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Message ID: 2720
Date: Wed Jul 14 16:31:23 BST 1999
Author: Brian K. Rhees
Subject: Location of teleports


Hi all,

been playing around with the level 24 teleports and thought I'd post and
request some info, since I haven't seen it out myself on any of the web
pages. As most of you know, the lvl 20 teleports are all designed to be
fairly safe and highly visible (those huge sets of four arched pillars
located in Faydark, North Karanas, and Tox Forest). Mobs usually won't go
into the teleport area unless pulled. An exception to this would be the N
Karanas teleport, where a guard occasionally marches through (which could
cause problems depending on your Qeynos Gard faction). The lvl 24 teles are
different. So you know what to look for if you stumble across one . . .
They are stubby, cropped off pyramids, a little taller than a tall player,
with four knee high arched pillars at the corners. They give off hums when
you are near/on them. Their rough locations are as follows:

1. The Commonlands teleport: Drops you in West Commonlands, North West of
Befallen a bit. Fairly useful teleport if you want to visit that dungeon,
etc. (which will be low for your level when you get the teleport; but, hey,
some of us get our gossamer robes late). Doesn't appear to be too
dangerous. There are some rough wandering mobs in W Commons though, so you
may want to invis after you get there.

2. The Ro Teleport: Ah, having a teleport near Freeport (in W Commons)
isn't enough you say? Well, you have a choice apparently. In North Ro
there is another teleport pillar a fair distance south from Freeport. This
teleport isn't exactly safe as low level players seem to love to pull
mummies and such to the teleport to fight there. Why? I dunno. Shouldn't
be a problem unless you teleport there on low mana. One wonders why they
didn't put this one in South Ro to space the teleports better.

3. The West teleport. Carrying on the pattern of high redundancy, Verant
put another one of these wonderful teleports in W Karanas (which, of course,
borders N Karanas which has a "safe" teleport). Now since W Karanas is
probably the longest East to West land zone in the game, it would make sense
to put a tele here, right? Say on the West border, near Qeynos hills,
right? We've all gotten tired of the long runs from N Karanas to, say,
Qeynos by now. Naturally, therefore, Verant put the teleport on the *East*
and not the *West* side of the zone where it might have actually been
useful. Depending on your zone times, the N Karans and W Karanas teleports
are only about a minute apart. You may want to save a bit of money here
when buying your lvl 24 spells if you need the cash.

4. Cazic Thule. Last night I had a chance to use this spell, for reasons
too contorted to go into here. I'd been warned it was dangerous, but what
the heck? We only live about a thousand times. The gate drops you inside
Cazic Thule, into a set of caverns. When you teleport in, I highly suggest
you go invis immediately, and don't move until you are sure it will hold.
At level 26, there are a few lizardmen around that con blue. I immediately
set off in search of my party (loc written down ahead of time) and proceeded
to get thoroughly lost. My invis failed 4 times before I finally gave up
and gated out. Is there anyone out there who knows how to navigate from
this gate to the Feerrott zone, or some other location of general relevance?

Well, haven't tried the Nek gate yet, but will give it a go tonight. I've
heard that it is generally safe for good races, but we shall see.

I do want to put in a gripe though. Why not move the West teleport over
closer to Qeynos, or put one in near Halas or Everfrost? And how about
moving the Ro gate to South Ro? It is almost insulting to buy redundant
teleport spells.

Glyphin E'mondredon
The Rathe