Now each area will be broken down into the name of the area(as per areas 'name'), so that in the end will work to either give you the outright directions, or just where roughly it may be found. Also, if a map is/will be available in time, and possible warnings for each. There will be a section for each area called [Suggested Level Range: #-#, (notes(] These will be for you to determine if it is good for the class you are working on at the current time, as well as, whether or not you need any extra things.
and what classes should avoid said area in time. The next thing for each area wil be {*****} this is a ranking system on the challenges you will face, keep in mind it is my scale. I may play different from you so, if it differs good. Glad you're style is different, maybe we can work together?
Abattoir Assylum - 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e(maze for the Azure Sea starts here), s, se, s. Scan or scry, mark rooms with a method you find, and then move, continue. Until you find the room called 'Afloat on the ocean" with only these exits: east and west. Then go east, and you should be in the area. This scary place is a great run area for adventurers, and also has some minor gold to be farmed, if you have the time and/or energy. Or just want to avoid other gold trollers, eitherway, great little area. Consisting of atleast one small level maze, and a few doors that recquire tricks to open. They can not be simply skilled past, or if they can, I wont tell you which ones?[Suggested Level Range: 45-av]{See Abattoir Assylum notes for map and more}
Abishai's Morgue - 9w, sw, 4w, s, sw, 2w, open s, 2s, sw, s, window. I know nothing of this area, I barely explored it, and only went through it a total of two times. In my opinion it may have more I have missed, and do encourage adventures to it on the new A'enari and fellow deity cleric patheon of spells and skills, since it's ripe with undead mobs, and mayhap secrets?[Suggested Level Range: ?, not explored enough]
Along The Forested Path - 7w, sw, s. Not an area I know anything of other than to walk through it, maybe one day I'll take the time. Low level area, so enjoy the hunt, if you wish to explore it. [Suggested Level Range: ?]
The Ancient City of Aurora - 26w, 9s, d, e, w, u. Alternate routes are available, but these dirs are quickest, as with ease to type comes challenges of mobs and dangers. So be wearry young one, perhaps you should ask for a better set, or look at the Ancient City of Aurora's blog. Tis a great area, with many an item find quest, tricks a plenty, and in the end. Most excellent for the new players explorations. [Suggested Level Range: 20-25, but aves clear the area nicely].(Some decent gold and items for resell here as well)
Antall, the Lost Harbor - (fly, aqua breath, and scry required) 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 4e, se, d, [drop something here as a marker, because only one of the following three paths will lead you through the maze and into Antall: (1) e, u, scry in all directions for "A dark, scarlet main"; (2) s, u, scry in all directions for "A dark, scarlet main"; (3) w, u, scry in all directions for "A dark, scarlet main"]. Personally, I have not used this area enough to do anything with it, other than read descriptions of some rooms. So in the end, it needs more explorations.[Suggested Level Range: No LOWER than Avatar, unless you want a real challenge]
Asgard Nexus - 42w, 7n. This area came about at the time of the Shattering, very little is known about it's current state. Since with new deity changes, it could and more than likely will over time have some new things introduced. So, as with Almost all areas the new player is always encouraged to explore them. Older players, should come here as well from time to time, never know what you will find.[[Suggest Level Range: 5-av, being the area is mainly devotion purpose it has little use for anything but meeting deities?]
The Ashen
The Astral Plane - 3u. This area is a great area, lots of mobs, some use for leveling and in the end, a great practice area...to explore, be annoyed and search for rarities. Alas, I have yet to find anything real cool. But it is a transition area, to Olympus...where you can fight gods like Zeus and Hades. So, One of the better areas on Realms. [Suggested Level Range: 15-45]
Azure
The
Coral Depths - (Float and Fly Recquired, I also suggest using aqua breath as you'll need it for majority of this area, see maps for details.)6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, ne, 2e. This area is mostly underwater, has plenty of experience and gold(see; golding tips notes for the lower levels, under lvl 20). However, it's also home to Neptune and several other great level items, to be used for all classes(see also; leveling tips eq sets sections for that). The main purpose of this area though is to get you ready for challenges, like transes and aqua breath, in my most humbled opinion and thus I myself have never really thuroughly explored it. I have always hated drowning.[Suggested Level Ranges: 10+, However most classes can level up and gold and kill and do lots of exploring as low as 5, but keep in mind. It will be most dangerous.]
Crystalmir
Alternate route: nw, 2w, 4n, e, look painting, open n, n, nw, 2n, nw, w, 2nw, 3w, 2nw, 2sw, w, sw, w, nw, 7w, 2s, 2d, 5w, nw, 4w, 3sw, w, n. Some uses, not many, more or less odds and ends get tossed here. I rarely go here unless I need one of those odds or ends.[Suggested Level Range: 25+, however can be used by almost any class at level 15 or so. Just be aware of the various dangers you may come across.]
Cursed Lands - nw, 2w, 4n, e, look painting, open n, n, 26w, 2n, ne, nw, n, nw, 2w, 5n, d, 2nw, ne, e, nw, n.[Suggested Level Range: Av, however has some use to level and attain lowbie leveling items when you're new. The most use is once you are aved for containers and some random eq items, this area is truly another well written area, with lots of random challenges.]
Daichaal - 8e, 2se, s, 4se, 2s, sw, w, sw, 2s, 3se, sw, 2w, sw, 3s, se, sw, se. I know little about this area, I know you want to use an av, as I would. Also, bring a friend, just a thought. But can be solo'd it's just nasty that way.[Suggested Level Ranges: Av, more than one is most strongly suggested](IP checked area, see the notes:IPcheck, for why this is important).
Darkhaven Art Gallery - 4s, w, n. The best area in Realms for any class to gain some quick experience, gold, and even items in some instances. The main item being the Ice girth, see the section about saves for why this is so important. Also, you will want to explore it anyways, it's well written by some of the original players and members of the original build staff and people on realms. From way way back before the shattering, could say it was the start of some of the bigger better areas that came after?[Suggested Level Range: Any level can find use in some of the paitings here, however it is best to read leveling tips, if you are new, since it will get you killed..just entering any old painting. Keep in mind, this is how you use the area, truly...it is a big area, with about thirteen or so, very useful smaller areas. See map. So can be quite useful for any new person to look through].
Desert of Despair - 8e, 2se, s, 4se, 2s, sw, w, sw, 2s, 3se. (Tricky area see, area notes)
1. Alternate route: 6e, (wait for caravan at 6am or 6pm), give 5000 coins Naikiyas, ne, (ride 2 stops), sw. This area I have almost no knowledge of, I know one thing...the BEST anklewear items can be found here, by best, this was circa..2011. They have highest ac, and wearable by any alignment and class, other than pixie...whom have to settle for the weaker version. So still a great trip can be made through here, in the search for these. Or you can check out anklewear sections here and find out more on the ankles mentioned. Also, see map of the area...what I have, if you want those. [Suggested Level range: Any level high melee dmg, fighting char can use it, but it's really best to start around lvl 15 or so, and then work your way through. Other classes should only explore..fights under av here tend to be either way from my experience. They can kill you easily.]
D'Morian's Lands - 32w, 6s.
Alternate route: 9w,sw,4w,s,sw,5w,sw,5w,sw,4w,s.
Dragon Cult - 4s, e, n.
Dragon Tower - 6s, ne, 2s, se, 2e, s, 2sw, s, 10sw, w, u, s, 2e, 2se, 2s, sw, 2nw, 3w, sw, w, sw, se, sw. Alternate route, without locked doors: 6s, ne, 2s, se, 2e, s, 2sw, s, 5sw, nw, 5n, ne, n, e, 2se, e, s, se, sw, 4s, 2sw, s, se, 2w, nw, sw, 2n, sw, w, 2sw, n, nw, n, ne, n, w, ne, n, ne, e, nw, n, nw, 9n.
Dragon's Pass - 6s, ne, 2s, se, 2e, s, 2sw, s, 5sw, nw, 5n, ne, n, e, 2se.
Drow City - (invis recommended) 6n, 3nw, w, n, 4e, s, w, sw, s, sw, 2s, 2sw, 2s, 2ne, n, nw, w, 2nw, w, 3nw, 3w, 2nw, 3w, s, 3w, 3n, ne, open d, d.
The Dungeon - 8e, 2se, s, 4se, 2s, sw, w, sw, 2s, 3se, sw, s, 2sw, w, 2sw, s, sw, s, 2se, s, 5e, 3n, 2w, n, d, pick e, open e, e, d.
The Dunhill Demesnes - nw, 2w, 4n, e, look painting, open n, 2n, 57w, ne
Alternate route: nw, 2w, 4n, e, look painting, open n, n, nw, 2n, nw, w, 2nw, 3w, 2nw, 2n, 41w, ne.
Dwarven Catacombs - 8e, 2se, s, 3se, e, 2ne, n, 2ne, n, nw, n, ne, n, 2w, n, nw, 3n, kill golem, get key corpse, unlock boulder, open boulder, n, 2d, 2n, open w, w, open trapdoor, d.
Dylan's Area - (float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, s, se, s, 3sw, u, 3w, s, sw, d, 3w, 3n, w, 3s, sw, 3w, sw, 2nw, sw, w, sw, 2s, sw, tree, 2e, 3se, 4s, 3e, s, 2w, open w, w, n, 2u, 2s.
Eastern Trade Route - 8e, ne.
Elemental Canyon - 13s, 2e, 2u, w, sw, w, sw, 2d, 2sw, 4s, e.
Emerald Hills - 8e, 2se, s, 4se, 2s, sw, w, sw, 3s, sw, se, u, se, e.
Ezard's Fields - 9w, nw, 2w, nw, w, 2n, 2nw, ne.
Forest of Tears - 7w.
Forested Strongholds - {Pkill and Peaceful arena area, so be careful}. 9s, w, 2s, fight.
The Forgotten Woods - 8n, ne, w, n.
Galaxy - Need dirs still for this horrible spot(other method is portal..see; portalling/astral plane for dumbies. No other info, but I have dt'd lowbies there twice. Still a challenge for me, I like this area...just not to explore often.[Suggested Level Range: I wont make a suggestion]
The Gauntlet - Entrance located within The Sentinel (see below).
The Graveyard - 9w, sw, 4w, s, sw, 2w, open s, s.
Great Eastern Desert - New player friendly route: 8e, 2se, s, 4se, 2s, sw, w, sw, 2s, 3se, sw, s, 2sw, w, 2sw, nw, 2d, sw, d, n, ne, e. Maze mapper route: 8e, 2se, s, 4se, 2s, sw, w, sw, 2s, 3se, sw, 2w, sw, 2s, e.
Green Forest - 6n, 6w, nw.
The Halls of Knowledge(Academy) - 3e, s, d.
The Haven of Everlasting Light - 41w, 7n, w, n.(kind of dangerous, new players are encourages to take this alternate route: 6w, 2sw, 5w, 4nw, 3ne, 2n, 3nw, w, 4sw, w, 2nw, w, nw, n, 4ne, 4n, 2nw, 2w, 4sw, s, 2se, n.)
High Tower of Sorcery - 6s, ne, 2s, se, 2e, s, 2sw, s, 5sw, nw, 5n, ne, n, e, 2se, e, s, se, sw, 4s, 2sw, s, se, 2w, nw, sw, 2n, sw, w, sw, n, nw, ne, n, (track Ezmerelda).
Intrigues of the Miden'nir - 13s, e, sw.
Isle of the Monkeys - 3e, s, d, 9w, look portal, enter.
The Keep of Belial - (invis recommended) 6n, 3nw, w, n, 4e, s, w, sw, s, sw, 2s, 2sw, 2s, sw
The Keep of Mahn-Tor - Minotaur village: 4s, w, 2n, give 5000 coins receptionist, unlock n, open n, 2n, e, ne, nw, 2ne, n, enter painting, d, e, n
To sewer: Continue ne. Alternate route to King's Castle (not through the moat): 13e, 3s, 3e, 2ne, 3se, e, 2s, sw, s, se, s, se, 2e, 2ne, e
The King's Castle - 8e, 2se, s, 4se, 2ne, e, 2ne, d, 2s, se, e
Kingdom of Juargan - (invis required) 6n, 3nw, w, n, 4e, s, w, sw, nw, n, ne, u, 2ne, u, ne, u, ne, nw, w, u, 2ne, u, w, u, ne, w, 4sw, 4w, d, 2nw, sw, u, 4w, u, 2w, n, 2e.
Knights of the Round - 4s, w, 2n, give 5000 coins receptionist, unlock n, open n, 2n, e, ne, nw, 2ne, enter.
Kontaur - 26w, 5s.
La Chute D'eau De L'ancients - I avoid this area. however if you wish to enter it?.(Will be unable to chop through with all char. classes.) 6n, 6e, se, e, 2ne, e, nw, 2n, 2ne, w, 2nw, e, 2n, ne, n, ne, 2w, chop, se, chop, sw, chop, w, chop, w, chop, s, chop, sw, chop, w, chop, nw, chop, w, chop, w, chop, nw, ne.
Lake of Tich'Pyga - 7w, nw, 2n.
Lamech's Abandoned Manor - 6s, ne, 2n, se, 2e, s, 2sw, u, nw, ne, 2w, sw, 3s, 2se, ne, e, sw, s, ne.(Still need to confirm it, not confirmed as of posting of these dirs).
Land of the Fire Newts - 8e, 2se, 2s, se, s, 4e, 2n, e, ne, 2n, e, s.
Machine Dreams - 13e, 3s, w, s, 2w, n, 2w, 2s, se, 2e, ne, w, s, d.
Major Oak - 6w, 2sw, 5w, 2nw, ne.
Miden'nir - 7s
The Mire - 50w, 7s, w, sw, s, 2sw, s.
Mithril Hall - 6s, ne, 2s, se, 2e, s, 2sw, u, nw, ne, 2w, sw, 3s, 2se, sw, 2u, w, nw, w
A Moment in Nature - 3e, s, d, 9w, enter.
Morgul Vale - nw, 2w, 4n, e, look painting, open n, n, 49w, 8s, 2sw, 2s, u, 2s, 2w, 2sw, s, se, sw
Moria - 8e, 2se, 2s.
The Mountain of Lost Souls - nw, 2w, 4n, e, look painting, open n, n, 49w, 8s, sw, 5w, 2sw, nw, 3w, d, sw, 2s, e
Mountains of Desolation - nw, 2w, 4n, e, look painting, open n, n, 49w, 8s, sw, 5w, 2sw, nw, 3w, d, sw, 2s, e
Nevermore - 8e, 2se, s, 3se, e.
New Hope Farm - nw, 2w, 4n, e, look painting, open n, n, 49w, 8s, sw, 5w, 2sw, nw, 3w, d, sw, 2s, e
New Ofcol - 6n, 3nw, w, n, e.
Northern Plains - nw, 2w, 4n, e, look painting, open n, n.
Northern Trade Route - 6n, nw.
Ocean Keep - 8e, 3ne, 3e, ne, e, ne, 2e, 5n, ne, e, ne, e, se, e, ne, 3n, ne
Ockwater Fens - (float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, s, se, s, 3sw, u, 3w, s, sw, d, 3w, 3n, 2w, sw, w, 3n, 2ne, nw.
Octopus Garden - (fly and aqua breath required) 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, 2s, se, e, ne, d.
Ofcol - 6n, 3nw, w, n.
Old Marsh - (float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, s, se, s, 3sw, u, 3w, s, sw, d, 3w, 3n, w, 3s, sw, 3w, sw, 2nw, sw, w, sw, 2s, sw, tree, 2e, 3se.
Old Thalos - 41w, 7n, 2w
Olympus - 8u, n, (find messenger of the Gods), say 'Will you take me to Olympus?'.
Otherland - (aqua breath and float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, 3s, se, 3e, s, 2se, 3s, sw, w, sw, d, nw, s, w.
Pixie Forest - 8n, ne, w, n, ne, nw, e, ne, n, e, ne, 2n, 2ne, nw.
Raven Tor - (invis recommended, fly required to avoid instant-death room) 6n, 3nw, w, n, 4e, s, w, sw, nw, n, ne, u, 2ne, u, ne, u, ne, nw, w, u, 2ne, u, w, u, ne, se, 2e, 2se, e, d, ne
Realm of Worship - (float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, ne, n, ne, 5n.
Redferne's Residence - (float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, s, se, s, 3sw, u, 3w, s, sw, d, 3w, 3n, w, 3s, sw, 3w, sw, 2nw, sw, w, sw, 2s, sw, tree, 2e, 3se, 4s, 3e, s, 2w, open w, w.
Revelation City - (invis recommended) 6n, 3nw, w, n, 4e, s, w, sw, s, sw, 2s, 2sw, 2s, 2ne, n, nw, w, 2nw, w, 3nw, 3w, 2nw, 3w, 5nw, w, n.
Scourge of Time - 8u, n, track Malsangre, say 'back in time'.
Sea of Sorrows - (aqua breath and float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, 3s, se, 3e, s, 2se, 3s, sw, w, sw, d.
The Sentinel - (hide recommended) 9w, 2nw, n, w, nw, w, nw, w, 2s.
Sesuad'ra Rift - 42w, 7n, enter, sw.
Seth's Fortress - I truly hate this area, I barely ever run there. I may of killed one mob, and mapped the maze once. But the rest seems to much of a grind for me, I do suggest this to be an end destination for anyone going evil or neutral, as a large majority of eq can be attained here for those alignments. Also this is one of the few major run areas by almost every organization, whether in secret or in the past. 6s, ne, 2s, se, 2e, s, 2sw, u, nw, ne, 2w, sw, 3s, 2se, ne, e, sw, s, 3e, 2u.
Sewer - Darkhaven sewer: 6s, open manhole, d.
Shadow Grove - 7n
Shadowport - (float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, s, se, s, 3sw, u, 2w, n, nw, 2n, sw, s, sw, se, e, ne, open wall, 3n, w, open w, 2w, n, w, 2n, open d, d (Note: recall is possible from the plaque room)
Shadowport sewer: (float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 2sw, s, 2sw, s, sw, 2s, w, sw, s, 2sw, s, w, 2s, sw, s, sw, se, e, ne, open wall, n.
Shai'Ghool - 8e, 3ne, 3e, ne, e, ne, 2e, 2n, e, ne.
Shattered Refuge - 9s, w, 3s, w.
The Shattered Temple of Nae'trelle - 8e, 2se, s, 4se, 2s, sw, w, sw, 2s, 3se, sw, 2w, sw, 6w, s, ne.
The Shire - 9w, nw, 2w, nw.
The Slime Pit - (invis recommended) 6n, 3nw, w, n, 4e, s, w, sw, s, sw, 2s, 2sw, 2s, 2ne, n, nw, w, 2nw, w, 3nw, 3w, 2nw, 3w, 5nw, 2w, sw, w, 2u, 3n, nw, 2d, nw, n, 2w, nw, u, 3w, nw, w, se.
Southern Mountain Range - 6s, ne, 2s, se, 2e.
Temple of the Moon - nw, 2w, 4n, e, look painting, open n, n, 49w, 8s, sw, 3w, n.
Thalos - (float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, s, se, s, 3se, 4e, 3s
Thul Ab'hara - (fly required) 8e, 2se, s, 4se, 2s, sw, w, sw, 2s, 3se, sw, 2w, sw, 3s, se, s, sw, s, se, 3s, e, s, d.
Alternate route: 6e, (wait for caravan at 6am or 6pm), give 5000 coins Naikiyas, ne.
The Tower of Despair - 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, s, se, s, 3sw, u, 3s, sw, s, sw, w, 3u
Tower of Enlightenment - (invis and fly required!) 8n, ne, w, n, nw, w, s, w, 2nw, n, nw, 2n, nw, w, nw, ne, 2n, nw, ne, n, nw, sw, nw, n, 3nw, ne, e, nw, n, w, 2n, nw, w, n, sw, w, nw, 2w, 2sw, w, (follow path precisely here to avoid DTs), sw, w, d, w, sw.
The Tower of Zenothir - Shortcut for peacefuls only: (invis required!) 6n, 3nw, w, n, 4e, s, w, sw, s, sw, 2s, e, 2se, 4e, n, nw, 2n, sw, e, ne, 2s, se, s, se, s, 2e, se, ne.
Town Hall - e, s.
Town of Solace - nw, 2w, 4n, e, look painting, open n, n, 23w, 3n.
Transylvania - 13s, 2e, 2u, e, 3se, d, s, 4se, e, se, e, ne, nw, n, u, 2n.
The Tree of Life - 50w, 5s, 3w.
Treetops and Canopy - 29w, 2n, u.
Tullfuhrzky Manor - nw, 2w, 4n, w, look painting.
The Underworld - 26w, 7s, e, s, e, s, d, s, give 50000 coins Wicorith.
Unholy Grounds - nw, 2w, 4n, e, look painting.
The Valley of Crucifixion - (aqua breath and float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, 3s, se, 3e, s, 2se, 3s, sw, w, sw, d, nw, s, 2e, 2se, w, nw, sw, w, s,
Valley of Mysts - Shortcut for peacefuls only: (invis required!) 6n, 3nw, w, n, 4e, s, w, sw, s, sw, 2s, e, 2se, 4e, n, nw, 2n, sw.
Valley of the Elves - nw, 2w, 4n, e, look painting, open n, n, 30w, 2s, 15w, (n).
Village of Edo - nw, 2w, 4n, e, look painting, open n, n, 26w, 2n, ne, nw, n, nw, 2w, 6n, nw, (n, ne, n, nw, ne, 2n)
The Von Deusen Mausoleum - 8e, 2se, s, 4se, 2s, sw, 2n, nw, pull branch, n.
The Warehouse - 4w, 2n, sw.
Wastelands - 4w, 2n, sw.
Wendle Mansion - 8n, nw, w, n.
Western Trading Route - 6w, sw.
White Pine Camp - 8e, 3ne, 3e, ne, se.
Wild Tundra - (aqua breath and float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, 3s, se, 3e, s, 2se, 3s, sw, w, sw, d, nw, s, 2e, 2se, w, nw, sw, 2w, s, d.
Wyvern's Tower - (invis recommended) 6n, 3nw, w, n, 4e, s, w, sw, s, sw, 2s, sw, 3w, ne.
The Ziggurat - (aqua breath and float or fly required) 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, 3s, se, 3e, s, 2se, 3s, sw, w, sw, d, nw, s, 2e, 2se, w, nw, sw, w, s.
The Nations Directions(Hometowns)
{As a new section on it's own, I have directions for Hometowns for those that wish to get into the roleplaying scene. Please look below, for your race's specific hometown, also they are worth visiting for other reasons. But generally are solely great areas to meet the more serious roleplayers in the realms, and even some less serious ones. Also some "trollers", see trolling for gold for the reference on this.}
They are as follows for the various Races, not name of town.
Drow:
Dwarf:
Elves:
Half-elves:
Sea-Elves:
Gith:
Humans:
Half-Orcs:
Half-Ogres:
Half-Trolls:
Gnomes:
Halflings:
Pixies:
Lizardman***:(As a new player you will not have a chance to enter their hometown alas, since this race is all but extinct).
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