Dark Races' Travel Guide
for Trolls, Ogres, Dark Elves, and other sociopaths...
So, you've gone ahead and hit "Start" on the character creation screen
that tells you "Moderate/High Difficulty," have you? Well, you're going to
need my help then, because if you want to get any of the cool stuff in the
game (and I'm sure you do) you're going to have to travel. Although Verant
blessed the Trolls by putting the most goodie-filled dungeon on their
doorstep (Guk), you all will still want to travel elsewhere in order to
see more of the world. This guide will go through some of the more
problematic areas that you might have to travel through and tell you how
to not die...
Religion
Religion makes a large difference about whether or not a dark race is
attacked. This is especially true for dark elves, who are generally
accepted (if not liked) in a few major cities. Choosing Agnostic for your
religion helps, as many won't attack you based on race but instead based
on your religion. This is apparent with DE Enchanters, who can illusion
their appearance but still be KOS from their religion. Something to
consider.
Freeport
Freeport is probably the most frequently travelled city by the dark
races. It is the port by which they all have to use to reach the island
continent of Faydwer. It also lies between the Dark Elf city of Neriak and
the swamplands to the south where the Trolls and Ogres reside. Due to its
importance to the evil races in general, I will discuss it first.
The Tunnels
There is an extensive tunnel network running beneath the city of
Freeport, which the dark races and less-than-legal classes use to get
around. These tunnels start (from the outside) in both West Freeport and
East Freeport. The path through West Freeport is the simplest. The
entrance to the catacombs lies in the northeastern corner of the newbie
area in the West Freeport zone. One of the two bends in the corner is
where the actual tunnel is, and it is not distinguishable from the rest of
the wall. The tunnels inside represent the remains of a water system that
is empty at present. The key to getting to any area of interest is to stay
to the left. If you take every left turn in the West Freeport zone, you
will eventually zone into North Freeport.
Once there, you will find yourself with your first danger, having to
travel an open waterway underneath the paladin guild! The trick to this is
that you have to travel through here at night time. During that time of
day, all the guards that typically stand on the bridge that goes over the
water are gone, and you won't be attacked. After passing into the tunnel
on the other side, you again zone into West Freeport. In West Freeport
again, you turn first right and then left, and this brings you out into a
long, open-topped aqueduct running through a fairly empty section of the
city. Specifically, it opens up behind Torlig's Herbs and Medicines, on
the eastern edge of West Freeport just north of a zone to East Freeport.
This is a dangerous area for evil races, although guards are not too
common here. The zone to East Freeport is a short step away, but guarded
by a guard (and you can't get anywhere on the other side except through
guards anyway). The only place you can really go is to head into the court
with the empty stage and the shady thief guys in the middle. They are
involved in some quests. This is as far as the tunnels into West Freeport
will bring you.
East Freeport has some more important places of interest in the tunnel
system. There are two entrances to it from the newbie zone, the easiest
one to take is in the southwestern corner of the newbie zone, found in a
similar fashion to the entrance in West Freeport. Passing into this tunnel
entrance you will enter a small circular room with two exits leading off
of it. The tunnel to the left leads to the other entrance to the catacombs
and an interesting underwater structure, but nothing more. To the right
leads to the other interesting parts of the city. Passing through this
tunnel, you will come to a choice about going left or right. Left will
lead the explorer to the Necromancer, Shadow Knight, and Cleric trainers
for Freeport, and beyond them to a secret door that leads into the inn in
the southeastern section of East Freeport. Taking the right path brings
you to a door guarded by two Rogues. To the left of the door is a passage
that leads to a room with a dark elf and another door into the Seafarer's
Roost at the docks of East Freeport. If you pass through the door behind
the two Rogue guards, there is a long tunnel that leads to an opening into
the bay, whereby you can swim to the left to reach the actual Freeport
docks.
The docks of Freeport are usually safe, as long as you stay outside of
the Port Authority. There are a bunch of guards on the other side of the
Port Authority, and I haven't tested whether or not they can see you. On
the dock side of it, though, there are no NPC's (that I know of) that will
attack you. I have on rare occasions seen a guard standing on the main
dock, but only rarely. There are also reports of a fishing woman that will
occasionally attack evil travellers...
QeynosQeynos is not traditionally regarded as a place for evil,
and isn't as heavily trafficked, but has a similar infrastructure to
Freeport, with an extensive underground network of tunnels tieing the city
together.
The outside entrance to the Qeynos tunnels lies to the east of the
Gates in North Qeynos. Along the wall there is a section of wall that is
overgrown with vines. This is a false wall, and behind this wall lies a
small room with a well, where the Klicknik Queen is known to spawn.
Swimming down the well will bring one into the Catacombs of Qeynos. There
are other entrances/exits to the catacombs within the city, providing evil
creatures some degree of mobility. The lake just outside the Crow's Nest
and the Monk's Guild has a tunnel into the catacombs, as does the water
under the bridge just before one enters the section of town with the bank.
The last normal entrance is in the water by the docks where the boat comes
in. All of these tunnels lead into the catacombs, and through the
catacombs eventually connect with each other.
The other, more unusual, entrance to the catacombs is through the
arena. When entering the arena, one wall has an opening that leads into
the area under the arena, where blood and bones mark those that died
within those walls. Marked out in bones is a path that leads into one of
the larger prison cages and to a secret door that leads into the
catacombs. The catacombs at this point are dangerous to those who are not
of the evil races or classes, as they are guarded by skeletons. In this
area lie the Shadow Knight and Necromancer guilds for the city of Qeynos,
as well as trainers for the other magic-using classes for evil races.
Faydwer
Half of the battle to reaching Faydwer is in getting onto the boat at
Freeport. But what do you do when you reach the other side? You basically
have to jump ship and swim for shore outside of the dock area. If you have
to pick a side, go to the right, as there is more open area there and it's
easier to get around. Going to the left forces you to walk past several
guard houses in order to reach some of the better parts of Butcherblock,
and this can easily be avoided.
As far as zones on Faydwer, they present their unique challenges and
benefits for the dark races. Butcherblock is a large, open hunting ground,
with the benefits of no roaming guards. Greater Faydark is the hub of all
the other zones, and is good because you can be bound anywhere within the
zone (not in a hostile city). The down side is that most of the areas near
the cities as well as near Crushbone have roaming guards that will attack
you. The entrance to Crushbone is generally safe, as is the area to Lesser
Faydark. Lesser Faydark is generally safe, with a few exceptions (the
ranger camp). Steamfont Mountains are similar to Butcherblock, scattered
relatively easily avoidable non-moving guards. The downside to all these
zones is that most if not all people are hostile to you, and buying and
selling may well be impossible.
The next trick is how do you get home? If you are travelling by boat,
that can be fairly tricky. You basically have to swim around the entrance
to the docks and get on the docks onto the boat without being seen and
attacked. The NPC at the end of the dock will not attack you, but the one
near the base of the dock will, although he can be avoided. The method
that I've heard about (note I've never actually tested this myself) is
that the dark races can swim in the water in front of the boat and wait
until it passes over them. They then are somehow sucked up into the hold
of the boat and can avoid all that fighting at the dock. Again, I haven't
tested out either of these to see if they work or not, I have, however,
been assured by many people after first posting this that this works just
fine. The most reliable? Find (or pay) a friend to teleport you.
Cross-Country Trip
The trip from Freeport to Qeynos is dangerous even for the good races,
and the problems are exacerbated for the evil races. First of all, there
is no easy way through the center of the continent. The passage through
Beholder's Maze, Runnyeye, Misty Thicket and Rivervale is complicated by
the fact that all evils are KOS in Rivervale. Likewise, passage through
High Keep is complicated by the same problem, as well as the high level
orcs and gnolls that are there. The safest route (and unfortunately the
longest) is the southern route through the kingdoms of the ogres and
trolls. Basically, from Qeynos, the route consists of travelling into
Qeynos Hills, Western Karana, Northern Karana, Southern Karana, Lake
Rathetear, Rathe Mountains, Feerott, Innothule Swamp, South Ro, Oasis of
Marr, North Ro and from there East Freeport. The most difficult of these
is Lake Rathetear where you need to avoid a fairly high-level camp of
undead upon entering from South Karana and then get on a boat (or swim
with more danger) to the eastern shore.
Odus
The continent of Odus is currently closed to the evil races. I'm not
sure if this was intentional or not, and if it will continue to be so when
the new zone (the necromancer city) get introduced on it, but it currently
is. The basic difficulty is that there is no tunnel system or other system
by which to avoid the guards when entering Erudin. The docks pass by
several guards, then you zone into a chamber patrolled by several guards,
and then into the main city where guards are ever-present, only to walk
outside by the guards. As you can see there is no way to avoid them, and
as far as I know you can't swim around to Kerra Isle, for instance. Erud's
Crossing is still a possibility to hunt at, although it's so difficult to
get to for the evil races (and the Kerrans might KOS them), that it's
probably not worth it.
Conclusion
The above is a description of the major sections of the game and how
the evil races can thrive and travel almost as much as the good races.
Note that many of these problems can be circumvented by invisibility
spells (in fact Odus is open to you if you can become invisible) and
illusions. For the most part, though, these areas are open to the dark
races as I've put forth above. I hope this means I'll see more ogres in
Crushbone! |