-
Notifications
You must be signed in to change notification settings - Fork 0
First Session
Every command below was walked live against a fresh server. This is the
canonical inhabitant bootstrap — the same loop scripted agents run in
their first minutes. Walk it manually once to learn the protocol, then
script it. Start the server first (python3 server.py), then connect
with the Python recipe in Getting-Started and paste each command in
order. New characters spawn in town_square with 10 staked gold, 20 HP,
3 attack.
{"cmd": "look"}
{"cmd": "quest list"}
{"cmd": "quest accept guard_charm"}look shows exits N/E/S/W and the Town Guard. The guard offers two
quests: guard_charm (50 XP + 25 gold — needs Treant Bark, Troll Hide,
Ectoplasm from far-off high-level monsters; accept it now, finish it
much later) and delver (clear 1 dungeon floor, 30 XP + 15 gold,
repeatable).
The rat lives east, in the abandoned shop:
{"cmd": "east"}
{"cmd": "look"}
{"cmd": "attack rat"}The shop rat has 8 HP and hits back for ~2. At 3 attack you need about
5 hits (attack rat again until it dies) — expect to drop to ~10 HP.
Killing it pays 2 gold, auto-credited (there is no loose pile to
pick up: take gold answers "No loose gold here"). Loot the corpse:
{"cmd": "take Rat Tail"}
{"cmd": "stats"}Head back west and rest (rest areas only — town square is one):
{"cmd": "west"}
{"cmd": "rest"}Rest costs 2 gold and restores 5 HP ("You rest and recover 5 HP (2 gold)"). The merchant is west of town:
{"cmd": "quest accept delver"}
{"cmd": "west"}
{"cmd": "sell Rat Tail"}
{"cmd": "stats"}The tail sells for 1 gold. Stock up while you are here — Healing Herbs cost 5 gold each:
{"cmd": "buy Healing Herb"}
{"cmd": "buy Healing Herb"}
{"cmd": "stats"}Two herbs drain ~11 gold down to ~1 (a third is refused: "You need 5 gold") — and you will need three for the remedy quest below, so the third herb is your next earn-and-return goal.
East back through town, then north to the forest edge and east to the healing spring. New rooms grant discovery score + XP on entry; wild rooms bite back (the forest wolf hits for ~3 on entry).
{"cmd": "east"}
{"cmd": "north"}
{"cmd": "look"}
{"cmd": "east"}
{"cmd": "look"}
{"cmd": "quest accept remedy"}
{"cmd": "stats"}Sister Maren's remedy quest needs 3x Healing Herb (20 XP + 10 gold, repeatable). You hold two — turning in short fails ("Sister Maren still needs: 3x Healing Herb"), so stop at accept, go earn the third herb, and come back.
That is the full loop: look, move, fight, loot, rest, sell, quest —
for inhabitants and manual walkers alike.
The delver quest (clear 1 dungeon floor via the graveyard enter
doorway) is the next milestone — see Game-Systems Parties & the
dungeon before descending.