VK Exploration

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VK Exploration

Postby Acedia » Sat Jul 26, 2008 6:12 am

Mornin' folks, just have some quick questions regarding exploration

I was wondering if anyway was actually able to completely explore two areas on VK:
- Waterfalls
- Newbatia Attics

I've scoured the areas several times over using the provided maps and I'm still only 'quite familiar' with the areas. There's one unmarked room east of the mosquitoes in Waterfall, and a trapdoor south of the armoire in Attics that I can't unlock (tried a Thief and "Knock"ing it to no avail).

I'm also guessing that the missing 3.9% for the top Explorers are the rooms on VK? Or do VK areas not count towards this total?

Any information would be much appreciated. Thanks in advance
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Postby firebrand » Sun Jul 27, 2008 11:25 am

are you running these areas using yellow potions/detect invisibility spells?

in each room, are you typing the directions NOT listed on exits to see if there are "hidden" doors?

there are most likely rooms that have what we call trig traps to convey you to a room not accessed by simple walking. for instance: at dream weaver in bal harbor, you type sign ledger to get transferred into a regen room that leads to the rest of the drachma shops (IF you have paid your inital 30 drachma to weaver)

not sure if the magic rope rooms for each continent are associated with a specific area and do not know if these count as part of the explored rooms, but i do know that each continent has several magic rope rooms.

if you use a milky lavender potion, you can use perception and will sometimes see doors that you can not normally see with only detect invis up.

there are also perhaps rooms in some areas that the builder did not attach to the area that can sometimes get included in the percentage explored counter for that area that can work against you too

if you have a valker with druid, shift into different forms that have improved or different vision types/buffs and see what you otherwise may be missing by not having the levs/class/skills/potions/spells and try exploring in those.

always carry at least 2 recall scrolls/potions (some rooms are nocast)

"search the place, boys, and leave no stone unturned." -smart ass --> who framed roger rabbit
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Postby firebrand » Tue Jul 29, 2008 5:07 am

heh i guess for the trig traps explanation i should have included to type commands list so that you can see the different commands we have available then look at the room description and see if you can "trigger" the "trap" by typing in the correct combination of command + keyword.

and there are the always fun ones of figuring out what object you need to hold/wield/have in inventory/place on the floor to get a response - such as hold a crowbar and type use crowbar, etc

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trigger commands

Postby Avatar » Wed Jul 30, 2008 8:37 pm

It was my understanding that the 'command list' has nothing to do with triggers. The triggers can (and usually are) be completely arbitrary and random. For example, using your example of 'sign ledger', the 'sign' command is not included in 'command list'.

Regards,
Charles
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