Difference between pages "Quests" and "Building"

From 4Dimensions
(Difference between pages)
Jump to: navigation, search
m (Protected "Quests" (‎[edit=autoconfirmed] (indefinite) ‎[move=autoconfirmed] (indefinite)))
 
(Object editing)
 
Line 1: Line 1:
{| class="wikitable"
+
'''Extremely wip, thanks to Kvetch for the guides'''
! style="text-align:left;"| Number
+
[[Category:Help Files]]
!Quest
+
[[Category:Building]]
!Location
 
!Difficulty
 
|-
 
| 1 || [[#QUESTCARD_1|Wanted Poster I]] || Old West || Easy
 
|-
 
| 2 || [[#QUESTCARD_2|Wanted Poster II]] || Old West || medium
 
|-
 
| 3 || [[#QUESTCARD_3|Cyrene's lover]] || Prehistoric || Medium
 
|-
 
| 4 || [[#QUESTCARD_4|Robber Baron's prisoners]] || Medieval || Easy
 
|-
 
| 5 || [[#QUESTCARD_5|The Enchanted Frogs]] || Medieval || Easy
 
|-
 
| 6 || [[#QUESTCARD_6|Thetis' lover]] || Prehistoric || Medium
 
|-
 
| 7 || [[#QUESTCARD_7|The Viking Quarrel]] || Medieval || Easy
 
|-
 
| 8 || [[#QUESTCARD_8|The Lady in the Lake]] || Medieval || Medium
 
|-
 
| 9 || [[#QUESTCARD_9|Nimue's quest]] || Medieval || Medium
 
|-
 
| 10 || [[#QUESTCARD_10|The Tower of Rapunzel]] || Medieval || Medium
 
|-
 
| 11 || [[#QUESTCARD_11|The Bereaved Woman]] || Medieval || Easy
 
|-
 
| 12 || [[#QUESTCARD_12|Chief Arapahoola's Snake Elixir]] || Old West || Medium
 
|-
 
| 13 || [[#QUESTCARD_13|The Secret Sword]] || Medieval || Medium
 
|-
 
| 14 || [[#QUESTCARD_14|Llano Estacado]] || Old West || Hard
 
|-
 
| 15 || [[#QUESTCARD_15|Exoliath's armor]] || Inter-Dimensions || Very Hard
 
|-
 
| 16 || [[#QUESTCARD_16|Grishknash' weapons]] || Inter-Dimensions || Very Hard
 
|-
 
| 17 || [[#QUESTCARD_17|Climb The Mountain]] || Medieval || Medium
 
|-
 
| 18 || [[#QUESTCARD_18|The Outlaw's Gun]] || Old West || Medium
 
|-
 
| 19 || [[#QUESTCARD_19|The Riddle Book]] || Medieval || Medium
 
|-
 
| 20 || [[#QUESTCARD_20|The Bull Girl in Crete]] || Prehistoric || Easy
 
|-
 
| 21 || [[#QUESTCARD_21|The Serf Woman's Baby]] || Medieval || Easy
 
|-
 
| 22 || [[#QUESTCARD_22|The French Knight]] || Medieval || Easy
 
|-
 
| 23 || [[#QUESTCARD_23|The Mysteries of Fenizia]] || Medieval || Hard
 
|-
 
| 24 || [[#QUESTCARD_24|The Seven Dwarves]] || Medieval || Hard
 
|-
 
| 25 || [[#QUESTCARD_25|The Three Sisters]] || Future || Hard
 
|-
 
| 26 || [[#QUESTCARD_26|The Mardi Grass Parade]] || Future || Hard
 
|-
 
| 27 || [[#QUESTCARD_27|The Lovers of the Range]] || Old West || Medium
 
|-
 
| 28 || [[#QUESTCARD_28|The Bank Robbers]] || Old West || Easy
 
|-
 
| 29 || [[#QUESTCARD_29|The Odessin Quest]] || Medieval || Easy
 
|-
 
| 30 || [[#QUESTCARD_30|The Scottish Witches]] || Medieval || Easy
 
|-
 
| 31 || [[#QUESTCARD_31|The Animals in Redwall Abbey]] || Medieval || Medium
 
|-
 
| 32 || [[#QUESTCARD_32|The Castle of Riddles]] || Medieval || Medium
 
|-
 
| 33 || [[#QUESTCARD_33|The Lost Cro Magnan Child]] || Prehistoric || Easy
 
|-
 
| 34 || [[#QUESTCARD_34|The Love Potion]] || Prehistoric || Medium
 
|-
 
| 35 || [[#QUESTCARD_35|The Dinosaur skeleton]] || Prehistoric || Medium
 
|-
 
| 36 || [[#QUESTCARD_36|Isis and Osiris]] || Prehistoric || Hard
 
|-
 
| 37 || [[#QUESTCARD_37|The lost Ka]] || Prehistoric || Medium
 
|-
 
| 38 || [[#QUESTCARD_38|The sick baby]] || Prehistoric || Easy
 
|-
 
| 39 || [[#QUESTCARD_39|Professor Botta's Dilemma]] || Prehistoric || Medium
 
|-
 
| 40 || [[#QUESTCARD_40|The Secrets Of The Midlands]] || Medieval || Medium - Hard
 
|-
 
| 41 || [[#QUESTCARD_41|The Temple treasure]] || Prehistoric || Medium - Hard
 
|-
 
| 42 || [[#QUESTCARD_42|The Egyptian Graverobbers]] || Prehistoric || Very Hard
 
|-
 
| 43 || [[#QUESTCARD_43|The Outback Quests]] || Future || Easy - Hard
 
|-
 
| 44 || [[#QUESTCARD_44|Robin Hood]] || Medieval || Medium
 
|-
 
| 45 || [[#QUESTCARD_45|The Leprechaun's Pot Of Gold]] || Medieval || easy - Medium
 
|-
 
| 46 || [[#QUESTCARD_46|The Newbie Zones]] || Central || Easy
 
|-
 
| 47 || [[#QUESTCARD_47|The Great Circus]] || Old West || Easy - Medium
 
|-
 
| 48 || [[#QUESTCARD_48|The Zone flags]] || Inter-Dimensions || Easy-Hard
 
|-
 
| 49 || [[#QUESTCARD_49|The Diplomats on Poon]] || Future || Easy - Medium
 
|-
 
| 50 || [[#QUESTCARD_50|The Alpha Centauri Planets]] || Future || Medium-Hard
 
|-
 
| 51 || [[#QUESTCARD_51|Quixotica Quests]] || Future || Medium-Hard
 
|-
 
| 52 || [[#QUESTCARD_52|The Newbie Arena]] || Central || Easy
 
|-
 
| 53 || [[#QUESTCARD_53|The Mine]] || Inter-Dimensions || Medium-Hard
 
|-
 
| 54 || [[#QUESTCARD_54|The Trades]] || Inter-Dimensions || Easy-Medium
 
|-
 
| 55 || [[#QUESTCARD_55|The Odyssey Quests]] || Prehistoric || Medium
 
|-
 
| 56 || [[#QUESTCARD_56|The Dead Heroes]] || Prehistoric || hard
 
|-
 
| 57 || [[#QUESTCARD_57|The Unhappy Souls]] || Prehistoric || Medium
 
|-
 
| 58 || [[#QUESTCARD_58|The Lovesick Poet]] || Medieval || Medium
 
|-
 
| 59 || [[#QUESTCARD_59|The Trapped Miner]] || Old West || medium (but risky)
 
|-
 
| 60 || [[#QUESTCARD_60|The Legend of the Deamon]] || Old West || Medium - Hard
 
|-
 
| 61 || [[#QUESTCARD_61|The Necromunda Gang Wars]] || Future || Medium
 
|-
 
| 62 || [[#QUESTCARD_62|The Threat Over Hayholt City]] || Medieval || Medium-Hard
 
|-
 
| 63 || [[#QUESTCARD_63|Rescue the Virgin]] || Medieval || Medium
 
|-
 
| 64 || [[#QUESTCARD_64|Protection of the Angels]] || Medieval || Medium
 
|-
 
| 65 || [[#QUESTCARD_65|The Poisoned Unicorn]] || Medieval || Medium
 
|-
 
| 66 || [[#QUESTCARD_66|The Tulipek Treasures]] || Medieval || Medium
 
|-
 
| 67 || [[#QUESTCARD_67|Cosmo Canyon]] || Future || Medium-Hard
 
|-
 
| 68 || [[#QUESTCARD_68|The Golf Course]] || Future || Easy
 
|-
 
| 69 || [[#QUESTCARD_69|The Citadel Of Thandar]] || Medieval || Easy
 
|-
 
| 70 || [[#QUESTCARD_70|The Multi-Dimensional Chain]] || Inter-Dimensions || Hard
 
|-
 
| 71 || [[#QUESTCARD_71|The Olympic Games]] || Prehistoric || Medium-Hard
 
|-
 
| 72 || [[#QUESTCARD_72|The Calydon Boar Hunt]] || Prehistoric || Medium
 
|-
 
| 73 || [[#QUESTCARD_73|The Twelve deeds of Heracles]] || Prehistoric || Hard
 
|-
 
| 74 || [[#QUESTCARD_74|More Greek Adventures]] || Prehistoric || Medium-Hard
 
|-
 
| 75 || [[#QUESTCARD_75|Farming and Lumberjacking in California]] || Old West || Easy
 
|-
 
| 76 || [[#QUESTCARD_76|Digging for Gold in California]] || Old West || Medium
 
|-
 
| 77 || [[#QUESTCARD_77|The Whotvar Quests]] || Future || Medium
 
|-
 
| 78 || [[#QUESTCARD_78|Whotvar II Quests]] || Future || Medium
 
|-
 
| 79 || [[#QUESTCARD_79|Trading in the Greek Islands]] || Prehistoric || Easy-Medium
 
|-
 
| 80 || [[#QUESTCARD_80|Aegean Island Quests]] || Prehistoric || Easy-Hard
 
|-
 
| 81 || [[#QUESTCARD_81|Archaeology]] || Prehistoric || Easy-Medium
 
|-
 
| 82 || [[#QUESTCARD_82|Trading in Egypt, Kush and Punt]] || Prehistoric || Easy-Medium
 
|-
 
| 83 || [[#QUESTCARD_83|The bored statues]] || Prehistoric || Easy
 
|-
 
| 84 || [[#QUESTCARD_84|The Living and the Dead]] || Prehistoric || Medium
 
|-
 
| 85 || [[#QUESTCARD_85|The Nomads of Wawat]] || Prehistoric || Easy-Hard
 
|-
 
| 86 || [[#QUESTCARD_86|Archaeology in Wawat]] || Prehistoric
 
|-
 
| 87 || [[#QUESTCARD_87|Kerma Politics]] || Prehistoric || Unknown
 
|-
 
| 88 || [[#QUESTCARD_88|The Amun Priest Conspiracy]] || Prehistoric || Medium
 
|-
 
| 89 || [[#QUESTCARD_89|The army needs YOU!]] || Medieval || Medium
 
|-
 
| 90 || [[#QUESTCARD_90|Victorian London]] || Old West || Medium
 
|-
 
| 91 || [[#QUESTCARD_91|The Elven Bards]] || tba || tba
 
|-
 
| 92 || [[#QUESTCARD_92|The Prize Bull]] || Old West || Medium
 
|-
 
| 93 || [[#QUESTCARD_93|Castle Case]] || Medieval || Medium
 
|-
 
| 94 || [[#QUESTCARD_94|Fishermen Stories]] || Medieval || Medium
 
|-
 
| 95 || [[#QUESTCARD_95|The Call Of The Sea]] || Medieval || Medium
 
|-
 
| 96 || [[#QUESTCARD_96|Fenizian Secrets]] || Medieval || Hard
 
|-
 
| 97 || [[#QUESTCARD_97|Golems Galore!]] || Medieval || Medium
 
|-
 
| 98 || [[#QUESTCARD_98|The Quest For The Best Of The Best]] || Future || Hard
 
|-
 
| 99 || [[#QUESTCARD_99|The Curse Of The Gypsy]] || Medieval || Medium
 
|-
 
| 100 || [[#QUESTCARD_100|The Dwarven Treasure]] || Medieval || Medium
 
|-
 
| 101 || [[#QUESTCARD_101|The Cardinal's Sin]] || Medieval || Hard
 
|-
 
| 102 || [[#QUESTCARD_102|The Holy Grail]] || Medieval || Hard
 
|-
 
| 103 || [[#QUESTCARD_103|Rebellian Against Arthur]] || Medieval || Medium
 
|-
 
| 104 || [[#QUESTCARD_104|The Druids And The Moon]] || Medieval || Medium
 
|-
 
| 105 || [[#QUESTCARD_105|Avalon Adventures]] || Medieval || Medium
 
|-
 
| 106 || [[#QUESTCARD_106|The Philandering Knight]] || Medieval || Medium
 
|-
 
| 107 || [[#QUESTCARD_107|The Secrets Of Utopia]] || Future || Hard
 
|-
 
| 108 || [[#QUESTCARD_108|Tourist Tasks In Utopia]] || Future || Hard
 
|-
 
| 109 || [[#QUESTCARD_109|Trading In The Medieval Dimensions]] || Medieval || Medium
 
|-
 
| 110 || [[#QUESTCARD_110|The Fight Against Evil]] || Prehistoric || Medium
 
|-
 
| 111 || [[#QUESTCARD_111|Help The Gellindril Villagers]] || Medieval || Medium
 
|-
 
| 112 || [[#QUESTCARD_112|Killer Klown Quests]] || Prehistoric || Medium
 
|-
 
| 113 || [[#QUESTCARD_113|Save The Dragon Forest]] || Medieval || Medium
 
|-
 
| 114 || [[#QUESTCARD_114|Trading In The Old West]] || Old West || Various
 
|-
 
| 115 || [[#QUESTCARD_115|Quests Out West]] || Old West || Easy/Medium
 
|-
 
| 116 || [[#QUESTCARD_116|More Quests Further West]] || Old West || Medium/Hard/Very Hard
 
|-
 
| 117 || [[#QUESTCARD_117|Chinese Business]] || Old West || Hard
 
|-
 
|}
 
  
<span id="QUESTCARD_1">'''QUESTCARD 1'''</span>
+
== Room editing ==
  
WANTED POSTER 1
+
So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D.  I'm always glad to help, but I'm not always around, so here you go!
  
The marshal of Dodge City will pay 100$ for the delivery of Oliver Wilmore, aka Curly, dead or alive.
+
This is what you will see when you first redit a room:
 +
<nowiki>
 +
-- Room number : [4400]    Room zone: [44]
  
[[#TOP|Back to top]]
+
1) Name        : An unfinished room
  
<span id="QUESTCARD_2">'''QUESTCARD 2'''</span>
+
2) Description  :
  
WANTED POSTER 2
+
You are in an unfinished room.
  
A lady has been murdered, and the marshal of Tombstone will pay 100$ for the delivery of murderer, dead or alive.
+
3) Room flags  : NOBITS
  
[[#TOP|Back to top]]
+
4) Sector type  : Inside
  
<span id="QUESTCARD_3">'''QUESTCARD 3'''</span>
+
5) Exit north  : -1    - Nowhere
  
CYRENE'S LOVER
+
6) Exit east    : -1    - Nowhere
  
From what is told on the islands of the Greek Archipelago, there is a nymph called Cyrene, who would be happy if someone would help to free her lost lover. People say that she'd pay most generously for the help.
+
7) Exit south  : -1    - Nowhere
  
[[#TOP|Back to top]]
+
8) Exit west    : -1    - Nowhere
  
<span id="QUESTCARD_4">'''QUESTCARD 4'''</span>
+
9) Exit up      : -1    - Nowhere
  
ROBBER BARON'S PRISONERS
+
A) Exit down    : -1    - Nowhere
  
Rumour has it that the Robber Baron is holding some prisoners for ransom in his dark castle. Since this Robber Baron is the scum of earth, it would be much appreciated if someone would take the trouble of freeing these poor prisoners, and take them back to their loving relatives.
+
B) Descriptions : Extra
  
[[#TOP|Back to top]]
+
C) Descriptions : night description
  
<span id="QUESTCARD_5">'''QUESTCARD 5'''</span>
+
Not Set.
  
THE ENCHANTED FROGS
+
E) Descriptions : Look under
  
According to the tales told by the fireside, the two frogs in Sherwood Forest are not really frogs, but an enchanted prince and princess. Some evil witch is supposed to have cast this spell upon them. Hmmmm. So, what do you normally do to break the spell? Easy - you kiss the frog. Yuk! But it might help. And then again it might not. Muhahaha! What would your friends say if they caught you kissing frogs anyhow?
+
F) Descriptions : Look behind
  
[[#TOP|Back to top]]
+
G) Descriptions : Look above
  
<span id="QUESTCARD_6">'''QUESTCARD 6'''</span>
+
H) Smell        :
  
THETIS' LOVER
+
You smell nothing interesting.
  
The Sea Nymph Thetis is looking for her lover, who seems to have vanished completely. From what they say in the Taverns along the Mediterranean coast, she is paying rather handsomely for any conclusive proof of what happened to him.
+
I) Listen      :
  
[[#TOP|Back to top]]
+
You hear nothing interesting.
  
<span id="QUESTCARD_7">'''QUESTCARD 7'''</span>
+
J) Mine        : Num: -1 Level: -1 Tool: None
  
THE VIKING QUARREL
+
R) Descriptions : Quests flagged - NOT SET
  
They say in the taverns of Green Fen, that Ragnar Lodbrok has put a price on the Head of Red Adder. However, Ragnar is said to be a jerk and a real skinflint, so maybe carrying out this quest isn't quite as rewarding as it should be. There might be better choices...
+
S) Script      : Not Set.
  
[[#TOP|Back to top]]
+
Q) Quit
 +
</nowiki>
  
<span id="QUESTCARD_8">'''QUESTCARD 8'''</span>
+
Now we will change these one by one and show you how to do it.
  
THE LADY IN THE LAKE
+
'''-- Room number : [4400]    Room zone: [44]'''
  
There is a lady in a lake somewhere in the Western Realms, who is looking for a lost item. Her reward is rather generous, but it must be said that not all can use it.
+
The room number and room zone can not be changed.  This is the room you are editing and the zone it is in – hopefully your zone.
  
[[#TOP|Back to top]]
+
'''1) Name        : An unfinished room'''
  
<span id="QUESTCARD_9">'''QUESTCARD 9'''</span>
+
Let’s change the name of the room.  This is what will be at the top of the screen when someone walks into that room.  This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in.  Room 4400 is one of the rooms that’s around the path of the Dragon
  
NIMUE'S QUEST
+
Master’s fort (zone 44).  So, we’ll change this to:
  
Somewhere in the western Realms is the cave to which Merlin has retired, when he got tired of the World of the Living. If you manage to find that cave and the way into it, which might not be too easy, there is a quest connected to it...
+
'''1) Name        : Dragon Fort Northern Wall'''
  
[[#TOP|Back to top]]
+
This tells us exactly where it is in the Dragon Fort zone.
  
<span id="QUESTCARD_10">'''QUESTCARD 10'''</span>
+
'''2) Description  :'''
  
THE TOWER OF RAPUNZEL
+
You are in an unfinished room.
  
The Tower of Rapunzel In the high mountains north of Olde Yorke stands a lonely tower. There is a sad story connected to that tower, and a handsome reward to the person who can help the unhappy lady imprisoned in it by an evil mage.
+
This is the actual description of the room.  As you see, it starts out with “You are in an unfinished room.”  Well, we want to make the room finished. This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area.  Remember that small details can be added later.  So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here.  If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object. For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:
  
[[#TOP|Back to top]]
+
The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west.  The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life.  Not that there is any plant life around here to speak of as its all been
 +
worn away.
  
<span id="QUESTCARD_11">'''QUESTCARD 11'''</span>
+
Always use /f when you’re finished with your description.  This will format it to the screen without the indent (Molly doesn’t like the indent).
  
THE BEREAVED WOMAN
+
'''3) Room flags  : NOBITS'''
  
There are rumours about a poor bereaved woman, named Anita Oleros. She was last seen somewhere east of the Convent of the Little Sisters, crying and lamenting about her murdered husband. Any help would be much appreciated, since her whining is disturbing the wayfarers. This quest is worth a silver token if you complete it.
+
This is where you get to make your room special by adding flags to it.  Is it dark so you need a light source or infravision to see in it?  Is it a deathtrap so anyone entering automatically falls to their death?  The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices, listed in two fashions.  The first two columns are listed in the chronological order as they appear in OLC. The second two columns are listed alphabetically, which is much easier to navigate while creating rooms.  You will see extras in the second two columns, because rooms with (!) characteristics are listed twice; once at the beginning, grouped with all other !rooms, and once again in their alphabetical order by characteristic.
  
[[#TOP|Back to top]]
+
<nowiki>
 +
    LISTED BY NUMERICAL VALUE                                  LISTED ALPHABETICALLY
 +
    as it appears in OLC                                        *extras included for !characteristics
  
<span id="QUESTCARD_12">'''QUESTCARD 12'''</span>
+
1) DARK                  2) DEATH                          8) !MAGIC                4) INDOORS             
 +
3) !MOB                  4) INDOORS                        3) !MOB                36) IRON DEPOSIT       
 +
5) PEACEFUL              6) SOUNDPROOF                    18) !RECALL              8) !MAGIC             
 +
7) !TRACK                8) !MAGIC                        28) !SUMMON IN          23) MANA               
 +
9) TUNNEL              10) PRIVATE                        29) !SUMMON OUT          3) !MOB               
 +
11) GODROOM              12) HOUSE                          26) !TELEPORT IN        24) MOVE               
 +
13) HCRSH                14) ATRIUM                        27) !TELEPORT OUT        15) OLC                 
 +
15) OLC                  16) *                              7) !TRACK              42) PASTURE             
 +
17) VEHICLE              18) !RECALL                        31) !VIEW                5) PEACEFUL           
 +
19) ARENA                20) GOOD                          16) *                    45) PLASTONIUM DEPOSIT 
 +
21) EVIL                22) HP                            37) ANTIMONY DEPOSIT    10) PRIVATE             
 +
23) MANA                24) MOVE                          19) ARENA                39) QUARRY             
 +
25) ROLEPLAY            26) !TELEPORT IN                  14) ATRIUM              18) !RECALL             
 +
27) !TELEPORT OUT        28) !SUMMON IN                    46) BURNING              25) ROLEPLAY           
 +
29) !SUMMON OUT          30) WILDERNESS                    38) CHROMIUM DEPOSIT    34) SILVER DEPOSIT     
 +
31) !VIEW                32) DO_NOT_USE                    40) COAL MINE            6) SOUNDPROOF         
 +
33) GOLD DEPOSIT        34) SILVER DEPOSIT                35) COPPER DEPOSIT      41) SPRING             
 +
35) COPPER DEPOSIT      36) IRON DEPOSIT                    1) DARK                28) !SUMMON IN         
 +
37) ANTIMONY DEPOSIT    38) CHROMIUM DEPOSIT                2) DEATH                29) !SUMMON OUT         
 +
39) QUARRY              40) COAL MINE                      32) DO_NOT_USE          26) !TELEPORT IN       
 +
41) SPRING              42) PASTURE                        43) DRAGONPORT          27) !TELEPORT OUT       
 +
43) DRAGONPORT          44) TIN DEPOSIT                    21) EVIL                44) TIN DEPOSIT         
 +
45) PLASTONIUM DEPOSIT  46) BURNING                        11) GODROOM              7) !TRACK             
 +
                                                            33) GOLD DEPOSIT          9) TUNNEL             
 +
                                                            20) GOOD                17) VEHICLE             
 +
                                                            13) HCRSH                31) !VIEW               
 +
                                                            12) HOUSE                30) WILDERNESS         
 +
                                                            22) HP                 
  
CHIEF ARAPAHOOLA'S SNAKE ELIXIR
+
</nowiki>
  
Somewhere on the road between Dodge City and Tombstone is a painted wagon. It belongs to Dr. Angus McNeil, who among other things sells a very good healing potion, called Chief Arapahoola's potent SNAKE OIL ELIXIR (which incidentally is about the best healing potion available in all four Dimensions). Unfortunately Dr. McNeil recently has run out of ingredients for this potion, and since he just broke a leg too, he is unable to collect them himself either. The player who brings him all the ingredients for the potion, will not only recieve 10 bottles of it, but a silver token as well. We have to support the free enterprise, and Dr. MacNeil will no doubt be very grateful.
+
The path around Dragon Fort has nothing special to it, so we made no changes.
  
[[#TOP|Back to top]]
+
'''4) Sector type  : Inside'''
  
<span id="QUESTCARD_13">'''QUESTCARD 13'''</span>
+
There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside.  The default is inside.  Here is the list of choices you will come across, listed both by chronological appearance in OLC, and alphabetically:
  
THE SECRET SWORD
+
<nowiki>
 +
    LISTED BY NUMERICAL VALUE                                  LISTED ALPHABETICALLY
 +
    as it appears in OLC
  
The Secret Sword, that was hidden in the Convent might be gone by now, but the cache is still there, and still pretty hard to find. So just for this achievement, we're willing to pay you one silver token for the note placed in the cache. Only once per player, mind you. Also a condition is, that you don't reveal the secret to others, once you've found it out. Anybody presenting this note to imm must be prepared to answer two questions.
+
0) Inside                1) City                            9) Air                  23) Prairie             
 +
2) Field                3) Forest                        14) Atmosphere          25) Rail   
 +
4) Hills                5) Mountains                      24) Badlands            19) Reef               
 +
6) Water (Swim)          7) Water (No Swim)                16) Black Hole          12) Road               
 +
8) Underwater            9) Air                            1) City                21) Snow               
 +
10) Desert              11) Space                          10) Desert              11) Space               
 +
12) Road                13) Entrance                      13) Entrance            15) Sun                 
 +
14) Atmosphere          15) Sun                            2) Field                18) Swamp               
 +
16) Black Hole          17) Vehicle(coded)                  3) Forest              20) Tundra             
 +
18) Swamp                19) Reef                            4) Hills                8) Underwater           
 +
20) Tundra              21) Snow                          22) Ice                  17) Vehicle(coded)     
 +
22) Ice                  23) Prairie                        0) Inside                7) Water (No Swim)     
 +
24) Badlands            25) Rail                            5) Mountains            6) Water (Swim)         
 +
 +
</nowiki>
  
Where is the secret cache?
+
Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work.  The best I could come up with at this point of time was “Field” so we’ll enter that.
What is the secret name of the key to it?
 
  
[[#TOP|Back to top]]
+
'''4) Sector type  : Field'''
  
<span id="QUESTCARD_14">'''QUESTCARD 14'''</span>
+
'''5) Exit north  : -1    - Nowhere
  
LLANO ESTACADO
+
'''6) Exit east    : -1    - Nowhere'''
  
There are three different quest in the desert Llano Estacado, which will require payment from an imp if you carry them out. Each one is VERY rewarding, since they are all pretty hard to fulfil. The prize will be a surprise. These quests can of course only be carried out once per player (and multis count as the same player). Also we ask those who have solved the quests not to spread the word around. This takes away the fun for other players, and also diminishes your own achievement, wouldn't you say?
+
'''7) Exit south  : -1    - Nowhere'''
  
[[#TOP|Back to top]]
+
'''8) Exit west    : -1    - Nowhere'''
  
<span id="QUESTCARD_15">'''QUESTCARD 15'''</span>
+
'''9) Exit up      : -1    - Nowhere'''
  
EXOLIATH'S ARMOR
+
'''A) Exit down    : -1    - Nowhere'''
  
While travelling from one of his private asteroids to another. Lord Exoliath's luxurious star cruiser was accidentally hit by a stray missile from an Imperial starfighter and more or less desintegrated. Exoliath and his crew are by now reduced to molecules of blood, flesh and bone. The spaceship, and parts of their armor, although being broken into small pieces and scattered over a large part of the Galaxy, is still more or less intact. If you could find and reassemble those pieces (five for each set of armor) you'ld get yourself some real good armor. Be careful however, if you assemble the wrong pieces, the armor will still work, but be a lot less effective. It stands to reason that Exoliath's own armor would be a lot better than that of his Captain, let alone ordinary crew members.
+
Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together.  I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8. When you first open up the exit number, you get this table:
  
This Quest was designed by Inque.
+
'''1) Exit to    : -1 - Nowhere'''
  
[[#TOP|Back to top]]
+
'''2) Description :-'''
  
<span id="QUESTCARD_16">'''QUESTCARD 16'''</span>
+
<NONE>
  
GRISHKNASH'S WEAPONS
+
'''3) Door name  : <NONE>'''
  
The somewhat mad scientist Grishknash had just completed his latest invention, the "ultimate" weapon, when a large meteorite struck his laboratory on an isolated asteroid. In the violent decompression that followed, Grishknash and everything else in the laboratory were sucked through the hole in the shell and scattered in small parts all over the Universe. Rumour has it that parts of the three prototype weapons he was working on can be found on several distant planets where gravitation finally made the debris settle after the long journey in space. He who can find and reassemble the pieces (5 for each prototype) would be getting himself a really awesome weapon. It may be worth the effort to search for the right pieces, because only one of the three prototypes possessed full power in all five parts.
+
'''4) Key        : 0'''
  
This Quest was designed by Inque.
+
'''5) Door flags  : No door'''
  
[[#TOP|Back to top]]
+
'''6) Purge exit.'''
  
<span id="QUESTCARD_17">'''QUESTCARD 17'''</span>
+
Like the main room, this too has to be filled out as much as you need to.  First is the exit to – this is the room vnum that the exit goes to.  For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:
  
CLIMB THE MOUNTAIN
+
'''1) Exit to    : 4497 - DragonFort Northern Wall'''
  
Once it was a pretty easy task to climb Mount Winter. But not any more. Avalanches, erosion and snowstorms have partly washed away the track that once lead to the top. And the climate seems to have become a lot harsher lately. So, to climb that mountain now, is no task for sissies. And the rewards have consequently improved quite a it. But expect to do some work for them.
+
But, that’s not the only part that *has* to be filled out. The second step is filling out a description of what someone sees if they look in that direction.  It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important.  In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.
  
[[#TOP|Back to top]]
+
'''2) Description :-'''
  
<span id="QUESTCARD_18">'''QUESTCARD 18'''</span>
+
The path continues around the fort and you can see a rock in the distance.
 +
Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you.  This is what *you* see when *you* look there.
  
THE OUTLAW'S GUN
+
There is no door, keys or door flags for this room so we don’t need to use those.  But, in case you need those, you do it this way:
  
Even in the Old West there are ghosts. Empty saddles in the old Corral... empty boots walking around... Really spooky... One of these ghosts has a grievance - somebody stole his gun, it seems. Maybe that is the reason why this young outlaw cannot rest peacefully in his grave?
+
'''3) Door name  : <NONE>'''
  
[[#TOP|Back to top]]
+
This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word.  So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it.  So if you put in trap door and the player opens door, the player will see that s/he opens the trap.
  
<span id="QUESTCARD_19">'''QUESTCARD 19'''</span>
+
'''4) Key        : 0'''
  
THE RIDDLE BOOK
+
This is the vnum of the object you have created to be the key for this door.  It can seriously be anything and doesn’t even need to look like a key.
  
Care for some riddles? The riddle book in the Library of Olde Yorke will provide you with some pastime, and the reward of 3 bronze tokens if you solve all the riddles - but only once in a lifetime, mind you. :-)
+
'''5) Door flags  : No door'''
  
[[#TOP|Back to top]]
+
When you open up this choice, you get these options:
  
<span id="QUESTCARD_20">'''QUESTCARD 20'''</span>
+
'''0) No door'''
  
THE BULL GIRL IN CRETE
+
'''1) Closeable door'''
  
Seven maidens and seven youths from Athens are sent as a tribute to dance before the Cretan bulls and to die there eventually. Still, life goes on almost as usual, and one of the girls has lost her key to the chest with her belongings. She would appreciate your help in retrieving it.
+
'''2) Pickproof'''
  
[[#TOP|Back to top]]
+
No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice.
 +
Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter.
 +
Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made.  Use this sparingly though as picking lock can be one of the useful skills for thieves.  A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.
  
<span id="QUESTCARD_21">'''QUESTCARD 21'''</span>
+
'''6) Purge exit.'''
  
THE SERF WOMAN'S BABY
+
Purge exit is used if you realize the mistake that the western exit was supposed to be to the north.  This gets rid of the everything you’ve done in the exit choice.
  
A young girl in the serf village south of The Tournament Place is very unhappy. Sure, being a serf could make everyone unhappy, but she seems to more miserable than most. Perhaps you could help her?
+
'''B) Descriptions : Extra'''
  
[[#TOP|Back to top]]
+
This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like.  This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object).  If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there.  I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…
  
<span id="QUESTCARD_22">'''QUESTCARD 22'''</span>
+
'''C) Descriptions : night description'''
  
THE FRENCH KNIGHT
+
Not Set.
  
The gallant knight Maurice de la Couer cannot seem to concentrate on the Tournament at hand, since a friend of his has wandered off and gone missing. So - can't that friend take care of himself? Well, his problem is that he speaks nothing but French...
+
Night descriptions are something new to 4D and have been used rarely.  These are best used when the lighting would make the room look quite different than it would in the daytime.  For example, you have a forest.  In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister. It’s all in the lighting.
  
[[#TOP|Back to top]]
+
'''E) Descriptions : Look under'''
  
<span id="QUESTCARD_23">'''QUESTCARD 23'''</span>
+
'''F) Descriptions : Look behind'''
  
THE MYSTERIES OF FENIZIA
+
'''G) Descriptions : Look above'''
  
Have you heard of Fenizia? That legendary city, situated south of Green Fen, somewhere on the other side of the Lostlands? There is a mystery in Fenizia that needs solving - in fact there are several...
+
E, F, and G are all like B, except you are looking under, behind, or above the object.  So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something.  These are used for good places to hide things.
  
[[#TOP|Back to top]]
+
'''H) Smell        :'''
  
<span id="QUESTCARD_24">'''QUESTCARD 24'''</span>
+
You smell nothing interesting.
  
THE SEVEN DWARVES
+
This is the smell that is in the room.  All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something.  This could also be used to go into detail about a smell you have touched on briefly in the room description.  For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west.  This is one of the extra items that Molly wants filled out for a complete zone.
  
Do you love puzzles and quests and challenges? Then Mother Goose is the book to read in the Library! You will find more quests in that book than you ever bargained for - at least one for each one of Snow White's seven dwarves.
+
'''I) Listen      :'''
  
[[#TOP|Back to top]]
+
You hear nothing interesting.
  
<span id="QUESTCARD_25">'''QUESTCARD 25'''</span>
+
Like smell, but the player is listening for some clues.  Again, every room has a sound whether it’s created in the room, or by things close to the room.  Be careful using this to let players know there is a mob nearby as that mob could have been killed.  Again, you can use *you* in this as the player is actively listening for sounds.  And you can use it to describe a sound in detail that you briefly touched on in the room description.  For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room.  Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over.  They do like shiny things.
  
THE THREE SISTERS
+
'''J) Mine        : Num: -1 Level: -1 Tool: None'''
  
One of the famous natural monuments outside Sydney is three large rocks, called the Three Sisters. They are hidden deep in the forests, so even locating them will be an achievement. But once you do, there is a quest connected to them as well. Just be careful so that you don't get lost in that forest...
+
I’ve never used this myself and taking a look at it really doesn’t explain it.
  
[[#TOP|Back to top]]
+
'''R) Descriptions : Quests flagged - NOT SET'''
  
<span id="QUESTCARD_26">'''QUESTCARD 26'''</span>
+
This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not.  For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed.  Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description.  Let’s look at our choices here:
  
THE MARDI GRAS PARADE
+
'''1) Quest Type: 0'''
  
The most spectacular event in Sydney is the Mardi Gras Parade. Only this year the Parade seems to be cancelled. Why? Well there is a reason of course and if you manage to find out, maybe the parade can take place after all, with you in the middle of the action.
+
This is the type of quest – whether it affects a player or the whole zone. Let’s look at the options:
  
[[#TOP|Back to top]]
+
'''1) Zone wide quest flag'''
  
<span id="QUESTCARD_27">'''QUESTCARD 27'''</span>
+
'''2) Player only quest flag'''
  
THE LOVERS OF THE RANGE
+
A zone wide quest flag would affect the whole zone once the quest is completed.  Let’s say to complete a quest, someone has to blow up a dam.  They do so and the affect is that the area is flooded.  Everyone who then comes into the area sees the area as flooded – because the quest had been done.
 +
The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen.  The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.
  
A pretty Swedish waitress in Dodge City has some love problems. She is not the only one in the vicinity. In fact there are some real Romeo and Juliet stories going on in the range, due to interfering parents. Perhaps you could help those young couples a bit?
+
'''2) Quest Keywords:'''
  
[[#TOP|Back to top]]
+
<NONE>
  
<span id="QUESTCARD_28">'''QUESTCARD 28'''</span>
+
This is the flag that the player has from completing the quest.
  
THE BANK ROBBERS
+
'''3) Room Description:'''
  
There is some trouble in Dry Gulch, that small outback town west of Dodge City. A wanted poster in the Sheriff's office might tell you more, but there might be some trouble closer to home as well, that the good people of that town aren't even aware of yet...
+
<NONE>
  
[[#TOP|Back to top]]
+
This is the description the player (or the room if zone quest) will have if they’ve completed the quest.
  
<span id="QUESTCARD_29">'''QUESTCARD 29'''</span>
+
'''4) Goto next quest description: <NOT SET>'''
  
THE ODESSIN QUEST
+
As you can see, there can be many different descriptions for a multi-layered quest.  Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to
 +
Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together).  Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.
  
The parson in Odessin is a forgetful man. If you help him with his lost umbrella, that might send you on a long errand chain. One good turn deserves another, and in the end you will be rewarded for your trouble.
 
  
[[#TOP|Back to top]]
+
'''S) Script      : Not Set.'''
  
<span id="QUESTCARD_30">'''QUESTCARD 30'''</span>
+
This is for the scripts set on the room.  Each script is its own vnum.
  
THE SCOTTISH WITCHES
+
'''Q) Quit'''
  
There are some Witches and Warlocks around. Often the locals hunt them down to burn them at the stake, which is very unfair, because they are in effect doing some good in their own way, with the potions they brew. Since it is risky for them to venture out of their hideouts, they could often use some help in collecting the ingredients.
+
Erm… obviously when you’re done editing your room.
  
[[#TOP|Back to top]]
+
== Object editing ==
 +
<nowiki>
 +
-- Item number : [30100]
 +
1) Namelist : unfinished object
 +
2) S-Desc  : an unfinished object
 +
3) L-Desc  :-
 +
An unfinished object is lying here.
 +
4) A-Desc  :-
 +
<not set>
 +
5) Type        : UNDEFINED
 +
6) Extra flags : NOBITS
 +
7) Wear flags  : TAKE
 +
8) Weight      : 0
 +
9) Cost        : 0
 +
A) Cost/Day    : 0
 +
B) Timer      : -1
 +
C) Values      :
 +
D) Menu --->  : Applies
 +
E) Menu --->  : Extra Desc
 +
F) Innate      : (0) UNDEFINED
 +
G) Smell Desc  :
 +
It doesn't smell too interesting.
  
<span id="QUESTCARD_31">'''QUESTCARD 31'''</span>
+
H) Taste Desc  :
 +
It tastes just like it should.
  
THE ANIMALS IN REDWOOD ABBEY
+
I) Feel Desc  :
 +
It feels normal, as far as you can tell.
  
The good animals in Redwall Abbey are fighting for their survival after the third Apocalypse. Maybe you can help them out? And maybe one day you might even venture on the Grand Quest - the Quest for Terramort, of which the animals speak with awe and terror...
+
J) Crafting
 +
M) Min Level  : 0
 +
S) Script      : Not Set.
 +
Q) Quit
 +
</nowiki>
  
[[#TOP|Back to top]]
+
'''KVETCH POST START'''
  
<span id="QUESTCARD_32">'''QUESTCARD 32'''</span>
+
I did this for Rooms so thought I should continue for objects.  Careful, this is a very long post.  Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #
  
THE CASTLE OF RIDDLES
+
'''1) Namelist :'''
  
Far up in Scotland lies the Castle of Riddles, and the road there is long and full of perils. Only once in your lifetime will you be allowed to go through that castle. But if you manage to solve all the riddles, you will be greatly rewarded for your trouble.
+
These are the words that can activate the object.  For example: pile hay – for a pile of hay. That way the player can look at pile or hay to get the description for the pile of hay.
  
[[#TOP|Back to top]]
+
'''2) S-Desc  :'''
  
<span id="QUESTCARD_33">'''QUESTCARD 33'''</span>
+
This is the description that is use when the object is being used.  For example let’s use that pile of hay.  If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”.  Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B.  You’d rather have Player A gives a pile of hay to player B.
  
THE LOST CRO MAGNON CHILD
+
'''3) L-Desc  :-'''
  
Life is full of perils during Stone Age. A small child has wandered off from the cave. His mother believes the 'Trolls' took him. Maybe they did? Or maybe he was devoured by a wolf? In any case, the poor, bereaved woman is devastated. Mothers have feelings even in the Stone Age.
+
This is the description of the object as it’s lying in a room. Using our pile of hay for example: A pile of hay lies here.  You don’t have to go so basic, but you should always use the main words that are in your namelist.   We could say: A pile of hay lies upon the loft. But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.
  
[[#TOP|Back to top]]
+
'''4) A-Desc  :-'''
  
<span id="QUESTCARD_34">'''QUESTCARD 34'''</span>
+
This is the description that’s given as the object is used.  And I never use this choice.
  
THE LOVE POTION
+
'''5) Type        :'''
  
The Egyptian magicians brew some strong potions. There is even said to be a 'Love potion', which will hold any man enthralled if administered regularly. True or false? Well, if you listen to the gossip and ask around a bit, you might find out.
+
This is the list of things this item can be. The list is quite extensive, listed here alphabetically and with specific portals/transfers isolated:
  
[[#TOP|Back to top]]
+
<nowiki>
 +
    LISTED ALPHABETICALLY                                        PORTALS / TRANSFERS
  
<span id="QUESTCARD_35">'''QUESTCARD 35'''</span>
+
6) <NOT USED>           56) metal detector                      42) climbable
 +
7) <NOT USED>           77) minor focus                        50) descendable
 +
38) ammo                20) money             
 +
59) anvil                16) note                               
 +
41) aqualung            55) nugget                              51) bush portal
 +
9) armor                71) nut                                74) portal hurdle
 +
30) arrow                62) oil                                36) room portal
 +
64) axe                  63) ore                                53) hole portal
 +
84) bankbook            12) other                              52) water portal
 +
58) bark                21) pen                 
 +
22) boat                70) pickaxe           
 +
29) bolt                74) portal hurdle       
 +
26) bow                  10) potion             
 +
51) bush portal          76) radio               
 +
42) climbable            31) rock               
 +
15) container            36) room portal
 +
28) crossbow              2) scroll               
 +
50) descendable          67) shovel       
 +
66) element              72) skin               
 +
19) food                27) sling               
 +
23) fountain            85) spacebike           
 +
73) furniture            40) spacesuit           
 +
82) garotte              4) staff               
 +
65) gem cluster          75) thermal protection 
 +
25) grenade              24) throw               
 +
61) grindstone          14) trap               
 +
37) gun                  13) trash               
 +
60) hammer                8) treasure             
 +
53) hole portal          57) tree               
 +
18) key                  0) UNDEFINED           
 +
47) level 1 antidote    32) vehicle             
 +
43) level 1 poison      33) vehicle control     
 +
48) level 2 antidote    34) vehicle exit       
 +
44) level 2 poison      35) vehicle window       
 +
49) level 3 antidote    86) vehicle2 
 +
45) level 3 poison      83) vial               
 +
46) level 4 poison        3) wand                 
 +
1) light                52) water portal       
 +
79) lightsaber hilt      5) weapon
 +
17) liquid container    39) wings               
 +
81) locker              68) wood               
 +
69) machine              11) worn               
 +
78) major focus          80) zone flag           
 +
54) meat               
  
THE DINOSAUR SKELETON
+
</nowiki>
  
The archeologists of Old Carthage have succeeded in putting a nearly complete dinosaur skeleton together. They only lack 10 bones, and the triumph will be total. So naturally they are prepared to pay quite handsomely for anyone who could bring them these ten bones...
+
'''6) Extra flags :'''
  
[[#TOP|Back to top]]
+
Again, an extensive list on what flags can be put on the object, listed alphabetically:
  
<span id="QUESTCARD_36">'''QUESTCARD 36'''</span>
+
<nowiki>
 +
    LISTED ALPHABETICALLY
  
ISIS AND OSIRIS
+
32) (buried)            43) edible             
 +
50) <UNUSED>            53) enhanced           
 +
58) <UNUSED>            63) extracting-(CODE)   
 +
49) <UNUSED>              1) glowing             
 +
57) <UNUSED>            38) hidden             
 +
19) anti-centaur          2) humming             
 +
45) anti-disarm          6) invisible           
 +
21) anti-dwarf          65) key-rent 
 +
20) anti-elf            59) life-stealing       
 +
30) anti-esper          55) lightsaber         
 +
11) anti-evil            22) Live Grenade
 +
18) anti-faun            7) magic               
 +
47) anti-female          60) mana-stealing       
 +
10) anti-good            31) melt-on-drop       
 +
24) anti-gringo          34) mob corpse   
 +
29) anti-gypsy          54) modified           
 +
27) anti-hunter          61) move-stealing       
 +
23) anti-indian          33) player corpse       
 +
5) anti-invisible      39) poison type 1       
 +
13) anti-mage            40) poison type 2       
 +
46) anti-male            41) poison type 3       
 +
25) anti-martian        42) poison type 4 
 +
12) anti-neutral        52) randomized         
 +
14) anti-priest          64) shiftable           
 +
28) anti-ranger          44) skinable           
 +
26) anti-spacewolf      51) tinkered           
 +
15) anti-thief          56) two-handed         
 +
16) anti-warrior        62) undisplayed   
 +
35) artifact              4) undonateable       
 +
9) blessed              36) unique             
 +
32) buried              37) unlocateable       
 +
48) contraceptive        3) unrentable           
 +
8) cursed              17) unsellable                 
  
The yearly flooding of the Nile is closely connected to the myth about Isis and Osiris. Without the life-giving power of Osiris, the Nile might not rise again, and without the nutritious mud brought by the flooding, next year's crop will be a failure. But Osiris has been killed by his evil brother Seth, and his corpse cannot be found. Unless it is recovered, so that the funeral rites can be administered, famine and disaster might strike the land. His wife Isis is searching for the corpse in vain, the priests are worried and time is running short...
+
</nowiki>
  
[[#TOP|Back to top]]
+
'''7) Wear flags  :'''
  
<span id="QUESTCARD_37">'''QUESTCARD 37'''</span>
+
Where you want the player to be able to wear an item (if it’s a wearable/wieldable item).  This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off.  Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight.  Please note that certain areas are only for Clan items.
  
THE LOST KA
+
<nowiki>
 +
    LISTED ALPHABETICALLY
  
If an Egyptian is not buried with the proper rites, it is believed that the soul, the Ka, will not be allowed in the Land of Amenti. This is about the worst that could happen to any Egyptian. Imagine a woman, evil and greedy enough to sell her husband's grave for money...
+
11) ABOUT                18) HIPS               
 +
20) ANKLE                15) HOLD               
 +
22) ANTENNA              21) HORNS               
 +
9) ARMS                28) KNEE               
 +
4) BODY                  6) LEGS                 
 +
26) CREST                3) NECK                 
 +
19) EAR                  10) SHIELD             
 +
17) EYES                25) SHOULDER           
 +
16) FACE                23) TAIL               
 +
7) FEET                  1) TAKE                 
 +
2) FINGER              27) THIGH               
 +
29) FLOATING            12) WAIST               
 +
24) FOCUS                14) WIELD               
 +
8) HANDS                13) WRIST               
 +
5) HEAD                 
  
[[#TOP|Back to top]]
+
</nowiki>
  
<span id="QUESTCARD_38">'''QUESTCARD 38'''</span>
+
'''8)Weight      :'''  
  
THE SICK BABY
+
The weight of an item.  There is nothing that weighs less than 1.
  
The worst thing that could happen to a woman is if her baby dies. In the Temple of Abydos a brokenhearted woman has sought the help of the Gods, because it seems that no physician can cure her baby. But maybe there is more to this sad story than meets the eye at first. Maybe the woman herself has wronged a God?
+
'''9) Cost        :'''
  
[[#TOP|Back to top]]
+
This would be the cost of the item if it was sold in a store.
  
<span id="QUESTCARD_39">'''QUESTCARD 39'''</span>
+
'''A) Cost/Day    :'''  
  
PROFESSOR BOTTA'S DILEMMA
+
This would be the cost per day for the player to keep the item.  Most items have 0 cost.
 +
'''B) Timer      : -1'''
  
The very nearsighted archeologist, Professor Botta, has gone missing from the excavation camp of Old Carthage. The general belief is that he stumbled into one of the numerous Timetraps in that camp. All that is left of him is his spectacles, and without them he is as blind as a bat. Most likely he is wandering about in one or other of the Dimensions, without being able to take care of himself. Anybody who succeeds in bringing him back to the camp will receive a nice reward.
+
This would be how long the item exists in mud time after it is picked up. Usually only used on major items or season items. Most items would have a timer of -1 which is indefinite.
  
[[#TOP|Back to top]]
+
'''C) Values      : 0 0 0 0 0 0'''
  
<span id="QUESTCARD_40">'''QUESTCARD 40'''</span>
+
The C values change depending on the TYPE of item it is.
  
THE SECRETS OF THE MIDLANDS
+
'''D) Menu --->  : Applies'''
  
There are several Quests that you can do in this zone. Some of them are big, others small, and the rewards are of course in proportion. They range all the way from helping some of the people in the Mud Village and around the Midlands with minor things to the huge task of Saving the World by retrieving the three boxes of Orden. But perhaps you are going to find that the greater task will be a lot easier to perform, if you have been reasonably helpful to the 'little people' first...
+
This is any bonuses or negatives you want to apply to the item. When you first enter this screen you will see this:
 +
<nowiki>
 +
1) None.
 +
2) None.
 +
3) None.
 +
4) None.
 +
5) None.
 +
6) None.
 +
</nowiki>
  
[[#TOP|Back to top]]
+
That is for the 6 stats you want to apply bonus/negs to.  Right now there are none.  When you hit 1 for the first state to apply, you enter this screen:
 +
<nowiki>
 +
    LISTED ALPHABETICALLY
  
<span id="QUESTCARD_41">'''QUESTCARD 41'''</span>
+
9) Age                  14) Maxmove             
 +
17) Armor                8) Move-regen           
 +
23) Breath Defence        0) Nothing             
 +
6) Charisma            20) Paralyze Defence   
 +
5) Constitution        22) Petrify Defence     
 +
27) Coolness            25) Race               
 +
19) Damroll              21) Rod Defence       
 +
2) Dexterity            26) Speed               
 +
16) Experience          24) Spell Defence       
 +
7) Health-regen          1) Strength           
 +
11) Height              29) Tunnel-Bonus 
 +
18) Hitroll              31) Tunnel-Protection 
 +
3) Intelligence        28) Tunnel-Speed       
 +
15) Mana-regen          30) Tunnel-Stealth     
 +
13) Maxhit              10) Weight             
 +
12) Maxmana              4) Wisdom     
  
THE TEMPLE TREASURE
+
</nowiki>
  
Even though the temple of Hatshetsup was erected far out in the desert, the robbers still found their way there. The Temple Priests could use some help in retrieving the stolen object. Of course - even FINDING the Temple might be a hard task. But after all - if the robbers could find their way there, so could you.
+
So you choose which of those stats you want to apply a bonus/neg to.  Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1). Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide
  
[[#TOP|Back to top]]
+
'''E) Menu --->  : Extra Desc'''
  
<span id="QUESTCARD_42">'''QUESTCARD 42'''</span>
+
This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther.  The first screen you see is this:
  
THE EGYPTIAN GRAVEROBBERS
+
'''1) Keyword: <NONE>'''
  
Once the Vally of Kings was known as Red Valley and the home of a small Bedouin Tribe, calling themselves 'The Chosen'. When the Pharaohs decided to make this remote valley into their new burial place, the Bedouins were forcibly evicted. Naturally they resented this, and most of them turned into grave robbers, not just for profit, but for revenge as well. Maybe you too will have a go at finding the treasures beyond belief that are said to be hidden in the tombs of the Pharaohs. But you might discover, that even finding the cunningly hidden entrances to the tombs might be quite a task. And once in, the tombs are full of perils, even deathtraps. So seeking the help of the Bedouins might not be a bad idea...
+
Like the namelist of the object itself, your keyword is the word used to look at the object. For our pile of hay, you would again use pile hay as the keywords
  
[[#TOP|Back to top]]
+
'''2) Description:'''
  
<span id="QUESTCARD_43">'''QUESTCARD 43'''</span>
+
This is the actually description of the keyword item.  For our pile of hay example, I have this:
 +
This pile of hay has been sitting here for a long time.  So long, it's hard to say it's really a pile, but it isn't flat onto the ground.
 +
3) Goto next description: <Not set>
 +
This is in case I have something else I want to describe about this object.  Like maybe I’d said there was a green leaf in the pile of hay.  Well then I’d go to the next description and start all over with the keywords green leaf and enter that description
  
THE OUTBACK QUESTS
+
'''0) Quit'''
  
This large continent is full of Quests. You'll meet aborigine youngsters, village elders, jolly swagmen, Crocodile Dundee and many many more, and quite a few of them might ask for your help. So be polite and attentive, and you might have a lot more fun with the locals. A good way to strike up a conversation in the Outback is usually to say, 'G'day'. The rewards will vary, but most of them are definitely original. Didn't you always want a boomerang? Or a didgeridoo? Well, perhaps not, but that is just because you don't yet know what it is... or does...
+
This is for once you’re done with all of your extra descriptions.
  
[[#TOP|Back to top]]
+
'''F) Innate      :'''
  
<span id="QUESTCARD_44">'''QUESTCARD 44'''</span>
+
Innates are any skill/spell in the game that the object gives to the player that holds/wields it.  They player will always have that ability until they no longer hold/wield the object.  This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:
  
ROBIN HOOD
+
<nowiki>
 +
    LISTED ALPHABETICALLY
  
Robin Hood and his merry men carry on their fight against the Sheriff of Nottingham and the evil Prince John. Every now and then a member gets captured, but so far they have been able to get them out of prison again. But what if Maid Marion herself, the sweetheart of Robin Hood would be held hostage by the corrupt 'Law'? You will have to find the keys to the prison cells, and they might be anywhere. Searching in Sherwood forest may be perilous - and watch out for the dragon! But if you succeed, you'll be made an honorary member of the Merry Men.
+
62) absolve            17)  curse            52) gate            173) master melee        157) scribe             
 +
209) acid              129) darkness        169) grapple        187) meditate              44) sense life         
 +
75) acid arrow        119) demonshriek      179) grip            172) melee                73) shield
 +
205) acid breath        18)  detect alignment  47) group armor      65) meteor shower        37) shocking grasp     
 +
152) advanced melee    19)  detect invis.     48) group heal      127) midas touch          175) short blade         
 +
83) air elemental      20)  detect magic      49) group recall    90) mind electricity    293) Silenced           
 +
45) animate dead      21)  detect poison    74) group shield    89) mind fire            38) sleep               
 +
43) antidote 1        162) disarm          174) hamstring        92) mind ice            147) sling               
 +
59) antidote 2        215) dispel bubble    171) hand-to-hand    91) mind water          183) slip               
 +
60) antidote 3          22) dispel evil      27) harm            53) minor identify      216) slit               
 +
  1) armor              46) dispel good      72) haste            96) mirror shield        104) slowness           
 +
131) backstab          112) dispel sanctuary  28) heal            141) mount                200) smash               
 +
132) bash              102) divine mind      122) heart squeeze  166) mounted combat      144) snare               
 +
106) battle rage        176) dodge            133) hide            110) nightmare            138) sneak               
 +
196) behead            170) drunk            68) hold person    103) numb mind            118) soulsmash           
 +
186) berserk            149) dual              97) holy shield    299) OUTCAST              98) static shield       
 +
151) blackjack          81) earth elemental  71) holy shout      69) paralyze            139) steal               
 +
197) bladedance          23) earthquake      185) holy strength  165) parry                67) steelskin           
 +
218) bleed              124) electric blast    70) holy word      177) phase                66) stoneskin           
 +
  3) bless              219) embowel          189) hyperactivity  135) pick lock            191) strangle           
 +
  4) blindness          107) embue armor      93) ice shield      33) poison                39) strength           
 +
146) bow                24) enchant weapon  201) identify        56) poison 2              41) suffocate           
 +
195) brace              150) encircle        294) Imm Freeze      57) poison 3              40) summon             
 +
156) brew                25) energy drain    125) inferno          58) poison 4            101) sweet dreams       
 +
207) burn                61) evil eye          50) infravision    159) poison weapon        143) tame               
 +
  5) burning hands      180) face              29) invisibility    128) polymorph              2) teleport             
 +
121) burning skull      123) facemelt        168) joust            80) protection from cold  94) thorn shield       
 +
  6) call lightning    161) filet            134) kick            34) protection from evil 145) throw               
 +
63) chain lightning    202) fire breath      78) knock            79) protection from fire 217) thrust             
 +
178) charge              84) fire elemental    86) life transfer    88) protection from good 158) tinker             
 +
  7) charm              85) fire shield      120) lifesuck        109) psi panic            140) track               
 +
  8) chill touch        153) firearm          30) lightning bolt  154) push                167) trample             
 +
199) cleave              26) fireball        206) lightning breath 64) recharge            164) trap aware         
 +
  9) clone              76) flame arrow      31) locate object    54) remove alignment    190) true strike         
 +
10) colour spray      136) flank            55) locate person    35) remove curse          0) UNDEFINED           
 +
77) cone of cold      105) flight          198) longarm        137) rescue              111) vitalize           
 +
115) confuse            181) focus            108) magic bubble    211) resist cold          213) wall of fire       
 +
11) control weather    163) forage            32) magic missile  212) resist electricity  214) wall of force       
 +
116) corrupt armor      113) forsee          295) Malactation    210) resist fire          82) water elemental     
 +
12) create food        192) fortify          114) mana blast      160) retreat              126) water to wine       
 +
13) create water      100) fortify body      95) mana shield    142) riding                51) waterwalk           
 +
148) crossbow            99) fortify mind      87) mana transfer    36) sanctuary            117) weaken             
 +
14) cure blind        208) freeze          193) manifest        194) scalp                188) woodsing           
 +
15) cure critic        204) frost breath    184) manipulate      155) scan                  42) word of recall     
 +
16) cure light        203) gas breath      182) martial arts   
  
[[#TOP|Back to top]]
+
</nowiki>
  
<span id="QUESTCARD_45">'''QUESTCARD 45'''</span>
+
'''G) Smell Desc  :'''
  
THE LEPRECHAUN'S POT OF GOLD
+
This is what the object smells like: ie: it smells like moldy hay.
  
The leprechaun is an impish creature, living in Sherwood Forest. They say that he lost his pot of gold and is looking for it eternally. If you are below level 25, you might be allowed to help him find it. And perhaps the old druid in the same forest will give you some tips about where to look. But watch out for the dragon! He doesn't like visitors! The reward will not only be gold, it will give good experience too.
+
'''H) Taste Desc  :'''
  
[[#TOP|Back to top]]
+
This is what the object tastes like, should someone try to taste it:  ie: No way you're tasting that.  Well, ok, it tastes like moldy hay.
  
<span id="QUESTCARD_46">'''QUESTCARD 46'''</span>
+
'''I) Feel Desc  :'''
  
THE NEWBIE ZONES
+
This is what the object feels like: ie: It feels as if it's been in the elements for quite a while.  And by elements we do mean rain, sun, rain, etc.
 +
*Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*
  
There are four newbie zones on Adventure Avenue, each with its own quest. You can help find a lost child, save a prisoner, try your hand as a bounty hunter or retrieve a lost item. Which one is which? Well, I won't tell you THAT, but they are all pretty easy, and they each pay a bronze token - but only once.
+
'''J) Material    : base-material'''
  
[[#TOP|Back to top]]
+
This is the base material that the object is made out of.  This is not used very often, but can be useful if you want your item to be made out of something specific.  The list of materials we have are:
 +
<nowiki>
 +
    LISTED ALPHABETICALLY
  
<span id="QUESTCARD_47">'''QUESTCARD 47'''</span>
+
11) basalt              13) diamond              16) leather              15) tin                 
 +
9) carbon                1) glass                20) magic-wood            8) tungsten             
 +
10) coal                  3) gold                  14) plastic              19) wood               
 +
5) copper              17) hair                  12) silica              18) wool               
 +
7) cromium              2) iron                  4) silver                6) zinc   
  
THE GREAT CIRCUS
+
</nowiki>
  
Don't you love to go to the circus? And God knows what interesting things you might find, left by other happy visitors. You're gonna need some keys however. Perhaps Johnny the Horse could help you? Or perhaps YOU could help HIM?
+
'''M) Min Level  : 0'''
  
[[#TOP|Back to top]]
+
This is the minimum level someone has to be to use that object.  As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.
  
<span id="QUESTCARD_48">'''QUESTCARD 48'''</span>
+
'''S) Script      : Not Set.'''
  
THE ZONE FLAGS
+
This is so you can put scripts on your objects so they can do special things.
  
In the centre of each zone there is a zone flag. These flags will be put in as the zones get updated to the new code. As of now 45 of them are in. When all 45 of those are reported, a new batch of 15 flags will be put in. Check the board east of recall for a list of which zones have got the flags. The list will be updated continuously. There is a big reward for the clan reporting the most flags, and individual rewards too, if you collect the flags.
+
'''Q) Quit'''
  
[[#TOP|Back to top]]
+
For when you are done.
  
<span id="QUESTCARD_49">'''QUESTCARD 49'''</span>
+
== Mob editing ==
  
THE DIPLOMATS ON POON
+
<nowiki>
 +
-- Mob Number:  [30108]
 +
1) Sex: male          2) Alias: mob unfinished
 +
3) S-Desc: the unfinished mob
 +
4) L-Desc:-
 +
An unfinished mob stands here.
 +
5) D-Desc:-
 +
It looks unfinished.
 +
6) Level:      [  0],  7) Alignment:    [  0]
 +
8) Hitroll:    [  0],  9) Damroll:      [  0]
 +
A) NumDamDice:  [  1],  B) SizeDamDice:  [  1]
 +
C) Num HP Dice: [  0],  D) Size HP Dice: [  0],  E) HP Bonus: [    0]
 +
F) Armor Class: [ 100],  G) Exp:    [        0],  H) Gold:  [      0]
 +
I) Position  : Standing  J) Default  : Standing
 +
K) Attack    : hit
 +
L) NPC Flags : ISNPC
 +
M) AFF Flags : NOBITS
 +
N) Segments  : Not set        X) Training List : Not Set
 +
R) Mob Race  : Humanoid      V) Mob Class    : Normal
 +
T) Tier      : 0              O) Subskill      : UNUSED
 +
U) Charisma  : 11            W) Skin Vnum    : -1
 +
S) Script    : Not Set.      Y) Owner    : (null)
 +
P) Arrive    : (null)
 +
Z) Leave    : (null)
 +
Q) Quit
 +
</nowiki>
  
The main planet in the Alpha Centauri Sector is Poon, which mostly consists of ocean. The natives evolved in the seaweed, and they still make their living in and from the seaweed. But rumour has it that the bottom of the ocean is solid with gold nuggets, not to metion the valuable Angel Stones. Maybe this is the reason why diplomats from many different worlds gather on Poon? Maybe some of them have other and darker motives than diplomacy? There is indeed a very solid threat hanging over Poon - maybe you can help lift it? In any case, Poon is the diplomatic center of the sector and several quests on the other five planets start or end on Poon. There are also several smaller mysteries on Poon itself. A young diplomat named Retief seems to be in possession of a lot of information, and maybe he and his drinking mates at the Diplomat's Rest will share some of it. The trick is of course how to start them talking...
+
'''1) Sex'''
  
[[#TOP|Back to top]]
+
The mobs sex.
  
<span id="QUESTCARD_50">'''QUESTCARD 50'''</span>
+
'''2) Alias'''
  
THE ALPHA CENTAURI PLANETS
+
Key words for interacting with the mob (look, kill, etc).
  
There are 6 planets in the Alpha Centauri sector. They all have their own natural assets that can be exploited. And each of them resents a major quest, some of them have several smaller ones. Most of them are in any way connected to the central planet, POON. LOVENBROY: Helping with the wine harvest can be very rewarding. Helping one of the grape pickers to find his long lost brother is another Quest.
+
'''3) S-Desc'''
SLUNCH: Saving the main city from the volcano eruption is the main Quest, getting the locals interested in trading is another. Both hang together...
 
YALC: The Voom Festival is of course the main feature - but it has its perils... And the notorious Groaci have kidnapped the Ambassador...
 
YUDORE: Is there intelligent life on the planet? That's the main question. But a more acute problem might be to figure out how to get yourself and poor Mr. Magnan out of the planet, once you've landed there.
 
ASTEROID 95739-A: Two firms have filed claims to exploit the collapsed crystal on this asteroid. Both might ask you for help. But perhaps you'd prefer to get the valuable crystal all for yourself?
 
  
[[#TOP|Back to top]]
+
Effectively the name of the mob.
  
<span id="QUESTCARD_51">'''QUESTCARD 51'''</span>
+
'''4) L-Desc'''
  
QUIXOTICA QUESTS
+
The desc you see in the room.
  
There are several small quests in Quixotica, mostly for experience. In most Amusement Parks and Zoos there are large signs: 'Don't feed the animals!' But in Quixotica feeding the Mime (or even a hungry lady) might become quite an experience. And talking to the Mynah bird can be such fun! Fancy yourself a fighter? Try your boxing skills, against the Galaxy Champion boxer, Jaal'ker. This is quite profitable, both in money and equipment. Or even test your mind at the gameshow at Studio 9.
+
'''5) D-Desc'''
  
[[#TOP|Back to top]]
+
The desc you see when you "look" at the mob.
  
<span id="QUESTCARD_52">'''QUESTCARD 52'''</span>
+
'''6) Level'''
  
THE NEWBIE ARENA
+
The level of the mob, affects 8 through G.
  
This zone is created mainly to help Newbies level, and get a feeling for the game in the process. Consequently it has several small quests that you can carry out, some for equipment, others for money, experience or even tokens. None of them are very hard, and some of the equipment you win will actually help you gain some knowledge about the nature of our world. There are Quests in all 4 parts of the zone. The best way to find the Quest Mobs is usually to greet them, or just look at them.
+
'''7) Alignment'''
  
[[#TOP|Back to top]]
+
Alignment of the mob: >350 is good, -350 - 350 is neutral, < 350 is evil align.
  
<span id="QUESTCARD_53">'''QUESTCARD 53'''</span>
+
'''8) Hitroll'''
  
THE MINE
+
Hitroll determines how many times they'll penetrate. set by "6) Level"
  
The entire mine is a Quest, and it takes some hard work. You dig your own TUNNELS, you MINE for metal ore, and you can also search for gold nuggets, precious stones and other treasures. If you are lucky you might even mine yourself into the Dwarf Treasury. Or the legendary Mines of Moria - but then again, that might turn up to be your bad luck instead. The more you mine the more your mining skills improve. Some equipment that you come across in the mine will improve your mining abilities too. Only, you may not be able to use some of it, before you reach a certain level of mining skill. What you definitely need is a shovel or a pickaxe, to get yourself started. You can buy them in Mine Shop by the Gold Mine in Old West - or maybe a wandering dwarf might sell them to you. To learn more about mining, type HELP MINING, this will give you an index of the help files for it.
+
'''9) Damroll'''
  
[[#TOP|Back to top]]
+
determines damage. set by "6) Level"
  
<span id="QUESTCARD_54">'''QUESTCARD 54'''</span>
+
'''A) NumDamDice'''
  
THE TRADES
+
determines damage. set by "6) Level"
  
There are several trades you can try around the Realms, except the obvious ones as a hunter or soldier. You can for instance try your hand as a farmer, a gardener, a fisher, a jockey, a lumberjack, a miner, a rancher, or even a space-pilot. With most of the trades you produce raw material or items that can be traded for tokens or developed further by Craftsmen. The Trader's Office, south of Recall will give you more detailed info about how to pursue a trade.
+
'''B) SizeDamDice'''
  
[[#TOP|Back to top]]
+
determines damage. set by "6) Level"
  
<span id="QUESTCARD_55">'''QUESTCARD 55'''</span>
+
'''C) Num HP Dice
  
THE ODYSSAY QUEST
+
determines hp. set by "6) Level"
  
The entire zone is a Quest in itself. Since this is the ultimate travelling adventure, you get rewarded even for exploring. But there are several other challenges too, and of course most of them have to do with Odysseus in one way or another. That's all I am going to tell you about it - except that you may have to extend your voyage outside the West Mediterranean Sea. And that the rewards will be well worth the efforts...
+
'''D) Size HP Dice'''
  
[[#TOP|Back to top]]
+
determines hp. set by "6) Level"
  
<span id="QUESTCARD_56">'''QUESTCARD 56'''</span>
+
'''E) HP Bonus'''
  
THE DEAD HEROES
+
determines hp. set by "6) Level"
  
When Achilleus died, the other Greek heroes competed for his armor. Ajax, the strongest of them all, was convinced that he'd win it, but instead it was awarded to the cunning Odysseus, as a reward for coming up with the idea of the Trojan Horse (which eventually finished the war in favour of the Greeks). Ajax was so dismayed, that he threw himself on his sword. And consequently ended up in Tartarus, with other suiciders. And can you believe it? - he is STILL whining about it. Why not put him out of his misery once and for all? And hey - what about Achilleus? He must be in the Realms of Hades too... But the dead are dead, so they cannot communicate with the living... Perhaps. But there is a way to make them gain enough strength to respond, at least for a short while. Odysseus knew what to do. You could try the same method.
+
'''F) Armor Class'''
  
[[#TOP|Back to top]]
+
determines ac, lower is better. set by "6) Level"
  
<span id="QUESTCARD_57">'''QUESTCARD 57'''</span>
+
'''G) Exp'''
  
tHE UNHAPPY SOULS
+
exp received on mob death.
  
There are several parts of The Realms of Hades and none of them is a very happy place. Naturally the souls tortured in the depth of Tartarus, the Greek equivalent of Hell, would rather be somewhere else. But even most of the souls in the Elysean Field, which is the Greek version of Heaven, seem strangely discontent. Several souls in the Realms of Hades may ask you for help in their misery. Some of them were famous heroes in life, others are just ordinary people, who were given a bad turn in life. Did you know that you aren't even allowed to ENTER the Realms of Hades, unless the correct funeral rites were performed over your body? And once in, you may find it a bit hard to get out again, muhaha...
+
'''H) Gold'''
  
[[#TOP|Back to top]]
+
gold dropped on death
  
<span id="QUESTCARD_58">'''QUESTCARD 58'''</span>
+
'''I) Position'''
  
THE LOVESICK POET
+
State the mob is in: sleeping, sitting, standing etc.
  
A young poet is madly in love with Queen Adia, but she scorns him and he is thrown out of the Ice castle. So he wanders in the icy forest, writing poems to his beloved, then tearing them up in despair. Later he regrets this, but the pieces of paper have been scattered by the wind... Maybe if Queen Adia were to read his poem, her heart of ice would melt?
+
'''J) Default'''
  
[[#TOP|Back to top]]
+
Default position? Not seeing what this does in tests? Some info would be nice.
  
<span id="QUESTCARD_59">'''QUESTCARD 59'''</span>
+
'''K) Attack'''
  
THE TRAPPED MINER
+
Attack type. Choose something that makes sense for the mob.
  
The Goldmine is a pretty risky place to visit, mainly because the miners don't really like visitors. But there are other perils, and the greatest of them all is the dreaded cave-in. Only, in their lust for gold, the miners ignore the perils, they even forget to shore the tunnels. So now one of them is trapped behind masses of earth. And his comrades don't even care about it, they are too busy excavating more gold. So this poor man would be doomed to a slow and painful death, if it weren't for his best - and only - friend. And maybe you as well. But beware, or a new cave-in might bury you both... For good this time...
+
'''L) NPC Flags'''
  
[[#TOP|Back to top]]
+
These have various affects on what the mob can and can't do. What you can do with it. Behavior etc.
  
<span id="QUESTCARD_60">'''QUESTCARD 60'''</span>
+
'''M) AFF Flags'''
  
THE LEGEND OF THE DEAMON
+
Certain active affects like buffs the mob has.
  
Somewhere in Llano Estacado is an inscription, which tells the legend of the Deamon from hell. It can be appeased with the right offerings - at least for a while. It might even reward you - in a way. But beware! Gifts from a Deamon usually have their drawbacks...
+
'''N) Segments'''
  
[[#TOP|Back to top]]
+
"segments" of your mob, things like multiple heads etc? They move and die with the "host" mob.
  
<span id="QUESTCARD_61">'''QUESTCARD 61'''</span>
+
'''X) Training List'''
  
THE NECROMUNDA GANG WARS
+
Skills the mob can train.
  
The north-western parts of Necromunda have long been the haunt of a couple of youth gangs. This makes these alleys a risky place to enter for anybody, but most of all for the gang members hemselves, who are constantly fighting one another and marking their territory with grafitti. Lately the Goliath gang seems to have got the upper hand for some reason, and a member of the Escher gang might ask you for assistance. Maybe you don't like to help scum like that? Maybe you think they should be left to exterminate themselves? Fine by me, but in case you do decide to take part in the fights after all, you should know that the Goliath Leader has got himself a fancy electronic shield that makes him all but invulnerable, except maybe if you blow up the entire building...
+
'''R) Mob Race'''
  
[[#TOP|Back to top]]
+
Determines whether the mob has gold or not.
  
<span id="QUESTCARD_62">'''QUESTCARD 62'''</span>
+
'''V) Mob Class'''
  
THE THREAT OVER HAYHOLT CITY
+
A mobs class defines how it attacks and the skills it knows.
  
Since the Good King John died, nothing has been the same in Hayholt City. The true heir, Prince Josua, has mysteriously disappeared, and some say that he killed his own father. Currently the King's brother, Elias, is in power, but the city is not a happy one. Rumours are spreading, people are afraid, and it is whispered in the street that the REAL ruler is Pyrates, the magician, who is said to use deformed humans and political prisoners as slave labour for his workshops in the dungeon. Naturally nobody speaks these things out loudly, who wants to end up in the Dungeon himself? It is said in a prophecy that a Stranger will be the one to save the city, and perhaps you are going to be that person. Or perhaps you'll decide to join the dark forces instead? Two great swords are at stake in this Quest, one for the good, the other for the evil. The choice is yours.
+
'''T) Tier'''
  
[[#TOP|Back to top]]
+
The tier adds a difficulty modifier to the mob, the higher the tier the stronger it is.     
  
<span id="QUESTCARD_63">'''QUESTCARD 63'''</span>
+
'''O) Subskill'''
  
RESCUE THE VIRGIN
+
The mob will use the given subskill appropriately when needed.
  
The Ancient Cult of the Temple Of The Damned is an evil one, which includes the sacrifice of innocent young virgins. Maybe there is still time to save the life of the young maid that they recently captured, and bring her safely back to her father, who lives near Hayholt City.
+
'''U) Charisma'''
  
[[#TOP|Back to top]]
+
for shopkeepers the higher it is the more they'll sell things for.
  
<span id="QUESTCARD_64">'''QUESTCARD 64'''</span>
+
'''W) Skin Vnum'''
  
PROTECTION OF THE ANGELS
+
Item received when skinning?
  
Deep within the Enchanted Lands is a secret past of affliction where a new hero is destined to rise. It is said that the lands, forests and valleys are protected by angelic beings with weapons of light. One wishes to help you face your fears and defeat the evil within. Another tells of an escaped foe from the black stone terrain of Mt. Kuromeru, attempting to unleash the hoardes against the world once more. Is it possible to bypass the glowing shield and dark army surrounding the black mountain?
+
'''S) Script'''
  
[[#TOP|Back to top]]
+
Used for scripts
  
<span id="QUESTCARD_65">'''QUESTCARD 65'''</span>
+
'''Y) Owner'''
  
THE POISONED UNICORN
+
???
  
Somewhere safe in the Enchanted Lands a small unicorn lies ill, poisoned and confused. There are still so many items needed for his remedy - and they are incredibly rare. If you find them all, his caretaker would no doubt give you a token of his esteem.
+
'''P) Arrive'''
  
[[#TOP|Back to top]]
+
Message you see on the mob arriving in the room you're in.
  
<span id="QUESTCARD_66">'''QUESTCARD 66'''</span>
+
'''Z) Leave'''
  
THE TULIPEK TREASURES
+
Message you see on the mob leaves the room you're in.
  
The Tulipek people have a long past of heroism in the wars against Mt. Kuromeru. They still keep tokens of their assistance and of friends they lost. One piece very close to the people's hearts has been missing ever since the great war in Arkenlan, it would be a good deed to return it to them.
+
'''Q) Quit'''
  
[[#TOP|Back to top]]
+
For exiting :P
  
<span id="QUESTCARD_67">'''QUESTCARD 67'''</span>
+
'''KVETCH POST START'''
  
COSMO CANYON
+
I can't find any specific guides on these.  I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows.  I also know I pestered Horus about something and will post his answer here to help out everyone possible.
  
There are more things to do in Cosmo Canyon than just fighting in the famous Hologram Arena. Below are a couple of suggestions:
+
My main questions concern the NPC flags. The ones I know, I'll fill out. The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.
1. The Missing Manager
+
<nowiki>
A lot of folks in Cosmo Canyon seem quite wary about the arrival of two managers from Shinra Inc. How many employees on vacation travel together? And if there are two, why can you only spot one of them? They're not up to something are they?
+
    LISTED ALPHABETICALLY - with notes from Kvetch
2. The Miserable Moggles
 
In Cosmo Canyon, two Moggles of the opposite sex waddle aimlessly about and hardly talk to anyone these days, let alone each other. Maybe an outsider can figure out what's wrong with them.
 
  
[[#TOP|Back to top]]
+
17) !BASH - mob can not be bashed           
 +
18) !BLIND - this mob can not be blinded         
 +
14) !CHARM - mob can not be charmed           
 +
29) !FREEZE - Mob can not be frozen
 +
23) !POISON - mob can not be poisoned
 +
20) !PUSH - mob can not be pushed         
 +
22) !SHOOT - mob can not be shot (?? does this include ranged spells AND bows/guns?)
 +
16) !SLEEP - mob can not be put to sleep (?? does this include sweetdreams?)
 +
15) !SUMMN - mob can not be summoned           
 +
6) AGGR - this mob would be aggro to everyone.             
 +
9) AGGR_EVIL - mob is aggro to anyone with alignment between  -1000 and -350 (considered evil)           
 +
10) AGGR_GOOD - mob is aggro to anyone with alignment between 350 and 1000 (considered good)
 +
34) AIR - ???
 +
5) AWARE - not quite sure what this flag is for or when to use it)                 
 +
17) !BASH - mob can not be bashed           
 +
18) !BLIND - this mob can not be blinded         
 +
30) CAN_MATE - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.
 +
14) !CHARM - mob can not be charmed           
 +
37) EARTH - ???             
 +
24) EDIBLE - I'm guessing that you would be able to eat the mob, but what exactly would that do?
 +
11) EGGR_NEUTRAL - mob is aggro to anyone with alignment between  -350 and 350 (considered neutral)
 +
36) FIRE - ???   
 +
29) !FREEZE - Mob can not be frozen
 +
42) HEALER - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?)
 +
13) HELPER - mob helps the person/mob in the room that is the closest in alignment to it
 +
38) HERD - mob follows when others of its type move
 +
4) ISNPC - every mob IS an NPC so this should be on every mob
 +
12) MEMORY - but is it only the last and am I right at all about that?
 +
19) MOUNTABLE - mob can be mounted and rode as a mount         
 +
31) NOTDEADYET - ???
 +
23) !POISON - mob can not be poisoned
 +
32) POISONS 1 - I'm assuming that mob has the ability to poison using poison1 (like small snakes)
 +
33) POISONS 2 - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)         
 +
43) POSTMASTER - mob is a postmaster  - like Barts dog east of recall         
 +
20) !PUSH - mob can not be pushed         
 +
44) QUESTMOB - ???  - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)           
 +
21) REMOVE-THIS-FLAG-THIS-FLAG  - I'm just assuming this is a "do not use" flag so don't put it on any mob.
 +
3) SCAVENGER - It picks EVERYTHING it can up off the ground.  Good for those sweepers.           
 +
2) SENTINEL - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander
 +
22) !SHOOT - mob can not be shot (?? does this include ranged spells AND bows/guns?)
 +
25) SKINNABLE - mob can be skinned must have a skin object made that the player would get if they skinned the mob)
 +
16) !SLEEP - mob can not be put to sleep (?? does this include sweetdreams?)
 +
1) SPEC - ???
 +
41) STAY_SECTOR - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms
 +
7) STAY-ZONE-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)
 +
15) !SUMMN - mob can not be summoned           
 +
39) SWIMS - the mob swims (assume this is needed for those mobs in water like fish?)             
 +
28) UNDEAD - Mob is undead (?? there is also a mob:class undead  - how do these relate?)
 +
26) UNUSED - empty for future use?           
 +
27) UNUSED - empty for future use?
 +
35) WATER - ???
 +
8) WIMPY - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)
 +
40) WIZINVIS - the mob is wizinvis which means no -one will see it other than immorts  - though if they react to a trigger or anything, players can find out about them.
  
<span id="QUESTCARD_68">'''QUESTCARD 68'''</span>
+
</nowiki>
  
THE GOLF COURSE
+
Other things of note:
  
The golf course is a great place for people fresh out of the newbie arena. There are many small quests throughout the course. People are always losing things when they go out on the golf course. You could probably make a small fortune in returning lost objects. And who knows what you'll find out there that is just too good to return. After all, possession is 9/10 of the law.
+
Mob Class:
 +
<nowiki>
 +
    LISTED ALPHABETICALLY
  
[[#TOP|Back to top]]
+
5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)
 +
2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)
 +
3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)
 +
0) Normal - I assume there is nothing special about this mob and it will do no special attacks
 +
4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills)
 +
1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)
 +
</nowiki>
  
<span id="QUESTCARD_69">'''QUESTCARD 69'''</span>
+
Undead mobs are not affected by:
  
THE CITADEL OF THANDAR
+
soul smash, demon shreak, burning skull, heart squeeze, facemelt
  
Things are unquiet in the realm of Thandar. A wild beast is terrorizing the upper mines, a rash of thefts in the Citadel itself has left the citizens unable to perform their daily duties, a recent murder has the guard perplexed and somebody keeps sneaking into the cook's garden and making off with his mushrooms. Oh, and it's also the king's birthday, so if you visit you better bring him something he'll like. (And here is a problem, what gift could possibly please someone who already has everything?)
+
I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags. Or if you need both to have a real undead.
  
[[#TOP|Back to top]]
+
I'd like to have a real "how to build mobs" guidelines, but can't do it without answers. 
 +
Thanks to all that read this.
  
<span id="QUESTCARD_70">'''QUESTCARD 70'''</span>
+
Kvetch
  
THE MULTI-DIMENSIONAL CHAIN
+
== Zone editing ==
  
Taking you through all dimensions and into the furthest corners of some of the zones, this 20 part chain quest is a true challenge to your knowledge o the lands. The only way to make it through this quest is by being a thorough explorer. Though long, and sometimes very hard, the rewards at the end of this journey makes it all worthwhile.
+
<nowiki>
 
+
Room number: 30117      Room zone: 301
[[#TOP|Back to top]]
+
1) Builders      :
 
+
Z) Zone name      :  
<span id="QUESTCARD_71">'''QUESTCARD 71'''</span>
+
X) Dimension      : General
 
+
L) Lifespan      : 5 minutes
THE OLYMPIC GAMES
+
B) Bottom of zone : 30100
 
+
T) Top of zone    : 30199
Traditionally the Olympic Games are held each four years in a little city near the westcoast of Peloponnesos, and from all over Greece young athletes gather there to compete with one another in fair fight. Only this years there are some problems, and the fights aren' always as fair as could be expected. The Officials are incompetent, the Judges are corrupt, and the crooked Trainer is running out of ingredients for the most popular doping pill. And maybe the fights aren't all that fair after all. All in all this opens some profitable opportunities for the resourceful Traveller...
+
R) Reset Mode    : Normal reset.
And you can even bet on the outcome of the games. Who said that doping and bookmaking were modern inventions?
+
F) Zone Flags    : NOBITS
 
+
[Command list]
[[#TOP|Back to top]]
+
0 - <END OF LIST>
 
+
N) Insert new command.
<span id="QUESTCARD_72">'''QUESTCARD 72'''</span>
+
E) Edit a command.
 
+
D) Delete a command.
THE CALYDON BOAR HUNT
+
Q) Quit
 
+
</nowiki>
Each year a great boarhunt is held in Calydon, and adventurers and heroes from all over Greece go there to take part in the risky sport. They compete among each other about who can kill the most boars, and every day a new 'Hunter of the Day' is appointed. This is not only a very prestigious title, it also means a quite substantial reward - at least the first time you win the title.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_73">'''QUESTCARD 73'''</span>
 
 
 
THE TWELVE DEEDS OF HERACLES
 
 
 
Although the great hero Heracles is dead and gone, his two cousins, Iolaos and Eurystes, are still alive. They both live in the city Tiryns, where Eurysthes is king. For those of you that wish to repeat the twelve deeds of Heracles, Eurystes is the person to see. He is a vain and stupid man, so he might just get a kick out of sending a new person out to repeat those dangerous tasks. And as for Iolaos - well, he has his own opinions about Heracles. A warning: Heracles may not have been very bright, but he sure was strong. So this Quest is for high tier players mostly, even though some of the deeds are easier than others. The problem is: YOU do not decide in what order you want to do the deeds - Eurysthes does.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_74">'''QUESTCARD 74'''</span>
 
 
 
MORE GREEK ADVENTURES
 
 
 
There are many adventures awaiting the traveller in the ancient Greece, many people that you could help and many Quests to pursue.
 
 
 
The Lapith Queen is troubled over the King's illness and her son's absence. She could do with some help from a Traveller.
 
The Moonspinners have lost their magic distaff and spinning hook.They lent them out as a good deed, but were repaid ill for good.
 
The nymph Moria mourns her dead lover, who got bit by a snake. Maybe there is a way to revive him.
 
A young recruit wants to join the Achaean fleet in Aulis, to go to the Trojan war. But since he's never been out of his home village before, he is a bit lost and needs guidance.
 
A dangerous bull is loose on the plain of Marathon. It was meant as a gift for the King of Athens, and that's where it should be brought, to be sacrificed at the altar of Athena. Only, not all people have the knowledge and courage to catch a raging bull...
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_75">'''QUESTCARD 75'''</span>
 
 
 
FARMING AND LUMBERJACKING IN CALIFORNIA
 
 
 
Out in sunny California, John Sutter has set up a lucrative agricultural and lumbering company, but he can use some help. You see, he's severely shorthanded with all his field hands running off to the hills in search for gold.
 
 
 
South of Sutter's fort, the fields roll, gleaming brightly in the sunshine. They are just waiting for a little TLC to finish the harvest. To reap the rewards, carry your crops to the Fort where several people are more than happy to take them off your hands and reward you... especially if you find a way to help THEM.
 
If it's lumbering you're after, there are forests to be had up in the mountains north of the fort, and if you make your way to the Coloma mining town, look up James Marshall at the Mill and he'll see your lumber cut for you.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_76">'''QUESTCARD 76'''</span>
 
 
 
DIGGING FOR GOLD IN CALIFORNIA
 
 
 
Up in the hills and on the rivers in California, something near and dear to everyone�s heart has been discovered! GOLD!!! Ask around up there and maybe someone will be more than happy to show you how to go about panning for gold!
 
Or, if even more entrepreneurial, there�s mining up in Sutter's Mines, but beware... mining has its hazards.
 
In Sutter's Mines, it's been rumored that a mad inventor is toiling away and he's lost his parts. Find them and return them to him and he will reward you accordingly.
 
Mining is a hazardous profession, and some are often buried under the rubble. In Sutter's Mines, a father has lost his son to the hazards of mining. He asks that you try to find him and return him to him.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_77">'''QUESTCARD 77'''</span>
 
 
 
The Whotvar Quests
 
 
 
The planet Whotvar is part of a newly discovered system in the upper parts of our Galaxy. Although the planet is sparsely populated, the natives certainly could do with some help from resourceful Travellers. - A young native has lost her earring and is too small to go and find it. Helping her just might make her smile. - Ridding Whotvar of its ancient curse, and the demon who spawned it, just might cause an old woman to sweep you off your feet. Be careful, demons are tough.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_78">'''QUESTCARD 78'''</span>
 
 
 
WHOTVAR II QUESTS
 
 
 
A couple of asteroids circle the same sun as Whotvar. They are the centre of some Space-Soap-Opera like plots that will need the help of outsiders to get resolved.
 
 
 
Mrs. Bitters wants to have a hot date with a friendly space captain, but her husband keeps here practically chained to the kitchen. Helping her find some things to wear can be a rewarding experience.
 
Mr. Bitters is looking for a certain stone that can turn any item into gold. He is offering an item that he stole...err, received for his good works on a far away planet.
 
Baby Bitters wants to play with her blocks again, but she gave them to a kindly old dwarf *snicker* in exchange for a magical stone. Finding the blocks will lead to getting what the blocks spell.
 
Mavra Chang is a space captain with the hots for Mrs. Bitters and an urge to punish Mr. Bitters. She has some information that can lead to getting lots of gold. Can anyone help her out?
 
A girl just wants to dance and who can blame her? But doing it naked can be embarrassing. Anyone that can help her find her clothes will be rewarded by Dr. Bitters.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_79">'''QUESTCARD 79'''</span>
 
 
 
TRADING IN THE GREEK ISLANDS
 
 
 
Each of the 40 islands in the different archipelagos, and many places on the mainland too, have their own natural assets that can be traded in some other places. There are two main centrepoints for the trading, each with its own large marketplace; the island Carpathos in the South Sporades, and the island Cyprus in the far east part of the Mediterranean Sea. Usually you can get a better price if you find the right buyer somewhere else, however. Just remember that if you give someone and item that they didn't ask for, they will be a lot less willing to pay.
 
 
 
During the antique era trading is mostly done by bartering and based on trust. You GIVE a person something they desire, and in return you RECEIVE something else. This could be a more developed item that you can trade elsewhere. But it can also be the Currency known as Trading Points, which will eventually allow you to buy some cool stuff, once you've collected enough of them.
 
 
 
The prospective Trader would be advised to start on Carpathos, where you can acquire Nautical charts and Trading charts listing Sellers, Buyers and the current prices of some items.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_80">'''QUESTCARD 80'''</span>
 
 
 
AEGEAN ISLAND QUESTS
 
 
 
Apart from the lucrative Trading, there are also some more traditional Quests you could do in the Aegean Islands.
 
 
 
A young man named Spiros, on the island Samos, is grieving his lost bride, Calinia. But maybe she isn't lost forever? According to the talk in the harbour taverns, her ship was taken by Icarian pirates. Asking around a bit might help in finding the lost bride. Just be careful, so you don't get to share her destiny...
 
On the island Tenedos a guerilla war is raging. A young woman is longing for her fiancee, who has taken to the mountains with the rest the young men. If she could just see him once again, to make sure that he is safe and sound...
 
On the island Anaphe the settlers are longing for their old homes in Attica and Euboea, and for their families left behind...
 
There is a mystery on the seemingly uninhabitated island Lebinthos. The seamen talk about an ancient curse of Zeus, and avoid the island as much as possible. But for an adventurous Time Traveller this could be the start of a challenging Quest, in search not only of a lost people, but of a sculptor, who is as famous as he is elusive.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_81">'''QUESTCARD 81'''</span>
 
 
 
ARCHAEOLOGY
 
 
 
Northeast of the archaeological camp in Old Carthage lies the secluded and fenced in Carthage Bay. Here the visitors are allowed to try their hand at some archaeology themselves, since the staff is so overworked. Everywhere in and around the shores of the bay, and sometimes spreading into the excavation camp you can find shards, pieces of pottery and even pieces of ancient weapons. Some of them are just stone shards, and some of the pieces can be pretty hard to find. Don't expect them to lie around in the open, if they did someone would have found them already.
 
 
 
You need to find all the parts to an item and then turn those in to one of the archaeologists of Camp Carthage, who will put the pieces together and reward you, provided you have found ALL the pieces. (You'd better make sure that you have, before turning them in, because otherwise those pesky scientists will just keep the pieces and all your hard work will be im vain). If you want some more hints have a look at the backside of the card too.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_82">'''QUESTCARD 82'''</span>
 
 
 
TRADING IN EGYPT, KUSH AND PUNT
 
 
 
The Nile has always been the main Trade route of northeastern Africa, much more important than the caravan trails that traverse the vast Sahara desert. All kinds of goods are shipped along the Nile, downstream in the summertime during the flood season, upstream in wintertime when the prevalent northern winds facilitate sailing against the current.
 
 
 
The trade between the three countries Egypt, Kush and Punt is lively, with Kush in a strategic position between the other two. There are Trading Markets in several places along the course of the river; - Aswan, Elephantine Island, Kerma, Napata, Meroe and Khartoum, which all sell and buy a number of the most common trading articles for TradePoints. But you'll find that the prices vary a bit with the location.
 
 
 
Mostly you'll be paid in TradePoints but in the Land of Punt trading with the natives is traditionally done by bartering, item per item. The determined Trader can make a good living from it.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_83">'''QUESTCARD 83'''</span>
 
 
 
THE BORED STATUES
 
 
 
The Sun Phenomenon of the Abu Simbel temple is famous. It's not quite clear whether it appears by pure chance, or whether it is a very clever design of the architect of the temple. What happens is that the first rays of the rising sun will illuminate the four statues set at the back wall, almost 50 m inside the mountain.
 
 
 
As the sun moves, the small illuminated area will move too, from statue to statue. Only during a short period of the year, around the vernal and autumnal equinox, this area will be large enough to illuminate all four statues at the same time. But this is not all. When the rays of the sun hits a statue during this period, it will spring to life - that is, a certain amount of life - allowing the statues to talk to one another for a short while. And what would four statues have to talk about? Well, the truth is, statues trapped 50 m inside a rock temple don't get a lot of excitement. So, what they mainly talk about is how bored they are. Perhaps YOU could relieve their boredom a bit?
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_84">'''QUESTCARD 84'''</span>
 
 
 
THE LIVING AND THE DEAD
 
 
 
Life after Death plays an enormous role in both Egypt and Kush, to the point where each city in Kush has a mirror city for the dead. A large part of Life in those countries is to prepare for Death - your own or that of your beloved ones.
 
 
 
The Kings and Pharaohs build impressive Mastaba tombs and Pyramids, where the walls are decorated with amazing murals, and the chambers are filled with grave-goods - and often also with the sacrificed bodies of their servants, concubines, guards and slaves. The ordinary people have fewer resources, but even for them it is important to be sent off in style, and an entire industry has developed in Kerma focused on grave-goods, mostly ceramics and cloth. To be buried in style in Kerma, the body has to be wrapped in at least 5 pieces of the famous Kermian cloth, and since this is very expensive, families often leave their mummified dead above ground until they can afford a decent burial.
 
 
 
You'll find several Quests connected to the burial rituals of Kush. But beware - the Dead don't always appreciate being disturbed, and although the Bas can be quite talkative, they can also be vindictive. And although you may be lucky enough to find some extremely valuable object among the linen wrappings of a mummy, you might also be slain on the spot for the sacrilege.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_85">'''QUESTCARD 85'''</span>
 
 
 
THE NOMADS OF WAWAT
 
 
 
Nomads have a hard life in this arid desert. Their only fortune is their herds, but the herds need to move constantly, to find fresh grazing and water. There are some campsites in oases with wells that provide enough water for both people and animals, but the nomads can never stay very long in either of those, because the herds will soon have devoured every green straw on the ground. So they are always on the move, always living on the marginal. Perhaps you could make their life easier in some little ways? But then again, there are also Egyptians in Wawat, and they tend to regard all Nubians, including the nomads, in the same way; 'The only good Nubian is a dead Nubian'. So maybe you will choose to help the Egyptians instead. It's a free choice, after all.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_86">'''QUESTCARD 86'''</span>
 
 
 
ARCHAEOLOGY IN WAWAT
 
 
 
You wouldn't believe it at first sight, but this inhospitable desert is filled with buried treasures. The tombs of the nomads, objects dropped by passing caravans, the belongings of travellers that died in the desert, all are soon covered by the drifting sand. But sometimes the ever blowing winds will shift the sand again, and uncover an old skeleton, a decorated tomb, or just an object dropped by mistake - and to modern Time Travellers these objects are archaeological artefacts of great value. There is even a Trader, Kabeebi, who has set up shop in the desert just to trade these artefacts. You need patience and a keen eye to be good at archaeology, but once you get the hang of it, you can scrape a good living from the trade.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_87">'''QUESTCARD 87'''</span>
 
 
 
KERMA POLITICS
 
 
 
The land of Kush has a strategic location, not only between Egypt and the Land of Punt, but also at the crossing of the two main Trading routes of Africa, the Nile, and the Caravan trail between Carthage and the Red Sea. The Kushites are traders by nature, and make a good profit on both ends of the Egyptian-Puntian trade. But the Kushites are also fighters by nature, and quite often find themselves in more or less open conflict with Egypt. Keeping up the Power Balance, without jeopardising the profitable Trade, is like a tricky game of chess, one that needs foresight, cunning, courage and patience.
 
 
 
You too can be a part of the Top Politics of Kush, if only mainly as a courier, a carrier of dispatches. This may seem just like some sort of glorified 'errand boy', but there is more to being a courier than meets the eye at first. If you fulfill your task faithfully, never straying from the path, you'll build up a trust, and the final reward may exceed your expectations. Delivering a dispatch to the wrong recipient, can be extremely embarrassing and even dangerous, for both the sender and yourself. Remember that the bearer of bad tidings often gets the blame... On the other hand, delivering a dispatch to someone other than the original adressee can also have interesting - even profitable - results sometimes... It is your own choice how to carry out your tasks...
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_88">'''QUESTCARD 88'''</span>
 
 
 
THE AMUN PRIEST CONSPIRACY
 
 
 
The Amun Priests wield great power in both Egypt and Kush. Too much, many think. The temples of Amun hold enormous treasures, and the Priests of Amun form a Brotherhood - a web that covers both the lands. Only one Pharaoh ever managed to challenge their power, Akhenaton, who tried to establish monoteism in Egypt, the worship of the God Aton instead of Amun. For a while he was successful, but in the end the Amun Priests prevailed. Akhenaton was murdered, and the weak young successor Tutankhamon reinstalled the worship of Amun.
 
 
 
Since then the Amun Priests have gained even more power, more or less eliminating all the other Gods, reducing them to becoming different aspects of Amun and Mut. And yet the Priests crave even more power. They do not only rule in matters of religion. By pretending to forward messages from the God Amun himself, they can heavily influence the choice of a new Pharaoh or King. And naturally they prefer a ruler that is weak, someone they can manipulate easily. The present King of Kerma is too strong-willed to suit their agenda. So the Priests have concocted a plot, to have him removed from power and replaced with his feeble-minded younger brother. The Traveller can choose to assist either side...
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_89">'''QUESTCARD 89'''</span>
 
 
 
THE ARMY NEEDS YOU!
 
 
 
The kobolds and goblins of NightDragon Realms have been at war for centuries - it's time for this bloody battle to end. Choose a side and join the army - will you work your way up to Dragon for the kobolds or Worgrider for the goblins? Either way, loyalty has its rewards while betrayal will have its punishments.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_90">'''QUESTCARD 90'''</span>
 
 
 
VICTORIAN ENGLAND
 
 
 
Quest 1 Jack The Ripper The good citizens of Victorian London are depending upon Sherlock's legendary sleuthing skills to apprehend the monster known as Jack the Ripper. Unfortunately, Sherlock is having problems and needs help. Visit him to find out what he needs and join the hunt for the Ripper. Be warned, the hunt is long and arduous and not for the faint-hearted.
 
 
 
Quest 2 Mary Shelley is fed up with her husband disappearing off to poke around in old ruined Greek temples. Talk to her and undertake her quest to bring him home.
 
 
 
Quest 3 Bedlam Asylum, the hellhole where the deranged and insane are sent for 'treatment'. Not everyone incarcerated within its walls deserves to be there however. Meet with a mother and help her recover her daughter. She will be indebted to you and a nice reward awaits those who succeed. By the way, guess who also is incarcerated there?
 
 
 
Quest 4 Dr Jekyll is becoming increasingly more worried, his latest batch of potion was too strong and Mr Hyde is taking over control more and more. Unless somebody stops him, Mr Hyde will soon be completely dominant and Dr Jekyll will cease to exist. Help Dr Jekyll find the items he needs for his antidote and banish Mr Hyde for good.
 
 
 
Quest 5 There are also some smaller Quests, to help various citizens in need.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_91">'''QUESTCARD 91'''</span>
 
 
 
THE ELVEN BARDS
 
 
 
The great Master Bard, Taliesin, has come to the Metropolis of the Elves, and from near and far the bards gather for the yearly Contest, where he will be the Supreme Judge. There are two main rules for the contest: The poems must be 6 lines long and they have to be in rhymed verse. The prize is very prestigious, and the winning bard gets to perform before the Elven King. Four of the local bards have registered for the contest; Mendel Caladron, Valith Chanderell, Isidia Sungold and Amalith Starglance. Each of them very much wants to win, and they wish almost as much that their main rival will NOT win. So naturally everybody is getting very tense, and in a moment's despair all four of our local bards have torn up their efforts and thrown the pieces away, fearing that they are not talented enough to win. The next moment they regretted it, but by then it was too late - the wind had already blown the pieces away... Each of the bards would pay a lot to have their poem restored, for they can no longer remember what they once wrote, and their inspiration has drained... (But their distress is so great that you must give them the lines in the correct order, or they will not recognise their own poem, and might just throw the scraps away again).
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_92">'''QUESTCARD 92'''</span>
 
 
 
THE PRICE BULL
 
 
 
Old McDonald has a farm, with a load of animals on it. So has farmer Joe. He's also got a wife and two kids. But the thing that he cares for most of all in this world is his prize bull, Old Red. He's so crazy about that old bull that the ring in its nose is made of pure gold. Ain't that ridiculous? Wouldn't that old ring look a lot better on you? Especially if you could find someone who would adapt it to a better size...
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_93">'''QUESTCARD 93'''</span>
 
 
 
CASTLE CASE
 
 
 
Did you ever want to try your hand as a private detective?
 
Now, here's your chance.
 
Lady Anne, the wife of the well known Robber Baron, has lost the key to her jewel case. She's convinced that one of the servants has nicked it, and has turned to the 4D Travel Agency, with the request that they send a detective to her to solve the mystery. Should be a piece of cake for a smart hotshot like you.
 
All you need to do is talk to Lady Anne, and all the other inhabitants of the castle, and then draw your own conclusions about whodunnit.
 
It should be pretty obvious in the end, to someone with normal intelligence and an open mind.
 
And if during your investigations you should happen to come across the key to the Robber Baron's own treasure chest... who would blame you, if you...
 
Because after all, the Baron is a brute and Lady Anne is a bitch. And I can promise you that you'd really like to get your hands on what's in that chest.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_94">'''QUESTCARD 94'''</span>
 
 
 
FISHERMEN STORIES
 
 
 
Almost all fishermen tell those very long and boring stories, usually about the hardships they endured at sea, or the really fantastic fish that they caught - or failed to catch - at one time or another. Naturally the fish gets bigger and the hardships more dramatic for each time they tell their story. The fishermen in Green Fen are no exception to this rule, and by now the people of that village - inhabitants and visitors alike - are getting so tired of their longwinded tales that they have a hard time keeping their audience. But if a listener actually managed to stay awake during the entire story, they might - just MIGHT - get to know something that could lead to... who knows what... An exciting adventure? A hidden treasure? A tale about a lost child that reveals a dark family secret? Or just a very boring story about a very big fish that got lost?
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_95">'''QUESTCARD 95'''</span>
 
 
 
THE CALL OF THE SEA
 
 
 
Did you ever dream of going to sea? Becoming a Pirate, or maybe a Viking? Travels, adventure, rich loot, treasure chests buried on desert shores... Then maybe you should seek out Mate Hook on the Pirate Galley north of Green Fen, and apply as a crew member. Now Mate Hook may treat you as a simple cabin boy - or girl - but there might be others more willing to pay well for some help. For instance the Pirate Captain, missing his pet pirate parrot Polly. Or the Pirate cook, always out of ingredients for his not-so-tasty stews. Or the poor galley slaves, yearning for freedom - or at least a drink. And of course, everyone knows that where there are Pirates or Vikings, there are also buried treasures. All that you need to do is probably to find the four pieces of the treasure map that some pirates divided among themselves in the past... Then again, engaging in some simple trading with the good merchants of Green Fen might be a faster and easier way to make a buck.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_96">'''QUESTCARD 96'''</span>
 
 
 
FENIZIAN SECRETS
 
 
 
Fenizia is known as the City of the Poison and the Dagger. But there are other sides to that famous city as well. Life goes on, as in any city. People fall in and out of love, sometimes the love is not popular with their relatives. Like Oscar de la Renta, who loves boys... but loves opium even more... Or the lusty Lucretia Fellini, who loves the pieous Mario Donatello. Neither her brother Cesare or Mario's brother Don Giovanni approve of their liason. There is no love lost between the two men otherwise, but in this matter they are totally in agreement. And Lucretia has secrets, which can be used to keep her in line... In fact everyone in Fenizia has secrets. People say that the Orsinis are the only exception to this rule, since they boldly flaunt their occupation as hired assassins. But maybe even the Orsinis have their secrets? And maybe some competition in their chosen trade might be profitable...
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_97">'''QUESTCARD 97'''</span>
 
 
 
GOLEMS GALORE!
 
 
 
No doubt you have heard of the Golems? Those nifty trainable pets, who will stay loyally with their master in any situation? The pets that you can pick up and carry around? The pets that will gradually grow stronger as they fight with you? The ultimate pets, actually. Sold by Ferdinand Lilliput, the famous Golem maker of Fenizia. Now there is one small problem with them. To perform at their best, they need to be cared for - in particular they need to be treated regularly with Ferdinand's famous Golem Ointment. And lately word has it that Ferdinand has run out of ingredients for this ointment. Being so small, Ferdinant cannot easily travel around the country to collect what he needs. But he'll give a sizeable discount to whoever helps him.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_98">'''QUESTCARD 98'''</span>
 
 
 
THE QUEST FOR THE BEST OF THE BEST
 
 
 
To join the Roger Young Space Cadets, you need a number of qualifications. This Quest is to determine who is the most worthy to be their next recruit. You need to locate Roger Young and apply to him for a position among his Cadets. He usually can be found in one or the other of ten bars, located on different planets in the Galaxy. (After all, he does get around a lot, and a man needs some relaxation time, doesn't he?) If you have trouble finding him, perhaps talking to one of his Space Cadets might help a bit. When you've found Roger Young, just say: "I want to apply as a space cadet" to him. He will give you a note with the first part of the test. After you finished one assignment, and provided the proof, you will get the next one. (You always need to complete one assignment before Roger Young will hand out a new task). If at any time you lose the current note, you can always get a new one, by asking Roger Young for the latest assignment.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_99">'''QUESTCARD 99'''</span>
 
 
 
THE CURSE OF THE GYPSY
 
 
 
No Dwarf or Gypsy is welcome in Fenizia, and the reason for that can be found in the Cronicles of Fenizia that are kept in the famous Library of Light. Some say that Fenizia's decline was caused by the curse of the Gypsy. Others discard the thought as superstition. So maybe the curse worked or maybe it didn't. But there is also another side to the story. The gypsy dancer, Esmeralda, who was defiled and dishonoured by the Fenizians, is an old woman now, but still alive. So a woman wronged needs revenge. And sooner or later, she is going to get it. Maybe with your help?
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_100">'''QUESTCARD 100'''</span>
 
 
 
THE DWARVEN TREASURE
 
 
 
Centuries ago a group of Fenizian adventurers raided the Dwarven caverns, and got away with a huge treasure. The wealth of Fenizia is mostly founded on that loot. The dwarves of Thandar have neither forgiven nor forgotten. Almost every year bands of dwarves attack the city, hoping to catch the inhabitants off guard. So far their raids haven't been successful. The walls of Fenizia are too strong and too well defended. But the dwarves haven't given up. They are firmly resolved to one day conquer the city and get back what is rightfully theirs. And until that day, there are other means and methods of getting their revenge. Talking to the King of Thandar, might result in a very profitable assignment.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_101">'''QUESTCARD 101'''</span>
 
 
 
THE CARDINAL'S SIN
 
 
 
We are all sinners... But luckily the Church makes it easy for us to be absolved. All you need to do is to confess your sins to a Cardinal, and he will give you absolution, and possibly even sell you a letter of Indulgence. But when the Cardinal of Yorke, the Head of the English Church, has sinned... Who will absolve HIS sins?
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_102">'''QUESTCARD 102'''</span>
 
 
 
THE HOLY GRAIL
 
 
 
It has been over two years since young Galahad left on his Quest to find the Holy Grail, and hardly a word has been heard of him since. Galahad is deeply loved by everyone who met him, from the King to the humblest peasant. He is considered to be the greatest of all the Knights of the Round Table, even greater than his father Lancelot. By now everyone is extremely worried about his absence. King Arthur is particularly unhappy, since he feels guilty about sending the young knight on the Quest in the first place. He doesn't really care about the Grail any more, he just wants Galahad back. The young knight must have left some sort of trail behind, and the ones most likely to hold some information would be the clerics all over the realms - monks, priests, abbots and cardinals. But the best way to start the search is probably to talk to King Arthur himself, who may be worried enough to confide in a Time Traveller. He might give you some lesser assignment at first; after all trust has to be earned. But as soon as you've proved your value, he might send you in the tracks of Galahad. Be prepared for a long and hard quest...
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_103">'''QUESTCARD 103'''</span>
 
 
 
REBELLION AGAINST ARTHUR!
 
 
 
Poor King Arthur! Not only is he worried about young Galahad's long absence, he is also struggling to keep things together, after the scandals, first with his illegitimate son Mordred and then with Lancelot and the Queen. But Arthur actually has bigger problems than this. There is a rebellion brewing against him in his own city, Durmandle, started by a bunch of disgruntled merchants. While Arthur still is blissfully unaware of this new threat, everyone else in the city seems to have an opinion both about the many scandals and about the budding rebellion. There is a lot of gossip all over town, which is how the Captain of the King's Guard managed to get wind of the conspiracy. Being one hundred percent loyal to his ruler, and knowing about his many worries, the Captain is equally determined to stamp out this fire, and to keep Arthur unknowing of the planned treason. So the entire affair has to be handled with the utmost delicacy and care. And since the Captain is a bit too well known in the city to go undercover himself, he might assign the task of investigation to a Time Traveller. Maybe it's a bit naive of the Captain to assume that someone fairly unknown to himself could be trusted. But Time Travellers have earned the reputation of being both resourceful and smart. Whether they also deserve a reputation of being trustworthy is perhaps up to you to decide. There is after all two sides to most conflicts. And maybe both sides would be willing to pay well for the assistance.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_104">'''QUESTCARD 104'''</span>
 
 
 
THE DRUIDS AND THE MOON
 
 
 
Southwest of Durmandle is an ancient cairn, situated on a hill in the rural landscape. The locals tell all sorts of strange stories about this landmark. It's supposed to be a tomb, in some way connected to the ancient Druids. And many of the locals swear that the place is haunted. Strange lights and sounds have been observed around midnight. And they also claim that when the moon is full, the ghost of an old Druid Priest returns to claim a treasure once stolen from the tomb. If you decide to seek out the truth behind the stories, be warned that the Quest will be long and hard. Moon phases play a big role in Druid religion, and since rituals have to be done at the right moonphase, some patience will be required. But if you persevere, you might find the path to the lost and legendary Land of Avalon, which is said to have been hidden by the Fairies long ago. And if you succeed in bringing the lost artefact back to its rightful owner, you'll be richly rewarded. See also Questcard 105, Avalon Adventures.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_105">'''QUESTCARD 105'''</span>
 
 
 
AVALON ADVENTURES
 
 
 
The Main Quest in Avalon is of course to find and retrieve the Sacred Sickle of the Druids, (see Questcard 104). In fact just finding the way into Avalon is a Quest in itself. But there are other adventures in Avalon...
 
 
 
1. Gwyn app not only lost the love of his life, one of his dogs ran away chasing rabbits. Since Gwyn guards the access to the top of Glastonbury Tor, it would be a good idea to keep on good terms with him.
 
 
 
2. A Pixie stole Amelia Brittle's baby, and put her own child in its place. Can you help Amelia to exchange the changeling back again?
 
 
 
3. The famous Elven bread can only be baked on meal from the Durum wheat, that grows on the plains of Avalon. Last year's harvest was a disaster, so the Baker in Elven metropolis is waiting eagerly for this year's harvest. But the miller of Glastonbury isn't about to give it out for free...
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_106">'''QUESTCARD 106'''</span>
 
 
 
THE PHILANDERING KNIGHT
 
 
 
At the Crystal Castle way up in the northern sky, a young knight has a bit of a problem. He is due at Camelot to face King Arthur for a promotion, but it seems he has lost his vestments during a party that somehow went a bit... wild... Apparently some of the young ladies involved took advantage of his incapacitated condition afterwards, and decided to play a practical joke on him. Now he cannot face the King without his knightly vestments. He has a vague idea about what happened, but it would be embarrassing if he had to face those that took his vestments himself. Embarrassing and perhaps a bit awkward for a man that wishes to become a Knight of the Round Table.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_107">'''QUESTCARD 107'''</span>
 
 
 
THE SECRETS OF UTOPIA
 
 
 
Is Utopia really the model society that it claims to be? On the surface everything may look fine, but there are hidden problems and a growing discontent among the citizens, even a Resistance movement...
 
 
 
1. THE SECRETS ARCHIVES OF UTOPIA The main Quest is to help the journalist Josh Bannerford unveil the true history of Utopia, by finding the secret files in the City Archive. A good way to start, beside talking to Bannerford, would be to find the Meeting Room of the City Council, and eavesdrop on their sessions. Other good places to gather info might be the Hairsaloon in the Shopping Mall, or the Southsider Pub, where the Resistance members usually meet. It would also be a good idea to make friends with the members of the City Council, who naturally hold a lot of information.
 
 
 
2. THE SOUTHSIDE PROBLEM The City Council wants to renovate the Southside District, the oldest part of the city. The area is rather run down, so they want to level it with the ground, and rebuild it completely. The Southsiders on the other hand like their area exactly as it is. They want to keep the character and just have the old houses carefully restored. They even want the entire area to be declared 'Cultural Heritage', since it was the first place the immigrants settled in when arriving on the planet. Talk to Alicia Lovecraft, the leader of the Resistance, if you want to help them in their struggle.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_108">'''QUESTCARD 108'''</span>
 
 
 
TOURIST TASKS IN UTOPIA
 
 
 
As a Tourist in Utopia there are several Quests that you can do to finance your stay:
 
 
 
1. THE CENTENNIAL CELEBRATION In the year to come, the Utopians will celebrate the City's 100th birthday, and the preparations are in full swing. Part of the celebrations is a big exhibition with items from other worlds and time periods. Each of the five Council members has got a list of six items that they need to collect. Naturally they'd appreciate the help of a seasoned Time Traveller like you.
 
 
 
2. THE BIG GAME HUNT Every month a Big Game Hunt is held outside the dome. To partake you need a special invitation, but the prey is said to be challenging and unusual, and there is a nice reward for whoever wins the Hunter of the Month title.
 
 
 
3. THE CENTENNIAL DIAMOND As a part of the centennial Celebration a diamond will be hidden somewhere in Utopia every day. The Citizens and visitors are encouraged to try to find it, and give it to Mz. Amy Vine, who will hand out a reward.
 
 
 
4. SPECIAL PURVEYOR OF SHROOMS Even though there are machines to harvest the pink moss and shrooms that are essential to the economy of Utopia, an enterprising visitor can make a good buck by collecting shrooms and trading them to Mr.Greaves of the UFF, who will also pay a good price for a beetle that eats the shrooms. There might even be other buyers in the city willing to pay a bit more than he does. Also the intelligent harvesting machines tend to pick up other stuff from the ground, and may occasionally drop interesting things when killed. But there are many dangers outside the Dome, so watch out!
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_109">'''QUESTCARD 109'''</span>
 
 
 
TRADING IN THE MEDIEVAL DIMENSION
 
 
 
Trading can be done in all Dimensions. (See also Questcard 54, 75, 79 and 82). But it's probably easiest in Medieval, since so many facilities are gathered here. You have the farming fields north of Olde Yorke and the Gardening facilites west of the city. You can lumberjack in the forests, and also collect bird's eggs, which several innkeepers and bakers will pay tradepoints for. Eggs are also needed for Cooking/Catering, and so are fresh fruits from the Orchard south of Olde Yorke and milk products, which can be produced in the Dairy north of the city. Northeast of Olde Yorke you'll find the Crafter's Alley, which holds the facilities for Textileworkers and many other crafts.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_110">'''QUESTCARD 110'''</span>
 
 
 
THE FIGHT AGAINST EVIL
 
 
 
The Counsel of the Beasthall has seen more death than victory over the last weeks, but with a recent discovery of a possible way to bring the to the enemy, now they need the help of a strong cunning hero to lead the way into the depths of horror itself. But to get to the entrance to the stronghold of evil, you need to first gain the trust of the inhabitants of the village Gelindril. More about this in Questcard 111.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_111">'''QUESTCARD 111'''</span>
 
 
 
HELP THE GELLINDRIL VILLAGERS
 
 
 
The villagers of Gelindril need the help of a strong and resourceful Time Traveller. By helping these people and earning their trust, you will eventually gain access to the Flying Fortress, where unspeakable evil resides.
 
 
 
1. FIND THE MISSING DAUGHTER The number of missing persons has steadily risen since the coming of the great war. One such person is the daughter of the city's steward, who would grant a great boon to whoever finds and rescues his daughter.
 
 
 
2. HELP THE TRADESMEN The recent and nearly endless war has stretched supplies thin, and the local tradesman of Gelindril are eager to take assistance from whomever they can. Beware, the people have grown to distrust strangers however, since the war has brought many a false "helper". Too often have they found themselves being betrayed by clever spies for the enemy.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_112">'''QUESTCARD 112'''</span>
 
 
 
KILLER KLOWN QUESTS
 
 
 
There are several quests, both easy or hard, that can be done in the Fun Fair.
 
 
 
1. Collect coupons and win one of four cool prizes. (Easy)
 
 
 
2. A Daycare Teacher has lost two of the kids in her group. She is naturally very worried, and the kids must be scared stiff. (Easy)
 
 
 
3. The male Marsipulami has run off too. His mate is unhappy, and Agatha, the bearded lady, is missing her pet. (Medium)
 
 
 
4. Even though the Killer Klowns and the Pie Monsters once were best buddies, they had a fallout, and are now mortal enemies. This probably has something to do with both species having as their ultimate goal to rule the Universe. So the High Pie Councellor might ask you to kill the klowns, and the Klown Captain might ask you to kill the Pie Monsters, and you can choose to help either of them. Or maybe both, since people who want to rule the universe are usually best dead. (Easy-Medium)
 
 
 
5. But the main Quest is of course to help the unlucky Fun Fair Owner to get rid of the Killer Klowns once and for all, by blowing up the spaceship that they came in. KABOOM!!! (Hard)
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_113">'''QUESTCARD 113'''</span>
 
 
 
SAVE THE DRAGON FOREST
 
 
 
It was said that the Dragon Queen's son, Angel was to be the savior of the Dragon Forest, but he hasn't been seen since the time of the Dragon Wars which was centuries ago. If only there was a way to get back to that time and save him...
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_114">'''QUESTCARD 114'''</span>
 
 
 
TRADING IN THE OLD WEST
 
There are many things that you can earn TradePoints and Tokens from, while travelling in the Old West.
 
A. Become a RANCHER, in the 4D Ranch south of Dodge City. Raise your own herds of cattle, sheep or horses, and drive them to the Market.
 
 
 
B. Become a TRAPPER; trap, catch and skin fur animals and trade the skins in any of the Trading Posts - or develop them further. The Train Company also pays for dead buffalos - and Indians.
 
 
 
C. Become a PROSPECTOR; pan for gold in the streams and rivers, use a cradle or sluicing box, or pry the ore directly from the bedrock. The Trading Posts may pay a better price than the Dry Gulch Office.
 
 
 
D. Become a LUMBERJACK; There are large forests out west, and some customers pay a better price than the lumbermill near Olde Yorke.
 
 
 
A good way to start your career as a Rancher, Trapper or Prospector would be to visit one of the three Trading Posts along the Westward Ho Trail. Not only can you buy all the tools you need there, you can also trade most of your products to them. Not to mention that they are selling three very useful MANUALS, about how to become a TRAPPER, a GOLDMINER or a RANCHER.
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_115">'''QUESTCARD 115'''</span>
 
 
 
QUESTS OUT WEST
 
 
 
Apart from the numerous ways of earning Tradepoints and Tokens as a Trapper, Goldminer, Rancher or Lumberjacker, there are also a number of more traditional quests that you could try out, as you travel from Dodge City to Tombstone by foot.
 
 
 
A. BRONGBRAT, the Strong Man at the Circus apparently needs some help.
 
 
 
B. Apply as a RANCHHAND with any of the Bar-X or Circle-Y ranches. Perhaps the FOREMEN will have a task for you. You might even become a bronco buster...
 
 
 
C. Assist some of the LEGEND CITIZENS. It seems that several of them would like to use you as an errand boy - (or girl) - to cover up their own, somewhat shady business. But as long as they pay you well... Who cares?
 
 
 
D. Help the TRAPPER in the forest south of Legend, who has hurt his leg in one of his own traps. Embarrassing, right?
 
 
 
E. There is a serious RAT PROBLEM, both in Dry Gulch and Legend. If you are the lucky owner of a tame ferret, you could make a buck or two, by getting rid of the pests. It's even rumoured that the Chinese pay for dead rats - you probably don't want to know why.
 
 
 
( 115A , 115B, 115E easy, 115C, 115D medium)  
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_116">'''QUESTCARD 116'''</span>
 
 
 
MORE QUESTS FURTHER WEST
 
 
 
If you tire of earning Tradepoints and Tokens as a Trapper, Rancher, Goldminer or Lumberjacker, you'll find many other quests out there.
 
 
 
A. BUTCH CASSIDY is bored. Sitting out the winter in the Hole in the Wall is extremely... well... boring. Maybe you can assist?
 
 
 
B. Not all travelling west are headed for the California gold fields. Some went out looking for free land to farm. But the life of the SETTLERS is hard and some of them really need help.
 
 
 
C. There are rumours of a STRANGE INDIAN TRIBE threatening war on the Prairie. You may be able to stop an invasion - or start one.
 
 
 
D. AYANA, the daughter of the APACHE Chief fell in love with the wrong boy, a NAVAHO. Both the fathers are vehemently against the match, but young love will usually find a way. Perhaps you can help them?
 
 
 
E. Everyone knows about the controversy between the EARP BROTHERS and the CLANTON GANG. Eventually there will be a shootout at the OK Corral. But until then, both sides might be in the market for a skilled gunman. Talk to Old man Clanton or Marshal Wyatt Earp.
 
 
 
(116 A, 116C, 115E medium, 116B hard, 116D very hard)  
 
 
 
[[#TOP|Back to top]]
 
 
 
<span id="QUESTCARD_117">'''QUESTCARD 117'''</span>
 
 
 
CHINESE BUSINESS
 
 
 
The Chinese navvies were imported from China as cheap labour for the railroad between Dodge and Tombstone. Some of them stayed behind to work in the Legend Mines, and when they later were run out of both the mines and the city, they set up camp south of Legend. Chinese people are not allowed to own land or stake claims, so now they make their living in other ways, mostly by trading - they even deal in drugs. Truth is that they have some rather shady business going on, partly involving the Legend citizens and miners. This usually means a fair chance to make some profit for any enterprising travellers.
 
But the Chinese have a social life too, and even though the families are spread over half the west, they still manage to keep in contact with each other, using a courier service. And presently there is a wedding planned, between two families in the Legend camp. Rumour has it that they may need some help with the wedding preparations. (hard)
 
 
 
[[#TOP|Back to top]]
 

Latest revision as of 00:41, 12 February 2021

Extremely wip, thanks to Kvetch for the guides

Room editing

So, I created my own room building guide, hopefully to help new builders as they stumble their way through building on 4D. I'm always glad to help, but I'm not always around, so here you go!

This is what you will see when you first redit a room:

-- Room number : [4400]     Room zone: [44]

1) Name         : An unfinished room

2) Description  :

You are in an unfinished room.

3) Room flags   : NOBITS 

4) Sector type  : Inside

5) Exit north   : -1     - Nowhere

6) Exit east    : -1     - Nowhere

7) Exit south   : -1     - Nowhere

8) Exit west    : -1     - Nowhere

9) Exit up      : -1     - Nowhere

A) Exit down    : -1     - Nowhere

B) Descriptions : Extra

C) Descriptions : night description

Not Set.

E) Descriptions : Look under

F) Descriptions : Look behind

G) Descriptions : Look above

H) Smell        :

You smell nothing interesting.

I) Listen       :

You hear nothing interesting.

J) Mine         : Num: -1 Level: -1 Tool: None

R) Descriptions : Quests flagged - NOT SET

S) Script       : Not Set.

Q) Quit

Now we will change these one by one and show you how to do it.

-- Room number : [4400] Room zone: [44]

The room number and room zone can not be changed. This is the room you are editing and the zone it is in – hopefully your zone.

1) Name  : An unfinished room

Let’s change the name of the room. This is what will be at the top of the screen when someone walks into that room. This should be something like the name of the street they are on, what’s most obvious in the hallway they’re in or the special thing about the room they are in. Room 4400 is one of the rooms that’s around the path of the Dragon

Master’s fort (zone 44). So, we’ll change this to:

1) Name  : Dragon Fort Northern Wall

This tells us exactly where it is in the Dragon Fort zone.

2) Description  :

You are in an unfinished room.

This is the actual description of the room. As you see, it starts out with “You are in an unfinished room.” Well, we want to make the room finished. This is where you show the players what they see in their immediate surroundings – whether it be a room or outside area. Remember that small details can be added later. So, you can describe that there is a pine tree here and later go into descriptions of a knot in the tree if you wish – the knot in the tree does not have to be supplied here. If you’re going to make a pine tree object though, you don’t need to describe it in the room description as it will load as an extra object. For our example room, there isn’t much too it as it’s just a path around the Dragon Fort so, we’ll put in this:

The dirt path created by adventurers like you tramping around the outer wall of the fort continues to the east and west. The wall itself is devoid of any hand or foot holds making it impossible to scale for humans, animals or even plant life. Not that there is any plant life around here to speak of as its all been worn away.

Always use /f when you’re finished with your description. This will format it to the screen without the indent (Molly doesn’t like the indent).

3) Room flags  : NOBITS

This is where you get to make your room special by adding flags to it. Is it dark so you need a light source or infravision to see in it? Is it a deathtrap so anyone entering automatically falls to their death? The choices of roomflags in 4D are many and make sure you choose the right one for your room. Here are the choices, listed in two fashions. The first two columns are listed in the chronological order as they appear in OLC. The second two columns are listed alphabetically, which is much easier to navigate while creating rooms. You will see extras in the second two columns, because rooms with (!) characteristics are listed twice; once at the beginning, grouped with all other !rooms, and once again in their alphabetical order by characteristic.

    LISTED BY NUMERICAL VALUE                                   LISTED ALPHABETICALLY
    as it appears in OLC                                        *extras included for !characteristics

 1) DARK                  2) DEATH                           8) !MAGIC                4) INDOORS              
 3) !MOB                  4) INDOORS                         3) !MOB                 36) IRON DEPOSIT         
 5) PEACEFUL              6) SOUNDPROOF                     18) !RECALL               8) !MAGIC               
 7) !TRACK                8) !MAGIC                         28) !SUMMON IN           23) MANA                 
 9) TUNNEL               10) PRIVATE                        29) !SUMMON OUT           3) !MOB                 
11) GODROOM              12) HOUSE                          26) !TELEPORT IN         24) MOVE                 
13) HCRSH                14) ATRIUM                         27) !TELEPORT OUT        15) OLC                  
15) OLC                  16) *                               7) !TRACK               42) PASTURE              
17) VEHICLE              18) !RECALL                        31) !VIEW                 5) PEACEFUL             
19) ARENA                20) GOOD                           16) *                    45) PLASTONIUM DEPOSIT   
21) EVIL                 22) HP                             37) ANTIMONY DEPOSIT     10) PRIVATE              
23) MANA                 24) MOVE                           19) ARENA                39) QUARRY               
25) ROLEPLAY             26) !TELEPORT IN                   14) ATRIUM               18) !RECALL              
27) !TELEPORT OUT        28) !SUMMON IN                     46) BURNING              25) ROLEPLAY             
29) !SUMMON OUT          30) WILDERNESS                     38) CHROMIUM DEPOSIT     34) SILVER DEPOSIT       
31) !VIEW                32) DO_NOT_USE                     40) COAL MINE             6) SOUNDPROOF           
33) GOLD DEPOSIT         34) SILVER DEPOSIT                 35) COPPER DEPOSIT       41) SPRING               
35) COPPER DEPOSIT       36) IRON DEPOSIT                    1) DARK                 28) !SUMMON IN           
37) ANTIMONY DEPOSIT     38) CHROMIUM DEPOSIT                2) DEATH                29) !SUMMON OUT          
39) QUARRY               40) COAL MINE                      32) DO_NOT_USE           26) !TELEPORT IN         
41) SPRING               42) PASTURE                        43) DRAGONPORT           27) !TELEPORT OUT        
43) DRAGONPORT           44) TIN DEPOSIT                    21) EVIL                 44) TIN DEPOSIT          
45) PLASTONIUM DEPOSIT   46) BURNING                        11) GODROOM               7) !TRACK               
                                                            33) GOLD DEPOSIT          9) TUNNEL               
                                                            20) GOOD                 17) VEHICLE              
                                                            13) HCRSH                31) !VIEW                
                                                            12) HOUSE                30) WILDERNESS           
                                                            22) HP                   


The path around Dragon Fort has nothing special to it, so we made no changes.

4) Sector type  : Inside

There are plenty of types of sectors including air (need to be able to fly), space (need a space suit), or even the benign forest or inside. The default is inside. Here is the list of choices you will come across, listed both by chronological appearance in OLC, and alphabetically:

    LISTED BY NUMERICAL VALUE                                   LISTED ALPHABETICALLY
    as it appears in OLC

 0) Inside                1) City                            9) Air                  23) Prairie              
 2) Field                 3) Forest                         14) Atmosphere           25) Rail    
 4) Hills                 5) Mountains                      24) Badlands             19) Reef                 
 6) Water (Swim)          7) Water (No Swim)                16) Black Hole           12) Road                 
 8) Underwater            9) Air                             1) City                 21) Snow                 
10) Desert               11) Space                          10) Desert               11) Space                
12) Road                 13) Entrance                       13) Entrance             15) Sun                  
14) Atmosphere           15) Sun                             2) Field                18) Swamp                
16) Black Hole           17) Vehicle(coded)                  3) Forest               20) Tundra               
18) Swamp                19) Reef                            4) Hills                 8) Underwater            
20) Tundra               21) Snow                           22) Ice                  17) Vehicle(coded)       
22) Ice                  23) Prairie                         0) Inside                7) Water (No Swim)      
24) Badlands             25) Rail                            5) Mountains             6) Water (Swim)          
 

Since the outside path of the fort is, well, outside, then the first two don’t work (Inside or City), it’s not in water, so any of those don’t work. The best I could come up with at this point of time was “Field” so we’ll enter that.

4) Sector type  : Field

5) Exit north  : -1 - Nowhere

6) Exit east  : -1 - Nowhere

7) Exit south  : -1 - Nowhere

8) Exit west  : -1 - Nowhere

9) Exit up  : -1 - Nowhere

A) Exit down  : -1 - Nowhere

Entries 5, 6, 7, 8, 9, A are all exits so we’ll handle them together. I mentioned in the description that the path around the fort continues to the east and west so, I don’t have to worry about 5, 7, 9, A, but I do have to fill in 6 and 8. When you first open up the exit number, you get this table:

1) Exit to  : -1 - Nowhere

2) Description :-

<NONE>

3) Door name  : <NONE>

4) Key  : 0

5) Door flags  : No door

6) Purge exit.

Like the main room, this too has to be filled out as much as you need to. First is the exit to – this is the room vnum that the exit goes to. For example, the east exit of the room we’ve been working on goes to room number 4497, so we end up with this:

1) Exit to  : 4497 - DragonFort Northern Wall

But, that’s not the only part that *has* to be filled out. The second step is filling out a description of what someone sees if they look in that direction. It is useful at this time to look at the room description of the room this exit goes to – what would the players see that could be important. In room 4497 – which really is just a continuation of the path around the dragon fort, except that it’s a corner and there is a large rock out from that corner which is peculiar, so I’ll mention it here as the player should be able to see it. So, we end up with something like this.

2) Description :-

The path continues around the fort and you can see a rock in the distance. Usually, you’re told not to use the word “you” in descriptions, but that can easily be broken here as you *know* the player is looking in that direction so you can refer to them as you. This is what *you* see when *you* look there.

There is no door, keys or door flags for this room so we don’t need to use those. But, in case you need those, you do it this way:

3) Door name  : <NONE>

This is the name of your door – for example if you wanted a secret door with the name trap door, you’d put it here, but know that this name is only one word. So you will never be able to open the trap door, but you can open the trap or the door, but the first word is the word it will use when the player opens it. So if you put in trap door and the player opens door, the player will see that s/he opens the trap.

4) Key  : 0

This is the vnum of the object you have created to be the key for this door. It can seriously be anything and doesn’t even need to look like a key.

5) Door flags  : No door

When you open up this choice, you get these options:

0) No door

1) Closeable door

2) Pickproof

No door is the default that you use when there is no door, just open hallway, open space, etc – but, if you had that you wouldn’t be using this choice. Closeable door is what you would choose if you want the door to be able to open and close – whether it has a lock or not doesn’t matter. Pickproof is if you want it so thieves can not pick the lock on the door, otherwise, they won’t have to find that key you made. Use this sparingly though as picking lock can be one of the useful skills for thieves. A pickproof door should only be in front of very important things like people or objects that shouldn’t be ran into unless they have the key first.

6) Purge exit.

Purge exit is used if you realize the mistake that the western exit was supposed to be to the north. This gets rid of the everything you’ve done in the exit choice.

B) Descriptions : Extra

This is where you put in your extra descriptions (as many as you want) to fill out what the room looks like. This is where you’d put that knot in the tree we discussed earlier (provided you didn’t actually make the tree an object). If I hadn’t had a specific idea for the magical outer wall of the Dragon Fort, I may have used this for someone looking at the wall and let them know that there were hand or foot holds there. I still could, just in case someone looked at the wall to make sure. Or maybe it’s just on the surface that it looks like it doesn’t have hand and foot holds and if you actually look at the wall, you see cracks where you may be able to climb up the wall…

C) Descriptions : night description

Not Set.

Night descriptions are something new to 4D and have been used rarely. These are best used when the lighting would make the room look quite different than it would in the daytime. For example, you have a forest. In the daytime the forest is bright and cheery with squirrels and rabbits hoping around, but at night, once the sun sets, that same forest – even though it doesn’t actually change – could look quite dark and sinister. It’s all in the lighting.

E) Descriptions : Look under

F) Descriptions : Look behind

G) Descriptions : Look above

E, F, and G are all like B, except you are looking under, behind, or above the object. So, let’s say we had that pine tree, using E, I could have the player look under the tree and find something (there is a rabbit burrow in the ground) and that may tell them that they should look in the burrow and maybe they’ll find something. These are used for good places to hide things.

H) Smell  :

You smell nothing interesting.

This is the smell that is in the room. All rooms have some particular smell or other whether it creates it itself (like a kitchen baking items) or whether it’s a strong smell coming from another room (you smell the sweet smell of cookies coming from the west), either way, again you can use *you* because if they type this, you know they are actually smelling for something. This could also be used to go into detail about a smell you have touched on briefly in the room description. For example if you’d said there was a sweet smell in the air, if they typed smell then you could detail about the aroma of cookies coming from the west. This is one of the extra items that Molly wants filled out for a complete zone.

I) Listen  :

You hear nothing interesting.

Like smell, but the player is listening for some clues. Again, every room has a sound whether it’s created in the room, or by things close to the room. Be careful using this to let players know there is a mob nearby as that mob could have been killed. Again, you can use *you* in this as the player is actively listening for sounds. And you can use it to describe a sound in detail that you briefly touched on in the room description. For example, in the room description maybe they heard some birds squawking , in the listen description they could be squawking from the west – or maybe they’re squawking over a kill in the same room. Hrm… maybe that kill can be a clue – or harbor something inside its belly that the birds were squawking over. They do like shiny things.

J) Mine  : Num: -1 Level: -1 Tool: None

I’ve never used this myself and taking a look at it really doesn’t explain it.

R) Descriptions : Quests flagged - NOT SET

This is a new option so that people can now have rooms changed on whether a person has completed a certain quest or not. For example if you have a forest that is evil until the player kills the evil queen then you use this for the description of the good forest once the queen is killed. Please note that now two people in the same room may be looking at different descriptions – one that’s killed the queen with the good description and one that has not, with the bad description. Let’s look at our choices here:

1) Quest Type: 0

This is the type of quest – whether it affects a player or the whole zone. Let’s look at the options:

1) Zone wide quest flag

2) Player only quest flag

A zone wide quest flag would affect the whole zone once the quest is completed. Let’s say to complete a quest, someone has to blow up a dam. They do so and the affect is that the area is flooded. Everyone who then comes into the area sees the area as flooded – because the quest had been done. The Player only quest flag only affects the player – as stated above in the example of the evil forest/evil queen. The one player will see the room differently than the other, because they’ve completed the quest and the other hasn’t.

2) Quest Keywords:

<NONE>

This is the flag that the player has from completing the quest.

3) Room Description:

<NONE>

This is the description the player (or the room if zone quest) will have if they’ve completed the quest.

4) Goto next quest description: <NOT SET>

As you can see, there can be many different descriptions for a multi-layered quest. Say that they have one description for before the quest starts – say, building a death star – their quest is to get product to Build the death star, they succeed in getting metal for the outside (new description as the death star starts being put together). Next quest, get some weapons to make the death star have teeth, they finish that and get a new description as the weapons are being put on, etc, etc, until the final quest and the death star is finished.


S) Script  : Not Set.

This is for the scripts set on the room. Each script is its own vnum.

Q) Quit

Erm… obviously when you’re done editing your room.

Object editing

-- Item number : [30100]
1) Namelist : unfinished object
2) S-Desc   : an unfinished object
3) L-Desc   :-
An unfinished object is lying here.
4) A-Desc   :-
<not set>
5) Type        : UNDEFINED
6) Extra flags : NOBITS 
7) Wear flags  : TAKE 
8) Weight      : 0
9) Cost        : 0
A) Cost/Day    : 0
B) Timer       : -1
C) Values      : 
D) Menu --->   : Applies
E) Menu --->   : Extra Desc
F) Innate      : (0) UNDEFINED
G) Smell Desc  :
It doesn't smell too interesting.

H) Taste Desc  :
It tastes just like it should.

I) Feel Desc   :
It feels normal, as far as you can tell.

J) Crafting
M) Min Level   : 0
S) Script      : Not Set.
Q) Quit

KVETCH POST START

I did this for Rooms so thought I should continue for objects. Careful, this is a very long post. Basically I'm breaking down every step it takes to make an object starting right after you type in oedit #

1) Namelist :

These are the words that can activate the object. For example: pile hay – for a pile of hay. That way the player can look at pile or hay to get the description for the pile of hay.

2) S-Desc  :

This is the description that is use when the object is being used. For example let’s use that pile of hay. If someone gives it to someone else, you want them to give “a pile of hay” not “pile hay” so the S-Desc would be “a pile of hay”. Do not capitalize the first word or else it will come out: player A gives A pile of hay to player B. You’d rather have Player A gives a pile of hay to player B.

3) L-Desc  :-

This is the description of the object as it’s lying in a room. Using our pile of hay for example: A pile of hay lies here. You don’t have to go so basic, but you should always use the main words that are in your namelist. We could say: A pile of hay lies upon the loft. But if I did that, I’d probably have the loft as an extra description or an object or part of the namelist of this object.

4) A-Desc  :-

This is the description that’s given as the object is used. And I never use this choice.

5) Type  :

This is the list of things this item can be. The list is quite extensive, listed here alphabetically and with specific portals/transfers isolated:

    LISTED ALPHABETICALLY                                        PORTALS / TRANSFERS

 6) <NOT USED>           56) metal detector                      42) climbable
 7) <NOT USED>           77) minor focus                         50) descendable
38) ammo                 20) money               
59) anvil                16) note                                
41) aqualung             55) nugget                              51) bush portal
 9) armor                71) nut                                 74) portal hurdle
30) arrow                62) oil                                 36) room portal
64) axe                  63) ore                                 53) hole portal
84) bankbook             12) other                               52) water portal
58) bark                 21) pen                  
22) boat                 70) pickaxe             
29) bolt                 74) portal hurdle        
26) bow                  10) potion              
51) bush portal          76) radio                
42) climbable            31) rock                 
15) container            36) room portal
28) crossbow              2) scroll                
50) descendable          67) shovel         
66) element              72) skin                 
19) food                 27) sling                
23) fountain             85) spacebike            
73) furniture            40) spacesuit            
82) garotte               4) staff                 
65) gem cluster          75) thermal protection   
25) grenade              24) throw                
61) grindstone           14) trap                 
37) gun                  13) trash                
60) hammer                8) treasure              
53) hole portal          57) tree                 
18) key                   0) UNDEFINED             
47) level 1 antidote     32) vehicle              
43) level 1 poison       33) vehicle control      
48) level 2 antidote     34) vehicle exit         
44) level 2 poison       35) vehicle window        
49) level 3 antidote     86) vehicle2  
45) level 3 poison       83) vial                 
46) level 4 poison        3) wand                  
 1) light                52) water portal         
79) lightsaber hilt       5) weapon
17) liquid container     39) wings                
81) locker               68) wood                 
69) machine              11) worn                 
78) major focus          80) zone flag            
54) meat                 


6) Extra flags :

Again, an extensive list on what flags can be put on the object, listed alphabetically:

    LISTED ALPHABETICALLY 

32) (buried)             43) edible               
50) <UNUSED>             53) enhanced             
58) <UNUSED>             63) extracting-(CODE)    
49) <UNUSED>              1) glowing               
57) <UNUSED>             38) hidden              
19) anti-centaur          2) humming               
45) anti-disarm           6) invisible             
21) anti-dwarf           65) key-rent  
20) anti-elf             59) life-stealing        
30) anti-esper           55) lightsaber           
11) anti-evil            22) Live Grenade 
18) anti-faun             7) magic                 
47) anti-female          60) mana-stealing        
10) anti-good            31) melt-on-drop         
24) anti-gringo          34) mob corpse     
29) anti-gypsy           54) modified            
27) anti-hunter          61) move-stealing        
23) anti-indian          33) player corpse        
 5) anti-invisible       39) poison type 1        
13) anti-mage            40) poison type 2        
46) anti-male            41) poison type 3        
25) anti-martian         42) poison type 4  
12) anti-neutral         52) randomized           
14) anti-priest          64) shiftable            
28) anti-ranger          44) skinable             
26) anti-spacewolf       51) tinkered             
15) anti-thief           56) two-handed           
16) anti-warrior         62) undisplayed    
35) artifact              4) undonateable         
 9) blessed              36) unique               
32) buried               37) unlocateable         
48) contraceptive         3) unrentable            
 8) cursed               17) unsellable                  


7) Wear flags  :

Where you want the player to be able to wear an item (if it’s a wearable/wieldable item). This will automatically start out with TAKE flagged so if you want it to be an item in the room that isn’t takeable you have to take the flag off. Any item that has just TAKE on it, can be picked up by any player just as long as they don’t max out on weight. Please note that certain areas are only for Clan items.

    LISTED ALPHABETICALLY

11) ABOUT                18) HIPS                 				
20) ANKLE                15) HOLD                 				
22) ANTENNA              21) HORNS                				
 9) ARMS                 28) KNEE                 				
 4) BODY                  6) LEGS                  				
26) CREST                 3) NECK                  				
19) EAR                  10) SHIELD               				
17) EYES                 25) SHOULDER             				
16) FACE                 23) TAIL                 				
 7) FEET                  1) TAKE                  				
 2) FINGER               27) THIGH                				
29) FLOATING             12) WAIST                				
24) FOCUS                14) WIELD                				
 8) HANDS                13) WRIST                				
 5) HEAD                  	



8)Weight  :

The weight of an item. There is nothing that weighs less than 1.

9) Cost  :

This would be the cost of the item if it was sold in a store.

A) Cost/Day  :

This would be the cost per day for the player to keep the item. Most items have 0 cost. B) Timer  : -1

This would be how long the item exists in mud time after it is picked up. Usually only used on major items or season items. Most items would have a timer of -1 which is indefinite.

C) Values  : 0 0 0 0 0 0

The C values change depending on the TYPE of item it is.

D) Menu --->  : Applies

This is any bonuses or negatives you want to apply to the item. When you first enter this screen you will see this:

 1) None.
 2) None.
 3) None.
 4) None.
 5) None.
 6) None.

That is for the 6 stats you want to apply bonus/negs to. Right now there are none. When you hit 1 for the first state to apply, you enter this screen:

    LISTED ALPHABETICALLY

 9) Age                  14) Maxmove              				
17) Armor                 8) Move-regen            				
23) Breath Defence        0) Nothing               				
 6) Charisma             20) Paralyze Defence     				
 5) Constitution         22) Petrify Defence      				
27) Coolness             25) Race                 				
19) Damroll              21) Rod Defence         				
 2) Dexterity            26) Speed                				
16) Experience           24) Spell Defence        				
 7) Health-regen          1) Strength            				
11) Height               29) Tunnel-Bonus  				
18) Hitroll              31) Tunnel-Protection  				
 3) Intelligence         28) Tunnel-Speed         				
15) Mana-regen           30) Tunnel-Stealth       				
13) Maxhit               10) Weight               				
12) Maxmana               4) Wisdom       


So you choose which of those stats you want to apply a bonus/neg to. Once you choose one, you get the basic prompt of: Modifier : which is where you would enter your number bonus (1) or negative (-1). Please follow Molly’s guidelines for appropriate bonus and negatives and the cost values of such at this link: http://4dimensions.org/node/4DEquipguide

E) Menu --->  : Extra Desc

This is where you can actually describe the item itself and anything about the item that someone would find interesting and want to look at farther. The first screen you see is this:

1) Keyword: <NONE>

Like the namelist of the object itself, your keyword is the word used to look at the object. For our pile of hay, you would again use pile hay as the keywords

2) Description:

This is the actually description of the keyword item. For our pile of hay example, I have this: This pile of hay has been sitting here for a long time. So long, it's hard to say it's really a pile, but it isn't flat onto the ground. 3) Goto next description: <Not set> This is in case I have something else I want to describe about this object. Like maybe I’d said there was a green leaf in the pile of hay. Well then I’d go to the next description and start all over with the keywords green leaf and enter that description

0) Quit

This is for once you’re done with all of your extra descriptions.

F) Innate  :

Innates are any skill/spell in the game that the object gives to the player that holds/wields it. They player will always have that ability until they no longer hold/wield the object. This is a very intense list and because of the strength of the abilities, you need to have an IMP set it:

     LISTED ALPHABETICALLY

 62) absolve            17)  curse             52) gate            173) master melee         157) scribe               
209) acid               129) darkness         169) grapple         187) meditate              44) sense life           
 75) acid arrow         119) demonshriek      179) grip            172) melee                 73) shield
205) acid breath        18)  detect alignment  47) group armor      65) meteor shower         37) shocking grasp       
152) advanced melee     19)  detect invis.     48) group heal      127) midas touch          175) short blade          
 83) air elemental      20)  detect magic      49) group recall     90) mind electricity     293) Silenced             
 45) animate dead       21)  detect poison     74) group shield     89) mind fire             38) sleep                
 43) antidote 1         162) disarm           174) hamstring        92) mind ice             147) sling                
 59) antidote 2         215) dispel bubble    171) hand-to-hand     91) mind water           183) slip                 
 60) antidote 3          22) dispel evil       27) harm             53) minor identify       216) slit                 
  1) armor               46) dispel good       72) haste            96) mirror shield        104) slowness             
131) backstab           112) dispel sanctuary  28) heal            141) mount                200) smash                
132) bash               102) divine mind      122) heart squeeze   166) mounted combat       144) snare                
106) battle rage        176) dodge            133) hide            110) nightmare            138) sneak                
196) behead             170) drunk             68) hold person     103) numb mind            118) soulsmash            
186) berserk            149) dual              97) holy shield     299) OUTCAST               98) static shield        
151) blackjack           81) earth elemental   71) holy shout       69) paralyze             139) steal                
197) bladedance          23) earthquake       185) holy strength   165) parry                 67) steelskin            
218) bleed              124) electric blast    70) holy word       177) phase                 66) stoneskin            
  3) bless              219) embowel          189) hyperactivity   135) pick lock            191) strangle             
  4) blindness          107) embue armor       93) ice shield       33) poison                39) strength             
146) bow                 24) enchant weapon   201) identify         56) poison 2              41) suffocate            
195) brace              150) encircle         294) Imm Freeze       57) poison 3              40) summon               
156) brew                25) energy drain     125) inferno          58) poison 4             101) sweet dreams         
207) burn                61) evil eye          50) infravision     159) poison weapon        143) tame                 
  5) burning hands      180) face              29) invisibility    128) polymorph              2) teleport              
121) burning skull      123) facemelt         168) joust            80) protection from cold  94) thorn shield         
  6) call lightning     161) filet            134) kick             34) protection from evil 145) throw                
 63) chain lightning    202) fire breath       78) knock            79) protection from fire 217) thrust               
178) charge              84) fire elemental    86) life transfer    88) protection from good 158) tinker               
  7) charm               85) fire shield      120) lifesuck        109) psi panic            140) track                
  8) chill touch        153) firearm           30) lightning bolt  154) push                 167) trample              
199) cleave              26) fireball         206) lightning breath 64) recharge             164) trap aware           
  9) clone               76) flame arrow       31) locate object    54) remove alignment     190) true strike          
 10) colour spray       136) flank             55) locate person    35) remove curse           0) UNDEFINED             
 77) cone of cold       105) flight           198) longarm         137) rescue               111) vitalize             
115) confuse            181) focus            108) magic bubble    211) resist cold          213) wall of fire         
 11) control weather    163) forage            32) magic missile   212) resist electricity   214) wall of force        
116) corrupt armor      113) forsee           295) Malactation     210) resist fire           82) water elemental      
 12) create food        192) fortify          114) mana blast      160) retreat              126) water to wine        
 13) create water       100) fortify body      95) mana shield     142) riding                51) waterwalk            
148) crossbow            99) fortify mind      87) mana transfer    36) sanctuary            117) weaken               
 14) cure blind         208) freeze           193) manifest        194) scalp                188) woodsing             
 15) cure critic        204) frost breath     184) manipulate      155) scan                  42) word of recall       
 16) cure light         203) gas breath       182) martial arts    


G) Smell Desc  :

This is what the object smells like: ie: it smells like moldy hay.

H) Taste Desc  :

This is what the object tastes like, should someone try to taste it: ie: No way you're tasting that. Well, ok, it tastes like moldy hay.

I) Feel Desc  :

This is what the object feels like: ie: It feels as if it's been in the elements for quite a while. And by elements we do mean rain, sun, rain, etc.

  • Please note that you can put in more details in smell/taste/feel to hide clues to your quest or to your zone.*

J) Material  : base-material

This is the base material that the object is made out of. This is not used very often, but can be useful if you want your item to be made out of something specific. The list of materials we have are:

    LISTED ALPHABETICALLY

11) basalt               13) diamond               16) leather              15) tin                  
 9) carbon                1) glass                 20) magic-wood            8) tungsten              
10) coal                  3) gold                  14) plastic              19) wood                 
 5) copper               17) hair                  12) silica               18) wool                 
 7) cromium               2) iron                   4) silver                6) zinc     


M) Min Level  : 0

This is the minimum level someone has to be to use that object. As far as I know this isn’t usually used and off the top of my head can’t think of an object that uses it.

S) Script  : Not Set.

This is so you can put scripts on your objects so they can do special things.

Q) Quit

For when you are done.

Mob editing

-- Mob Number:  [30108]
1) Sex: male           2) Alias: mob unfinished
3) S-Desc: the unfinished mob
4) L-Desc:-
An unfinished mob stands here.
5) D-Desc:-
It looks unfinished.
6) Level:       [   0],  7) Alignment:    [   0]
8) Hitroll:     [   0],  9) Damroll:      [   0]
A) NumDamDice:  [   1],  B) SizeDamDice:  [   1]
C) Num HP Dice: [   0],  D) Size HP Dice: [   0],  E) HP Bonus: [    0]
F) Armor Class: [ 100],  G) Exp:     [        0],  H) Gold:  [       0]
I) Position  : Standing  J) Default   : Standing
K) Attack    : hit
L) NPC Flags : ISNPC 
M) AFF Flags : NOBITS 
N) Segments  : Not set        X) Training List : Not Set
R) Mob Race  : Humanoid       V) Mob Class     : Normal
T) Tier      : 0              O) Subskill      : UNUSED
U) Charisma  : 11             W) Skin Vnum     : -1
S) Script    : Not Set.       Y) Owner     : (null)
P) Arrive    : (null)
Z) Leave     : (null)
Q) Quit

1) Sex

The mobs sex.

2) Alias

Key words for interacting with the mob (look, kill, etc).

3) S-Desc

Effectively the name of the mob.

4) L-Desc

The desc you see in the room.

5) D-Desc

The desc you see when you "look" at the mob.

6) Level

The level of the mob, affects 8 through G.

7) Alignment

Alignment of the mob: >350 is good, -350 - 350 is neutral, < 350 is evil align.

8) Hitroll

Hitroll determines how many times they'll penetrate. set by "6) Level"

9) Damroll

determines damage. set by "6) Level"

A) NumDamDice

determines damage. set by "6) Level"

B) SizeDamDice

determines damage. set by "6) Level"

C) Num HP Dice

determines hp. set by "6) Level"

D) Size HP Dice

determines hp. set by "6) Level"

E) HP Bonus

determines hp. set by "6) Level"

F) Armor Class

determines ac, lower is better. set by "6) Level"

G) Exp

exp received on mob death.

H) Gold

gold dropped on death

I) Position

State the mob is in: sleeping, sitting, standing etc.

J) Default

Default position? Not seeing what this does in tests? Some info would be nice.

K) Attack

Attack type. Choose something that makes sense for the mob.

L) NPC Flags

These have various affects on what the mob can and can't do. What you can do with it. Behavior etc.

M) AFF Flags

Certain active affects like buffs the mob has.

N) Segments

"segments" of your mob, things like multiple heads etc? They move and die with the "host" mob.

X) Training List

Skills the mob can train.

R) Mob Race

Determines whether the mob has gold or not.

V) Mob Class

A mobs class defines how it attacks and the skills it knows.

T) Tier

The tier adds a difficulty modifier to the mob, the higher the tier the stronger it is.

O) Subskill

The mob will use the given subskill appropriately when needed.

U) Charisma

for shopkeepers the higher it is the more they'll sell things for.

W) Skin Vnum

Item received when skinning?

S) Script

Used for scripts

Y) Owner

???

P) Arrive

Message you see on the mob arriving in the room you're in.

Z) Leave

Message you see on the mob leaves the room you're in.

Q) Quit

For exiting :P

KVETCH POST START

I can't find any specific guides on these. I think I asked Molly a while back (we're talking years here) and I believe I got some answers, though where those answers have disappeared to, who knows. I also know I pestered Horus about something and will post his answer here to help out everyone possible.

My main questions concern the NPC flags. The ones I know, I'll fill out. The ones I don't, I'll put question marks (??) and a note by it and hopefully someone can answer.

    LISTED ALPHABETICALLY - with notes from Kvetch

17) !BASH - mob can not be bashed            
18) !BLIND - this mob can not be blinded           
14) !CHARM - mob can not be charmed             
29) !FREEZE - Mob can not be frozen
23) !POISON - mob can not be poisoned
20) !PUSH - mob can not be pushed           
22) !SHOOT - mob can not be shot (?? does this include ranged spells AND bows/guns?)
16) !SLEEP - mob can not be put to sleep (?? does this include sweetdreams?)
15) !SUMMN - mob can not be summoned             
 6) AGGR - this mob would be aggro to everyone.              
 9) AGGR_EVIL - mob is aggro to anyone with alignment between  -1000 and -350 (considered evil)            
10) AGGR_GOOD - mob is aggro to anyone with alignment between 350 and 1000 (considered good)
34) AIR - ???
 5) AWARE - not quite sure what this flag is for or when to use it)                  
17) !BASH - mob can not be bashed            
18) !BLIND - this mob can not be blinded           
30) CAN_MATE - Mob can mate (and produce baby mobs).  Last I knew, was not implemented yet so do not use.
14) !CHARM - mob can not be charmed             
37) EARTH - ???              
24) EDIBLE - I'm guessing that you would be able to eat the mob, but what exactly would that do?
11) EGGR_NEUTRAL - mob is aggro to anyone with alignment between  -350 and 350 (considered neutral)
36) FIRE - ???    
29) !FREEZE - Mob can not be frozen
42) HEALER - Mob is a healer (what exactly does this mean?  Are there specific spells it casts?)
13) HELPER - mob helps the person/mob in the room that is the closest in alignment to it 
38) HERD - mob follows when others of its type move
 4) ISNPC - every mob IS an NPC so this should be on every mob
12) MEMORY - but is it only the last and am I right at all about that?
19) MOUNTABLE - mob can be mounted and rode as a mount           
31) NOTDEADYET - ???
23) !POISON - mob can not be poisoned
32) POISONS 1 - I'm assuming that mob has the ability to poison using poison1 (like small snakes)
33) POISONS 2 - I'm assuming that mob has the ability to poison using poison2 (like larger snakes)           
43) POSTMASTER - mob is a postmaster  - like Barts dog east of recall           
20) !PUSH - mob can not be pushed           
44) QUESTMOB - ???  - really not sure when to use this or if there is any special meaning behind it.  I don't put questmob on my mobs that have quests.  Should I be?)            
21) REMOVE-THIS-FLAG-THIS-FLAG   - I'm just assuming this is a "do not use" flag so don't put it on any mob.
 3) SCAVENGER - It picks EVERYTHING it can up off the ground.  Good for those sweepers.            
 2) SENTINEL - this means that 1) the mob will stay where it loads or 2) if it's following someone it will not wander
22) !SHOOT - mob can not be shot (?? does this include ranged spells AND bows/guns?)
25) SKINNABLE - mob can be skinned must have a skin object made that the player would get if they skinned the mob)
16) !SLEEP - mob can not be put to sleep (?? does this include sweetdreams?)
 1) SPEC - ???
41) STAY_SECTOR - mob stays in the sector type it loads in (this is actually stronger than a !mob room.  Mobs can actually flee into !mob rooms but will not flee into different sector rooms
 7) STAY-ZONE-ZONE  - This mob obviously will not leave it's zone (?? does this mean it cannot be charmed to leave its zone?)
15) !SUMMN - mob can not be summoned             
39) SWIMS - the mob swims (assume this is needed for those mobs in water like fish?)               
28) UNDEAD - Mob is undead (?? there is also a mob:class undead  - how do these relate?)
26) UNUSED - empty for future use?             
27) UNUSED - empty for future use?
35) WATER - ???
 8) WIMPY - mob is a wimp, will flee once it hits a certain amount of hp (?? does anyone know the exact amount of hp?)
40) WIZINVIS - the mob is wizinvis which means no -one will see it other than immorts  - though if they react to a trigger or anything, players can find out about them.


Other things of note:

Mob Class:

    LISTED ALPHABETICALLY

 5) Animal - mob is an animal (?? - nope, other than the fact it's not humanoid I don't know why to place this on an animal instead of normal)
 2) Caster - mob casts spells (what spells and is there any reason to really use this?  Anything in the code to back up using this?  You still seem to need to use dg_cast to actually cast a spell - at least that was my experiance when I tried to use this.)
 3) Fighter - mob is a fighter class (?? He can do fighter type skills?  but I've had class fighters do rogue type skills as well)
 0) Normal - I assume there is nothing special about this mob and it will do no special attacks
 4) Rogue - mob is a rogue (?? but seems to be able to do some fighter type skills) 
 1) Undead - mob is undead - certain things do not affect it (will be listed at the end of this)

Undead mobs are not affected by:

soul smash, demon shreak, burning skull, heart squeeze, facemelt

I dont' know if this means under mob class (which is what I'd asked the person that looked it up) or choice #28 in the NPC flags. Or if you need both to have a real undead.

I'd like to have a real "how to build mobs" guidelines, but can't do it without answers. Thanks to all that read this.

Kvetch

Zone editing

Room number: 30117      Room zone: 301
1) Builders       : 
Z) Zone name      : 
X) Dimension      : General
L) Lifespan       : 5 minutes
B) Bottom of zone : 30100
T) Top of zone    : 30199
R) Reset Mode     : Normal reset.
F) Zone Flags     : NOBITS 
[Command list]
0 - <END OF LIST>
N) Insert new command.
E) Edit a command.
D) Delete a command.
Q) Quit