[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:leaf

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Date        : 2008/09/04 19:09
User        : leaf
Edit Summary: Incremental save of tutorial1 map summary

@@ -12,16 +12,8 @@
        * Crossfire Announcement list
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      * Wiki
        * One of the wiki Admins and server host
-     * Webforum
-       * Webmaster, one of the forum Admins and server host
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-       * Server admin
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-     * Websites
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        * www.metalforge.net -- Webmaster and server host
      * Crossfire project at SourceForge
        * Assistant Admin -- My role includes:
@@ -357,4 +349,504 @@
  
  Delph, the shop NPC, has some information to share if you talk with him.
  
  At the far northern end of the island, is a ship that when applied, will take you back to the Nexus map.
+ 
+ 
+ Unlinked/tutorial1
+ 
+ Players enter the map at x11, y1.  
+ 
+ Magic Mouth says:
+ 
+   Welcome to Crossfire!
+ 
+   You are now in the beginner's area, which will
+   teach you the fundamentals of playing Crossfire,
+   and prepare you to survive in this vast and
+   sometimes dangerous world.
+ 
+   As you pass through these halls, read all the
+   signs and any other information provided, and
+   you'll soon learn the basics of the game.
+ 
+   From here, move south (press your down-arrow key,
+   or type 'south<enter> ) and press the 'a' key to
+   read the next sign.  Good luck!
+ 
+ A sign also reads or shows the same message.
+ 
+ Two steps to the south is another sign, which reads:
+ 
+   === Commands ===
+ 
+   There are many commands you can use to
+   do everything from movement to attacking
+   to casting spells to identifying treasure.  Any
+   command in Crossfire can be executed by
+   typing ' (a single quote) followed by the
+   command.
+ 
+   So to move southeast, for example, you could type
+   'southeast.  To read this sign, you could type
+   'apply sign.  These "long-form" commands are
+   always available for everything you can do in
+   the game.
+ 
+   However, it would be cumbersome to type
+   commands like that for common actions, so
+   many commands are bound to keys by default.
+   This varies from client to client, but you will
+   probably find that the movement commands
+   are bound to the arrow keys on your keypad,
+   for example.  There are many other default
+   keybindings, and you can create your own for
+   any action or series of actions that you use
+   regularly.  See the documentation for your
+   Crossfire client for more information on
+   keybindings.
+ 
+ Two more steps to the south is another sign, which reads:
+ 
+   === Movement ===
+ 
+   You can move in any of eight directions: north,
+   south, east, west, and the four in between.
+   Pressing a movement key once (or executing a
+   movement command) will move you one tile
+   in that direction.  If something is in the way, you
+   may attack it.
+ 
+   To run in a direction, which is very useful when
+   fighting, battering down doors, or traveling long
+   distances, hold down the Ctrl key and press
+   and hold the key for direction you wish to run.
+ 
+   Now run to the end of this hallway, and read
+   the sign there.
+ 
+ Three steps to the east, a magic mouth tells you:
+ 
+   A sign on the wall says:  Slow Down!!
+ 
+ Five steps to the east, a sign reads:
+ 
+   === Information ===
+ 
+   There are many sources of information other
+   than signs like this one.  Did you see the sign
+   on the wall as you were running here?
+   Sometimes information comes from non-visible
+   sources like that, so always keep your eyes
+   open and don't miss anything that shows up
+   in your Messages area.
+ 
+   Information also comes from books, notes, and
+   many other sources.  The smallest note can be
+   the first clue to a large treasure or heroic quest,
+   so always gather as much information as possible.
+   Some notes and books you will be able to pick
+   up and take with you, while others will be
+   fixed where they are, but they all may be
+   important to read.
+ 
+ Two steps to the north, a magic mouth says:
+ 
+   A sign on the wall says:
+ 
+   Here is a note you can pick up and take with
+   you.  (You may have already picked it up
+   automatically if your client is set to do that.  If
+   so, find it in your inventory and read it by
+   middle-clicking or whatever action your client
+   uses to apply inventory items.)  You may wish
+   to read it first (press 'a'), and then pick it up
+   (press the comma key or type 'take).  Now it
+   will be in your inventory, so you can read it
+   anytime you need to.
+ 
+ The note on the floor reads:
+ 
+   The exit password is "orc-knuckle"!  (Save this note; you'll need it much later, after you meet Harold.)
+ 
+ 
+ Two steps to the west is another sign that reads:
+ 
+   === Talking to People ===
+ 
+   You can also get information from non-player
+   characters (NPCs) in the game by talking to them.
+   To talk to the man at the end of this hallway
+   when you're finished reading this,
+   walk up next to him and type: 'say hello
+ 
+   The 'say command will let you talk to nearby
+   NPCs and other Crossfire players who are
+   on the same map as you, so it is your main
+   way to communicate inside the game.  (The "
+   (double-quote) key is often a shortcut for 'say.)
+ 
+   Many NPC have useful information, but they
+   will only tell you about it if you ask about the
+   right things.  Saying "hello" is a good start.
+   If the NPC replies, look for words in his reply
+   that might be important, and ask about them.
+   For example, if he says, "Hello, do you have
+   any food?" ask him about food ('say food),
+   and he may say something else in response to
+   that.  Saying words like quest, key, treasure,
+   and other things you're interested in may
+   start up very interesting conversations!
+ 
+   Be careful not to run into friendly NPCs; dead men tell no tales.
+ 
+   Now go talk to that old man.
+ 
+ Five steps to the west is the old man.  Talking with the old man will provide some information, but ultimately you need to say the right word to open the gate.
+ 
+ Two steps north, you will find some food items on the ground.  In the order they are encountered:
+ 
+ Food
+ 
+   A message scrawled on the wall says:
+ 
+   This is a standard food.  You can apply it while
+   it's on the ground, the same way you apply
+   signs and other objects, or you can pick it up
+   and take it with you.
+ 
+ Apple
+ 
+   A message scrawled on the wall says:
+ 
+   There are many types of food you can eat.
+   Be careful, though: food that you find may be
+   poisonous, so to be safe, don't eat food until
+   you've identified it.  (More on identifying items
+   later.)
+ 
+ Goblin's heart
+ 
+   A message scrawled on the wall says:
+ 
+   When you kill monsters, sometimes they leave
+   body parts behind, and these can be taken and
+   eaten also.
+ 
+ Waybread
+ 
+   A message scrawled on the wall says:
+ 
+   Waybreads are the MRE (Meals-Ready-to-Eat)
+   of Crossfire.  They weigh very little but pack
+   a large food value.  They are much more
+   expensive than normal food, but when you
+   can afford them, they are the best food to
+   take on long trips or dungeon excursions,
+   since their light weight won't slow you down.
+ 
+ Two mores steps is another sign that reads:
+ 
+   === Doors ===
+ 
+   There are many kinds of doors in Crossfire.
+   Some doors will open for you, so you can walk
+   right through.  Ordinary locked doors can be
+   bashed open by attacking them or using
+   lockpicks.  Stronger locked doors may require
+   a certain key, or open when you speak a magic
+   word or activate a certain trigger somewhere.
+ 
+   To get through this first door, run into it until
+   you break through.
+ 
+ Just beyond the door is another sign that reads:
+ 
+   By the way, it's a good idea to always check
+   for traps before trying to open a door.  Do
+   this with the command ('use_skill find traps),
+   which is often bound to the 'f' key.  If you
+   find a trap, you can try to disarm it with
+   ('use_skill disarm traps).  You can only find
+   and disable traps if you have those skills.
+ 
+   Some doors will open when you walk up to them,
+   then close after a moment.  Be careful not to
+   get crushed by standing in the doorway
+   too long!
+ 
+ Five steps to the south is a sign that reads:
+ 
+   Some gates and doors are opened by levers.  Apply to lever to your south to continue.
+ 
+ Apply the lever and that opens a hallway heading west.
+ 
+ Two steps to the west is another lever; this will close the gate behind you.
+ 
+ One step to the west is another sign that reads:
+ 
+   Sometimes large buttons in the floor can
+   be activated by a large weight.  Run into this
+   boulder to push it onto the button to your
+   west, and see what happens.
+ 
+   Boulders and other "rollable" items like barrels can only be pushed, never pulled, so be careful not to push them into corners from where you won't be able
+   to move them to their destination.
+ 
+ Moving the boulder on to the button will open a gate to your south.
+ 
+ Two steps to the south is a sign that reads:
+ 
+   Cool, huh!  Buttons and other switches can be
+   used to do all sorts of things, sometimes on
+   completely different areas of a map, so if you
+   ever think you're stuck, look around for any
+   of these kinds of triggers that might open
+   a way out for you.
+ 
+ One step to the east is a sign that reads:
+ 
+   === Earthwalls ===
+ 
+   Some walls, called "earthwalls," are soft and can be battered down and destroyed.  Run at the wall to your east until you pass through.
+ 
+ Destroy the earth wall and you'll find another sign that reads:
+ 
+   Other kinds of walls can also have weak spots.
+   Look for cracks in the wall, especially if you
+   hear voices or have reason to think there might
+   be secret areas nearby.
+ 
+   Sometimes walls are illusions that can be walked
+   through.  Go south from here.
+ 
+ Two steps to the south is a sign that reads:
+ 
+   === Inventory ===
+ 
+   Stop and take a look at your inventory for a
+   moment.  If you started the game with any
+   armor or a hand-to-hand weapon like a
+   sword, you probably should ready them now.
+   (In most clients you do this by double-clicking.)
+   Don't make the mistake of many new players,
+   and run into your first monsters naked and
+   empty-handed. :-)
+ 
+ Two steps to the south a sign reads:
+ 
+   === Fighting ===
+ 
+   Ready for your first fight?  On the other side
+   of this door are some ants.  They're mostly
+   harmless, so run into them as fast as you can,
+   until you kill them.  Be sure to kill the anthill
+   too, so it can't produce more ants.  Many
+   monsters have "generators" like this which
+   produce more monsters every so often.
+ 
+   After you kill the ants, go through the next
+   door.
+ 
+ Inside the next room are ants and an ant generator.  You will need to destroy the generator to get a special key (key of the Ant King) to unlock the next door.
+ 
+ A sign at the end of the hallway reads:
+ 
+   Did you get the key under the anthill?  If not,
+   go back and get it.  You will need it to get
+   through this door.  Keep in mind that keys
+   are often hidden under other objects like that.
+ 
+ Two steps to the north (past the locked door) is a sign that reads:
+ 
+   How did you do?  Watch your hit points (HP)
+   closely during battle.  If they get too low, you
+   can always retreat and come back.  Hit points
+   gradually regenerate over time, so if you took
+   damage, wait until your HP is back to the
+   maximum before moving on.  Eating food
+   speeds up HP regeneration, so you may want 
+   to eat this food now.
+ 
+ One step to the north is a food.
+ 
+ Two steps to the east is another sign that reads:
+ 
+   Would you like to take on something stronger?
+   If so, there are a few kobolds on the other side
+   of this door to your east that shouldn't give
+   you too much trouble.  If the ants were enough
+   of a challenge, skip the kobolds and go north.
+ 
+ Beyond the door is a small room with 4 kobolds and some additional treasure (5 silver coins)
+ 
+ From the room entrance or sign is another two steps north.  There is a Rune of Marking on the floor that reads:
+ 
+   Marking runes like this one are created with
+   magic spells, but they contain messages
+   just like signs do.  Marking runes are harmless,
+   but other runes can be very dangerous, so
+   step carefully!
+ 
+ Two steps to the west is another Rune of Marking that reads:
+ 
+   See that rune to the north?  You may have to
+   wait a few seconds to see it.  Don't step on it; it might hurt you!  
+   If you have the find traps and disarm traps skills mentioned earlier, 
+   you can step NEXT to it and   attempt to find and disarm it.  Since 
+   it's at the end of the hallway, you might decide it's not worth the 
+   risk, since there's nothing beyond it, but it's good to increase your
+   experience in those skills whenever possible.
+ 
+   Remember: to search for traps, press 'f' (or type 'use_skill find traps), 
+   and to attempt to disarm any traps you find, press 'd' (or type 
+   'use_skill disarm traps).
+ 
+ To the north is a Rune of Paralysis
+ 
+ Two steps to the west is another Rune of Marking that reads:
+ 
+   There is a rune at the end of this hallway too, but you 
+   might not be able to see it.  You can try to find and 
+   disarm it, though.
+ 
+ To the north is a Rune of Mass Confusion.
+ 
+ Two steps to the west is another Rune of Marking that reads:
+ 
+   Chests and other containers are often protected by traps.  
+   To find and disarm these traps, stand on the chest or next 
+   to it while using the find traps and disarm traps commands.
+ 
+   Once you think a chest is safe, open it by applying it with 
+   the 'a' key, and see what's inside.
+ 
+   Sometimes you won't be able to find a trap, or it will be 
+   triggered when you try to disarm it.  That's just the risk 
+   you take in the pursuit of treasure!  If you get hurt by a 
+   trap, let yourself heal before you move on, in case you 
+   walk into another one.
+ 
+ Two steps to the west is another Rune of Marking that reads:
+ 
+   Not all runes are harmful.  The rune to your north will restore your health!
+ 
+ To the north is a Rune of Heal.
+ 
+ Two steps to the west is a sign that reads:
+ 
+   If you have a bow or crossbow in your inventory, 
+   go south for missile weapons training.  If you 
+   do not, go north.
+ 
+ To the South, is another sign that reads:
+ 
+   Ready your bow or crossbow by clicking on it.  
+   Arrows or bolts in your inventory will be used 
+   automatically.
+ 
+   To fire a missile weapon, hold down your Fire (Shift) 
+   key, and press the movement key in the direction you 
+   want to fire.
+ 
+   On the other side of these doors are some monsters.  
+   Pull the lever to open the doors, and shoot them all!  
+   Don't worry, there's a force preventing them from reaching you.  
+   Continue down the passageway until you get back to this hallway, 
+   then go north.
+ 
+ Pull the lever to open the door way and practice shooting your missile weapon.
+ 
+ To the North, there are Runes of Marking.  The first rune says:
+ 
+   === Altars ===
+ 
+   Altars have many different uses.  Some altars are consecrated
+   to a particular god.  Do not pray over these altars unless you 
+   wish to worship that god!  (More on gods later.)  Altars can 
+   also cast spells and perform other actions if you place the 
+   correct sacrifice on them.
+ 
+   The altar to your east is an "altar of detect magic."  
+   Dropping money on it will cause it to cast detect magic on 
+   all the items in your inventory.  
+   (Make sure you pick up your change.)  
+   To drop money, right-click on it in your inventory 
+   while standing on the altar.
+ 
+   Magic items are often worth more than identical 
+   non-magic items, so detect magic can help you decide 
+   which ones to sell and which ones to identify or keep.
+ 
+ Two steps to the east of this rune is an Altar of Detect Magic, which only costs 1 silver piece (unique to this map)
+ 
+ Two steps to the north is another Rune of Marking that reads:
+ 
+   This altar to your east is a "detect curse" altar.  
+   It works the same as the "detect magic" altar below.  
+   Altars like these are often found in shops in towns.
+ 
+   Always detect curse on items you find before applying them.  
+   If you apply a cursed item, you won't be able to remove it 
+   until the curse is removed.
+ 
+ Two steps to the east of this rune is an Altar of Detect Curse, which only costs 1 silver piece (unique to this map)
+ 
+ Two steps to the north is another Rune of Marking that reads:
+ 
+   Tables work much like altars.  The table to the
+   east is an "identify item" table.  It will identify 
+   the unidentified items in your inventory, one at a 
+   time, for 20 gold pieces each.  Tables are often 
+   found in shops too, especially magic shops.
+ 
+ Two steps to the east of this rune is an table of Identify, which costs 20 gold pieces for each item identified.
+ 
+ Two steps to the west is a Sign that reads:
+ 
+   Shops are an important part of Crossfire.  
+   Shops will sell you all sorts of adventuring 
+   supplies, and then buy almost any treasure 
+   you bring back to sell.
+ 
+   To enter a shop, step on the shop mat.  
+   This will transport you to the inside.  
+   To exit, simply step on the inside mat.  
+   To sell items, drop them on the shop floor.  
+   To buy items, simply pick up what you want and leave.  
+   The cost of the items will be taken from your inventory.  
+   If you don't have enough money to pay your bill, you won't 
+   be allowed to leave, and you will have to drop enough of 
+   the items you picked up until you can afford what you're 
+   holding.
+ 
+   You may enter this shop and look around, and buy something
+   if you have the money.  When you're in the shop, clicking 
+   on an item in your inventory will tell you how much the shop
+   will pay you for it.  Standing over an item on the shop floor
+   and examining it (press 'e' or type 'examine) will tell you 
+   that item's price.
+ 
+   WARNING: Be very careful not to drop anything you aren't sure 
+   you want to sell!  Once dropped, an item is sold and belongs 
+   to the shop, and the price for buying it back may be many times 
+   what you sold it for.  Check your client's documentation on "locking"
+   items for instructions on how to lock your important items so you 
+   can't accidentally drop them.
+ 
+ Inside the fenced in area is a shop with randomly generated items.
+ 
+ Two steps to the south is a sign that reads:
+ 
+   In areas other than shops, teleporters can 
+   transport you instantly from place to place.  
+   Beware: a teleporter might send you into a dangerous area!  
+   This teleporter, however, will take you right across the 
+   fence to the south.
+ 
+ One step after the teleporter is a sign that reads:
+ 
+   Some monsters, like mice, can multiply without a 
+   generator.  If not killed quickly, these monsters 
+   can spread to fill up a map completely.  Run 
+   through this door and kill the mice inside 
+   before they get out of control.


IP-Address  : 65.193.16.100
Old Revision: http://wiki.metalforge.net/doku.php/user:leaf?rev=1220568066
New Revision: http://wiki.metalforge.net/doku.php/user:leaf

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