7DOF Information Files
Newbiezones ----------- As a new character, one needs to have areas in which to grow their character's strength. This is done by gaining points by killing mobiles and pitting items, and avoiding things like dying and fleeing. While there are very few areas in which a new runner can be totally safe (due to death rooms, trap rooms, roving mobiles, among other things), there are a few that are considerably safer than others. A list of some of these areas (and directions) follows: (All directions are from Temple of Freedom) Kleth quest n FireDemon quest w,d,6-s,u Village zone e,s,e NewVillage zone e,s,7-w Cemetery zone e,s,8-w,n Raider quest e,s,5-w,s Excalibur quest e,s,5-e Mabro quest e,3-s Claymonster quest e,s,2-w,3-s *[number]-[direction] means go in that DIRECTION [number] times. (example: 7-w) means go WEST 7 times. As you get stronger, you can consider exploring other areas as well. Be sure to pick ones with low combat ratings. You can see a quest's ratings, a brief description, and a general location by typing QINFO [quest]. Also remember to pick your fights well; if you have a choice, EXAMINE a creature to see how strong it is in combat. A list of easy zones and quests follows. The most important thing to remember is: have fun! Kleth quest This is a must for all new players. It will show you the basic commands (like EXAMINE and TAKE), and you'll get lots of points in the process! See also: QINFO KLETH. FireDemon quest This is an introductory quest that will teach you the rudiments of MUD survival and you will receive constant help from a friendly eagle should you need it. This quest will also significantly boost your score if you're a very low level player, so it's definitely worth a visit early on! See also: QINFO FIREDEMON. Village zone This is a standard Aber zone; you'll see it around a lot on other MUDs. Don't stray too far off the main path, and be careful about what you find down wells. NewVillage zone The village of Miller's Crossing, aside the Western Ocean. Again, don't stray too far off the main path. Cemetery zone The cemetery attached to Miller's Crossing. You'll need a key to get in, but one should be in close proximity to the gates. Raider quest This is an easy quest near the new village area. In addition to simple commands, there is no combat in this quest. Be sure to use ENTER and LEAVE to negotiate buildings. See also: QINFO RAIDER. Excalibur quest To complete to this quest you must navigate the sea, cross an island, and make your way through a maze. Remember to read room descriptions to avoid ending up a shipwreck! See also: QINFO EXCALIBUR. Mabro quest This quest, like Kleth, was specially designed with new players in mind. See also: QINFO MABRO. ClayMonster quest This quest is based on Scooby Doo, and will require no fighting, but lots of thinking. See also: QINFO CLAYMONSTER. When it's time to leave 7DOF you can store your hard won kit by visiting the Traveller's Rest on Peregrine Walk. Examine the sign when you get there for further instructions. Directions: s,e,5-n,w,2-n from the Temple of Freedom.