Difference between revisions of "Copperhead mines"

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===spider nest===
 
===spider nest===
Home to one spider or occasionally none. If you want to avoid spiders check '[[Map (command)|map]]' to see if it is occupied (the $ symbol). Sometimes you need to move past those rooms to get to other ones.
+
Home to one spider or occasionally none. If you want to avoid spiders check '[[Map (command)|map]]' to see if it is occupied (the $ symbol). Sometimes you need to move past those rooms to get to the other ones.
  
 
===vurm-lit===
 
===vurm-lit===
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In this room you'll find the crates minigame! You'll need a [[crowbar]].
 
In this room you'll find the crates minigame! You'll need a [[crowbar]].
  
You have to pry open the crates without spiders in them.
+
You have to pry open the crates with no spiders in them.
 
*The first crate is always free of spiders.
 
*The first crate is always free of spiders.
*You can investigate an opened crate to get a number of the surrounding crates with spiders in them. Sometimes the number you get is wrong and investigating later gives the right number. Trying two times in a row does not catch this.
+
*You can investigate an opened crate to get a number of the surrounding crates with spiders in them. Sometimes the number you get is wrong and investigating later gives the right number. Trying two times in a row does not resolve this. There might be a skill involved, possibly [[perception]].
*This is similar to the minesweeper game. Learning to recognize patterns for safe crate to check helps a lot. Often you'll need to take chances though.
+
*This is similar to the minesweeper game. Learning to recognize the patterns for safe crates to open helps a lot. Often you'll need to take chances though.
 +
*If you open a crate with spiders you lose the loot except for what you already found and you still get any key that's left on the floor. This does not harm you.
  
 
Things you'll sometimes find in opened crates:
 
Things you'll sometimes find in opened crates:
 
*engraved <mineral> key - any of these keys open all the locked doors in the central shaft for the instance it was found in. This does not help for future mines.
 
*engraved <mineral> key - any of these keys open all the locked doors in the central shaft for the instance it was found in. This does not help for future mines.
 
*<very small/small/medium-sized> <silver/tin/brass/copper/pewter/bronze> bars.
 
*<very small/small/medium-sized> <silver/tin/brass/copper/pewter/bronze> bars.
*a [[Dwarfish#Learning_it|closed old textbook]] written in [[uberwaldean]] and [[dwarfish]].
+
*very rarely a [[Dwarfish#Learning_it|closed old textbook]] written in [[uberwaldean]] and [[dwarfish]].
  
 
===glinting===
 
===glinting===
 
This is where the mining happens!
 
This is where the mining happens!
 
*You'll need a [[pickaxe]] and a [[small hammer]]. If you forget your pickaxe you can try to find one on a berserk dwarf miner.
 
*You'll need a [[pickaxe]] and a [[small hammer]]. If you forget your pickaxe you can try to find one on a berserk dwarf miner.
*Appraise the wall/rock and you'll get an estimate of the distance to the gems. With enough skills and/or attempts you'll get a value that is "exactly" so and so inches.
+
*Appraise the wall/rock and you'll get an estimate of the distance to the gem vein. With enough skills and/or attempts you'll get a value that is "exactly" so and so inches.
**You'll also get an estimate of how many inches the pickaxe and hammer will produce.
+
**You'll also get an estimate of how many inches the pickaxe and hammer will remove.
*Figure out how many strikes of the pickaxe and how many chips of the hammer will get you at the gems.
+
*Figure out the number of strikes with the pickaxe and the number of chips with the hammer you need to get to the gem vein.
 
*Failing with the hammer hurts you, removing some [[hp]].
 
*Failing with the hammer hurts you, removing some [[hp]].
*Failing with the pickaxe will make you accidentally hit a nearby boulder, which is a mountain troll that will start to fight you.
+
*Failing with the pickaxe will make you accidentally hit a nearby boulder, sometimes this hits a mountain troll that will start to fight you.
  
 
===flooded===
 
===flooded===
 
With water around your ankles you'll get wet.
 
With water around your ankles you'll get wet.
  
There's often sediments in the water, with lots of [[panning]] skills, a [[pan]] and if you stop at the right itme you might extract some [[purple mineral powder]]!
+
There's often sediments in the water, with lots of [[panning]] skills, a [[pan]] and if you stop at the right itme you might separate some [[purple mineral powder]]!
  
 
==Hazards==
 
==Hazards==
The mine can be a death trap. Come prepared!
+
The mines can be death traps. Come prepared!
  
 
Often the hazards / rooms are combined. A choking room with some foes and crates for example.
 
Often the hazards / rooms are combined. A choking room with some foes and crates for example.
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  You are covered in sticky webbing!
 
  You are covered in sticky webbing!
 
*It covers everything that enters in webbing and again every few minutes.
 
*It covers everything that enters in webbing and again every few minutes.
**This leaves a very short time between your struggling free of the webbing and the next time the spider webs you.
+
**This leaves a very short time between struggling free of the webbing and the next time the spider webs you.
**This sometimes captures [[giant fruitbat]]s and prevent them from following you.
+
**With some skill, [[grappling]] has been suggested, and possibly [[strength]] you can still move to another room.
 +
**This sometimes captures [[giant fruitbat]]s preventing them from following you.
 
**Using [[FTF]] to float does not prevent the webbing from restraining you.
 
**Using [[FTF]] to float does not prevent the webbing from restraining you.
**This uses up all a lot of AP which can make you stop attacking the spider.
+
**The webbing uses up a lot of AP which can make you stop attacking the spider.
*It is in hiding when you first enter the room and [[ambush]]es you.
+
*It is in hiding when you first enter the room and it will [[ambush]] you.
 
*It [[pursue]]s you.
 
*It [[pursue]]s you.
 
*When it bites it [[poison]]s you.
 
*When it bites it [[poison]]s you.
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===berserk dwarf miners===
 
===berserk dwarf miners===
 
Spotted in amounts between one and three, these dwarves have lost it and will attack upon seeing you.
 
Spotted in amounts between one and three, these dwarves have lost it and will attack upon seeing you.
*They attack with [[Fighting.unarmed.striking|their hands]], a [[large axe]], a [[pickaxe]], a [[loaf of dwarf bread]]
+
*They attack with [[Fighting.unarmed.striking|their hands]], a [[large axe]], a [[pickaxe]] or a [[loaf of dwarf bread]].
 
*They all wear [[chainmail shirt]]s.
 
*They all wear [[chainmail shirt]]s.
  
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===falling rocks===
 
===falling rocks===
When you enter some rooms you'll see this:
+
When you enter some rooms you see this:
 
  Somewhere above you, you hear the rumble of falling rock.
 
  Somewhere above you, you hear the rumble of falling rock.
  
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  The rockfall peters off.
 
  The rockfall peters off.
  
Leaving the room fast enough and waiting a bit will allow you to avoid this. Using a [[CCC]] that absorbs blunt damage will protect you if you fail to notice (for example in combat spam).
+
Leaving the room fast enough and waiting a bit will allow you to avoid this. Using a [[CCC]] that absorbs blunt damage will protect you if you fail to notice (for example because of combat spam).
  
 
===stinkgas===
 
===stinkgas===
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When you see this entering a room and your [[hp]] drops better not stay long in this room! Forget fighting. Even coming back just a second to open crates is a big pain.
 
When you see this entering a room and your [[hp]] drops better not stay long in this room! Forget fighting. Even coming back just a second to open crates is a big pain.
 
*The damage you take increases with time. If you leave and come back or go to another stinkgas room it will continue to damage you at the level it was and not at a low damage.
 
*The damage you take increases with time. If you leave and come back or go to another stinkgas room it will continue to damage you at the level it was and not at a low damage.
*When you get "The air here seems fresher." you have found a room without the stinkgas.
+
*When you get "The air here seems fresher." you have found a room without the stinkgas. Stay a while there to reduce the vapours in you.
*Even if you leave the room the damage will continue, lessening with time.
+
*Even if you leave the room the damage will continue, lessening with time as the vapours gradually leave. This seems to take twice as much time to remove as the time you were in the stinkgas.
 
*You are free from the vapours when you see the message "You feel better."
 
*You are free from the vapours when you see the message "You feel better."
  
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  You suddenly feel like you can't breathe.
 
  You suddenly feel like you can't breathe.
  
It is possible that if you stay in such a room too long you will drown.
+
It is possible that if you stay in such a room too long you will drown as if in water.
  
 
==In game help==
 
==In game help==

Revision as of 01:26, 29 November 2018

Warning.png WARNING: Shaft number two in the Copperhead mines is a dangerous zone with auto-attacking npcs and other perils.

The Copperhead mines are composed of an outer area with an exit to Copperhead village and the entry to the mine shafts. Only shaft number two seems accessible currently.

When you enter shaft two you enter an instanced dungeon with a randomly generated map. See the help file reproduced below for more information on this.

Entry

You'll have to convince the guard to let you in. He's had to buy more armour to guard shaft number two from the horrors within and it was very expensive.

You'll need to repeat this every hour if you leave and want to come back in. This does not mean that the mine instance has worn off, you go back to the same instance unless you've been gone long enough for it to unload.

Layout

Each mine has a central shaft where you end up on entry.

  • This shaft links every levels of the mine.
  • You can drop items there and they will stay stucked on the ladder, they won't drop off.
  • After many levels the shaft is blocked by boiling water, a door too rusted to open or rocks.

From the central shaft you have:

  • Rooms with doors, either locked (empty) or unlocked (there will be hostile dwarves or trolls inside).
  • Corridors that might lead to a lot more rooms or just one. You have to move off the central shaft to see with 'map' if there's further rooms.

Type of rooms

If you are lucky enough to see into a room before entering you can learn a lot about that room. Unfortunately, except for vurm-lit rooms this requires Dark Sight or enormous amounts of perception and luck.

Each room has a description of what is inside in its short name. You can see it by looking into another room or with glance or set it to show automatically when you enter a room with "options output map glance".

Example: vurm-lit flooded spider nest

spider nest

Home to one spider or occasionally none. If you want to avoid spiders check 'map' to see if it is occupied (the $ symbol). Sometimes you need to move past those rooms to get to the other ones.

vurm-lit

Vurms are glowing critters that give some light. It does not seem possible to interact with them.

stockpile

In this room you'll find the crates minigame! You'll need a crowbar.

You have to pry open the crates with no spiders in them.

  • The first crate is always free of spiders.
  • You can investigate an opened crate to get a number of the surrounding crates with spiders in them. Sometimes the number you get is wrong and investigating later gives the right number. Trying two times in a row does not resolve this. There might be a skill involved, possibly perception.
  • This is similar to the minesweeper game. Learning to recognize the patterns for safe crates to open helps a lot. Often you'll need to take chances though.
  • If you open a crate with spiders you lose the loot except for what you already found and you still get any key that's left on the floor. This does not harm you.

Things you'll sometimes find in opened crates:

  • engraved <mineral> key - any of these keys open all the locked doors in the central shaft for the instance it was found in. This does not help for future mines.
  • <very small/small/medium-sized> <silver/tin/brass/copper/pewter/bronze> bars.
  • very rarely a closed old textbook written in uberwaldean and dwarfish.

glinting

This is where the mining happens!

  • You'll need a pickaxe and a small hammer. If you forget your pickaxe you can try to find one on a berserk dwarf miner.
  • Appraise the wall/rock and you'll get an estimate of the distance to the gem vein. With enough skills and/or attempts you'll get a value that is "exactly" so and so inches.
    • You'll also get an estimate of how many inches the pickaxe and hammer will remove.
  • Figure out the number of strikes with the pickaxe and the number of chips with the hammer you need to get to the gem vein.
  • Failing with the hammer hurts you, removing some hp.
  • Failing with the pickaxe will make you accidentally hit a nearby boulder, sometimes this hits a mountain troll that will start to fight you.

flooded

With water around your ankles you'll get wet.

There's often sediments in the water, with lots of panning skills, a pan and if you stop at the right itme you might separate some purple mineral powder!

Hazards

The mines can be death traps. Come prepared!

Often the hazards / rooms are combined. A choking room with some foes and crates for example.

giant cave spider

A giant cave spider (hiding) is crouching in wait on the ceiling.
The giant cave spider (hiding) rears up and fires a wide spray of webbing from its rear end at you!
You are covered in sticky webbing!
  • It covers everything that enters in webbing and again every few minutes.
    • This leaves a very short time between struggling free of the webbing and the next time the spider webs you.
    • With some skill, grappling has been suggested, and possibly strength you can still move to another room.
    • This sometimes captures giant fruitbats preventing them from following you.
    • Using FTF to float does not prevent the webbing from restraining you.
    • The webbing uses up a lot of AP which can make you stop attacking the spider.
  • It is in hiding when you first enter the room and it will ambush you.
  • It pursues you.
  • When it bites it poisons you.

berserk dwarf miners

Spotted in amounts between one and three, these dwarves have lost it and will attack upon seeing you.

mountain trolls

shadow bats

falling rocks

When you enter some rooms you see this:

Somewhere above you, you hear the rumble of falling rock.

After a few seconds you'll receive several times rocks on your head (each combat rounds you stay in the room).

Heavy rocks rain down from above on your head!

Eventually it will end.

The rockfall peters off.

Leaving the room fast enough and waiting a bit will allow you to avoid this. Using a CCC that absorbs blunt damage will protect you if you fail to notice (for example because of combat spam).

stinkgas

Something doesn't smell right.  You take a sniff but the faint odor of rotten eggs makes you cough.

You can't smell it any more, but you're getting a dizzy sort of headache.  Maybe you should get out of here.

When you see this entering a room and your hp drops better not stay long in this room! Forget fighting. Even coming back just a second to open crates is a big pain.

  • The damage you take increases with time. If you leave and come back or go to another stinkgas room it will continue to damage you at the level it was and not at a low damage.
  • When you get "The air here seems fresher." you have found a room without the stinkgas. Stay a while there to reduce the vapours in you.
  • Even if you leave the room the damage will continue, lessening with time as the vapours gradually leave. This seems to take twice as much time to remove as the time you were in the stinkgas.
  • You are free from the vapours when you see the message "You feel better."

dampgas

Some rooms have a description the ends with "The air is terribly still, with a certain humid, choking quality to it."

You get a message:

You suddenly feel like you can't breathe.

It is possible that if you stay in such a room too long you will drown as if in water.

In game help

See also