Dangerous zones

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The Disc contains a few areas that are dangerous to the young and unwary, as well as some hazards in otherwise safe areas. This page provides advice for new players on places and things to be wary of.

Auto-attack areas

These areas all contain an abundance of high-level NPCs which automatically attack on sight, without provokation. Note that all of these have prominent signs warning of the danger at their entrances. It is strongly recommended that new players do not enter these areas, as they can be a challenge even to higher level players.

  • The Shades: This is a dark and confusing maze in western Ankh-Morpork. It is filled with various tough NPCs, who automatically attack on sight. The room exits change to numbers within the Shades, making navigation and escape difficult.
  • The Medina: This is a maze in the Red Triangle district (south-eastern district) of Bes Pelargic. It is filled with very tough npcs who travel in groups and will attack unprovoked. Also, the exits with the Medina are confusing, making it difficult to escape easily.
  • The Snail: This is a spiral-shaped area in northern Bes Pelargic. It is filled with a variety of tough NPCs that automatically attack on sight, including some who wait and attack from ambush. The inner sections of the Snail are a no-portal zone.
  • Gloomy Forest: This is a dark and ... gloomy ... forest situated between Ohulan Cutash and the Sto Plains. It contains auto-attacking giant spiders and bandits. The spiders use poison and the bandits can summon more allies. There are also traps in this area. New players can go around Gloomy Forest via the well-signposted and safe 'Leggit Loop' (or just be careful to stay on the "safe path" within the forest - "look <direction>" before moving helps a lot).
  • The Genua Sewers: This is a maze of grilles, doors and sludge filled tunnels, and contains crocodiles which will attack on sight. Different doors and grilles are locked at different times.

Areas which may contain hostile NPCs

These areas are less hostile than those above, but can contain hostile NPCs in certain times or places. New players should treat these areas with caution.

  • The Ramtops: Roads may contain brigands after dark, who are mid-level NPCs that automatically attack on sight. The higher mountain passes beyond Brass Neck contain yetis, lynxes and evil trolls, all of whom are tough, attack on sight, and in some cases pursue players, making escape difficult.
  • Uberwald:
    • Forests: Packs of werewolves in the forests around Escrow are aggressive at night. (They will also attack in the daytime if considered.) They also pursue (and have a very large bonus in the skill) anything they attack
    • Escrow: Aggressive vampires appear in Escrow at night, and inhabit a nearby castle at all times.
  • Sto Plains:
    • Bleak Prospect: comes alive with aggressive zombies at night.
    • Roads: The roads across the plains can be brigand infested after dark. Aggressive evil trolls have also been seen on some roads at night.
    • Pekan Ford: It is wise to treat wolf trails to the South of the village with caution.
    • Terrains: Wild boars in the plains and cabbage fields are sometimes (though not always) aggressive.
    • Some NPCs in the Sto Lat Sewers may auto attack.

Other hazards

These are other hazards to be aware of.

  • Guild NPCs inside guild buildings and property may have additional uses (for example the Lecturer of Recent Runes while looking the same as any other NPC is one of the main teaching NPCs for the guild) and protections that are not obviously apparent to the inexperienced observer. These may be related to the nature of the guild concerned. Player administrators of the guild may apply additional sanctions if you attack functional guild NPCs.
  • If you try and swim with too much load for your skills, you will soon sink. In this case, dropping equipment will help to surface, sparing a life (if you are able to portal or godmother these also work underwater). (Passaging does not work underwater unless you can breathe.)
  • Assassins guild: Non-members will find that wandering past warning signs can provide a fatal blow to the heart.
  • Quarry lane: Killing a troll can cause other trolls to appear and turn hostile.
  • The Alchemist's Guild has been known to explode (usually after some warning) and kill newbies who didn't leave fast enough.
  • Junior assassin NPCs are often accompanied by a more skilled mentor on the streets of Ankh-Morpork. Attacking the student may cause the master to respond.
  • Stealing without a licence in (e.g. not a thief, or a thief on leave) Ankh-Morpork will get you visited by some unsmiling heavies from the Thieves' Guild who will confiscate inventory and leave you hanging from the Brass Bridge with a single hit point.
  • A witch singing the hedgehog song in AM will immediately attract the attention of the Musicians' Guild, who apply sanctions from leg-breaking to death.
  • Djelibeybi: Cats and priests are both sacred in this city. Attacking them is a ticket to the ancient and highly cultural pits full of crocodiles.
  • Ramtops: The paths in Brass Neck and above are treacherous; stepping off of them can result in a lethal fall. Dangerous rooms always have it mentioned in their description, and you can also "look east" etc off the side of the road that you are not travelling to get a message about the height - if no message, it's flat.
  • Escrow: Attacking innocent villagers in Escrow will lead to a normally fatal encounter with a pack of werewolves. Many aspects of the nearby Dontgonearthe castle are lethal, and it is also populated with aggressive vampires.