Travel
Hydra walks a character anywhere its built-in map reaches: .go2 bank
takes the nearest bank, .go2 228 a room by number, .go2 to Ashryn the
room one of your other characters stands in. The way is priced for this
character: an exit that needs a spell it cannot cast, a society it is not
in, or a setting it has not turned on is shut, and the route goes round
it. The walk stops with .go2 stop, or with .stop, which stops
everything.
Every travel command may be shortened to its first two letters or more:
.go is .go2, .ro is .route2, .sa is .sail.
Going somewhere
| Line | What it does |
|---|---|
.go2 bank | Walk to the nearest place of that name: bank, town, gemshop, pawnshop, inn, and every tag the map carries. |
.go2 228, .go2 u7120 | Walk to a room, by the map’s number or the game’s. |
.go2 to Ashryn | Walk to the room another character running in this Hydra is in. |
.go2 targets | The places there are to go. |
.go2 stop | Stop walking. |
.go2 coverage | How much of the map Hydra walks yet. |
.go2 confluence | Into the Elemental Confluence by an instability of your element; confluence-hot or confluence-cold for that half. .go2 instability stops at the instability; --instability=<room> picks which. |
.go2 help | All of these. |
Before the first step Hydra asks the game what the map needs to know and nothing has said yet – the spells you know, what is in your hands, where your ship lies – quietly, and once. A walk that cannot start says why in the story.
Names of your own
| Line | What it does |
|---|---|
.go2 save den | This room is den, for this character. |
.go2 save den --global | …for every character. |
.go2 save den=228,current | den is these rooms; the nearest is meant. |
.go2 list | The names you have saved. |
.go2 delete den | Forget it; --global for everyone’s. |
Names are kept in travel.json in the data folder: everyone’s at the top,
each character’s under its own entry, with the room it was last known in
and what earlier crossings taught it (which town it entered Duskruin from,
for instance). A character’s own name is looked for first. A file Hydra
cannot read, or that a newer Hydra wrote, is left alone rather than
written over: what is in it the game never teaches again.
Seeing the way first
.route2 bank shows the way and sends nothing: room by room, what would
be taken, each scripted crossing as its steps, and at every room what was
not taken and why – a fact the game has not told yet, a setting that
says no, a crossing Hydra does not walk yet. The same route is drawn on
the minimap; .route2 clear takes it off. --brief gives it in a line,
which is what a click on a minimap room asks; a click on the route’s goal
walks it.
Sailing
A character with a ship of its own sails it. .sail kraken makes the ship
ready and takes it to that port; .sail 7143382 to a room of the ocean,
anchor dropped; .sail help lists the ports and how far each is.
Making ready is read off the ship each time, never run as a script: the
white flag from the crow’s nest, the gangplank in, the sail let out and
wind called into it by a character who can, the anchor up, and DEPART.
Start it anywhere aboard or on the pier, with any of it already done, and
it does what is still undone. At sea the wheel is touched only where the
course bends; between rooms the character is free to walk the ship, and is
given a moment to come to the wheel or the anchor itself before Hydra
walks it there. A swell that drops the anchor, a sail come loose, a wheel
spun free are each seen and set right.
.sail route kraken shows the course on the chart as you sail it yourself
and sends nothing.
The ships a character owns and the port each is docked at are kept in
travel.json once seen, so a route by sea needs no ship info asked
again at the next login. A route that may take the ship asks for it
quietly the first time, when nothing has said where it lies.
Portals
.portal lists the ways out of this room that are no compass direction –
a gate, a rope, a hole in the wall – and goes through at once when there
is one. .portal 2 or .portal gate takes that one. The controller’s
portals wheel is the same list on a stick.
The Travel page
Each setting the map asks about is on the character’s Travel page of the settings menu. A setting never set is simply off, and the map’s questions about it always have an answer.
- Ice: Auto waits on ice when a slip is likely, Run never waits, Wait always does.
- Use the urchin guides, while the game says they are paid for; Use the portmasters; Use your own ship, and Call wind into the sail.
- Use Voln’s symbol of seeking; Vaalor shortcut, the rocky trail into Ta’Vaalor; Allow Vornavis; the caravan to and from the Sanctum of Scales.
- Day passes: use them, the sack they are kept in, and whether to buy
one when none held serves, or only for some routes (
imt,wl). - Mist Harbor trinket, by its name; the rogue guild password.
- House key and its sack, for a private property’s door; and each property you may pass through, by name.
- Send the familiar home once it has opened the Vaalorn ring doors.
What is not walked yet
Hydra walks every crossing the map holds that it has been taught; .go2 coverage counts the rest, down to none. A crossing not yet walked is shut
to every route and said so under the room it leaves in .route2’s table,
so a route never promises a step Hydra cannot take.