Welcome to my Castaways page.
Castaways is a game created by Jeremy Caldobsky (AKA Aprone).
To download the game, feel free to visit his webpage here.
This webpage is organized into headings for easier navigation.
If you are running Windows Vista or Windows 7 you may encounter an error if you don't have direct X7 registered. Follow these steps to register the file and the error should be corrected.
If you are running a 32 bit version of Windows Vista or Windows 7, you won't have a syswow64 folder. If that is the case, follow these instructions instead.
If you attempted to register direct X, but had difficulties, here are step by step instructions (If you are running a 32 bit version of windows, replace "syswow64" with "system32" in these instructions.):
When attempting multiplayer mode for the first time, you might receive an error, depending on which files your computer has registered. Just like the steps above, the files MSWINSCK.OCX, and MSINET.OCX, may need to be registered. The vast majority of players did not have to register these files, and multiplayer started up perfectly on the first try, but this information is here in case you happen to need it. The people who did need to register something for multiplayer, usually only had to register one of the two files. The error produced by the game, would indicate which of these files needs to be registered in order for multiplayer to function.
Requires: 3 Lumber and 3 Bricks
A House provides shelter and warmth for up to 4 people. If you do not have enough homes to support your population, people will be more likely to get sick, or even die from exposure to the weather.
If you have the "Cozy" character fault, a house can only support 3 people.
Houses give your people protection from sickness and also allow your population to grow. For each House you have built, you can support up to 4 people. When you first start the game, you will need to build enough Houses to catch up to your population before your women will get pregnant. For example, if you have 14 people when you start, you will not see any pregnant women until you build 4 Houses.
Requires: 8 Lumber and 6 Bricks
A Tavern becomes the meeting place for everyone who needs to grab something to eat. Without a Tavern, your people will not be able to get the food they need to survive. Remember that a Tavern can only serve food that has been created elsewhere.
The Tavern acts as a way to feed your population. Once you build a Tavern, you need to assign a Cook to prepare and serve the food. Without a cook, no one will be fed and your population will starve. Also keep in mind that peasants are needed to transport food to the Tavern to keep it stocked. Optionally, you can also assign a Bartender to serve Wine.
Requires: 10 Lumber and 8 Bricks
A Storehouse acts as storage for all of your various supplies. Without any Storehouse, the supplies you do have are probably strewn about on the ground, and will take much longer to search through. Try to put the storehouse close to other buildings, because your peasants must carry items between them.
Storehouses don't technically store anything in Castaways. Storehouses help speed up peasants transporting goods by allowing them to collect resources from one area. The best use of a Storehouse is to put it in near buildings that require regular resources, such as the Tavern and Hospital.
Requires: 4 Lumber and 4 Bricks
The Saw mill is filled with specialized saws and equipment, allowing a carpenter to convert the log of a tree, in to useful materials like Lumber. Barrel makers also work in the Saw mill, where they craft wooden barrels to be used in wine storage.
Requires: 4 Lumber and 4 Bricks
In a Quarry, stone masons carve large stones into usable bricks. Place your Quarry near stony ground, so that your stone masons don't have to travel as far to collect rocks.
Requires: 5 Lumber and 3 Bricks
These Farms grow crops of wheat, that can later be milled in to flour.
Requires: 5 Lumber and 3 Bricks
These Farms grow vegetables that your people can eat. Growing vegetables does not require any extra steps, so it is a good way to produce a steady food supply, early on in your settlement's development.
Requires: 4 Lumber and 4 Bricks
After Hunters catch prey in the forest, they bring the animals to the nearest Butcher shop. Once here, a butcher will separate the meat and the fur, so that both parts can be used elsewhere.
Requires: 6 Lumber and 2 Bricks
A Mill is a large wooden wind mill, which grinds wheat, in to bags of flour. A peasant will operate the Mill, when flour needs to be made.
Requires: 4 Lumber and 4 Bricks
A Bakery is where a baker works to turn bags of flour, in to loaves of bread. If you can provide enough flour, bread can easily become the backbone to your peoples' food supply.
Requires: 6 Lumber and 2 Bricks
A Vineyard is a farm that focuses on growing grapes. A farmer presses the grapes to make wine, which is then stored in wooden barrels.
Requires: 4 Lumber and 4 Bricks
A Hospital provides a place for the sick, and injured, to rest and be healed by a doctor. From time, to time, your people will get sick or injured, so a hospital becomes an essential structure.
Requires: 8 Lumber and 2 Bricks
From a Mine, miners tunnel into the ground, looking for deposits of metal ore. Before the metal ore can be used, it must be processed at a Forge.
Requires: 3 Lumber and 10 Bricks
The Forge is the work space for both, blacksmiths, and metalurgists. Metalurgists process raw metal ore, and convert it in to metal bars.
Blacksmiths skillfully craft those metal bars, in to suits of armor, and swords.
Requires: 4 Lumber and 3 Bricks
A Textile is a shop specializing in cloth. Peasants spin animal fur into yarn, and Tailors weave that yarn into cloth. Cloth is used as bandages, by doctors, in order to heal people who are injured.
Requires: 8 Lumber, 12 Bricks, and 4 Metal Bars
A Barracks is the training center for your soldiers. Soldiers work to defend your land against the approaching Goblin armies. When a blacksmith forges a weapon and armor, and they are brought to the Barracks, an available soldier will automatically train to permanently become a Knight.
Requires: 4 Lumber, 8 Bricks, and 1 Metal Bar
Guard towers serve as fortifications around your land. Traveling out, to attack Goblins, can waste tremendous amounts of time. Position Guard towers near the areas you want protected most, and your soldiers, and knights, won't have to travel very far.
Requires: 50 Lumber, 18 Metal Bars, and 30 Cloth
It was a great ship that first brought your people here, so it makes sense that one could send them home.
Requires: 5 Lumber and 3 Bricks
These Farms raise animals that your people can eat. Wheat is fed to these farm animals, so this isn't a good farm to start out with. While slow at producing food, the Animal farm is much safer, and more dependable, than sending out hunters and fisherman to get meat. In addition to producing animals, the animal farm will produce some extra animal furs as the domesticated animals are sheered for their valuable coats.
As the game progresses, forests are thinned out by your lumberjacks.
Your Hunters will travel to the nearest forest, or dense forest, but eventually they will have to travel farther and farther away from your settlement. Animal farms are slowerer than Hunters, but when the forests are thin enough, these farms actually bring in meat, and animal furs, faster than hunters. As an extra bonus, animal farming is very safe compared to hunting, so you can expect fewer injuries.
Requires: 3 Lumber and 6 Bricks
The Monks tend to the spiritual, and record keeping duties of your people. From within their Monastery, monks will painstakingly copy manuscripts by hand, preserving your knowledge in written Tomes. 3 pieces of leather will be transformed in to one Tome, which can be used to upgrade one of your people, by selecting them and pressing U.
Requires: 3 Lumber and 6 Cloth
From your War tent, soldiers prepare and plan out their attacks. The larger your attack force is, the more damage you will deal to the enemy, but you are only able to send, up to 5 of each soldier type at a time.
Press Backspace on this War Tent, to launch an attack!
When you select your finished War Tent, arrow through its options, and you will be presented with a message telling you how many troops are ready to go out on a raid. To launch your raid, press backspace. You don't have direct control over how many troops are sent out. The War tent will always send the most it is able to send, because the larger group improves their odds of survival, and destructive power. Your troops will be gone for a while, and some will likely be injured or killed, so never send out troops if the Goblins are currently too much of a threat. It doesn't do you any good to kill the Yetti, if the Goblins will just kill you.
Requires: 4 Lumber and 4 Bricks
At the Tannery, a leather worker will properly scrape and chemically treat the skins of dead animals, to produce usable sheets of leather.
Requires: 5 Lumber, 4 Bricks, and 2 Metal bars
With the help of an animal breeder, 15 wheat will be used to raise a young horse to adulthood. Horse mounted troops are able to cover ground much faster than your other soldiers, and they will be particularly useful against enemy archers who travel into your territory.
Requires: 6 Lumber and 12 Bricks
To defend against enemy troops, large stone walls can be built. Enemies will have to go around walls in order to attack your buildings, so strategically place them where they will be most effective. As an example, if a wall is placed between 2 forests or rocks, enemies can not get past and will need to find another way to reach your buildings.
Requires: 8 Lumber, 2 Bricks, 5 Metal bars, and 1 Cloth
These giant weapons of war serve as a symbol of power among the developing nations. The catapult will do you no good here, but you are building them to be sent back to your nation's capital.
Requires: 4 Lumber, 2 Metal bars, and 2 Cloth
This building is used during online games to trade resources with your allies. To use the building, select it and press backspace.
Requires: 6 Lumber and 6 Bricks
A Tudor House provides shelter and warmth for up to 7 people. This larger house costs more than traditional houses, but it saves on tile space.
The price and normal function of these buildings stays the same, but in Mission 5 they can be stocked with firewood to fend off frost bite among your people. Each log can be split into 3 firewood.
Requires: 3 Lumber and 8 Bricks
The Prison, stocked with chains, makes it possible that your raid parties will return with a captured slave.
A survivors camp area is already on the map when the mission begins. These buildings must be protected from enemy raiders.
The peasant is the backbone of your settlement and one of the most versatile of workers. All goods must be transported to their correct locations by peasants, thus even with a storehouse full of produce and a tavern with a waiting cook, people will starve if there are no peasants to transport food, and nothing can be built unless the peasants take the materials to the building site.
Once you begin farming wheat, peasants will grind wheat into flour at the mill for bakers to bake into bread, and once you have a butchers shop and textile, peasants will spin the fir from dead animals into yarn for the weaver to weave into cloth.
Though many jobs have peasant as a secondary activity, it's always advisable to have a few dedicated peasants around to keep your community's basic needs met.
When upgraded using a tome (mission 2 and above), peasants become Serfs and carry out their jobs 30 percent faster.
For most of the time you'll find the builder working as a peasant, grinding flour, spinning yarn, and transporting goods and materials to building sites. However, once a construction site has the right amount of materials, Your builders will move in and begin actually constructing the building.
For most building projects, each builder does ten percent per tick, meaning that the more builders you have, the quicker your buildings will be up.
When upgraded using a tome (mission 2 and above), builders become Architects and carry out their jobs 30 percent faster.
The fisherman has one very simple but very vital role, to net food from the nearest body of water and provide meat for your community. the fisherman will bring in one or two meat with each trip (more if the Neptune perk is selected), and thus can provide more food than the hunter, plus while hunting becomes increasingly difficult as the forests are cut down, the sea never runs out of fish thus the fisherman provides a constant food supply.
After each fishing trip, Meat is dropped off at the storehouse from which your peasants will transport it to the tavern when it is needed.
When upgraded using a tome (mission 2 and above), fishermen become Anglers and carry out their jobs 30 percent faster, plus they will always produce 1 more meat per fishing trip.
The cook spends his/her time at the tavern serving up meat, bread and vegetables to your hungry workforce. Mundane as this task may sound, the cook is probably the single most important person in your entire community. If people go to the tavern to get food and there is no cook to prepare meals then people will begin starving and eventually will die of starvation, it's therefore absolutely vital that you have a working cook at all times.
When upgraded using a tome (mission 2 and above), cooks become Chefs and provide 10 percent more food energy to the patrons they serve.
The bartender performs a similar function to the cook, however where as the cook serves up food, the bartenders job is to wait in the tavern and provide your people with wine, which actually provides them with more energy rather than making them drunk!
Obviously though, if you have no wine, there is no need for a bartender.
When upgraded using a tome (mission 2 and above), bartenders become Innkeepers and provide 10 percent more drink energy to the patrons they serve.
The farmer, like the fisherman does one very vital job, harvesting vegetables or wheat, or making wine at the vineyard. of course, it is not the farmers' job to transport these goods to the storehouse or the tavern, that task is left up to your peasants.
Each farmer will divide his/her time equally between all the available farms, but it's also worth remembering that each farm produces slightly more than one farmer can handle alone, so if you want to increase yield from your crops it's usually better to assign more farmers than build more farms.
Also, no wine can be harvested and taken to the storehouse unless the farmer is provided with barrels made by your cooper.
When upgraded using a tome (mission 2 and above), you may assign your farmer to one of the following 4 categories. Gardener, Wheat farmer, Winemaker, or Shepherd. Once upgraded into one of those jobs, the farmer will work faster and will focus on their particular type of farming.
The stone mason has the laborious task of walking from the quarry to the nearest area of stony ground and cutting stone into bricks for your building projects. of course, the longer he/she has to walk, the longer it'll take for you to get bricks, so sitting quarries close to stony fields is a good idea, however bare in mind stony fields will become used up thus making the mason have to search further away, so you might want to sink additional quarries later on. of course, the bricks must be taken to building sites or to your storehouse by your peasants before you can use them.
When upgraded using a tome (mission 2 and above), stone masons become Stone carvers and carry out their jobs 30 percent faster. They also have a 25% chance of bringing back twice as much stone.
The lumberjack, like the stone mason has a simple task, chopping down trees into logs. If there is a sawmill, the lumberjack will take the logs there to be split into lumber by your carpenter which then can be used for your construction projects, if not the lumberjack will take the logs to the storehouse.
As with stone, eventually forests will be cut down requiring the lumberjack travel further to the sawmill, so sitting additional sawmills may be advisable.
When upgraded using a tome (mission 2 and above), lumberjacks become woodsmen and carry out their jobs 30 percent faster. They also have a 25% chance of bringing back twice as many logs.
Though the lumberjack can cut down trees, the resulting logs are of no use unless they are chopped into lumber. That is the job of the carpenter who accomplishes this at the sawmill. When there are no logs at the mill to be cut, the carpenter will head out into the forest as a lumberjack.
The coopers job is crafting wine barrels out of lumber. Each piece of lumber makes three barrels, which means it's possible to quickly get a good supply, however it's also worth noting that if you need wood for construction projects too, you may need additional lumberjacks and carpenters to keep supplies of lumber up.
When there is no lumber to make barrels from, the cooper will gladly part time as a carpenter and cut any logs at your sawmill into lumber.
Once wheat has been ground into sacks of flour at the mill by your peasants, the baker will begin baking loaves of bread. One sack of flour produces three loaves, making the baker a very economical job, especially considering that when there is no flour the baker will work as a peasant.
The hunter like the fisherman can provide meat for your people, however hunting has both an extra benefit, and an extra cost. On the plus side, if you have a butchers shop and a butcher, hunters will take their kills there instead of directly to the storehouse, and the butcher will turn each kill into a greater quantity of meat and an animal fir that your peasants will then spin into yarn to eventually be woven into cloth.
On the down side however, as your forests are cut down, each hunting expedition will take longer, also bare in mind your hunters may be injured while out in the woods.
When upgraded using a tome (mission 2 and above), hunters become Foresters and carry out their jobs 30 percent faster.
The butcher works in the butchers shop with the corpses of any animals brought in by your hunters. from these, he/she will produce animal firs, that your peasants will start spinning into yarn to be used in weaving cloth. Also, from each kill the butcher will extract extra meat, thus upping the overall production of your hunters.
Should there be no fresh kills to work with, the butcher will head out into the forest to start hunting for some.
When upgraded using a tome (mission 2 and above), butchers become Master butchers and carry out their jobs 30 percent faster, plus they double how often they are able to salvage usable fur from an animal.
The weaver works at the textile to turn yarn that your peasants spin into pieces of cloth. when there is no yarn, the weaver will work as a peasant and help with the spinning as well as other duties.
The Doctor is another hugely important member of the community, since should any of your people become ill or injured, you'll need a doctor to heal them. the doctor will always work on people in the order they become ill.
Diseases and illnesses the doctor can treat alone, however broken bones and wounds need cloth for bandaging, so the doctor will work as a weaver when not busy doctoring.
Though producing cloth is usually quite an undertaking, it's advisable to build a hospital as soon as possible, since your people won't recover from any sort of illness or injury without a doctor and some cloth can be found in the wreckage of the ship you begin with.
When upgraded using a tome (mission 2 and above), doctors become physicians and heal their patients twice as fast.
The miner spends all of their time deep underground in the mine digging up metal ore. While unlike wood or stone, the mine will not be depleted in ore and so the supply will stay constant, note that digging ore is very time consuming indeed so you might want to start mining pretty early on, especially since ore will need to be smelted into metal bars before it can be used.
When upgraded using a tome (mission 2 and above), miners become prospectors and carry out their jobs 30 percent faster. They also have a 25% chance of bringing back twice as much metal ore.
The metallurgist has the job of smelting useless metal ore into metal bars, which can then be used for building or making weapons. Should there be no ore to smelt, the metallurgist will head down to the mines themselves.
Of course, your peasants will need to pick up ore from the mine and take it to the forge for the metallurgist to do anything with it.
The blacksmith should more accurately be described as a weapon smith, since the only item they produce are suits of armour and swords. needless to say, there will need to be metal bars at the forge for the smith to work on, and if there aren't any the smith will smelt any available ore into bars themselves.
Smithing is also quite a time consuming job, so leave the smith plenty of time to work.
The soldier has one single purpose, to head out to the boarders of your land where the endless hoards of nasty goblins are encroaching, and beat them back. though only slightly effective (especially when there are many goblins), the soldier can still be used in a pinch, and it's always possible to reassign other jobs to being soldiers if you need backup.
Another good way of boosting soldiers effectiveness is to build guard towers closer to the front lines, meaning that they have less far to travel between raids, also concentrating your defenses on particular areas.
The knight is in many ways like a tougher and more effective soldier, five times more effective to be exact. Knights can really send goblins running, especially if there are guard towers built as bases of operation.
Knights however cannot be assigned in the usual way. if your blacksmith has crafted some armour and a sword and you create a soldier, that soldier will then be shown as "training to become a knight" after a short time, you'll receive a message that the soldier has dedicated his/her life to serving the people and is now a knight.
The only problem however is that once assigned, knights are permanent and can have no other job, so think carefully before creating one.
Anyone who becomes sick or injured will instantly stop the work they're doing and show up on your jobs list as ailing, and it's often a good idea to keep track of how many ailing you have and what job they previously did so that you can reassign your healthy workers to fill the gap.
Ailing people will only start working again after the doctor has cured them.
Once you have enough houses for your population, any woman accept a knight may become pregnant and become a mother, though it is more likely to be a peasant.
As with Ailing people, Mothers immediately stop doing the work they previously did, but will go back to their old job once the children are born and old enough to be away from their mothers. With the Preemies perk, women will be classed as mothers for shorter periods of time, and if the hermaphrodite starter is chosen, men may also be pregnant and become mothers.
Rather like the mother status, when a new baby is born it'll be classed as a child. children may not be assigned jobs or do any work until they have grown old enough, though if the sweatshop perk is chosen, this will happen sooner as children are forced to start working at a younger age.
Monks painstakingly copy books by hand, as was done for hundreds of years. After peasants have supplied the monastery with cloth, monks will transform 3 leather into a written tome. The tomes take a long time to complete, but they allow you to upgrade certain job types. To upgrade a person, select them using D and F, and press the U key. Upgrading a unit costs 1 tome, and causes the upgraded unit to be permanently locked in to their current job. For example, upgrading a peasant creates a serf.
Serfs will never perform any other job, except traditional peasant tasks. As a dedicated serf, this worker will do every task 30 percent faster than a normal peasant. Other jobs, such as a cook, for example, gain other upgrade abilities besides speed. The cook, who upgrades to a Chef, gives people an extra bonus of energy as people at the tavern are fed.
When stocked with cloth, tailors use 3 pieces to sew together a ranger's cloak. In the same way that armor is created for knights, ranger cloaks are used to train Rangers. Peasants will carry cloaks to the barracks, so that soldiers can choose to train to be archers in your army.
Like a knight, a ranger is a much tougher and more effective soldier, though a ranger is a little less powerful than a knight. Rangers are nearly as effective against goblins, but they are most useful when used in raiding attacks. Rangers cannot be assigned a new job. If both armor, and cloaks are present in the barracks, new soldiers will choose to become whichever soldier type you currently have less of. This will generally keep your numbers even, unless of course, you have more armor or more cloaks. In raiding attacks, Knights are actually more effective then Rangers against the Yetti, but in combination they are far more powerful. The knights are able to get in close to fight, while the rangers skillfully fire arrows over them to assist.
As an alternative use for your animal furs, leatherworkers at a tannery, scrape and chemically treat the skins to create leather. It takes 1 animal fur to create 1 piece of leather.
Animal breeders work in the Stables, and raise horses for use in your settlement. Once 15 wheat has been stored up in the stables, the animal breeder will produce a new horse for you.
Leather artisians convert 1 piece of leather into brigandine leather armor. The leather armor is carried to your barracks, and is used by soldiers to become Pikemen.
Like a knight or ranger, Cavalry are a classification of soldier to be used in your army. These mounted soldiers are quick on the battle field and are particularly effective against enemy rangers. Their increased speed makes them very useful, but keep in mind that the cavalry are susceptible to enemy pikemen. Cavalry cannot be assigned a new job.
Like a knight, ranger, or cavalry, the pikemen are a special soldier classification that has its own strengths and weaknesses. The pikemen are especially effective against enemy cavalry. Pikemen cannot be assigned a new job.
Chain makers work in the forge, turning 1 metal bar into 1 chain. Chains are stored in the prison, and used for the capture of slaves.
Slaves serve as peasants in your settlement. They can not be assigned any other jobs, and work as quickly as Serfs (upgraded peasants). Slaves do not count toward your population count, so they will not slow down your rate of pregnancy.
In order to send supplies to another player on the server, you must have an available merchant to drive the cart there. If your merchant has not returned yet and you wish to send out another cart, just assign someone new to become a merchant.
Similar to how the merchant works, a general allows you to send raid attacks or reinforcements to other players on the server. In co-op multiplayer mode, only reinforcements are allowed. During single player you are only allowed to have a single raid group out at a time, but multiplayer raids do not have that same restriction. As long as you have an available general, you may send out another multiplayer raid group.
Each time you begin a new game, a file called Messagelog.txt is created, and contains all of the messages that have occured during your current game. Even if job type messages are muted, the messages will appear within this file.
If you are interested in an audio walkthrough of the game, Nocturnus created one and it can be found here.
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