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). Players can also travel on the terrains around the forest, either walking south or climbing north.
  • The Genua Sewers: This is a maze of grilles, doors and sludge filled tunnels, and contains crocodiles which will attack on sight and use delayed pursuit. 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 Ephebian Desert: contains many aggressive desert lions. They do not pursue.
  • The water pastures near Djelibeybi: There are groups of hippos that may auto-attack. Crocodiles in the area are aggressive.
  • The Ramtops: Roads may contain brigands after dark, who are mid-level NPCs that automatically attack on sight but do not pursue. They can perform specials, however, and assist each other. The higher mountain passes beyond Brass Neck contain yetis, lynxes and evil trolls, all of whom are tough, attack on sight, and in the case of the yetis and lynxes will pursue players, making escape difficult.
  • The Hub and ice land: There are hostile ice giants who pursue.
  • 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. Vampires may still be around during the daytime and are fully capable of getting in a few hits before vanishing. Corpses of humans killed by vampires will turn into a vampire of <character>. Note that while npc corpses rise as vampires at the point at which they would normally decay fully, player corpses will rise before decaying fully. (These vampire-to-be corpses can be looted normally, though not buried, and are identifiable by a line that says they're twitching and that you shouldn't get too close.) Killing or helping to kill villagers of Escrow (even if you are not the one who gave the killing blow) will have you thrown to a pack of werewolves at a later time.
  • Sto Plains:
    • Bleak Prospect: comes alive with aggressive zombies at night, which use delayed pursuit. They may be there in the daytime, too.
    • Roads: The roads across the plains can be brigand infested after dark. These NPCs will not pursue, but they defend each other and can perform specials. Aggressive evil trolls have also been seen on some roads at night.
    • Skund Forest: It is wise to treat wolf trails to the south of the village with caution. It is well populated with wolf packs that will attack after a few seconds.
    • 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 after waiting in the room for a while.
    • In Sto Lat there are wandering thieves, usually in groups, who appear as "<adjective> character" (suspicious character, shady character, etc). They attack after a while, not immediately, but they make it unwise to idle in Sto Lat. If one kills the player, he or she will take the money on the corpse (but not in containers). These characters assist one another.
    • Throughout the Sto Plains terrains, including Skund Forest, Boars and Bears may be aggressive immediately or after a short delay. In all forested areas, Wolves are aggressive.

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.
  • Things that you find on the corpses of priests (or indeed inside living ones) may be protected with religious wards or contain items that are. These wards can do everything from damage you (up to 1500 hp), make you more susceptible to damage, transport you elsewhere, make you fumble items, etc. Don't loot priests, wait for the corpse to decompose and the items will fall on the floor. If you really must, you can loot items one at a time so you don't get hit by multiple items but don't loot satchels inside which can be several warded items in the satchel that will all be set off at once. Even if you have a blue crystal ring, that when twisted transports you to a random player which can be in a dangerous area, you might still be stuck underwater if you fail to use the ring which needs skills and gp. After an item has subjected you to the ward or if it is on the ground it is safe to handle.
  • If you go on a room filled with water with too much burden for your swimming skills, you will sink to the bottom of the water. In this case, if you have a blue crystal ring you can twist it to be transported to a random player which can be in a dangerous area, or you can try to godmother out but this will take a life if you are too old, or you can drop everything to have a better chance to reach the surface (to do this: "unkeep all" "remove all" "drop all" and then "up" until you reach the surface), or cast portal as it should work underwater. (Passaging does not work underwater unless you can breathe.) If you died at the bottom of the water or barely managed to swim up without your inventory, you can then either try to go back down to try to take a few items back up or try to swim of the shore while remembering your steps to get back if you want someone to help retrieve your items or if you want to go back yourself. Be advised that terrain rooms without a corpse will unload after a few seconds of having no being in them, destroying all items in them. Rooms around rivers should be fixed not to do that, but it is best to test this with a penny than lose all your items when rescuing someone.
  • 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. (The mentor can be expected to have considerable hiding abilities and thus may be unnoticed)
  • Stealing without a licence in (e.g. not a thief, or a thief on leave) Ankh-Morpork will get you visited by some heavies from the Thieves' Guild who will be very happy to beat you up, 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's enforcer administers punishments: unconsciousness, leg-breaking, contracting. (Punishments are cumulative.)
  • 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. ("Priests" appears to specifically mean "priests" and "priestesses", not "followers" or "madmen".) Also, wizards here will assist npcs (including scorpions) who they see you fighting. Sometimes aggressive scorpions will always sting you if you fight near them, causing stat damage (lowering constitution, thus hit points) that can be cured with antidote tea. Finally, Hashishim npcs (who appear as dazed, beatific, giggly, and spacey men and women) will reportedly sometimes attack in defense of other npcs. Spy npcs in this city may assist their countrymen (particularly ambassador npcs) but have also been seen assisting players of their nationality, and may occasionally attack unprovoked (this may be related to the player's nationality) even if you aren't fighting anything. These spies may backstab and abscond.
  • Ramtops: The Ramtops are a mountainous region, it is possible to fall to your death by stepping off of some paths and cliff tops. These include parts of Brass Neck and Slice, an area near Razorback, the Lancre Gorge, and the path between Lancre Town and Lancre Castle. Parts of Uberwald have been reported as having similar hazards. Rooms with such exits usually hint at it in their description, and you can "look <direction>" to get information about the height or the view.
  • 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.
  • Genua: Certain named npcs in this city are members of the local crime families, killing them will attract the attentions of a Coffee Nostra Hitman, these are highly dangerous aggressive backstabbing npcs sent to kill the offending player.