HUNTING
-
or - So many critters, so little time...
The
Coastal Alleys - armor set # 3
1 - An embankment. From here climb down the embankment to the
Sewers.
2 - Exits the
Coastal
Alleys to a side street running west (to a dead end) and east (to merge
into a main cobblestone road).
3 - Exits the
Coastal
Alleys near the docks of the Harbor District.
4 - Exits the
Coastal
Alleys to a side street running north (into the dock area) and south
(to
a main cobblestone road).
5 - Exits the
Coastal
Alleys directly onto a main cobblestone road.
From the
Toga
Inn mark walk once west, twice southwest, three times south, once
southwest,
twice south, four times southwest, twice west, once southest, three
times
west, once northwest. The alley to the west of you will be point #4 on
the map above. (Walk to toga; W - SWx2 - Sx2 - SW - Sx2
-
SWx4 - Wx2 - SW - Wx3 - NW - <The
alley
to the west is point #4 on map above>)
It should be noted that
thugs
and brutes only come out at night. Don't bother with hunting the alleys
in the daytime, they won't be there.
It
should be known that the thief trainer (who must, unfortunately, remain
unindentified here) resides in or near these alleys. As such, it tends
to a popular hangout new for thieves. Besides that, it's deep in the
harbors
which tends to be thick with thief players anyway. It would be a very
good
idea to keep an eye out for other players as well as the brutes and
thieves
known to stalk the area. Player vs. player assaults and muggings are a
common occurance in and around the coastal alleys and harbor. While
thugs
and brutes appear a bit more frequently in these alleys than in the
thug
alleys by Septima's, they do cover a larger area and have a bit more
space
to spread out.
Furthermore,
just as the thug alleys, there are many empty and abandoned sheds and
shacks
all along these alleys that provide good hiding places and recovery
zones
should you become overwhelmed. Thieves, when pursued at night by other
players and player constables, often duck into these alleys to shake
pursuit
and hide out in one of these shacks, leaving their pursuers to search
for
them among the thugs and brutes that inhabitant them.
Thugs
daggers, coin (in thug's pouch)
Thugs
are difficult to kill because, as they are human and wield weapons,
they have a wide variety of attacks at their disposal such as stab,
slash,
etc. as well as armed combat maneuvers. But, if you are skilled in
ACM's
yourself, or at least in a couple of subskill attacks and block, they
shouldn't
prove too tough for you. Thugs are the most common encounter in the
alleys.
Brutes
coin (in brute's pouch)
Brutes,
on the other hand, are tougher. Don't fight a brute unless you have
a reasonable chance of hitting them, some good armor, at least four
good
manuveurs and blocks. Brutes are bad about delivering
unexpected critical hits, you see, and an unexpected critical hit can
break
even the most hardened warrior. Again, exercise caution with this these
buggers.
It should be noted here,
however, that if you are used to hunting animals up to this point you
will
encounter a slight problem when going against human opponents. Humans
get
a slight, consecutive bonus to defenses when you use the same attack
against
them as you did in a recently attack. As such, in order to avoid this
consecutive
bonus catching up with you, you'll need at least five individual
attacks
that you can utilize. For example, when attacking a thug with swat you
may get, say, a 40% success rate. If you use swat again on your next
attack
your success will jump (about 20%, I think?). It will jump yet again,
the
same amount, if you use the swat attack a third time. Furthermore, if
you
use only two or three attacks the bonus to your opponent's attacks
still
climbs, though not by as much, even if you used it two or three attack
previously. Only by making four attacks of another attack, before using
that attack again, can you completely avoid this creeping penalty. This
was implimented by the GM's to reflect a human's ability to respond to
their opponent's style of fighting (and to ensure only skilled
characters
would engage human npc's). Also, this penalty will effect you when
fighting
other player characters (and other player characters when the fight
you).