The text you should type is highlighted in yellow.
First the login screen
Welcome to the realm of...
________ __ __ (Artwork by Orca)
/_____ / \ \ \ \
~ / / \ \ \ \
/ / ___ \ \__ ____ __\ \ ____ ____
/ / / _ \ / __ \ / __ \ / __ >/ __ \ / __ \
/ / / ___/ / / / // ____// / / // ____// ____/
/ / / /____ / /_/ // /____/ /_/ // /____/ /____
/ <_ \_____//_____/ \_____/\____/ \_____/\_____/ _ /\ _
~-._~-. ______________________ \~:'~~`:~/
~-.\ : -- ---- - --- -:#:........._ .: _ :.
\; :____________________:_:~~~~~~~~~-===:~:. (_) :>
`--------------------'-' ~`:.. ,.:'
/_:. ,:_\
~ `' ~
...by Nostradamus
--{ Admin: Tamsyn }------{ http://www.zebedee.org }------{ cyril@dircon.co.uk}-Please enter 'n' then create a character to look around.
-------------------------------------------------------------------------------
The game asks whether you want to play a character
already created or to start a new one.
Type n to specify a new character.
Play an existing character [y/n]? n
The game tells you to read a page on the website if
you have any problems.
Sometimes players find they cannot see what they type, or 'return' doesn't seem
to work.
This page explains how to fix problems like that easily.
IF YOU HAVE PROBLEMS communicating with the game, this page:
http://www.zebedee.org/play.html
contains information on how to connect depending on your operating system.
The game prompts you to enter your new character's
name. Names can be up to 11 letters.
The name 'newplayer' is given here as an example.
Give your new character's name: newplayer
WELCOME!
Before we start you off, let's get some preliminaries out of the way.
This won't take a minute:
Now choose a password. Passwords are a pain to remember,
we know. Just pick one that
can't be guessed, so you won't have any problems with others playing your character
(not allowed).
When you enter your password it won't be repeated on the screen, so people can't
see it.
Here, the letters have been replaced by *s.
Please enter your new password: ******
And again: ******
USING COLOUR IN THE GAME
* If you do not have an 'ANSI' compatible terminal then you will not be
allowed to playerkill. This restriction is to limit the advantage of
MUD clients.* If you do have an ansi compatible terminal you may take advantage of
colour-coding, status bars, time display and other special features.* In the game you can alter your 'ANSI' setting with the 'colour' command.
* Special note: ZMUD users should click view->preferences->general and
disable VT102 emulation if they wish to use colours.
This bit asks you if you want to use colour and other
'ANSI' features, such as a fuel bar for your
hit points and a time display. If you're using the Java client, the game already
knows so colour is
automatically activated, and you won't see this bit. If you're using a client
(e.g. ZMud) then you
need answer to answer 'y' when 'Zebedee' is displayed correctly, as below. If
you're using plain
old Telnet, then you may have to answer 'n' here. You can activate colour later,
anyway.
Do you think you are using an ansi compatible terminal [y/n]? y
Some test messages will now be displayed to see which ansi codes your
terminal can support. Only if the message displayed is EXACTLY as described
with no other effects then say that it is correct. Otherwise you risk
strange effects when playing the game.Zebedee
Does the above line display 'Zebedee' only [y/n]? y
The 'display' command can be used to activate special fixed-screen displays,
such as hit point status bar and current time. If you want to use these
features, you should make sure the following numbers are correct now, but
you can change them in the game with the 'screen' command.
The game asks for your screen size. Usually it is
80x24, so just press return twice if that's correct.
Otherwise type in your screen dimensions.
Please the width of your screen in characters [80]? <press return>
Please the height of your screen in lines [24]? <press return>You must give your FULL email address.
Failure to give a correct email address may result in your suspension.
If you are unsure about the email rules, be sure to check 'help email'
as soon as you have logged in. If you have no email then use 'none',
but you may have problems logging on from time to time.
The game asks for your email address. This is just
so we keep track of how many characters each
player has, and to stop people having 2 on the game at once. You won't be contacted
on your
email, other than a test mail if we think it looks fake.
Enter your full email address (or 'none'): tamsyn@zeb.zeb.zeb
You have entered the email: tamsyn@zeb.zeb.zeb
Did I get this right? [Yes/No] ySuddenly you are aware.
>
Aware, but of what? You have no sight. You cannot even sense blackness.
You are nowhere.
You have no past.
Everything is empty except...
Thoughts.A soul.
You are a soul!An image begins to fill your thoughts.
A naked, featureless body. Arms, legs, but with little definition.
A face with no sight.Then a voice. The sound of a voice. Echoing about your thoughts.
Lars speaks to you:
Welcome Newplayer.
Choose whether you want a male or female character.
This really doesn't make a lot of difference,
though there may be rare items with which one gender has advantage using.
Tell me, are you male or female? m
The image in your thoughts seems to shift before eyes, as though taking
a more rugged form, though the features are still unrecognisable.Lars says: Welcome, Sir!
>
Lars says: You should decide which race you feel spiritually closest too,
and you should choose down which professional path you will travel
in your new life.
The game gives you a quick choice of the following
recommended class-race combinations. If you
want to investigate these before choosing, then pick option 6, and then you
can read the help files
for each. Since this is a fast walkthrough, one of the preset choices is selected.
[1] Dwarf Cleric
[2] Troll Warrior
[3] Halfling Thief
[4] Elf Mage
[5] Human Necromancer
[6] Another combination (and view help files)(Listed in ascending order of difficulty, roughly)
Human necromancer is chosen.
Please choose a number between 1 and 6: 5
The body before you starts to stretch as though made of plasticine, as though
being moulded by some unknown force. Slowly you recognise eyes, ears...
muscles appearing...a healthy form taking the shape of a human...
A male human.
> The image becomes larger as though moving towards you.
Slowly...you begin to feel...you begin to see nothingness through
the being's eyes...You are now a human necromancer.
Players new to Zebedee are entitled to a Newbie Helper.Newbie Helpers sit on your shoulder and talk to those players unfamiliar
with mudding, leading them around to help them get started.
For more experienced players they offer tips to starting the game.NOTE: If you have not played before it is worth reading the section
on how to get your first weapons and armour and find your class guild.You may choose to receive a Newbie Helper now or you may collect one
later from the Newbie Tours Director, south of the Church. Are you:
The game now offers you a Newbie Helper. There are
different modes, as shown below. This
walkthrough is based on the fastest method to get you started, so option
3 is chosen.
The text is in this walkthrough is that which you receive, having chosen that
option.
1) Not familiar with mudding, needing a full tutorial. [15 mins]
2) A new Zebedee player requiring a quick start guide. [new helpfiles]
3) Impatient, wanting a mega-quick help to get going. [2 mins]
4) A seasoned Zebedee player.
Please choose category 1, 2, 3 or 4: 3
Your Newbie Helper will give you instructions and advice.
*** After each message you should type 'ok' to see the next message ***
If you miss a message, you can type 'repeat' to see it again.
If you want to start the help from the beginning, type 'start.'Type 'ok' now to see the News and enter the game.
Enter 'ok'.
> ok
You are now Newplayer the novice necromancer (level 1).
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Note that the text colours changes to the standard
white on black. You can change this later.
The game now displays the News. This is a brief
list of items summarising recent events.
(29/07/02) o CONNECT ON PORT 7000 *OR* 443 (secure web port)
(23/09/04) o Leama's Coastline is online.
(03/11/04) o Sarna Mines are online.
(15/11/04) o New Continent Online - Including The Elder Land Wyrm.
(08/12/04) o Balance changes to the Gauntlets of Ogre Power.
(08/02/05) o New guild online...
(25/02/05) o Exploration Competition by Enigma - See Adventurer's Board
(27/02/05) o New area and quest online
(31/03/05) o Three new areas are currently going through QC.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Whenever you log in, the game tells you if there are
any new notes on bulletin boards that you
can read. These are message boards where players can various things.
There are new notes in your class guild, Prison Isle, the Meets Room, the
Newbie Helpers Guild, the Meats Room, and the Restore board.
The game display your hit points (120 out of 120,
i.e. maximum) and spell points (70 out of 70).
These appear in a different colour to make them easy to see. You can configure
the colour.
Hp: 120 (of 120) Sp: 70 (of 70)
The Newbie Helper that you asked for makes an introduction.
This one is called Valor. He
reminds you to enter 'ok' after every message that you receive.
Valor says: Hello, I am your Newbie Helper. Let's get you started ASAP.
Please type 'ok' now to continue, and AFTER EACH MSG OR STEP COMPLETED.
Valor says: Firstly, some players have characters purely for helping.
If you'd rather be shown around by a helper player type something like:
'shout I am a newbie can someone help'
Wait a few seconds to see someone responds (give them a chance!)
The game tells you to use 'shout' to ask for a real
player's help. Many players will offer help
but sometimes not immediately as they could be busy. You can see how many players
are logged
on by typing 'who'. (The following list has been truncated to save space):
> who
Users on Zebedee: (zebedee.org 69.151.67.18 7000) May 1 06:31:02
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[God] Commodore follows the way of Lady Palm
[God] Slim follows the way of the closed fist
[Eternal] Tamsyn thinks it should be ^exploding
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Countess Grandma has Risen from the grave (saintly) (Leader of Grandma's unite)
Legend Korupt CanDoIt,SoPutYourAssIntoIt (good) (Leader of FreaksWhoDontChoke!)
Earl Tiny the demi-giant! (sleeping) (Leader of Idlers club)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Mario the frog (Leader of Travelling Apothecary!)
Newplayer the novice necromancer (neutral)
-=-=-=- There's a comfortable amount of players on (Most This Reboot = 28) -=-=
When you shout for help, the game repeats what you said, to verify. Shouts go to everybody.
> shout i am a newbie can someone help
You shout: i am a newbie can someone help
Shouting costs a few spell points. They have gone down to 66, but they will replenish.
Hp: 120 (of 120) Sp: 66 (of 70)
For this walkthrough the Newbie Helper is used, so 'ok' is typed to continue.
> ok
Valor says: Most of the directions you want to take can be shortened to one or
two letters. South becomes 's' and west becomes 'w'.
The Newbie Helper reminds you to type 'ok' if you haven't continued for a few seconds.
Valor says: Don't forget to type 'ok' to continue the help
>ok
Valor says: You're a necromancer, so you'll find your guild beneath the
kitchen of the town inn, which is south, three east, two north and one west
from the church.
> okValor says: Alternatively I can offer you my built in 'where' command.
Try typing 'where necromancers guild' to be guided there.
> okValor says: You should go there now. Don't forget to 'examine' things
on the way, and MAKE A MAP!
> ok
You have completed the first part of the tutorial, and will receive more help
as you continue. Use 'start' or 'back' to hear it again if you need to, or use
the Helper's extended help and quick help guides.
The Newbie Helper has instructed you to go to your
guild, the Necromancers Guild. But first let's see where
you are right now. Type 'l' to 'look':
> l
You are in the old town church. It is by no means the most impressive piece
of architecture you've ever come across, but there is a feeling of peace and
tranquillity here. The church has the service of reviving ghosts. Dead people
come to the church and 'pray' for resurrection.
Near the northern wall stands a large stone altar covered with a golden cloth,
and in the corner lies a dark passage that appears to lead to the back rooms.
There is a door in the west wall and a pit in the centre of the church.
You can see a button beside the door. A clock and a map of the town hang on
the wall.
There is one obvious exit: south.
As you can see above, you always start at the Church,
and you can move south from this room.
Now let's go to the Necromancers Guild. You have the exact directions, but this
walkthrough will show
you how to use the 'where' command as you were told:
> where necromancers guild
Valor says: It's northeast from here.
You were told to go south, 3 east, 2 north, then west.
Let's go south now. South is a compass direction
so can be abbreviated by 's':
> s
The main street runs east-west from here. Off to the north lies the church. A
slightly smaller road leads to the south towards a squat stone building. To the
east you can make out a signpost and further along two important-looking
buildings which may also be of interest to you.
There are four obvious exits: east, north, south and west.
Newbie Tours director.
When you moved south, you see the description of the
new room where you arrived. Here it is the
town's main street, and there is a Newbie Director here. He can give you another
Newbie Helper
if you lose this one somehow. Note he appears in yellow, because he is alive,
but not another player.
> e
You are now standing in the Market Square of the Cormallen. To the north
lies the temple square while to the south you can make out a stone well. To
the east and west is the main street. A signpost points directions for those
who need it.
There are four obvious exits: east, north, south and west.
A signpost.
A street cleaner.
Cleaner leaves east.
You came across a street cleaner, but he left towards
the east. Some creatures move around by
themselves, others stay where they are.
You might want to try examining the signpost:
> exa signpost
The signpost reads:
+------------------------------------+
| Pub, North |
| Temple, North |
| Post Office, South |
| Bank, South |
| Adventurers Guild, East |
| Shop, East |
| Church, West |
| Entrance to sewers, North |
+------------------------------------+> where necromancers guild
Valor says: It's northeast from here.
Now the Necromancers Guild is still northeast. So keep going as originally instructed:
> e
You are on a long east-west road running through the town of Cormallen. To the
north is the shop, and to the south lies the adventurers guild. Off to the east
You can see the road leads up to the towns east gate.
There are four obvious exits: east, north, south and west.
Note that the Adventurers Guild is south of here. You will visit this place later.
> e
You are at the meeting of two streets. A small sidestreet runs north here. The
main street continues going east-west. The road continues east leading up to
the towns eastern gate.
There are three obvious exits: east, north and west.> where necromancers guild
Valor says: It's northwest from here.
You were told to go 3 east, north, then west, originally.
You have made the 3 moves to
the east, so it makes sense that the Necromancers Guild is now to your northwest.
> n
The road branches here. To the south lies the east gate and main street,
while to the west the road continues around a corner.
There are three obvious exits: north, south and west.
> n
This road has ended at a dead end. To the west is the inns kitchen. The sound
of knives slicing meat and water boiling can be heard from inside. South from
here the road joins an east-west road, and still further south it joins back
up with the main street.
There are two obvious exits: south and west.
> where necromancers guild
Valor says: It's west from here.> w
You are in the Kitchen at the back of the inn . Here you can sell any corpses
that you find on your travels, no questions asked. There are some stairs which
lead down from here, an aura of pure unspeakable evil eminates from them.
The Cook looks up from a table that he was leaning over. You notice around
his mouth there is blood dripping. A shiver of disgust caresses your body.
There are two obvious exits: down and east.
A Cook.
You have found the kitchen as the Newbie Helper instructed,
and the Cook is present. When you
kill monsters, you can bring their corpses here to sell them to him. Notice
the down exit:
> where necromancers guild
Valor says: It's down from here.> d
You are within the Necromancers guild. It is fairly well lit by torches placed
around the room. The aura of pure evil permeating everything here is so strong
that you instantly feel afraid. A large throne is positioned directly before
you. There are two pedestals on either side of the throne, upon each is a copy
of the 'libor mortis' the unholy book of the dead.
There is an exit to the south, but it is blocked by some kind of forcefield.
Commands:
spells, learn <spell>, knowledge, advancement, report <bug>.
There are two obvious exits: south and up.
A wight lord, guardian of the Necromancer's guild.
Mobius, the Necromancer Guildmaster.
The Libor Mortis, book of the dead (29 notes).
You have found the Necromancers Guild. The Guardian
is here to stop players of other classes entering.
The Book of the Dead is a bulletin board, as was mentioned before. If you want
to read it, type 'exa
board' (exa is short for examine). The room description tells you which commands
are available to use,
how to learn spells. Your Newbie Helper has also spotted you arrived though,
and gives instructions:
Valor says: Type 'learn commit'. It's your only way to heal your spell-points.
Then type 'learn claw' and 'learn soulshield'. Use 'help commit', 'help
claw' and 'help soulshield' for more info.
Valor says: Don't forget to type 'ok' to continue the help
> help commit
As your Newbie Helper says, Commit Corpse is a crucial
spell for Necromancers, as they cannot
heal their spell points by the conventional means available to other classes.
They must 'commit'
corpses in order to do so, with this spell:
__________________________________ __________________________________
__/ \/ \__
| /| |: |:||
||:| Commit Corpse |: This is the most important |:||
||:| -=-=-=-=-=-=- |: spell a necromancer can know |:||
||:| |: because it is the only way a |:||
||:| Level: 1 |: necromancer can gain the |:||
||:| Cost: 0 |: spell points necessary to |:||
||:| |: cast other necromancy spells. |:||
||:| cast commit [at] arg1 |: The spell requires at least |:||
||:| arg1 = <object> |: one corpse, but can also be |:||
||:| "room" |: cast at all corpses in the |:||
||:| |: room. In order to appease the |:||
||:| |: the gods, an offer of gold |:||
||:| |: is also made to grant more |:||
||:| |: power for strong corpses. |:||
||:|_________________________________ |: _________________________________|:||
||/__________________________________\|:/__________________________________\||
|___________________________________'----`___________________________________|
When you learn Commit Corpse, you are told that whilst
you are level 1, you can unlearn spells if
you make a mistake.
> learn commit
You feel a little wiser.
You can 'unlearn' spells whilst you are still a Newbie.
> learn claw
You feel a little wiser.
You can 'unlearn' spells whilst you are still a Newbie.> learn soulshield
You feel a little wiser.
You can 'unlearn' spells whilst you are still a Newbie.> ok
Valor says: Now you should go to the Sewers, your first Newbie area.
You can backtrack to the Church, and then then head south, east, north
and then enter by going down. Or you can find your way there directly
by typing 'where sewers'.
> ok
You have completed the first part of the tutorial, and will receive more help
as you continue. Use 'start' or 'back' to hear it again if you need to, or use
the Helper's extended help and quick help guides.
Now you have learnt your initial spells, your Newbie
Helper tells you to head for the Sewers, where
you can start killing things. The only exit from the Necromancers Guild is up,
so go that way first.
> u
You are in the Kitchen at the back of the inn . Here you can sell any corpses
that you find on your travels, no questions asked. There are some stairs which
lead down from here, an aura of pure unspeakable evil eminates from them.
The Cook looks up from a table that he was leaning over. You notice around
his mouth there is blood dripping. A shiver of disgust caresses your body.
There are two obvious exits: down and east.
A Cook.
Then use the 'where' command to find the Sewers:
> where sewers
Valor says: It's southwest from here.
> e
This road has ended at a dead end. To the west is the inns kitchen. The sound
of knives slicing meat and water boiling can be heard from inside. South from
here the road joins an east-west road, and still further south it joins back
up with the main street.
There are two obvious exits: south and west.
> s
The road branches here. To the south lies the east gate and main street,
while to the west the road continues around a corner.
There are three obvious exits: north, south and west.> s
You are at the meeting of two streets. A small sidestreet runs north here. The
main street continues going east-west. The road continues east leading up to
the towns eastern gate.
There are three obvious exits: east, north and west.> where sewers
Valor says: It's northwest from here.
> w
You are on a long east-west road running through the town of Cormallen. To the
north is the shop, and to the south lies the adventurers guild. Off to the east
You can see the road leads up to the towns east gate.
There are four obvious exits: east, north, south and west.> where sewers
Valor says: It's northwest from here.> w
You are now standing in the Market Square of the Cormallen. To the north
lies the temple square while to the south you can make out a stone well. To
the east and west is the main street. A signpost points directions for those
who need it.
There are four obvious exits: east, north, south and west.
A Town Guard.
A signpost.
> where sewers
Valor says: It's north from here.
> n
You are standing in the temple square. White marble steps lead up to the
temple entrance which is west. Monks walk around the square mumbling quietly
to themselves. To the east is the town pub, while south leads to Market square
and the main street. A small building is to your north. There is a sign above
the door which reads 'NEWBIE SHOP'.
A stormdrain in the floor looks large enough for you to climb down into
the sewers below.
There are five obvious exits: down, east, north, south and west.
Beggar.
Several things to note here. Firstly, the Beggar,
which when you are a higher level you could
have a go at killing. But beware that the Town Guards don't like combat in town,
so will
protect it if they catch you in battle. Secondly, the room description mentions
a Newbie Shop.
You can buy some useful things there, but this fast walkthrough will skip that.
Lastly and
most importantly, it tells you that the sewers are below, and there is a down
exit.
So you should be able to predict what 'where' will tell you:
> where sewers
Valor says: It's down from here.
> d
You are standing at the entrance to the sewers. Light filters in through
the grille of the stormdrain above you. The floor is muddy. The
tunnel continues into darkness to the south. An ironbound wooden door stands
in the west wall of the tunnel. Torches line the walls, lighting the room.
There are four obvious exits: oldsouth, south, up and west.
Valor says: Welcome to the Sewers! Here you will find your first
things to kill! (type ok)
Valor says: Don't forget to type 'ok' to continue the help
Your Newbie Helper realised you have found the Sewers and will start giving you more help.
> ok
Valor says: Your 'wimpy' will let you run from a fight if your
hit points (hp) get too low. It should already be set for you.
Type 'wimpy' to see.
> wimpy
Wimpy mode (50 hp).
Your wimpy is indeed set to 50 hit points.
Valor says: Don't forget to type 'ok' to continue the help
> okValor says: You have been given some useful aliases to use. Aliases are command
shortcuts. Type 'alias' to see them.
> alias
b buy
c cast claw at corpse
er enter
g get all from corpse
ga get all
k kill $target
ll leave
o out
p drink pool
targ alias $target
x examine $target
f fight $target
The letters in the left column are the shortcut commands
and the commands on the right are
those executed. For example, 'b' is short for 'buy' so 'b beer' would buy a
beer when you are
in the Town Pub. You can set up your own aliases too. For example "alias
ss shout" lets
you type 'ss' instead of 'shout'.
The Newbie Helper will now explain the aliases that you will be using.
> ok
Valor says: Now if you want to fight a giant bat, just type 'targ bat'. Then
you can type 'x' to examine it, and 'k' to kill it. Aliases help you play
faster!
The shortcut 'targ bat' set the 'alias variable' $target
to 'bat'. Notice that the shortcut 'x' does
'examine $target' which is interpreted then as 'examine bat'. This is a useful
way of setting all
your main commands to focus on your next target.
> ok
Valor says: You also have an alias 'c' set to 'cast missile'. You should type
this during a fight to fire your missiles. Mages mostly rely on casting
their spells to hit their opponents.
Remember this 'c' command, because you will use it in combat regularly.
> ok
Valor says: I'll remind you what to do when you find a monster.
> ok
Valor says: Now head south to find something to kill.
> okYou have completed the first part of the tutorial, and will receive more help
as you continue. Use 'start' or 'back' to hear it again if you need to, or use
the Helper's extended help and quick help guides.
A torch flickers.
A small goblin arrives, grabs a torch from the walls and runs south.
The above messages appeared in the room. They give
you a clue that there is something useful
here. If you remember, so did the description of the room. There are torches
in here.
> exa torches
The torches are fixed to the wall. Perhaps you could take one.
> get torch
You remove a torch from its fixing.
Ok.
If you type 'i' for 'inventory' you will see you are now carrying the lit torch.
> i
You are carrying (5/55 lbs):
100 gold coins.
Torch (lit).
Valor the Newbie Helper, sitting on your shoulder.
Potion of Return to Church.
Newplayer's newbie notepad.
Now go south into the Sewers as the Newbie Helper
suggested. It is wise to make a map, although
the 'where' command can still help you out.
> s
You are standing in an access tunnel between pipes.
The sound of flowing water comes from the south as does the awful smell of
raw sewage, to the north is the sewer entrance which provides enough light
to see by, much to your relief.
There are two obvious exits: north and south.
A fang mouse.
Valor says: Look, a Fang mouse. You could try attacking it. First type 'targ fang mouse' to
target it, then use 'k' to kill it and 'x' to see when it's going to die!
Valor says: Don't forget to type 'ok' to continue the help> ok
Valor says: Go on, use 'targ' then attack using 'k'!
> ok
You have completed the first part of the tutorial, and will receive more help
as you continue. Use 'start' or 'back' to hear it again if you need to, or use
the Helper's extended help and quick help guides.
You have been lucky to find a target immediately,
and your Newbie Helper points it out.
Follow the instructions:
> targ fang mouse
$target: aliased to fang mouse
> x
An oversized mouse with two incredibly large fangs, making it almost look
comical, were it not for the fact that it is sitting in front of you
and it appears to be hungry. Although for a brave adventurer like you, it
should pose no problem at all.
It is in good shape.
Now you can type 'k' to start the fight. You and your
enemy will hit each other in turns. You can also
type 'x' during the fight to see when it is about to die. Notice above that
it is currently 'in good shape'.
> k
You missed Fang mouse.
The battle is started!
You missed Fang mouse.
Fang mouse scratched you weakly.
An oversized mouse with two incredibly large fangs, making it almost look
comical, were it not for the fact that it is sitting in front of you
and it appears to be hungry. Although for a brave adventurer like you, it
should pose no problem at all.
It is in good shape.
> You grazed Fang mouse lightly.
Hp: 115 (of 120) Sp: 70 (of 70)
Fang mouse missed you.
You grazed Fang mouse lightly.
Hp: 115 (of 120) Sp: 70 (of 70)
Fang mouse missed you.
> x
An oversized mouse with two incredibly large fangs, making it almost look
comical, were it not for the fact that it is sitting in front of you
and it appears to be hungry. Although for a brave adventurer like you, it
should pose no problem at all.
It is in very bad shape.
Look at the last line of the description, the Fang Mouse is about to die.
> You missed Fang mouse.
Fang mouse grazed you lightly.
Fang mouse died.
You killed Fang mouse.
Hp: 114 (of 120) Sp: 70 (of 70)
When the Fang Mouse dies, it leaves a corpse, from
which you can loot. You need to be quick
though, otherwise the corpse will decay (or worse, someone else will nick the
stuff)
You have an alias 'g' to 'get all from corpse':
> g
16 gold coins: Ok.
You can use gold coins to buy items such as weapons and armour, or pay for healing.
Since you are a Necromancer, corpses have special
uses for you. As mentioned earlier,
you can use them to replenish your spell points, using the 'Commit Corpse' spell.
You can also animate certain corpses to create minions, creatures that will
follow and
obey you and help you in battle. See 'help claw' for details. Now you
will create a
Crawling Claw from this corpse! You have an alias 'c' to cast the spell:
> c
You form a circle of power around the corpse.
Using blood from the corpse you mark a point above the corpse's wrists.
You create a cone of energy and direct it towards the corpse.
The energy expands creating a red aura of energy which engulfs the corpse.
The corpse's claws twitch spasmodically.
The corpse's claws detach and scuttle to your side.
Hp: 114 (of 120) Sp: 45 (of 70)> l
You are standing in an access tunnel between pipes.
The sound of flowing water comes from the south as does the awful smell of
raw sewage, to the north is the sewer entrance which provides enough light
to see by, much to your relief.
There are two obvious exits: north and south.
A fang mouse.
A crawling claw.> exa claw
A mishapen animated crawling claw with razor sharp talons. Congealed blood
and bone protrude from the stump where it tore itself from the arm during
the ritual that brought it to life. It scuttles behind Tamsyn intent on
carrying out any order to attack.
It is in good shape.
You will find the Crawling Claw follows you as you
move. You can only create one at once
at the moment, but you will find you can create more, and better creatures,
as you advance.
When you come across your next foe, use your 'f' alias.
This alias is short for 'fight', the
command that sends your Crawling Claw into battle. If you send it into battle
first, before
you yourself have joined the fight by typing 'k', then you will find your enemy
hits the
Crawling Claw, not you. If you attack first, the Crawling Claw can still join
you in battle,
but it won't be damaged. It's up to you to make the best use of them. Remember
you can
always create another from a suitable corpse.
Here is an example of the start of a fight, with the Crawling Claw fighting beside you:
> k
You missed Fang mouse.
You missed Fang mouse.
Fang mouse scratched you weakly.
> You grazed Fang mouse lightly.
Hp: 115 (of 120) Sp: 70 (of 70)
Fang mouse missed you.
You grazed Fang mouse lightly.
> f
You typed 'f' to send the Crawling Claw into battle.
Claw buffeted Fang mouse fairly hard.
You missed Fang mouse.
Fang mouse missed you.
Hp: 115 (of 120) Sp: 60 (of 70)
At this point, some of the log is omitted, to save
space. In the mean time, you've moved
around in the Sewers, and killed some worms, plus giant bats and another fang
mouse.
Your hit points are getting low.
Your Newbie Helper notices this and gives you some advice.
Hp: 59 (of 120) Sp: 60 (of 70)
Valor says: Looks like you're running low on hit points! There is free healing
in the sewers. The best is the pool, type 'where pool' to get directions.
You are standing in the central main pipe.
As far as you can tell this pipe runs directly under the main street of
Cormallen. There is an access tunnel to your south, which leads to the
southern main pipe. A grate above your head provides light so you can see.
The water is flowing west.
There are three obvious exits: east, south and west.
> where pool
Valor says: It's north from here.
There is no north exit in this room, so let's try going east and see how the direction changes.
> e
You are standing in the central main pipe.
As far as you can tell this pipe runs directly under the main street of
Cormallen. There is a room to your north. A grate above your head provides
light so you can see your surroundings.
The water is flowing west.
There are three obvious exits: east, north and west.
A fang mouse.
A fang mouse.
Claw scuttles in searching for Newplayer.
> Hp: 60 (of 120) Sp: 61 (of 70)
> where pool
Valor says: It's northwest from here.
Notice your spell points and hit points are restoring
naturally.
Also see the Crawling Claw is following you.
Now the pool is northwest and there is a north exit, so take that.
> n
You are standing in a relatively clean section of the sewers.
It looks like someone has been working pretty hard to clear the walls of most
of the muck, although they haven't done a brilliant job of it from what you can
see.
There are two obvious exits: south and west.
A sewer worker.
Claw scuttles in searching for Newplayer.
Hp: 61 (of 120) Sp: 62 (of 70)
> where pool
Valor says: It's west from here.
> w
You are standing at a clear pool.
Water flows from a pipe in the roof, and into the pool, but you can't see where
the origin of the pipe is. Although you can't be sure, you have a feeling that
the water may be of holy origin.
There is one obvious exit: east.
Claw scuttles in searching for Newplayer.
Valor says: Well done, you found the healing pool. Your alias 'p' will let you
drink from it.
You have found the pool, as you can see from the room
description.
Try examining it.
> exa pool
You have a strong urge to drink from it.
As your Newbie Helper said, you have an alias 'p' set to 'drink pool'.
> p
You feel rejuvenated by the water.
> Hp: 67 (of 120) Sp: 68 (of 70)
Notice your spell points and hit points both increased.
You drink the pool again and again until your
hit points and spell points are on full (this part of the log missed out):
> p
You feel rejuvenated by the water.
> Hp: 120 (of 120) Sp: 70 (of 70)
At this point, you can venture back out into the Sewers
and find more things to kill. There are also
lots of puzzles to solve with various items or experience as reward.
When you have looted lots of corpses, you may find you cannot carry any more
items. At this point
you should head to the Town Shop. To find your way out of the Sewers, use 'where
exit'.
Use the 'i'nventory command to see what you're carrying.
> i
You are carrying (55/55 lbs):
282 gold coins.
A small map.
A hint scroll.
Leather Armour.
Cockroach Carapace.
Cockroach Carapace.
A tatty old scroll.
A rope.
A lump of mouldy cheese.
Cockroach Carapace.
A hint scroll.
Valor the Newbie Helper, sitting on your shoulder.
Potion of Return to Church.
Newplayer's newbie notepad.
Notice that the weight of items you are carrying is
at the maximum: 55/55 lbs. So you have
to get rid of something in order to carry more. You've managed to amass 282
gold coins,
and have a varierty of items, including 2 hint scrolls, which when read, offer
hints towards
gameplayer in a similar manner to this walkthrough. The cheese might come in
useful, can you
guess how? You have also found some armour, but none that a Necromancer can
wear.
Use the 'where' command to find the exit from the Sewers.
> where exit
Valor says: It's north from here.
The directions are followed until the sewers exit is found.
> n
You are standing at the entrance to the sewers. Light filters in through
the grille of the stormdrain above you. The floor is muddy. The
tunnel continues into darkness to the south. An ironbound wooden door stands
in the west wall of the tunnel. Torches line the walls, lighting the room.
There are four obvious exits: oldsouth, south, up and west.
> where exit
Valor says: take a look - you're there already!> u
You are standing in the temple square. White marble steps lead up to the
temple entrance which is west. Monks walk around the square mumbling quietly
to themselves. To the east is the town pub, while south leads to Market square
and the main street. A small building is to your north. There is a sign above
the door which reads 'NEWBIE SHOP'.
A stormdrain in the floor looks large enough for you to climb down into
the sewers below.
There are five obvious exits: down, east, north, south and west.
Having left the Sewers, head to the Town Shop.
> where shop
Valor says: It's southeast from here.> s
You are now standing in the Market Square of the Cormallen. To the north
lies the temple square while to the south you can make out a stone well. To
the east and west is the main street. A signpost points directions for those
who need it.
There are four obvious exits: east, north, south and west.
> e
You are on a long east-west road running through the town of Cormallen. To the
north is the shop, and to the south lies the adventurers guild. Off to the east
You can see the road leads up to the towns east gate.
There are four obvious exits: east, north, south and west.
At this point it is worth pointing out that should
you get lost in Town or in the Sewers, as well as
the trusty 'where' command, you are also carrying a Potion of Return to Church.
This does exactly
it sounds - if you 'drink potion' you will be teleported back to the Church,
the room where you
first started off. Within the Church there is a map of Cormallen. Use 'exa map'
or 'read map' to
view it. The 'where' command won't work forever. You should learn you way around
without
needing to rely on it.
> where shop
Valor says: It's north from here.> n
You are in The Cormallen Shop. You can buy or sell things here.
Type 'help store' for a list of commands.
There is an opening to the north, and some shimmering
blue light in the doorway.
There are two obvious exits: east and south.
Mabel the shop assistant.
You can be selective about what you sell. But right now let's sell everything.
> sell all
You sell A small map for 10 gold coins.
You sell A small brown bag for 50 gold coins.
You sell Leather Armour for 50 gold coins.
You sell Cockroach Carapace for 50 gold coins.
You sell Cockroach Carapace for 50 gold coins.
You sell A tatty old scroll for 100 gold coins.
You sell A rope for 15 gold coins.
You sell A lump of mouldy cheese for 50 gold coins.
The valuable item is hidden away.
You sell Cockroach Carapace for 50 gold coins.
You sell A hint scroll for 5 gold coins.
The valuable item is hidden away.
Valor the Newbie Helper, sitting on your shoulder has no value.
You sell Potion of Return to Church for 25 gold coins.
Newplayer's newbie notepad has no value.
Notice that you couldn't sell your Newbie Helper nor
the newbie notepad, as neither have
any value. The cheese, and the hint scroll were hidden away. This means that
they are
special items, that you have to find to aquire, so you can't buy them from the
shop.
Everything else you just sold can be bought back, try typing 'list' to see.
> i
You are carrying (0/55 lbs):
737 gold coins.
Valor the Newbie Helper, sitting on your shoulder.
Newplayer's newbie notepad.
Your gold coins have increased substantially after selling all of that stuff!
At this point, you can return to the Sewers again,
or pick another newbie area to
explore. The Newbie Helper has 2 built in guides to help you:
> exa helper
A friendly helper, who exists to assist people, and has decided to help
you! A helper is like a sort of cricket, green in colour, and wearing
a nice suit, and bowler hat. As you examine him, he raises his hat to you.
Helpers know many secrets about their surroundings and they know how
to survive, it would be a good idea to listen to what is told.Helper commands:
squash if you do not wish to keep Valor.
ok to go on to the next message.
repeat to repeat the last message.
back [n] to go back n messages.
start to restart the messages from the beginning.
quick for quick 'how to do' steps.
guide for the full newbie help pages.
where <place> to receive directions to selected places.
Type 'quick' or 'guide' to view them. Both contain information about newibe areas.
When you have amassed enough experience, you can spend
it to improve your character.
You do this at the Adventurers Guild. The last thing this walkthough will cover
is how
to do this.
The 'xp' command shows you how much experience you
have gained, and how much you
need to advance to the next level. You start at level 1.
> xp
Experience: 1694 Session XP: 1694
Spare XP: 1694 Next Level: 1000
Time on: 49 minutes 0 seconds.
Your total experience is 1694, and the amount you
have gained since logging on this time,
your 'session xp', is the same, as this is the first time you have played. Notice
that 'next
level' is smaller than 1694. This means you can advance to level 2!
Your progress is picked up just after you have left
the Sewers, so now head towards
the Adventurers Guild.
> where adventurers guild
Valor says: It's southeast from here.> s
You are now standing in the Market Square of the Cormallen. To the north
lies the temple square while to the south you can make out a stone well. To
the east and west is the main street. A signpost points directions for those
who need it.
There are four obvious exits: east, north, south and west.
> e
You are on a long east-west road running through the town of Cormallen. To the
north is the shop, and to the south lies the adventurers guild. Off to the east
You can see the road leads up to the towns east gate.
There are four obvious exits: east, north, south and west.
> where adventurers guild
Valor says: It's south from here.> s
You are in the Adventurers Guild. You come here when you want to advance
your level. You can also trade experience points to increase your stats.
Commands:
cost, advance [level, str, int, wis, dex, con, fight], quest (number).
There is an opening to the south, and some shimmering
blue light in the doorway.
There are five obvious exits: down, east, north, up and west.
Treva the mindless zombie (nice).
Loki Loves Serenity (nasty).
Pudge the seer (neutral).
Korupt CanDoIt,SoPutYourAssIntoIt (good).
A help manual.
A bulletin board (50 notes) (72 archived) [New message].
A book on a chain.
There are other players here. They appear in red.
Use the 'cost' command to check the experience you require to advance.
> cost
Str : 312 xp.
Int : 213 xp.
Wis : 238 xp.
Dex : 238 xp.
Con : 312 xp.
Fight: 262 xp.
It will cost you nothing to be promoted.
It costs nothing to be promoted because you have more
than the xp required for level 2
This means you can advance level. Remember
though that you have 1694 experience:
> xp
Experience: 1694 Session XP: 1694
Spare XP: 1694 Next Level: 1000
Time on: 49 minutes 0 seconds.
This means you have 694 xp extra
on top the of 1000 you need. You can spend this to
improve your character's statistics (stats)
at the prices shown above.. Type 'sc' for
score to see your current status:
> sc
Newplayer the novice necromancer (neutral)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Level : 1 Experience : 1694
Class : Necromancer Gold Coins : 737
Race : Human Party Name : None
Hit Points : 120 (of 120) Spell Pts. : 70 (of 70)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Str : 1 Int : 1 Wis : 1
Dex : 1 Con : 1 Fight: 1
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Wimpy mode (50 hp).
Age: 57 minutes 50 seconds.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
All your stats start at 1 initially. There are rules
governing how rapidly how can advance
them your stats. You can learn these rules,
and what stats are used for, by typing 'help stats'.
You're a Necromancer, so you will need good intelligence to cast spells. You
were just told the
cost of 'int', it was 213xp.
> advance int
Ok.
You have raised your intelligence to 2. See that your
experience has gone down, as
you have spent it on Int. Your experience is now less than your session experience:
> xp
Experience: 1481 Session XP: 1694
Spare XP: 481 Next Level: 2370
Time on: 58 minutes 16 seconds.
Your experience is still above the 1000 required.
So let's advance to level 2!
> advance level
You are now Newplayer the gravedigger (level 2).
Now see how much xp your will need for the next level:
> xp
Experience: 1481 Session XP: 1694
Spare XP: 694 Next Level: 2370
Time on: 59 minutes 34 seconds.
You don't have enough to advance another level yet.
Now that you are level 2, you are allowed to learn
more spells. Return to your
guild, the Necromancers Guild, to find out which are available. The journey
back is missed
out of this walkthrough, you should know how to proceed by now.
>l
You are within the Necromancers guild. It is fairly well lit by torches placed
around the room. The aura of pure evil permeating everything here is so strong
that you instantly feel afraid. A large throne is positioned directly before
you. There are two pedestals on either side of the throne, upon each is a copy
of the 'libor mortis' the unholy book of the dead.
There is an exit to the south, but it is blocked by some kind of forcefield.
Commands:
spells, learn <spell>, knowledge, advancement, report <bug>.
There are two obvious exits: south and up.
Mobius, the Necromancer Guildmaster.
A wight lord, guardian of the Necromancer's guild.
The Libor Mortis, book of the dead (29 notes).
The 'advancement' command tells you how many spells
you are allowed to learn
at each player level. It is worth studying this table carefully - some players
are
confused by it at first. Each spell has a 'spell level'. The table shows you
how
many spells at each spell level you can learn, depending on your player level.
At the moment you are level 2. Find the number 2 in the left hand column,
and read off the corresponding entries in the spell level columns to the right.
So you can learn '2+' spells of spell level 1, and none yet '-' at high spell
levels.
(The '+' does not mean anything significant, it just means the number in the
column increased from its previous value).
> advancement
Player's ---------------- Spell's Level ------------------
Level 1 2 3 4 5 6 71 3 - - - - - -
2 3 - - - - - -
3 3 1+ - - - - -
4 3 2+ - - - - -
5 3 3+ - - - - -
6 3 3 1+ 1+ - - -
7 3 3 2+ 1 - - -
8 3 4+ 2 2+ - - -
9 3 4 3+ 2 - - -
10 3 4 4+ 3+ - - -
11 3 4 4 3 1+ - -
12 3 4 4 3 2+ - -
13 3 4 4 4+ 3+ - -
14 3 4 5+ 4 3 1+ -
15 3 4 5 4 3 2+ -
16 3 4 5 5+ 4+ 2 -
17 3 4 5 5 4 3+ -
18 3 4 5 5 5+ 3 1+
19 3 4 5 5 5 4+ 2+
Now use the 'spells' command to list the spells at spell level 1.
> spells
Level 1 Spells Level 2 Spells Level 3 Spells Level 4 Spells
~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~
Claw Gravewalking Deaththreat Chill
Commit Locatecorpse Feigndeath Darkempathy
Soulshield Speakdead Ghostrun Fog
Vamptouch Raisedead Preserve
Reclaim Raiseundead
Skull
Level 5 Spells Level 6 Spells Level 7 Spells
~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~
Deathspasm Aeternusvitae Boneshower
Deathwatch Agecurse Contagion
Embrace Banshee Lichdomritual
Misdirect Lifetap Soulmagnet
Skelriders Putrify Wraith
Soulwall
Unholyvigour
So there are 3 spells at spell level 1, of which you
can learn all 3 at this point, but you
already learnt them:
> knowledge
The spells you have learnt at this time are:
Level 1 spells: commit claw soulshield
Level 2 spells: none
Level 3 spells: none
Level 4 spells: none
Level 5 spells: none
Level 6 spells: none
Level 7 spells: none
When you advance to player level 3, you will be allowed
to learn your first spell at spell level 2,
of which there are 4 available. This walkthrough
won't suggest which one, it is left up to you.
But remember to use 'help' to see what each one does.
The walkthrough ends here. You have enough information
to play and explore. Players online
will help with your next steps. We hope you enjoyed the experience so far!