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<  Places of Interest  ~  Places to go.

Swampy
Posted: Mon Sep 15, 2008 12:34 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Following is a list of entries of various areas in tmux, each entry offering a summary and some advice about places to visit.
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Swampy
Posted: Mon Sep 15, 2008 12:42 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
St Joes proper

St Joes proper is the shattered remains of the core teaching area of a once proud educational institution. It covers the quadrangle, levels 3, 4 and 5 the science labs the chapel, the pool, the music centre the alliance centre, the tuckshop, accounts, reception and the primary teaching rooms. This is the most central area to tmux, and is where new players will start their adventures. Typically challenges in this area are geared towards newer players, but a couple of perms provide challenges to the more advanced as well. A couple of risks in this area but for the most part a relatively safe spot to explore. Basic armour and weapons can be obtained readily in this area as well as basic spells. An area that will help new players become acustomed to gameplay by immersing them in geography they are already familiar with.
Risk: low
Challenge: low to medium
navigation: easy to medium (moving around the quad can be confusing to those starting out.)
rewards:low to medium
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Swampy
Posted: Mon Sep 15, 2008 12:48 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Maroon 1 (help maroon)

Maroon 1 is the overgrown and recently reclaimed maroon outdoor education centre. It is also a teaching area, focusing on the skills talk, look, search and trade. Explorers will encounter many interesting and unique creatures and persons out at maroon 1. Maroon 1 is an area that is often overlooked because the people who this area is geared towards have a tendancy not to have developed enough skills to appreciate it. Low-medium level players may find it rewarding to thoroughly explore this area and become aquainted with the different mobs and perms that populate maroon. A word of warning, maroon 1 is a more dangerous area than st joes proper. While the challenges may be of a similar level in some cases, maroon has a higher risk factor assocatiated with less than careful exploration. Once again useful gear/armour/spells can be found here, but rewards centred towards lower level players. Maroon one consists of the cabins, toilets and dining hall of maroon outdoor education facility.

Risk: low (if your careful)
challenge: low to medium
Navigation: easy
rewards:low to medium


Last edited by Swampy on Mon Sep 15, 2008 1:29 pm; edited 1 time in total
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Swampy
Posted: Mon Sep 15, 2008 12:56 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Tennyson 1 (help tennyson)

Tennyson 1 is the remains of the once great playing fields of st joes. It covers the main rugby oval, the road coming in, the grandstand and a first aid centre and canteen. Perhaps, and i hesitate to use the word, a simpler area than st joes proper or maroon, tennyson 1 is none the less indepth and features some very funny monster actions and interactions. Geographically it should not offer any major problems, but once again builds on the skills of questing, talking and searching. Tennyson is also one of the most heavily based traffic areas in the game. The grandstand provides one of the best training areas for medium to high level players and the oval offers alternate grinding for medium to low players. An area that is safe to explore at a low level, but at which will become a regular stomping ground for medium level players seeking to accumulate large amounts of exp or gold quickly.

risk: low
challenge: low to medium
navigation: easy
rewards: low to high


Last edited by Swampy on Mon Sep 15, 2008 1:29 pm; edited 1 time in total
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Swampy
Posted: Mon Sep 15, 2008 1:04 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
vic park (help vicpark)

Vic park is perhaps the last of what i would call training areas. Once again searching is important and players will find the pick and turn skills useful here as well. Vic park is the badlands of a future decimated city park. The tennis courts still stand however, as well as criket nets, and a massive dirtbike track. Vic park like tennyson is geared more towards medium level players. It is also more geographically challenging than the previously mentioned 3 areas. Vic park does offer some nice rewards and spells but you have to look closly and pay attention to obtain these. It is also more perm based than tennyson, but with some worthwhile obscure traffic drops. A tricky area to get the hang of but well worthwhile looking at.

Risks: low (provided you take care looking before you attack.)
Challenge: medium
navigation: medium
rewards: low to medium


Last edited by Swampy on Mon Sep 15, 2008 1:29 pm; edited 2 times in total
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Swampy
Posted: Mon Sep 15, 2008 1:09 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
level 2 south.

Level 2 south contains some classrooms, the overtaken blackened arts rooms, and the terrace shop. A further extension to st joes proper, it features the only current shop in tmux. This area relies heavily on careful searching, (as indeed do most of tmux's areas.) and for the patient offers some good rewards. Characters here, have a tendancy to drift towards a good alignment so if your not a paladin and wish to spend a lot of time here, keep an eye on it. Monsters in this area also have some interesting combat properties that are worth keeping an eye on. A small area, but a valueable one, especially to paladins.

Risks: low
Challenge: medium
navigation: low to medium (provided you search)
Rewards: low to medium
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Swampy
Posted: Mon Sep 15, 2008 1:18 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Commune (help commune)

The commune is a hippy residential community seeking to live in peace and harmony with nature in the reconditioned and renovated manual arts block and basketball courts. A HUGE area with a massive amount of depth. Indeed one of favourite areas in the game. Given it's size and it's only loose assocation with real world geography initially players may find this area, especially the garden confusing. But perserve because this area offers great rewards and a heap of fun. The commune offers challenges to players of all levels, and a variety of beasts, hippies, craftsman and oddball characters can be found here. A graphical map is available, (help commune.) and the central skills in this area are mapping searching, trading, talking, tracking, transforming and picking. The commune features an intricate web of trades and quests, talk to everyone, attack what you can and play with the items you find. Don't expect to get a handle on this area in an afternoon, but an esceptionally worthwhile look. several areas are level restricted for player safety and caution is recommended when exploring some of the more untamed areas of the commune.

Risk: low to medium
Challenge: low to very high
Rewards: low to very high
navigation: medium to hard


Last edited by Swampy on Mon Sep 15, 2008 1:30 pm; edited 1 time in total
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Swampy
Posted: Mon Sep 15, 2008 1:28 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Sewers (help sewers)

The sewers, in all honesty, are my nightmare. NOT newbie friendly, and frankly not advanced player friendly as well. You will need to be able to breathe underwater and see in the dark and that's just to get a foot in the door. IMHO the most complex non-realm spell area in the game. Difficult to map, difficult to explore due to rooms which regularly only allow one person in them. While there one or 2 nice items down here, by and large the rewards are not great. As expected in a sewer there are plenty off oddballs and animals that have been down here a little to long. Not an area for newbies. Also difficult to get access to. That said there are players who swear by the sewers as one of the most entertaining areas on the game. That said some of those same players find watching their characters die fairly fun as well provided they die in an entertaining manner. My advice is if your going down here set your wimpy high and carry homesick potions. Aside from the item reward there is a very good reason to navigate the sewers, but i'll let you figure that out.

Risks: high
Challenge: high to very high
rewards: medium
navigation: very hard
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Swampy
Posted: Mon Sep 15, 2008 1:36 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
The brother House (help zombies)
"Br Campbell Memorial Home for Incurable Zombies (and Ghouls)"

Commonly known as the brothers house the "Br Campbell Memorial Home for Incurable Zombies (and Ghouls)" is the horror story of tmux. Not meaning the area is a nightmare, but here you will find zombies, ghouls and a variety of undead citizens, not all of whom are particularly thrilled with their current situation. The brothers house is, i imagine closly based on real life geography, but is an area that few students have much experience with and therefore can be a little tricky to navigate. There are some very worthwhile rewards here, to those who are patient. Turning is a valueable asset here, and many of the monsters have interesting combat properties. A tricky area, with just the right amount of risk to make it challenging to more advanced players. Not recommended for newbies. Perm based.

Risk: high
Challenge: high
rewards: high
navigation: medium to hard.
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Swampy
Posted: Mon Sep 15, 2008 5:04 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Barc (help b-arc, help technology)

The Brisbane arc project, is based on terraces recent aquisition of waterford. If the brother house is tmux's horror story, then the barc would be it's sci-fi. Inside you find a world of scientist, doctors and dangerous skewed individuals interested in modifying humans. While the barc area is fairly small it can be a little confusing and is one of the most difficult area in the game to access. Barc has a heavy focus on perms, rather than traffic, that being said there is still plenty of interesting trafic to play with. The barc is one of the areas that only a few players have mastered and features some very complex quests. The actual area in itself is safe for even careful newbies to explore, but it's isolation make it less popular among players than other easier to access areas. Some interestign room properties to interact with, good talkfiles to explore and a fascinating back story to work around. Stay tuned for next area release. WHile reasonable safe, it's isolation and reasonable monster levels make this area unsuitable for newbies, though medium level players may be able to thrive here.

Risk: low(on the assumption you don't attack stupid monsters)
Challenge: high
rewards: medium to high
navigation: medium. (while difficult to access the actual barc is relatively easy to navigate.)
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Swampy
Posted: Mon Sep 15, 2008 5:10 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
The rogue centre/level 7

Not much can be said about this area with out giving away details, suffice it to say, it is well worth exploring, but high level characters are required as well as a decent level picker. Not newbie friendly really, though medium level players and up can flourish in some parts.

Risk:high
Challenge: high to very high
rewards: high to very high
Navigation: easy
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Swampy
Posted: Mon Sep 15, 2008 5:16 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Maroon 2

Maroon 2 is the further extension of maroon 1. It is perhaps the first area released geared unashamedly to higher level players. Containing the meeting circle, a high ropes course and a cabin maroon 2 is a nice extension to maroon 1, but very much for higher level players. The meeting cirlce provides the best grinding area in the game, offering a great training spot for advanced characters. Once again some interesting monster properties and room properties to play with here. Primarily traffic based, but perms are also important. Caution is urged when attacking, as many monsters here have overlapping tags and are high levels. Fairly straightforward navigationwise with one exception. Good rewards, and the reason high level characters regularly make trips out to maroon. Once again, search, trade and talk commands are important, as well as an understanding of certain room properties.

Risk: medium
Challenge: very high
Rewards: very high
Navigation: medium
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Swampy
Posted: Mon Sep 15, 2008 5:25 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
The Boatshed/tennyson 2

The boatshed is the most recent addition to tmux at it's time of writing. A fairly large area, with some tricky navigation on this side. Traffic based. Warning, some monsters contained within are extremely dangerous, handle with extreme caution. The boatshed also contains the only 4th level realm spell in the game currently, and to that end much of it is level 15 and above. Another area that is geared towards higher end players. That said there are things for the lower levels as well, as well as extensive talkfiles. An area of complex desigen, heavy depth and will successfully challenge even groups of established vetern players. That said newbies will also find things to do here, and provided you don't do something stupid like attacking without looking shouldn't run into to much trouble. Once again interesting monster/item properties here. Well worth a visit. Search, talk, trade, mapping are all imporatnt in this area as well.

Risk:medium to high (medium because most dangerous areas are level restricted, high because those areas do have some nasties lurking in them.)
Challenge: very high to extreme
Rewards: very high to extreme
Navigation: difficult
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Swampy
Posted: Mon Sep 15, 2008 5:28 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Misc realm areas

Final point, Many of the high level realm spells have areas dedicated to them. Those areas are not covered here for obvious reasons, but are hinted at in the help quests helpfile. They range from fairly straightforward to fiendishly diffiuclt. Care is recommended when exploring as often these areas, and indeed many areas listed in this file, require the player to shift their style of thinking. Good luck and happy exploring. If anyone feels i have missed something feel free to write an addition or mail me and i will add it to the appriopraite post.
thanks
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Mazil
Posted: Mon Sep 15, 2008 6:14 pm Reply with quote
Member Joined: 02 Dec 2007 Posts: 305 Location: In my fishtank
Bravo on an excellent guide to the areas of T MUX
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Ferni
Posted: Sat Oct 04, 2008 2:32 pm Reply with quote
Member Joined: 05 Dec 2007 Posts: 230
speaking of realm rooms dont forget that while your spells might be powered up your enemies ones are too so dont underestimate that just go all out with your best spell that fits that room. and it may be worthwhile to stay in one because your proficiency in that realm will go up quicker.
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Ferni
Posted: Tue Dec 30, 2008 7:41 pm Reply with quote
Member Joined: 05 Dec 2007 Posts: 230
or where you refering to realm spell quest areas as realm areas? they are particularly nasty too, but the challenges are 'somewhat' similar.
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