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Operation: Harsh Doorstop Wiki/Section 1

WELCOME TO THE OPERATION: HARSH DOORSTOP WIKI
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***Operation: Harsh Doorstop*** is a semi-realistic first person shooter developed and self-published by Drakeling Labs. Set in the World War I, World War II, the Vietnam War, the Cold War and the Modern day eras, players are able to modify the game to their will, with a varied arsenal of historic and contemporary weapons and maps, and all the tools to create new experiences. *Operation: Harsh Doorstop* is free to play and consists of a dedicated modding SDK, Steam Workshop compatibility, a capacity for community hosted multiplayer servers, and even a single player mode to fight with and against AI.

# Official Links

Official WebsiteOfficial SteamOfficial DiscordOfficial PatreonOfficial YouTubeOfficial TikTokOfficial Instagram

# Helpful Resources

Server Install Instructions
Developer console
Health

**Health** is a gameplay mechanic featured in *Operation: Harsh Doorstop*. It dictates the amount of damage the player can take before dying.

## Overview

Health determines the amount of damage the player can take before dying, and is represented by a figure in the bottom left corner of the screen. As damage is taken, the figure changes colour from white, to yellow, to orange, to red, and the vision is darkened or covered in blood. Once depleted, the player dies and is sent back to the deployment screen. Health can be regenerated by applying bandages or being within the radius of effect of a Medical Pack.

Damage can be taken from many sources, including being shot and taking fall damage. For all weapons, headshots will deal 3.0x, body shots will deal 1.0x, arm and knee shots will deal 0.75x, thigh shots will deal 0.85x, and hand and feet shots will deal 0.5x base damage of the weapon.
PKM

The **PKM** is a belt-fed light machine gun featured in *Operation: Harsh Doorstop*.

## Overview

The PKM is a light machine gun used by the Russia (Cold War) and the Insurgents factions. It is also available for use by the OPFOR in the Training Grounds. The PKM is spawned with 4 boxes containing 100 rounds each.

Like other machine guns, the PKM can only be fired while aiming down the iron sights.

### Usage

 **OPFOR** | PKM
MP5A1

The **MP5A1**, known internally as the **MP5** and the **MP5A5**, is a select fire submachine gun featured in *Operation: Harsh Doorstop*.

## Overview

The MP5A1 is a submachine gun used by the PMC faction. It is also available for use by the BLUFOR faction in the Training Grounds. The MP5A1 is spawned with 8 magazines containing 30 rounds each.

The MP5A1 can be toggled between semi-automatic, fully automatic, and a 3-round burst fire mode.

### Usage

 **BLUFOR** | MP5A1
Drakeling Labs

**Drakeling Labs** is a game development company based in Louisville, Kentucky in the United States of America. It was founded in 2011, and is the developer for *Operation: Harsh Doorstop*.

## History

Drakeling Labs was founded in 2011 by Connor Hill, a gaming YouTuber who goes by the username *Bluedrake42*. As a response to Hill's disatisfaction with the gaming industry at the time, Hill had recruited programmers, artists and designers from his time playing *Project Reality* for *Battlefield 2* in order to develop a tactical shooter with emphasis on community participation and developmental freedom. Drakeling Labs is primarily funded through the company's Patreon. Drakeling Labs has also provided contractor work for unnamed game projects in 2022, and eventually partnered with BlackSiteLTD for the later release of their first independent title, *Operation: Harsh Doorstop*, on February 22nd, 2023, directly to Steam. The source development kit for *Operation: Harsh Doorstop*, known as the OHDcore Mod Kit, was released on the same day.

Community fans of the Bluedrake42 YouTube channel, and by extension the company itself, are referred to as **Drakelings** in official correspondence.

## References

1. ↑ Drakeling Labs - Upwork
2. ↑ OHDcore Mod Kit
Muttrah

Sometimes, assets slip through the cracks!This article contains information about a subject that was cut from *Operation: Harsh Doorstop*.Please do not add non-referenced or speculative content until it can be sourced.

## Map

**Muttrah** (Arabic: مطرح) is a map cut from *Operation: Harsh Doorstop*. The map was directly inspired by the similar map from *Project Reality*, also named "Muttrah".

## Overview

Prior to being cut, the map was developed to the blockout stage, before development was ceased. The city of Muttrah contained a port.
OPFOR

**OPFOR**, full name **Op**position **For**ces , is a term referring to forces that oppose the armies of NATO or the USA, and a playable faction featured in *Operation: Harsh Doorstop*.

## Overview

The OPFOR is featured as a playable faction in the Training Grounds, against the BLUFOR. The OPFOR is unable to be chosen on any map outside of the Training Grounds. The OPFOR utilizes weapons of the default factions considered OPFOR in other maps, being the Germany (WW1), Germany (WW2), NVA, Russia (Cold War) and Insurgents factions. The OPFOR shares the same flag as the Russia (Cold War) faction.
SVD

The **SVD** is a semi-automatic rifle featured in *Operation: Harsh Doorstop*.

## Overview

The SVD is a rifle used by the Russia (Cold War) and the Insurgents factions. It is also available for use by the OPFOR in the Training Grounds. The SVD is spawned with 6 boxes containing 10 rounds each. The SVD is attached with a PSO-1 scope.

It is possible to switch between aiming through the PSO-1 scope and the iron sights.

### Usage

 **OPFOR** | SVD

## Trivia

* There is an unused variant of the SVD that uses only iron sights in the game files.
M1A1 Carbine

The **M1A1 Carbine** is a semi-automatic rifle featured in *Operation: Harsh Doorstop*.

## Overview

The M1A1 Carbine is a rifle used by the USA (WW2) faction. It is also available for use by the BLUFOR faction in the Training Grounds. The M1A1 Carbine is spawned with 8 magazines containing 15 rounds each.

### Usage

 **BLUFOR** | M1A1 Carbine
Paktia

Sometimes, assets slip through the cracks!This article contains information about a subject that was cut from *Operation: Harsh Doorstop*.Please do not add non-referenced or speculative content until it can be sourced.

## Paktia

### Combatants

 USA (Cold War)
vs.
 Russia (Cold War)

## Map

File:Paktia Map.png

**Paktia** (Pashto: پکتيا) is a map cut from *Operation: Harsh Doorstop*.

## Overview

Paktia was one of the maps available in pre-release, used to test large scale battles. Paktia is set in the province of Paktia, Afghanistan, as part of **Operation: Harsh Doorstop**. The map consists of a large mountainous, desert landscape. The battle was fought by the USA (Cold War) and Russia (Cold War) factions in the Advance and Secure gamemode.

### Removal

Outlined in Development Blog #1, the decision was made to cut the map for two main reasons. According to Drakeling Labs, the map isn't representative of the look and feel of what they envisioned *Operation: Harsh Doorstop* to be, and development of the map was left dormant for a year after different developers created different assets with different design decisions for use in Paktia.

The map was removed in September 2020 and eventually replaced by Khafji.

## Trivia

* Paktia was initially still playable through console commands after its removal by typing in the console `open "SandIglus_Land_Main"`. The level has no lighting and the standard UI, making it broken. In the current version of the game, it cannot be accessed.

## References

1. ↑ 1.0 1.1 Steam - September 22nd, 2020 - Development Blog #1 (July-August 2020)
Guard Type Accommidation Rooms

## Guard Post Rooms

The number of mercenaries in your overall group could be increased, if only you had somewhere to store those additional mercenaries. With guard room deeds, you can build guard post rooms inside your pocket mansion. A guard post will enable you to put a mercenary on guard duty, which effectively allows you to store that individual.

## Using Guard Room Deeds

* purchase a guard room deed from the shop inside your pocket mansion
* navigate to the room from which you want the guard post to be entered
* use a guard room deed in the desired direction

Note that the wall of the newly created guard post opposite the entry will be occupied by a "swap" function.

## Using Guard Posts Rooms

From inside a guard post room, you can add and remove members of your active team. When your team is already full, using an occupied guard post will swap the stored mercenary and your active team member. When a guard post is empty, your active team member will be stored in the room.

It is possible to put your entire team on guard duty and then assemble a new team.

## How to Get New Hires

To hire a mercenary beyond the maximum of 6 possible members of your active team, make space in your active team by putting a team member on guard duty in an empty guard post. Then hire the new mercenary and organize your team as you like.

## Why Expand Your Group

You might always play with the same 6 team members, however, with guard posts in your pocket mansion, you have other options to explore.
M1 Garand

The **M1 Garand** is a battle rifle featured in *Operation: Harsh Doorstop*.

## Overview

The M1 Garand is the standard battle rifle with two variants used by the USA (WW2) faction. The variants consist of an unmodified M1 Garand, and a version equipped with the M7 Grenade Launcher known as the **M1 Garand M7 Grenade Launcher**. Both variants are also available for use by the BLUFOR in the Training Grounds. The M1 Garand is spawned with 10 clips containing 8 rounds each.

## Trivia

* The serial number of the M1 Garand is 3618918.
Commands Organized By Function

# Game Commands

Outside of commands used to handle the skill, the commands described in this article are used to deal directly with the game.

## General Commands

* About
* Activate
* Fire
* Hire
* Look
* More
* Sleep
* Surroundings
* Who

## Navigation Commands

* North
* East
* South
* West
* Enter

* Go <Direction>
* Move <Direction>

## Combat Commands

* Fight
* Run Away

## Inventory Commands

* Equip
* Give
* Inventory
* Remove
* Take
* Unequip
* Use
* Wear
Lam Dong

### Location

Lâm Đồng and Bình Thuận provincial border on the Ham Thuan Lake in South Vietnam

### Combatants

 USA (Vietnam)
vs.
 NVA

## Map

*"The province of Lam Dong."*
— Developer's description.

**Lam Dong** (Vietnamese: Lâm Đồng) is a map featured in *Operation: Harsh Doorstop*.

## Overview

Lam Dong is one of the six playable maps at launch. Lam Dong is set on the border of the provinces of Lâm Đồng and Bình Thuận in South Vietnam during the Vietnam War, as part of **Operation: Rolling Stone**. The map consists of a mountainous farming village surrounded by the Ham Thuan Lake, with two military base installations to the southern corners. Foliage litters the map for use as cover. The battle is fought by the USA (Vietnam) and NVA factions in the Advance and Secure gamemode. Each team has 350 tickets.

All available scenarios are able to have either team attacking and defending from their respective HQs.

Lam Dong is able to be set in either the afternoon or the morning.

## Objectives

* Invasion 1
* Invasion 1
* Invasion 2
* Invasion 3

 **US Bridge** | The fourth and final of the northern capture points, this point is found on the map coordinate H7. It features as a double bridge over the lake , with houses populated on both sides. The bridge leads towards the US FOB HQ.

 **Lam Dong Inlet** | The third and final of the south capture points, this point is found on the map coordinate E3. It features as the cliff head of an inlet of a small creek attached to the main lake. The objective is surrounded by cliffs on three sides.

 **VC Bridge** | The third and final of the southern capture points, this point is found on the map coordinate G5. It features as a small bridge and house over the lake, leading from the middle farms towards the northeastern NVA HQ.

 **Large Hamlet** | The third and final of the south capture points, this point is found on the map coordinates C4 and D4. It features as the main village at the foot of a mountain ridge, containing many buildings to be used as cover.

## Trivia

* Some of the capture points and HQs are named after the VC, a presently cut faction from the game.
M79

The **M79** is a single-shot grenade launcher featured in *Operation: Harsh Doorstop*.

## Overview

The M79 is a grenade launcher used by USA (Vietnam) faction. It is also available for use by the BLUFOR faction in the Training Grounds. The M79 is spawned with four grenades.

### Usage

 **BLUFOR** | M79

## Trivia

* The inventory icon for the M79 lacks the foldable rear ladder sight found on the gun model.
Empty Castle Template

## Template Type: Empty Castle

The empty castle is the most basic of build types. This option creates a build that has only the necessary single entrance room. Everything else remains for you to create.

## Usage

Although the default is for the exit to be facing South, the build can be defined to include any number of exits pointing in any of the 4 basic directions. Later removing the default South exit is always an option.
Mage Class

# The Mage Class

Dev Note: This class is not yet implemented.

As of the time of this post, there have been rumblings about implementing spells for players, possibly in the form of spell scrolls, but it is hoped that such a project would also lead to playable magic users.

NPC magic users do currently exist within the game. They appear infrequently within large and high level enemy groups.
About Player Builds

Out on the world map, you will come across a variety of hamlets, cities, castles, and other types of places you can enter and explore. These are all forms of "builds". Some of those builds you discover may have been created by other players. Those are called Player Builds. This article describes aspects of those builds and provides links to articles providing instructions on how to go about creating your own builds.

In its most simple form, a build is a sort of zone you can enter from the terrain map. To exit will put you right back on top of the same location. That build is empty of any rooms beyond the entrance, and that describes the 1st type of build template. Its little more than an empty shell with 1 way in and out.

This simple template is called an empty castle, because that is the format from which all castles and towers are designed. The single exit keeps things easy for players to use.

Settlements, such as hamlets and cities, have multiple exits, each found at the end of a town road. This format is a 2nd type of build template. Town templates with more rooms included in their blueprint will have up to 4 exits. The hamlets and cities found out on the terrain map are all created from this style of build template.

Still other types of build templates may be added to the list of options. Whichever template you select, that blueprint will be reproduced at the location where you initially use the shovel tool. With that template as a starting point, its up to you to enter and begin appending the build with rooms and features.

Many of the same functional rooms found in game defined builds are also available to add to a player build. Shops, temples, and guild halls are just a few examples. Each addition costs some gold, and builders are free to place such rooms where they like. Its all very easy to do.

Many player builds already exist, and they come in a variety of styles. You are free to recreate a familiar town or design any style of build you want. The player build system is very flexible, and creating your own playable zone can be quite entertaining.

One of the more enjoyable features of 6 Swords is that all your builds are instantly shared with all the other players across the world. Whatever you build, it can be experienced by everyone. So, do your best, impress us with your creativity, and be sure to throw in a few monsters to keep everyone on their toes.

See Also:

* Using The Shovel Tool
* Using Door and Exit Permits
* [[Guide/Marker |Using the Magic Marker Tool]
Argonne

## Map

*"The Meuse–Argonne offensive."*
— Developer's description.

**Argonne** is a playable map in *Operation: Harsh Doorstop*.

## Overview

Argonne is one of the six playable maps at launch. Argonne is set in the Forest of Argonne in northeastern France during the Meuse-Argonne offensive in World War I, as part of **Operation: Michael**. The map consists of the trenches of the Argonne Forest, where a river bisects the map into the American and German halves. The battle is fought by the USA (WW1) and Germany (WW1) factions in the Advance and Secure gamemode. Each team has 350 tickets.

Most instances involve the Americans and Germans in a stalemate battle. One instance involves the Germans defending from an American assault.

Argonne is able to be set in either the morning or the afternoon.

## Objectives

* Invasion 1
* Invasion 2
* Invasion 3
* Invasion 4
* Invasion 5
* Invasion 6
* Invasion 7

 **Burnt Forest Trenches** | The furthest from the river of the northern capture points, this point is found on the map coordinates I3 and J3. It features as the main northeastern trench network populated with bare trees.

 **Old Abbey Trenches** | The furthest from the river of the northern capture points, this point is found on the map coordinates B2 and B3. It features as the main northwestern trench network populated with the ruins of an old abbey.

 **Burnt Forest Trenches** | The fifth and final of the northern capture points, this point is found on the map coordinates I3. It features as the main northeastern trench network populated with bare trees.

 **Argonne Forest** | The furthest from the river of the northern capture points, this point is found on the map coordinates D2 and D3. It features as a threeway intersection of the main northern trench network deep in the forest.

 **Burnt Forest Trenches** | The second and final of the northern capture points, this point is found on the map coordinates I3. It features as the main northeastern trench network populated with bare trees.

 **Command Bunker** | The furthest from the river of the northern capture points, this point is found on the map coordinate H2. It features as a large bunker next to an intersection in the northern trench networks. Crates are able to be used inside and outside of the bunker as cover.

 **Old Abbey Trenches** | The fifth and final of the northern capture points, this point is found on the map coordinates B2 and B3. It features as the main northwestern trench network populated with the ruins of an old abbey.
Khafji

## Map

*"The Battle of Khafji."*
— Developer's description.

**Khafji** (Arabic: الخفجي) is a map featured in *Operation: Harsh Doorstop*.

## Overview

Khafji is one of the six playable maps at launch. Khafji is set in the city of Khafji, Eastern Province, Saudi Arabia during the Cold War, as part of **Operation: Harsh Doorstop**. The map consists of a large desert city, with a distant industrial factory to the east, several military installations scattered about, and lots of residential apartments. A large arterial double road latitudinally bisects the map in the middle, with several arterial roads offshooting at different intersections. A large gate is visible at the south end of the map, signifying the entrance to the city. The battle is fought by the USA (Cold War) and Russia (Cold War) factions in the Advance and Secure gamemode. Each team has 265 tickets.

Most instances involve the Russians defending from the Americans, but one scenario involves the inverse.

Khafji is able to be set in either the late afternoon, early morning, or at night.

## Objectives

* Northern Invasion 1
* Northern Invasion 2
* Western Invasion 1
* Southern Invasion 1

 **Market** | The third and final of the northern capture points, this point is found on the map coordinate E6. It features as a large lot with a sunken market. The lot is surrounded by large residential buildings offering lines of sight. The lot is found roadside to the main road.

 **Gas Station** | The third and final of the southern capture points, this point is found on the map coordinates D8 and E8. It features as a an Al-Gas gas station. The station contains one overhead awning, several trucks as cover, and is overlooked by four store buildings, two garages, and a single double story building. It is adjacent to an arterial road.

 **Construction** | The third and final of the western capture points, this point is found on the map coordinates F4 and G4. It features as a giant construction yard, bordered by the main road to the east, and filled with industrial debris and structures for cover.

 **Upper Suburbs** | The third and final of the southern capture points, this point is found on the map coordinate G2. It features as a fenced roadside set of residential lots to the northern end of the city.

## Trivia

* Khafji, and the scenario it plays, was intended to be set during the Gulf War at the Battle of Khafji. This was changed during development to represent a Cold War gone hot scenario instead.
Quest Tower

# Definition: Quest Tower

AKA "Tower"

A quest tower is a type of build that provides Registry Services and is vital to [[Glossary/DungeonQuest |Dungeon Quests}. Towers also provide easy access to behind the scenes functions such as reporting bugs and reviewing game updates.
All Quest Towers are found on the Terrain Map.

Quest Towers have a variety of names, but they all have the same interior design. Importantly, not all towers include the word "tower" in their name. Some are named as forts, for example.

Special Note: it is not necessary to return to the same tower where you discovered a dungeon quest.
Weapon modification

The Team at Drakeling Labs have been at work creating modifications for weapons that will be featured in the expansion of Operation Invictus and others.

all concepts shown below are subject to change and nothing is final.

## AKM Attachments

Customized AKMValday 1P87 holographic sightZenit B-30Zenit Perst-4 VisibleFAB Defense PDC dust coverZenit RK-2 ForegripZenit PT-1 stockMagpul MOE AK pistol gripBakelite 7.62x49mm Magazine
Ability/Subdue

The subdue ability is unique to the Ranger Class.

Especially when equipped with a weapon granted the special power of subduing, a ranger has a chance to capture an enemy in combat. The enemy being targetted may be captured, if the subdue check passes.

Having been subdued, the former enemy joins your group as a pet. As a pet, the subdued will join combat in the next round.

The number of pets subdued into your group is limited. Subdued pets may be sold in a Pet Shop. Pets may also be housed in Kennels inside your Pocket Mansion.
Use Command

# Command: USE

Syntax: "use the <Item Name>"

The Use command may identify which item you intended and the active team leader will be ordered to use that item. When the item you spoke is not identified, a feature becomes active that will let you browse through the group inventory to select exactly which item you meant to use.

Alternatively, you can "tell <Team Member's Name> to use the <Item Name>", to give the order to another team member besides your active leader.

## Feature Options

Saying East and West will tab between items, North will select, and South will cancel out of the feature.

See also: Equip, Wear, Wield
American Expedition Forces

The **American Expedition Forces** of the United States Army is an upcoming playable faction featured in *Operation: Harsh Doorstop*.

## Overview

The American Expedition Forces are featured as a playable faction, fighting against the Imperial German Army faction on Saint Quentin.

The American Expedition Forces can be accessed prior to its vanilla release through the purchase of the Early Access to Operation: Michael DLC.

## Gallery

Showcase of the American Expedition Forces.
More Command

# Command: MORE

Syntax: "more"

The More command is one of the mmost used in the game. In many cases, a command reply is such a large block of text that it is more easily understood when it is broken into smaller chunks. When the skill has more chunks waiting to speak as a reply from your command, this More command lets you dig deeper into that information.

There is a particular sound indicating when more is waiting to be spoken, and using the More command repeatedly will get you that text. Eventually, the More command will no longer make that sound and it will start responding with the usual help about moving. That is when you know you have hit the bottom of the stack of chunks.

At any point in the process, you can use the Repeat command to hear that chunk again, but that will drop the remaining chunks from memory. Repeating forces you to start over, to get to the remaining chunks.
Team Rooms and how they work

## Team Rooms: and how to use them

One of the features of a Pocket Mansion is a special type of room called a Team Room.
In conjunction with Guard Rooms, Team Rooms allow a player to manage multiples of different adventuring teams.
Where the Guard Room stores individual mercenaries, the Team Room stores a set of mercenaries used to assemble which members join your active team.

## Set Function

The set function records your current adventuring team as that room's saved team.
Names of the team members will then appear in the room description.

To save a team:

* Organize your active team to include the members you want to record as a team.
* Optionally, put mercenaries on guard duty where you can find them later.
* Use the set function of a Team Room to save that team.

Changing mercenary names will not change the name in a team room description.

The order in which members of a team are listed is not reflected in how mercenaries are listed in your active adventuring team. It may be necessary to manually reset the active team leader.

## Activate Function

The activate function assembles that room's team of mercenaries as your active adventuring team.
Individual mercenaries are put on duty in random guard posts, if they are not members of the saved team.
Any team members not yet in the active team are pulled out of storage and appended to your active team.

To reload a saved team:

* Optionally, put mercenaries on guard duty where you can find them later.
* Use the set function of the Team Room described with the team lineup you want to load.

## Manual Storage

With a large number of guard rooms in a pocket mansion, finding a specific mercenary can become taxing. Although the team room will automatically put unused mercenaries on guard duty, they will be posted to stand in the first available guard post. This can make finding individuals a bit challenging. Alternatively, manually putting mercenaries on guard duty ensures they stay where you can find them later. This assumes you can remember where you stored them, but at least they stay where they were placed.

## Missing Team Members

Missing mercenaries are silently ignored.
When player characters are deleted, for whatever reason, they may still appear in a Team Room's description, but they can no longer be pulled out of storage to join your active team.
Dead player characters, on the other hand, may be resurrected by a Wizard Shop.

## Using an Empty Team

Perhaps unexpectedly, a team room with an empty set of mercenaries provides a useful function.
When you activate an empty team, all your active team members are put on guard duty.
Your now empty team will still be able to navigate city streets and you can still hire mercenaries to join your group.

When in the process of organizing a new team, using an empty team room quickly clears your ranks. At that point, pulling mercenaries off guard duty becomes a simple matter of finding which individuals you want.

This may be a bug, not a feature.
Deities of 6 Swords

This article describes the deities for playable characters.

## Alignment

* Sky Father is lawful good
* Hearth Mother is lawful good
* Harper is chaotic good
* Martius is lawful neutral
* Grave Keeper is lawful neutral
* Water Bearer is chaotic neutral
* Weaver is ?

## Enemy Reactions

Any of the mercinaries in a team may have a relationship with a deity, and that may impact how they react to enemies they encounter. Most or all of how an individual reacts depends on alignment, and a strong contrast between the enemy and an individual's chosen deity will have the strongest reaction. Similarly, enemies may also have a strong reaction to the alignment of your team members.

## Mixing Alignments

Mixing team members of different beliefs (and especially of different alignments) can produce especially interesting results. Although mixing alignments may be considered dangerous, it might also be utilized as a strategy. In any case, a player should consider carefully before risking the death of team members.

## Temple Services

Being devoted to a deity grants an individual the ability to enter into rooms within temples of that deity. Your team may be able to take up Temple Missions and make use of services some larger types of temples provide.
Guide/Wealth

# Wealth and how to get it

How well a mercenary group survives the wilds relies largely on being able to bring in treasure necessary to afford the upgrade of equipment. Players have a number of options for obtaining valuable treasures, and which method works best for a group depends on a variety of factors.

These methods may become more or less attractive, mostly as a reflection of productivity but also based on a player's personal preference. As a group advances, however, the need to defend against increasingly dangerous enemies demands equally advanced equipment.

## Common Methods

A few ways to make your group wealthy are common to all groups; no matter their makeup. For the basics, no fancy class abilities are required.

### Looting Corpses

Not that you have a choice in the matter, but every enemy your mercenary group kills has a chance to bring in some wealth. A thief might pick pockets for a few extra coins, a thief might also help find an enemy hideout full of booty, but the good old kill and loot method still provides. Come to think of it, having a thief in your treasure hunting team is probably a great idea, even if you are simply looting corpses.

### Dungeon Quests

Dungeon quests are a simple method for earning wealth for your group. Difficulty is directly related to the posted reward, with 500 gold indicating the lowest difficulty. The number of quest offices around the world seems endless, so this method is popular with the wandering adventurer type player.

Although not exposed to players in specific terms, it is suspected that quest rewards also include extra experience points.

This is the basic dungeon quest process:

* 1. Find a quest posted in the office of any type of quest tower, castle, fort, etc.
* 2. Travel to the given dungeon and enter it
* 3. Kill the enemy that makes a very specific sound when it initiates combat
* 4. Claim your reward at any quest office
* 5. Repeat often as you like

## Class Related Methods

Additionally, mercenaries of specialized classes may be able to generate treasure through the use of their unique skills.

### Rangers and Subduing Enemies

Rangers have the class ability to Subduing their enemies. Subdued enemies can be sold in a Pet shop for sometimes astoundingly large sums of money. The value of such pets appears to be more closely related to their race than anything else, but finding highly valued enemies comes with achieving high experience levels.

### Thieves and Residential Burglary

A thief has the class abilities necessary to turn a raid on a residence into a very profitable treasure hunt. The fully functional process of pulling off a successful burglary is not yet implemented in all residences, but its both fun and rewarding in terms of treasures. Essentially, the challenge is to fight off house guards, locate treasure chests, detect, disarm, and pick open the chest, then survive to make your way back out to the street before the town guard takes back the loot and hauls you away.
About Character Classes

This article describes different classes of mercenaries you might hire for your adventuring group. Where they can be hired may differ, and restrictions on how they may be organized into teams will apply.

### Playable Classes

Player characters are limited to the following classes. Each class has its unique attributes, but specialized classes pay for their added abilities with slower advancement in levels.

* Fighter Class
* Paladin Class
* Ranger Class
* Thief Class

### Future Classes

The following playable classes have either been announced as future projects or may simply be expected because the same non-player classes already appear in the game. This might be wishful thinking.

* Cleric Class
* Mage Class
About In-Game Tools

## About Tools

Special inventory items known as tools play an important roll in both game play and game design.

When in group inventory, a tool can be activated with the "use" command.

## Where to Get Tools

Tools can be purchased separately inside the Help Center.

## General Purpose Tools

For those wanting to enjoy playing the game to its fullest, these tools provide a level of functionality and convenience that is a must.

* The Map Tool for navigating the terrains and recording locations
* The Pocket Mansion Tool for creating a personal virtual zone used for storage

## Building Tools

Players wanting to create custom playable zones for everyone to enjoy will find these building tools essential and extremely powerful.

* The Shovel Tool for adding rooms and features to Player Builds
* The Magic Marker Tool for editting the appearance of your custom built zones
Devblogs

Devblogs are monthly blogs that are made by Drakeling Labs to showcase the progress and changes made for OHD within that month.

Below will be listed with all the devblogs up to date.

**OHD Development Blog #1 [July-August 2020]:**

https://store.steampowered.com/news/app/736590/view/2916600481028287505

**OHD Development Blog #2 [September 2020]:**

https://store.steampowered.com/news/app/736590/view/2966143248198218750

**OHD Development Blog #3 [October 2020];**

https://store.steampowered.com/news/app/736590/view/2941375352646109679

**OHD Development Blog #4 [November 2020]:**

https://store.steampowered.com/news/app/736590/view/2925614655337786445

**OHD Development Blog #5 [December 2020]:**

https://steamcommunity.com/games/736590/announcements/detail/5203314084685133661

**OHD Development Blog #6 [January 2021]:**

https://store.steampowered.com/news/app/736590/view/3062981417770772467

**OHD Development Blog #7 [February 2021]:**

https://store.steampowered.com/news/app/736590/view/3050599059250506996

**OHD Development Blog #8 [March 2021]:**

https://store.steampowered.com/news/app/736590/view/3079875626287441016

**OHD Development Blog #9 [April 2021]:**

https://store.steampowered.com/news/app/736590/view/3061863764820645913

**OHD Development Blog #10 [May 2021]:**

https://steamcommunity.com/games/736590/announcements/detail/3025837505318268125

**OHD Development Blog #11 [June 2021]:**

https://steamcommunity.com/games/736590/announcements/detail/4389304926133168935

**OHD Development Blog #12 [July 2021]:**

https://steamcommunity.com/games/736590/announcements/detail/5666077958081050028

**OHD Development Blog #13 [August 2021]:**

https://store.steampowered.com/news/app/736590/view/2985312717421383441

**OHD Development Blog #14 [September 2021]:**

https://store.steampowered.com/news/app/736590/view/3065255417532829244

**OHD Development Blog #15 [October 2021]:**

https://store.steampowered.com/news/app/736590/view/3144071580069551431

**OHD Development Blog #16 [November 2021]:**

https://store.steampowered.com/news/app/736590/view/3144074116733593689

**OHD Development Blog #17 [December 2021]**

https://store.steampowered.com/news/app/736590/view/3144075476328677963

**OHD Development Blog #18 [January 2022]**

https://store.steampowered.com/news/app/736590/view/3135071990854192369

**OHD Development Blog #19 [February 2022]**

https://store.steampowered.com/news/app/736590/view/3135073898851129243
F-37 Raven's Talon

The F-37 Raven's Talon is the premier fighter of the Federal Navy. Designed by Yuktobanian Imperial Armaments, the Raven's Talon is a lethal fighter on the battlefield, and equipped with the latest stealth drives, with low emission engines, enabling it to close in for the kill ahead of more easily detectable vessels. Armed with a moderate shield and a well armored, stealth lined hull, the Raven's Talon is more than capable of intercepting enemy vessels and retreating from the battlefield before they can be detected by unfavorable forces. Despite it's stealth capabilities, the F-37 is the backbone of the Federal Navy and also serves as its space superiority fighters in direct combat and fleet engagements.
Skill/Enable

# Enabling The Skill

Using the 6 Swords skill on your Echo device is easy.
Its also free to use and an enjoyable experience you can bring with you everywhere you go.
Where ever you have Alexa, you can enjoy 6 Swords.

Instructions:

* Use the "open six swords" command, to get started.

Naturally, you need to wake your Echo device before it will reply to any commands.
Pocket Mansion Tips

## Tips for Prolific Builders

As a prolific builder, I have devoted a small section of my Pocket Mansion to providing quick access to stored permits and deeds. Within 2 steps of the entry, I have placed a permit storage room and a deed storage room. I have also placed an exit Behind each of them. This lets me restock my inventory with permits and exit back out to the build with the fewest commands possible.

With the introduction of Player Builds version 2.0, however, I no longer have a great need to access deeds quickly. I now purchase deeds directly through The Shovel Tool.
BR-47 Battle Rifle

The BR-47 is a Federal battle rifle meant to fill the gap as an efficient weapon to carry without being weighed down heavily by extra ammunition. Being an energy rifle, it's ammunition is a plasma cartridge feeding into the weapon in a bullpup format. It is semi-automatic and typically equipped by more mobile units, such as scout forces, but can also be seen equipped with ammo-bearers for light machine guns and heavy weapon infantry, so their own load is lighter, and can carry more ammunition for the big guns. With an effective range of 3,000m it is an effective pairing rifle for the standard AR-23 assault rifle.
Guide/Help

# Help on The Special Help Feature

The Help Feature can be accessed from anywhere within the game, and it provides a number of useful functions.

Instructions:

* "help" to initiate ingame help
* "help" again, to activate the help feature
* Then browse to the special help functions

## The Help Shop

This shop offers a few extremely useful and entertaining tools.

## The Unsticker

### Report A Bug

Especially in cases where you find yourself absolutely stuck and unable to escape, reporting bugs helps the game designers improve the game play experience.

### Return to Surface

This function lets you exit a build and return directly to the surface where you entered.

It can be used once every real world hour.

### Return to Start

This function lets you return to the map location where you initially started the game.

This does not mean the location where you began your current session. The start point is where every player actually first entered into the world of 6 Swords and created an account.

It can be used once every real world hour.
Sleep Command

# Command: SLEEP

Syntax: "sleep"

The sleep command forces your team to camp where they stand. They might be bothered by an approaching enemy, but they might actually get some sleep and recover from any injuries. Either of those events can be the desired outcome, depending on your current status.

## Recovery

Sleeping to recover from combat is certainly useful, rather than consuming healing potions or the like. If you need sleep, its best to do so in a safe place. Many parts of the wild will get you little if any rest.

## Camping

Sleeping is also a useful method for forcing the game to give you more encounters with your enemies. Sleeping repeatedly in one location, also known as "camping", will eventually spawn enemies you can fight. You can find a location that is likely to spawn whatever enemy you wish to fight, and camp there for however long it takes to bring you joy.

Camping in marsh, for example, will very likely spawn monsters that can be subdued and sold for great profit.
Leader Boards

In the process of playing the game, much of what you do is tabulated to compare your achievements against other players. Top ranked achievers are often gossipped about in taverns all over the world of 6 Swords. The list below describes some of the many ways players achieve notoriety.

## Other Achievements

* Most Active List - a measure of daily activity on the game
* Most Decorated List - a measure of accumulated achievement awards
* Most Read List - a measure of books read

## Travel Achievements

* Biggest Tourist List - a measure of number of builds visited
* Most Travveled List- a measure of miles traveled

## Combat Achievements

* Deadlyest List - ?
* Monster Hunter List - ?

## Dungeon Quest Achievements

* Book Collector List - a measure of books discovered in a dungeon

Boss Killer List - a measure of dungeon bosses killed

* Bounty Hunter List - a measure of dungeon quests completed
* Pool Drinker List - a measure of pools discovered and used in a dungeon
* Throne Sitter List - a measure of thrones discovered and used in a dungeon
Map Tool

## The Map Tool

The Map Tool provides many options you can use to more easily navigate the game world.

## Map Functions

* Access a listing of terrain features around your current position
* Record up to 9 marks on your map
* Fast Travel back to any of your marks
* Access a listing of your recorded marks

## Where to Get It

The Map Tool can be purchased inside the Help Center.
About Playable Characters

# About Player Characters

How characters differ comes in many forms. The mercenaries you start with and those you may hire into your group may be a variety of genders, races, and classes. Each individual will also have their own stats to determine their performance rates. Some of these traits are fixed from the point of the character being created, but many others can be altered.

## Registry Office

Out on the terrains, you can find a tower or castle and enter it. Any office found inside will have an exit to a registry office. There you can change the character name and character gender for your active group member.

## Races

A character's race cannot be altered, however, characters can be hired and fired without cost.

Category Page of Playable Races

## Classes

A character's class cannot be altered, but mercenaries of specialized classes can be found with some effort.

Category Page of Playable Classes

## Stats

A Wizard Shop provides a powerful service that lets your active group member improve any 1 of their stats by 1 point for a large sum. The shop may be revisited, and each stat can be raised to a maximum of 18. That natural stat can then be improved by the use of enchanted equipment.

* Strength
* Dexterity
* Constitution
* Intelligence
* Wisdom
* Charisma

## Scores

The most flexible traits for any character are the scores that advance with experience. Most obviously, each level of experience will improve a character's hit points. Less obviously, however, other scores will also improve along with advancement in levels.

## Equipment

Even newly hired mercenaries come with equipment that alters their scores relating to offense and defense. With sufficient quantities of gold, however, it is a simple matter to equip a newly hired mercenary with the very best armors and weapons. Still more stat buffs can be gained by also equipping magical items. The total scores gained by all that inventory can be truely transformative.

* Equipment Slots
* Encumbrance
* Weapon Damage
* Armor Class
Zeus

Zeus is a Goa'uld System Lord who was the "Son" of Cronus. After Cronus' death, Zeus conquered much of his domain while remaining hidden from the other Goa'uld. He eventually aligned with the remaining System Lords after Ba'al's death.

Zeus is unlike typical Goa'uld, in that he prefers that his worshippers live as they wish. This alone makes him very popular among the Olympians, who he sometimes visits during celebrations and joins in the festivities.
Exit Type Build

## Build Type: Exit

An exit creates a way for players to leave your build. These look and behave exactly the same as exits found in any settlement. Unlike exits created in a Pocket Mansion, however, exits installed to a build actually create an alternative entrance.

Any exit installed to a build might be the way a player enters the build from the world map. Which entrance is used appears to be directly related to the direction the player was traveling when they approached the build.
Orion Early Warning System

The Orion Early Warning System is a series of satellites with advanced deep-space tracking that are capable of detecting ships in hyperspace within a range of 15,000 lightyears

## Overview

The concept was drafted by then-Captain Samantha Carter and several of her colleagues in Area 51 during the early years of the Stargate Program, in order to prepare for any Goa'uld assault on Earth. The result was a number of small satellites that, with the help of the Tok'ra and Asgard, could detect subspace anomalies that are part of the hyperspace window generators of all hyperdrives derived from the Ancients or Asgard. As of 2010, they are capable of determining the course and speed of most ships in hyperspace.

## History

### 2010

In 2010, a Lucian Alliance spy managed to temporarily disable a key satellite, which enabled a cloaked Tel'tak to approach Earth undetected. The ship crash-landed at the Pentagon and several members of the Earth Union were killed, as the crash caused parts of the building to collapse.
Help Center

## The In-Game Help Center

Beyond the general help provided when you give the "help" command, there is another layer of functionality to the in-game help system.
Every player needs to know how to access this feature, because it offers options that are vital to enjoying the fullness of the game.
Also, this is where you go to get unstuck when you are completely lost.

## To access the Help Center

* 1. give the "Help" command once, to start the general help system
* 2. Give the "help" command again, to get to the help center

## Where to Make Purchases

Once you are in the Help Center:

* 3. Go west to the shop

## How to Get Unstuck

Once you are in the Help Center:

* 3. Go East to the "Unsticker" section
* Either 4.1 Choose to go back to where you 1st spawned into the world
* Or 4.2 choose to go back out to the world map where you entered a build