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This walkthrough for Blade of Darkness PC has been posted at 22 Jan 2010 by Fireman122 and is called 'FAQ/Walkthrough'. If walkthrough is usable don't forgot thumbs up Fireman122 and share this with your freinds. And most important we have 2 other walkthroughs for Blade of Darkness, read them all! For Blade of Darkness on the PC, FAQ/Walkthrough by Geodeath.
Severance - Blade of Darkness, Big Truck's page SEVERANCE, BLADE OF DARKNESS Bigtruck's pages Updated December 16, 2005This site is dedicated to this great game for PC,edited byand created by:In these pages you will find a lot of maps, mods, patches and tools to play with thecustomized new levels made by players, with the level editor.I encourage everyone who read these pages, to try making a new level with thesetools. It's not so difficult as it looks, and it's a great pleasure to playthis game on one's own maps (even if it is only a simple room!) instead of waiting for theothers making a new map (not true?).If you need help, no not hesitate to mail me! : PresentationWithout any doubt, it is one of the best games to fight in melee combats. Morethan 100 weapons are available to play, a lot of various attacksand combos, more than 20 races to fight.
The fabulous dynamic lights effectswith amazing shadows will surround you in a surrealist feodal atmosphere! ( official intro of the game ) ( Combats on line in multiplayers mode! ) At leat 30 Authors from many countries presents you herethousandsof hight quality work, I wish to thank all of thema lot for their permission to put their work on my site.So here are now, all the stuff this site proposes to you:First of all, you must download and install it in your game. This essential program is an extension for theoriginal game and has been made especially to load and play with all thesenew files.After that, I hightly recommend you to install the excellent mod, to play with all the maps that have been disigned for this mod. And now.: They are free to dowload but please,respect the copyrights, these authors earn the respect from all the players!You will find here, simple gladiators maps (areas in where you only fight monsters),and whole entire worlds too where you will have a long and funny travel.: These files are, in fact, various programs that add very usefullfunctions in your game. They can be simple tools or entire great new levelstoo!: In this page are all the tools to make new maps.The level editor with a tool box, some excellent tutorials, a software to make some new 3Dmodels and two very good emulators of the famous programmable calculators HP41 andTI59 (for those who were student in the 80's. Like me).: the map EMPIRE is a verylarge map, in beta test version for the moment, but playable. I have still some scriptsto do, to add some enemies, puzzles and special effects.
So stay tuned!The map KENNEL is a little joke, but it is playable too in gladiator mode.: If you are stuck in the game.: Get here yourIP if you don't know it. And play with a real player!page: Some peoples say that it's not good to cheat, and soon. However, editing the python files and writing the cheat codes are, in fact, thefirst steps before being able to do some new mods (I began like that!). Andfrom my point of view, making new stuffs is the most interesting thing inthis game. The Python files can be edited, so don'thesitate to try!: some verybeautiful screenshots.: all inHight Resolution, edited by Codemasters.: This page is for the authors whomade all these stuffs you can downloadon the site.:the comments of the developpers of this game, rare documents.
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Must read!:These very active forums allowsyou to havesome good contacts with the others players!: Some interstinglinks about BOD.: Don'tforget to write some words or to ask your questions in the GUEST BOOK,it would help me to improve these pages! The others visitors will read them andI'll answer in english or french, depending on your speaking langage. THANKYOU - Bigtruck.
Hello everyone, its been a while.I am starting some brand new speedruns of Blade of Darkness. My old speedrun, while fast, contained some mistakes and some boring parts that I believe I can rectify with more physics glitches. Also, I'm recording the new runs at a higher resolution and FPS. I'll be using this thread instead of the last to post WIP encodes for feedback as well as glitch explanations, since it will be cleaner that way. My old speedrun thread wasn't really structured and can be deleted.I have done more research with physics glitches across the characters and now I am uncertain where they stand for speed, so I am speedrunning them all for the time being. I still expect the Knight to end in first place with Amazon a close second. I'm fairly certain Dwarf will be third and Barbarian last, but with segment abuse this could be wrong.
The previous speedrun used the Knight and ended with 55 minutes 17 seconds of user input (It is still in limbo with the SDA verifier queue). I will use its times to compare with the Knight's new run.The WIP videos are 640x480 and 60 FPS, so you will probably get buffer times if you stream them. Saving them as files and then viewing after download is the smoothest way of watching them. These WIPs are non-submittable to SDA.
I found airclimbing on accident when I first started looking for shortcuts in one of my early speedruns. When I realized there were odd fast-input tricks like that in the game, I made a huge input macro that would test for a bunch of cases at extreme speeds while I watched, which is how I found airsinking and then breakdancing. I've never really looked into the game's files beyond finding some basic variables.Zipping is a common programming trick in game engines to get players unstuck from surfaces they shouldn't be in. Typically zipping will send you in the opposite direction you're facing in, but it really depends on the programmer's implementation. In our case, BoD will send you straight upwards from your current rotation, although sometimes you can go straight downwards as well (I am unsure of why). Sorry for a lack of updates the last few days.I did watch my entire run front to back and noticed a few mistakes. I have now redone Tabriz completely and I have a few segments on Nemrut, Forge, and Abyss to redo as well.
After that, I will re-encode all the applicable WIP videos.I am uploading the last three WIPs now (sans Abyss) since I didn't do so earlier. The Ianna and Dal Gurak WIPs have had the ending cutscenes truncated for smaller filesize.I also have a blooper reel coming up, but have not yet encoded it since a few more mistakes from the segment redos might make it in.
Okay, the Knight's speedrun is now officially complete. The submission to SDA has been updated.
You stupid boy. The fact that a pub in has been named (albeit incorrectly) after a main character indicates the programme's popularity.By focusing on the comic aspects of the Home Guard in a cosy south coast setting, the TV series distorted the popular perception of the organisation. Accounts from Home Guard members and their regimental publications, inspired Norman Longmate's history The Real Dad's Army (1974). Its characters represented the older volunteers within the Home Guard but largely ignored the large numbers of teenagers and factory workers who also served.
With the segment redos, I have saved roughly 11 minutes and 19 seconds over the previously submitted run.For the post here, the WIPs of Prison of Tabriz, Fortress of Nemrut, and Forge of Xshathra have been replaced by improvements. The Abyss WIP and the blooper reel have also been uploaded.If anyone else wants to take a shot at the other characters, feel free to.
I am going to take a break from BoD speedrunning before attempting any of the others. I didn't finish my glitchless run once I discovered airclimbing, but I'm guessing the end time would be around 2 hours, probably a bit less.
I'm also not sure which character is fastest in a glitchless run, either. With just airclimbing as the only glitch used, my first speedrun as the Knight was about 84 minutes.A glitchless run is a perfect candidate for a single-segment run if anyone thinks their skills are up to the challenge. SDA is pretty much guaranteed to have those two categories open for every game: segmented and non-segmented.For a glitchless run you don't really need to number crunch experience values past the first level - the skeleton king in the Tombs is enough to get you at least level 11, and the low level combos that hit multiple times are extremely stamina efficient.
The only thing you need to do, experience-wise, is make a tally of the essential enemies you must fight and then determine at what point in the run can you use X weapon's special, and if you should detour for that weapon at all. The Knight and Dwarf have this part pretty easy.For Tabriz, the chaos knight fight goes pretty quickly if you have a mace since they're weak to crushing damage (and if you're level 2 to use it). The power potion can also be used vs Ragnar.
If you really want to book it past that fight at low level, you could also pick up the Death Sword and throw it repeatedly.As for Kashgar, I didn't find any particular shortcut to the skeleton fight at the end aside from getting them to hit each other a lot. Just ensure you get the killing blow for the experience needed for level 2 and 3 so you can attack more.The starting level length for the Barbarian is less of an issue when the Knight and Amazon can't complete their starting levels in less than a minute or two.
That's a pretty good first attempt, actually, considering no segments were used. I've been thinking about the route, and I think there's three possibilities:1). Death sword route where we fight the chapel key carrier, armoury key carrier to get past chaos knight and Ragnar at level 2/3.2). Power potion route where we use the mace and power potion against Ragnar at level 3.3). Level 4 route where we simply get to the proper level and use the gladius special attack against Ragnar.
![Severance blade of darkness fortress of nemrut Severance blade of darkness fortress of nemrut](http://images2.fanpop.com/image/photos/10200000/Severance-Blade-Of-Darkness-severance-blade-of-darkness-10268881-1024-768.jpg)
This is probably fastest in the long run.Also, the halberd knights will give easy experience in any route since their defense is way negative and they carry a 500 life potion.Ideally we would want to get level 4 anyways, to wield the heavy mace that we can pick up in the Mines. There are no necessary fights on the next two levels except for the blue gem carrier, so having the heavy mace when we enter the Tombs would make that level pretty fast. The debate on what constitutes a glitch or not is usually one of the most common topics of TASing. Breakdancing is obviously a form of going out-of-bounds, so that's a glitch beyond a doubt. Airclimbing CAN go OoB but typically isn't used to do that because breakdancing can go OoB much faster in most situations.
I think its safe to say that the input to specifically cause glitches like breakdancing can't really be 'accidentally' done, and sometimes they even require keyboard remappings per segment to pull off.Jumping up a wall repeatedly or running up it by using specific angling or turning would be legit for a glitchless run. I believe climbing sloped walls in a similar manner is accepted in Legend of Zelda: Ocarina of Time speedruns, and probably a lot of other games too (Some games like Half-Life have special rules for speedrunning).No idea how the blackscreen falling death thing could be used to speed up a run though. I'm thinking on places to use it. Does it require a long falling animation or just to hit a sloped surface weirdly?In my opinion, only airclimbing, airsinking, and breakdancing would be disallowed in a glitchless run, and airsinking is the least of them since it cannot go OoB. A good run of that level!
The only thing that came immediately to mind that would save a few seconds is that you don't need to mantle the last ledge when getting the rune. You only need to jump into it and then you can skip the cutscene.The fewer segments you use, the more leeway you'll be given by speedrun verifiers. For a normal or single-segment speedrun you don't really need to worry about one-second mistakes like jumping against a ledge instead of mantling. If any of the mistakes result in something comedic like the cosita biting your ankles while mantling, that's way better (for the viewer) than a regular mistake.What do you think about the overall speeds of the characters? I chose the Knight for the glitched run because of minimal detours, but in a glitchless run the Amazon moves way faster and the Barbarian could complete his starting level quickly with decent luck manipulation on the skeleton fight. I think the Dwarf would be in last place in a glitchless run.
If you know where all the weapon/potion detours are already, then the route should be easy to plan. Start with the essential enemies and add together experience gains from them to determine what baseline level you'd be at, then figure which weapon detours you'd take. You'll only need to figure out what non-essential enemies to kill for experience early in the run, though, if any.Individual levels can be run in this manner to figure out their specific routes, by guestimating the route's experience and gear at that point. But like how you wobbled up the wall on the Mines level, you'll probably want to take apart the early levels first in case an essential enemy turned out to not be essential.Edit: The easiest way to plan the route would probably be to change your stats to be invincible/oneshot everything and then start from a new game to see what the bare minimum experience path yields for the first set of levels, at least up until the graveyard fight in the Tombs.The vampire fight is going to be largely dependant on luck no matter how you go about it, unless there's a combo that you can begin faster. The route through the level looks pretty solid though. Zombies can also be instantly killed if you hack off one of their legs.As for the level adjustments, looking at Enemigos.py in the Mines file shows an attribute pers.Level=lvlcontrol.GiveLevel(#,#), which is a stage global near the top.
Going backwards we get to LevelFuncs.py in the Lib folder which explains the level adjustments of enemies. It seems many enemies have independant sets of level ranges. Quote:Originally posted by MilesAs for the level adjustments, looking at Enemigos.py in the Mines file shows an attribute pers.Level=lvlcontrol.GiveLevel(#,#), which is a stage global near the top. Going backwards we get to LevelFuncs.py in the Lib folder which explains the level adjustments of enemies. It seems many enemies have independant sets of level ranges.You can see all the 'Experience Rewards' for killing enemies in StatsCharData.pye.g., these are the Ork rewards (Levels 1-20):CharExperienceReward'Ork'= 5, 10, 15, 20, 40, 80, 160, 320, 640, 1280, 2560, 5120, 10240, 20480, 40960, 60000, 80000, 100000, 120000, 150000NB, When looking at enemies in the scripts, the level in-game will be 1 more than the scripted level.This code:pers.Level=9will create a level 10 enemy.
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