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author | Bardur Arantsson <bardur@scientician.net> | 2012-03-04 15:53:46 +0100 |
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committer | Bardur Arantsson <bardur@scientician.net> | 2012-03-29 19:59:21 +0200 |
commit | a1ebb9363e31ad449377a5794f1bf93d84e25bc8 (patch) | |
tree | 3722b20555e47d8c20283b75bfc37b9eb7ba767f /lib/mods/theme/file/book-20.txt | |
parent | 6be64d33039bf2ece3f50b3162b2da7f74ce2e4a (diff) |
Import Theme repository into main repository
Diffstat (limited to 'lib/mods/theme/file/book-20.txt')
-rw-r--r-- | lib/mods/theme/file/book-20.txt | 192 |
1 files changed, 192 insertions, 0 deletions
diff --git a/lib/mods/theme/file/book-20.txt b/lib/mods/theme/file/book-20.txt new file mode 100644 index 00000000..21418fe9 --- /dev/null +++ b/lib/mods/theme/file/book-20.txt @@ -0,0 +1,192 @@ +#####R /----------------------------------------\ +#####R < Adventurer's guide to the Middle-earth > +#####R \----------------------------------------/ + +Summary: +*****/abook-20.txt*1[(a) The main towns and dungeons] +*****/bbook-20.txt*2[(b) Other towns] +*****/cbook-20.txt*3[(c) Other strange and frightening places] +*****/dbook-20.txt*4[(d) Equipment issues] +*****/ebook-20.txt*5[(e) Macros] + +#####GIntroduction: + +Middle-earth is vast and mysterious, full of dangers and rewards for +the brave adventurer. + +New adventurers should know that pressing < and > can switch +the wilderness view between a normal scale and a larger map. This map +makes travelling faster, but you cannot enter wilderness dungeons from +it, and chances of being ambushed are high. The wariest of adventurers +will choose to take the well-worn roads when such roads are available, +and grass fields when there are no roads. Beware of Belegaer and the +Dead Marshes! + + +~~~~~1 +#####G(a) The main towns and dungeons + +You start in a small village named Bree in the western part of Middle-earth. +Here you will also find the entrance to the Barrow-Downs, a fairly safe and +simple dungeon. + +When the Barrow-Downs become too easy for you, and Bree too small, +you might consider going to Lothlorien, the land of Galadriel. [[[[[BNote that] +[[[[[Byou should take a lot of food with you, for it is a long journey.] +You'll have to head south-east following the Moria mountain's chain, then +walk around the forest of Fangorn to head north to finally find your destination. +Lothlorien is instantly recognisable by its Mallorn trees. The chief city of this +land and the abode of Galadriel and Celebron is Caras Galadhon. The Forest of +Mirkwood (another dungeon) can be found to the north-east of Lothlorien. + +If you survive this dangerous dungeon, you should head south, following +the Anduin river. There, near the dark land of Mordor, you will find the +great town of Gondor, Minas Anor. From there you may want to pay a visit +to the land of Mordor, which is east of Minas Anor. You cannot pass through +the Black Gate of Mordor without a means of climbing mountains, for the +gate is guarded heavily, night and day. The only ways into Mordor are through +the dreaded Spider Pass (Cirith Ungol), or the circuitous route through the +valley of Nurnen and the horrid plains of Gorgoroth. + +After Mordor you should finally travel to Gondolin, the hidden town of the +Noldor. From this city, you will be able to attack Angband, the +dungeon of Morgoth, which is north-east of Gondolin. This city is well- +protected by what remains of the Echoriath, and there is but one route +into it that does not force you to travel by the sea. To be sure of finding +Gondolin, travel north along the Blue Mountains, then take the north-eastern +route from the second northernmost peak. + + +~~~~~2 +#####G(b) Other towns + +To the west of Bree, in the middle of a land called the Shire, there is a +small village called Hobbiton, inhabited by Halflings. Nested in some low +hills, it isn't hard to find, and their hospitality is legendary. + +To the east of Bree, there is Rivendell - the hidden valley of the Elves, +where Elrond lives in the Last Homely House (Imladris). Beyond the Misty +Mountains, near the entrance to Mirkwood Forest, there is the house of +Beorn. + +When you are in Lothlorien, be sure to pay your respects to the Valar at +Cerin Amroth, which is immediately to the north of Caras Galadhon. + +Edoras, the capital of Rohan (home of the horse-lords, the Rohirrim) can be +found to the south of Caras Galadhon. It is a well-protected fortress, second +only to the fortress of Helm's Deep, which stands watch against Isengard. + +There are two cities near Minas Anor - Pelargir (the great city at the +mouth of the Anduin River) and Osgiliath, the citadel of Stars. Pelargir is +to the south-west of Minas Anor, and Osgiliath is to the north-east of +Gondor's capital. Rumour has it that there is a Ranger outpost somewhere in +Ithilien, immediately to the north of Osgiliath. + +If you travel north towards the Lonely Mountain, you will come upon +Esgaroth, the city of Lake-men. Near Esgaroth is the construction site for +Dale, and if you follow the river, you may find yourself a guest in the +Halls of Thranduil, King of the Wood-Elves. + +Deep in the heart of the Misty Mountains, in a heavily guarded area that +cannot be access but through the Mines of Moria, lies Khazad-dum, the +greatest city ever built by Dwarves. + +~~~~~3 +#####G(c) Other strange and frightening places + +The Old Forest to the west of Bree (and east of Hobbiton) is what remains +of the big forests of the First Age, but it has been corrupted. It is said +that it is guarded by a living tree. + +You may also wish to investigate the Orc Caves east of Bree; they are +another place suitable for those finished with the Barrow-Downs. They also +are rumoured to hold great mysteries - these are the same caves where Bilbo +had once found the One Ring of power. + +Durin's Bane, the Balrog of Moria, guards the Mines of Moria, to the south-east +of Bree. The Mines are also the only means of access to the Dwarven +stronghold of Khazad-dum. + +Nearly at the edge of land, there is a magical Maze. Many adventurers +that ventured there never came back. It is rumoured that a Minotaur is +lurking down there, guarding an ancient and powerful artifact. +Bring along digging equipment and some means to recall. + +During the Second Age of the world there was a great island called +Numenor. The people who dwelt there were wise and powerful, but as time +passed their last kings fell under the power of Sauron. Under Sauron's +orders, they tried to attack Valinor, the blessed land, and for this +Numenor was destroyed, swallowed by the sea. The ruins are still +accessible, far out to sea to the west of Bree. Any adventurer going +there should be sure to bring equipment that enables underwater +breathing, however - without it, you shall perish. + +Many other strange places wait to be explored by the valiant adventurer, +but their locations are secret. You will have to find them yourself! +Among them are the Grinding Ice of the Helcaraxe, Forodwaith, the caves +beneath Isengard, the land of Rhun, and many others. + + +~~~~~4 +#####G(d) Equipment issues + +Beware, adventurer! If you plan to go down into the dungeons, be prepared. Some +items you will need badly. + +First, think of some light: maybe a lantern is better than the torches. + +Second things to mention are your combat equipment. Sometimes the weapon and +armor you got from your mentor are not enough for the nasties inside the +dungeons. + +And third and most important, [[[[[Balways carry a shovel or other digger with you], +because there is much rubble in the dungeons, which you cannot clear with +your hands. + +~~~~~5 +#####G(e) Macros + +Spellcasters might find that pressing 4 keys (at least) to cast a spell is a +lot, they are right. That is why there are macros. You can access the macro +screen by pressing @. You can find help on the *****macrofaq.txt*0[macros] in the docs. + +Now you either have the hard way or the easy way. + +**The Hard Way** + +What the fellow adventurer should know is how to create a basic spell macro. +Press @ to enter the macro screen. +Press 4 to create a new macro. +Press the key to bind the macro to, usually one uses the F* keys(you can combine +them with the ctrl, shift, ... keys too) +Enter the key sequence to be done for the macro. +Press 2 to save the macro. + +Now a problem that might arise, imagine your macro looks like: mcaa*t +to cast manathrust spell('m' to use skill, 'c' for cast a spell skill, +'a' for first book, 'a' for first spell, *t to… target the first monster). +This macro will break if you gain a new skill so that "Cast a spell" is no more +the skill 'c', or if you get a new book. There is a way around that. +When the game asks for a skill or a spell it allows you to press @ to enter +the skill/spell name directly, so your macro would become: +m@Cast a spell\r@Manathrust\r*t +Now this will always work as long as one of your books have the spell in it. + + +**The Easy Way** + +This time you will only use the macro recorder. To do that: +Press $ to start it +Now each key you press will be recorded, so press all keys you want. +It is recommended to start your macro by pressing Escape key a few time, so +if there are messages when you use the macro it will first erase them instead +of screwing your macro :) +it is also recommended to take advantage of the @ key when selecting skills or +objects whenever the possibility is offered to you. It will make sure you +always use the good object/skill even if it moves in your inventory. +Once all keys are pressed press $ again to stop it. +It you are satisfied with your macro now you get to press the key to bind it +to. + +As in the Hard Way you must use the macro screen if you want to permanently +save your macros. |