Yupa's General Mudding Tips Version 1.2, February 4, 2003 What's New -Fixed some typos and stuff I missed Contents A. Introduction B. Advice C. Stats D. Auction E. Teleport and Moongates F. Potions G. Spells H. Money I. Advancing J. General Etiquette K. Acid L. Flame/Frost/Bolt/Acid, and your EQ M. Limited EQ N. Containers O. AC P. What Stats do I want from my EQ? Q. Number of Attacks R. Upped, Downed, and Mended S. Dax, and other Bots T. Chaos, MK, Paintball, and other Modes U. Rerolling V. Death Traps (DTs) A. Introduction - If you're new to the game, or feel like you want to learn more about how things work, this is the guide for you. It's in no way complete, nor is it necessarily unbiased....I'm just trying to pass on what I know. - Have fun, and remember that it's just a game. That's my new motto, and I try to follow it as much as possible. - Enjoy! Yupa. B. Advice - It doesn't hurt to ask. Really, it doesn't. Most likely, the questions you have can be answered by the more experienced players and immortals. There are no stupid questions, really. Just don't expect someone to automatically have the answer. NC's a big place, and there are lots of things to not be known. - Advice Channel. Remember that thing? You probably turned it off after you started mudding. This is still probably a better place to place queries, though there may be fewer people channeled into it. Still, the ones that are on the Advice Chan are usually the people who would answer your questions on Gos anyway. - Don't expect an answer right away. Chances are, people aren't sitting around waiting for questions to be asked. Players may be in Quiet Rooms, or fighting, or Creating, or whatever. They might not be able to hear your query, or at least answer it immediately. So try not to drone incessantly with the same question over and over, it'll just wear on the other players nerves. C. Stats 1. Con - You'll want your constitution at max when you level. You get more HP and stuff w/ higher CON. Use levelling gear, like a piece of statue, yoda statue, or even a training potty to max out your con from the start. If you don't have levelling gear, ask, someone usually stocks something you can borrow. Do this from Level 1....it may not seem like a big deal, missing out on 1 or 2 HP a level, but add it up, by the time you hit 50 Advanced, you could lose out on 1-200 HP! - Keep your CON up! Once it hits 0, you reroll. That's bad. You start again as a level 1 dual, regardless of your previous level. Therefore, keep CON from reaching 0. See the Rerolling section for more details. - Running low on CON? Out of practices? Find a practomat to buy more. Most Clubhouses should have one. Practomats can usually be used by high advanced characters only, and only if you have few practices left, I think. 2. Wis/Int - Wisdom...like con, is good to have maxed when you level. You get more practices that way. - Intelligence - Int gear's good too, for when you want to practice skills and spells. The higher your int, the fewer practices you'll waste to learn something new. Not needed at max when you level, but should be maxed when you practice. 3. Str - Strength. Use the spell when you need it, particularly when doing fun stuff like corpse retrievals. - When you're ready, go on the strength quest, aka Birth Control Pills Quest. Killing the mazekeeper at the end will max your strength second value. i.e. Your strength is 18/52....do the quest, it becomes 18/100. Remember, the pills quest only maximizes the second value, not the first, and the max value is dependent on your race. D. Auction - Try not to abuse auction too much. It gets real annoying to the rest of us. Don't auction something to see the stats; buy an improved ID scroll instead. Don't tease people w/ an item, only to withdraw, that's kinda gay. And don't auction crappy stuff either. Nobody is really gonna buy that Flourescent Light you got from the newbie school. - Also, don't rely solely on auctions for getting eq. If you sit around for 3 hours waiting for something good to be auctioned....well, odds are that you just wasted 3 hours sitting on your butt. You're better off using that time for levelling, or better yet, zoning to get good eq. - By that same token, don't log on and immediately ask someone to auction so and so item. Check first, to see first of all if anyone even has it. Locate Object is a great spell. If someone's got the item, and isn't really using it, then maybe it's ok to ask....they might be waiting for an interested party to sell to as well. On the other hand, don't pester that person about it. They might not want to sell, and that's totally up to them. - By the way, withdrawing an item you put up on auction will result in a penalty, basically half of whatever the last bid was. So I don't recommend screwing around and showing off your EQ, unless you're prepared to pay the price. E. Teleport & Moongates - Don't try it. No, really, don't. It'll pop you somewhere randomly on the mud, possibly some very bad place. Like a DT. Or right to a aggro mob. And it'll be a pain for others to help you w/ the CR if they don't know where you died...or worse, you end up near the end of oh, say Narnia. - On the other hand, if you've got an unequipped character that you want to screw around with, and don't mind the con loss, go ahead and explore. Just don't say I didn't warn you. F. Potions - Good to have. Generally, healing potions are handy for normal tasks, like levelling, basic zoning, etc. Of course, they're worthless in no magic rooms, so watch out. - I wouldn't load up too much. Especially on crappy potions. You really don't need to be carrying 400 teal potions now, do you? :P - Good places to get potions: Teals: Regular healer shop. If under level 20 dual, go to the newbie healer shop. It's southish of town, then go u, e, u when you can. Teals are somewhat cheaper there. 3x Cure Critic Ambrosias: What you should be using instead of teals. Costs alot more, but it's a 2x Heal potion, which is good. Buy them from the shop in Mt. Olympus Honeysuckle Nectars: You can buy em in Xanth, all e of town. Only problem is that these 3x Heal potions cost 10x as much as ambrosias! Go here if you've got tons of money to burn only. Tonics: These are relatively new. It's a 2x Heal, 1x Cure Critic potion, which is just a wee bit better than ambrosias. The cost a lot less though. Find them at the shop in FF8, though you'll have to fight at least 8 mobs to get to it. A task best suited for advanced characters. Armourall/Cureall: You can do Evil carnival for these, all the freaks carry a pouch w/ an Armourall (shield, armor, mvest), a cureall (rune of protection), and a shake (2x heal). Curealls are good to keep, in case you don't have Rune. Yellow: From the Magic shop, of course. I just thought I'd mention it cause we all need Detect Invisible from time to time, and it's easy and cheap to get. Zoning: You can get some really good potions in the course of zoning. Stuff like Liquid Force, Mud Bottles, Blood Red Potions, etc. can only be found if you get out there and zone. G. Spells - You should always have the following spells cast on yourself, or provided by your Equipment: Detect Invisible (duh, let's you see invis things) Sense Life (You might not see mobs and players w/out it) Sanctuary (half damage, defintely a must!) Fly (You don't want to hit a flying DT without it) Rune of Protection (prevents most aggressive mobs from attacking) - Other spells/affects to have are: Immune Silence (esp. if you're a magic user) Immune Summon (really only good during Chaos, so someone doesn't summon you) Armor, Shield, Magical Vestment (the holy trinity of armor spells, these alone should drop your ac by 90 points) Cumulus Nimbus (more armor) Sponge (gain mana for killing mobs) Holy (reduces mana use when it kicks in) Bless, Improved Bless, Inspire, etc. (more hr/dr, etc) H. Money - Save your dough! It might not really seem like you need much now, but it comes in handy later. Most advanced spells and skills require the expenditure of experience, practices, and gold! We're talking roughly 30 million in gold and exp to master, for the most part. - Also, doesn't hurt to have some spending money for other things later. Auctions, potions, etc. - ATMs. Use em. No point in losing your money cause you die. Keep the bulk of your money in the machine. I typically carry less than 20 mil on my player at any time, the rest is squirreled away in the bank. You can keep up to 2 billion gold in the ATM per character. - Short on cash? Go out and kill stuff! There are still a few places around where you can make some dough. You'll probably get more by going out and doing it yourself rather than wasting time asking for handouts. I. Advancing - OK, you've finally made 50/50. Now what? Advance to the higher classes, of course! But where? Well, type dir to find the individual trainers, or: Avatar: Go to Paladines Temple. Same thing you did to get your 2nd class. Monk: This one's in the Shaolin temple. Follow directions to get there. Everything else: OK, there's directions to trainers listed, yeah. Some of them are a pain to reach though. There is, however, an easier way. Go to Xanth, all east of town. You'll find a Blade, Assassin, Druid, and Arch trainer there! How simple! Hero: OK, go do the Heroes Quest. Go to it, chop chop. J. General Etiquette - Shouting is a no no. Everyone can hear a shout, and it's pretty annoying. Best to use gossip instead. Why is there a shout channel when you're not supposed to shout? That's one of the great mysteries in life... - Don't pester people too much. Do you honestly want to log on everyday, and be flooded with: "Can you tank for me so I can level?", "Can you give me EQ?", "Is your Boots (the one's you're wearing, usually) for sale?", etc. Ya, asking questions is fine for the most part, but don't cross the line from inquisitive to annoying. - Language on Gossip. Some people make a big deal about it. It doesn't really bother me personally, but consider the fact that other players are sensitive to (or too young to be hearing) harsh language. The Flame Channel is fine for this kind of thing. Additionally, conversations w/ mature content involved may also be frowned upon by some. - Personal bickering doesn't really deserve to be on the public channels, either. If you've got a problem w/ someone, take it to Flame, or talk to them via tells or IRC. Most people really don't want to hear insults exchanged and junk. Or if you insist on having it out in public, don't be surprised if others join in, etc. - Kill Stealing. This is uncool. If someone's already in a room fighting a mob (usually for levelling purposes, we're talking here), it's very uncool and frowned upon to walk in and attack the same mob, and killing it to get the exp/EQ/gold. It sometimes happens by accident, if that's the case though, be nice and apologize. You better not be doing it on purpose though. - Auto Scripts. If you're running some kind of scripting program to level, you may also end up inadvertantly stealing kills from other players. This is also uncool. If you insist on having a character run on auto for exp, gold, etc., by nice enough to do it at non-peak hours, or preferrably in a levelling place that isn't frequently used. Again, it's frowned upon to steal kills from other players, and saying that your auto-scripter did it accidentally won't fly for long. - Corpse Looting. This again, is bad. It can also be severely punished if done intentionally/frequently. Bottom line is this: never take anything from any players corpse, unless specifically told to do so by the individual. Would you really want someone to steal all your hard earned EQ? Set a good example, and don't. And tell others not to either. This is a good way to get badnoded and deleted, as it has happened to others in the past. - Finding EQ: Generally speaking, if you walk into a room w/ tons of gear on the ground, particularly good EQ, it may mean someone's corpse decayed. I wouldn't recommend taking it; it's basically just as bad as corpse looting if you took stuff that didn't belong to you. Check an item, it'll usually have the player's name on it. Find the player, if possible, and inquire. If they're not on, I think the right thing to do is to gather up the EQ, put it in an empty container, and mudmail/general board post about it. Either hold on to the EQ until you get a response from the owner, or put it on a character with a name like EQHold, and send the name and password to the owner. It may break the 2-eq rule, but it's generally ok so long as the intentions are noble and you aren't just doing it to hoard eq. - Speaking of which, don't forget about the 2 EQ Character rule. You can create as many characters as you'd like to on Northern Crossroads, but only 2 of these characters can have EQ at any time. And not just equipped on the character, but held in inventory or containers. Only 2 Characters. If it's found that you have more than 2 characters w/ equipment, chances are that your characters will be purged until you only have 2 w/ gear; and there's no telling which ones exactly will be purged! K. Acid - Acid sucks, no doubt about it. But it's not the end of the world. Pretty much anything can be repaired from acid damage, though the cost is high. Just be careful if you've got some really old eq (It will repair to new stats, I believe), and random eq (Can't be repaired....since AC values are also random, there's no way to know what the initial value was prior to being acided). Otherwise, don't fear acid mobs so much...it'll only cost you money if you do get hit. L. Flame/Frost/Bolt/Acid, and your EQ - You should never carry loose items in your inventory. NEVER. Put it in a container. Mobs that do any of the above can burn loose items and liquid containers in your inventory. EQ you wear is ok, and stuff in containers is spared too. But it's best not to take the chance of losing something cause you were too careless to put it away. - Any mob that can do one of these things, or can gas, can suck everyone into combat. Just because you're not fighting that particular critter, doesn't mean it won't affect you. Be warned. M. Limited EQ - Never donate it. Limited stuff is destroyed when you try to donate it. - As the name implies, there's a...limited amount of limited EQ in existence. The limit varies w/ item. Once it's at limit, the item won't load anymore until someone ends up losing theirs. Then it'll be back on the mob again during the next repop or reboot. If you lose some limited item, and want to get it back, try to do the mob on the next pop/boot. - Over the limit. Huh? How does that happen? Eh, a number of ways, mostly though from reimbursements that aren't handled well. It sucks, yeah. But it does happen sometimes. - By the way, do not HOARD limited equipment. Hoarding is frowned upon here. If an item has no limit, then theoretically you can carry as many as you like, though what you'd want to do with 47 Genji Gloves is beyond me. Limited EQ, on the other hand, can not be stockpiled. You can only keep as many as your 2 equipped characters can use. In other words, only 2 Withered Fingernails (1 for each character to use), or 4 Pointed Tooths (2 neck eq per character, 2 chars = 4), etc. Any more than you can use is considered hoarding, and if you're caught hoarding, you'll either have to give up the EQ promptly, or face dire consequences. N. Containers - Use non-limited containers. Why? Cause you can donate them in the event that you need a CR done. A limited container, like all limited EQ, will be destroyed if you try to donate it. That includes ANY EQ YOU HAVE IN THE CONTAINER! So just cause that Rebel Corpse you have sounds like a cool thing to stick your gear in, it's probably not worth it in the long run. O. AC - AC, or Armor Class, determines your chances of getting hit (or hitting the opponent). Basically, the lower your AC, the better. You start w/ 100 AC, that's bad. EQ and spells will lower that value. ID your EQ, it usually has a value called AC-apply. - AC-apply is generally found all all armors. How the value is applied to your actual AC, however, can vary. For example, AC-apply values for Body Armor are basically doubled: a suit of armor that has AC-apply 20, for example, will actually lower your AC by 40 points. So if you were only wearing that armor, without spells, your AC would be 60 rather than 100. Some values are taken straight, like Head EQ. An AC-apply 10 crown will drop your 100 AC value to 90. On the other hand, some AC locations are Halved! Belts, for example, are halved. So an AC-apply 20 belt will only apply for 10. Check the help files on AC for full details. - Armor, on the other hand, is taken at face value. - Armor values will lower your AC (good), but + values will raise it (bad). So Armor on locations that normally halve AC is a good thing, but is kinda not worth it on a spot where it doubles, like on Body. - Acid affects EQ AC-apply. An acided item will have a lower than normal AC. This can be repaired at the Acid Repair shop. - A few points of AC won't make too significant a difference on how well you take hits, trust me. Having -200 AC won't be much more different than having -190. The only times you really start seeing AC make a big difference is once you get to the -300 level or lower. I usually have to stock stuff specifically for AC/ Armor to get this low, and that's usually at a sacrifice to HR/DR. - So, I'd concentrate more on HR/DR than I would on AC, if it's a choice between a piece of EQ that would drop your AC a couple points at the expense of 3 or 4 HR/DR. Ideally, it'd be great to have super low AC, and super high HR/DR...but you can't get everything all at once, mostly. P. What Stats do I want from my EQ? - It depends, really. That's pretty much a cop-out answer, but it's true. The stats you want will depend on what kind of character you want...so I'll go into each basic type of EQ stat and explain: AC: The lower, the better, the fewer hits you take from enemies. You could, in theory, drop your AC so low that you barely get hit. Of course, it not only depends on how low your AC is, but also how high your opponents Hitroll is. Hitroll: Speaking of which....you want a good amount of hitroll. The higher, the more likely you'll connect with a hit when fighting. Personally, I prefer high hitroll, more so than most other values. Sure, you could be a Damage monster, but it's a moot point if none of your attacks connect. Better to get in 3 or 4 solid hits w/ less damage, than 1 or 2 w/ only a bit more damage. Damroll: The higher, the harder you hit. Your damage bonus is added to the damage dice of your weapon per hit.... if you have a 6d6 weapon, you'd do anywhere from 6-36 points of damage per hit...but if your damage bonus is 80, that 6-36 range becomes 86-116! Hit Points: Higher doesn't hurt. Your racial max is only so much, but HP gear can boost that. It's nice if you're going to be taking hits, and have low HP to begin with (like most Druids/Archies). Having super high HP works when you're taking the hits in zones, but most mobs will attack weaker characters anyway, so kinda moot. Don't sacrifice HR/DR too much for more HP. Mana: Druids/Archies typically have nice Mana (depending on class), but they still burn through it like nothing. More mana is nice. Personally though, like HP, I wouldn't sacrifice too much HR/DR for Mana either. When I equip a druid, he benefits more from higher HR (Webbing works better) than w/ higher mana. Move: Eh, kinda worthless in most cases. Unless you're a giant, with totally sucky movement. But it's not worth the sacrifice to other values, if you ask me. Just bring food and water. Q. Number of Attacks - I didn't really think this is worth mentioning, but thinking back, I recall quite a few new people getting confused by this. Here's how it goes... all weapons have a set number of attacks they do each round. This can be 1, 2, 3, and even 4 attacks per round. - But then there's Haste. The spell gives you one attack additionally. So a 1-attack weapon will do 2 in a round if you have haste, 2 does 3, 3 does 4, etc. - On top of that, you can occassionally eek out an extra attack if you have a hold weapon. That is, if your class allows you to hold one. This attack is generally a weak one...I think it just does the damage dice of the hold weapon without your Damroll Bonus. If you have equipment with the Parry affect, you typically won't get this extra attack from your hold weapon. - To confuse the mix even more, there's Berserk, and Assassins can have speed to give them another attack, and characters afflicted with Aliens can bust out some 10+ attacks in a round, if they get the right alien affect. - But I digress....yeah, so make sure you know what your weapon does. Try attacking something easy (the chessboard mobs make a good one) that you can see how many rounds you do, factor out haste if you have it, and the hold weapon, if you're using it. That'll let you know the true amounts of attacks. (An alternative is putting the item on auction, that shows the # of attacks; but that'll not be very cool to abuse). - There are very few dual weapons w/ 3-hit anymore. Druids and Archmages can only equip 2-attack weapons, unless they use their enchanted weapon spell, which is technically a 3-attacker (cept it's not really a true weapon...more of a spell affect). Monks can't use weapons at all, moot point. But if you're a Blade, Assassin, Avatar, or Hero, you should seek out a 3-attack weapon ASAP. Better to get more attacks per round. - Last thing. I did mention that there are some 4-attack weapons in existence. Well, 3 to be precise. Trex Tooth, Sword of Souls and the Shotokan Sword. These would be considered the best weapons in the game....except they're extremely difficult (some would say impossible in some cases) to get. I believe the ones that players had have been recalled or something as well, so there really aren't any out there that players are actually using. If you really want to try to get one of these, I recommend just giving me all your EQ and killing yourself repeatedly...you'll get the same results, only without the stress. :P R. Upped, Downed, and Mended -Any equipment that has a minimum level (i.e. 35 dual, 5 Advanced), can up or down. Let's say you have a ring that's ac 5, hr 5, dr 5, min level 10 advanced. If it loads w/ min lev 10, it's "norm". If the min level is lower than the norm, it's downed, and the stats will reflect this. It might only be ac 3, 4/4, or any iteration between 3 less ac, 1 less hr/dr, etc. If the item has a min level higher than 10 though, it "ups", which means it could be an ac 8, hr 6 dr 6 instead! - If you identify the object, it will have the UNIQUE flag on it if it's not norm. Whether it's good (upped), or bad (downed) is something you'll have to figure out. - Mend. Ah, the joys of mending. It can make your EQ better if you mend it. AC/armor will increase by 3 points, hr/dr by 1, HP/mana by 25. That's if it mends, of course. If not, the item will be destroyed. Mended items will have the MASTERPIECE flag on them. - To mend or not to mend? That is the question. Some people think that an item that isn't mended is basically downed. They mend everything they get. Eh, it's up to you really...but personally, I'll only mend if I've already got something better/comparable.... no point in breaking a ring if you don't have one to begin with. S. Dax, and other Bots - Dax is an evil, evil person who sits in Bozo's Training Room waiting to break your Equipment. Heh. Naw, actually, Dax is just another player character, one who's cool. Dax stays logged on and runs an auto-scripter type thing, where his character can respond to players requests for spells, mending, etc. Dax also has a ranking system for challenges and player stats. Pretty cool, huh? You should probably say something nice next time Dax is active on his character. - Some clubs also have members who set themselves up as bots. You can get spells and stuff from them too, just check w/ your clubbies about it. - Don't abuse the Bots, however. They make themselves available to you as a courtesy....they don't actually have to be helping you, you know. Don't spam them with numerous requests, making them cast the same spell on you a thousand times.... be nice to them, before the player decides not to offer their services anymore. T. Chaos, MK, Paintball, and other Modes - Chaos Mode: It allows players to kill each other anywhere. The first time you get picked on, you'll hate it. Probably whine and curse at the person who killed you. But really, it's not too bad.... - In Chaos, you are allowed to attack anybody, anywhere. The first thing you should do if Chaos is turned on is to recall back to club. If you don't want to participate, then sit around or log off or something...otherwise, why not have fun with chaos as well? - Things to know for Chaos: 1. You don't lose con when you die. (That's good) 2. You can summon players to you, then kill them. (Good if you're killing) 3. To counteract being summoned, wear Immune Summon EQ. Cloaking helps too. 4. Work together. If you've got clubbies on, you'll last longer by teaming up and picking off others one at a time. It may sound uncool, but that's probably what everyone else will be doing too. 5. Show some etiquette. If you kill someone, give them a chance to get their EQ and re-equip. Don't keep killing their naked character repeatedly when they try to get their stuff back, that's just uncool. Also, if you summon someone to a far away location, offer to summon them back in for CR. Just 'cause it's called Chaos, doesn't mean you can't be a bit civil. Heh. 6. Don't get too worked up about it, really. It's just a little bit of fun that happens sometimes. Other players don't usually pick on you for any reason other than the fact that it's Chaos, so don't get your panties in a bunch. - Mortal Kombat: Controlled Chaos. You go to a special zone (a mock-up of Midgaard town), and it's a free for all, last man standing wins. You die, you start back in the normal town, all your EQ still on you. Maimed EQ will fall into your container. No fuss, no muss. - Paintball: You get a paintgun, equip it. Run around the special arena and shoot the other players with paint. If you're hit, you're out of the game for the round. Last one standing gets a prize. Whoo hoo! - REF: Random Eyeball Fest. You typically break up into teams, go looking for a specific item type that's been loaded on a buncha mobs. For example, you may have to go and find as many of YUPA's MAGICAL BEANS as you can find. There'll be a set number, like say 20, and the team that brings in the most wins. Various prizes are usually awarded. - Farm & Trek: No offense, but these are lame. Just makes you moo or talk Trekkie instead of say, or you beam out, or gallop out of rooms, etc. Not really fun, useful, or anything good. - Tag: Just a simple game of tag. Something to occupy yourself with when there's nothing much going on. No prizes or anything for winning. - Experience: You get ?x amount more exp per kill. You can't pass your max, but you can get more experience from weaker mobs, for example. Take advantage of this whenever it's on, you'll level alot faster. - Nice, Friendly: This prevents mobs that typically sac, from saccing. When Nice is on, it's a good chance to go do some hard zones and junk, with a bit less to worry about. U. Rerolling - If your CON reaches 0, you reroll! This is a horrible, horrible thing.... regardless of what level you're at, Rerolling makes you a level 1 dual again! For a 50 advanced character you've had for years, spent countless hours developing, this is darn tragic. - So, make darn sure that you're never that short on con! Make sure you train your CON, preferrably immediately after you die. If you're short on practices, buy some from the practomat, or be very very careful. - How you lose con: Death from a mob: Usually (but not always) lose 1 con. Fighting a PK Player in Challenge: Lose 1 con, even if you're not PK. Chaos: You don't lose any con if you die when Chaos Mode is on. Challenges: You don't lose any con, unless fighting a PK player. Mortal Kombat: No con loss Death Trap: No con loss V. Death Traps (DTs) - Death Traps suck. You hit one, and you lose all your equipment! But all is not lost....there's this cool thing called the Time Quest. Run the quest, and you have a chance to get some of your EQ back. There's no guarantee that you get it all back though....in fact, I can pretty much assume that you won't be able to recover at least 3 or 4 pieces. But hey, at least you got the rest back, better than nothing. - Avoid Death Traps. Don't go foolishly walking around unfamiliar territory. That's a sure-fire way to get DTed. First of all, you should be using Peek. Peek will SOMETIMES sniff out a DT...you'll get a message about "Having a bad feeling looking in this direction!). Don't rely solely on Peek though....it doesn't always work! - Other ways to sniff out DTs: Throw a coin into the room, peek to see it. If the coin isn't there, it's either a DT room or a Sink Room. Another way is to send an unequipped character in the room first. If he dies, then it's obvious it was a DT. Another thing to consider is room names. This isn't always accurate, but a room called Plunging to your Death will more likely turn out to be a DT rather than a room called Safe! This isn't always the case though, so use the aforementioned methods just to be safe. - Aliens. If you've been afflicted by aliens, you're safe from DTs. You'll get a message about how your Sixth Sense won't let you go in. - Flying DTs: You can enter a flying DT, no problem. Provided you can FLY though. If you got Fly, a flying DT is nothing, just make sure you don't drop anything in the room or die there. If you don't have fly however, you'll end up dead. Just have fun. Lemme know what else I should add/remove. Yupa