Dortlewall (Batmud Tutorial Walkthrough Part 2)

Continent: Laenor

Level Limit:
  • I've heard there is a level limit of 40 here
Description:
  • Dortlewall is the Newbie tutorial area and first city a new player will encounter
  • If you are a newbie, your starting location will be set to the north guardhouse
  • This guide is written from the perspective of a new player who has just completed part 1 of Batmud's tutorial. The guide for part 1 is available here.
  • Also, there is a guide for part 3 which contains the follow-up "stories". The guide is available here.
Quests:

  • Complete Tutorial Part 2 (Investigate the Ring)
  • Area Quest: Dortlewall Town Patrol
    • This is awarded when you complete Part 6 of the tutorial
  • Area Quest: Quest Room
Equipment:
  • A lucky dwarven amulet
    • +1 AVOID
    • This is a reward for equipping the town watch with weapons
    • Not a bad piece of equipment for melee characters.
  • A magnificent silk tie
    • This is a reward for competing the tutorial
    • The tie can be set to enhance 3con&2hpr, 3dex&2hit, or 3wis&2spr
    • To switch between the settings "tighten tie" to move up the list and "loosen tie" to move back down the list.
    • This is an AMAZING piece of newbie equipment FYI.
Open Questions:
  • What is behind the ice golem door, and how can you get into it?
  • When you fight the orc leader during the training tutoiral, the tunnel to the south-east collapses before you can explore it. Is it possible to sneak in there first.
Map:

Map of Dortlewall City
High level map of Dortlewall
Map of Ivory Tower
Map of Ivory Tower


Map of Monastery
Map of the Monastery


Notes:

Starting Part 2 of the Tutorial (North Gate and Tayrien's Tower):
  • Well Dawnmist told us to go talk to Tayrien in their tower, so let's go there.
    • The tower is to the east of the North Gate
    • If you can't see, I'd recommend using your newbie orb to make light or lighting a torch.
  • There are some pigeons along the way that you can kill for exp
    • Note: Don't forget to "advance level" once you earn enough exp to gain new levels
  • Once in the tower, it recommends you go south if doing the tutorial.
  • Once you go south, the way to the east will be blocked unless you've done part 1 of the tutorial
  • You will encounter three dwarves arguing about who should go catch a burglar. You will also get a new tutorial page 103 (Hunt for the burglar)
    • "talk to dwarf" to find out more
    • Guess you need to go downstairs and show some courage!
    • Note: this is a no skill/spell room so you can't attack the dwarves if you were thinking of doing so "for science" of course ;p
  • In the staircase it gives you a warning about dying, so things should be interesting.
    • It also said killing things was mostly optional, but I'm going to ignore that as part of researching this guide.
  • Going past the shrine (which I suspect might heal you), the next room has a map. I highly recommend looking at it since it will let you use the "map" command in the basement to see where you are.
  • Continuing into the basement, you see that the bandit had released all the study subjects which is why the dwarves are hesitant to come down here.
  • There's monsters to kill in the basement. I won't talk too much about them, but basically they are not relevant to the quest so you can ignore most of them.
    • That being said, I strongly recommend against attacking the venomous snake in the room where they teach you about poison
  • You find the burglar, but they run away locking the door behind them. You need to search the other rooms to find the key
    • The searching happens automatically. The key will always be in the last room you visit.
  • You can unchain the hellhound pup. Nothing happens either positive or negative, but I feel good about letting it walk around without being locked up.
  • You can also "free brownie" to release the brownie apprentice
    • You can then "talk to brownie"
    • The apprentice offers to turn you invisible so you can sneak up on the burglar. Which is really nice if you don't want to kill anything.
  • Don't attack the golem. It is immune to damage and will destroy you.
    • The door south is locked. This is not the door to the burglar
  • To the east is a large green troll that blocks further progress
    • At my current level, the troll was much too strong to kill. Therefore getting invisibility cast on you from the brownie is a must to advance past it.
    • If you come in with a larger character (hehe) the troll will shove you into the golem room after you attack it. The troll will also immediately lose agro, so you can go back into the room and use a big blast at it again. This makes it a pretty easy monster to kill. As a low level player, you don't have this option though, so sneak by it.
  • To the south of the troll is a looted study
    • look at west desk
    • search west desk
    • push button
      • From this you get a scroll!
  • To the north of the troll is the troll holding pen
    • If you "enter cage" you will get a batium coin (worth 100 gold) and find tutorial 309 (Troll Cage)
  • To the north of the zombie you can "search bone" to find a dwarf bone
    • You can go back and give the bone to the troll. The troll will then wander off so you don't have to worry about sneaking past it while invisible.
  • In the room south of the zombie I found a glittering key
    • It unlocks the room to the very east of the hallway
    • I'm pretty sure I found it here since this was the last room I explored.
  • The wolfman burglar is looking for something...
    • Couldn't interact with them, so it was killing time.
    • After I got him down to around 50% health, they cut their cloak of and ran, leaving their cloak on the floor.
    • When you pick up a cloak, a metal dagger and a steel crowbar drop off of it.
    • The crowbar is useful to have in general since you can force open boxes with it.
  • In the next room you can finish off the burglar who is trying to escape.
    • When you take the burglar down, the dwarves from earlier show up and apprehend them.
  • When you try to leave the room the mage Tayrien appears as a projection and starts a conversation with you.
    • The mage asks you to start a town patrol which is part 3 of the tutorial
    • Congratulations on completing Part 2 of the tutorial!
Part 3 of the Tutorial (City Guard):
  • At this point I was now level 15. I was holding off on advancing to level 16 since I wanted to complete the level quest: Black Butterfly.
    • This might be a good time to take a break from the tutorial and head to the guildhouse to learn more about guilds, quests, and train at your racial shrine.
    • If you explore the guildhouse you will find the quest room. By doing so, you will also solve the Batmud area quest: "Quest Room". Here is the text you will see when you do that:
      • Congratulations! You have just completed Quest room!
      • You receive 495 gold as a reward for completing the quest.
    • If you go to the Guildhouse - Racial shrine portal, you can enter the portal to train skills/spells at your racial shrine. Which is a good way to store EXP so you don't lose it.
    • Also, the portal for your racial shrine stops working at level 16, so I'd recommend training everything you want to get before advancing past level 15. Some of the racial shrines are very difficult (and dangerous) to get to on your own.
  • To start part 3 of the tutorial, head back to Dawnmist at the north gate
    • ask dawnmist about permit
    • She gives you a permit to buy weapons, and tells you to go talk to the weapon shopkeeper.
    • If you read the permit you can decipher the following words: 'buying permit', '10000', 'weapons and armour', 'Tayrien' and 'Ionel Casom'
  • The weapon shopkeeper is to the south on the western side of the main road.
    • Once there, "give paper to ionel"
    • The shopkeeper will invite you into the back room, and also give you paperwork to fill out and deliver to the armorer Dragos.
  • Go to the back of the weapon store, and keep going. This hallway has multiple rooms to go through.
    • I decided against mapping this area since it is all a straight path. Just keep following it to get to the end.
    • In the back room there is a closed box. You can use the crowbar from earlier to "force box"
      • You can also force the box with your weapon. To force with the crowbar, wield it in your right hand.
  • The path eventually connects to the armorer 
  • In the back rooms can buy weapons and armor for both yourself and for the entire city watch.
    • You have a total of 10k gold to make these purchases.
    • You need to buy a weapon and armour for both your team as well as yourself.
    • When you are done, give the form to the armourer
    • If you have any leftover money in the form, you can use it at the general store.
    • I don't have much advice on how to equip your troops and yourself. My advice would be to spend most of the money on the city watch since you can get better equipment for yourself from donated equipment to St. Damogran.
  • When you go to the general store, you can ask hirbar about package. They then give you a potion.
    • This is a flask of cure critical wounds that you can drink to cast it on you.
  • Congratulations, you have completed part 3 of the tutorial. Next up is part 4: Training.
Part 4 of the Tutorial (Training the City Guard):
  • Head back to Dawnmist and ask her about training.
    • You don't have to do this, but I took a break between the previous section and doing part 4 of the tutorial. It helps to get reminded what you need to do.
    • They tell you to head to the barracks which is s,2w,n from Dawnmist.
  • A dwarven officer will greet you and ask for you to head down into the hall of battle training
  • There is a crate on the way down. If you open it you will find your personal equipment you ordered and a lucky dwarven amulet. Feel free to pick these up and use them if they are better than your current equipment.
    • The dwarven amulet gives +1 avoid, so is pretty nice for melee characters
  • You'll encounter two dwarves you need to attack/train. The room description recommends attacking the first one with "battle listen all 3" enabled, and the second one with "battle listen all 2" enabled to see the difference in messages.
    • Don't worry. When you get them down to around 50% health they will fall down on their butt, beaten.
    • FYI I like having battle listen all 3 turned on since that provides a good indicator if you need to run ASAP or not if you find yourself fighting someone way tougher than you.
  • The next room gives you two more dwarves to train and to see what happens if you set battle listen all to 1/0.
    • You probably shouldn't be using these settings. They are more quality of life if you are higher level just destroying creatures in a newbie area.
  • The next room teaches you about scan and "battle round_scan". These are incredibly useful commands and I would recommend you turn "battle round_scan on" since it'll tell you how much damage you are doing and how close you are to killing something.
  • The next room starts to teach about the "party" commands.
    • As a FYI, I always travel in a party, even if it is just me, so I can keep track of the EXP I earn while killing things. The command "party kills" will provide you a list of your most recent kills. That is how I get the information for the kill tracker at the bottom of this guide.
  • As far as "battle round_cast_info" goes, as a personal preference I turn that off and instead use the skill/spell tracker in the batmud client.
  • The dwarves to fight and the learning lessons continue as you go around the training hall.
  • Eventually you encounters some invading orcs to train against. These don't just fall down on their butts when you defeat them.
    • Kill the orc warrior, then head down and kill the orc leader
    • Killing the orc leader blocks their entrance from the southeast. Not sure if that was an area you could actually explore or not...
  • Congratulations, you just completed part 4 of the tutorial. Time to return to Dawnmist to find new clues to the orc invasion.
      Part 5 of the Tutorial (Invaders):
      • Head back to Dawnmist and ask her about invaders.
        • Dawnmist tasks with you checking out the monastery as she thinks the orc invaders has something to do with them.
      • Brother Gordof will block you from going into the new Monastery. But you can go into the library to view help topics you haven't found yet for your tutorial list. The actual tutorial continues in the southern room.
      • Reading the sign in the monastery, it highlights that this section of the tutorial will focus on exploration.
      • In the room in the tower there is a crystal ball. If you look at it, it displays the outerworld around Dortlewall.
        • The key is to "turn base" of the ball so it aligns properly with the north/south/east/west markings. I only had to do this once.
        • This will open a new door in the bare room below you.
      • In the hall of old relics, if you "touch post" it will unlock secret tutorial page #320 (Granite post)
      • In the next room you are blocked from proceeding along the tutorial by a locked iron grating. To open it you need to go into the room to the north and pull the lever.
        • The maze to the north is an added challenge and not required to advance in the tutorial. But it's fun so we're going to do that in this guide.
      • Figuring out the maze
        • There is a pile of mowgles coins in the entrance to the maze. This is a big hint. What you should do when going through the maze is drop coins to see where you have been before.
        • I believe the maze is randomly generated, so I'm not going to map it out in this guide.
          • Remember, going south here will take you out, so you need to pick either North, East, or West to go forward
          • The maze doesn't really translate to a real map. So in each room drop one more mowgles than the previous room. This way you can tell if you accidently backtracked. Aka if you just dropped two mowgles and move and see one mowgles in the room you know you went back one. If you see two mowgles you know you didn't really move. And if you don't see any coins you made progress.
        • Eventually you'll end up in a room with a circular tomb
          • Searching the tomb gives you a beard comb?! and secret tutorial page 321 (beard comb)
          • The tutorial page recommends selling the comb. It is worth 1400 gold at the general store.
          • Going east will take you back to the maze. Keep going south to exit the maze
      • Continuing down into the deep underground, you encounter a lake you need to row across
      • Turning back around and going south it takes you to a new room to coordinate the response to the orcs you found on the north beach with the brave dwarf.
        • The dwarf tells you to report to the ivory tower
        • Congratulations, you just completed part 5 of the tutorial!
      Part 6 of the Tutorial (Time for Answers - Character Customization):
      • Head back to the Ivory tower, and this time go north to enter part 6 of the tutorial
      • Going up the tower the seneschal will block you until you ask them about "done"
        • This is encouragement for you to register, but you don't actually need to register at this point. You can wait until you hit level 30 if you are not sure about giving that information to Batmud
      • Continuing up the tower, eventually you end up in Tarien's study. 
        • If you talk to him eventually you complete the area quest "Dortlewall town patrol"
        • Your reward is an enchanted silk tie and 3072 gold.
      • Congratulations, you just completed the tutorial!
      • The wizard also suggests a follow-up area quest to find out more about the burglar. They recommend talking to Dawnmist about this.
      • To leave, I'd recommend "search fireplace" and then "enter fireplace". This will take you to a secret room (always fun), and that room will teleport you to the entrance of the tower.
      Kill Tracker:
      • mutating/flickering pigeons
        • 230 - 300 exp
      • A small black/brown/green gremlin
        • 230 - 320 exp
      • A small snake with diamond-pattern back
        • 554 exp
      • A hellhound pup
        • 1105 exp
      • A zombie with a broken neck
        • 684 exp
      • A small red imp
        • 753 exp
      • A large green troll
        • 21100 exp
      • A dwarf in a ring mail, wielding a standard issue military warhammer
        • 230 - 540 exp
      • An orc warrior
        • 410 exp
      • The orc leader
        • 1550 exp

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