MayLith: This is the "parchment" that everyone starts off the game with. It has spoilers and other not-so-good things in it, so, here's a place to hash it over.
Contents
book20.txt
Summary: *****/abook-20.txt*1[(a) The towns] *****/bbook-20.txt*2[(b) Other strange and frightening places] *****/cbook-20.txt*3[(c) Equipment issues] *****/dbook-20.txt*4[(d) Macros] *****/dbook-20.txt*4[(e) Quests]
Introduction:
Middle-earth is vast and mysterious, full of dangers but also full of rewards for the brave.
New adventurers should know that pressing < and > can switch the wilderness view between a normal scale and a larger map. This map makes travelling safer and faster, but you can't enter wilderness dungeons from it.
~~~~~1
You start in a small village named Bree in the western part of the Middle-earth. Here you will also find the entrance to the Barrow-Downs, a fairly safe and simple dungeon.
When the Barrow-Downs become too easy for you, and Bree too small, you might consider going to Lothlorien, the land of Galadriel. [[[[[BNote that] [[[[[Byou should take a lot of food with you, for it is a long journey.] You'll have to head south-east following the Moria mountain's chain, then walk around the forest of Fangorn to head north to finally find your destination. The Forest of Mirkwood (another dungeon) can be found to the northeast of Lothlorien.
Other towns await. Look for maps as your travels progress.
~~~~~2
The Old Forest to the west of Bree is the last remains of the big forests of the First Age, but it has been corrupted. It is said it is guarded by a living tree.
You may also wish to investigate the Orc Caves north of Bree; they are another place suitable for those who have travelled through the Barrow-Downs. They also are rumored to hold great mysteries.
To the south of Bree there is a magical Maze. Many adventurers that ventured there never came back... It is rumored that a Minotaur is lurking down there, guarding an ancient and powerful artifact. Bring along digging equipment and some means to recall.
Durin's Bane, the Balrog of Moria, guards the Mines of Moria, to the southeast of Bree.
During the Second Age of the world there was a great island called Numenor. The people who dwelt there were wise and powerful, but as time passed their last kings fell under the power of Sauron. Under Sauron's orders, they tried to attack Valinor, the blessed land, and for this Numenor was destroyed, swallowed by the sea. The treacherous ruins are still accessible, far out to sea to the west of Bree.
Many other strange places wait to be explored by the valiant adventurer, but their locations are secret. You will have to find them yourself!
~~~~~3
Beware adventurer! If you plan to go down into the dungeons, be prepared. You will need some items badly:
First, think of some light to see by; maybe a lantern is better than torches.
Second, consider your combat equipment. Sometimes the weapon and armor you got from your mentor are not enough for the nasties inside the dungeons.
Third and most important, [[[[[Balways carry a shovel or other digger with you] when you leave the town level of Bree, because there is much rubble in Middle-earth which you cannot clear with your hands.
~~~~~4
Spellcasters might find that pressing 4 keys (at least) to cast a spell is a lot, they are right. That is why there are macros. You can access the macro screen by pressing @. You can find help on the *****macrofaq.txt*0[macros] in the docs.
Now you either have the hard way or the easy way.
**The Hard Way**
What the fellow adventurer should know is how to create a basic spell macro:
- Press @ to enter the macro screen.
- Press 4 to create a new macro.
- Press the key to bind the macro to, usually one uses the F* keys (you can
combine them with the ctrl, shift, ... keys too)
- Enter the key sequence to be done for the macro.
- Press 2 to save the macro.
Now, a problem might arise. Imagine your macro looks like: mcaa*t to cast a Manathrust spell ('m' to use skill, 'c' for cast a spell skill, 'a' for first book, 'a' for first spell, *t to… target the first monster). This macro will break if 1) you gain a new skill so that "Cast a spell" is no more the skill 'c', or 2) if you get a new book. There is a way around that. When the game asks for a skill or a spell it allows you to press @ to enter the skill/spell name directly, so your macro would become:
m@Cast a spell\r@Manathrust\r*t
Now this will always work as long as one of your books has the spell in it.
**The Easy Way**
This time you will only use the macro recorder. To do that:
- Press $ to start it.
- Now, each key you press will be recorded, so press all keys you want.
It is recommended to start your macro by pressing Escape key a few time, so if there are messages when you use the macro it will first erase them instead of swallowing the first few keystrokes of your macro.
- It is also recommended to take advantage of the @ key when selecting skills or
objects whenever the possibility is offered to you. It will make sure you always use the good object/skill even if it moves in your inventory.
- Once all keys are pressed, press $ again to stop the recorder. If you are
satisfied with your macro, now press the key to bind it to.
As in the Hard Way, you must use the macro screen if you want to permanently save your macros.
Either way you choose, to edit your macros you must save them, exit ToME, then edit the file you saved them into.
~~~~~5
While adventuring in Middle-earth, you will have the opportunity to undertake many quests. To see a list of your current quests, type 'control + q'. (Be very careful not to type 'shift + q' instead, as doing so and answering yes will kill your character.)
Chatter
NeilStevens: I just removed these two paragraphs:
- If you survive this dangerous dungeon, you should head south, following the Anduin river. There, near the dark land of Mordor, you will find the great town of Gondor, Minas Anor. From there you can want to pay a "visit" to the land of Mordor, which is east of Minas Anor. After Mordor you should finally travel to Gondolin, the hidden town of the Noldor. First go back to Bree, and then from there walk northeast and you will find it. From this city, you will be able to attack Angband, the dungeon of Morgoth, which is north west west of Gondolin.
Perhaps Galadriel should give this advice when the time is right. Perhaps the player should be on his own about these. Either way, I say none of this belongs in the parchment.
MayLith: I agree that the information you deleted does not belong.
Part of me thinks nothing should be said, as there's no reason why you might do one dungeon before another (IF you are of sufficient CL.) OTOH, maybe Galadriel could tell you the next dungeon to go to after you clear the last one. E.G.:
- Galadriel says "Brave adventurer, now that you have won your way through the Barrow Downs, I have another task for thee. Please seek out the beloved forest of Mirkwood, which has been overrun by creatures of evil, and cleanse its depths. Return to me after you complete this task."
Huh, that makes it a quest, doesn't it.... And there's nothing says you can't enter Mirkwood before you've finished the Barrow Downs, and nothing that says you *have* to do either dungeon, for that matter. So I guess that's out....
NeilStevens: Half or more of my winners never entered Mirkwood. All that wore the One never entered Mordor. Those dungeons are definitely optional. Only the main plot quest dungeons (Dol Guldur, Angband, Mordor, Mount Doom if you destroy the One) are mandatory.
Angband is the only important one, as you say. Maybe once you get above a certain Character Level (whichever the minimum one for Angband is, I forget), she could appear to you in a vision??
NeilStevens: Why? She tells you about Angband when you have need to go there, no?
MayLith: Does she??? The quest for the One tells you to go to Mt. Doom, and tells you about Sauron, but not where Sauron is.
Anyway, I thought I was making a suggestion along the lines of what you said here: "Perhaps Galadriel should give this advice when the time is right. Perhaps the player should be on his own about these. Either way, I say none of this belongs in the parchment."
NeilStevens: Yeah, but I was thinking of just expanding her speeches in Lothlorien. No need for more voices in the player's head, because the Valar are enough!
MayLith: Should the macro info stay on this page, or just a reference to the in-game help? Also, there's a reference to Moria's mountain chain in this thing. Do we eliminate the word "Moria", or no?
NeilStevens: You're not on the mailing list, are you?
MayLith: No, I'm not.
NeilStevens: The macro help absolutely, positively, definitely must stay on there. ToME has certain UI quirks that annoy greatly anyone who relys on muscle memory without the aid of macros. Because of this, users need to be told and reminded of macros at every opportunity, or else I'll get called a Nazi again (yes, some users were VERY unhappy).
MayLith: Oh dear. OK.
MayLith: Ok.
MayLith: One last thing: The "other strange and frightening places" section. Do we leave all those dungeons there, even including Numenor and the references to Sauron and the Balrog?
NeilStevens: Leave it, I say. All that gives no clue that the Necromancer is Sauron.
MayLith: As you like. I'm attempting (in a roundabout way) to figure out which dungeons are considered spoily just by their existence, and which are not. At one point, it was said that only the four main dungeons should be mentioned. If Numenor etc are mentioned just as a smattering tease, that's fine -- I'm just trying to determine where that spoily/non-spoily line is.
NeilStevens: I'm going by geographical and difficulty distance from the starting character at Bree. Moria and the Orc Caves are close, Angband is too deep, and Numenor is probably too far away and should be removed.
MayLith: IIRC, that is different from what you said previously, so I will ask again -- not trying to be rude, just trying to be sure we are on the same page here. IMHO, it would make sense to leave Orc Caves and the Old Forest in the in-game help. Yes, Angband & Numenor aren't likely candidates. Personally I would leave Moria out of it, but I can live with it being left in.
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