Below are tips
on successful use of mangonels. If you have anything
you would like to include here, please
Contact
Me.
-
Sinking
the ghost ship
-
Standard
mangonel use (navy, Kree'la, Lybadel)
Sinking
the Ghost Ship
Here are some tips for sinking the ghost ship
by the first crew to ever do it (12/31/05), which
includes
Kraelyst, Aavarine, Nabihle,
Cindi, Mihalia, Dyminica, Ezirah, Nehahra, and
Eve.
There are 4 mangonels on the Crest Rider (the
ship you will be fighting from). Each mangonel
has a Bombardum Mate who will crank, load, aim,
and fire for you as commanded. This makes it possible
for a single person to operate each mangonel.
One competent person should be stationed at each
mangonel within a minute of the final ghost ship
puzzle being solved (You have about a minute before
the ships separate and can be attacked). Obviously
it is best to have the mangonels cranked and loaded
prior to the start of the attack.
Here are the only commands you will need and the
order you will use them:
| > COMMAND Mate TO CRANK |
| > COMMAND Mate TO LOAD
{BALL/CHAIN/BARREL} |
| |
CHAIN: seems to hit best when the enemy
ship is at or near the distance of "not
especially far" |
| |
BARREL: seems to hit best when the enemy
ship is nearby, close, or adjacent |
| |
BALL: seems to hit best when the enemy
ship is "not especially far" |
| |
It may just be that all the items hit
well when the enemy is "not especially
far" or closer, and to hit at distance
you need to overcrank. |
| > COMMAND Mate TO OVERCRANK
(optional and not advised) |
| |
This makes the projectiles go about twice
as far. This might be useful when you see
the enemy ship is "distant", but
even then the ship will come close very
quickly after that (probably by the time
you're done overcranking), so better to
just wait until it is in range of your projectile. |
| > COMMAND Mate TO AIM ship |
| |
- When the mangonel is cranked and loaded,
aim at the ship.
- The enemy is always moving and cannot
be reached by every mangonel all the time:
only the two forward mangonels can hit the
ship when it is north and east, and only
the two aft mangonels can hit the ship when
it is south and west. Don't worry about
this, just keep typing COMMAND MATE TO AIM
SHIP until you begin aiming.
- Important tip: As soon as you begin aiming,
LOOK to see the position of the enemy ship
for 2 reasons: 1)
If the ship moves between the time you aim
and the time you fire then you will miss.
You must look when you AIM, then look again
right before you fire to be sure the enemy
didn't move. If the enemy does
move then you must AIM again. 2)
Remember the distance of your projectile:
if the enemy is at distance then don't fire
with a barrel or chain because you won't
hit. Wait until it comes closer, AIM again
and FIRE before it moves. |
| > COMMAND Mate TO FIRE |
| |
Remember to LOOK where the enemy is when
you AIM, and then LOOK again right before
you fire. If the enemy has moved you must
AIM again or you will miss. |
If you fire a lot in practice, you might need
to repair your mangonel once. You can look at
the mangonel to see the condition of the ropes.
If you are going to repair, make sure it is repaired
before you begin combat because repairing it takes
a good 2 or 3 minutes.
If ever in doubt of which command you are on,
you can LOOK at the mangonel to see what position
it is in: cranked/uncranked, loaded/unloaded,
or under repair.
All possible mangonel commands for quest:
COMMAND Mate TO CRANK
Cranks throw arm into firing position
COMMAND Mate TO LOAD
COMMAND Mate TO LOAD BALL (iron ball projectile)
COMMAND Mate TO LOAD CHAIN (sail damaging)
COMMAND Mate TO LOAD BARREL (fire bomb)
COMMAND Mate TO AIM {target}
COMMAND Mate TO OVERCRANK
Puts additional tension on throw arm.
COMMAND Mate TO FIRE
COMMAND Mate TO REPAIR
Calls out carpenter to handle mangonel repair
COMMAND Mate TO RESTOCK
Restocks ammunition supplies.
COMMAND Mate TO RESTOCK BALL (iron ball projectile)
COMMAND Mate TO RESTOCK CHAIN (sail damaging)
COMMAND Mate TO RESTOCK BARREL (fire bomb)
Log of the ghost ship being hit by a ball
while the ship is "not especially far"
[The Crest Rider, Quarterdeck]
Carved into shapes reminiscent of the crests in
a swelling sea and painted marine blue, the uprights
meet a rounded white top rail that encircles the
entire quarterdeck and forms the handrail on the
stairs leading to the main deck. The flag of Zoluren
flutters off the stern from a flagpole just to
starboard of the rudder. A miniature brass replica
of the ship's figurehead forms the handle on the
entrance to a small pilothouse. You also see a
mangonel and the Bombardum Mate.
Also here: Reaver Stralin and Ssliver.
Obvious paths: none.
Ship paths: none.
Nearby in the water you see: a dark ship with
broken masts and ragged sails (not especially
far: southwest).
>command mate to aim ship
The Bombardum Mate yells, "Position the mangonel
to target a dark ship with broken masts and ragged
sails!
The mangonel's bombator yells, "Targetting
dark ship!"
>command mate to fire
The Bombardum Mate is too busy right now.
>command mate to fire
The Bombardum Mate yells, "Fire the mangonel!"
The mangonel's bombator yells, "Firing!",
and quickly pulls the trigger release.
The mangonel's throw arm rockets forward, slamming
into the crosspiece.
An iron ball flies out from the mangonel, arcing
over the waters of The Reshal Sea to slam into
a dark ship.
[TEMPORARY] An iron ball does 20000 points of
damage to a dark ship.
Regular Mangonel LOOK Description (NOT Quest mangonels)
The frame of the mangonel is composed of thick
wood rectangles laid flat on the ground. Two holes
are bored into each side of the frame through
which run skeins of rope. In the middle of the
sinew ropes is the throwing arm with a basket
attached to one end. A lever attached on one side
is used to torsion the skeins as well as ratcheting
down the arm.
The mangonel is centered, facing starboard.
The mangonel's arm is winched down and ready to
be loaded.
The mangonel's torsion ropes are slightly frayed.
A small sign is hung from the mangonel that reads;
"TURN to tighten the torsion ropes."
"PUSH/PULL to adjust position."
"SPIN to change direction the mangonel is
facing."
"POINT to acquire a target."
"TAP to pull the firing pin."
The following is from a guide made by
Sardolf
for mangonel use on navy ships. Not all of it
will apply to your average mangonel user, but
there is tons of good info here.
Ammunition
There are three types of ammunition for the mangonels,
these are:
Rocks - Used for breaking the hull of other ships
and sinking them.
Pitch-filled Bladders - Used for catching the
ships, rigging, and crewmembers on
fire.
Chain Bundles - Used for tearing the rigging up
and pelting crewmembers.
It is smart to have each person in the mangonel
crew to hold a piece of ammunition, your
mangonel chief will tell you which one to get.
Also, have a few extra's lying on the floor, it
does not have a roundtime to pick ammunition up
from the ground, but it does to take them from
the crate.
You can see how much ammunition is left in a container
by looking in it. Once it is used up, a
deck hand will refill the container.
So, when do you know how to use these? It would
depend on your situation, but as rule of thumb,
I always have the mangonels first loaded with
chains. These are used to tear up the rigging
so
ships can not run away or sail circles around
your own ship. (We all know how fast the Zoluren
ships are...)
Bladders do more damage to all three, hull, rigging,
and crew at the same time, but rocks cause
more damage too the hull.
Apart from using the mangonels, ranged weapons
such as bows and crossbows can be shot from one
ship to another provided they are close enough.
___________________________________________
Mangonel Directions
Now comes the tricky part. Learning how to line
a mangonel up to your
target.
There are a few commands for changing the direction
of a mangonel.
Push, Pull, and Spin.
Push - Pushes a mangonel 1/3 of the way right.
Pull - Pulls a mangonel 1/3 of the way left.
Spin - Spins a mangonel in this order: Forward,
Port, Starboard, Aft.
>[You are aboard the (SHIP'S NAME) which is
afloat in the Segoltha river estuary facing east
and
is moored to the Landfall dock.]
[(SHIP'S NAME), Amidships, Port Battery]
Thick rope netting dangles over the side of the
ship, left there by sailors engaged in their
ongoing battle against the growth which forms
on the ship's hull. The sharp scent of fresh
paint wafts through the air from buckets that
hang from hooks on the nets. You also see a
mangonel, a heavy crate, a dark barrel, and a
chain pile.
As you see, the ship is still facing East.
>look man
>The frame of the mangonel is composed of thick
wood rectangles laid flat on the ground. Two
holes are bored into each side of the frame through
which run skeins of rope. In the middle of
the sinew ropes is the throwing arm with a basket
attached to one end. A lever attached on one
side is used to torsion the skeins as well as
ratcheting down the arm.
The mangonel is centered, facing forward.
The mangonel's arm is in the forward position.
The mangonel is centered, facing forward. That
means it is facing the same direction as the
ship, East.
Now lets say our target is Northeast. We know
our Mangonel is facing East, so in order to get
it
facing Northeast, we can do one of two things.
Spin the mangonel until it is facing port(which
is on the North side), then push it so it will
face right of port. Northeast.
Or we could simply pull it to face left of it's
current possition. A halfstep left of east would
be Northeast. So you see, this would be faster
than spinning it to face Port side, left.
Example:
Long Way
The mangonel is centered, facing forward.
>You spin the mangonel so it points aft.
Roundtime: 10 sec.
You spin the mangonel so it points forward.
Roundtime: 10 sec.
>You spin the mangonel so it points port.
Roundtime: 10 sec.
>You angle the mangonel to the right as much
as you can.
Roundtime: 10 sec.
Short Way
The mangonel is centered, facing forward.
>You angle the mangonel to the left as far
as it will go.
Roundtime: 10 sec.
>l man
The mangonel is currently angled left of center.
Tah dah.
Now, there is one thing you will have to remember.
You must remember what direction your
mangonel is facing, Forward, Aft, Port, or Starboard.
This is because once you have push or
pulled your mangonel to the left or right, you
will see this:
The mangonel is currently angled right of center.
The mangonel is currently angled left of center.
If you have not push or pulled it, you will see
this:
The mangonel is centered, facing forward.
The mangonel is centered, facing aft.
The mangonel is centered, facing port.
The mangonel is centered, facing starboard.
So as you can see, positioning a mangonel can
be a tricky task, and only someone with adept
knowledge in this will be a Mangonel Chief (The
one whom directs the mangonel crew)
Having a mangonel facing in the north direction,
while your enemy is in the northwest direction,
does not mean you will miss. You do not have to
line the mangonel up to the bare-bone specifics,
but it greatly enhances your chance to hit the
ship. During the first volley anyone should be
able to line their mangonel up directly. After
that first shot, you may not have the time, for
a
ships will then engage each other, and sail in
a vary of directions, making it harder to
hit.
___________________________________________
Mangonel Use
Now you will learn how to crank, load, aim, and
fire a mangonel.
First you will learn how to crank a mangonel.
A mangonel must be TURNed three times by 2 pairs.
If one person attempts to turn the mangonel
alone, they will loose their grip.
Example:
Sardolf grabs hold of lever bar, cranking it with
all his strength.
>
>
You throw your strength against the lever bar
but quickly realize that it will take more than
one person to crank the torsion ropes.
Roundtime: 30 sec.
>
You lose your grip on the lever bar.
>
>
Sardolf lost his grip on the mangonel's lever
bar.
Once you have a mangonel cranked, it can be loaded.
>l man
The mangonel is centered, facing port.
The mangonel's arm is winched down and ready to
be loaded.
>load man
>You carefully load your rock into the mangonel.
Roundtime: 30 sec.
Now you can acquire your targeted by POINTing.
And then you are ready to fire your mangonel by
TAPping it.
>l man
The mangonel is centered, facing port.
The mangonel's arm is winched down and ready to
be fired.
>You quickly pull the trigger release.
The mangonel's throw arm rockets forward, slamming
into the crosspiece.
A rock flies out from the mangonel, arcing over
the waters of the Segoltha river estuary. After
a moment the rock drops harmlessly into the water
about 675 feet away.
Usually there are 4 people on a team, and one
of those will be your Mangonel chief, he helps
work the mangonel also.
It's a smart idea to put your strongest pairs
on the first team, so they will be able to turn
the 3rd crank the quickest. Roundtimes on turning
a mangonel go down with strength.
Finally you will learn about repairing a mangonel.
You can fire a mangonel 5 times safely before
it should need repairing. While a mangonel is
being repaired, it can not be used. So don't go
around repairing mangonels at random during battle,
the mangonel chief will decided when to do
that. (Also) If a mangonel is fired too many times
before being repaired, it will blow up, and
you will along with it.
>l man
The mangonel is centered, facing port.
The mangonel's arm is in the forward position.
The mangonel's torsion ropes are slightly frayed.
This mangonel can probably go for 4 more shots
before it needs to be repaired.
>repair man
>You call for the ship's carpenter to come
repair the mangonel.
>l man
>The frame of the mangonel is composed of thick
wood rectangles laid flat on the ground. Two
holes are bored into each side of the frame through
which run skeins of rope. In the middle of
the sinew ropes is the throwing arm with a basket
attached to one end. A lever attached on one
side is used to torsion the skeins as well as
ratcheting down the arm.
The ship's carpenter is currently repairing the
mangonel.