and seeping into the earth and rock.
There are many different types of magic in the Warhammer World. In Dark Omen you
will encounter four—Bright, Ice, Waaagh, and Dark.
A full spell list for each of the above is available in Appendix A on p. 41. You can also
learn about them within the game by browsing through an appropriate Wizard’s spell book
in the Troop Roster.
CASTING SPELLS
In the Warhammer World, magic exists in all things, both living and dead. As the Winds
of Magic billow over and through the land, a magician must draw from the energy that is
available at that time. This is represented by the eight blue lamps that are found in the
center of the Control Panel. Each lamp represents one Magical Power Point.
Every spell requires a number of Magical Power Points to cast. These points are shown
as small lamps beneath the spell icons that appear on the Magic Panel, when the Magic
button has been selected. Spells are available on the battlefield only if the current regiment is
a Wizard. You can cast a spell only if the required number of Magical Power Points is
available. Once the spell is cast, the appropriate number of Magical Power Points is
deducted. The winds change at the beginning of each Winds of Magic Cycle and a different
amount of magic is made available for your Wizards to use. This cycle can be seen in the
Control Panel: when the indicator is filled blue a new cycle is about to begin. The blue
circles in the center of the icon interface turn red when a spell is pending. You can cast only
as many spells as there are available spell points for that Magic Phase.
Wizards from the same army must share the points available. If one Wizard casts a spell
which requires three points and there are only three available, your other Wizards must wait
for the winds to change again before they can cast any spells.
A clap of thunder announces the start of each new Winds of Magic Cycle.
23
The Magic button is only available if you currently have control of a Wizard, or a
regiment which owns a Magic Item. When you select the Magic button, the Magic
Panel appears. You can then select a spell or a Magic Item and choose a target if
one is required. To close the Magic Panel, select the Magic button once more.
The mouse pointer changes into a magician’s staff when you select a spell or Magic
Item to use. Some spells and items require a target, so point at a target then left-click
to confirm. Other spells and items are immediately cast or used, e.g. Crystal Cloak.
You can only cast a spell if the required number of Magical Power Points is available.
Some spells have an immediate effect on their target, others are longer lasting. To
cancel a lasting spell, make sure the Magic Panel is visible, then move the staff
pointer over the spell to be canceled and left-click.
• To stop an enemy’s spell, cast Dispel Magic.
➥ For a full list of Magic Spells, see Appendix A on p. 41.
USING MAGIC ITEMS
Magic Items can generally be used just once in every Winds of Magic Cycle. You must
then wait until the next cycle to use them again. Some Magic Items are always active, e.g.
Shield of Ptolos. Others can only be used once and have an immediate but temporary effect,
e.g. the Potion of Strength. Fortunately, Magic Items don’t use any precious Magical Power
Points.
THE GRUDGEBRINGER SWORD
Your Grudgebringer Cavalry begins the campaign with the Grudgebringer Sword in
its possession. This mighty sword has runes inscribed along the blade by a bright
magic Wizard Lord. In hand-to-hand combat the wielder strikes more accurately and
ferociously against his enemies. In addition a fireball may be cast from the sword once per
Magic Cycle.
COLLECTING MAGIC ITEMS
Enemy regiments can also possess Magic Items. If this is the case, you’ll normally see
some sort of magical effect around the unit, either constantly or when you attack them.
When you destroy these regiments they drop the items on the ground. The same is true of
gold coins. When you successfully complete a mission, both items and gold are collected by
your army as they leave the battlefield. The items appear in the storage slots on the right
page of the Troop Roster and can be redistributed amongst your regiments. See The Troop
Roster on p. 25 for full details.
Note: If you lose a mission, items and gold are NOT collected.
24
You can pick up a dropped item during a battle. Simply point at the item and the
pointer changes to a grasping hand, then left-click on the item. The current
regiment attempts to pick it up. If they have no room for the item then your
regiment can’t pick it up.
Some Magic Items cannot be used by certain regiments. For example, a Bright Wizard
can’t make use of an Enchanted shield because Wizards cannot use armor, so the Wizard
won’t pick the item up.
The Experience Level of the regiment governs how many Magic Items it can own. If a
regiment has failed to earn experience, then they can possess just one Magic Item. The
maximum allowed is three items, and a regiment can own only one item of each type—
Shield, Weapon and Banner. Once you collect an item, the regiment can use it immediately,
via the Magic button.
DROPPING MAGIC ITEMS
You can drop a Magic Item on the battlefield by holding down a and left-clicking on
the item’s icon from the Magic Panel. It lands on the ground nearby. Beware, enemy
regiments like to own Magic Items as much as you, and they try to pick up anything they
find!
25
Close the scroll book and go to camp, where the campaign continues.
Go to next page.
Save your game or load a previously saved game. You can also delete a saved game
file from here. A name for your saved game file is suggested, but you can amend or
delete it if you wish.
Selecting this icon takes you to the open pages of a book known as the Troop
Roster. You should use this book before you go to camp and continue with the
campaign.
THE TROOP ROSTER
MISSION ENDED
With this book you can recruit new troops and replace casualties,
providing you have enough gold coins to pay for them! You can
also sell armor and sell or move Magic Items.
The mission ends when:
An extra icon is found at the bottom of almost all book pages:
You win; having defeated all the enemy regiments.
–or–
You lose; having had all your regiments destroyed or routed from the battlefield.
This takes you back to the very first page of the Troop Roster.
–or–
Each double-page serves a different function. The first gives you an update on
the current status of all your regiments. It shows the following:
Commander Bernhardt is killed! This results in the end of the campaign—Game Over!
DEBRIEFING
After a mission is over, you are told whether you were victorious or defeated. The
amount of gold earned on the battlefield is also displayed. The next page gives a summary of
each regiment’s kills, losses and the experience gained.
Along the bottom of these pages some new icons appear:
Go to previous page.
The regiment’s experience level as represented by two vertical bars.
➥ The yellow bar shows the regiment’s overall experience level. Each time the level reaches
a marker, the regiment gains a level (see following section).
➥ The blue bar shows the regiment’s progression to the next level.
The regiment’s Threat Level as represented by skulls.
➥ 1 skull = Recruits (lowest threat)
➥ 2 skulls = Regular troops
➥ 3 skulls = Crack troops
➥ 4 skulls = Elite troops (highest threat)
26
The current number of troops within the regiment and the maximum allowed.
➥ e.g. 10/16 = 10 troops left from a maximum of 16.
The regiment’s Armor Level as represented by small shields.
➥ 0 shields = No armor (normal clothing)
➥ 1 shield = Lowest strength armor
➥ 5 shields = Highest strength armor
The number of shields and empty shield slots indicate the maximum Armor Level for the
regiment.
➥ GOLD shields show the minimum Armor Level (this may not be sold).
➥ SILVER shields represent any extra armor that has been bought (this armor may be sold
if required)
NOTE: Wizards have no use for armor and thus don’t have an Armor Level. Instead,
their spell book is shown.
You may also see a small green arrow next to the regiment’s banner. This shows that the
regiment is not a permanent member of your army, and at some point they either leave or
join you permanently. A large red arrow next to their banner shows that they are just about
to leave. When this happens any Magic Items you have given the regiment are returned to
you storage area, but armor or troops you purchased for them are not returned.
You can read about particular Magic Spells if you have a Wizard under your
command. Wizards specialize in one school of the arcane, so their Spell Books
reveal details only for that particular type of magic.
• To open the Spell Book to the first page, right-click on the Wizard’s Spell Book icon.
Any Magic Items belonging to the regiment are also shown here.
• To go directly to the pages which identify the item and describe its power, rightclick on the item.
➥ Use the bookmark to take you back to the first page of the Troop Roster when you’re
finished.
• To view details on the current owner of the item, right-click on the regiment’s banner.
NOTE: You can have up to fifteen regiments in your army at any one time.
27
GAINING LEVELS
When your regiments have gained enough experience points on the battlefield, they are
rewarded with an increase of Threat Level. Threat Levels affect a number of regiment
attributes—skill with standard or trajectory weapons and overall strength.
Increases in Threat Levels are awarded once your army is off the battlefield. When a
regiment gains a level, they can carry one extra Magic Item. When a Wizard regiment gains
a new level, they gain an extra Magic Spell and the ability to possess an extra Magic Item.
Their primary skill on the battlefield also improves, e.g. bowmen improve their firing ability.
Experience
Number of
Number of Magic Spells Experience
Level
Magic Items
(excluding Dispel Magic) points required
1
1
2
2
2
3
1000
3
3 (maximum)
4 (maximum)
3000
4
6000
All Wizards begin the campaign with Dispel in their repertoire. See Appendix A on p. 41
for a full list of spells for each magic type.
GIVING ITEMS
You can pick up a Magic Item on this page and give it to another regiment. That
regiment can then use the item in the next battle they fight.
• To transfer a Magic Item, left-click on the item, then drag it over an empty Magic Item
box belonging to another regiment and release the mouse button.
➥ Some regiments won’t accept certain Magic Items. For example: a Bright Wizard can’t be
given an Enchanted shield because Wizards cannot use armor of any kind.
NOTE: Regiments can only carry one of each type of Magic item. When you pick up
an item, any regiment that cannot carry it is grayed out.
You can store up to twenty different Magic Items at camp. The right-hand page displays a
list where items collected from the battlefield first appear if they haven’t already been
distributed to the regiments. Use the left and right red arrows to step through the list. You
can pick up these items and give them to your regiments.
28
29
At the bottom of the left-hand page are the controls for buying additional troops, buying
and selling armor, and selling Magic Items.
1. Left-click on one of their shields in the main area of the screen and drag the shield over
the Current Gold icon at the bottom-left of the screen (you cannot sell gold shields). The
armor’s sale value appears.
BUYING AND SELLING
To sell armor for the regiment:
2. Release the button to sell the armor for that price (you are asked to confirm the
transaction) or move the armor away from the Current Gold icon and release the button
to abort the sale.
The name of the currently highlighted regiment appears with an icon depicting what type
of regiment they are (cavalry, infantry, etc.).
• To highlight a different regiment, left-click their banner in the main area of the screen.
Beneath the regiment’s name are two sections: troop purchasing and armor purchasing.
The information shown in these sections relates only to the currently highlighted regiment.
To purchase troops for the regiment, click the + button to the right of the helmet icon.
Each time you click, the cost of the troop (shown to the left of the + / - buttons) is deducted
from your total gold. The regiment’s current size changes to show the new size in red. You
cannot increase the number of troops beyond the regiment’s original size, and you must have
sufficient gold to cover the cost of the troops. If you can’t buy troops for any reason, the +
button is grayed out. You can reduce the number of troops you are buying with the - button,
but you cannot actually sell troops.
To automatically purchase troops for you entire army, click the Auto-Reinforce button.
The computer calculates the best use of your money, but you are free to make your own
modifications.
To purchase armor for the regiment, click the + button to the right of the shield icon.
Each time you click, the cost of the armor (shown to the left of the + / - buttons) is deducted
from your total gold. The regiment’s current armor level changes to show the new armor
level as a red shield. You cannot increase the armor level beyond the regiment’s maximum
(depicted by the empty shield slots), and you must have sufficient gold to cover the cost of
the armor. If you can’t buy armor for any reason, the + button is grayed out. You can reduce
the amount of armor you are buying with the - button.
NOTE: Each level of armor is progressively more expensive!
NOTE: If you sell a red shield in this way, you receive the full value of the armor, just
as if you had clicked the - button to the right of the shield icon (you are
simply deciding not to buy the armor after all). However, if you sell a silver
shield you receive only a portion of what you originally paid (the armor is
second-hand).
Throughout this process, the new troops and armor are depicted in red. At this stage, you
have the opportunity to change your purchases as many times as you like. You can also undo
all of the purchases by clicking the Undo button. Your purchases are in fact only finalized
when you exit the Troop Roster. Next time you view the roster, all the figures are in black
and silver. You cannot undo your changes.
You should note that the cost of troops for your regiments increases each time you buy
armor for the regiment and finalize the purchase (by exiting the Troop Roster). Therefore,
whenever possible you should always buy troops either before, or at the same time as, buying
armor.
To sell a magic item:
1. Left-click on the item in the main area of the screen and drag the item over the Current
Gold icon at the bottom-left of the screen. The item’s sale value appears.
2. Release the button to sell the item for that price (you are asked to confirm the
transaction) or move the item away from the Current Gold icon and release the button to
abort the sale.
If you want to read through the remaining pages of the book, use the Next Page icon. If
you see an icon of a banner or a Magic Item on a page, right-click on the icon to read more
about it.
30
CAMP
After a battle concludes, you return to camp. From here you learn of the consequences of
the previous battle and possibly meet new characters or old friends. You can use the Troop
Roster to buy reinforcements if you haven’t already. New developments in the campaign are
revealed as you recover at camp, and you also might have to make important decisions about
what to do next or where to go.
31
MISSION ONE: A STRATEGY GUIDE
• To save your campaign while at camp, select the Disk icon.
Select this icon to continue with the campaign.
To hear the last camp meeting again, select this Rewind icon.
This very first mission finds the Grudgebringer army ignorant of events developing in
the southern lands. They have been employed to protect a small Trading Post from Goblin
attack.
MISSION OBJECTIVES
Slay the Goblins and stop them from ransacking the Trading Post located in the NW
corner of the battlefield.
Troop Selection:
Grudgebringer Cavalry (with Grudgebringer Sword)
Grudgebringer Infantry
Grudgebringer Crossbows
Grudgebringer Cannon
DEPLOYMENT PHASE
Position your Cannon regiment as far Northeast within the Deployment Area as you can,
facing N in the direction of the cliff top by the waterfall. Place your Infantry unit on the N
edge of the area from their starting position and rotate them to face NE. Give them an
order to move NE to a point between the two trees. They act on this once deployment is
ended. Move your Crossbow regiment into the NE corner of the Deployment Area and
leave them there.
32
33
STRATEGY
OUTCOME
Your army is aware of two enemy regiments during deployment. Goblin Archers move
south from their starting position at the top of the battlefield and head for the cliff top near
the waterfall and then wait for targets. They fire on any approaching regiment. Your
regiments are safe from their arrows within the Deployment Area, but as you move North,
your regiments soon fall within the Archers’ range. A regiment of Goblin troops heads
south, then turns south-west then west en route to the NW Trading Post.
The treasure stored at the Trading Post should be intact. Aside from your earnings for
destroying the Goblins, your army should also have captured 100 gold coins to add to your
coffers. Your army should also have very few or no casualties to report when they return to
camp for Debriefing.
First, give your Cannon regiment orders to fire on the cliff top Archers. Even from that
range they should hit their targets. The Archers might retreat off the battlefield after taking
casualties. They are more likely to swiftly move east and then south-east to avoid the fire,
hoping to get close enough to your Cannon regiment to attack them. As soon as they move
(retreating or otherwise), instruct your Cavalry to attack the Goblin regiment who should be
almost North of the Cavalry’s position by now. Try and use the Grudgebringer Sword on
them as you charge into battle. You should defeat them, aided by the fact that the Archers
are no longer giving the Goblin regiment any protection. If executed properly, a command
to charge can also panic the enemy into fleeing.
You should switch to your Crossbow regiment and order them to fire on the Archers who
have moved down from the cliff top to the trees NE of the Crossbow regiment’s position.
This should be enough to finish the Archers off (or at least force them to retreat off the
battlefield).
TIP: Use the camera controls to zoom out as far out as it goes. This gives
you a good view of the entire battlefield and a better understanding of the
enemy’s movements once the battle begins.
KLAUS ZIMMERMANÕS STRATEGY TIPS
➥ Be sure to stop your ballistic regiments from firing when you engage their target
regiment in melee, or you’ll suffer losses from friendly fire.
➥ Put Archers on high ground. This gives them the advantage of a higher Line of Sight,
allowing them to see over the top of potential obstacles. They also benefit from greater
than normal range due to their elevated position on the battlefield.
At this point two new enemy regiments are sighted. Some more Archers install
themselves on the cliff top, whilst another regiment of Goblin troops swarms south and (if
unattended) attacks your Cannon regiment. Command your Infantry, Cavalry and Crossbow
regiments to destroy the Goblins.
➥ Launch surprise attacks by hiding your regiments behind buildings and trees and
charging out as the enemy passes by.
Once the enemy is near, order the Crossbows to hold their fire to avoid hitting your
other friendly regiments with arrows. Move the Crossbow regiment to a safe distance away
from the fighting. It should be safe to use your Cannon regiment once again to pick off the
new Archers on the cliff top. If you feel particularly brave, halt the Cannon regiment and
send in the Infantry and Cavalry to attack the remaining Archers. It is always a good idea to
tell your Cannon regiment to cease fire once your own regiments are within the target area.
➥ Use caution when advancing past obstacles such as buildings and trees, as enemy
regiments may be hiding behind them.
You can use the Cavalry (who have the higher armor rating of the two regiments) to
attack the Archers first, mainly because the Cavalry reaches them much quicker and thus
give the Archers less time to reload their weapons! Once the Archers are in hand-to-hand
combat, send in the Infantry to help finish them off.
➥ Cavalry regiments can be held back so they can come to the swift assistance of any
regiments that require aid during a battle. A charging Cavalry galloping at the enemy
from the rear can be highly effective.
➥ Retreating a regiment to lead the enemy into an ambush is an old but effective tactic.
➥ Soften up enemy regiments with missile fire and magic before engaging them in melee.
➥ Protect your wizards and artillery crews from attack by enemy missile fire and ground
troops. They are valuable regiments, but are easily destroyed in this way.
➥ Gain the advantage in melee by charging enemy regiments in the flanks or rear.
➥ Mounted enemy regiments should be engaged by your own Cavalry to even the odds.
34
➥ Attack routing enemy regiments with magic or ranged fire. Although they can’t retaliate
whilst routing, they are able to fight if they regroup elsewhere on the battlefield. You
earn more gold and experience.
➥ Target and destroy enemy magic users quickly, before they inflict too much damage on
your army.
➥ Enemy Wizards can be difficult to defeat with magic, so try hitting them with artillery or
missile fire instead.
➥ Night Goblin Fanatics can be concealed in ordinary Night Goblin regiments and are
released when your regiments get close, causing large amounts of damage. Charging a
fast regiment close to the Night Goblins can release the Fanatics and allow your regiment
to escape to safety.
➥ Don’t be afraid to retreat if the battle is going badly. It takes the stronger man to know
when to cut his losses and run.
MULTIPLAYER
The Multiplayer option is selected from the Main menu. This allows two players to fight
each other head-to-head over the Internet, an IPX network, modem or null-modem cable.
Each option utilizes the DirectPlay drivers which are installed as part of DirectX 5.
The Multiplayer screen contains three options:
PLAY
Begin the Multiplayer game. See Play on p. 36.
EDIT ARMY
Edit your army prior to entering the battlefield. See below for
further details.
MAIN MENU
Return to the Main menu.
EDIT ARMY
This option lets you edit an existing army or create a new one from scratch. You can edit
Greenskin or Undead armies as well as the usual Allied variety. Note that you can only do
this before you make the connection with your opponent.
The list shows you the names of some existing armies and their strength rating. To the
left of the list are three Race icons. The currently highlighted icon is Allied, so only Allied
armies appear in the list.
• To display Greenskin armies, left-click the Greenskin icon, and so on.
• To create a new army with various levels of gold to spend, click a New Army.
35
At the bottom of the screen you have three options:
Delete
Delete the currently selected army from the list.
Edit
Edit the army as detailed below.
Exit
Exit this screen and return to the Multiplayer screen.
EDIT
Selecting EDIT from the list takes you to a familiar looking book. This is very similar to
the first pages of the Troop Roster. The regiments in the selected army are shown on the
left, complete with their relevant threat and armor ratings and current Magic Items.
You should be familiar with most of the icons along the bottom of these pages. You can
save the army by accessing the Disk icon. You should do this when you finish editing the
regiments.
NOTE: You can’t buy additional troops for a regiment because each regiment begins
with a full compliment.
Troop Catalog: This icon lets you to read up on all available regiments and hire a
few. Go through each page and choose a regiment. Select the gold coin to hire the
regiment. A number is shown on their banner in the top-left corner of the right
page. This is used to identify multiple regiments of the same type. Remember that you can
have up to a maximum of fifteen regiments in total. When you have reached this limit, or if
you have insufficient gold to pay for the regiment, the gold coin icon is unavailable.
Magic Item Catalog: This icon allows you to read up on all available Magic Items
and buy as many as you can afford or carry in your army. You can hold up to twenty
items in storage.
• Having equipped your armies and saved them, exit the Troop Roster then select EXIT
from the Army Editor menu to return to the Multiplayer menu.
36
PLAY
This option takes you to the Connection screen. You can now select the type of
connection you are going to use for the Multiplayer game.
NOTE: You can only edit or create armies before you make your connection with
your opponent. Be sure you have a satisfactory army available before
proceeding.
37
Other: You may see other connection types. These are supplied by 3rd parties such as
online gaming providers. In these cases you should seek advice from the 3rd party involved.
• To continue, left-click on the connection type of your choice, then select CONNECT
(you may be asked to enter additional configuration information). The connection is
made (except for modem play—see below).
• If you change your mind, BACK returns you to the previous screen.
AVAILABLE SESSIONS SCREEN
Dark Omen uses the DirectPlay component of Microsoft DirectX to provide its
Multiplayer functionality. The following connections types are available if your PC is
suitably equipped and configured.
IPX: Typically this is the service used over a LAN (Local Area Network). This selection
requires no other configuration in order to operate.
TCP/IP: This may be used to play over a LAN. Click OK when presented with a request
box for an IP address. To play over the Internet or other Wide Area Network (WAN) you
must supply a value for the IP address request box. (If your Internet connection is a dial-up
account you should connect before you start Dark Omen.) More information can be found
below.
Modem: You may play a head-to-head modem session. Unlike the other connection
possibilities the modem does not make a connection until the next screen has been completed.
See below for details. (Dark Omen requires a Modem Speed of 28.8kbps or greater )
Direct Serial: This requires an ordinary null-modem cable. You are required to supply
additional configuration information. Ensure that the correct COM port has been selected
for each machine. The default values for the other settings are acceptable for Dark Omen. If
you alter the configuration, both machines must be set the same. Changing the Baud Rate
from the default value of 57600 may result in data loss and/or poor performance.
This screen shows a list of the available sessions on the current connection (if any exist).
• To update the list (in case a new session was created since you connected) left-click
REFRESH.
You can enter your name in the text box at the top of the screen, or use the default name.
➥ If you choose to create a game, the game is labeled by the name you have entered.
• To join an available session, left-click it, then select JOIN. To create a new session, select
CREATE. Either way, the Session screen appears.
NOTE: If you are using modem play, clicking CREATE or JOIN prompts you for
further configuration, as follows.
The Create button activates a dialog box allowing you to select the required modem.
• To place your modem in answer mode, select the required modem and click ANSWER.
The other player calls your modem.
The Join button activates a dialog box that allows you to select the required modem and
enter the telephone number you wish to call.
• To dial up the other modem, provide the necessary information, then click CONNECT.
38
SESSION SCREEN
39
AFTER THE BATTLE
When the battle is over you receive a Debriefing as in the single player campaign. Once
you have examined the battle results you can go to the Troop Roster and save your army, if
you wish. When you exit the Debriefing you return to the Available Sessions screen. If you
are connected over dial-up Internet or modem the connection is still active.
• To disable the modem connection, click BACK to return to the Connection Screen.
When you quit Dark Omen, dial-up connections active before you started Dark Omen
must be shut down in the normal way.
PLAYING OVER THE INTERNET (TCP/IP)
Once your opponent connects, his army race, strength and name appear at the top of the
screen.
Below, you should choose the army you wish to use from the list, which shows the
existing armies and their strength ratings. To the left of the list are three Race icons. Select
the required icon to display the available armies of that race.
Beneath the armies is a list of available battlefields. The player who created the session
must select the battlefield on which to play. The player who joined the session cannot
change it.
At the bottom of this screen is the message window.
• To exchange messages with your opponent, type on the keyboard, then press e. Your
messages, and any replies, appear in the message window.
• To go to battle (once both players have configured the session), select FIGHT.
NOTE: As soon as either player clicks FIGHT, the opponent has 60 seconds to
complete his choices before the battle begins. Use the message system to
ensure both players are ready to begin before clicking FIGHT.
To join an Internet game you must supply the IP address of the PC that has created the
Session. To find your IP address you may need to use the Windows 95 utility ‘WinIPCFG’
(see the following instructions). If so, it is recommended that you do this before starting
Dark Omen.
GETTING
YOUR
IP
ADDRESS
• Hold the mouse cursor over the Create button on the Session List screen. Pop-up text
appears with your current IP address. If Pop-up Help is turned OFF, you must hold 6
while doing this.
–or–
➥ If you are using a dial-up Internet account you must connect before starting the
WinIPCFG program.
1. On the Start menu select RUN, then type winipcfg and click OK.
2. In the drop down box a list of your network devices appears.
3. Select the correct device. If you are using a dial-up connection ensure that the device
PPP Connection is selected.
4. The correct IP address should now be listed. Take a note of this.
When you arrange to play a game and you are to be the game creator you should give
this IP address to the other player. The player who joins the game types in this address when
prompted by Dark Omen.
RULE CHANGES IN MULTIPLAYER
There are a few rule changes in a Multiplayer game, compared to a solo campaign:
➥ Invoking the Map during a battle (press t or z to toggle ON/OFF) does not
pause the game as it would do in a solo campaign.
40
➥ If both players choose the same race for their army (e.g. Greenskin), then Fear behaves
slightly differently. For example: in a solo campaign, Giant Spiders cause fear in all races
except those of the same race or those who are immune to fear. In a Multiplayer game,
your opponent’s Greenskin troops fear your Giant Spider but don’t fear their own! (See
Special Rules in APPENDIX B on p. 53 for details on Fear.)
➥ If your Night Goblin regiment contains Night Goblin Fanatics, a swinging ball and chain
above the regiment appears on the battlefield. Your opponent won’t see this indicator.
In a solo campaign you can only control an Allied army. In Multiplayer, you can choose
who you want to be. The color of the order buttons found on the Control Panel differ
depending on the race of your army:
Race
Selectable
Not currently available
Allied
Gold
Silver
Greenskin
Red stone
Grey stone
Undead
Bone
Wood
MESSAGES
Players can send messages to each other during a Multiplayer game.
• To send a message to your opponent, press 4 or T, then type your message, and press
e. Messages appear on-screen during the battle.
ABORTING A MULTIPLAYER GAME
• To abort the game, press q. If you decide to abort, the Sessions list appears. The
connection is not broken until you select BACK from the Sessions list.
41
APPENDIX A
MAGIC SPELLS
There are four different types of magic available in Dark Omen: Bright, Ice, Waaagh and
Dark. Each of the four types share one common Magic Spell:
DISPEL MAGIC
Magical Power Points cost: 1 (per potency)—maximum 3
Dispel Magic creates an aura of anti-magic around the chosen friendly regiment,
and any offensive magic entering this zone of protection may be neutralized. It may
also be cast on a regiment which is currently engulfed by magic. Dispel is more effective
when more magic is channeled into it, but its potency is reduced after each attempt to dispel.
• To achieve this, you must left-click one to three times on the spell before casting.
BRIGHT MAGIC
Bright Wizards are fire Wizards. Their magic is of flame and heat and they make
excellent Battle Wizards with their ability to cast Fireballs and Flamestorms upon
their enemies.
FIREBALL
Magical Power Points cost: 1 (per Fireball, of which you are allowed a maximum
of 3)
A fiery ball of energy blasts forth from the mage’s hands and hurtles towards its
target, wounding any troops in the blast area. The spell has a medium range and armor
offers no protection from the searing blast. By channeling more magic into the spell, the
mage can produce multiple Fireballs.
• To achieve this, you must left-click one to three times on the spell before casting.
SANGUINE SWORD
Magical Power Points cost: 3
Magical flaming swords materialize around the mage and attack enemy units on
behalf of their invoker. The swords fly towards any nearby enemies, each dealing a
powerful blow. The spell lasts for a short while before the swords fade away.
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BLAST
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ICE MAGIC
Magical Power Points cost: 2
A powerful attack, Blast launches a lethal volley of burning energy at the target.
The range is of a medium distance, but the flames deal a lethal blow to all but the
hardiest of targets.
THE BURNING HEAD
Magical Power Points cost: 2
A phantasmal flaming skull flies from the mage’s hands and travels a short
distance until the spell expires or hits a solid object. The disembodied head causes a
good amount of damage to any target it passes through, and its unearthly laughter can cause
units to flee in fear.
CONFLAGRATION OF DOOM
Magical Power Points cost: 3
This powerful spell creates a flaming meteor, suspended in the air high above
the heads of the enemy troops. The meteor crashes to the ground, delivering an
awesome blast to anything onto which it falls. The mere sight of the flames descending from
the sky is often enough to make the enemy flee in fear.
FLAMESTORM
Magical Power Points cost: 2
A fierce column of fire erupts from the ground spewing forth flame and ash. All
troops who are caught in the blast are burned and attempt to back away from the
flames. The spell stays in effect for a short time unless dispelled or canceled by the casting
mage. Only one Flamestorm can be in effect at any one time.
CRIMSON BANDS
Magical Power Points cost: 3
Twisting bands of energy entwine the enemy unit, entangling them and
rendering them unable to move, fight, shoot or cast magic. The spell remains in
effect for a short time unless dispelled or canceled by the casting mage.
WINGS OF FIRE
Magical Power Points cost: 2
The mage is lifted up on ethereal fiery wings and is transported to another part
of the battlefield. This can take the mage into close combat with the usual
advantages, but not into any areas that are normally inaccessible.
Ice Magic is a native form of magic practiced in the northern regions of Kislev. An
Ice Wizard is able to control magical energy to produce deadly spells of ice and
cold.
DEATH FROST
Magical Power Points cost: 3
While in melee a freezing mist engulfs the mage and anyone in close proximity
to him, turning their bodies into frozen blocks of ice. The spell’s lack of range is
compensated by its effectiveness, as limbs freeze and shatter causing horrific and often
mortal wounds.
CHILL BLAST
Magical Power Points cost: 3
This spell sends forth an icy beam, subjecting anything in its path to a violent
and freezing assault against which armor affords no protection. The spell has a
medium range.
ICE SHARDS
Magical Power Points cost: 2
Sharp icicles spring from the mage’s hand in the direction of the target, causing
multiple wounds as they pierce and impale their targets. This ranged attack is
shorter than most, but is still highly effective as the deadly needles of ice cause their victims
to freeze and shatter.
WIND OF COLD
Magical Power Points cost: 2
A freezing wind heads towards the target freezing those it reaches. The spell’s
range is unpredictable and varies greatly, however it is unhindered by obstacles and
armor cannot protect those who are trapped in its wake.
44
SHIELD OF COLD
Magical Power Points cost: 1
This spell creates a frozen shield that protects the chosen friendly regiment
from missile fire. The enemy’s chances of penetrating the shield are greatly reduced
and the shield remains effective for a short time unless dispelled or canceled by the caster.
The shield offers no protection from melee attacks and is dispelled if the subject enters
hand-to-hand combat.
HAWKS OF MISKA
Magical Power Points cost: 2
A flock of crystalline hawks appears in the sky above the heads of a nearby
enemy unit, unnerving them with their unearthly shrieking. Such a spectacle may
cause the target unit to run in fear from the battlefield.
SNOW BLIZZARD
Magical Power Points cost: 3
A furious blizzard stirs up around a nearby enemy target, stopping them in their
tracks. The troops are temporarily immobilized by the strong winds and biting
cold, rendering them unable to move, fight, shoot or cast magic.
CRYSTAL CLOAK
Magical Power Points cost: 2
The mage is surrounded in a shimmering cloak of ice and snow which may
lessen the impact of normal weapons. A blow from a magical weapon is deflected as
normal but also destroys the shield, thus rendering the mage open to further attacks.
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WAAAGH MAGIC
Orcs and Goblins are so unlike other creatures that they generate their own form
of energy. As individuals this effect is negligible, but as a mob their combined
minds produce an awful lot of concentrated energy. In large amounts this energy
excites Orcs and Goblins and this sense of euphoria and common identity is known as the
Waaagh. This energy vents itself through the most receptive Orc or Goblin mind present.
Such individuals are called Shamans, and use the power of the Waaagh to cast their magic
spells.
BRAIN BURSTA
Magical Power Points cost: 1 (per Bolt)
The shaman sends a bolt of energy flying towards the target. The first target hit
by the blast suffers the unfortunate consequence of their head exploding in a
shower of bone and blood. Tougher creatures can withstand this mental assault, but armor
offers no protection whatsoever. By channeling more magic into the spell, the Shaman can
produce multiple bolts.
• To achieve this, click up to 3 times on the spell icon.
GAZE OF MORK
Magical Power Points cost: 2
The shaman sends out a searing beam of energy, delivering a mighty mental
blow to anything in its path and causing massive internal wounding. The range of
the shaman’s power is good, and the spell is effective against all targets who are caught in its
path.
DA KRUNCH
Magical Power Points cost: 3
The shaman’s wailing for divine intervention is answered as the enormous foot
of Gork stamps down on the target unit. Gork is not always precise about where he
treads, but when on target the result is devastating.
FISTS OF GORK
Magical Power Points cost: 3
Gork imbues the shaman with astounding powers in melee. For a short period
of time, vaporous fists swirl through the fray, lashing out repeatedly with
astonishing accuracy and strength and causing severe casualties in the enemy ranks.
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MORK SAVE UZ
Magical Power Points cost: 1
This spell protects the chosen Orc or Goblin regiment from all magic for a
short period of time. Mork Save Uz not only dispels any spells currently cast on the
regiment but also renders the target unaffected by all magic, including friendly magic, for
the duration of the spell.
ERE WE GO
Magical Power Points cost: 2
The shaman can inspire to greater efforts any friendly regiment within a long
range, for a short period of time. The target of the magic becomes tougher and
stronger, giving it a considerable advantage in melee.
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DARK MAGIC
Dark energy is undivided; it contains all the types of magic energy in a seething
mass. Dark Magic spells are destructive and powerful.
GAZE OF NAGASH
Magical Power Points cost: 2
A beam of magic shoots from the mage’s eyes, corroding and withering any
target in its path. Armor offers no protection against this short ranged but highly
effective attack, it merely crumbles away.
RAISE THE DEAD
Magical Power Points cost: 3
The necromancer’s power raises the bodies of the dead up from the belly of the
earth. A regiment of Zombies rises from the ground to fight on behalf of their
master. This spell can only sustain one group of Zombies at any one time so it must be
canceled or dispelled, or the Zombie regiment killed, before the spell may be cast again.
DOOMBOLT
Magical Power Points cost: 1 (per Bolt)
A powerful blast of Dark energy rushes towards the target, causing severe
wounding. The spell is also exceedingly effective against larger targets, but does not
travel very far before it fades. By channeling more magic into the spell, the necromancer can
produce multiple bolts.
• To achieve this, click up to 3 times on the spell icon.
DEATH SPASM
Magical Power Points cost: 2
A bolt of Dark magic strikes a single target within a short distance. Weaker
targets are killed by the attack but before expiring suffer violent seizures,
haphazardly striking those in the near vicinity. Armor provides no defense against this spell.
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BLADE WIND
Magical Power Points cost: 2
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MAGIC WEAPONS
GRUDGEBRINGER SWORD
This whirling torrent of magical energy materializes over the enemy target,
releasing swirling blades into the regiment and causing severe wounding. The
effectiveness of the spell is lessened when targeted at more skilled fighters, as they defend
themselves more effectively from the assault.
This mighty sword has runes inscribed along the blade by a Bright magic Wizard Lord.
In hand-to-hand combat the wielder strikes more accurately and ferociously against his
enemies. In addition a fireball may be cast from the sword once per Magic Cycle.
ARNIZIPAL’S BLACK HORROR
THE SWORD SKABSKRATH (UNDEAD ONLY)
Magical Power Points cost: 3
The mage conjures a swirling cloud of darkness that moves across the field,
annihilating everything in its path. Strong characters have a better chance of
surviving the attack, and only those with magical armor can expect any defense against this
spell.
SOUL DRAIN
Magical Power Points cost: 3
This medium ranged spell allows the mage to drain energy from living
creatures. All those close to the nominated target feel the very life force sucked out
of them as the spell takes effect. The life that is stolen is absorbed into the mage’s soul,
healing wounds and revitalizing the mage. Only magical armor offers any resistance.
WITCH FLIGHT
Magical Power Points cost: 2
The mage uses the power of the void to transport him across the battlefield, to
any point he desires. This can take the mage into close combat with the usual
advantages, but not into any areas that are normally inaccessible.
This unholy sword holds terrifying evil spirits within its blade. In hand-to-hand combat
the sword may be cast once per Magic Cycle, sending forth a demonic wave of spirits to
strike fear into the hearts of the enemy. This sword may only be used by Undead armies.
RUNEFANG (ALLIES ONLY)
Forged by a great Dwarf runesmith as a gift to the Empire, this sword has powerful
Dwarf runes carved upon its blade. The sword strikes with such force it penetrates all armor,
and any undead troops hit by the sword suffer twice the normal damage. This sword may be
used only by Allied armies.
HELLFIRE SWORD
This sword is enchanted with the energy of Bright magic. Its magical power may be cast
once per Magic Cycle when the wielder is in melee, unleashing a fiery blast which wounds
any troops in the vicinity.
STORMSWORD
This mighty sword channels the energy of Celestial magic through its blade. In hand-tohand combat a successful strike wounds the enemy, regardless of any armor he may be
wearing. When the wielder is in melee it may be cast once per Magic Cycle, summoning
multiple lightning bolts from the sky which strike the enemy regiment.
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51
MAGIC SHIELDS
MAGIC BANNERS
SPELLEATER SHIELD
BANNER OF ARCANE WARDING
The Spelleater Shield is inscribed with symbols which have the power to absorb enemy
magic. Whenever the bearer’s regiment is the target of an enemy spell the shield has a good
chance of absorbing the magic and channeling its power to any friendly mages. The shield
can also negate the effects of enemy Magic Items. Additionally, the shield provides the
bearer’s regiment with a basic level of armor if they have none. This item can be utilized
only by troops who are able to use a shield.
The Banner of Arcane Warding is inscribed with sigils to twist magic aside and deflect it
in unpredictable paths. When a hostile spell is cast against a regiment bearing this banner
the spell is likely to be either negated or deflected towards the closest enemy regiment.
BANNER OF WRATH
DRAGONHELM
This hallowed banner is infused with power and can lash the enemy with bolts of pure
energy. It may be cast once per Magic Cycle, unleashing up to six mighty lightning bolts
upon enemy troops within range.
This magic helmet protects the bearer’s regiment from the effects of fire or flame attacks.
The magical powers are so effective that almost all such attacks are ineffective.
BANNER OF DEFIANCE
SHIELD OF PTOLOS
This powerful banner infuses the bearer’s regiment with extra courage, making them
braver and more determined. A regiment bearing this banner never breaks from hand-tohand combat and is immune to fear.
The Shield of Ptolos is magically inscribed with myriad distracting patterns and designs.
The patterns magically distract arrows and bolts, sending them spinning off course. The
bearer’s regiment is protected against missiles from bows, crossbows, war engines, and so on.
Additionally, the shield provides the bearer’s regiment with a basic level of armor if they have
none. This item can be utilized only by troops who are able to use a shield.
ENCHANTED SHIELD
The Enchanted Shield provides the bearer’s regiment with an extra level of armor, or
provides a basic level of armor if the regiment has none. This item can be utilized only by
troops who are able to use a shield.
MORK’S WAR BANNER (GREENSKINS ONLY)
This banner is infused with the power of the Waaagh and has the ability to negate hostile
spells which are cast at the bearer’s regiment. Additionally, any enemy Wizard who comes
into contact with the regiment explodes, dying immediately. This banner may be carried
only by Orc and Goblin armies.
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53
WIZARD ARCANA (MAGIC USERS ONLY)
APPENDIX B
STAFF OF OSIRIS
SPECIAL RULES
The Staff of Osiris contains magic which can unleash a powerful energy bolt. It may be
cast once per Magic Cycle, sending a blast of pure energy towards the target. Any troop in
the blast’s path is hit with great force. The Staff may only be carried by Wizards.
Each regiment differs from the next in many ways; not just in their appearance, choice of
weaponry, or preferred method of attack. All of the troops within the three races (Allied,
Greenskin, and Undead) have psychological and physical attributes which affect the way they
behave on the battlefield. These differences are known as the Special Rules.
WAND OF JET
This powerful wand channels the energy of the Winds of Magic, providing the bearer
with extra magical powers. Any spell in the bearer’s repertoire can be cast for one less magic
point than it would normally cost (to a minimum of one point). The Wand of Jet may be
carried only by Wizards.
BOOK OF ASHUR
This enchanted book contains mysterious secrets allowing a Wizard to increase his
repertoire of spells by one (to a maximum of five spells). The Book of Ashur may be carried
only by Wizards.
MISCELLANEOUS MAGIC ITEMS
HEART OF WOE
This pendant is enchanted with a life-sensing force which, when the bearer is slain,
causes the Heart to explode. Any troop caught in the blast is hit with potentially huge force
and if wounded suffers terrible damage.
POTION OF STRENGTH
When drunk, this magic potion increases the strength of the bearer’s regiment for a short
period of time, allowing them to inflict far more damage on enemy troops in melee. The
potion can only be used once.
HORN OF URGOK
This enchanted horn has the power to panic enemies and calm friendly troops with a
single blast. When sounded, all enemy regiments within earshot may flee and all fleeing
friendly regiments within range rally themselves.
FEAR & HATRED
Strong emotions such as fear or hatred of another race originate from a long history of
conflict and misunderstanding. If a regiment comes up against an enemy they fear, they
might rout across the battlefield just to get away from their foe! Similarly, if a regiment
encounters an enemy they hate, they need no second invitation to engage in battle. If a race
is immune to fear and hatred then it goes without saying that they are much harder to rout
off the battlefield!
The relative strength of the enemy regiment has an effect on whether the fear is enough
to deter your regiment from engaging them in battle. For example, one solitary zombie
probably isn’t going to be enough to make your sixteen man strong Cavalry regiment flee in
fear! They still fear the creature, but not to the point where they feel the need to run away
from it.
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55
The following table shows who is feared, who is hated and who is immune to these
emotions.
A = Allied, G = Greenskins, U = Undead
Regiment
Feared by
Hated by
Humans (A)
Dwarf Warriors (A)
Treeman (A)
Wood Elf Archers (A)
Wood Elf Glade Guards (A)
Grail Knights (A)
Orcs (G)
Giant Scorpion (G)
Giant Spider (G)
Night Goblins (G)
Night Goblin Fanatics (G)
Troll (G)
The Black Grail (U)
Ghouls (U)
Hand of Nagash (U)
Mummies (U)
Screaming Skull Catapults (U)
Skeleton Archers (U)
Skeleton Horsemen (U)
Skeleton Warriors (U)
Undead Chariots(U)
Wights (U)
Wraiths (U)
Zombies (U)
—
Night Goblins (G)
—
—
—
—
Dwarfs, Treemen (A)
Dwarfs, Treemen (A)
Dwarfs, Treemen (A)
Dwarfs, Treemen (A)
Dwarfs, Treemen (A)
Dwarfs, Treemen (A)
—
—
—
—
—
—
—
—
—
—
—
—
—
—
All *
Goblins
Goblins
—
—
All *
All *
—
—
All *
All *
All *
All *
All *
All **
All *
All *
All *
All *
All *
All *
All *
* Not feared by those in the same army or by those immune to fear.
** The skulls they fire cause fear when they hit their targets.
Immune to
Fear/Hatred
—
—
Yes
—
—
Yes
—
Yes
Yes
—
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
SPECIAL ATTRIBUTES
Apart from fear and hatred, there are Special Attributes associated with particular
regiments.
Race
Regiment
Special Attributes
Allied
Treemen
Take twice the damage from fire attacks.
Allied
Imperial Steam Tanks
Greenskin
Night Goblin Fanatics
Greenskin
Trolls
Greenskin
Undead
Giant Spiders
Wraiths
Undead
Mummies
Cannot be engaged in melee. They run over any
enemy troops who get in their way!
Can’t be engaged in hand-to-hand combat.
They plow through a regiment regardless!
(These are hidden in other Goblin regiments.)
Magically resistant. There is a 50% chance that
a Magic Spell does not affect them. They have
the ability to regenerate wounds (except those
caused by fire), literally growing new flesh as it
is hacked off!
Have 360° vision.
Can be harmed only by magic weapons or spells.
Normal weapons have no effect.
Suffer double wounds from any fire attack.
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APPENDIX C
BATTLE BESTIARY
Information about all the regiments encountered in Dark Omen is gathered together for
your reference.
57
GRUDGEBRINGER INFANTRY (MERCENARY SWORDSMEN)
These warriors are highly experienced and proficient fighters led by
Sergeant Gunther Schepke, Bernhardt’s second in command. As part of
the respected mercenary army known as the Grudgebringers they are
completely loyal to their Commander.
ALLIED REGIMENTS
GRAIL KNIGHTS
Having sipped from the Grail itself, these Knights are the most powerful
of all the Knights of Bretonnia. Their skill in combat is extraordinary and
they fight determinedly. Grail Knights know no fear and are immune to
such types of psychology.
KNIGHTS OF THE REALM
These Knights belong to the most numerous of the Bretonnian orders of
chivalry. They ride into battle on powerful Bretonnian war-horses and
are highly skilled in combat.
DWARF WARRIORS
Determined and confident, Dwarfs are immensely strong and resilient,
although slow on their feet. They flee in only the most desperate
circumstances and their hatred for Orcs and Goblins makes them even
less likely to rout when fighting them.
GRUDGEBRINGER CAVALRY (MERCENARY CAVALRY)
Taking their name from their Commander’s powerful sword, these
mercenaries form the core of the army known as the Grudgebringers.
They are skilled in combat and ride into battle on mighty war-horses.
GRUDGEBRINGER CROSSBOWS (MERCENARY CROSSBOWMEN)
As part of the respected Grudgebringer mercenary army, these troops are
skilled in their art and loyal to their Commander. They are armed with
powerful crossbows, which have a long range but require line of sight to
their target. Although they wield their crossbows with considerable skill,
they are not particularly effective in hand-to-hand combat. Only the front rank of
crossbowmen may fire.
GRUDGEBRINGER CANNON (MERCENARY ARTILLERY)
AND IMPERIAL CANNON
These machines fire heavy cannonballs which can
tear through enemy regiments and light buildings
with ease, but they are progressively more
inaccurate the further they fire. Their enormously
long range is only equaled by Orc Rock Lobbers, but they
require Line of Sight to their targets as the cannonballs are fired in a very shallow arc.
Armor is useless against hits from a Cannon.
CARLSSON’S CAVALRY
These warriors form part of the militia commanded by the Border Prince
and former mercenary Sven Carlsson, a personal friend of Bernhardt.
They ride into battle on mighty war-horses and are proficient in combat.
BRIGHT WIZARD (FLAMESTRIKE)
Having spent years studying his art at the Bright College in Altdorf, a
Bright Wizard is able to control magical energy to produce spells of
flame and heat. Although extremely powerful in battle, Wizards do not
fare well in hand-to-hand combat. A Wizard may never wear armor.
58
COUNTESS’ GUARD (IMPERIAL HALBERDIERS)
These fighters, like all the Empire’s infantry, are highly trained and
proficient fighters. They are skilled in combat and the halberds they
wield are heavy weapons which hit with great force. These weapons must
be wielded with both hands, so these troops are limited in the amount of armor
they can utilize.
HELMGART BOWMEN (IMPERIAL BOWMEN)
Like all warriors of the Empire these bowmen are highly trained in their
art. They are armed with standard bows which have a medium range.
Although they wield their bows with skill they are not particularly
effective in hand-to-hand combat. Only the front two ranks of archers
may fire. Helmgart Bowmen do not require line of sight.
FLAGELLANTS
Flagellants are men who have been driven over the edge of sanity by
some personal disaster or catastrophe, causing them to travel the Empire
preaching their nightmare visions of doom. Their madness gives them
superhuman strength and resilience, and they fight with outstanding fury.
Flagellants wear only tattered robes and do not wear armor. They never break
from combat.
IMPERIAL STEAM TANK
This machine is in effect a mobile cannon and is very heavily armored. In
battle it cannot be engaged in hand-to-hand combat as it would simply
run over any troops in its path. The cannon, which has a long range but
is progressively more inaccurate the further it fires, launches heavy
cannonballs which can tear through an enemy regiment with ease. Armor provides
no protection against hits from cannonballs.
IMPERIAL MORTAR
This machine fires explosive shells high into the air, sending them
crashing into enemy ranks. It has an extremely long range and can shoot
over obstacles and terrain as the shell is fired in an arc, but it is
progressively more inaccurate the further it fires. Armor provides no
protection against hits from a Mortar. The Imperial Mortar does not require
Line of Sight.
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MERCENARY OGRES
These massive creatures stand twice as tall as a man and are far more
strongly built. Although they are not particularly intelligent, they are
strong and tough and fight ferociously. They are notoriously
indiscriminate about who they fight for, as long as they are rewarded. Due to their
large and threatening appearance Ogres provoke fear.
OUTLAW INFANTRY
These highly trained warriors were once swordsmen of the Empire.
However, under the influence of their leader Jurgen Muntz, they have
abandoned the Empire to fight outside the law for greater material gain.
IMPERIAL GREATSWORDS
Imperial Greatswords, like all swordsmen of the Empire, are highly
trained and proficient fighters. The swords they wield are so large they
must be swung with both hands and therefore strike with great force.
Due to this fact these troops are limited in the amount of armor they can
utilize.
ICE MAGE (STORMBRINGER)
Ice Magic is a native form of Magic practiced in the northern regions of
Kislev. An Ice Mage is able to control magical energy to produce deadly
spells of ice and cold. Although extremely powerful in battle, Wizards do
not fare well in hand-to-hand combat. A Wizard may never wear armor.
RAGNAR’S WOLVES
These warriors originate from the cold and inhospitable lands of Norsca
where they fight under the command of Eric Ragnar, their leader and a
personal friend of Bernhardt. They ride into battle on mighty war-horses
and are skilled in combat.
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OUTLAW PISTOLIERS
These young mercenaries are fairly inexperienced, but make an
exceptional rapid response force. Under the guidance of their
disillusioned leader they have abandoned the Empire to fight outside the
law. In combat their skills are average but they carry pistols, which only have a
very short range yet are powerful enough to penetrate most armor. The pistols
require line of sight to their target.
61
GREENSKIN REGIMENTS
GIGANTIC SPIDER
These huge and horrific monsters are worshipped by Night Goblins.
They have 360° vision, making them excellent at spotting hidden
enemies. Due to their ferocious appearance Gigantic Spiders cause fear.
WOOD ELF GLADE GUARDS
These tall, agile warriors live in the forests of Loren. They are quick on
their feet and are skilled in combat. Wood Elves are feared by Goblins,
giving them the advantage when facing them in combat. Elves wear only
light armor in battle, as heavier varieties are too restrictive.
GIANT SCORPION
These huge and ferocious creatures breed in the dank underground
passageways deep below the earth. The combined force of their two
pincers allows them to fight with great strength. Due to their horrific
nature Giant Scorpions cause fear.
WOOD ELF ARCHERS
These tall, agile warriors are armed with powerful longbows. Their skill
as archers is excellent and their bows have a very long range. They are
quick on their feet, are not slowed by difficult terrain, and are equally as
good hand-to-hand fighters as other Elves. These troops wear only light
armor in battle, as heavier varieties are too restrictive. Wood Elves are feared by
Goblins, giving them the advantage when facing them in combat. Only the front two ranks
of archers may fire. Wood Elf Archers do not require line of sight.
NIGHT GOBLINS
TREEMAN
This regiment conceals Night Goblin Fanatics, gibbering lunatics who
become immensely strong and fearless after drinking intoxicating fungus
beer. Hidden within the regiment, they are pushed out when close to the
enemy. The Fanatics spin wildly through any troops they contact and cannot be
engaged in hand-to-hand combat. They eventually collapse from exhaustion or
collide with an obstacle.
These extremely large creatures are incredibly strong and tough, fighting
with great skill and ferocity. However, their dry woody skin suffers great
damage if burned, so fire is their greatest enemy. They hate Orcs and
Goblins, so are unlikely to flee when fighting them. Due to their huge
and frightening appearance, Treemen provoke fear. Treemen cannot wear armor.
Typically smaller than Orcs, Goblins look rather thin and scrawny
compared to their larger relatives. Night Goblins hate Dwarfs and are
unlikely to flee when fighting them. However, they fear Elves and are,
therefore, at a disadvantage when facing Elf regiments.
NIGHT GOBLINS WITH FANATICS
62
NIGHT GOBLIN ARCHERS
63
ORC BOYZ
Night Goblin Archers are armed with short bows. Their skill as archers is
average, but their bows only have a short range. Night Goblins hate
Dwarfs and are unlikely to flee when fighting them. However, they fear
Elves and are, therefore, at a disadvantage when facing Elf regiments. Only the
front two ranks of archers may fire.
NIGHT GOBLIN ARCHERS WITH FANATICS
These Orcs are the smallest of their kind, yet are still as tall as a man and
substantially broader. Single-minded when it comes to battle, Orc Boyz
normally form the core of any Orc army.
ORC BIG’UNS
This regiment of Night Goblin Archers conceals Night Goblin Fanatics,
making them a threat both from a distance and in melee.
NIGHT GOBLIN SHAMAN
These Goblin Wizards are slightly tougher than ordinary Night Goblins
and have the powers of Waaagh magic at their disposal. Like all Night
Goblins, Shamans hate Dwarfs and are unlikely to flee when fighting
them. However, they fear Elves and are, therefore, at a disadvantage
when facing Elf regiments.
ORC ARRER BOYZ
Orc Arrer Boyz are armed with standard bows. Their skill as archers is
average and their bows have medium range. Arrer Boyz are just as skilled
in hand-to-hand combat as other Boyz. Only the front two ranks of Arrer
Boyz may fire. Orc Arrer Boyz do not require line of sight.
ORC BOAR BOYZ
More skilled than normal Orcs, these powerful troops ride into battle on
fierce war boars. As large as a horse, the boars are thick-skinned, difficult
to injure and fight viciously. Their pointed tusks and sharp teeth inflict
extra damage when charging enemy troops.
Bigger and more powerful than ordinary Orc Boyz, Big’uns are very
strong and mean and by far the best mob of Orcs in the army. They are
more skilled in combat and their size gives them greater overall strength
than their smaller counterparts.
ORC BOLT THROWER
This huge crossbow fires spear-sized missiles which can tear through
several ranks of an enemy regiment, but is progressively more inaccurate
the further it fires. It has an extremely long range but requires line of
sight to its target as the missile is fired in a straight trajectory. Armor is
useless against hits from a Bolt Thrower.
ORC ROCK LOBBER
This enormous catapult hurls large boulders high into the air, sending
them crashing down into enemy ranks. Its enormously long range is
equaled only by Imperial Cannons and it can shoot over obstacles and
terrain as the missile is fired in an arc, but it is progressively more inaccurate the
further it fires. Armor is useless against hits from a Rock Lobber.
ORC SHAMAN
These Orc Wizards are slightly tougher than ordinary Orc Boyz and have
the powers of Waaagh magic at their disposal. They can wreak havoc
amongst their enemies with their powerful and destructive spells.
64
65
TROLLS
SCREAMING SKULL CATAPULT
Large and repulsive, Trolls are extremely strong and fight with great
ferocity. Their bodies possess a natural resistance to magic and their flesh
has the unusual ability to regenerate almost instantly when wounded. A
Troll can sustain a great deal of damage before it is unable to regenerate. However,
if burned they cannot regenerate so fire is their greatest enemy. Due to their
hideous appearance Trolls cause fear.
This machine hurls maniacally screaming skulls high into the air, sending
them crashing down into enemy ranks. It has an extremely long range
and can shoot over obstacles and terrain as the missile is fired in an arc,
but it is progressively more inaccurate the further it fires. The shot from a
Screaming Skull Catapult causes fear in the target regiment and its crew is
immune to this type of psychology themselves. Armor is useless against hits from a
Screaming Skull Catapult.
UNDEAD REGIMENTS
SKELETON ARCHERS
GHOULS
Ghouls are inhuman creatures who live in places of the dead feeding on
corpses. They are tough but very cowardly and flee if beaten in combat.
Ghouls are foul and unnatural creatures which cause fear in the enemy.
Skeleton Archers are armed with standard bows. Their skill as archers is
relatively poor, but they are equally as good hand-to-hand fighters as
Skeleton Warriors and never flee from hand-to-hand combat. Skeletons
are supernatural creatures which cause fear and are immune to this type
of psychology themselves. Only the front two ranks of archers may fire.
SKELETON HORSEMEN
MUMMIES
These ancient dead come from the desert lands of Araby in the south.
They are slow-moving but tough and are powerful fighters. Their
greatest weakness is fire; a Mummy hit by flames suffers additional
damage due to the flammable chemicals used during their embalming.
Mummies are supernatural creatures which cause fear and are immune to this type
of psychology themselves.
NECROMANCER
These Wizards are evil men who use the power of evil magic to extend
their own lives for centuries. They are extremely dangerous, being strong
fighters as well as having the powers of Dark and Necromantic Magic at
their disposal.
Skeleton Horsemen are the aging remains of brave riders and their
horses, re-animated by the power of necromancy. The re-animated horses
are not slowed by difficult terrain and a regiment of Skeleton Horsemen
never flee from hand-to-hand combat. Skeletons are supernatural
creatures which cause fear and are immune to this type of psychology themselves.
SKELETON WARRIORS
Skeletons are the aging remains of fallen warriors, re-animated by the
power of necromancy. A regiment of Skeletons never flees from hand-tohand combat. Skeletons are supernatural creatures which cause fear and
are immune to this type of psychology themselves.
UNDEAD CHARIOTS
These horrifying contraptions are constructed from bone and sinew and
are pulled by Skeleton steeds. They inflict tremendous damage when
charging enemy troops and never flee from hand-to-hand combat.
Undead Chariots are evil and unnatural machines which cause fear and
are immune to this type of psychology themselves.
66
THE BLACK GRAIL
This regiment consists of the re-animated remains of Bretonnian Grail
Knights and their horses. They are extremely powerful warriors and fight
relentlessly. The horses are not slowed by difficult terrain and the
regiment never flee from hand-to-hand combat. These warriors are supernatural
creatures which cause fear and are immune to this type of psychology themselves.
VAMPIRE
Vampires are human in appearance, but their blood is tainted with
supernatural energy. They move swiftly and are very tough, being able to
sustain many wounds before they die. A Vampire’s skill in combat is
excellent and they are relentless fighters, making them formidable
opponents. In addition they have the powers of Dark and Necromantic Magic at
their disposal.
WIGHTS
Wights are the decayed remains of evil lords, wearing ancient battle gear
and re-animated by the power of necromancy. They are armed with magical Wight Blades which can inflict many wounds with a single blow. If
forced to flee from hand-to-hand combat the magical bond which sustains them is destroyed and they crumble to dust. Wights are supernatural creatures which cause fear and are immune to this type of psychology themselves.
WRAITHS
These terrible and powerful creatures are the remains of Necromancers
who were physically consumed by the evil magic they practiced. Their
bodies are insubstantial and can only be harmed by magic weapons or
spells, which makes them very hard to kill. Wraiths are supernatural creatures
which cause fear and are immune to this type of psychology themselves.
ZOMBIES
Zombies are fresh corpses brought back to life by foul necromancy. Their
skill in combat is poor and if forced to flee from hand-to-hand combat
the magical bond which sustains them is destroyed and they collapse lifelessly to the ground. Zombies are unnatural creatures which cause fear
and are immune to this type of psychology themselves.
67
CREDITS
Production Team: Jeff Gamon, Nick
Goldsworthy, Andy Kerridge, Jonathan
Taylor
Assistant Producers: Julian Glover, Graham
Harbour
Design Team: Steve Brown, Richard Castle,
Karl Fitzhugh, Jeff Gamon, Steve Leney
Additional Design: Matt Dean, Trevor
Gamon, Simon Tresadern
Development Team - Art: Simon Britnell,
Richard Castle, Steve Leney , Mark Machin,
Nick Tresadern
Animated Sequences: Adrian Crofts, John
McCormack
Additional Art: Tina Bradley, Jason Lord
Development Team - Programming:
Anthony Bowyer-Lowe, Paul Brooke, Andy
Buchanan, Michael A. Carr, Karl Fitzhugh,
Jeff Gamon, Andy Kerridge, William Leach,
Colin Moore, Jonathan Taylor
Video Player: Martin Griffiths
Sound Design: Anthony Bowyer-Lowe, Mark
Knight
Additional Sound Design: Adele Kellet, Bill
Lusty
Music: Mark Knight
Speech Recording: Audio Interactive
Voice Actors (English Language): Marc
Finn, Tessa Gallagher, Gavin Naylor,
Jonathan Owen, Larry Rew
Voice Actors (French Language): Tony Beck,
Patricia Benadiba, Stéphane Cornicard,
Pierre Maubouché, Sam Spiegel
Voice Actors (German Language): Steffan
Boje, Lutz Liebelt, Martin Müller, Peter
Schaufler, Gertrude Thoma
Localisation: Carol Aggett, Patrick Baroni,
Noise! Localisation, SDL Ltd
Dialogue Script: Stephen Marley
Manual: Richard Hewison, James Lenoël, Ian
McClelland
Testers: Oliver Byrne, Antony Carr, Rob
Charlish, Matt Dean, Lawrence Doyle,
Trevor Gamon, Mia Garside, Paul Gellatly,
Matthew Howells, Darren King, Jake May,
Martin Newing , Darren Potter, Ashley
Powell, Matt Price, Simon Tresadern,
Darren Tuckey, Ian White, Adrian WoodJones
Quality Assurance Team: European QA,
Jason Berisford, Peter Hill, Danny Passey
Marketing Team: UK - Clive Downie, USA Lisa Kindred
Public Relations: Simi Belo, Simon
Callaghan, Karine Dognin, Oscar Del Moral,
Niclas Nordlander, Marc Trennheuser,
David Wilson
Games Workshop: Jon Gillard, Andy Jones
Special Thanks to: Nicole D. Begeré, Alex
Bund, Sam Clifford, Bill Duncan, Darran
Eteo, Rod Fountain, Kevin Hopgood,
Claudine Joris, Paul Kluge, Richard
Leinfellner, Lee McGow, Gavin Moore,
Rebecca Parnell, Geoff Pass, Gavin
Robertson, Tim Rushton, James Scalpello,
Phil Tresadern, Oliver White and everyone
at Games Workshop
Electronic Arts San Mateo
Compatibility Technicians: Jesse Abney,
David Koerner
Manual Localiztion: Bill Scheppler,
David Lee
QA: Rico Sablan, Lambert Doria,
Jamil Dawsari
Package Layout: Maia Graff
Documentation Design: Tom Peters
68
TECHNICAL SUPPORT
The Dark Omen CD includes a Windows Help file that provides solutions and answers to the most
common difficulties and questions about how to properly run this product.
➥ To access the Help file, select the Help file from the ÿStart > Programs > Dark Omen
menu.
The Help file contains a utility that allows you contact EA via fax or e-mail. The utility
automatically detects your system’s hardware and organizes this information into a report.
➥ To run the support utility, select IP.EXE from the ÿStart > Programs > Dark Omen
menu.
TROUBLESHOOTING DOCUMENTS ONLINE!
Electronic Arts Product Support now offers troubleshooting guides that help overcome some
common difficulties. If you have access to the World Wide Web, you can find these guides at
http://www.ea.com/techsupp/troubles.htm
Here you will find troubleshooting information on DirectX, Joysticks, Modems, and
Networks, as well as information on regular system maintenance and performance. (For
game-specific information and additional troubleshooting, visit our main page at
http://www.ea.com/techsupp.)
Abbreviated versions of these guides are included in the Help file on the CD for your
convenience.
For more detailed technical support and contact information, please consult the Dark Omen
Reference Card.
LIMITED WARRANTY
Electronic Arts (“EA”) warrants to the original purchaser of the computer software product, for a
period of ninety (90) days from the date of original purchase (the “Warranty Period”), that under
normal use, the media and the user documentation are free from defects in materials and
workmanship.
WARRANTY CLAIMS
To make a warranty claim under this limited warranty, please return the product to the point of
purchase, accompanied by proof of purchase (i.e., purchase receipt), your name, your return
address, and a statement of the defect. OR send the compact disc(s) to us at the address below
within 90 days of purchase. Include a copy of the dated purchase receipt, your name, your return
address, and a statement of the defect. EA or its authorized dealer will replace the product and
return it to you (postage prepaid) or issue you with a credit equal to the purchase price.
RETURNS WITHIN 90 DAY WARRANTY PERIOD—To replace defective media within the
90-day warranty period, send the defective media, a copy of the original sales receipt, a return
address, and a small note describing the difficulties you are experiencing to the address below. If
the software media was damaged through misuse or accident, you will need to follow the returns
after warranty policy detailed below.
RETURNS AFTER WARRANTY—To replace defective media after the 90-day warranty
period has expired, send the original disc(s) to the address below. Enclose a statement of the defect,
your name, your return address, and a check or money order for $7.50 per replacement compact
disc.
The foregoing states the purchaser’s sole and exclusive remedy for any breach of warranty with
respect to the software product.
Electronic Arts Customer Warranty, P.O. Box 9025, Redwood City, California 94063-9025
IF YOU HAVE WARRANTY QUESTIONS, you can also contact Customer Warranty via e-mail at
cswarranty@ea.com or by phone at (650) 628-1001.
LIMITATIONS
This warranty is in lieu of all other warranties and no other representations or claims of any nature
shall be binding on or obligate Electronic Arts. Any implied warranties applicable to this software
product, including warranties of merchantability and fitness for a particular purpose, are limited to
the ninety (90) day period described above. In no event will Electronic Arts be liable for any
special, incidental, or consequential damages resulting from possession, use, or malfunction of this
Electronic Arts software product.
Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or
limitations of incidental or consequential damages so the above limitations and/or exclusions of
liability may not apply to you. This warranty gives you specific rights, and you may also have other
rights that vary from state to state.
NOTICE
Electronic Arts reserves the right to make improvements in the product described in this manual at
any time and without notice.
This manual and the software described in this manual are copyrighted. All rights are reserved. No
part of this manual or the described software may be copied, reproduced, translated, or reduced to
any electronic medium or machine-readable form without the prior written consent of Electronic
Arts, P.O. Box 9025, Redwood City, California 94063-9025, Attn: Customer Support.
Games Workshop, Warhammer and The Old World are registered trademarks of Games
Workshop Limited. Used Under license. All artwork and Warhammer imagery is copyright ©
1998 Games Workshop Limited. Used with permission.
Electronic Arts and the Electronic Arts logo are trademarks or registered trademarks of Electronic
Arts in the U.S. and/or other countries.
No parts of this work or any of the trademarks may be reproduced without the prior written
permission of the rights holders. Developed in the U.K.
Software and documentation © 1998 Electronic Arts. All rights reserved.
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