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  1. Medina consists of 2 entrances (E), heart (H) and 17 rooms (1-10).
  2.  
  3. 10---3-----4----3
  4. /| | _/| |
  5. E / | | _/ | |
  6. \ / | |/ | |
  7. 3---3---H-----3----2
  8. \ |\ |\ | |
  9. \ | | | \_ | |
  10. 11 \ | \ 3----1---3
  11. | \| \| \
  12. 3---9-8-7-6 E
  13.  
  14. Here is a description for each room:
  15.  
  16. 1: The alleys twist and turn, until you eventually arrive here. Here is nowhere special, just another junction within the maze of alleys in the Red Triangle.
  17. 2: You are standing in a small winding alleyway. There are other alleys leading off it. They are all small and winding too.
  18. The alley leads north and south. Or is it east and west? You are completely unsure.
  19. 3: This is a small winding alleyway, dark and with other alleys leading off it. They are all small and winding too.
  20. The walls are too high to see over, and buildings block your view in all directions. A person could easily get lost in here unless they had a good memory, or a map.
  21. 4: As an Empire the Aurient is complex and easy to get lost in. This set of alleyways could easily be a metaphor for the whole of Agatea. They are complex and, you've guessed it, easy to get lost in.
  22. H: In the heart of the Red Triangle maze, alleys lead in all directions, and you are unsure which way to turn. Six alleys meet here, or possibly, depending on your point of view leave from here. Either way, there are a lot of possible exits.
  23. 6: Three alleyways merge here. They all look the same, and all go in different directions. Small buildings line the alleyways. The exit ahead of you looks familiar, or does it?
  24. 7: Isn't this the same place you were in 5 minutes ago? Maybe not. But perhaps it is, who knows? The alleyway bends here and you have a choice of two identical exits.
  25. 8: At least at this point in the maze your decision is simple. Either go that way, or that way. The alleyway simply bends here, and you can continue or go back. It's entirely up to you.
  26. 9: This is a cross alleyways. Like a cross-roads, but with alleyways. They go this way and that. You can't work out which way is north and you wish you'd brought a compass.
  27. 10: This is a small winding alleyway with a T-junction. All three possible exits look very similar and very alley-ly. The alleys are narrow, winding and difficult to navigate safely without a map.
  28. 11: Standing in an alleyway, surrounded by buildings and other alleys, your head spins as you struggle to get your bearings. You fail miserably. Alleys lead in several directions.
  29.  
  30.  
  31. Map is static however exits are constantly changing. Amount of time exits are staying the same depends on the room. For example rooms from nw entrance to the heart (E -> 3 -> 3 -> H) change exits every few days while room 9 is changing every hour or so.
  32.  
  33. To get from the heart, you need to find room with 5 exits and description Nr3. after that room with 4 exits and go nw.
  34.  
  35.  
  36. NPCs in medina.
  37. Normal Thugs - easiest npcs with meat cleavers. They can't hurt you as long as you have CCC.
  38. Heavy thugs - deadliest npcs imho. Heavies protect bosses and normal thugs. If you don't want to get a nasty mash then recomended tactics is to focus normal thugs. In that case Heavies will be busy protecting them and will not fight you that much.
  39. Boss - the toughest npc. Has a lot of health and fighting skills, but since he is using sharp weapon you should be relatively safe with CCC. Boss is following Heavies only. If there are no heavies in the room and you move, Boss will stand still. All normal thugs will move with you though.
  40.  
  41. How NPCs move in medina.
  42. If for example you move north during the fight, NPCs will follow you north and keep moving north until they hit the room where no such exit exist or come back to the original room.
  43.  
  44. Medina rules (actually only 1st one is medina specific, rest are common):
  45. 1. Look into the room before entering it. If you enter the room and someone is fighting npcs there, you will be stealing their xp. Different people tolerate that differently, but none of them will be happy.
  46. 2. If you leave to reshield/heal/etc, you lose npcs. If you are fighting a boss and one of your group members lose TPA, you have to decide if you want to sacrifice your friend and kill the boss or leave and accept the fact that someone might get to the boss.
  47. 3. If you herd NPCs and you lead them into the room where other group is fighting, those NPCs are not yours anymore.
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