(Clipped & modified from "help
newbie2", online help file)
..and finally updated for rivers!
Areas which you might visit are the Haunted
Manor, the faerie ring, the goblin settlement, the haunted
ship, the dwarven mines, the drow caverns, the Southeastern
Isle, Dalair, or the small park. To get to them (from outside Decker's
shop), the directions are:
- Haunted Manor
- The best place to explore and hang out around is the
Haunted Manor. The manor features a variety of low-level
creatures, some useful loot and treasure, and it is close
to Tantallon. Most importantly for young players, though,
is the second-floor bedroom, where you may
"sleep" to heal yourself, for only the cost of
your time. You would be well-served to be very familiar
with this place until you have several levels under your
Haunted Manor: From directly outside of the main
shop (Decker's New and Used Goods on Main Street just
west of the East Village Crossroads), go: e, 8n, e, ne,
n, and you will be in the manor. Reverse the directions
to go back.
- Faerie ring
- e, 21n, 1w, 1n, and enter the ring. Be careful here, some of the
creatures are more difficult than they appear. Most of
the creatures here are good-aligned, so those of you
trying to force your alignment to evil will be
- Goblin Settlement
- 8w, n, 3w. From here, go nw to enter the settlement. A
strong branch you find here makes a fine weapon [Staff,
for you mages and necros].
- Haunted ship
- e, 29n, 5e. As always, sizeup your opponents before
jumping into battle. [There is also a healing area on the
2nd deck, all the way north. Just rest in the nice room
and you will heal at a greatly accelerated rate.]
- Dwarven mines
- e, 16n, 3w, 2n. Take the western route, and you will find
monsters ranging from easy to slightly difficult. The
dwarf babies are very good-aligned, so those of you who
are trying to force your alignment to evil will want to
- Drow caverns
- 7w, 5s, 7w, 8s, enter cave. Don't go too deep into these
caverns. The deeper you go, the tougher it gets.
- Southeastern Isle
- 3e, 1d. Now wait for the 'Atlantis' to come. There is
quite a bit to do and monsters range from easy to medium.
[There is a healing area in the natives' village. Enter
the healing hut and "join circle"].
- Small Park
- 7w, s. From here 'enter park' will get you into the park.
There are lots of small, easy creatures to be found here;
some visible, some hidden.
- 11w, 3n, w, 7n. Nepeth is another large town and the seat
of power for King Drin and his Knights. The inhabitants
here are not aggressive, but will defend themselves if
attacked. A very good newbie training ground can be found
by going an additional 2n, 1w.
- Dalair is a medium town, and a veritable den of iniquity
and squalor, inhabited by orcs and other scum. Here can
be found the Necromancer's hall, and the Courts of Chaos
guild. The hobgoblins and goblins in huts on the south
side of town are possible for low-level characters;
sizeup your opponents before jumping into battle. If you
are an elf or half-elf, stay away! Wandering orc patrols
attack to kill if you are the least bit elvish (Chaosers
excepted), but ignore orcs and humans. I don't know about
dwarves. Orcs and humans will find food, drink and a
merchant to sell treasure to here.
Additionally, the forests to the north and southwest of
Tantallon contain many forms of wildlife, as well as an
occasional orc or goblin. The forests are great for hunting, but
be sure to keep your bearings. If you ever find yourself in
unfamiliar territory, a good plan is to head east till you find
the coast, then follow it back to Tantallon.