Xintatlaa
From LSWiki
Revision as of 22:30, 15 January 2022 (edit) Fungor (Talk | contribs) (→Notable Attractions) ← Previous diff |
Current revision (10:23, 6 October 2023) (edit) Reden (Talk | contribs) (Hmmm) |
||
Line 18: | Line 18: | ||
*Mortig the merman | *Mortig the merman | ||
- | *Maardryd the water dragon | + | *Maardryd the water dragon (has a massive attack on death... Low HP folks beware) |
*Tarhia | *Tarhia | ||
- | *Marakius the adviser | + | *[[Marakius]] the adviser |
- | + | ||
=Notable Attractions= | =Notable Attractions= | ||
Line 29: | Line 28: | ||
Speedwalk for this place, requires terrain following and may or may not be functional | Speedwalk for this place, requires terrain following and may or may not be functional | ||
- | go n, e, 2ne, sw, w, n, 2sw, e, sw, w, nw, sw, w, 2nw, n, s, se, ne, in, 2u, 2d, out, 2e, n, e, 3w, 2e, 2n, 2w, ne, e, ne, 2se, 3e, n, w, nw, sw, w, nw, w, se | + | go n, e, 2ne, sw, w, n, 2sw, e, sw, w, nw, sw, w, 2nw, n, s, se, ne, in, 2u, 2d, out, 2e, n, e, 3w, e, 2n, 2w, ne, e, ne, 2se, 3e, n, w, nw, sw, w, nw, w, se |
enter volcano | enter volcano | ||
wait for a while | wait for a while | ||
Line 58: | Line 57: | ||
*Note: If trapped in a sand pit then use "climb out". | *Note: If trapped in a sand pit then use "climb out". | ||
*Be cautious if you have ioun stones. The volcano and swiftly flowing water rooms will both cause them to drop, but will move you into an other room shortly. | *Be cautious if you have ioun stones. The volcano and swiftly flowing water rooms will both cause them to drop, but will move you into an other room shortly. | ||
+ | *Rashidun Notes: The volcano room is anti-magic and seems to sometimes trap folks and not eject them after a fashion like it normally does. Jack (a bez) somehow got stuck, but I was able to be rescue him by getting into the room, having him trust me, and taking him before being ejected into the rest of the maze. Also, rhages seem to be unable to get out of the room adjacent to Maardryd because they aren't allowed to 'wriggle through crack' because of janky anatomy handling. This whole area, unfortunately, is also anti-teleport, so the usual magickal escape mechanisms would not work. I finally managed to get Edgrold (a rhax) out by first mounting him, and then commanding a nebulex in the room to 'wriggle through crack' which had the bizarre side-effect of sending both Edgrold and the nebulex through to the next room, but leaving myself there, despite riding Edgrold. Hopefully these notes help with future rescue operations. The exits here are super janky. I very much do not recommend visiting if you're not roughly anthropoid and of quasi-human size. | ||
+ | *This place basically is the second [[Jack's Farm]]. There's even a girl who shoots radiation beams with grey background and red foreground! According to OOC history, Jack's Farm used to contain a holed iron sheet, which was meant to protect against eskara, but it was very rarely found, if ever. Coincidently, both were coded by the same person. | ||
+ | *It may be that much more convenient to explore this place as a [[ghost]]. | ||
{{endspoilers}} | {{endspoilers}} | ||
Current revision
Distant and remote, this difficult to get to wealthy island-nation is rumored to be predominantly dominated by lush steep-sided rugged mountains and rolling soil-rich hill country. Rumors of this remote island hold that wealth can be had by sea captains bold enough to hazard the legendary currents along its inhospitable cliffs and bring trade with the wealthy island-state.
Lately however, trade has all but ceased with unsettling word by refugees of some horrible tragedy besetting the large island. So far little word has made its way back and the fate and the problem of the stricken nation is unknown.
Contents |
Location
Xintatlaa is located at (-35,-22,0) in Quetlatl (Global: (127, -265, 0)).
Notable Personalities
- Zignard the warlord
- Mortig the merman
- Maardryd the water dragon (has a massive attack on death... Low HP folks beware)
- Tarhia
- Marakius the adviser
Notable Attractions
Speedwalk for this place, requires terrain following and may or may not be functional
go n, e, 2ne, sw, w, n, 2sw, e, sw, w, nw, sw, w, 2nw, n, s, se, ne, in, 2u, 2d, out, 2e, n, e, 3w, e, 2n, 2w, ne, e, ne, 2se, 3e, n, w, nw, sw, w, nw, w, se enter volcano wait for a while go s, e, 2w, se, sw search crack go swd, nwd, swd, swd, swd, neu wriggle through crack go ne, se, s squeeze through opening go 3n, e, w, n, w, e, n, e, w, n, 6s
last room is guarded by a crab, but only on the way out
go n, e enter depression kill crab climb out go w, s
Notes
- City alignment:
- Guards assist:
- Nyladon Notes: This place is as old and crunchy as anything, don't come here unless you have an exploration challenge and are *really* desperate.
- Oraror Notes: He's not kidding about the old and crunchy. If you're going for exploration, you will NEED water breathing, a source of light, and a resistance to ... something (magma? heat?) to survive entering the volcano. As of change #7100 the darkness levels are saner, but there is now a strong current, which can be counteracted by swimming skill (74 was enough to move around with minium fuss, and resist the drag about 50% of the time) or wingless flight (which negates the drag completly) To minimize the agony, "search crack" on the far southwest end of the area to find the dragon at the bottom and "squeeze through opening" on the far southeast end of the area to trigger the janky-as-hell exits.
- Nyladon Notes Again: To exit the dragon's sub-area, you must go one room up from his lair and 'wriggle through crack' - despite being visible in all other rooms, that's the only one it works in.
- Note: If trapped in a sand pit then use "climb out".
- Be cautious if you have ioun stones. The volcano and swiftly flowing water rooms will both cause them to drop, but will move you into an other room shortly.
- Rashidun Notes: The volcano room is anti-magic and seems to sometimes trap folks and not eject them after a fashion like it normally does. Jack (a bez) somehow got stuck, but I was able to be rescue him by getting into the room, having him trust me, and taking him before being ejected into the rest of the maze. Also, rhages seem to be unable to get out of the room adjacent to Maardryd because they aren't allowed to 'wriggle through crack' because of janky anatomy handling. This whole area, unfortunately, is also anti-teleport, so the usual magickal escape mechanisms would not work. I finally managed to get Edgrold (a rhax) out by first mounting him, and then commanding a nebulex in the room to 'wriggle through crack' which had the bizarre side-effect of sending both Edgrold and the nebulex through to the next room, but leaving myself there, despite riding Edgrold. Hopefully these notes help with future rescue operations. The exits here are super janky. I very much do not recommend visiting if you're not roughly anthropoid and of quasi-human size.
- This place basically is the second Jack's Farm. There's even a girl who shoots radiation beams with grey background and red foreground! According to OOC history, Jack's Farm used to contain a holed iron sheet, which was meant to protect against eskara, but it was very rarely found, if ever. Coincidently, both were coded by the same person.
- It may be that much more convenient to explore this place as a ghost.
Maps