Creator: CF Java Map Editor Date: 9/4/2003

width25
regionvaldor
nameLorak Beginners
height25

15
(5|1)
10
(7|1)
9
(8|1)
16
(9|1)
(14|1)
8 8
(17|2)
7 7
(22|2)
(10|3)
  • sign ""

    If you forgot to drop something on the button then go stand in the corner and the door will be opened for you.

  • pstone_1 "sand"
12
(11|3)
(13|3)
  • sign ""

    Sometimes a door is not controlled by a lever, but by a button. Standing on the button will cause the door to open. Moveing off the button will cause it to close. In fact most things being on the button will cause it to open the door. You can prevent such a door from closing by dropping something on the button, for example you could drop some food on this next button to keep it opened.

  • woodfloor ""
(16|3)
  • tome "The benefits of reading."

    Reading will increase your mental XP. This helps you level up in mental, and can help you raise your overall level, especially at low levels. It is reccomended that you read all the book lying around at lower levels.

    no_pick => 1
  • woodfloor ""
8
(17|3)
(18|3)
  • book_read "Using literacy in the field."

    You can use your literact skill to identify scrolls and spellbooks that you find so that you don't have to spend money identifying them. However you will find that at first you can only identify a few of them. Never fear, as you advance you will be able to identify a greater percentage of them.

  • woodfloor ""
7
12
12
(16|4)
  • scroll_2 "The challenges of reading" level => 1

    Sometimes you won't be able to understand every readable item that you encounter immediately. If you cannot read it, you can wait till you have gained a higher level of mental XP or you could identify the object magically and learn the contents that way.

    no_pick => 1
  • woodfloor ""
15 9
(17|5)
16 6
(13|6)
  • sign_w "sign"

    There are two new things in this next room. First some doors open automatically, unlike those that you have seen before in this training program. Second, Terrain can hamper or affect your movement in some situations. This room will make that clear.

  • woodfloor ""
10
(21|6)
6
(22|6)
13
13 13
13
(13|7)
(17|7)
  • monument "Sign"

    Here you can take one of two paths. If your character can read, go straight ahead and read the books. If not, go to the right and get some more practice by fighting the monsters you find there. In either case go out the back door of the room and continue your training from there.

  • magic_mouth "voice"

    This is a sign too use 'a' to apply as usual

  • woodfloor ""
5
(17|8)
5
(18|8)
(4|9)
  • sign ""

    Now pick up the flint and steel. This is a 'given' item so don't put it down again. Once you have the flint and steel, mark the ice cube. You can do this most easily by <shift><middle clicking> on the ice cube in the inventory window. Now apply the flint and steel (by middle clicking on the flint and steel in the inventory window.) Keep applying the flint and steel until you melt the ice cube Claim your reward.

  • pstone_1 "sand"
(7|9)
  • sign ""

    Sometimes if you use cold spells, some things get frozen in ice cubes. In order to get them out you need to melt them with a flint and steel. First pick up the icecube. Then go to the next sign for the next step.

  • pstone_1 "sand"
(10|9)
(11|9)
  • sign ""

    Some items in the game are special - once they are picked up they can never be put down. They are 'given' to you. Most of your initial weapons will be of this sort. Pick up the piece of trash to the left and put it down to see this.

  • pstone_1 "sand"
(17|9)
  • sign_e "sign"

    Some monsters generate other monsters all by themselves. These monsters usually duplicate themselves at regular intervals like the one in the following training task. You should usually kill them all as quickly as you can.

  • woodfloor ""
(4|10)
(13|10)
  • sign_w "sign"

    Tips and tricks room. Pick up the key and go into the door with it. This will use up the key and open the door. Follow the directions inside. Start at the sign in the upper right corner of the room and go counter-clockwise for best results.

  • woodfloor ""
(14|10)
(16|10)
(17|10)
(1|11)
(2|11)
(14|11)
(16|11)
4
(17|11)
4
(19|11)
(20|11)
(21|11)
(22|11)
(2|12)
(13|12)
(14|12)
(16|12)
(17|12)
  • sign ""

    Often in your adventuring you will encounter 'monster generators' These breeding grounds for monsters will periodically produce a new monster. It is wise to quickly destroy them. So do so in the next test room.

  • woodfloor ""
(19|12)
(20|12)
(21|12)
(22|12)
(23|12)
(4|13)
(13|13)
(14|13)
(16|13)
(17|13)
(13|14)
(14|14)
(16|14)
3
(17|14)
3
(18|14)
(13|15)
(14|15)
(16|15)
(17|15)
  • sign_e "sign"

    Be careful not to get surrounded, as each monster that can get next to you can try to attack you. Use the features of the room to prevent this in this task.

  • woodfloor ""
3
(18|15)
(20|15)
(13|16)
(14|16)
(16|16)
(17|16)
(13|17)
(14|17)
(16|17)
(17|17)
(18|17)
(19|17)
  • sign ""

    Go step on the handle you see right next to you and press the 'a' key (or in most clients middle on the display in in the lower left corner of your client) to activate the gate and let loose the monster. Go walk into it and you will begin melee combat with it. keep walking into it till it is dead.

  • woodfloor ""
(20|17)
(21|17)
  • sign ""

    Again, use the lever to open the gate and melee with the the practice monsters. This time try holding the control key down as you head into them. This puts on the "run" feature making you move faster.

  • woodfloor ""
(22|17)
(23|17)
  • sign ""

    Sometime a gate or spikes isn't controlled by a lever, but just goes up and down. here is an example of that. If you time it right you can go in and pick up a reward without getting injured if you do not, then you may well pay for your reward with a slight injury, make sure to rest a little before continueing on if so. Once you are done go back to the banch of corridor and continue on the main corridor to continue your adventurer training.

  • woodfloor ""
(4|18)
  • sign ""

    You probably have a few pieces of loot at this point. If you decide to sell it, you are much better off having it identified. It will bring a better price (unless it is cursed) Also you don't want to use any object without identifying it, just in case it is cursed. If you have the bowyer skill you can use it to identify arrows and bows and the like. You can use smithy to identify armor and melee weapons. But most beginning adventurers don't have those skills so they need to use scrolls or the identification table in the local magic shop. Tarik's Frontier store (promotional consideration given) has such a table, but for now, take the scroll of identify here and apply it. You should see a few of your unidentified items become identified.

  • pstone_1 "sand"
(8|18)
(11|18)
(13|18)
(14|18)
(16|18)
(17|18)
(18|18)
  • sign ""

    Be sure and wield your weapon (if you have one) before you begin the melee section here. If you haven't, you can wield your weapon by middle clicking on the weapon in the inventory window in the upper left.

  • woodfloor ""
1
(19|18)
(20|18)
2
(21|18)
(22|18)
(23|18)
(4|19)
(16|19)
(17|19)
  • shortsword "" identified => 1 startequip => 1 value => 0
  • sign ""

    Take a right here at the corner. We will first cover basic melee combat. If you have randomly been given a weapon of mass in startup you may trade for this sword here, just don't drop this one till you don't want it any more.

  • woodfloor ""
1
2
(21|19)
(13|20)
(14|20)
(16|20)
(17|20)
  • sign ""

    For best results, please follow the instructions and follow the training program step-by-step for your first time. Training accidents have been known to happen and we would like to avoid as many as possible.

  • woodfloor ""
(19|20)
(21|20)
(23|20)
(13|21)
(14|21)
(16|21)
(17|21)
  • sign ""

    So you want to be an adventurer huh? Well we here at the Adventurer Training Company can help. We have the best training for beginners this side of scorn. In fact we can show you a few tricks that they might not teach you there.

  • magic_mouth "voice"

    Press 'a' to read the sign. Or any others.

  • woodfloor ""
(19|21)
(23|21)
(2|22)
  • sign ""

    You have two choices now. You can either leave now, or you can go upstairs and avail yourself of our more self directed advanced course. The stairs are at the end of the hallway here.

  • woodfloor ""
(10|22)
(11|22)
(13|22)
(14|22)
(17|22)
(19|22)
(23|22)
(10|23)
(11|23)
(13|23)
(14|23)
(16|23)
(17|23)