If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Black & White

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Black & White

Developer: Lionhead Studios
Publisher: Electronic Arts
Platform: Windows
Released internationally: 2001


GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.


Hmmm...
This page is loooong...
Consider grouping related content into additional subpages to ease readability.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:
  • There's a fair amount of unused dialogue. There's a sound bank editing and extraction utility.
  • Rip out more unused text for the sections where there is just "In the name.txt, you can see..."
    • Some unused text is still undocumented. For example, text for your creature building home by itself, and a lot of tooltip texts.
  • Unused models.
  • Search for more unused quests.
  • Prerelease and development articles.

Black & White is a god game in which the player owns a creature and attempts to convert people to his cause. Nothing to do with Pokémon.

Subpages

Blank.png
Creature Isle
Expansion unused content. Even more text...

Unused textures

Fourth leash

B&W-Leash-1.png

As you know, we have the leash of learning, leash of aggression and leash of compassion. But there's a texture for fourth leash in form of a chain. Judging by its appearence and order, it's a free will leash, but its true use is still unknown.

Unused text

Guide original dialogue


			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_01	 // The big Creature! He's pointing at something.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_02	 // That village. You know I think he wants us to be its god.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_03	 // How do you know?
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_04	 // Educated guess.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_05	 // Educated? Okay. Anyway, so how do we do it?
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_06	 // To gain a settlement we must impress the people there.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_07	 // We can use miracles, powerful physical acts or our Creature.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_08	 // If the people are impressed enough.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_09	 // Or scared enough.
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_10	 // The Town will be ours!
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_11	 // And all settlements work this way?
			wait until read

			say HELP_TEXT_MEET_THE_AZTEC_VILLAGE_12	 // Of course.
			wait until read

Guide was originally unable to speak.

Feeding builders

say "Dont you forget to feed them though."
		//make good spirit point at [1860.9229, 18.0900, 2532.1187]
		wait until read
		make good spirit point at [FoodPile]
		say "They need food if they're going to be happy little workers."
		wait until read
		stop good spirit pointing
		make good spirit cling across 0.4 down 1.0
		say "*** HAND DEMO INITIATED ***"
		wait 1 second
		say "Pick up some food from the supplies here and drop it near the builders."
		/// play Move Food hand interaction anim
		///wait until it has played
		wait until read
		say "It's up to you what help you give the villagers."
		move camera position to [1867.5237, 54.5025, 2539.1250] time 3
		move camera focus to [Citadel] time 3
		wait until read
		wait until camera ready
	end cinema

Looks like you needed to feed builders.

Desires

ENUM_TOWN_DESIRE_INFO	Value
TOWN_DESIRE_INFO_NONE	-1
TOWN_DESIRE_INFO_FIRST	0
TOWN_DESIRE_INFO_FOR_FOOD	0
TOWN_DESIRE_INFO_FOR_WOOD	1
TOWN_DESIRE_INFO_FOR_PLAYTIME	2
TOWN_DESIRE_INFO_FOR_PROTECTION	3
TOWN_DESIRE_INFO_FOR_MERCY	4
TOWN_DESIRE_INFO_FOR_ABODES	5
TOWN_DESIRE_INFO_FOR_CIVIC_BUILDING	6
TOWN_DESIRE_INFO_FOR_SUPPLY_WORSHIP	7					
TOWN_DESIRE_INFO_FOR_CHILDREN	8					
TOWN_DESIRE_INFO_TO_BUILD	9					
TOWN_DESIRE_INFO_FOR_RAIN	10					
TOWN_DESIRE_INFO_FOR_SUN	11					
TOWN_DESIRE_INFO_TO_REPAIR	12					
TOWN_DESIRE_INFO_TO_SUPPLY_WORKSHOP	13					
TOWN_DESIRE_INFO_TO_BUILD_WONDER	14					
TOWN_DESIRE_INFO_FOR_RELAXATION	15					
TOWN_DESIRE_INFO_FOR_SLEEP	16					
TOWN_DESIRE_INFO_LAST	17

A LOT more desires.

Disciples

VILLAGER_DISCIPLE_PROTECTION  6
VILLAGER_JOB_SHEPHERD	4
VILLAGER_JOB_LEADER	5
VILLAGER_JOB_HOUSEWIFE	6

Unused disciples:

  • Protector was most likely used to protect village from hazards, like wolves.
  • Shepherd is actually used, but only partially, as it has no icon and cannot be given to a villager manually. It raises and butchers animals.
  • Leader is the most mysterious one, as nothing is known of it besides that it was used to lead a village.
  • Housewife was used to do all the house work.

African tribe

African tribe is mentioned quite a lot in the game files. Well, actually, it's used in game, but appears only in skirmish mode and uses textures of an Aztec villagers, Egyptian buildings and even Celt worshipping music. It was most likely planned to be a full tribe, but left partially unused, using placeholder textures and music.

Soccer field

Remember that soccer field that you can unlock by add-on and eight scaffoldings? It originally was already in-game and required six scaffoldings. And moreover, it had a use - satisfy play desire.

Worshippers self-feeding

Judging by what stages villagers can have, worshippers originally could feed themselves.

Temple

In Info6.txt you can see a lot of mentions of the Temple building. It's definitely not the one we have, as it is called Citadel in the game files, and it also has a variant for each tribe. Nothing else is known about this building.

Windmill

ABODE_TYPE_WINDMILL	10

Unused (most likely civic) windmill building.

Sacrificing the Invicible guy

ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_51", "Clever. Sacrificing me is the only way I can die.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_52", "Please don't do it. Throw me around some more.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_53", "Argh! As I die, my power is yours!") 

It was the only way to kill him. Now he's completely immortal.

Miracles

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_11", "Armageddon Miracle")

An armageddon miracle for the multiplayer. Most likely works the same than in Populous (turning all the people into warriors and making them fight for death).

IMPRESSIVE_TYPE_SKELETON_ARMY	28

Skeleton army miracle! In (now defunct) Planet Black and White e`pedia, you can find out that it was used by Norse. Could've been replaced with wolves miracle. Skeleton army concept was later re-used in the sequel's expansion Battle of the Gods.

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FIREWORK_01", "Ooh, lovely fireworks. Aaah.")

Firework miracle. Could be used to impress the people.

Puzzle Master

ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_01", "Let me introduce myself. I am the Puzzle Master.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_02", "Of course, I know who you are.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_03", "So I offer you a challenge.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_04", "Test your divine wisdom against my puzzles.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_05", "There are two pairs of puzzles. Finish each pair and a surprise awaits.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_06", "When you complete both pairs you will receive a final challenge.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_07", "You can leave and return to the puzzles whenever you like. Good luck!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_08", "The signposts provide the rules and instructions you need.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_09", "Congratulations. Now you may try the Second Tree Puzzle.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_10", "You have completed both Tree Puzzles. You are awarded a flock of flying creatures.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_11", "These will impress any tribesfolk. I, of course, am too intelligent to be awed.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_12", "Well done. But can you beat the Second Sheep Puzzle?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_13", "Your prize for completing both Sheep Puzzles is a Pack of Wolves.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_14", "It might be nice to use them to impress the people of this land.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_15", "You are now ready for the final challenge. The Monument.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_16", "Success! The Monument 

Unused Puzzle Master character.

Old Wonders' mechanic

Originally, wonders only could be built if your people had no desires, indicating by their new wonder desire. Most likely was removed because it was nearly impossible to satisfy all their needs, especially as evil.

Desires around Village Center

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE_04", "The flags around the Village Center indicate the desires of the people.")

Desires were originally located near the Village Centre.

Chess

ANIMATED_STATIC_INFO_CHESS_PION_TEAMA	3
ANIMATED_STATIC_INFO_CHESS_PION_TEAMB	4
ANIMATED_STATIC_INFO_CHESS_TOWER_TEAMA	5
ANIMATED_STATIC_INFO_CHESS_TOWER_TEAMB	6
ANIMATED_STATIC_INFO_CHESS_KNIGHT_TEAMA	7
ANIMATED_STATIC_INFO_CHESS_KNIGHT_TEAMB	8
ANIMATED_STATIC_INFO_CHESS_MAD_TEAMA	9
ANIMATED_STATIC_INFO_CHESS_MAD_TEAMB	10
ANIMATED_STATIC_INFO_CHESS_QUEEN_TEAMA	11
ANIMATED_STATIC_INFO_CHESS_QUEEN_TEAMB	12
ANIMATED_STATIC_INFO_CHESS_KING_TEAMA	13																																																																																																																																																																																																																																																														
ANIMATED_STATIC_INFO_CHESS_KING_TEAMB	14																																																																																																																																																																																																																																																														
ANIMATED_STATIC_INFO_PHONE_BOX	15																																																																																																																																																																																																																																																														
ANIMATED_STATIC_INFO_LAST	16

Chess!

Third scroll type


/// **** CINEMA EXPLAINING THREE SCROLLS AND CREATE DUDE WITH SCROLL ****
begin cinema
	eject good spirit
	move camera position to [CitadelDoneLow] time 3
	move camera focus to [Citadel] time 3
	say HELP_TEXT_FOLLOW_US_EXTRA_11
	wait until read
	send good spirit home
	wait until camera ready
	ScrollBloke = create VILLAGER MALE at [ScrollBlokePos]
	InfoScroll = create highlight HIGHLIGHT_TIPS at [ScrollPos]
	set ScrollBloke focus to [CitadelDoneBloke]
	move camera position to [CitadelDoneBloke] time 4
	move camera focus to [ScrollBloke] time 5
	wait until camera ready
	eject good spirit
	make good spirit point at [InfoScroll]+[0,2,0]
	say "This is an information scroll. There's lots more to be learnt from these scrolls"
	wait until read
	stop good spirit pointing
	wait 2 seconds
	delete InfoScroll
	ChallengeScroll = create highlight HIGHLIGHT_CHALLENGE at [ScrollPos]
	make good spirit point at [ChallengeScroll]+[0,2,0]
	say "This kind of scroll will give you rewards."
	wait until read
	stop good spirit pointing
	wait 2 seconds
	delete ChallengeScroll
	QuestScroll = create highlight HIGHLIGHT_QUEST at [ScrollPos]
	make good spirit point at [QuestScroll]+[0,2,0]
	say "And these scrolls are special scrolls. Keep an eye out for them."
	wait until read
	stop good spirit pointing
	wait 2 seconds
	delete QuestScroll
	move camera position to [CitadelDoneLast] time 4
	InfoScroll = create highlight HIGHLIGHT_TIPS at [ScrollBlokePos]+[0,10,0]
	make good spirit point at [ScrollBloke]+[0,2,0]
	say "Click on the one above this bloke's head to learn about the citadel."
	wait until read
	stop good spirit pointing
end cinema

In the sequel, there is a third, bronze scroll type. But it was originally going to be featured in the first part as well, serving the purpose of an information scroll.

Multiple field types


ENUM_FIELD_TYPE_INFO	Value																																																																																																																																																																																																																																																														
FIELD_INFO_TYPE_WHEAT	0																																																																																																																																																																																																																																																														
FIELD_INFO_TYPE_WHEAT_WITH_FENCE	1
FIELD_INFO_TYPE_CORN	2
FIELD_INFO_TYPE_CORN_WITH_FENCE	3
FIELD_INFO_TYPE_CEREAL	4
FIELD_INFO_TYPE_CEREAL_WITH_FENCE	5
 

Multiple types for fields. In the actual game, there is only wheat fields.

Multiple food types

DETAIL_FOOD_TYPE	Value
FOOD_NONE	0
FOOD_MEAT	1
FOOD_VEGETABLE	2
FOOD_GRAZE	4
FOOD_ANY	3
FOOD_MEAT_VEGETABLE	3
FOOD_VEGETABLE_GRAZE	6

Whatever food you use, be it fish or meat, it always looks like grain, and it's quite awkward. Looks like developers originally planned to make food different. Strangely, there is no fish.

Three abode ranks

As we know, there's two abode ranks: small and large. But if you look into Info4.txt, you can see that there were three: shack, tent and hut.

Old Lethys' dialogue

ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_FREE_CREATURE_01", "He's free! We've saved him!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_FREE_CREATURE_02", "Boy, we had to fight for it, though.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_FREE_CREATURE_03", "Laetes, you were as pathetic as my supposed followers!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_FREE_CREATURE_04", "Take your punishment.")

Here Lethys refers to his own creature by name, and punishes him by some way.

ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_01", "Yet again you're too strong for me! I beg for mercy!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_02", "Please spare me. I have only one Village left. I will give you Khazar's Creature's Creed.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_03", "I'll give you the part of the Creed I took from Khazar's Creature if you'll let me survive.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_04", "And wait! I know a land where you can find another Creed element!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_05", "It's where you started. And the Creed lies within the body of the Creature you befriended.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_06", "I'll open a Vortex to take you there. But spare me. Let me go.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_07", "No! Without followers I cannot exist!")

Alternate version of Lethys' surrender. Notably, he mentions here that the Creed was inside the Guide. In the final game, he just says that it is located in our old homeland.

Old Nemesis' dialogue

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_THE_BIG_FIGHT_01", "Retreat, Ichor. The Village is falling.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_THE_BIG_FIGHT_02", "You have failed me many times, Ichor. There can only be one more chance for you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_03", "Nemesis is giving up the fight for the final Village!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_04", "Look. His Creature's retreated to defend the mountain.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_05", "But we'll have to deal with that lethal black cloud before we can get our Creature close enough to attack.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_06", "We'll have to find a way of moving the cloud to let our Creature get past it.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_07", "The fight's brewing!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_08", "We're winning! I don't believe it!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_09", "We lost. Incredible disgust oozes form my every pore.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_10", "Ugh. We can try again when our Creature has recovered somewhat.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_11", "We won! Nemesis' Creature is beaten! Victory!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_12", "Yep. Was there any doubt? It was down to me, after all.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_THE_BIG_FIGHT_13", "You failed me for the last time, beast. My revenge will not be denied.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_16", "Hey, Boss. We're strong enough. Fight past Nemesis' Creature to get to that Mountain.")

Judging by this dialogue, there was supposed to be another fight with Nemesis creature, called Ichor, possibly replaced with the mirror creature in the final game. After this fight, Ichor would retreat to defend the mountain, and there also was some kind of a "black lethal cloud".

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_01", "Our battle gets ever more fierce.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_02", "And you are proving a worthy opponent.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_03", "But you are too evil. People will always respond to good.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_04", "You may be a god but ruling by fear is never right.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_05", "You will never truly have the spirit of the people on your side.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_06", "But your goodness is your weakness. People demand strength.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_07", "They understand force. They know pain.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_08", "You will never have true believers without fear.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_09", "So do your worst and do your best. You can't win.")

Nemesis explaining why we lost, which depends on Player's alignment.

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_02", "Good. Creatures always let you down. I despise them.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_03", "I have one Temple left. Will you sacrifice your Creature for it?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_04", "You have the three parts of the Creed.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_05", "To use this, the greatest of Miracles, you must send him up the Mountain.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_06", "To his death.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_07", "Is victory really worth that?")

Speech that Nemesis' would have say at the end of the game.

ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_01", "Before I banish you to the void I will tell you how close you came to becoming the ultimate god.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_02", "Had you sent both Creeds and your Creature to the volcano in my realm you would have triggered Eternity.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_03", "The power you'd have unleashed would have burned your worship into the minds of every human.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_04", "When the three Creeds of the same alignment, be they black or white, meet there, they fuse.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_05", "And an Eternity of ultimate power as the only god is the result.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_06", "I cursed your Creature to change his alignment.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_07", "To make him similar to me instead of you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_08", "You have two of the Creeds and with the third inside your Creature,")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_09", "You would have had Eternity in your hand.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_10", "But I have proved too powerful.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREED_11", "I have stopped you, changed your Creature and now it is over.")

Nemesis' possible victory speech, where he explain the Creeds.

Quests

If you look into Scripts>Quests, you can see some unused ones:

  • The caretaker one, where you need to save the chickens.
  • Bowling. Bowling mini-game was later added to the expansion Creatures Isle.
  • Chess puzzle.
  • Big fish, featuring a whale. Whale
  • Thought of food, where you needed to feed the homeless people.
  • Whack-a-villager, most likely something like a whack-a-mole styled game.
  • Something called "Storm brewing".
  • Something called "The meeting"

Debug Menu

BWMenu.png

Inside runblack.exe is a normal window menu containing items which appear to be debug functions. This menu is easily accessible in later fan patches, because they feature an option to run the game in a window. However, none of the items or their shortcuts appear to do anything.

EXE Parameters

In addition to parameters enabling player to go straight to skirmish mode, load the pre-intro video, start a new game, and force or disable internet connections,[1] runblack appears to contain the following parameters:

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
  • Editor - This doesn't appear to do anything. Was there once a level editor in the game? (Dungeon Keeper, Peter Molyneux's previous game, once had a built-in level editor, so it's a strong possibility)
  • Convert - This does something, because it causes the game to crash. Does it take a value?
  • Version - ???
  • Settings - ???

References

  1. Topic: How to get faster to the Online/LAN room BWFiles, Retrieved 29 March 2018