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.