Difference between revisions of "Zones"
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From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west. | From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west. | ||
Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train. | Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train. | ||
+ | |||
+ | === The Future Dimensions === | ||
+ | |||
+ | The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones. | ||
+ | You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite. | ||
+ | There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned. | ||
+ | Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however. | ||
+ | The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one). | ||
+ | Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones. | ||
+ | |||
+ | Levels Zone Name Builder Size | ||
+ | |||
+ | (10-50) Utopia Snowbird and Molly 300 rooms | ||
+ | |||
+ | (10-30) Future Golf Course Kenneth/Sonya 100 rooms | ||
+ | |||
+ | (35-50) Android Punk Concert Kalsan/Sonya 90 rooms | ||
+ | |||
+ | (30-50) Star Wars Palpatine/Sonya 210 rooms | ||
+ | |||
+ | (05-10) Planet Endor - 30 rooms | ||
+ | |||
+ | (12-50) Planet Dagobah - 20 rooms | ||
+ | |||
+ | (05-50) Planet Tattoine - 60 rooms | ||
+ | |||
+ | (10-50) Planet Hoth - 30 rooms | ||
+ | |||
+ | (30-50) Death Star - 140 rooms | ||
+ | |||
+ | (30-50) Necromunda II Slaanesh/Molly 100 rooms | ||
+ | |||
+ | (20-40) Spaceship Titanic Persuter 60 rooms | ||
+ | |||
+ | (30-50) Little Italy Darkwolf and Annie 100 rooms | ||
+ | |||
+ | (40-50) Queltorian Sector Darkwolf 130 rooms | ||
+ | |||
+ | (10-50) The Space Harbour Palpatine 50 rooms | ||
+ | |||
+ | (20-40) Jurassic Park Drake 70 rooms | ||
+ | |||
+ | (10-50) Pleasure Planet Molly 100 rooms | ||
+ | |||
+ | (30-40) New Goznemia MaccabiTa 50 rooms | ||
+ | |||
+ | (40-60) Down Under Cali 220 rooms | ||
+ | |||
+ | (20-50) Terramort Martin 80 rooms | ||
+ | |||
+ | (30-50) The Outback Cali 400 rooms | ||
+ | |||
+ | (10-50) Outer Space Grid Kalten 2500 rooms | ||
+ | |||
+ | (10-50) Corellian Sector Grid Kalten 100 rooms | ||
+ | |||
+ | (10-50) Earth Atmosphere Grid Kalten 100 rooms | ||
+ | |||
+ | (30-50) Alpha Centauri Grid Molly 100 rooms | ||
+ | |||
+ | (30-50) Alpha Centauri Planets Molly 200 rooms | ||
+ | |||
+ | (10-40) Planet Lovenbroy - 35 rooms | ||
+ | |||
+ | (30-50) Planet Slunch - 30 rooms | ||
+ | |||
+ | (30-50) Planet Yalc - 40 rooms | ||
+ | |||
+ | (20-50) Planet Yudore - 20 rooms | ||
+ | |||
+ | (10-40) Asteroid 95739-A - 30 rooms | ||
+ | |||
+ | (10-50) Space Utilities - 45 rooms | ||
+ | |||
+ | (30-50) Planet Poon Molly 400 rooms | ||
+ | |||
+ | (20-50) Poon Towers 100 rooms | ||
+ | |||
+ | (30-40) Poon Oceanr 100 rooms | ||
+ | |||
+ | (40-50) Poon Underwater 200 rooms | ||
+ | |||
+ | (30-50) Quixotica Sonya 200 rooms | ||
+ | |||
+ | (30-50) Cosmo Canyon Seraphine 200 rooms | ||
+ | |||
+ | (10-30) The Game Grid Sonya 100 rooms | ||
+ | |||
+ | (20-40) Jurassic Ocean Sonya 100 rooms | ||
+ | |||
+ | (20-40) Planet Reptilia Gilthoniel 90 rooms | ||
+ | |||
+ | (10-30) The Orbiter Durgan 60 rooms | ||
+ | |||
+ | (50-70) The Dark Planet Sonya 100 rooms | ||
+ | |||
+ | (10-50) The Planet Whotvar Durgan 85 rooms | ||
+ | |||
+ | (30-50) Whotvar II Durgan 85 rooms | ||
+ | |||
+ | (10-50) The Spaceport Mall Sonya and Katriel 200 rooms | ||
+ | |||
+ | (40-60) Quix II Sonya and Kita 100 rooms | ||
+ | |||
+ | (10-50) The Fun Fair Gilgamesh, Molly and Diandra 100 rooms | ||
+ | |||
+ | (10-50) Killer Klowns Alabastor, Diandra and Jaros 100 rooms |
Revision as of 14:25, 2 November 2015
Contents
- 1 The Different Dimensions
- 1.1 The Central Area
- 1.1.1 Recall and 4D Travel Agency
- 1.1.2 The 4D Mud School and Quest Academy
- 1.1.3 Stone Age 1
- 1.1.4 The Robber Baron Castle 1
- 1.1.5 Dry Gulch
- 1.1.6 The Android Factory
- 1.1.7 The God Rooms
- 1.1.8 The Battlefield
- 1.1.9 The Chicken Casino
- 1.1.10 The Newbie Training Arena
- 1.1.11 Realms of the Traders
- 1.1.12 The Gladiator Arena
- 1.2 The Prehistoric Dimension
- 1.2.1 Old Carthage
- 1.2.2 The Prehistoric Forest
- 1.2.3 Stone Age II
- 1.2.4 Crete
- 1.2.5 Labyrinth of Knossos
- 1.2.6 Greek Archipelago
- 1.2.7 Trojan Wars
- 1.2.8 Kolchis and the Amazons
- 1.2.9 Realms Of Thetis
- 1.2.10 West Mediterranean Sea
- 1.2.11 The Odyssey
- 1.2.12 The River Nile
- 1.2.13 The Egyptian Desert
- 1.2.14 The Temple of Hatshetsup
- 1.2.15 Lower Egypt
- 1.2.16 The Valley of Kings
- 1.2.17 The Realms of Hades
- 1.2.18 The Greek Mainland
- 1.2.19 The Aegan Sea
- 1.2.20 Greek Cities I
- 1.2.21 Mount Olympus
- 1.2.22 The Mediterranean Sea Grid
- 1.2.23 Carthage Bay
- 1.2.24 Aegan Islands
- 1.2.25 Ali Baba's Cave
- 1.2.26 Arabian Desert
- 1.2.27 The Land of Punt
- 1.2.28 The Upper Nile
- 1.2.29 The Desert of Wawat
- 1.2.30 The Land of Kush
- 1.3 The Medieval Dimension
- 1.3.1 Olde Yorke City
- 1.3.2 The Tournament Place
- 1.3.3 The Robber Baron Castle
- 1.3.4 Sherwood Forest and Nottingham City
- 1.3.5 The Viking Ship and Green Fen Village
- 1.3.6 Pirate Galley
- 1.3.7 The Convent and Nunnery
- 1.3.8 Camelot and Durmandle
- 1.3.9 Castle of Mirkheim
- 1.3.10 The Elven Forest
- 1.3.11 Metropolis of the Elves
- 1.3.12 Sanctuary Haze
- 1.3.13 The High Mountains and the Tower of Rapunzel
- 1.3.14 Troll Forest
- 1.3.15 Osten Ard
- 1.3.16 The Ice Castle
- 1.3.17 Mount Winter
- 1.3.18 Temple of the Damned
- 1.3.19 Dun-Shivaar
- 1.3.20 The Serf Village
- 1.3.21 The Township of Odessin
- 1.3.22 The Lostlands
- 1.3.23 Fenizia
- 1.3.24 A Rip In Time
- 1.3.25 Mother Goose
- 1.3.26 The Midlands
- 1.3.27 Dragon Island
- 1.3.28 Enchanted Lands
- 1.3.29 City of the Tulipek
- 1.3.30 Mount Kuromeru
- 1.3.31 The Citadel of Thandar
- 1.3.32 The Town of Ta-Beneth
- 1.3.33 The Dragon Caves
- 1.3.34 The Royal Forest
- 1.3.35 NightDragon Realms
- 1.3.36 The Land of Avalon
- 1.3.37 The Mountain Village of Gelindril
- 1.3.38 The Flying Fortress
- 1.3.39 The Dragon Forest
- 1.4 The Old West Dimension
- 1.4.1 Dodge City
- 1.4.2 The Range
- 1.4.3 Legend
- 1.4.4 The Gold Mine
- 1.4.5 Pueblo
- 1.4.6 The Hole In The Wall
- 1.4.7 The Prairie
- 1.4.8 Tombstone
- 1.4.9 The Dirt Farm
- 1.4.10 Westward HO!
- 1.4.11 Llano Estacado
- 1.4.12 Dry Gulch II
- 1.4.13 Buffalo Bill's Great Circus
- 1.4.14 The Racecourse
- 1.4.15 The Mine
- 1.4.16 The Ranch
- 1.4.17 Fort Sutter and Sutter's Mill
- 1.4.18 Sutter's Mine, Coloma River Valley, California
- 1.4.19 The California and Sacramento Trails
- 1.4.20 San Francisco Harbour
- 1.4.21 Victorian England
- 1.4.22 In The Wild
- 1.4.23 The Railway
- 1.5 The Future Dimensions
- 1.1 The Central Area
The Different Dimensions
4D exist out of 4 Dimensions. Each Dimension consists out of different zones, which its own quests, adventures and secrets. To have a closer look at the different zones, just click on the dimension you're interested in, and you'll get a more detailed look of how the dimension is setup. Next to those 4 Dimension there's also a Central part, where people can gather, and talk about things, or find information concerning other areas in the game.
The Central Area
The central zones are not connected to any Dimension. They consist of Recall and Travel Agency, Mud School, the 4 Newbie zones and the Newbie arena and 'special' PK zones that need imm help to access, like the Battlefield and the Gladiator Arena.
Recall is the place where people hangout when they're not exploring one of our 4 Dimensions. The area is not really part of any of the other Dimension. Recall provides lots of information about features that can be found or done throughout the game.
Recently there's also been made a new expansion to the Recall Area, namely the Gladiator Arena. The Arena itself is only accessible by a certain type of players, namely the Gladiators. Though there's a public Gallery for everyone else where you can support for your favorite Gladiator or maybe throw some rotten tomatoes towards them.
THE 4D CENTER AREA This realm, which is rather small, contains the Healer, the main Donation Pit, Mud School, the Time Warp, from which all the 4 Dimensions can be reached, and the 4D Travel Agency, where you can learn a bit about the special options presented in our unique Mud.
Last but not least the Center Area contains 4 Newbie zones for the levels 1-10 - (one for each Dimension) - plus the Newbie Arena and some shortcuts to some more easy zones.
Levels Zone Name Builder Size (all) Recall and 4D Travel Agency Molly 20 rooms
(1-5) Mud school and Quest Academy Molly 100 rooms
(1-10) Stone Age I Molly 50 rooms (1-10 Robber Baron Castle I Molly 60 rooms
(1-10) Dry Gulch Nave 50 rooms
(1-10) Android Factory Flyte 50 rooms
(51-56) God Rooms Immortals 50 rooms
(10-50) Battle Field Molly 65 rooms
(all) The Chicken Casino Molly 60 rooms
(1-15) The Newbie Arena Lonewolf 100 rooms
(1-50) Realms of the Traders Molly 100 rooms
(all) The Colosseum Molly 100 rooms
Recall and 4D Travel Agency
This Realm is the starting point of your character's life. This is where you enter the game as a newbie, and where all the necessary things for the starting mudder are gathered along Adventure Avenue and venture Way. Here you find Recall Point with the Healer, the Guildmaster, the Donation Pit, a small Bar where you can buy a few necessities, the mortal Post Office, the entrance to 4D Mud School, the 4 Newbie zones, the Newbie Training Arena and last but not least the 4D Travel Agency. The Travel Agency is the place to get information about the special features of this mud. Want to buy yourself a crash-proof private player house? Want a personalized weapon or piece of armour? Want to buy a personal pet or mount or spaceship or Recall item? The Travel Agency is where you find out the price and conditions for all those extra features. This is also where you can find the 4D Map room, with descriptions of all the zones in the 4 Realms, the Building Department, with lists of all Builders in 4D and the conditions to become one yourself, the Crypt for the Craven, where you can retrieve your corpse for gold, if you were killed in a distant or dangerous place, the Clan Office with information about the Clans in 4D and the 4D Hall of Fame, where remarkable players in 4D acquire everlasting fame. Maybe one day you will get your own statue in this Hall... And one step up from Recall is the Time Guardian, who on request will take you to the Main Game Realm, for players from level 10 upwards.
The 4D Mud School and Quest Academy
The Mud school of 4D is not the usual Mud School with chained mobs in cages that you meet in most muds. This School is totally customized to 4D, and it is also a playable area, full of mobs of a suitable strength for your level and some decent equipment that you can't get anywhere else. It has 4 Classes or Grades - one for each Dimension - and you can drop out of School or skip a class at your own will. The 1st grade teaches the basics about moving about, surviving and killing, the 2nd is devoted to communication and the use of magic, the 3rd teaches you how to use firearms, mounts and vehicles and how to form groups, and the 4th gives you some "special" tips about the secrets of the game. And at the top of the fourth grade is the unique Questor's Academy, where you can learn some of the tricks that usually only very seasoned players know about. Mud School is restricted to the levels 1-5, and it is highly recommended for new players to go through it, before venturing into the world of 4 Dimensions.
Stone Age 1
This is the first of the four Newbie zones for level 1-10, set in Stone Age, where the Neanderthal and the Cro Magnon tribes fight each other, while at the same time fighting Nature for survival. Apart from the Stone Age people, you'll meet mammoths, sabre-toothed tigers and a lot of less dangerous animals that inhabit the forests and steppe at about 9000 years BC. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones. The Central Area - The Prehistoric Dimension - The Medieval Dimension - The Old West Dimension - The Future Dimension - Back to top
The Robber Baron Castle 1
This castle may be rather small, and the robber Baron may not be the most powerful man in the Realms, but he is a pretty nasty customer nonetheless. And so are his ill-bred offspring and his snotty wife, so nobody would object if you raided this castle to rid him of some of his excessive goods and gold. He does have a dungeon though, and if you get thrown into that, it might not be very easy to get out again... You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones. The Central Area - The Prehistoric Dimension - The Medieval Dimension - The Old West Dimension - The Future Dimension - Back to top
Dry Gulch
It's just a small outback town, but it does have some shops and of course a saloon, where you can get yourself a drink. I'm told even the great Shorty himself still buys his shots in this saloon. Apart from that there is not much of interest in this small outback town, just the usual towns people, mongrel dogs, Indians, tumbleweeds and dust, dust, dust... It has been months since it last rained in Dry Gulch. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.
The Android Factory
This is where all the androids that overrun the planets in the Future Dimension are manufactured. The androids are of course supposed to help Mankind, in doing many of the menial tasks that Man thinks below himself. Only lately it seems that they don't quite get the message. In fact lately they seem to have grown uppity, lazy, defiant - even hostile at times. Maybe something went wrong at the conveyor belts? Or maybe it's a bug in the programming itself... You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.
The God Rooms
These are for the Immortals exclusively, you're only chance to get there would be by "special invitation" - or if you get yourself in major trouble, which would be a wise choice to avoid...
The Battlefield
This is the "Battlefield" or Arena of 4 Dimensions, where you can meet other players in mortal combat, regardless of whether you are registered as a "pkiller" or not. When you die in the Battlefield, you do not lose exp or equipment like you risk to do in the normal game. All you lose is your pride, since this is the place to determine who is the best pkiller in the mud. Only one player can win, but all levels can participate, and you can place bets on the Winner. The way to do this is to type 'PLACE Playername'. You need an imm to start up the Battlefield however. Type ARENA to listen to the special Battlefield channel, and HELP ARENA to see the rules for the tournaments.
The Chicken Casino
Like a game of old fashioned Poker? Well, you can get that here too, although it is a wee bit different from the usual. We don't have a dealer here, instead all the players are let into a large chicken pen, full of chicken and hens. Each of these fowl have a card, so you kill as many as you can and collect the cards. Then you put together the best poker hand you can from what you have got, junk the rest of the cards and return to the Casino, where each in turn gives his hand to the Poker Master, who looks at them and decides who the winner is. The Poker rules are the same as always, and there is a list of winning hands posted in the room in case you forgot the rules. You will need an imm/hero/helper to open the door to the chicken pen and supervise the game, and it won't be started up unless there are at least 3 players.
The Newbie Training Arena
Like most things in 4D, the Newbie Training Arena has four parts, one for each Dimension. You can start in any of them, but the easiest is Pre Historic, and then they gradually get harder. Built by Lonewolf, one of the most experienced players of 4D, this zone not only provides good hunting grounds for low levels, but also a good introduction to the special culture of 4D, with several easy Quests where you can train your brain for larger challenges to come. Also this zone holds some special equipment for Newbies, with rather good stats. If you start your career in 4D with the Quest Academy and this zone, you stand a better chance than most Newbies of mastering the Game.
Realms of the Traders
Tired of hack and slash? Want to do something more creative with your spare time? Learn a useful trade, perhaps? The Realms of the Traders will provide you with these options. They are spread over the 4 Dimensions, but with the main centerpoint in the Medieval Dimension. The Trader's Office in the 4D Traveling Agency will provide more information.
Around Old Yorke, you'll find:
8 fields for Farming
8 plots for Gardening West Trade Road
Crafter's Alley Northeast of Old Yorke
The Chicken Farm North Wall Road
The Orchard and the Dairy South Wall Road
Several sub-contractors To help develop the products.
In Old West, you'll find:
The Ranch - raise your own herd! South of The Range, west of Dodge City
The Old Gold Mine West of the Range
Main entrance to the big Mine Type 'help Mine' to get directions
Prospecting and gold panning Stake your own claim!
The GoldMiners Office Dry Gulch 3 Trading Posts and 3 Cattle Pens Main trail between Dodge and Tombstone
Goldmining and Farming Fort Sutter, in California
Goldpanning and Prospecting Creeks and rocky terrain everywhere
Trapping and skinning In The Wild, south and east of Legend
In Future, you'll find:
A well developed trading system Alpha Centauri and Whotvar System
An Alchemy feature Whotvar System
A Mine for alien Minerals Whotvar System
Different natural assets Alpha Centauri and Whotvar System
2 IGTC's to trade the assets Outer Space Grid
Reptile skins to trade Planet Reptilia
In Prehistoric, you'll find:
A well developed trading system Greek Islands, Mainland, Egypt, Kush
Exotic fruits, herbs and spices Greek Mainland, Islands and Egypt
Silk cocoons Greek Mainland, Islands and Egypt
Animal skins, ivory, rhino horns Greek Mainland, Islands, Punt
Large forests, exotic logs Greek Mainland, some Islands, Punt
Natural assets and local products Greek Mainland and all Islands
Gold-carrying streams Find out where yourself!
2 Greek Trading Centres The islands Carpathos and Cyprus
5 African Trading Markets Aswan, Kerma, Napata, Meroe, Khartoum
African trading opportunities Egypt, Kush and Punt
Exotic native treasures Land of Punt
The Gladiator Arena
The Colosseum This is the zone that was made for the PK feature The Gladiator Arena. The Colosseum Arena has two parts. The upper, outdoors part is a plain 7x5 grid. Under this arena is a cellar, accessed by two stairs. The cellar is a bit like a maze, with winding, narrow corridors, animal cages and some maintenance rooms. This part is good for ambush, and it also has some extra features and twists. There is a Gladiator School, which works a bit like a Clan hall, and has some supply shops. There is a Healer in one of the Cellar Rooms and another one in Gladiator School. And finally there is a public Area for spectators to view the fights and and get some info about the Gladiator Games. You will find the Public part of this zone west of the Map room, all south from Recall. The Arena itself is only accessible with assistance of an imm. For more info check out the link The Gladiator Arena.
The Prehistoric Dimension
This dimension is mostly centred around the Mediterranean sea basin, at approximately 1500 BC, and featuring countries like ancient Greece, Egypt, Kush and Punt. The Pre Historic areas can all be reached from the Old Carthage Archaeological Excavation Camp, which is extremely loaded with TimeTraps.
As you enter the different excavation trenches, you will be transported to different places within a wide rage of time. You can also access the Mediterranean Sea directly from the harbour of Old Carthage or Carthage Bay.
The best way to travel in the PreHistoric World is by ship. You'll find large concentrations of ships near Cape Aulis and at the island Carpathos in the Aegean Sea.
Click any of the below zone names for more information.
Levels Zone Name Builder Size
(10-30) Old Carthage Molly 100 rooms
(50-150) Prehistoric Forest Snowbird/Sonya 100 rooms
(30-50) Stone Age II Molly 100 rooms
(10-50) Crete Molly 100 rooms
(30-50) Labyrinth of Knossos Molly 100 rooms
(10-30) Greek Archipelago Molly 300 rooms
(20-40) Trojan War Molly (under planning)
(40-50) Kolchis and The Amazons Molly (under planning)
(40-50) Realms of Thetis Molly 100 rooms
(40-50) West Mediterranean Sea Molly 300 rooms (grid)
(40-50) The Odyssey Molly 100 rooms
(40-50) The River Nile Emory 100 rooms
(40-50) The Egyptian Desert Emory 100 rooms
(40-50) Temple of Hatshepsut Emory 100 rooms
(30-50) Lower Egypt Molly 100 rooms
(40-50) The Valley of Kings Molly 100 rooms
(40-50) The Realms of Hades Molly 100 rooms
(20-50) The Greek Mainland Molly 900 rooms (grid)
(20-50) The Aegean Sea Molly 500 rooms (grid)
(20-50) Greek Cities I Molly 100 rooms
(30-50) Mount Olympus Shartrance (under planning)
(40-50) Mediterranean Sea Molly 500 rooms (grid)
(10-30) Carthage Bay Molly 100 rooms (grid)
(30-50) Aegean Islands Molly 500 rooms
(10-20) Ali Baba's Cave Phantom 60 rooms
(40-50) Arabian Desert Echin 100 rooms
(40-50) The Land of Punt Mireille 200 rooms
(30-50) Upper Nile Molly 100 rooms
(30-50) The Desert of Wawat Molly 200 rooms
(30-50) The Land of Kush Molly 100 rooms
Old Carthage
When you take the Time Warp to the Pre Historic Dimension you are going to land at the gate of the archaeological excavation camp of Old Carthage. This city, that was once the centre of all known world, is now practically loaded with Time Traps. Almost every excavation trench that you enter might land you in distant places and ancient times. And since the harbour of Carthage was the meeting place for ships from all over the antique world, the finding places under water in that harbour are not exactly safe either. Already several of the archaeologists have mysteriously disappeared. So don't be surprised if the remaining crew treat you with suspicion and distrust.
The Prehistoric Forest
The dense, luxuriant jungle is vibrant with life and simmering with moist, steaming heat. Enormous but peaceful Brontosaurs feed from the tops of the trees, and smaller dinosaurs dart in and out between the undergrowth. From the almost impenetrable foliage you hear strange and mysterious sounds, some of them faint - a mere rustle of leaves - but every now and then an ear-shattering roar echoes through the forest, and the earth trembles under the steps of the Tyrannosaurus Rex and the Giganotosaurus. Large flying Pteranodons sail majestically through the air and even the watering hole is teeming with life.
- WARNING! ***
This forest is a VERY dangerous place. If you are not a very powerful traveller who has defeated the toughest of creatures to be found in the 4 Dimensions, fighting the Dinosaurs in this forest is NOT for you... yet. You will find the entrance to this zone in an excavation trench in the western parts of Old Cartage archeological excavation camp.
Stone Age II
In the south European mountains about 9000 years BC two tribes of pre historic men are engaged in a life and death struggle. The Cro Magnon Man, in every way as intelligent and resourceful as modern man, is fighting the older and more primitive race of Neanderthal Man, and step by step the Neanderthal tribe is driven to retreat. In just a few more centuries the Neanderthals will be totally extinct and no more will remain of them than legends of Goblins and Trolls, still lingering until modern time. But the shaman of the Neanderthals has planned a gruesome revenge - and in the very heart of the deep caverns under the Cro Magnon home cave too... You will find the entrance to this zone in an excavation trench in the eastern parts of Old Cartage archeological excavation camp.
Crete
The island of Crete has a dominant position during the antique period. The rulers of Crete also rule the sea, and since the water ways are the main transportation during this era, they rule the earth. All known countries with the exception of Egypt pay tribute to Crete. And since the Cretans are a decadent people with peculiar and cruel tastes, the main part of that tribute consists of slaves - young men and women destined to dance and die before the Cretan bulls on the bloody sand in the arena. But - at long last there is a faint gleam of hope. Theseus has come to Crete, to organize the Bull Dancers in rebellion against the King Minos, and the monster Minotaurus. You will find the entrance to this zone in the harbor, situated in the northern parts of Old Cartage archeological excavation camp.
Labyrinth of Knossos
Under the Palace of Knossos lies the famous Labyrinth, once created by the celebrated architect Daidalos. It was built by order of King Minos of Crete, to contain and hide the monster Minotauros, the unfortunate offspring of an unnatural intercourse between Queen Pasiphae and a bull. - (Talk about family skeletons!) - Minotauros has the head, neck and shoulders of a bull and the body of a man, he is uncommonly strong and feeds on human flesh. Only the brave and strong should venture into the Labyrinth, since once in there it may not be so easy to find your way out again. There IS a way out though - in fact there are even two... How do you enter this Labyrinth? Well, how do you think? From the cellar vaults of the Palace of Knossos of course...
Greek Archipelago
The Greek Archipelago consists of:
(10-20) Aegean Sea - 120 rooms (grid)
(10-30) Northwest Cyklades - 100 rooms
(40-50) Southeast Cyklades - 80 rooms
North of the island of Crete lies the Cyclade archipelago, with all the famous classical islands, Thera, Naxos, Paros, Ios, Andros, Mykonos, Delos, where the twins Apollo and Artemis were born, and many many more. On these islands you will meet mythical creatures like titans, fauns, nymphs, centaurs, satyrs, dryads and oreads. The sea too is inhabited by strange beings, like tritons, naiads, sirens and halkyons. Occasionally even some of the Greek Gods descend from heaven, mostly to pursue human youths and maidens - the Greek Gods are infamous for their sexual appetite. Don't anger the Gods though, unless you are prepared to take the consequences - the Greek Gods are infamous for their short temper and long memory too. So worshipping them might be a better choice than attacking them, unless you are very strong and bold. Beware also of the Southeast Cyklades - many perils await the adventurer on those islands - but also rich rewards. You will find the entrance to this archipelago in the harbour in the north part of old Carthage; find the wreck of a Greek ship and enter that. You can also get there by sailing east and then north and west from Crete.
Trojan Wars
The siege has lasted for nine years and tension is building up in both sides. Achilleus is sulking in his tenth after a quarrel with the commanding officer, Agamamnon, over a woman captive, Briseis. Without their main warrior, the Greeks aren't doing too good, and there has been some talk among the men about breaking the siege and going home. On the other hand, supplies are getting scarse in the besieged city, and after the long siege many citizens are losing heart. The main thing that is still keeping the defense up is the knowledge of what would happen if the city fell. There would be no end to the looting, killing and raping, since the victors would be merciless, after this long wait. So Troja still stands, but the cunning Odysseus has a plan. Ever heard of the Trojan horse? You will find this legendary City east of the Greek Archipelago, on the mainland of Asia Minor. The best way to get there would be to catch one of the ships with reinforcements, that are gathering at the Cape of Aulis. Although the city of Troy is not yet in the game, the Aegean Sea, with all its many islands are.
Kolchis and the Amazons
Far east of the Hellespont Strait lies the mythical Kolchis, also called Phrygia, where the Amazons live and where the rivers are said to be filled with gold. This is where Iason went to capture the Golden Fleece. And this is where the chaste Moon Maidens worship the Goddess Artemis, who is known as Bendis in these parts of the world. The Amazons are a folk of women exclusively, they are female warriors that frequently raid the neighbouring countries to get fathers for their children. After performing their task - which they usually do quite willingly - the studs are killed off by the Amazons to keep their race clean. According to the myth the Amazons cut off their right breast to be able to draw their bow more easily. Wouldn't you like to know if the myth is true? Well - you'll have to wait a bit. This zone is in advanced planning, but not yet in the game.
Realms Of Thetis
If you succeed in escaping the bulls in the island of Crete, the Mediterranean Sea lies before you, stretching all the way south to the African coast, where countries like Egypt and Arabia are situated, east to the coast of Asia, with countries like Assyria, Babylon, Persia and Palestine and west to the Garden of the Hesperides and the Statues of Heracles (which is now known as the Straits of Gibraltar). And under the surface lies a world of its own, ruled by the mighty Poseidon and his spouse Amphitrite. Rich bounty may await you here, but also sharks an innumerable other dangers. And since the Mediterranean Sea is so vast and perilous, it might be a better idea to head north instead, to the Greek Archipelago, where the dangers of getting lost in a storm or eaten by a shark aren't nearly as great. But then again - the skilled sailor can avoid many of the dangers in his fast ship...
West Mediterranean Sea
When Odysseus was on his way back to his home island, Ithaka, after the Trojan War, he was wind-driven and lost his way. And like Odysseus you will be a play-thing for the capricious winds, if you manage to pass the ten-headed monster Skylla to enter these vast and perilous waters. You cannot map the open sea and the winds will blow you any way they like. It took Odysseus ten years to return to his native home - how long will it take you? There are 11 islands in this zone, each presenting its own challenges and its own rewards. How many of them will you be able to find? And will you be able to make your way to the island of Ithaka, which is the only way you can leave this maze? One way to enter this part of the sea would be through the strait of Scylla and Charybdis, which you will find west of the rock of Lorelei on the African coast. And that straight isn't exactly safe...
The Odyssey
This zone is recreating the wanderings of Odysseus; sailing from island to island, trying to find his way home from the Trojan War. Each island presents a challenge of its own, and on most of them you will find a choice item, making the efforts well worth while. Here is a list of all the islands:
Island of Aeolus, where the Master of all Winds resides.
Island of the Lotophags, where the inhabitants are lost in dizzy drug dreams.
Island Of The Cyclopes, inhabited by titans with a single eye in the forehead.
Island Of The Laistrygons, man-eating giants with a very nasty temper.
The Statues Of Heracles, also the entrance to Oceanus and the Island Erythia.
Island of Aeaea, the home of Circe the sorceress and also the entrance to Hades.
Island Of The Sirens, who trap unlucky seamen with their irresistible song.
Island of Thrinakia, where the fat cattle of the Sun God Helios graze.
Island of Ogygia, where the lovesick nymph Calypso will smother you in love.
Island of Scheria, home of the friendly and hospitable Phaeacians.
Ithaka, Odysseus' home island, where his wife Penelope is besieged by suitors.
How many of these islands in West Mediterranean Sea will you be able to find?
The River Nile
Broad and majestic the River Nile floats on its way to the Mediterranean Sea. It is the main artery of life for Egypt, the yearly flooding bringing its gift of nutritious mud to fertilise the fields. But it is also the main transport route, even large ships can sail all the way up to Thebes, where the famous necropolis 'The Valley of Kings' is situated. If you venture up this river you should know that it has its perils of its own - huge and aggressive crocodiles and riverhorses, that can overturn a small boat easily. Which is why using a larger ship for your travel would be a good idea. The River Nile is reached from the south-eastern part of the Mediterranean Sea and is the entrance to all Egyptian zones. You can also get here from a Time Trap in Old Carthage. Which one should be pretty obvious.
The Egyptian Desert
The south part of Egypt, known as Upper Egypt or the Red Land, is a barren land. Apart from a narrow stripe along the Nile it consists mostly of desert. Harsh and forbidding is this desert; very few creatures can survive the heat of the day and the cold of the night, and you might find it a deadly task just to traverse it. Yet it is the only way to get to the famous Temple of Hatshetshup, which is situated beyond the Valley of Kings. On your way there you might be lucky enough to find the small shop in the middle of the desert.
And talking to the people you will meet by the riverside before venturing into the desert might provide you with some valuable information - if you know how to use it.
The Temple of Hatshetsup
This great female Pharaoh, who was more successful than many of her male counterparts, made Egypt more prosperous than in many centuries. Her ships sailed all the way to the land of Punt, bringing back immense riches; gold, myrrh and rare and valuable kinds of wood, like the black ebony and the red mahogany. To manifest her many deeds Hatshepsut built this great temple in the desert, where it would be hard to find for those that bear ill will. The temple is truly grand, few have seen the likes of this building or of the treasures harboured behind the pillared walls. But bad men and robbers go everywhere, and it is rumoured that some of the most valuable items have been stolen from the temple... The entrance to this zone is from the Egyptian Desert. Good luck in finding it... Muhahaha!
Lower Egypt
The north part of Egypt, where the soil is dark and fertile, is known as the Black Land or Lower Egypt. It is a land of agriculture, where the people are totally dependent on the river for survival. It is a land of great social contrast, where the rich people are more prosperous than in most other countries, while the fishermen and the farmers are as poor and insignificant as the dirt on the ground. It is a land of religion, where the Priests hold much of the power and wealth and the Temples hold many of the secrets. It is a land of perils, like the great swamps east of the Nile estuary that only few dare to enter. And it is the land of myths, like the story about Isis and Osiris and the evil Seth, a legend that is a personification of the annual flooding of the river Nile. Perhaps you will become a part of this ancient legend during your travels through the land. You will find several entrances to this zone along the River Nile.
The Valley of Kings
The Pharaohs of the Old Kingdom built the vast pyramids to contain their mummies, so that they would live for ever. The Pharaoh was buried deep inside the pyramid, surrounded by all the things he would need for the next life. The pyramids could be seen from great distances and were an easy target for thieves, who could break into them at night. The later Pharaohs wanted their burials to be safer, so they cut their tombs deep into rocks in this remote valley, but even so the grave robbers found ways of breaking into them. The passages were filled with enormous stone blocks, the doors were barred and sealed, dire threats were written on the walls to scare off any intruders, the graves were turned into mazes, full of deathtraps. And still the tombs were robbed... The burial place of the Pharaos, known as the Valley of Kings, was once the home of a Bedouin tribe, and the members of that tribe didn't take kindly to being forcibly evicted from their ancestral home. They are set on revenge. The entrance to the Valley of Kings lies in the barren desert west of the River Nile, opposite the city known as Thebes in Old Egypt.
The Realms of Hades
When the ancient Greeks die, this is where they end up, in the dark Realms, where Hades is King and Persephone Queen. You have to be ferried over the River of Styx to enter this dark land, but if no burial rites have been performed over your corpse, you won't even be allowed in. If you cannot pay the obol that Charon will ask for the passage, you are doomed to wander for ever on the Fields of Shadow, near the groves of Persephone. But once past the Styx, you will reach the Asphodel Fields, the Vales of Mourning and the Plain of Judgement, where the good will be separated from the evil. If you have lead a good life, you will be sent to the Elysean Fields, the land of the happy dead. But the evil souls will be thrown into the pits of Tartaros, where they will be tortured by fire, until they repent and are given a second chance. There are several backdoors to the Realms of Hades, but the main entrance is from Circe's island in the West Mediterranean Sea. But you might also end up there if you throw yourself over a precipice somewhere in the Cyclades... or do some other foolish action leading to your untimely death.
The Greek Mainland
Ancient Greece, the cradle of civilization and of democracy. There is an old saying; 'Even the ancient Greek...' illustrating how Greece has influenced modern man in many different ways. Warriors, demagogues, athletes, scientists, philosophers, poets, playwrights - the ancient Greeks had many strings on their lyre. You have probably read many of the myths; part history, part fiction. Heracles, Bellerophon, Agamemnon and Clytaimnestra in Mycenae, Helen of Troy, Achilleus and Ajax, Iason and Medea, Theseus and the Minotaur, Orfeus and Euridice, Oedipus of Thebes, Socrates and Platon, Archimedes - real or mythical persons, who have in many different ways influenced our litterature and our science. This is where they all lived, loved, fought and died - Ancient Greece. This large zone, 800 rooms big, is mostly a grid, a 'travel zone', which can be regarded as a map over Greece. And it holds the entrances to many of the 'real' zones. However, this 'map' is inhabited with Gods and mortals, beasts and mythical creatures, some peaceful, some aggressive. So don't stray too far off the main track or the more densely populated areas in Argolis, Attica and Boetia, if you want to be reasonably safe from robbers and predators.
The Aegan Sea
Many great seafarers have traversed the Aegean Sea. Among the more famous were Jason and the Argonauts, setting out to capture the Golden Fleece; Theseus and Pirithoos, roving adventurers; the Achean fleet, setting out to conquer Troy under the leadership of Agamemnon; home-turning heroes like Odysseus, returning to Ithaka after the siege, and also some of the defeated Trojans like Aneas, who was looking for a new home and found it in Rome. All these famous heroes have sailed in these waters, and also innumerable others, who shall remain nameless. Because during the antique period the sea was the main route of communication, full of perils, but still faster and safer than traveling over land. This zone is a travel zone, a 500 room large grid, which will connect you to Crete, the Greek Mainland and the Cyclades Archipelago, Asia Minor with Troy and the land of the Amazons, Macedonia and Thrace in the north, and all the Islands along the coasts. It is not a 'safe' travel zone however, sharks and other large sea creatures may attack and overturn a small boat, so it is best traversed by ship. You will find a small fleet of ships gathered at the cape of Aulis, and the fastest way to get there is by finding the right Time Trap in Old Carthage. Unless of course you want to do it the hard way, and sail there on your own.
Greek Cities I
Some of the cities of Peleponnesos in antique times come to life in this zone.
- Olympia, where the Olympiad was born, and where the Games are held each fourth year. A prospering city, rich from all the visitors for the Games.
- Pisa, the small neighbour city, envious of the prosperity of Olympia, but with a great history of its own. Pelops, who gave his name to the entire peninsula, lived, died and was buried in this city.
- Argos, ruled by a tyrant, and with a dark past. Its history is a part of the blood feud between Atreus and Thyestes, sons of Pelops.
- Tiryns, the city of Heracles, dedicated to the name of the great Hero, and making a hefty profit from exploiting it to Time Tourists.
Olympia and Pisa are situated in the west part of Peloponnesos, Argos and Tiryns in the east. More Greek cities are in planning: Sparta, Mycenae, Athens, Thebes and Delphi.
Mount Olympus
The Greek Gods were infamous for their adultery, temper tantrums, jealousy and vindictiveness. In fact, the Greek Mythology is like one endless Soap Opera - or even worse, because the Gods, with their immortal powers had options that few mortals enjoy. One of the most notorious was the King of the Olymp, Zeus himself, who had innumerable affairs with different women. He used to pursue them in different disguises; a bull, a swan, a cloud, a fire flame, a shower of gold... And then his jealous spouse, Hera, in turn used to pursue his mistresses and their offspring relentlessly... Mount Olympus is where most of the Gods live in comfort and luxury, dining on Nectar and Ambrosia, plotting and scheming, quarrelling and having love affairs. Those of you that know Shartrance also know that she is the right person to do justice to a scenario like this. You will find the entrance to Mount Olympus in the Northeastern parts of the Greek Mainland, the region known as Pieria. When the zone is completed, that is. If you see Shartrance around, remind her of it.
The Mediterranean Sea Grid
All in all the Mediterranean Sea Grid with its groups of islands now contains ca 1300 rooms. Most of the islands can be entered and are smaller or larger zones of their own, an additional 400 rooms. The grid may be expanded westwards later, as the known world grows. For now the sea Grid consists of the following parts:
North Aegean Sea (North Sporades) (400 Rooms - level 50-60)
Southwest Aegean Sea (Cyclades) (120 rooms - level 10-20)
Southeast Aegean Sea (South Sporades) (105 rooms - level 50-60)
Ionian Sea (Ionian Islands) (300 rooms - level 40-60)
East Central Mediterranean Sea (Crete) (185 rooms - level 30-50)
East Mediterranean Sea (Cyprus) (200 rooms - level 50-60)
West Mediterranean Sea (The Odyssey) (200 rooms - level 40-60)
The entire sea grid is accessible with ships. There are 33 ships available in different locations along the Greek coast, most of them outside Aulis. And an additional 25 are located in harbours around the South Sporades, with Carpathos as the centre point. As a general rule the sea is a rather dangerous place, with roaming flocks of sharks, so using a ship when venturing outside the shallow coastal waters is highly recommended. Small parts of the sea (the Cyclades and the central sea between Crete and Carthage) are also guarded by the Sacred Shield of Thetis, making these parts reasonably safe from the most aggressives shark flocks. If you venture outside the safe parts in a small boat - prepare to die!
Carthage Bay
Situated in the northeast part of the Archeological Excavation Camp of Old Carthage is Carthage Bay, a large bay sheltered by a coral reef - and a fence. The archeologists of Old Carthage have decided that they need some help from the visitors in their work, since the native workers have started to desert the Camp in superstitious fear of the Timetraps. So, Time Tourists are allowed to search for artifacts in the Bay. And if you find all the parts of an old item and turn them in to the right expert, you will be well rewarded. And if you succeed in assembling them yourself, you'll be even better rewarded. Carthage Bay probably has the best fishing waters in the Realms, with plenty of easy and non-aggressive fish and other sea creatures to hunt. And since the bay is secured from large and aggressive sharks by a fence, many Time Tourists go there just for the safe and abundant fishing. For the Questor, this is a very good place to get adjusted to the way questing usually works in 4D. The zone has all the tricks and treats of the high level zones, but without the dangers. And it has these features to a much higher degree. While in a hard Quest zone you might have to search around 50 rooms before you find anything interesting, in Carthage Bay there is something hidden in almost every room. But HIDDEN is of course the key word, don't expect the pieces to lie out in the open. You'll find the entrance to Carthage Bay if you go all north and then follow the fence east in Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.
Aegan Islands
There are 4 Main Island Groups in the Aegean Sea:
- The Cyclades (which form zone 6P called Greek Archipelago).
- The North Sporades, with the islands Euboea, Sciathus, Parapethus and Scyros.
- The Thracian Archipelago, with the islands Thasos, Imbros, Lemnos, Tenedos, the somewhat isolated island Lesbos and the peninsula Athos.
- The South Sporades or Dodecanese, with the islands Chios, Samos, Icaria, Calydnos, Calymne, Lebinthos, Astypalea, Cos, Anaphe, Nisyrus, Syme, Carpathos and Rhodes.
- And far to the east in the Mediterranean Sea lies the isolated island Cyprus.
Trading is abundant in all the Greek islands, and almost every island has some valuable asset that can be traded somewhere else. It is possible to travel among the islands in a small boat, but if you leave the coastal waters or the archipelagos a ship is recommended, due to the flocks of sharks. Apart from the perils of the sea, most of the islands are comparatively safe, as long as you don't break the peace yourself. The exceptions from this rule are Tenedos, where a guerilla war is raging, and Icaria, which is possessed by pirates. The enterprising Trader would be advised to start out on Carpathos, northeast of Crete, where you can get access to Sea Charts and Trading Charts.
Ali Baba's Cave
You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace. Now is your chance to find out if these legends are true. Of course, you need to get through the desert to find the cave first... And then figure out how to get into the cave... But that shouldn't be too hard for a smart guy like you. This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. Things like listening, smelling, looking behind and under things and so on... You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.
Arabian Desert
This is the link between Europe, Africa and the Orient. Situated east of Egypt, this vast and arid desert is a dangerous place, and most people crossing it prefer to travel in groups or caravans. The heat alone could kill you, but there are also raiders, poisonous snakes, locust and other plagues. And yet people manage to live in this desert, nomad tribes, living in tents made of Oryx hide. There are a few oasises, where you can find shadow and water. And also there are some tales of a mysterious forest in the heart of the desert. Is it just a mirage? Is it the confused ramblings of exhausted travelers on the verge of heat stroke? What is the truth about the mysterious forest? You can enter this desert from the southeast corner of the Mediterranean Sea. Or from the time trap in the northernmost excavation trench on West Path in Old Carthage.
The Land of Punt
The legendary Land of Punt... This is the place where Queen Hatshepsut sent her famous expedition that brought exotic and rare treasures back to Egypt. Since then others have followed in her footsteps, but few have returned. The way to Punt is long and full of perils, and once there you might find that the land itself is equally perilous. Even though the natives are mostly friendly, you'll have to deal with the large animals of the jungle and the savannah - lions, leopards, elephants, giraffes, not to mention several breeds of poisonous snakes... And if you think that the jungle is perilous, this is nothing compared to the limestone caves that you will find in another part of Punt. There are also mythical creatures, of which even the natives speak with fear and awe, like the Dzunkwa, who is said to feed on small children. And still many people find it worth while braving the hardships and perils, just for the exotic treasures and the trading opportunities. To find the Land of Punt, you need to travel up the Nile, past the Land of Kush and the swamp where the pygmies live. But if you expect to have any success in trading with the natives, you'd better learn the language or find some kind of translating device that works.
The Upper Nile
While the Lower Nile flows broad and lazy through a fertile cultivated valley, the Upper Nile has a different character. The current is swifter, the river is much narrower, and the surrounding landscape, with the exception of a narrow green basin along the river shores, is much harsher. Through a long part of its course, the Upper Nile flows through the vast and inhospitable Sahara desert, where not many life forms can survive. But along the river basin civilization has developed, and the cities, temples and graveyards of Kush are just as amazing as those of Egypt. Situated along the upper Nile are also the famous temples of Philae and Abu Simbel, which were erected by the Egyptians. There are six cataracts between Aswan and Khartoum, and these make sailing more difficult, since you have to drag the ships past the rapids. At Khartoum the Nile splits in two arms, one emanating from the Abyssinian highlands, the other from the steaming jungles and swamps of Central Africa. And somewhere along its course you'll find the legendary Land of Punt. The Upper Nile is mainly a Travel zone, which connects Egypt with the Land of Kush, and beyond that the legendary Land of Punt, but it also has its own challenges and quests. Above all it is a Trading zone, and you'll find Trading Markets in several places along its course. And if you are headed for Punt, it might be a good idea to keep your eyes and ears open along the way, because both the Egyptians and the Kushites seem fascinated by that country. To get to the Upper Nile zone you need to travel upstream from the estuary, through the lower Nile and past Aswan.
The Desert of Wawat
The northern parts of the vast Sahara desert is known as Wawat, or Lower Kush. It is an arid, desolate country, where only a few nomad tribes can survive with their herds. No wonder that the Egyptians mostly refer to Kush as 'The wretched Lands'. But Wawat also has a very strategic location, and several goldmines. The Egyptians and the Kushites constantly fight for power over the territory, although the two countries officially are at peace and have close and frequent trading contacts. Wawat is also a place that attracts archaeologists, because of the many nomad graves, and because of the treasures lost by caravans and other travellers that have perished in the sand and the heat. This 200 room grid zone should be a good levelling place for reasonably strong players, because it has the unique feature of loading mobs that are adapted to your level and tier when you enter 6 special rooms. It also has several quests, some pretty easy, some very hard. Helping the nomad people of Wawat could be one vocation, but you might instead prefer to assist the Egyptian garrisons in the forts along the Nile. The Desert of Wawat is situated at the northern part of the Upper Nile, between Aswan and Kerma.
The Land of Kush
Few people know about it today, but the civilization in Kush, which is also known as Nubia, is the oldest one in Africa, and just as advanced as that of ancient Egypt. There are in fact more pyramids in the Land of Kush than you can find in all Egypt. Names like Kerma, Napata, Meroe and Khartoum are well known to both travellers and historians. Religion and the belief in a Life after Death was as important to the Kushites as to the Egyptians, and they shared many of the deities. The Kushites were known for their exquisite handicraft, in particular pottery, patterned cloth and bronze weapons. But most of the artwork was created as grave goods, and was buried in the tombs to make life on the other side easier for the dead. The main city, Kerma, is actually two cities, where The City of the Dead is a mirror of The City of the Living. At Napata, where the Kings of Kerma are crowned and buried, you'll find not only the large burial ground of Nuri, but also the famous mountain Gebel Barkal, with its row of temples hewn into the rock proper.
The Medieval Dimension
Levels Zone Name Builder Size
(10-50) Olde Yorke Molly 250 rooms
(10-20) Tournament Place Molly 50 rooms
(20-40) Robber Baron Castle II Molly 100 rooms
(10-50) Sherwood Forest Molly 200 rooms
(20-50) Viking Ship Molly 100 rooms
(10-50) Pirate Galley Molly 100 rooms
(40-50) Convent and Nunnery Molly 100 rooms
(30-50) Camelot Molly 190 rooms
(30-50) Castle of Mirkheim Lanseril 85 rooms
(30-50) Elven Forest Malfeasor/Sonya 100 rooms
(30-45) Metropolis of the Elves Fallacy/Sonya 100 rooms
(10-30) Sanctuary Haze Kelixa/Sonya 100 rooms
(10-50) Tower of Rapunzel Molly 100 rooms
(30-50) Troll Forest Zsijn 100 rooms
(30-50) Osten Ard Moonstar/Molly 100 rooms
(20-40) Ice Palace Niketh/Molly 100 rooms
(30-50) Mount Winter Kristen/Molly 100 rooms
(40-50) The Temple of the Damned Nicoli/Lonewolf 100 rooms
(30-50) Dun-Shivaar Remington 100 rooms
(10-20) The Serf Village Molly 100 rooms
(30-50) The Township of Odessin Crystal 200 rooms
(50-60) The Lostlands Molly 80 rooms
(40-50) Fenezia Molly 80 rooms
(30-50) A Rip in Time Crystal 400 rooms
(30-50) Mother Goose Shartrance 180 rooms
(40-50) The Midlands Soulstar 150 rooms
(30-50) Dragon Island Lonewolf 100 rooms
(30-50) Enchanted Lands Seraphine 200 rooms
(30-50) City of the Tulipek Seraphine 55 rooms
(45-50) Mount Kuromeru Seraphine 55 rooms
(10-50) The Citadel of Thandar Durgan 100 rooms
(30-50) The Town of Ta-Beneth Durgan 70 rooms
(50-150) The Dragon Caves Sonya 100 rooms
(10-30) The Royal Forest Alabastor 100 rooms
(25-40) The NightDragon Realms Kvetch 200 rooms
(25-50) The Land of Avalon Molly 65 rooms
(40-150) The Village of Gelindril Tocharaeh 100 rooms
(50-150) The Flying Fortress Tocharaeh 100 rooms
(25-50) The Dragon Forest Angel/Kvetch 100 rooms
Olde Yorke City
This large town with narrow and winding streets is the first that meets you when you take the Time Warp to the Medieval Dimension. Surrounded by its broad moat and protecting town wall, guarded by archers from the ten defence towers, the City of Olde Yorke is the natural centre of the blooming eastern parts of medieval England. Here you will find shops, banks, Inns and Pubs, to fulfil all your needs, here also the Administration and Law of the Eastern Realms is situated in the impressive Town Hall. And the Cathedral is said to be the largest and most beautiful in all England. You will be quite safe in this city as long as you don't break the peace. But if you do - beware of the Cityguards...
The Tournament Place
Situated just east of Olde Yorke, the Tournament Arena offers the most popular form of divertissement during Medieval time. Almost every day the gallant knights of the country encounter each other in mortal combat or playful joust in this Arena, while the nobles of the country watch the games from the gallery, and the peasants and sundry mill and throng outside the fence to catch a glimpse of their favourite knight. The first Sunday of every month the famous "Knight of the Month" Tournament is held, to decide who is the most powerful knight of the Realms. If you want to measure your strength against other players without registering as PKiller, you can go one step down from the center of this arena, to the Gladiator Pit, where you can fight without risking to lose your corpse or get a KILLER Flag. You could also go to the the "Arena" of 4 Dimensions, another place where you can meet other players in mortal combat, regardless of whether you are registered as a "Pkiller" or not. You need an imm to start the Arena, whereas the much smaller Gladiator Pit is accessable at all time.
The Robber Baron Castle
The Robber Barons are the disgrace of feudal England. Oppressing and abusing their unfortunate tenants, ambushing innocent travellers, taking hostages and claiming enormous ransoms from their poor relatives, they gather their illegitimate riches, always expanding their powers to add more land and properties to their already enormous domains. The walls of their castles are thick and impenetrable, the dungeons deep and dark - he who dares enter this castle does so at his own peril. You will find the Robber Baron's castle in the eastern Realms, just east of the Tournament Place.
Sherwood Forest and Nottingham City
The Road to Nottingham passes through the infamous Sherwood Forest, where Robin Hood and his merry men defy the Law of feudal England. As soon as you leave the comparatively safe road and venture into the woods, a green-coated archer may lurch behind every tree. You may risk your purse, if not your life, when you enter this forest, and it isn't necessarily the green-coats that present the greatest peril. The Sheriff's men have been known to attack innocent travellers too. But if you make it safely to the small town of Nottingham, some of the best shops in the territory await you there. Sherwood Forest is situated in the eastern Realms, east of the Tournament Place and the Robber Baron's castle. Just follow Tournament Road, Dirt Road and Nottingham Road, and you will soon be there.
The Viking Ship and Green Fen Village
The rough and uncouth warriors from the distant Northern countries regard the eastern coast of England as their own private playground. Every year a Viking Ship hits the lush and marshy coast near the small village Green Fen. But while the farmers of the coastal area complain bitterly about the ravaging Vikings, the resourceful villagers have adjusted to the situation. Green Fen has developed from a poor fisherman's village, to a prospering Tourist Centre, offering the visiting Vikings all sorts of accommodation and services - mostly in the form of licensed houses (the Vikings like to hit the booze between battles). To find Green Fen, just follow the road leading eastwards from Olde Yorke until you reach the east coast.
Pirate Galley
If The Vikings are a pain in the butt to the coastal inhabitants, the Pirates from the Mediterranean sea are an even worse plague. In a small, natural harbour on the east coast a Pirate Galley Ship is hiding, while the crew raids the neighbourhood. Having gathered priceless treasures in several countries before arriving at this remote coast, the Galley Ship presents a rich prize for an enterprising adventurer, who has the timing of hitting it while the main part of the crew is ashore looting the countryside. The easiest way to find the Pirate galley might be to follow the river Tain north- and eastwards from the bridge of Nottingham, and then go north at the estuary.
The Convent and Nunnery
Surrounded by impenetrable high walls, the adjacent Monastery and Nunnery present a sanctuary as well as a challenge. Somewhere inside those walls a very powerful item has been hidden - hidden so well that so far nobody has succeeded in finding it. The two convent orders share the same church - and as the attentive explorer will discover, they also have a lot of other things in common. In fact there are more secret passages between those two convents than you would ever dream of. Oh well, even monks and nuns are entitled to some fun, aren't they? The twin Convents are situated just northeast of the Tournament Place in the Eastern Realms.
Camelot and Durmandle
The West Trade Road that leads from Olde Yorke To Camelot is long and full of perils. But once you get your first glimpse of that golden citadel from the rolling hills east of Durmandle, you realise that the road is well worth travelling. Don't forget to actually LOOK at the castle, to behold its true grandeur. The gallant knights of King Arthur's Round Table await you there. And further west, past the Crystal Mountains and the elven forests maybe a ship will be waiting one day at Land's End, to take you to new and unexplored continents... You will find Camelot far off in the Western realms,but beware! - Only the truly good are allowed to enter Camelot Castle.
Castle of Mirkheim
West of Olde Yorke loom the Svalich woods, dark and dangerous. And hidden in these dark woods sits the even darker castle of Mirkheim. The rumour has it, that the inhabitants of that castle are all vampires. And very few of those that dared enter this castle of death ever came out alive again. But those that did, tell about a rich loot, that made up for the perils and horrors of this infamous castle. If you are strong enough and brave enough to defy the dangers, maybe you'll even encounter and defeat the dreaded Lord Mirkheim himself.
The Elven Forest
Even though most of the elves have left England by now, there still are some elven strongholds far off in the western parts of the country. This majestic Beech forest may look like an ordinary wood to those that are not attentive of their surroundings. But high over the ground, in the dense and mysterious crowns of the trees, there is a secret world of its own, where the elves lead their lives hidden from all human eyes. To get to the elven countries, just follow West Trade Road past Durmandle. But if you dare enter it - beware! The elves object to intrusion and they are aggressive and formidable warriors when riled. And finding the key to their Realms might not be so easy...
Metropolis of the Elves
In the northern parts of the Elven Forests, the lucky wanderer may find the secret portal, which will take him to the hidden and almost forgotten Metropolis of the Elves. The very few that have found the way to this grand city speak with awe of the many mysterious and powerful items you can find in the shops of this magnificent metropolis. Here also the great elven Poet Taliesin resides, a man known and respected by bards all over the country for his sonnets. You might want to join in the yearly Poet Contest, where Bards from every part of the land congregate to test their skills with the feather pen against each other. But once again - take care... The elves are not particularly fond of visitors of foreign races, and natural enemies like Dwarves and Drows they may attack on sight.
Sanctuary Haze
Under the floor of the magnificent Yorke Cathedral lies a secret world of its own. Dark and mysterious crypts await you, an eerie and dark graveyard, haunted by the ghosts of long time gone inhabitants of a once grand and luxurious manor. In this world of darkness all your worst nightmares may spring into reality and the fiends and imaginations of some sick and feverish mind spring to life to plague and torture your body and soul. Enter this dark world, and you may loose your own mind...
The High Mountains and the Tower of Rapunzel
North of Olde Yorke some high and perilous mountains tower over the plains. The north Trade Road passes through those mountains, but the merchants using it tend to stick together in large caravans, and make the passage as quickly as possible, for fear of the wolves and highway robbers that infest those desolate places. So even if many of the travellers wonder about the high, lonely tower, that you can discern from the distance, not many have dared to explore it. And very few of those that did have lived to tell the story. For there IS a story about that old tower - and a secret. And there are treasures beyond your imagination to win for anybody who succeeds to solve the mystery of the Tower of Rapunzel...
Troll Forest
This is a pretty nasty zone, designed by one of our strongest and most evil players to be a challenge to all the best characters in the game. You should not even THINK of going there if you are below level 50. And even at that level, trying to mess with the one called Jaih would probably give you nothing but grief. And if you think Jaih is a tough cookie - try the Dreadlord... Perhaps you think the equipment is worth all the effort and dangers? Well, in the Troll Forest you might very likely ending up LOSING all your equipment, instead of gaining it. And the perils in Dunshade Manors ar no less. You will find the entrance to this zone somewhere along the West Trade Road, near the Halfway House. But be warned: This is not a zone for the weak or craven or feeble-minded. Watch out for Jaih - and the deathtraps...
Osten Ard
The realms of Osten Ard are large, and many adventures await a visitor to this distant part of Old England. In the city of Hayholt a struggle between good and evil goes on, after the good King John died. On the surface all may seem calm and peaceful, but in the deep and dark dungeons and mines underneath the castle dark forces rule. West of the little city of Hayholt lies the Aldehorte Forest, where the proud and beautiful Sithi people reside, and if you choose to travel eastwards you will pass a small Troll Village, the Keep of Naglimund and eventually reach the cold and desolate country around the StormSpike, where the evil Norns reside. The legends say that a Stranger will save the City of Hayholt in its greatest hour of need. Perhaps you are that stranger? To get to Osten Ard you must travel northwards from Olde Yorke, past the High Mountains and the Gypsy Camp.
The Ice Castle
Way up north in the Northern realms, where the snow never melts, you will find this magnificent castle, built entirely of snow and ice. Here reside King Lachdanan and Queen Adia, guarded by Snowman Guards and ruling a land of eternal winter. Their hearts are as cold and cruel as ice too, and they show little mercy to any travellers that break the peace in their ice cold domains. But still warm love and hot feelings exist in this land of eternal cold and snow, an unexpected romance between a poor and humble poet and the richest and most powerful woman in the Realms. You will find the road leading north to this castle in the eastern part of Osten Ard past the City of Hayholt and the Keep of Naglimund, so even getting here will take some effort.
Mount Winter
A gigantic mountain, covered with eternal snow, towers ominously over the town of Winterville. In spite of the always present threat of avalanches, the citicens of this small town spend their lives quite happily, skating on the icerink and making a good profit from selling supplies to those that come here with the sole purpose of climbing that high mountain. Maybe you are one of those brave mountaineers too? If so, beware, the paths leading up the mountain are icy and treacherous - one false step and you are a gonner... And what if you meet Big Foot up there? You will find this mountain in the Northern realms, east and north of Osten Ard, and north of the large forest where the Ice Castle is situated.
Temple of the Damned
Buried deep in unfamiliar woods lies an unknown entrance to a long-forgotten temple of a legendary cult, once known for its vile and horrific human sacrifices. Ancient tomes that have long ago fallen to dust, once spoke about an evilness that lives - nay thrives - upon the evil of all creatures. Innumerable adventurers have lost their souls trying in vain to rid the realm of this evil presence. Ever-growing, ever-feeding upon evil deeds and thoughts, this temple will continue spreading its influence till all creatures submit... or die. Be forewarned: None who have entered has ever returned from where upon they left. You will find the entrance to this temple in the dark and dangerous Svalich Woods.
Dun-Shivaar
Once this was a great and prosperous merchant city, famous for its Elf "Academet" and its grand Park of the Golden Bunny. But lately some dark and mysterious curse seems to have crept in on the city, draining the life and willpower from its citizens, spreading like the black plague in wider and wider circles. Already travellers are avoiding the city, giving it a wide berth rather than entering the tall gates. Already rumours and strange tales are being spread in taverns and inns all over the Eastern Realms. Few people dare visit Dun-Shivaar today - even fewer return from the visit to tell their story. The city is still there, at the end of the trail leading south through Sherwood Forest. But only the strongest and bravest - or the most foolhardy? - travel there now, in search of the vast treasures that also are said to be found there. And since few ever return, maybe the time soon will come, when Dun-Shivaar sinks into total oblivion?
The Serf Village
In a small miserable village the serfs lead their miserable lives, crammed into small ramshackle huts, working 18 hours a day to keep starvation from the door. The serf village is situated south of the Tournament Place, among small and meagre fields, yielding sparse crops of barley, oats and potatoes. A curious detail that a visitor can observe is, that almost all the serf children show an amazing likeness to the Robber Baron Rudolf von Dummkopf, who resides in the large castle nearby. This is due to a medieval custom called 'Droit de Seigneur', which means that the feudal lord has the right to the first night with any young woman among his tenants. In fact the Baron is the father of every single child in that village - except one. And as for that child, there is a secret about his heritage, a scandal that might rock the walls of another great castle once it gets known... To get to the Serf village follow River Walk west of the Tournament Place southwards. Or you can use the shortcut at the west end of Venture Way.
The Township of Odessin
The zone contains not only the Town of Odessin with its famous shops, but the surrounding countryside as well, with large forests and trackless swamps, haunted by trolls and dark fiends. There is a built-in quest, where you can earn tokens. There is some rather special equip, and no less than four artifacts - if only you can find them. To get to this zone, just follow the Southern Trade Route, from the south gates of Olde Yorke. Some dangers may await you along that road, but they are nothing compared to the perils that you will encounter in the Realms of Odessin - where the name of Alacaurde, the Evil incarnated, is still vividly alive, although he himself is dead... Or is he really...? And, if you get to the Keep of Odessin, watch out for Mistress Lydia, the Demoniac. Rumour has it that her tastes are twisted and peculiar, and you might end up as the latest victim of her pleasure...
The Lostlands
South of the little fishing village Green Fen on the east coast of old England lies the vast and trackless swamp, locally known as the Lostlands. The name has two meanings. The villagers believe that the souls of sailors perished at sea have drifted in with the wind and are now lost for ever in the dense mists that perpetually cover the swamp. Some people even believe that the mists are FORMED by all those unhappy souls, trapped for ever by a strong spell that prevents them from crossing the river Main to the north. But there is another and more sinister meaning of the name too. Very few people who enter that swamp are ever heard of again. Stories are told about the monstrous swamp goblins and trolls that roam the area, and of their lust for human blood. Stories are told about the ghosts, who also yearn to suck the blood of the living in an attempt to acquire some of that warmth and life for themselves. And often during still nights bloodcurdling screams can be heard from inside the dense mists...
Fenizia
The legendary Fenizia, the City of Light and Darkness, is also known as the city of the Poison and the Dagger. It is ruled by six families of nobles, each of them at each other's throat. Superficially it is a city of beauty, with stately palaces lining picturesque canals. But if you are able to penetrate below the bland tourist surface, you will find many a dark secret. Most people visit Fenizia just to view the sights and to acquire the poisons and antidotes available there. But Fenizia is so much more. It's a city full of plots and revenge and murder and hired assassins. It is a place where you could just as easily lose your life as your purse. So if you really want to know Fenizia, you must dig a lot deeper. You must listen at doors and look under beds and behind paintings, in the search for secret passages and hidden caches. You must use all five senses, and maybe a sixth sense would not be out of place, if you want to unravel all the mysteries of this grand City.
A Rip In Time
This area has the feeling of Scotland in the ancient times, but there is also a mystery edge to it. No less than seven castles awaits you to be explored in the vast and perilous Highlands, each with its own mysteries and challenges. Travel the Sea of Illusions and fight against mythical sea monsters - maybe even the legendary Loch Ness monster might find its way here through secret, underground rivers. Take a ferry ride to the mainland and wander the highlands, battling the aggressive creatures that inhabit them. Seek out the castle of riddles and try to solve the puzzles there. Or you can soar among the clouds with the creatures of the air and go shopping in a small town located in the sky. You will of course need wings to go there, but those will be provided, if you keep your eyes open. Witchcraft rules in the Highlands, but the witches are not all evil, some of them you might find rather helpful - or at least the potions they brew will be.
Mother Goose
This is the story of Snow White and the Seven Dwarves, but told like you have never heard that story being told before. Actually the zone contains 7 stories, one for each of the dwarves. In this zone you will learn some new things about Little Red Riding Hood and the Big Bad Wolf, about the Beauty and the Beast, Cinderella and Prince Charming, and some other well known story book characters. But don't expect these tales to be anywhere near those that your mother used to tell you. This version of the good old Mother Goose Bedtime Stories is definitely not for children. You will get lost in dungeons and forests, learn why Happy is so uncommonly happy, find out if Bashful is really as shy as he looks, and hopefully help a few separated couples to get back together - that is IF you are able to solve the pretty nasty problems that Shartrance put in the way of True Love. You will find the entrance to this zone in the Library of Olde Yorke. (The Adult Department). And remember that you have to be above 18 to enter that Department. This story is definitely not for kids!
The Midlands
There is a dark threat looming over the Realms. Some evil force is sucking all the magic out of the World into the Underworld. The people in Midlands are worried - even the first Wizard is at a loss about what to do. Maybe you could help? While traveling over the Midlands you'll meet many perils, but also ordinary, friendly people in need of help. The main Quest of this zone is of course to save the World! But you may find that this won't be an easy task. Not much is what it seems to be in this zone. There are many wicked secrets and surprises, so you'll have to watch your step. This is not the place for the weak - or the slow-witted. The rewards may also be great... But remember - illusions can be deadly! You will find the entrance to the Midlands somewhere near the Halfway House on West Trade Road - at least that is what the rumour says...
Dragon Island
On the eastern coast of old England lies this small island, where the Dragons still rule. In fact the Mayor and the citizens of the small city known as Grumville are really worried that one day the dragons will invade the city and kill all the inhabitants. The city is strongly fortified, but will that really help against flying dragons? The Mayor might ask you for help to defend the city, by finding an object of protection that was lost long ago. But to find this object you must pass the Unforgiving Forest, and venture into the Realms controlled by the dragons. Maybe even enter the dreaded Dragon Tower. Of course - as everybody knows, dragons like to collect treasures of gold and jewels, so it might well be worth your time. You will find the Dragon Island near the village Green Fen, outside the estuary of the River Tain, on the east coast.
Enchanted Lands
More than five centuries ago the Lands of Shetreleigh were sealed off, after a great and evil peril had been warded off. Now these once grand lands lie almost deserted, although the observant adventurer might discover traces of civilizations long lost, and battles once fought. But there is still hope. Though the defenders all perished - well at least ALMOST all - a small group of their descendants has lately returned, mainly to find out what happened to their ancestors, and how the even greater threat still lurking might be averted. The final battle has yet to come. Perhaps with your help the good forces might finally triumph over the evil that lurks beyound Mount Kuromeru.
City of the Tulipek
Hidden high and deep in the trees of the Mystical Rainforest lies a village of free, powerful fairy people called the Tulipek. Turned tiny, you fly through the village harmoniously in the trees. Shops and homes lie both inside and on platforms built around the gigantic rainforest trees. Fairies of all colors whisk about you, leaving trails of musty light. Meet Sentries, the rainbow family, and the wise ancient elders of Floreidellis. It is peaceful and enchanted, but a sickly tree infested with mysterious rainforest insects threatens the village. What is causing this sudden menace?
Mount Kuromeru
Dare you enter the rift that stands between you and the barrier before the sinister Black Mountain? Indescribable fiendish creatures prepare for battle against all that exists in this world. The threat of Shetreleigh attempts to be unleashed again, waiting for the entire shield to drop. Atop the mountain of pure shadow stands a tall black tower - The Tower of Abyss, named for the bottomless Abyss that surrounds it, a pit of eternal anguish. The tower reaches high into the red storm clouds, many floors of trick and temptation. Do not be too anxious to enter, a safer road must be available. Find the secret of the shield, the cause of the rift within it, and perhaps you could be the destined mortal to at last avenge the scourge of the Enchanted Lands.
The Citadel of Thandar
South of Yorke, somewhere in the Dwarven Mountains, lies one of the doorways into the deep Dwarven mines and the shining citadel known as Thandar. The dwarves welcome the other races with open arms, except for those cursed dark elves, whose city is even further underground. Many of the citizens of Thandar need a little help with some problems and you might get the chance to try your hand at some underground mushroom farming - that is, if the Cook doesn't discover your trespassing and throws you out. And it's the King's birthday too, so make sure and get him something he'll like. Oh, and watch out for that dragon, he's a might bit upset right now...
The Town of Ta-Beneth
The Town of Ta-Beneth is the home of evil folk known as dark elves. They glory in their vile ways and serve a lich queen who worships a dark Goddess. The town is at war with the Citadel of Thandar, whose goody-goody ways run counter to everything the dark elves believe in. But someone has stole the deck of Tarot cards, a very magical source of power, from the Seer of Ta-Beneth. The vile thieves have seperated the deck and hidden each card in a secret place. Finding the cards is only half the battle, for not even the Seer herself can put them back into a whole deck. To get to the new zone you need to find the hidden entrance, somewhere in the dwarven tunnels. If you have trouble in finding it, a visit to the girl who runs the New Age Shop in Pleasure Planet might be of assistance. Just don't ask me how. These seers and witches have their own mysterious ways...
The Dragon Caves
Somewhere far out in the Sea of Illusions that flows through the Rip in Time is an island where dragons go to rest. There is a warren of tunnels and caves that riddle the ground under the mountain that covers the entire island. Dragon guardians, an elite group of highly skilled warriors, patrol the caves and watch over the dragons while they sleep. The dragons come in many colors, but only one size, HUGE, each with its own set of unique magic or skills. There are rumors that the scales of some of the dragons can be used to enhance mortal items... but rumor is all it is, since so few who go into the caves ever come back out. This area is only meant for the strongest of Time Travellers that have defeated the toughest of creatures found throughout the 4 Dimensions.
The Royal Forest
The Royal Forest, situated northeast of Olde Yorke, is surrounded by a high wall, to keep the King's deer and sheep that graze there in, and predators and trespassers out. Unfortunately some vermin have been able to slip in anyhow, through cracks in the walls, and there even are rumours about a band of robbers using the forest as a base. The King graciously allows the citizens of Olde Yorke to enter the forest and even forage for berries and nuts, as long as they leave the deer alone and donate to the upkeep of the forest. This is a nice hunting ground for new players, who can also help the Game Warden by killing some pests. There's also a mystery about a missing Warden that you might be able to solve, to great advantage for yourself. You will find the entrance to this forest at the intersection of North and East Wall Road, just outside the walls of Olde Yorke. Or you can use the shortcut at the west end of Venture Way.
NightDragon Realms
For centuries the Kobolds and Goblins of the NightDragon realms have been at war. Their blood-soaked battlefield can't take any more. Traverse in the caves of the kobold, or check out the village of the goblins, either way you'll have to go through centuries of war on the battlefield. To get to the NightDragon Realms, head south on South Trade road just past the Dwarven mountains by Golden Bridge Inn.
The Land of Avalon
Avalon is the mysterious land where King Arthur's sword Excalibur was forged. For many years the path there has been lost to mankind. The Fairies and Pixies that inhabit the land, have concealed the entrance in swirling mists. By now most people have forgotten that the Land of Avalon even existed. Only the Druids remember, since Avalon is their home Land. Maybe this is just as well. Because although Fairies and Pixies can be very entertaining, they also can be extremely annoying. Sometimes their main purpose in life seems to be to annoy humans. But this cannot be all there is to it. In fact, when someone makes a lot of precautions to hide something, it usually means that they have something valuable to hide. If you really want to seek out the Land of Avalon, you should perhaps start at the old Cairn, southeast of Durmandle. Some of the locals claim that this is the entrance to Avalon. Of course most of the locals also claim that the cairn is haunted and avoid it like the plague. Especially at midnight, and when the moon is full...
The Mountain Village of Gelindril
A secluded mountain village, where the old Dane blood still runs cold and fierce. A place for hunters and loggers to call home, and a place for the hearty adventurer to test their limits. A great evil has befallen the proud people of Gelindril, to a degree so great that it has almost brought them to their knees. And now they need a hero to their rescue more than ever before. You will find the entrance to this village somewhere on the West Trade Road, near the Halfway House. It may be a bit hard to locate, so you might have to search a bit for it. Just as well. This is not a zone for the young or weak.
The Flying Fortress
This is a place where great darkness and horror take place to a truly frightening degree. Long damp corridors, teaming with palatable evil, prove to be a true test to any brave soul that might test their fate, and seek out the source of all things unholy there, so that the head of the snake might be severed... For good. The Flying Fortress is said to have been sighted somewhere west of Olde Yorke, and is advancing slowly, while threatening all life in its way. At present the village of Gellindril is under attack, and you need to help the villagers and gain their trust, if you want a way to enter the Flying Fortress and join the battle between Good and Evil. But don't expect that battle to be won easily. Better bring some of your strongest friends...
The Dragon Forest
The Dragon Forest is a beautiful and peaceful place, where the majestic dragons have found a safe haven to raise their young and hide from the rest of the world. But all of that peace came at a price, a price that was paid many years ago in the battle that became known as the Dragon Wars. It was a time when Dragons and Dragon Slayers fought for their lives on an immense Battle Field. There is a way to get back to those times and perhaps this time you can help in the Dragon's fight for survival and become part of their lore. Or perhaps you would like to change the history and fight with the Slayers to remove the Dragons from the realms.
The Old West Dimension
In 2014 Molly did a major update of the Old West Dimension. Introducing Tradepoints, more quests and three new zones.
But also three new features: - Ranching (Raise, drive and sell your own herd of animals on the Cattle Market)
- Trapping (Trap and skin animals, trade skins in the Hudson's Bay Trading Posts)
- Goldpanning and Prospecting (can now be done in many places all over the west)
Levels Zone Name Builder Size
(10-50) Dodge City Ladyhawk/Molly 100 rooms
(20-50) The Range Molly 100 rooms
(20-40) Legend Kalliste and Diandra 100 rooms
(20-40) The Gold Mine Persuter 100 rooms
(10-40) Pueblo Liathia (not finished)
(40-50) Hole In The Wall Molly 100 rooms
(40-50) The Prairie Molly 100 rooms
(10-50) Tombstone Molly 100 rooms
(25-50) The Dirt Farm Hugh/Sonya 100 rooms
(10-50) Westward Ho! Molly 100 rooms
(40-50) Llano Estacado Molly 100 rooms
(20-40) Dry Gulch II Nave/Molly 100 rooms
(10-30) Buffalo Bill's Circus Gilgamesh 70 rooms
(20-40) The Racecourse Molly 100 rooms (10-50) The mine Molly & Mordecai 1000 rooms
(10-50) The 4D Ranch Molly & Rynald 400 rooms
(30-50) Fort Sutter and Mills Solana 100 rooms
(30-50) Sutter's Mines Solana 400 rooms
(10-50) The California Trails Solana 100 rooms
(10-50) San Francisco Harbour Solana 80 rooms
(30-50) Victorian England Amber 230 rooms
(30-50) In The Wild Molly 400 rooms
(30-50) The Railroad Molly 100 rooms
Dodge City
This is the centre town of the Old West Dimension. In this typical western cattle town you will find the usual population of cowboys, cattle barons, shopkeepers, saloon girls, rustlers and drunkards. You will also find the usual supply of shops, saloons and other accommodations. The Sheriff in town, the legendary Matt Dillon, has a hard time keeping pace with the outlaw gangs, that seem to regard the local Bank as their private enterprise. From Dodge City a railway will take you to most of the western areas and towns. To get to Dodge City, just go to the Time Guardian and say "Old West".
The Range
In this rich grazing land there is a range war going on. Two large cattle barons, Mr. Greenhorne and Mr. Tinhorne, fight not only each other, but the small homesteaders and farmers in the neighbourhood as well. Much blood has been spilled already, homes have been burnt and gunmen from large parts of the West flock to the Powder River County to earn a fast buck on their gun. But the teenaged offspring of the rivalling ranchers have their own tastes and preferances. Young Love doesn't heed parentage or blood feuds, so there are several "Romeo and Juliet" affairs complicating life for the older generation. If you wish to join in the gunfights you can get there by going west from Dodge City - or, if you are lazy, just take the train and get off at the first watering place.
Legend
This small mining town owes its existence not only to the railway but to the silver mines that were discovered north of the once very insignificant settlement. Now it has grown to a flourishing mining town and the owner of the silver mines has earned a small fortune and lives in luxury in a large and vulgar mansion, built from imported Italian Carrara marble. Needless to say the miners, who risk their health and lives extracting the ore from the mines, lead a life in poverty and squalor. Legend is the first real station on the railway between Dodge City and Tombstone.
The Gold Mine
The gold rush of 1849 was followed by many others, in different places and at different times, but all fueled by poor laborers who saw a chance to get rich. Most of these gold rushes occurred in the West, whether in California or Alaska, and mostly around the foothills of mountains. This mine is a typical successful gold mine, with about twenty to thirty miners, a cook, a foreman, a few dogs, and a lot of gold. It is deep in the outback, and these men are survivalists, who will do anything to protect their gold from thieves, even killing them... ESPECIALLY killing them... To get to this mine either follow the trail westwards from Dodge City, or if you want to do it the easy way; take the train in Dodge and get off it at the watering place in the hills (this will be the next stop after Legend).
Pueblo
This mountain town is not yet finished.
The Hole In The Wall
In the wild and distant mountains west of Powder River County lies the famous stronghold of the outlaws, the Hole in the Wall. This remote valley can only be entered by a narrow and well guarded ravine, and men of the Law rarely venture in this direction. If you get off the railroad at the deserted watering place in these mountains, you do so at your own peril. Butch Cassidy and the Sundance Kid and other members of the Wild Bunch are not men to be trifled with, and even though the pretty Etta Place and Laura Bullion might welcome some company in the lonely huts, they too know how to handle a gun. If you REALLY wish to visit these outlaws, get off the train when it stops to fill water after Pueblo.
The Prairie
In this remote and wild part of the country, which is traversed by the Dodge City - Tombstone railway, two rivalling Indian tribes live their parallel lives, hunting buffalo and deer and fighting each other. The Apaches and the Comanches are both equestrian folks, superb riders and daring and skilled fighters on horseback. The tribes are natural enemies, and an Apache can rarely encounter a Comanche on the prairie without a fight breaking loose. However, they have a common and much more dangerous enemy - the White Man... So if you chose to get off the train where it stops to fill water on the prairie, be prepared for some fighting.
Tombstone
Situated at the far south-east end of the railway, this Arizona outback town is the last frontier of civilisation. The veneer of civilisation is very thin however, the main part of the population consisting of outlaws, prospectors and rustlers. The Citizen's Committee have engaged the famous Wyatt Earp to clean up in town, and the Official Marshal, John Behan, who generally sides with the local Mafia, the Clanton Gang, isn't too happy about this situation. Nor are the Clantons - the Gunfight at O. K. Corral isn't far away. And with crack shots like the Earp brothers and Doc Holiday on one side of that fight, the local cemetery Boot Hill is likely to get some more inhabitants.
The Dirt Farm
Directly east of Dodge City lies this small dirt farm. The road leading to it is not without its perils. And some might think that a small dirt farm isn't really worth the visit, only those who think so will be mistaken. This is not one of those ordinary dirt farms. Somehere inside it a rift in the Time Warp will throw you from the nineteenth century right into the twentieth. The farm may still look very much the same - the pigs wallowing in the mud are just as dirty. But somehow there is a difference all the same. And it's not just the television set in the living room. Maybe this is also why some of the stuff you'll find in this farm is better than you'd have expected from the humble surroundings?
Westward HO!
Westward ho! is the call of the Wagon Master, as the covered wagons set out on their long journey to the Promised Land. And westwards is where this trail is going to take you, along with all the other hopeful adventurers. The trail, known as the Peacemaker Trail, is leading from Dodge City in the east to Tombstone in the west, connecting all the Western zones along the route. It will be a rough and dangerous journey, the dangers increasing as you get further west - and further away from civilization. You are going to encounter wild animals, outlaws and savage Indians, gamblers, cowpunchers, gold-diggers and gunslingers, but also honest and hardworking farmers, trappers and prospectors. At times you may think that you lost the trail, in the wilderness, but there will always be a way to pick it up again. The journey will be a lot safer if you join a wagon train and go in one of the covered wagons called prairie ship. The safest way of all would of course be to go by train - but wouldn't it be a pity to miss all the adventures?
Llano Estacado
This desert is not for the weak or the craven. The sun alone can kill you if you move along during daytime. And even if many desert animals are small, an astonishing amount are poisonous too. Then of course there are the Indians, fierce warriors, who guard the Holy Land of their ancestors. And last but not least you'll have to deal with the bands of outlaws that pester this desert on the border between Mexico and Arizona. Many have ventured into Llano Estacado only to find their grave out there. They say there are treasures to be found in the burning sand, perhaps treasures buried by dying men. But to find those treasures you first need to find your way through the desert. And that may not ne so easy, since the stakes that gave the desert its name perpetually get moved by robber bands or indians, to lead the travelers astray. Beware! Once you enter the desert it may be hard to get out, so bring plenty of water and food along. They say that Llano Estacado separates the boys from the men... You will find the entrance to this desert in the Badlands east of Tombstone.
Dry Gulch II
Situated off the beaten track in the northern parts of Powder Valley, there is little distinguishing Dry Gulch from dozens of other cattle towns strewn all over the grazing lands. It has the usual population of thirsty cowboys and ranch-owners, saloon girls, gamblers and badmen. It hasn't got a railroad station, so the cattle have to be driven from here to the track, far off to the south. But the grazing is good here, and some gold has been found in the nearby hills to the southwest. There is a new Gold-miners' Office opened in town. It even has a small newspaper of its own. The town is prospering in spite of the drought. It has been months since it last rained in Dry Gulch... To get to this outback town, follow the dirt road from Dodge City until you pass the BAR-X Ranch to the north. Just after the ranch turn north at the road crossing, and you will be there in a few hundred miles.
Buffalo Bill's Great Circus
Don't you love the Circus too? The sawdust, the acrobats, the animals - and the clowns... So join the crowd at the ticket lines, buy some goodies before the show starts, find your seat in the great circus tent. The band strikes up and there they all are. The Fat Lady, the Strongest Man on Earth, the elephants, the horses, the monkeys - and the clowns... This zone was built by a Jester so you can expect some jokes and surprises. The circus is touring about a bit, so it might be in any of the bigger cities of the Old West. But its main home base is Dodge City, where it can be found at the south end of Main Street.
The Racecourse
This is not a common hack'n'slash area, where you hunt and kill mobs. Like the Arena it's a zone for personal contests, to test your skills against other players. But what you test in the Race Course is not your skill as a fighter, but as a rider. 3-10 players can take part in each race. It is a cross country track, 9300 meters long, and with 12 hurdles that you have to jump. Easy, you think? Perhaps not quite as easy as it might seem. Quite a few have ended up flying over the neck of a refusing horse, or jumping the fence by mistake, to end up in the inner field. And there are stories going around the Realms about the Ghost at the 11th Hurdle, a horse that once got killed there... You need an imm and a minimum of three contestants to start a race, but you can always ride around the race to train by yourself. The races will be held regularly and there will be a Challenge Cup in the Hall of Fame, where the winners of each Racing season will have their names engraved. You'll find the Racecourse north of where the Timewarp lands you in Dodge.
The Mine
This is the zone that becomes exactly what you yourself make it to be. The tunnels are all there already, but they get connected by the players tunneling. You can mine for gold or metal ore, search for jewel deposits in the wall and maybe, if you are lucky, you will one day find the Dwarven Treasury, or mine right into the caves of Moria, where the legendary sword Orcrist can be found - the sword that develops... To start a Mine you need to find a room with any of the following words in the Room Name: rock, sand, earth, stone, mine, soft, hard, cave. You also need a Mining TOOL; a shovel or a pickaxe - or both. You can buy basic mining equipment in the Mining Shop at the already existing Gold Mine in Old West Dimension. Later you'll find several sub-terranean shops in the Mine itself. Type help mine_index for a list of all Mine helpfiles.
The Ranch
Did you ever want to be a cowboy? Guard the herds on the range in the moonshine, round up the steers and mustangs and drive them to the cattle market, where beef and hide fetches a good price... Thanks to our humping cows, this can now be a profitable pastime. We've opened a zone south of Dodge City, where prospective homesteaders can set up their own ranch. There are some predators roaming the range, so to get a good result you should fence your area in, and clear it from vermin. Then you can just let nature take its course. The animals will breed freely, and your herds will grow from day to day. You can sell them in Tombstone where the price is good, or slaughter them yourself for the meat and the raw materials you use for different handicraft skills. Hides, fleece and wool can be worked into clothes and armor. The cows also yield milk, which you'll be needing for some of the cooking recipes. You can find info about ranching and herding the animals in The Rancher's Manual, sold by the Trading Posts, and also from posters on the north and east fence. More info about all this is in the Trader's Office near Recall.
Fort Sutter and Sutter's Mill
GOLD DISCOVERED IN CALIFORNIA! Go West Young Man! Go West... and keep on going till you hit the Coloma River Valley (otherwise known as Sacramento today) in California. They say you can literally pick the gold up off the streets there, and plentiful to be had in any riverbed, stream and hill! Situated off the old California and Sacramento Trails, the Fort is Sutter's pride, a hub of bustling activity. Up north off the rivers in the mountains, he operates a functioning lumber mill and grist mill at the mining town of Coloma. Maybe if you ask right, someone might even teach you to pan for gold!
Sutter's Mine, Coloma River Valley, California
For the determined moneygrubber -cough- more entrepreneurial spirit, I hear that Sutter set him up some mines up further in the mountains above the Coloma mining town! But beware... while the mines can be extremely lucrative and rewarding, they are chock full of danger... Mining hazards are not uncommon, among them gas pockets, collapses, claim jumpers and explosions... you will most likely find them there! But if you persevere, the reward you can reap will be more than worth the thrill and danger within! So whatcha waitin' fer? Get off your tookus, get yer gear together and get ya a horse and head on out!
The California and Sacramento Trails
Long and arduous is the overland track to California. Travelers have their choice of routes. They can either traverse the Sacramento Trail on foot or via stage from Tombstone, which passes through the hot Sonora Desert and Death Valley. Alternatively, they can take the northern route on the California Trail from Pueblo, which passes by Salt Lake City and cuts through the high, cold Sierra Nevada Mountains and onto the famed Donner's Pass. Either way, the trip is long and tiring and is best to stock up on supplies and lots of water... you're not likely to find much along the way - at least none that would be safe to drink!
San Francisco Harbour
Since gold was discovered in California the entire world seems to be traveling there. Not only the hopeful golddiggers, but also all the enterprising people who plan to relieve them of some of their gold. More people actually get rich on selling supplies and tools to the golddiggers than the average golddiggers do themselves. Shiploads of supplies arrive every day, and by now the San Francisco harbour has developed into a real hub for seafarers, and is bustling with life. Unfortunately many of the ships never reach their intended destination. Storms, currents and the dreaded Bermuda Triangle take their toll. Some think that the Bermuda Triangle is another of these parts of the world that is positively riddled with Timetraps. But to the seasoned Time traveler, this is no big deal. As long as you arrive SOMEWHERE, who cares if you suddenly find yourself in Medieval England or ancient Greece instead of the 19th century harbour you set out for?
Victorian England
Step back in time to Victorian England, a city living in the shadow of a killer. It's London 1888 and a monster known only as the Ripper is on the loose. Women are being slaughtered by this cold blooded killer and the citizens are depending on the famous detective Sherlock Holmes to bring him to justice. Along with Sherlock, meet other famous (or infamous) Victorian characters, Sweeney Todd, Mary Shelley, Dr Jekyll and Mr Hyde amongst them. Visit the horrors of a Victorian mental asylum, encounter the problems of being female in a society where women are treated as inferior to men, or stroll on down to Hyde Park and just chill out with your sweetheart on a rug beneath a tree. To enter this zone you can take a steamship from the Harbour of San Francisco. Or you might prefer a shortcut through the hologram version of Madame Tussaud's Wax Cabinet in the FutureMall, where you might be able to find a Timetrap in some of the Tableaux. So.... grab your nanny goat, put on your titfer and use some spit and polish on those yabba-dabba-doo's. Get your khyber pass on over to London and become part of the greatest mystery never to be solved!
In The Wild
East of the Range and south of Legend city lies a relatively untouched wilderness. The east part consists of an open hilly landscape, while the west part is covered by a dense forest. The animal life is rich and varied, and both hunters and trappers frequent this area in their search for game. But this wilderness is not completely untouched. The railway between Dodge City and Tombstone cuts through it like an open wound. And since gold has recently been discovered in the little creek that winds its way through the forest, it has been invaded by golddiggers, who have set up camp beside the creek. There is another camp in the forest too, inhabited by a group of Chinese, who former worked as navvies on the railroad and in the Legend Mines. But mostly this 400 room zone is populated by animals of all kinds. For those that like collecting tokens and tradepoints, it offers many new possibilities, with the new features; trapping, skinning, goldpanning and prospecting.
The Railway
It has taken many years to complete the railway between Dodge City and Tombstone, and many lives have been spilled during the hard and risky contruction work in trackless wilderness. Many of the navvies were imported from China, as cheap labour, and after the project was finished, they found themselves stranded in a foreign land, where they had no rights and few friends. But the Chinese are an industrious people, and even though they are not allowed to own land, they have spread all over the west, always finding a way, not just to survive, but to prosper. From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west. Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train.
The Future Dimensions
The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones. You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite. There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned. Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however. The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one). Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones.
Levels Zone Name Builder Size
(10-50) Utopia Snowbird and Molly 300 rooms
(10-30) Future Golf Course Kenneth/Sonya 100 rooms
(35-50) Android Punk Concert Kalsan/Sonya 90 rooms
(30-50) Star Wars Palpatine/Sonya 210 rooms
(05-10) Planet Endor - 30 rooms
(12-50) Planet Dagobah - 20 rooms
(05-50) Planet Tattoine - 60 rooms
(10-50) Planet Hoth - 30 rooms
(30-50) Death Star - 140 rooms
(30-50) Necromunda II Slaanesh/Molly 100 rooms
(20-40) Spaceship Titanic Persuter 60 rooms
(30-50) Little Italy Darkwolf and Annie 100 rooms
(40-50) Queltorian Sector Darkwolf 130 rooms
(10-50) The Space Harbour Palpatine 50 rooms
(20-40) Jurassic Park Drake 70 rooms
(10-50) Pleasure Planet Molly 100 rooms
(30-40) New Goznemia MaccabiTa 50 rooms
(40-60) Down Under Cali 220 rooms
(20-50) Terramort Martin 80 rooms
(30-50) The Outback Cali 400 rooms
(10-50) Outer Space Grid Kalten 2500 rooms
(10-50) Corellian Sector Grid Kalten 100 rooms
(10-50) Earth Atmosphere Grid Kalten 100 rooms
(30-50) Alpha Centauri Grid Molly 100 rooms
(30-50) Alpha Centauri Planets Molly 200 rooms
(10-40) Planet Lovenbroy - 35 rooms
(30-50) Planet Slunch - 30 rooms
(30-50) Planet Yalc - 40 rooms
(20-50) Planet Yudore - 20 rooms
(10-40) Asteroid 95739-A - 30 rooms
(10-50) Space Utilities - 45 rooms
(30-50) Planet Poon Molly 400 rooms
(20-50) Poon Towers 100 rooms
(30-40) Poon Oceanr 100 rooms
(40-50) Poon Underwater 200 rooms
(30-50) Quixotica Sonya 200 rooms
(30-50) Cosmo Canyon Seraphine 200 rooms
(10-30) The Game Grid Sonya 100 rooms
(20-40) Jurassic Ocean Sonya 100 rooms
(20-40) Planet Reptilia Gilthoniel 90 rooms
(10-30) The Orbiter Durgan 60 rooms
(50-70) The Dark Planet Sonya 100 rooms
(10-50) The Planet Whotvar Durgan 85 rooms
(30-50) Whotvar II Durgan 85 rooms
(10-50) The Spaceport Mall Sonya and Katriel 200 rooms
(40-60) Quix II Sonya and Kita 100 rooms
(10-50) The Fun Fair Gilgamesh, Molly and Diandra 100 rooms
(10-50) Killer Klowns Alabastor, Diandra and Jaros 100 rooms