Ryosho's Guide to Capture the Flag
Capture the Flag, or as it is commonly known, "CTF", is a standalone "game-within-a-game" in Materia Magica. CTF is restricted to players of 61 or more total levels. CTF is a good way to get familiar with the PK system of Materia Magica and at the same time, building teamwork and trust between friends or clan members. It is a good time to learn about CTF during mid second class where most of your skills are back and you are ready to handle playing killing. In addition, CTF is a good break from questing or leveling or if you just want to have good clean PK with an added element of teamwork.
So you want to play Capture the Flag?
All you need is at least 4 players and a minimum of 25,000 gp and you're set. The CTF island is located southeast
of Rune and the sextant reading is (993, 893). Here are a few ways to get to that island:
- The iron worm in rune (direct transport to the CTF island)
- Swimming there from Rune's east gate (Get a sextant and find your way there by running southeast)
- Get a boat and sail to the CTF island
- Nexus (get someone already there to cast a nexus. The fastest way to get there if you can find a target)
Preparation is important. You wouldn't want to run out of reageants or potions half-way during a CTF game, since you can't leave the arena once the game has started. Make sure you stock up well on reagents and "cure blind" potions (if you need them) before the game. It is better to have extras rather than not enough. If needed, get a mount before the game begins.
Now What?
You're at the Gargoyle Gate; this is the entrance to the CTF arena. You can't enter the arena until someone starts the game and all the participants have entered.
Gargoyle Gate - # -
(-------------------------------------------------) W <---(M)---> E
SW S SE
You are standing before a fifteen-foot gate, crafted of complicated
ironwork. Iron vines and flowers intertwine in a confusing tangle - you
can't seem to focus on any one part of the gate without unfocusing your eyes
first. Seven gargoyles are set into alcoves in the archway surrounding the
gate, each with a different facial expression. Beyond the gate you can see
two keeps, one crafted of red bricks, the other blue.
The command for starting a CTF game is "ctf start <blue/red> <min lvl> <max lvl>" For example, if you want to set up a game with a minimum level of 150 and a maximum level of 180, input this:
ctf start blue 150 180
If you used the above command, you would set up a game with you being in blue team. The participants that would be eligible to enter would be between the levels 150-180. Once you've issued the "ctf start" command, a series of questions would be given to you for the desired type of CTF arena rules.
How many minutes would you like the game to last (20-60)?
This is the maximum timespan the game will last.
The game will carry on until the time has expired before you get transported back to the Gargoyle Gate.
How many captures will it take to win (1-12)?
Once you have reached this number of flag captures, your team wins the game.
What is the number of players each team must have (2-9)?
The number of players a team must register before the system would commence the CTF game.
How much gp will it cost a player to join the game (25000 - 5000000)?
The amount you wager for this game. The higher the amount, the higher the excitement!
If you win the CTF game, you inherit double the orginal amount you initially wagered.
Please enter the game password, or push enter for no password:
The password that other participates need to enter before they can join the game.
It's useful to prevent strangers from joining the game without your consent.
Would you like to allow formations (y/N)?
Lets you allow or disallow the use of formations in the CTF arena. The use of formations might cripple or aid the team depending on how CTF-proficient the game players are.
Do you wish to make the zone anti-magic (y/N)?
Inputing "yes" makes CTF focus on melee combat.
Do you wish the magic used to be unstable (y/N)?
Unstable magic adds a new dimension to CTF. Spells have a higher chance of backfiring, so magic isn't as reliable and it increases the element of chance.
Do you wish to use traps (Y/n)?
Traps allow Rogues to be more versatile in CTF.
Do you wish player-to-player damage to be doubled (y/N)?
Double damage speeds up playing killing and thus speeds up the game.
Do you wish the game to be restricted to clan teams only (y/N)?
Unless its a clan CTF game, choose N.
Will this game be LPK, NPK, or CPK?
This is up to your personal preference.
Thereafter, an announcement would be made, inviting participants to join the game.
To join a CTF game just type: "ctf join blue/red <password if any>".
If a password is present, an announcement will be not made.
Overview
You start off in your flag chamber with your other team members. If you're in the blue team,
you'll see a blue flag on the floor. This would be the flag that you'll be guarding. You're
not able to take this flag; it needs to stay in the flag chamber.
Flag Chamber - - -
(-------------------------------------------------) W <---(M)--->
WARNING: You are in a LAWFUL PLAYER KILLING room. - - -
A massive wrought iron chandelier hangs over the dais in the center of
this immense chamber. An amazing array of exotic armaments hangs upon the
walls. Several ornate stone benches sit along the walls. This chamber is
clearly a shrine to the art of war and a focal point for all who reside
within this keep.
A large blue flag is planted firmly in the ground here.
The objective of the game is to score as many points as possible by capturing the opponent's flag and taking it back to your flag chamber. Make your way to the opponents' base along the rocky path and get their flag in their flag chamber.
Head back as fast as you can to drop the flag in your flag chamber. Note that your flag must be in the chamber and not taken by others if you were to score a point - if your flag is gone, you won't be able to drop their flag in your flag chamber.
You will score a point if you drop the flag in your flag chamber and get the message:
"You drop a red flag.
A red flag disappears with a puff of smoke."
However, if you try to drop the opponent's flag when you don't have your flag in the chamber, the
flag will rebound back into your hand. Kill the opponent who has your flag, and then pick it up. It should disappear from your hand and reappear back in your flag chamber. Then you can go back to your flag chamber and drop your opponents' flag to score a point.
Now and then, you should check the current score to see how your team is doing. It will give you
a rough idea on how offensive or defensive your team should be based on your number of captures
against your opponents. It also shows you the configuration of the game; i.e, how much time is left,
and what the gold reward per player, etc. The command to view the current score and associated information is "ctf info". It will look something like this:
The current Alyrian Capture the Flag match is sponsored by Ryosho.
*This game is restricted to players with levels ranging from 115 to 181.
Game Status: in progress
Time Limit: 20/ 35 minutes
Current Score:
Red Team: 1/ 12 captures
Blue Team: 4/ 12 captures
Cost Per Player: 88888 gp
Reward Per Player: 177776 gp
PK Status: lpk
Red Team Players: *(Team members' names will be here)
Blue Team Players: *(Team members' names will be here)
This game requires a password to join.
It takes a bit of time to get used to the terrain of CTF. Since the area is fixed, once you've learned it, you've got it down. Move between points quickly, especially from one base to another. Since the map is fixed, you can set up and record your personal speedwalks for faster transporation between points.
With a little bit of experience and skill, coupled with lots of luck and speedwalks, you'll be
very good at CTF.
The 5 Keys of CTF
Just like any other game, there are basic elements and fundamentals you will need to master in order to win against a skilled opponent. I've narrowed down and summarized 5 key factors that will most likely determine the outcome of the match. A good player will employ all these key fundamentals in CTF.
1. Communication
Communction is vital in CTF. It is so important that it determines the entire
game. A team who communicates effectively will already have won half the battle. Communcation
is the basic backbone and structure of the 5 Keys of CTF. Without communication, there can't be
teamwork. Without teamwork, there would be no speed. It breaks the entire structure and thus it
only goes to show that a team without communicating in CTF would probably won't get far.
During a game, many events will occur. By informing your other team memebers, action can be taken swiftly. Priorities can be set. Your team members would know who to kill to recapture the flag and who to protect. To communicate effectively, use the "ctf talk" feature to chat with your teammates. If the game is played quietly and a member decides that he can capture and recapture the flag him/herself, it would be an uphill task for the team to win since only one member is really playing.
It's a good plan to set up an alias system for CTF commands. You could set alias to yell "Our flag is taken" or " I've taken the flag". There are endless possibilities for you and your CTF members to come up with.
2. Speed
Knowledge of the layout of CTF arena will speed you up a lot. If you're always faster
than your opponents, you should be able to prevent them from scoring most of the time. If the
flag bearer for your team gets killed, send your fastest player to your opponent's flag chamber to grab
their flag (if they aren't already there). If you're fast enough, you can prevent them from scoring a point.
Speedwalks are often used in CTF matches. Using speedwalks is the fastest way to get from
one point to another in CTF. An example of a useful speedwalk:
Speedwalk from blue flag chamber to red flag chamber : wswnw2des2en3ejl6eluljl3es2ene2uwswnw
(Please note this is a ZMUD speedwalk. (Information for other clients: NE = j , SE = l)
3. Teamwork
Teamwork is the ability to work together toward a common vision; the ability to direct individual
accomplishments toward organizational objectives. It is the fuel that allows common people to
attain uncommon results. Many hands make light work. Althought CTF is a no-form area, it doesn't
prevent anyone from teaming up. Most teams aren't teams at all but merely collections of
individual interests, vying for power and reputation.
There are many situations where teamwork is essential in CTF. More than likely, the opposing
team will have its strongest player as the flag bearer. Work together as a team! It's easier to
defeat the flag bearer with 2 players than by yourself. The advantage is obvious: By teaming up to kill your opponent, you will complete the task in a shorter amount of time, thus enabling you to score a point faster.
Anticipate your opponents' next move. If you're about to score a point, have another player near the
opponents' base, waiting to catch the flag immediately after you score. At all times, it would be
wise to keep the opponents' flag with you to prevent them from scoring any points against you.
Coming together is a beginning, staying together is progress, and working together is success.
4. Set Your Priorities
Always keep in mind what must be done first so that you don't stray off and go PKing mindlessly. More often that not, the main priority in defense is to protect your flag and to retrieve the flag if it ever gets stolen. Commit yourself to ensuring that is done. The person would took your flag should be the first one on your list to be attacked.
It is advisable not to waste time engaging in combat with other players if they don't possess the
flag, unless you are trying to slow them down from reaching a specific destination, like your flag chamber. Even if you manage to kill your opponent, you would be weakened, thus making the job of retriving the flag even tougher. Always remember: in CTF, flag captures are more important than PKs.
The failure of a team is usually due to the fact that individuals are more concerned with personal
goals and fail to prioritize what should be done first. They engage in senseless combat with everyone
they encounter along the way. It is the mark of great players to treat trifles as trifles and important matters as important.
Know what you're supposed to do and prioritize accordingly. Electing a team leader is a wise choice; someone who will tell everyone else where they need to be.
5. Use Spells Wisely
Success is what you do intelligently with what you have. The fox has many tricks. The hedgehog has
but one, but that is the best of them all. In CTF, good usage of spells and skills will determine
success or failure. "Room Shield" is your best friend. There are many situations where the Room Shield spell
comes in handy. Room Shield your flag room and the start of the game and send your fastest runner
to capture the flag. Once he returns, dispel the Room Shield and take the quick point. It
acts as a defense and it slows the opponent since they need to dispel the roomshield once they
reach your flag chamber. Furthermore, if the opponent spammed the direction to your flag room
unintentionally, he would sustain the lag from trying to enter a Room Shielded room and would be
vulnerable to attacks.
Have a fixed path that you and your team members used. For eg : use a speedwalk to move from
the flag chamber to the flag room using the northern path. One tactic you could do is to cast
circle of fire in two rooms on the southern path and a roomshield at the end. Unsuspecting
opponents that try to enter the flag chamber would initially sustain 2 cof burnts. If they do
not have dispel area or orbs, they would sustain a further 2 burnts by retreating.
Occassionally when you get killed, you repop in the moat. If you know that the opponent doesn't
have "dispel area" or any orbs of negation, Room Shield the back wall of the keep. He will be
trapped inside the moat and can either wait for the Room Shield to wear off or a team member to
dispel it. In the meantime, your team will have an advantage. If you know the enemy and know yourself you need not fear the results of a hundred battles.
"Momentary Darkness" is a very useful spell to have in CTF. If you don't have the spell, it is wise to stock up on flash/smoke bombs. You wouldn't want to get killed if you're holding the flag, lest the flag get captured. Cast momentary Darkness and flee. Drop the flag for another member to carry. The opponent may still have the preception that you're carrying the flag and they won't divert their attention to the actual flag carrier.
Attack is the best form of defense. At all times, ensure you keep the opponents' flag in your possession.
Frequently Asked Questions
How do I see how much time is left and how many captures my team has made?
Type "ctf info".
I can't seem to find an exit out of the moat. How do I get out?
Sometimes when you die, you will reincarnate in the moat. Find the back wall of the keep inside
in the moat. The room doesn't have an up exit but you can move up in the room. Just
cast levitation on yourself and scale the backwall.
Why can't I deposit the flag in my flag chamber? It keeps rebounding back into my hand.
You must have your flag in the flag chamber before you can drop the opponent's flag
and gain a point. Defeat the opponent who is holding your flag to return it.
Where does the portal (in the small building) found along the rocky path take you?
A : There are two portals along the path. The portal rooms are located near each base.
The portals link to each other and can serve as a method of quick transportation or means
of escaping from a tight situation.
I've heard there are tunnels running moat to moat. How do I find them?
Using the drainage tunnels that connect the moats (and the bottom of the well in the center of the CTF arena) is a good way to sneak past your opponents and literally go under their defenses. There are drain grates in each moat that can be opened, as well as grates in the well in the center of the CTF arena. It would be wise to check the bottom of the well carefully, as it contains a secret that can "shake up" a CTF game.
I found a room with the south door being locked. To where does it lead?
The room is along the rocky path and it is the exit to the Gargoyle Gate where you first
began CTF; the door is locked for obvious reasons.
What is the purpose of the Granite Gargoyle?
It lets you know when an opponent enters the room where the gargoyle is - like an advanced detection system. The Gargoyle will inform you that an enemy has been sighted but it is unable to tell you the exact name of the opponent.