Re: Murkon's Refuge: Towns
Thurhame, on host 71.58.110.34
Saturday, May 17, 2014, at 09:23:27
Re: Murkon's Refuge: Towns posted by picto on Sunday, June 6, 2004, at 16:59:26:
> > > > I can't believe I started this landslide "discussion". > > > > > > > > All I can say is I still have no idea where any of the towns are, and if I ever get to Teralt (HIGHLY unlikely), I'll chip in with my half-a-cent-'s worth. > > > > > > You really can't miss Kaliti once you come that far. Lyesis is a bit harder to get to, and it might even be skipped, it's not that important anyway. As of Teralt, I still haven't got that far. > > > > You can't help but find Teralt if you cast MAP, and you're essentially certain to find it with BLAZE, if you survive long enough. Teralt is good to have because the stuff outside of Teralt kills you. Teralt is basically a strategically placed really expensive Inn. > > > > It might be a bit of a shock the first time HOME gets redefined to Teralt, but the neighbourhood just takes some getting used to. I don't think I'm giving away any secrets when I say that it can be useful having a town as far along in the game as Teralt. > > > > ^v^:)^v^ > > FB > > > > ugh, i kept going round level 1 (get poisoned too much on levels 2 and 3) and i saw 3 towns (obviously it could only be Perinn) when i was at Perinn, way over to the east, and way down south somewhere. I got really scared. Thought there was like 3 or mroe towns per level!
Yup, you were seeing Perinn. The levels wrap east-west and north-south, making it confusing if you're using a strong light spell to map. What makes it worse is on levels 2 and 3 some of the CORRIDORS wrap, but fortunately that foolishness doesn't appear to continue. (4 and 5 have flat maps, though I haven't tried going deeper yet.)
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