[light rune]
[storm rune]
[earth rune]

List of
Frequently Asked Questions
on The King of Dragon Pass Mailing List

[light rune]
[storm rune]
[earth rune]
May Issaries ensure the Value of this FAQ and
Lhankor Mhy vouch for its Truth.

Latest revision: 02 Dec 2000

The King of Dragon Pass (KoDP) is a computer game for Windows and Macintosh PC's of strategy and character set in the mystical world of Glorantha. It is published by A Sharp, L.L.C. They also keep a list of Frequently Asked Questions for KoDP.

Updates for the game can be obtained from A Sharp. As of this writing, the current known-stable version of the game is 1.5. Check your game's version number on the Game Controls [Save/Restore] screen. Download the current patch from the update page.

Glorantha is a fictional world created by Greg Stafford more than two decades ago. A vivid web of myth, tragedy and redemption, this is a world where mighty gods and brave heroes fight in ancient conflict. Glorantha has been the setting for several board- and role-playing games. See the Glorantha website for further details.

King of Dragon Pass is a Trademark of A Sharp, L.L.C., and is used with their permission. Glorantha is the Trademark of Issaries, Inc., and is used with their permission. Issaries, Inc. is the Trademark of Issaries, Inc.
May Humakt avenge any breach of these Oaths.

The King of Dragon Pass mailing list is hosted by ONEList. To subscribe, see the list homepage.

This FAQ was written by Bruce Hollebone with contributions from David Dunham and many of the participants of the KoDP List. Comments and criticisms are always welcome.

Table of Contents:

Questions marked with a star * are new or significantly changed since the last revision of the FAQ.
 

Section 1: Following the Wyter

 1.1:Help! I don't know how to form a tribe! What ever will I do?
 1.2:[Short Game] How long do I have to hold the king/queenship to win?
 1.3:[Long Game] I've done seven heroquests after forming a tribe, but nothing new is happening! What's wrong?
 1.4:[Long Game] I've been told that my king must meet someone. How do I do this?
 1.5:[Long Game] I've been told I must complete three tasks. What do I do?
 

Section 2: Clan and Family

 2.1:Who is...
 2.2:How do I get new nobles?
 2.3:How do I get a noble of a particular deity?
 2.4:The farmers/weponthanes hate me! Help!
 2.5:Kids, don't have enough! The clan is dying!
 2.6:Kids, got too many! The tula is bursting at the seams!
 

Section 3: Herds and Agriculture

 3.1:I'm running out of food! Where shall I go? Whatever shall I do?
 3.2:I'm running out of cows! Without cattle we will scatter to the seven winds! What must we do?
 3.3:I'm running out of sheep! What to do?
 3.4:On the picture of the tula (shown at sacred time), when moving the mouse over the cows/sheep, the message that they are overcrowded and malnourished appeared. The herder on the ring said they have enough land. What's going on?
 

Section 4: Trade and Diplomacy

 4.1:What are the exchange rates of commodities?
 4.2:What is a small/average/enormous gift to another clan?
 4.3:How big are gifts of magic and luck?
 4.4:What is the base value for a treasure?
 4.5:I'm running out of silver!
 4.6:How do I get more trade routes?
 4.7:A clan hates my guts! What can I do?
 4.8:Everyone hates my guts! Help!
 4.9:A Cult/Elder Race really hates my guts! What now?
 

Section 5: War

 5.1:Neighbours keep sneaking off with my cows. What can I do?
 5.2:Raids always catch me unaware. How can I prepare?
 5.3:Can I seize land from a clan that is not a neighbour?
 

Section 6: Exploration

 6.1:I keep losing parties! Help!
 6.2:What should I explore?
 

Section 7: Magic

 7.1:What's a good size for a sacrifice?
 7.2:I'm spending a lot on sacrifices but not getting any result. What's wrong?
 7.3:How do blessings work?
 7.4:How do I change the blessings given by my shrines and temples?
 7.5:How does Maran Gor's blessing work?
 7.6:I can't build a shrine to my favourite God! What's going on?
 7.7:I can't build any more temples! I don't have enough worshippers. How do I solve this?
 7.8:I'm having trouble doing heroquests. What should I do?
 7.9:One of my ring says that I've performed so many heroquests, but I know I've done many more. What gives?
 

Section 8: The Path of Immanent Mastery

 8.1:What effects do the various traditional enemies have?
 8.2:What are the effects of our relationship with the Dragons?
 8.3:How big should our tula be?
 8.4:OK, spoil me. Where should we explore first?
 8.5:Which shrines should I build?
 8.6:What does that crazy reptile want with its questions about what we think is important?
 8.7:What do all the treasures do? How do I find them all?
 

Section 9: Extras

 9.1:How can I see my tula's boundaries?
* 9.2:Easter Eggs?
 9.3:How do I make a screen shot?
 9.4:What are the addresses of other KoDP web sites?
 9.5:The CD is slow. How can I speed up the game?


[rune of fate]

Section 1: Following the Wyter

1.1: Help! I don't know how to form a tribe! What ever will I do?

You must prove your worth. Seek the mandate of the gods. Read your manual. [Back to Top]

1.2: [Short Game] How long do I have to hold the king/queenship to win?

Ten years. Consecutive years. Ten golden years. There are other conditions too. Read your manual. [Back to Top]

1.3: [Long Game] I've done seven heroquests after forming a tribe, but nothing new is happening! What's wrong?

It does take several years for the plot to work out. Maybe you just need to wait a few seasons. Also, have you done seven different heroquests? Your magician will tell you. You also must complete the heroquest for your chief god/ess (Olanth and Aroka, Ernalda Feeds the Tribe or Elmal Guards the Stead). You will know your feet are on the path when a blind seer prophesys your destiny. The story may take decades to play out. [Back to Top]

1.4: [Long Game] I've been told that my king must meet someone. How do I do this?

Don't worry. Everything will happen in the fullness of Time. [Back to Top]

1.5: [Long Game] I've been told I must complete three tasks. What do I do?

Save your game. Other than that, just wait for events to unfold. [Back to Top]

[folk rune][spirit rune]

Section 2: Clan and Family

2.1: Who is...

...my clan chief:
   The person in the left-most slot with the torc glyph. Duh.
  
...my warleader:
   The ring-member with the highest combat score. Nobles who worship gods of war may usurp this position from a more qualified ring-member.
  
...my lawspeaker:
   Similarly, for custom. Lhankor Mhy worshippers may take this role in preference to those with better custom scores.
  
...my magician:
   The ring member with the highest magic score.
  
...my best poet:
   The ring member with the highest average of leadership and custom.
  
...my tribal king/queen:
   The noble with the mastery glyph (W) on their picture. You know, the clown you spent all those cows on at the last moot. They don't have to be on your ring, but it is a good idea. Your tribal leader can also be you chief.
[Back to Top]

2.2: How do I get new nobles?

Wait for your old ones to die; youngsters will be along in a season or two. This usually only happens for deaths due to old age, but rare events can also have this effect. There is a treasure that can help. An event can bring you a babe with Heroic potential, another, several new ring members (and a lot of refugees). [Back to Top]

2.3: How do I get a noble of a particular deity?

You cannot. There will tend to be more worshipers devoted to your main god/ess, but nothing else affects the god's connection to their chosen. People are called to the gods, not the reverse. Divine choice is ineffible. [Back to Top]

2.4: The farmers/weponthanes hate me! Help!

Solve the immediate problem by gifting or feasting. In the longer term, you must change your behaviour. Farmers like peace and cows, weaponthanes like to prove their valour. No one likes losing battles. Some ancient treasures might help. Never give up Hope. Long lasting rifts can be healed by appealing to the gods, but have awful consequences if you fail. [Back to Top]

2.5: Kids, don't have enough! The clan is dying!

Your casualty rate is higher than your growth rate. Stop fighting if possible, or fight more defensively. Recruit more farmers, take in strays, as they come your way. Seek the blessings of Orlanth's mother, his wife and of the gentle white lady. Sacrifice magic for children at sacred time. Add more mothers and healers to your ring. [Back to Top]

2.6: Kids, got too many! The tula is bursting at the seams!

You've just had a series of disasters that wiped out a lot of adults, right? Try to reduce any further casualties. Fight defensively for a few years. Make sure you can feed everyone. Barntar, Yinkin, Orlanth and Elmal can help, but Ernalda and Uralda are the most important. Wait for the kids to grow up. [Back to Top]

[Hykim's rune][Barntar's rune]

Section 3: Herds and Agriculture

3.1: I'm running out of food! Where shall I go? Whatever shall I do?

Speak with a Silver Tongue and ask for food. Trade for Spare Grain. Take it with a red sword.
Pray for the blessings of Ernalda and her helpmeets: Orlanth, Elmal, Odayla and, of course, her son Barntar. Make sure that you have enough cropland to feed everyone. In bad years, grow more barley, in good, more wheat, in desperation, more rye, but remember that the Earth wants to see all of her children grow. Trinkets and gee-gaws can help, but to prosper, you must travel the Hidden Ways under the Earth and meet all of her faces. Follow this advice and you'll never go hungry again! [Back to Top]

3.2: I'm running out of cows! Without cattle we will scatter to the seven winds! What must we do?

Orlanth bellows that violence is always an option. Your neighbours cows can be yours, if you are brave. If you are valourous and they are weak, they may offer you part of their herds for peace.
Ernalda whispers that there is always another way. Buy cows, sacrifice for herd magic at sacred time, worship Uralda, beg favours, keep close a treasure or two.
Elmal holds that a strong stead is always wise. Keep land clear, defences strong, the weponthanes on the boundaries and the fyrd large.
If all else fails, walk the forbidding god-path of Uralda. [Back to Top]

3.3: I'm running out of sheep! What to do?

First, make sure that you are playing version 1.4 of the game or later. Earlier versions had slower sheep herd growth. If you are still having problems....
You've got more temples than your clan can support. Reduce their number. Send your best traders out with large missions; they may trade for sheep on the side. Cattle raids often get sheep, particularly if you're low. Spend magic on herds. Put a good Uraldan on the ring. Never, ever slaughter sheep for food. [Back to Top]

3.4: On the picture of the tula (shown at sacred time), when moving the mouse over the cows/sheep, the message that they are overcrowded and malnourished appeared. The herder on the ring said they have enough land. What's going on?

It appears that your herder recommends only the bare minimum on which the herds can survive. For them to thrive, you need to have more pasturage. Many have found that at least half again what your herder tells you or even double the minimum pasture is necessary. [Back to Top]

[Issaries' rune]

Section 4: Trade and Diplomacy

4.1: What are the exchange rates of commodities?

The basic relationship appears to be:
1 horse = 4 cows
1 good = 1 cow*
2 food = 1 cow
*(however cows seem to be more desirable)
Barganing skill greatly affects trading, as do several blessings. Heroquests can also make your cows more valuble or generally improve trade negotiations. Also, some clans are just better at barganing than others. You won't always be the better Trader. [Back to Top]

4.2: What is a small/average/enormous gift to another clan?

As a rule of thumb, 10 cows is miserly, 20 is customary, 30 cows is generous. Again, this is highly dependent on relative strengths of your clan and the other, your leader's skill, active blessings, treasures and heroquests. Treasures, even "worthless" ones, are highly thought of. [Back to Top]

4.3: How big are gifts of magic and luck?

For favours between clans, 3 points is traditional, 2 points is a minor gift, and 4 points is a big favour. For cults, this may be different. Also, cults may ask for repayment of many favours all at once, which can be quite expensive. [Back to Top]

4.4: What is the base value for a treasure?

Your traders will tell you 50 cows, but in reality, whatever the market will bear. You might have to pay hundreds of cows for some and get thirty when trying to sell. [Back to Top]

4.5: I'm running out of silver!

The most dependable source of goods are your crafters and market. Emphasize Issaries, increase the number of your trade routes. Increase the number of crafters to the maximum and make sure they are using all the resources you've found on your tula. Trade missions can help, but later in the game you do need to send a lot of them to make a difference. Horse trading seems to be particularly lucrative, but pick your trading partners carefully before you make the deal. Exploring can help a lot at the beginning of the game.
Of course, goods can be had immediately from other tulas. Following the way of Orlanth, you might take from those with plenty in your times of want. Surely it is the duty of a Just and Generous king to make sure everyone shares equally! [Back to Top]

4.6: How do I get more trade routes?

Have an Issaries Trader on your ring. Build temples for Issaries, the bigger the better. Be on good relations with the potential partners. Leaving unexploited resources on your tula also can result in trade, but this may not be the most profitable course. [Back to Top]

4.7: A clan hates my guts! What can I do?

Well, that's what you get for raiding them last Storm. Many gifts may be necessary. Several blessings, particularly those of Issaries and Lhankor Mhy can help. The course of events often brings opportunities for reconcilliation. Be generous in victory. If you are desparate, remember that everyone listens to the Gods, especially Issaries and Chalana Arroy.
A truly wicked clan would seize their land and force them to move. [Back to Top]

4.8: Everyone hates my guts! Help!

You can dig in and trust in the terrible and grim gods of death and hate or you can travel the path of the trader and the sage. In dire straits, remember the secret scar and the wisdom of the cows. [Back to Top]

4.9: A Cult/Elder Race really hates my guts! What now?

Listen to them when they come to warn you of your bad behaviour. Conduct yourself accordingly. Also, the talking god may be able to broker a truce. [Back to Top]

[Humakt]

Section 5: War

5.1: Neighbours keep sneaking off with my cows. What can I do?

Build a watchtower. Clear more land. Make sure that your weaponthanes aren't slacking off. After missions, they will reduce their patrols, the lazy bums. Check the raid screen after every raid or mission to reset the patrol levels. [Back to Top]

5.2: Raids always catch me unaware. How can I prepare?

Form alliances with clans between yourself and the raiders. Often your allies will give you enough warning to summon your thanes and the full fyrd. Tribe members will also warn each other. [Back to Top]

5.3: Can I seize land from a clan that is not a neighbour?

No, but if you seize a neighbour's lands, you get new neighbours... [Back to Top]

[Mastakos' Wheel]

Section 6: Exploration

6.1: I keep losing parties! Help!

From: "The Lonely Lozenge's tips for Dragon Pass":
  • Send a Vingan or a Trader. They just stir up trouble during planting anyway. If you don't have any to spare, use an Odaylan.
  • Travel during a nice time of year: Sea or Fire.
  • Send a strong escort with your noble.
  • Use Vinga's Pathfinder blessing.
  • Travel slowly.
  • Explore the map gradually. Do not venture far into fields unknown.
  • Some areas of the map are more dangerous than others. Most of these are towards the edges of the map.
  • A treasure can help.
  • Listen to your godi: don't explore when the omens for travel are bad.
Sometimes, even the biggest, most prepared parties go astray. I've lost a huge party exploring my own tula! Exploring is the second most dangerous thing a noble can do. [Back to Top]

6.2: What should I explore?

Your Tula. Bit by bit, push back the boundaries of what you know. Your tula, again. The gods will sometimes demand that you travel to specific destinations. Piety demands that show them honour. Also, your tula. Re-exploring areas, particularly named ones is often very fruitful. Finally, remember to explore your tula. [Back to Top]

[magic rune]

Section 7: Magic

7.1: What's a good size for a sacrifice?

Listen to your ring! Your magician may have a suggestion or two. [Back to Top]

7.2: I'm spending a lot on sacrifies but not getting any result. What's wrong?

It helps if you have a devotee of the god on your ring. Also, sacrifice for mysteries during sacred time, if that's what you're after. As always, a treasure or two can help.
All gods are not the same. Read their myths to know them. Bloodthirsty ones like, well, blood, but peaceful ones prefer shiny things. I'm personally convinced that the gray sage is a greedy old bugger too. [Back to Top]

7.3: How do blessings work?

Blessings take effect immediately. If you sacrifice for the blessing, it lasts five seasons, a full year. Also, a little brazier icon appears next to the blessing on the sacrifice screen as a reminder of the sacrifice.
A temple blessing is permanent, as long as the structure is maintained.
An active blessing glows blue on the clan rock on the appropriate screen. Also, the button to select an active blessing is grayed-out on the sacrifice screen. [Back to Top]

7.4: How do I change the blessings given by my shrines and temples?

Select the appropriate god/ess on the magic screen. Click on the box beside the blessing you wish to remove. The x in the box should vanish. Now, click on the blessing you want to have running. An x should appear in the box beside the new blessing. This does not count as an action. Note that you can only do this for blessings provided by shrines and temples. You cannot switch blessings for which you have sacrificed directly. [Back to Top]

7.5: How does Maran Gor's blessing work?

The terrible hag of the dark earth cares only about blood, not from whom it comes. The greater the numbers of your tribe or your enemies that die on your fields, the better your crops will be the next Earth season as long as Earthblood is active at the time of the battle. The blessing need not be active during the next Earth season. [Back to Top]

7.6: I can't build a shrine to my favorite God! What's going on?

First, make sure that you have sacrificed for mysteries. You cannot build unless your god-talkers know a blessing for each level of temple, i.e., for shrines, one blessing is needed, for temples, two, and for great temples, three.
Next, check that you have enough trade goods. Shrines cost 10 goods, Temples 50, Great Temples, 100. If you don't have the dosh, you don't get the build button.
Finally, some Gods are better than other Gods. That is, many Gods only can have a shrine, some a temple and some a great temple.
The list is:
Shrine: Ancestors, Barntar, Maran Gor, Vinga
Temple: Chalana Arroy, Odayla, Uralda, Urox
Great Temple: Elmal, Ernalda, Humakt, Issaries, Lhankor Mhy, Orlanth
Note that there are also some gods and spirits which can be found during play. These entities can only have a shrine built for them. [Back to Top]

7.7: I can't build any more temples! I don't have enough worshippers. How do I solve this?

Focus your worship. Choose the blessings you want and destroy or reduce the temples you don't need. Take in more clansfolk. Make allies, friends, and trading partners. Form a tribe. [Back to Top]

7.8: I'm having trouble doing heroquests. What should I do?

From "Learn HeroQuesting in just 21 Days!", Lhaura Lhemay, Whitewall Press, 1215 A.S.:
  • Follow the footsteps of your God. The old paths are the best.
  • Myths have secrets and deeper secrets. Learn them both. Heroquesting with partial knowledge is for the desperate or foolhardy.
  • A careful quester can minimize risk, particulary in combat. Be warned that this may reduce the effectiveness of the quest.
  • Wait a couple of years. Questing too soon after your last attempt greatly reduces your chances. Your ring will tell you when it's safe.
  • Choose your leader wisely. Match skills with activities in the quest. Magic is an important skill, but others are often critical for sucess. The default noble is not always best.
  • Direct worshipers have the best chances. Remember that Vingans count as Orlanthi.
  • Have lots of supporters. Questing with tribal support is much easier.
  • Some treasures can help.
However, even the best prepared will often go astray. Heroquesting is the most dangerous thing a person can do. Even if the quest is sucessful, your hero may be scarred beyond all healing (i.e. lose abilities). [Back to Top]

7.9: One of my ring says that I've performed so many heroquests, but I know I've done many more. What gives?

Your magician is counting the number of different heroquests you have done. Doing the same one over and over does not count for the victory conditions. Also, the count of heroquests resets to zero when you form a tribe and elect a king/queen. [Back to Top]

[Mastery]

Section 8: The Path of Immanent Mastery

Read past this point at your own peril! Spoilers Abound!

Some secrets mortals are not meant to know, and Arachne Solara intends to keep it that way. Beware those who bring Gifts of bad knowledge.

8.1: What effects do the various traditional enemies have?

You will always win luck and magic for defeating your traditional enemies. Making peace with them will be difficult and annoy your ancestors.
Trolls:
 There are several families of Dark Men in Dragon Pass, which the game tracks just as it does the other clans. They are all your enemies. Also, there is one area of the map you should definitely avoid. Several treasures can greatly help you.
    
Elves:
   The Aldryami are phantoms, never coming to grips with your forces. They are guerillas in the mists that wreath the Quivin. Thay can call on their father Flamal, parent of all green things, to devistate your harvests.
  
The Winter Tribe of Valind:
   Winter storms are fierce, but you can win luck fighting them. You also can get tribal magic by raiding during Dark Season, but 'ware lest ye fail. This is possibly the easiest choice for a beginner.
  
Basmoli Beastmen:
   You will shortly find some unfriendly neighbours with some very powerful friends. They may look comical, but beware, beware the Deadly Ducks of Death! There is an area of the map you should stay away from also.
  
Tada the Green:
   The nomads of eastern Prax will harry your steads, much like the horsepeople of the west. You can take the fight to them, but they have strong magic which can scour your tula and kill ring members. Towards the end of the long game, great help can come from humble beginnings.
  
The Salty Sea:
   Floods, wiping out crops and drowning your people and herds will be a constant problem.
[Back to Top]

8.2: What are the effects of our relationship with the Dragons?

In play, this affects your dealings with draconic species: the dragonewts, thunderbeasts, wyrms, magisaurs and dream dragons. You win tribal magic by following the ways of your forebearers and may suffer for choosing different paths. [Back to Top]

8.3: How big should our tula be?

Choosing the smallest tula makes life difficult as the clan expands, but it is easiest to defend. The reverse is true of the larger tulas. The choice is not irrevocable; you can lose and gain land during play. [Back to Top]

8.4: Which shrines should I build?

This varies so widely with play style that it impossible to give one answer. However, most agree that building a Barntar shrine (with either of Vigour or Plowsong) is important. A shrine to Chalana Arroy is critical too, for either healing or curing, as the need arises. Finally, having at least a shrine to Uralda with Calf Blessing is also very important to long term survival.
Later in the game, the fell gods of war and death and the talking gods will become very important. [Back to Top]

8.5: OK, spoil me. Where should we explore first?

It is probably best to vist the Quivin mountains first to the south-east of your tula (marked on the map as Mt. Quivin), and next the Dragonewt wilds a short distance into the unexplored area to the north-west. Your first visit to the utter west can also be very profitable but is extremely dangerous. Don't forget your own tula too. [Back to Top]

8.6: What does that crazy reptile want with its questions about what we think is important?

What happens after it leaves? The gift will eventually lead to an important choice. Think well on your answer to its question and you may be be mightily rewarded. The reptile is a magisaur by the way, not a 'newt. [Back to Top]

8.7: What do all the treasures do? How do I find them all?

Follow this link for some hints.

[Murphy's (computer) rune]

Section 9: Extras

9.1: How can I see my tula's bounaries?

On the exploration (map) screen, press 'm'. [Back to Top]

9.2: Easter Eggs?

On the first screen of the game, press 'o' (for Opal, the game's code name during development). This will appear to start the tutorial, but, in fact, is a different game.
According to David Dunham, the producer, The pictures of the starting advisors are those of the development team, others are among the available leaders, and another makes an appearance within a few seasons.
The Opal ring is (left to right):
  • David Dunham
  • Elise Bowditch
  • Stefano Gaudiano
  • Shawn Steele
  • Brian Fogel
  • Greg Stafford
  • Stan LePard
Robin D. Laws shows up in a season or two as a trader. [Back to Top]
This is a snapshot of the starting Opal Ring (note: Names are not as shown in the game):
[The Opal Ring]

9.3: How do I make a screen shot? I'd like to frame a picture of my new King's Stead.

Yes, you can satisfy your royal decorating urges.
[Back to Top]

9.4: What are the addresses of other KoDP web sites?

The website of A Sharp is:
http://www.a-sharp.com/kodp/
Oliver Bernuetz's fan site:
http://www.geocities.com/bernuetz/kodp/kodp.html
Bryan Maloney's fan site:
http://www.people.cornell.edu/pages/bjm10/KoDP/tula.html
There are two fora for discussion of the game;
Aaron Bubnick's Web-based forum:
http://network54.com/Hide/Forum/48065
and, of course, Jeff Kyer's mailing list at ONEList.com:
http://www.onelist.com/community/KingOfDragonPass
The world of Glorantha has hundreds of websites devoted to it. The main Issaries site for Glorantha is:
http://www.glorantha.com/
A good index of the fan sites is at:
http://www.glorantha.com/kim/
There is also an active (some would say hyper-active) Gloranthan mailing list. You can subscribe to it in digest form (highly recomended) by sending "subscribe glorantha-digest" in the body of a message to:majordomo@chaosium.com
[Back to Top]

9.5: The CD is slow. How can I speed up the game?

For Windows 95/98 systems: (Disk space needed: approx. 480MB)
  1. Do a full install of the game.
  2. Install any updates.
  3. Move the Opal and mt directories to the root of the drive you installed the game on.
  4. Move KODP4922.mxx and KODP4923.mxx from the root directory of the CD to the root of the hard drive.
  5. Rename the hard drive to KoDP (using that capilization). Under Win95/98, open the Drive Properties and change the Volume Label.
  6. Start the game either from the Start menu or the desktop icon (i.e. not from the CD autostart screen).
  7. You need the KoDP CD in the drive to start the game, but all the scenes will load from the hard drive rather than the CD.
To uninstall the game, you will need to reverse this recipe, deleting the two .mxx files by hand and moving the Opal and mt directories back under the game directory. [Back to Top]