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Difference between revisions of "Guilds/zFree/Acoustic Lab/Chime Map"

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The overall grid seems to be the same as in previous tales, though the starting positions have changed, as have the outcomes of the various treatments.  By and large, it seems easier to go south east than to head north west across the map. The three new starting positions are:
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= Starting Chimes =
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When you start a chime, you will be allocated one of the following three chimes (in purple on the map below)
 
* Soaring Sparrow
 
* Soaring Sparrow
 
* Diving Nightingale
 
* Diving Nightingale
 
* Gliding Condor
 
* Gliding Condor
  
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= Movement =
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Each treatment will move the sound partially in the direction shown. Where it says south-east it could mean 1/10th to the south and 1/3rd to the east, that is something you will need to try for yourself. Fortunately, it costs nothing to apply the treatment, and you can treat the chimes indefinately. Note that you cannot physically move diagonally, attempts to do so will cause your chime to get into a rut - double back a couple of chimes to get out of the rut.
  
Treatments more or less confirmed for T7
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* Hot Water - north-west
* Hot Water - northerly, alternated with Quicksilver
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* Cold Water - '''easterly''' (with a hint of south)
* Cold Water - south easterly
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* Shearing Force - '''southerly''' (with a hint of west)
* Shearing Foce - south-west
 
 
* Cactus Sap - south-east
 
* Cactus Sap - south-east
* Intense Light - south easterly
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* Intense Light - south-east
* Leopard's Paw - northerly
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* Leopard's Paw - '''northerly'''
 
* Heavy Block - south-east
 
* Heavy Block - south-east
* Silk Cloth - north westerly
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* Silk Cloth - north-west
* Aluminum Powder - north easterly
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* Aluminum Powder - north-east
* White Sand - westerly
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* White Sand - north-west
* Worm Spirits - south westerly
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* Worm Spirits - south-west
* Beeswax - north-west
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* Beeswax - '''westery''' (with a hint of north)
 
* Quicksilver - north-east
 
* Quicksilver - north-east
 
* Rabbit Pelt - north-west
 
* Rabbit Pelt - north-west
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== Useful Combinations ==
 
== Useful Combinations ==
  
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* To go north, try LP, as this has very little east/west movement
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* To go east, try CW, as this often goes east to the next chime (sometimes need it doing twice), however, there is a northly offset so there is a limit to how many times this can be done
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* To go west, try BW, as this often goes west to the next chime
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* When heading west, if BW goes to far, use CW to go back - note that it is not linear, this doesn't always work.
 +
* When heading east, if CW goes to far, use BW to go back - note that it is not linear, this doesn't always work.
 +
* When going west, if BW doesn't work, try a combination of RP and SP
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* If you are trying to go in a direction and appear "in a rut", go the opposite direction for a couple of moves. For example, if you can't go any further west, but it's in green, go east a couple of times before going back west.
  
* Cold water and shearing force = south easterly, ie Diving Nightingale to Diving Albatross, Diving Raven to Hovering Nightingale
 
* Cactus sap and quicksilver = north easterly, ie. Gliding Condor to Hovering Crane to Hovering Owl
 
* Shearing force and rabbit pelt = southerly, ie. Hovering Crane to Gliding Condor
 
  
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= Making Chimes =
 +
Need to get a 'recipe' for a chime? Try the following page which lists all recipes known to repeatedly produce the chime required.
 +
* [[Guilds/zFree/Acoustic_Lab/Chimes|Path to Chimes]]
  
== Making Chimes ==
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= Map =
* [[Guilds/zFree/Acoustic_Lab/Chimes|Path to Chimes]]
 
  
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A map of chimes, and the walls around them.
  
 +
[[Image:ChimeMap.png|center]]
  
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* Red are walls that you cannot penetrate.
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* Green are routes you can navigate - they are always north-south or east-west, you cannot go diagonally!
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* White is not verified
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* Purple squares are the three starting chimes
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* Where there is an arrow and a letter, eg. vN, then there is a path to that chime from the starting chime known (for example, C> has a known path when starting with Gliding Condor, vC vN has a known path when starting with either Gliding Condor or Soaring Sparrow). Where arrows go in different directions, eg. ^N vS there is a known path from the respective starting chimes, but they go in different directions.
  
Please feel welcome to verify with your own findings and update!
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= Automato =
 +
There is a script available at [[File:Acoustics Laboratory zFree.zip]] specifically made for the zFree Acoutics Laboratory.

Latest revision as of 18:12, 6 September 2017

Starting Chimes

When you start a chime, you will be allocated one of the following three chimes (in purple on the map below)

  • Soaring Sparrow
  • Diving Nightingale
  • Gliding Condor

Movement

Each treatment will move the sound partially in the direction shown. Where it says south-east it could mean 1/10th to the south and 1/3rd to the east, that is something you will need to try for yourself. Fortunately, it costs nothing to apply the treatment, and you can treat the chimes indefinately. Note that you cannot physically move diagonally, attempts to do so will cause your chime to get into a rut - double back a couple of chimes to get out of the rut.

  • Hot Water - north-west
  • Cold Water - easterly (with a hint of south)
  • Shearing Force - southerly (with a hint of west)
  • Cactus Sap - south-east
  • Intense Light - south-east
  • Leopard's Paw - northerly
  • Heavy Block - south-east
  • Silk Cloth - north-west
  • Aluminum Powder - north-east
  • White Sand - north-west
  • Worm Spirits - south-west
  • Beeswax - westery (with a hint of north)
  • Quicksilver - north-east
  • Rabbit Pelt - north-west


Useful Combinations

  • To go north, try LP, as this has very little east/west movement
  • To go east, try CW, as this often goes east to the next chime (sometimes need it doing twice), however, there is a northly offset so there is a limit to how many times this can be done
  • To go west, try BW, as this often goes west to the next chime
  • When heading west, if BW goes to far, use CW to go back - note that it is not linear, this doesn't always work.
  • When heading east, if CW goes to far, use BW to go back - note that it is not linear, this doesn't always work.
  • When going west, if BW doesn't work, try a combination of RP and SP
  • If you are trying to go in a direction and appear "in a rut", go the opposite direction for a couple of moves. For example, if you can't go any further west, but it's in green, go east a couple of times before going back west.


Making Chimes

Need to get a 'recipe' for a chime? Try the following page which lists all recipes known to repeatedly produce the chime required.

Map

A map of chimes, and the walls around them.

ChimeMap.png
  • Red are walls that you cannot penetrate.
  • Green are routes you can navigate - they are always north-south or east-west, you cannot go diagonally!
  • White is not verified
  • Purple squares are the three starting chimes
  • Where there is an arrow and a letter, eg. vN, then there is a path to that chime from the starting chime known (for example, C> has a known path when starting with Gliding Condor, vC vN has a known path when starting with either Gliding Condor or Soaring Sparrow). Where arrows go in different directions, eg. ^N vS there is a known path from the respective starting chimes, but they go in different directions.

Automato

There is a script available at File:Acoustics Laboratory zFree.zip specifically made for the zFree Acoutics Laboratory.