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Newbiezones
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As a new character, one needs to have areas in which to grow their character's
strength.  This is done by gaining points by killing mobiles and pitting
items, and avoiding things like dying and fleeing.  While there are very few
areas in which a new runner can be totally safe (due to death rooms, trap
rooms, roving mobiles, among other things), there are a few that are
considerably safer than others.  A list of some of these areas (and directions
on how to get there) follows:

(All directions are from Temple of Freedom)
 Village zone       e,s,e
 NewVillage zone    e,s,7-w
 Cemetery zone      e,s,8-w,n
 Kleth quest        n
 Raider quest       e,s,5-w,s
 Excalibur quest    e,s,5-e
 Shaman quest       e,3-s
 Claymonster quest  e,s,2-w,3-s

 *e=east; s=south; w=west; n=north
 *<number>-<direction> means go in that DIRECTION <number> times.
 (example: 7-w) means go WEST 7 times.

As you get stronger, you can consider exploring other areas as well.  Be sure
to pick ones with low combat ratings (you can see a quest's ratings, a brief
description, and a general location by typing QINFO <quest>).
Also remember to pick your fights well; if you have a choice, EXAMINE a
creature to see how strong it is in combat.

A list of easy zones and quests follows.  The most important thing to
remember is: have fun!

Village zone
   This is a standard Aber zone; you'll see it around a lot on other MUDs.
Don't stray too far off the main path, and be careful about what you find
down wells.

NewVillage zone
   The village of Miller's Crossing, aside the Western Ocean.  Again, don't
stray too far off the main path.

Cemetery zone
   The cemetery attached to Miller's Crossing.  You'll need a key to get in,
but one should be in close proximity to the gates.

Kleth quest
   This is a must for all new players.  It will show you the basic commands
(like EXAMINE and TAKE), and you'll get lots of points in the process!
See also: QINFO KLETH.

Raider quest
   This is an easy quest near the new village area.  In addition to simple
commands, there is no combat in this quest.  Be sure to use ENTER and LEAVE
to negotiate buildings.
See also: QINFO RAIDER.

Excalibur quest
  To complete to this quest you must navigate the sea, cross an island, and
make your way through a maze.  Remember to read room descriptions to avoid
ending up a shipwreck!
See also: QINFO EXCALIBUR.

Shaman quest
   This quest, like Kleth, was specially designed with new players in mind.
Be aware, however; Shaman will require more thinking to complete than Kleth.
See also: QINFO SHAMAN.

ClayMonster quest
   This quest is based on ScoobyDoo, and will require no fighting, but lots
of thinking.
See also: QINFO CLAYMONSTER.

When it's time to leave 7DOF you can store your hard won kit by visiting
the Traveller's Rest on Peregrine Walk.  Examine the sign when you get there
for further instructions.
Directions: s,e,5-n,w,2-n from the Temple of Freedom.