81 lines
3.9 KiB
Plaintext
81 lines
3.9 KiB
Plaintext
chapter 3 "Teleportation Devices"
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Let's talk a little about how to use some of the teleportation
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technology in the default Dead Souls distribution. Some of
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this stuff can save your hide, and some of it can kill you,
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so it's worth being aware of it.
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%^CYAN%^Visitor's Pass%^RESET%^
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This is an extremely rare item, and only intended for official test
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characters. If you don't show up in the "who" list with a [%^YELLOW%^TEST%^RESET%^]
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tag, and you have a visitor's pass, something has gone wrong. You
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use the pass to get out of trouble with the command: %^GREEN%^click heels%^RESET%^
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%^CYAN%^omni%^RESET%^
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The omni is a device created by a consortium of time travelers dedicated
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to fixing errors in history. While they'd never make the full chrono-omni
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available for public consuption, a "gimped" version can be purchased
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from Oana at the magic shop. This omni does not do time travel, and when
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you press the button on it, it will only take you to one location: Lars's
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Pub. However, it is an incredibly valuable tool of recall when you find
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yourself in a tight spot. For example, suppose you are an orc or a dwarf,
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and you cannot swim, but you walked off the village shore and are now
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drowning and sinking to the sea floor. If you have an omni in your
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rucksack, you can:
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%^GREEN%^get omi from ruck%^RESET%^
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%^GREEN%^push button on omni%^RESET%^
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And materialize, gasping but alive, in the old tavern. It's a must-have
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for any adventurer. I suggest aliasing those commands, so you can
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hit the buttons quickly in panic-mode. See: %^GREEN%^help alias%^RESET%^
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%^RED%^PROTIP:%^RESET%^ The omni is programmed not to be in the possession of a
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living being for very long. If you keep it in your inventory too long, it
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will glow red and disappear. You can limit this by keeping it in your ruck.
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%^CYAN%^Kleiner's omni%^RESET%^
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Kleiner, brilliant scientist he is, has been tinkering with his omni
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and disabled the auto-vanish feature for himself on it. He also has been
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able to reprogram his omni to take him to different places. However,
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you really don't want this omni. Only Kleiner can control where it takes
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him. For anyone else, it takes them to a completely random location
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on the mud, and believe me when I tell you this is not really as
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fun as it sounds.
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%^CYAN%^Stargates%^RESET%^
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Ancient technology of a long-lost civilization, stargates permit travel
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to and from each other. You dial a specific stargate you want to go to,
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then enter the stargate. Note that if the destination stargate is already
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in use the dialing process may fail. Stargates stay open for only a brief
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time, though, so unless your mud is super busy, you can probably just
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retry the dialing and find success.
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Note that stargates can take you to places whose environment is unsuitable
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to you. If you dial a stargate that is on the sea floor or one that is in
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outer space, you'd best be wearing a breathing device or be carrying
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an omni with you. Of course, if on your mud someone has coded a stargate
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whose destination is next to a sun going nova, or in a nest of gundarks,
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the breathing device may provide insufficient protection
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%^CYAN%^Portal gun%^RESET%^
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If it has both blue and orange vials installed, this device allows you to
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create portals (one blue, one orange) that connect to each other. Entering
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the blue portal will take you to the location of the orange portal, and
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vice versa. Only one blue portal may exist in the game at any time...the
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creation of a new one destroys the old one. This is also true of the
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orange portal. Portal locations persist through reboots. By default, the
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blue vial is found along with the portal gun, in the hazlab. The orange
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vial is rather trickier to obtain...it is kept in the private storage area
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of an incredibly powerful and aggressive cave troll.
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You can create a blue portal wherever you want if you have the blue vial
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installed, but without the orange vial you cannot change the location of
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the orange portal.
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%^RED%^Protip:%^RESET%^ Do not ever enter a portal if the other portal is
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in the same room.
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