Zones

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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.