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diff --git a/lib/file/book-20.txt b/lib/file/book-20.txt new file mode 100644 index 00000000..c76012af --- /dev/null +++ b/lib/file/book-20.txt @@ -0,0 +1,139 @@ +#####R /----------------------------------------\ +#####R < Adventurer's guide to the Middle-earth > +#####R \----------------------------------------/ + +Summary: +*****/abook-20.txt*1[(a) The Towns] +*****/bbook-20.txt*2[(b) Other strange and frightening places] +*****/cbook-20.txt*3[(c) Equipment issues] +*****/dbook-20.txt*4[(d) Macros] + +Introduction: + +Middle-earth is vast and mysterious, full of dangers but also full of +rewards for the brave. + +New adventurers should know that pressing < and > can switch +the wilderness view between a normal scale and a larger map. This map +makes travelling safer and faster, but you can't enter wilderness +dungeons from it. + + +~~~~~1 +#####G(a) The Towns + +You start in a small village named Bree in the western part of the 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. 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 can want to pay a "visit" to +the land of Mordor, which is east of Minas Anor. + +After Mordor you should finally travel to Gondolin, the hidden town of the +Noldor. First go back to Bree, and then from there walk northeast and you +will find it. From this city, you will be able to attack Angband, the +dungeon of Morgoth, which is north west west of Gondolin. + + +~~~~~2 +#####G(b) Other strange and frightening places + +The Old Forest to the west is the last remains of the big forests of the first +age, but it has been corrupted. It is said it is guarded by a living tree. + +You may also wish to investigate the Orc Caves north of Bree; they are +another place suitable for those finished with the Barrow-Downs. They also +are rumored to hold great +mysteries. + +The Maze: To the south of Bree there is a magical Maze. Many adventurers +that ventured there never came back... It is rumored that a Minotaur is +lurking down there, guarding an ancient and powerful artifact. +Bring along digging equipment and some means to recall. + +Durin's Bane, the Balrog of Moria, guards the Mines of Moria, to the south east +of Bree. + +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. + +Many other strange places wait to be explored by the valiant adventurer, +but their locations are secret. You will have to find them yourself! + + +~~~~~3 +#####G(c) 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. + +~~~~~4 +#####G(d) 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. |