The Dusted Archive

DEEP DIVE INTO THE GAME FILES

The files of Armalion contain a wealth of scrapped, unused, and unimplemented content, providing us with a deeper insight into the game’s development and a glimpse of what might have been if production had continued!

THE EXECUTABLE

1. LIST OF GODS, DAYS AND MOONS

Theres 3 lists in the executable which name all of the gods, days and moons in The Dark Eye universe. How exactly this may have been used is unknown but its certain to say that the game may have had some sort of calendar system.

  • Firun
  • Tsa
  • Phex
  • Peraine
  • Ingerimm
  • Rahja
  • Praios
  • Rondra
  • Efferd
  • Travia
  • Boron
  • Hesinde
  • Markttag
  • Praoistag
  • Rondratag
  • Feuertag
  • Wassertag
  • Windstag
  • Erdstag
  • Frostmond
  • Neugeburt
  • Marktmond
  • Saatmond
  • Feuermond
  • Brautmond
  • Sommermond
  • Hitzemond
  • regenmond
  • Weinmond
  • Nebelmond
  • Dunkelmond

2. ANIMATION IDS

The September 20, 2001 build contains a list of all motion IDs that the game is able to read. Interestingly, there are some animation types listed that have no corresponding files within the game. The list is as follows:

  • MOTION_DEATH2
  • MOTION_FIELDWORK
  • MOTION_CATTLEDRIVING
  • MOTION_TURN45L
  • MOTION_TURN45R
  • MOTION_TURN180
  • MOTION_RIDE_ATTACK_ONE_H
  • MOTION_RIDE_DEFENSE_ONE_H
  • MOTION_ATTACK_ONE_H_SING_A
  • MOTION_ATTACK_ONE_H_SING_B
  • MOTION_ATTACK_SPECIAL01
  • MOTION_ATTACK_SPECIAL02
  • MOTION_ATTACK_SPECIAL03
  • MOTION_ATTACK_SPECIAL04

What really stands out here is the mention of special attacks — something that is not implemented in any of the available versions. Another interesting detail is the reference to fieldwork and cattle driving. While NPC behavior like this was never implemented, a mockup of how it might have looked can be seen in the original Spellcraft renders!

3. SND IDS

The 20th September 2001 build also contains a abandoned Sound ID type list which mentions battle cries. Theres no equivalent for such a sound in the files.

  • SND_SELECT0
  • SND_SELECT1
  • SND_WALK
  • SND_RUN
  • SND_DEATH01
  • SND_DEATH02
  • SND_ABILITY01
  • SND_ABILITY02
  • SND_ABILITY03
  • SND_ABILITY04
  • SND_ABILITY05
  • SND_ABILITY06
  • SND_ABILITY07
  • SND_ABILITY08
  • SND_ABILITY00
  • SND_ABILITY10
  • SND_ABILITY11
  • SND_ABILITY12
  • SND_BATTLECRY01
  • SND_BATTLECRY02
  • SND_BATTLECRY03
  • SND_BATTLECRY04
  • SND_ATTACK01
  • SND_ATTACK02
  • SND_HIT01
  • SND_HIT02
  • SND_HIT03
  • SND_ENVIRONMENT0
  • SND_ENVIRONMENT1
  • SND_SOUND00
  • SND_SOUND01
  • SND_SOUND02
  • SND_SOUND03
  • SND_SOUND04
  • SND_SOUND05
  • SND_SOUND06
  • SND_SOUND07
  • SND_SOUND08
  • SND_SOUND09
  • SND_SOUND10
  • SND_SOUND11
  • SND_SOUND12
  • SND_SOUND13
  • SND_SOUND14
  • SND_SOUND15
  • SND_MAX

4. UNIT MENU

Normally inaccessible in both available builds, a hidden menu for managing units exists within the code — part of the strategy elements that were never fully implemented. At this stage of development, the menu has limited functionality, but some features are present! For example, if the player shifts focus to another character using debugging functions, they can return to their player character by clicking on the first slot in the menu.

In some developer-made screenshots from back then, the menu is shown as enabled, including an earlier iteration that featured one additional slot. In the patches we have provided, we have made it possible to enable this menu in both builds without any trouble.

The unused menu enabled in the 20.09.2001 build

A developer screenshot from 19.04.2001

5. TELEPORTER MENU

In the 11.12.2001 build there is a teleport menu hidden away in the code which relies on being scripted. There is no scripted example in the files and after a lot of fiddling we managed to get something to show up (using placeholder strings). This goes inline with a unused portal effect which can also be found in the game. It seems that the developers were working on implementing a portal system for fast travel before development halted. The portal effect later ended up being reused wholesale in Sacred with some very slight adjustments.

The scripted example of the menu

TYPE_FX_STARGATE

6. OTHER UNUSED EFFECTS

Theres also 2 other noteable unused effects that do not appear anywhere in the builds.

TYPE_FX_PUZZLE_SOLVED_V

TYPE_FX_STAIRWAYTOHEAVEN

7. BUILD VERSION

Both versions contain a string that labels the build with a version number and compile date. Since the version number remains the same in both builds, it is likely that this versioning system had been abandoned some time before development ceased.

de: Armalion v0.22ß Compiled on Sep 20 2001 at 18:26:54

us: Armalion v0.22ß Compiled on Sep 20 2001 at 14:10:06

Armalion v0.22ß Compiled on Dec 11 2001 at 13:27:03

MODELS

Content that has been restored in our provided patches, as well as unused duplicate or otherwise insignificant models, are being omitted here to maintain a more concise presentation.

1. 3D FURNITURE

It seems that at some point during development, the developers experimented with using 3D models for furniture instead of 2D graphics. There are also animations for a chair in the earlier build, suggesting that they experimented with making the furniture interactable. One animation simply moves the chair model into place, while the other actually kicks the chair away!

CHAIR01

LP_CHAIR

LP_BARREL

LP_DESK_01

CHAIR_KICK

2. LOW POLY MODELS

At some point during development, a system for low-poly models was implemented—possibly to optimize performance when a large number of characters appeared on screen. Many models intended for this system can be found in the files, including an earlier version of the Amazone model, which still features her old default idle pose.

Notably, MINOTAUR_CLOTH_LP and MINOTAUR_METAL_LP also have higher-detail versions in the files, but these remain unused, likely because only one Minotaur had been implemented at the time.

AMAZONE_LP

MINOTAUR_CLOTH_LP

MINOTAUR_METAL_LP

SKEL_WARRIOR_LP

SKEL_WARRIOR_LOWSKEL

SKEL_WARRIOR_EXTREM_LP

3. AMMUNITION

For ranged attacks only one arrow model has been implemented at the time, but other types of ammunition can be found in the model files.

ARROW_LONG

ARROW_LONG_XL

BOLZEN

SCHLEUDER_AMUNITION

4. OBJECTS

Theres 3 unused potion models and a additional book model that are not used by any item in the game.

BOOK_3D_1B

BOTTLE_01A

BOTTLE_01B

BOTTLE_01YE

5. SHIELDS

Theres two very interesting shield models in the files. One is the shield for skeleton warriors which can be seen in numerous early materials and second is the shield of the cut female dwarf class!

SHIELD_SMALL_SKEL_WAR

Skeleton warrior using the shield

SHIELD_SMALL_C

Female dwarf using the shield

CHARACTER ANIMATIONS

1. COMING SOON!

TBA

TEXTURES

1. WORLDMAP

Due to the border of the UI it is not possible to see the map in full, so here is the map in its entirety.

It seems that the developers originally intended for birds to fly across the map when the player opened it, similar to the randomly spawning clouds. The textures for these birds exist in the game files, but they are just tiny dots with shadows. Instead of posting the raw textures, here’s a mockup of how this effect might have looked in action!

UI_WMAP_BIRD_XX

Additionally theres also markers, buttons and a slider that have not been implemented for the map. Theres also a unused border part with 100% transparency.

UI_WMAP_BTT_RED_DWN

UI_WMAP_BTT_RED_UP

UI_WMAP_SLIDER

UI_WMAP_LFT_DWN_SIDE

WORLDMAP_HEREAMI

WORLDMAP_POINTER

WORLDMAP_QUEST_MAIN

2. CHARACTER INVENTORY ICONS

Only the Amazone icon has been implemented for the inventory button before development halted but the buttons for the other classes also exist.

3. MOUSE CURSORS

The game has a lot of mouse cursors and not all of them have been implemented, including a cursor for the unimplemented climbing mechanic! There are also alternate versions of cursors that were already implemented.

MOUSE_ARMA01_RED1

MOUSE_ARMA01_RED2

MOUSE_ARMA03

MOUSE_CLIMB

MOUSE_DOORA

MOUSE_MAGIC

MOUSE_RIDEA

MOUSE_WINDOWS

4. STAT INCREASE BUTTON

The increasing of stats after a level up has not been implemented but buttons do exist.

UI_STAT_PLUS

UI_STAT_PLUS1

UI_STAT_PLUS2

5. PHEX MIRACLES

Phex classes were supposed to get a miracle casting system as per DSA lore. There are mockups that show where this button was supposed to be at in the interface.

UI_TB_ARTEFAKT_UP

UI_TB_ARTEFAKT_DOWN

6. UNIT PORTRAITS

The unused unit menu does not show any portraits but the developers actually have created a bunch of them already!

UI_UNIT_AMAZON

UI_UNIT_AMAZON_DOWN

UI_UNIT_SOLDIER1

UI_UNIT_SOLDIER1_DOWN

UI_UNIT_SOLDIER2

UI_UNIT_SOLDIER2_DOWN

UI_UNIT_SOLDIER3

UI_UNIT_SOLDIER3_DOWN

UI_UNIT_SORCERESS

UI_UNIT_SORCERESS_DOWN

7. SPELLS

Theres a lot of icons and buttons for spells that have been never implemented and or been removed from the game. Some of these icons can be seen in early in-engine screenshots. Notably the morph spell which is also still listed in the spell book in the earlier available build of the game.

UI_TB_SPELL_UP_MORPH

UI_TB_SPELL_DOWN_MORPH

UI_TB_SPELL_UP_PROTECTION

UI_TB_SPELL_DOWN_PROTECTION

UI_TB_SPELL_UP_FIRE

UI_TB_SPELL_DOWN_FIRE

UI_TB_SPELL_UP_STASIS

UI_TB_SPELL_DOWN_STASIS

UI_TB_SPELL_FIRE

UI_TB_SPELL_MOON

UI_TB_SPELL_PROTECTION

UI_TB_SPELL_SNOW

UI_TB_SPELL_WALL

UI_TB_SPELL_WATER

UI_TB_SPELL_WHEEL

Additionally theres graphics for a spell cursor which can also be seen in early in-engine screenshots and mockups. The exact purpose is unknown.

UI_TB_SPELLARROW1_DOWN

UI_TB_SPELLARROW1_UP

UI_TB_SPELLARROW2_DOWN

UI_TB_SPELLARROW2_UP

8. BAT BESTIARY ENTRY

Removed in the later build but still present in the earlier one is a bestiary entry for bats. The entry has no background graphic unlike the other ones but in the files there is actually one!

UI_BOOK_BAT

9. OPTIONS MENU

The options menu is pretty much only a non functional placeholder in the available builds. The earlier available version has buttons that would have been used, if the menu would have been fully implemented.

UI_OPTIONS_3DDETAIL_OFF

UI_OPTIONS_3DDETAIL_ON

UI_OPTIONS_3DLOW_OFF

UI_OPTIONS_3DLOW_ON

UI_OPTIONS_3DMEDIUM_OFF

UI_OPTIONS_3DMEDIUM_ON

UI_OPTIONS_BACKARROW_OFF

UI_OPTIONS_BACKARROW_ON

UI_OPTIONS_SLBUTTON_OFF

UI_OPTIONS_SLBUTTON_ON

10. SAVE MENU

Implemented in the later build but unimplemented in the earlier is the save menu. The textures for it do exist in the earlier version and the menu looks very slightly different.

UI_SL_XX

11. MAIN MENU BUTTONS

The later version has a image for the buttons in the main menu being pressed, however due to how the image was setup it wouldn’t have been feasible to imeplemented this way.

12. miscellaneous Ui graphics

UI_CHAR_BUTTON_INFO_OFF

UI_CHAR_BUTTON_INFO_ON

UI_TB_LEAF04A

UI_TB_LEAF04B

UI_TB_LEAF04C

UI_TB_LEAF04D

UI_TB_TALENT_UP

13. inventory icons

Theres quite some unused inventory icons, some of them being placeholder and some of them showing items which never have been implemented or removed! There is also the slot graphic for the old version of the inventory which can be seen in older screenshots.

UI_IV_ITEM_CHEST

UI_IV_ITEM_KEY_2

UI_IV_ITEM_POUCH

UI_IV_ITEM_QUIVER_BOW

UI_IV_ITEM_QUIVER_XBOW

UI_IV_ROOM1

UI_IV_SHIELD_METAL_FULL

UI_IV_SHIELD_SMALL_SKEL_WAR

UI_IV_WEAPON_ARROW_LONG_XL

UI_IV_WEAPON_ARROW_SHORT

UI_IV_WEAPON_BOLZEN

14. WORLD GRAPHICS

Theres graphics for animated butterflies, which would later be used in SACRED. There is also a second animation for a cursed tree that is not used.

BUTTERFLY

MINIOBJ2X2_4_2_28

15. HERO TEXTURES

Theres textures for earlier versions of the heroes including their weapons (as seen in the original renders), which can also be found in SACRED.

DRUID_CLOAK

DRUID_MAGICWAND

ELVE_MAGICIAN_SWORD

ELVE_SORCERESS_QUIVER

MAGICIAN_CLOAK

MAGICIAN_CLOAK_TOP

SORCERESS_DRESS2

SORCERESS_MAGIC_WAND

WARRIOR_SHOULDER

WARRIOR_SWORD

WITCH_MAGICWAND

15. SCYTHE AND BASKET

Inside the textures of the farmers, the basket and scythe textures from the Spellfcraft renders can be seen. These leftiovers also still exist within SACRED.

FARMER_BODY

FARMER_FEMALE

world

1. REMOVED ILVENHEIM PATH

At one point during development, the path to the monolith in the beginning area was different than what can be seen in any of the available content. If all the trees are removed from the game, a path becomes visible which has been covered up!

2. OBJECTS

Theres a lot of unused objects and buildings that were already implemented but not used yet. The Amazonfeste has been execluded from this list due to being too overly complex to stitch together right now. Instead I included a picture of the building at the very end below.

DCHOUSE01

DCHOUSE02

DCHOUSE03

DCHOUSE04

DCHOUSE05

DCHOUSE06

ELEND01

ELEND02

ELEND03

ELEND06

ELEND07

ELEND08

JAGDHUETTE

TH04_ZERST_1

THNEW01

THNEW02

THNEW03

DUMMY

farm0

BRUNNEN

FORGE1

FORGE2

FORGE4

FORGE5

FORGE6

AMAZONFESTE being used in a mockup

SCRIPTS

1. HAWKSTONE CUTSCENE

Once the player arrives in Hawkstone, the available story content ends. There is a few bits and pieces which only leaves guessing in how the plot would continue from here on out. Notably a group of people is standing around in the town square with no additional context whatsoever. However, in the files there is a unfinished cutscene which does not trigger because it reads from an ID that has already been assigned. Below is a showcase of the unused script in action!

TEXT

1. COMING SOON!

TBA

miscellaneous

1. LEFTOVER SAVE

In the 11.12.2001 build theres a leftover save which crashes the game if loaded, however the thumbnail that can be extracted from it seems to show some sort of testing area with Gandhrak being present.

2. MOVIE FOLDER

In the movie folder theres 2 logo movies that go unused, one is the Ikarion Software logo animation and the other is the former publisher DTP. These files have been copied 1:1 from Ikarions previous game, Demonworld 2.