GAME GUIDE

Player Zones

Talking Island

Talking Island is the place where Princes and Wizards are teleported once they reach level 10 on Singing Island. It is a very good training ground for adventurers at low and intermediate levels.

The boss-level monster Baphomet makes its appearance in the island's dungeon. The island is connected to the mainland (Feudal Territory of Gludio) by various methods.

Village

Village map

Viewed from above, the village of Talking Island is just north of the island's center. It is good practice to use a map to understand the geography accurately. There are many services in the village, including a storage house and an inn.

  • Dorin: Near the public bulletin board in the village center. Runs a storage house.
  • Ladar: A leather craftsman who makes leather products.
  • Lien: Bone artisan who makes products from bones.
  • Lucas: A Wizard who will teleport you to the mainland (Gludin Town) for a fee.
  • Selena: Rents halls and rooms at the inn.
  • Zeno: Teleports players under level 10 to Singing Island. He is in the northern part of the village.
  • Kuper: Gives players level 13 and above a gift for graduating from a new player zone.

Wharf

Take the northeast exit from town to reach the wharf. From here, you can ride a boat that goes back and forth between the mainland and the island. This is another place where players gather, so the wharf also functions as a marketplace.

  • Pandora: A merchant who sells equipment and miscellaneous objects.
  • Harbor Master: Sells travel tickets for the boat.

Gunter's house

Gunter, who is in charge of educating Knights, Princes, and Princesses, lives here. You will find a training area entrance just south of Gunter's house. The training area itself is behind Gunter's residence.

Gereng's house

This is the place that Gereng, who teaches Wizards, calls his home. The surrounding area is suitable for low-level hunters and is frequently crowded. In addition to the Prince/Princesses and Wizards, Elves can travel to Gereng's house to learn magic. Gereng teaches magic circles 1 - 3 according to the following adena fee schedule:

  • Circle 1 Magic: 100 adena
  • Circle 2 Magic: 400 adena
  • Circle 3 Magic: 900 adena

Gereng also administers the start of the level 30 Wizard quest.

Orc Shop

The main articles handled in this shop are orc equipment. An orc named Balsim is the owner of the shop. A blacksmith's workshop and an animal kennel are close by. Go straight down from the shop and you may encounter arachnevils, probably the fastest monsters on the island.

  • Balsim: Deals mostly in orcish equipment. Sells a few miscellaneous items, too.
  • Touma: A blacksmith who fixes equipment. Located below Balsim's shop.
  • Farlin: Works as an apprentice at Touma's workshop. Makes studded leather items.
  • Johnson: In charge of the animal kennel where pets are kept safely. Located near Balsim's shop.

Dungeon

This is the hunting ground with the highest level of difficulty on Talking Island. The boss monster Baphomet makes its appearance in this dungeon and since the monsters here are comparatively stronger than those in the fields, it is wise to be well over level 10 and properly equipped before entering the dungeon. You can enter from below the training grounds. An undersea tunnel connects the dungeon to the 7th level of the mainland dungeon.

New Player "Graduation Gifts"

If you are a new player that has graduated from a new player zone to Silver Knight Town (SKT) or Talking Island (TI) and you are level 13 or above, you are eligible to receive a "graduation gift!" They are given by Kuper on TI and Dunham in SKT. Each character may only receive one gift. Gifts are given based on character class.

Gift Items:

  • Oilskin Cloak (1 AC, weight 10, any class, safely enchanted to +4) Graduation gift item for Knights.
  • Leather Armor (2 AC, weight 70, any class, safely enchanted to +4) Graduation gift item for Wizards.
  • Cloak of Passage (1 AC, weight 10, any class, safely enchanted to +4) Graduation gift item for Princes and Princesses.
  • Silver Arrows (Damage: 7/6) Elves receive 500 silver arrows when they reach level 13.

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Kent

Kent Castle

Kent Castle is located northeast of Gludin Town, beyond the Vineyard. This castle's outer gates face southward and eastward. To learn the current Blood Pledge in control of the castle, speak to any of the castle guards. They also provide information on the time of the next castle siege.

Kent Village

There is a small village located near Kent Castle that offers various amenities and services.

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Orcish Territory

The entire Orcish Island -located to the west of Gludio Territory - is the domain of the Orc Tribes. The Orcs found on this island are bigger and stronger than those found on the mainland.

The overall geography consists of thick forests and so the people of the mainland call this area the North Forest. In the center is a great expanse of wheat fields and the Elven Forest spreads out above.

Fire-Field Farmers Town

The people of this town, situated to the southeast of the Orcish Forest, have fled the Gludio Territory to escape from the harsh rule of the anti-king and they raise crops by the fire-field method of farming. The residents of the Fire-Field Farmers Town are not prosperous due to their ongoing fights with the Orc tribes, the owners of the forest.

  • Lyra: The chief of Fire-Field Farmers Town. If you sign a pact with Lyra to fight as a mercenary, you can win a totem when killing Orc tribesman. And if you choose to sell the totem back to Lyra, she will pay a certain number of adenas depending on the totem type.
  • Kuhatin: Functions as a storage house by the town's central bonfire.
  • Jackson: Runs a general goods store, buying and selling a few equipment and miscellaneous products.
  • Hans: In charge of the animal kennel where pets are left for safekeeping.

Orcish Fortress

The Orcish Fortress is a castle of the Orc tribes located on the northwestern part of the island. The Blood Pledge that wins control of this fortress can keep the Orc guards as a security squad and receive a share of the profits from the Slime Race Arena.

The Orcish Fortress becomes the target of siege battles like the Kent Castle and Windawood Castle, but unlike these other places, the Fortress has a structure that gives advantages to the attacking party.

  • Seghem Atuba: The leader of the Atuba tribe community. Acts as grand chamberlain of the Orcish Fortress.
  • Kentu Neruga: The chief and a warrior of the Neruga tribe. Provides Orc guards to the Blood Pledge that takes over the Orcish Fortress.

Bridge

Two teleporters stand near this bridge that connects the mainland (Gludio Territory) and the Orcish Island.

Paul, Daniel: For a very small fee, these two teleporters will get you across without having to go over the bridge.

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Elven Forest

This large forest on the northern side of Orcish Island is the starting location for Elven characters. Various systems throughout the forest protect young elves and provide the basis for the unique Elven culture and item crafting.

Elven Village

The Elven village is located at the center of the Elven Forest. Houses made from the large leaves of the Elven Mother Tree form a circle and surround the Mother of the Forest and Elves.

The shapes of the houses are different from the architectural constructions of humans and the Elves have no concept of personal property the way humans do. Throughout the village, there are no fences or clear property boundaries like those that can be seen in human villages. The most interesting feature is the presence of a very special place in the Elven Forest called the Resting Ground where there are no commercial shops.

The Elven Mother Tree grows in this area, and if you visit the Resting Ground, your HP will recover quickly in the same way as if you were relaxing at an inn.

  • Mother of the Forest and Elves: The Grand Elven Mother Tree at the Resting Ground. She oversees the Coming of Age ceremony, restores hit points, and helps Elves learn spirit magic spells.
  • Nerupa: The elder of the Aracneck tribe who supervises the last steps in the item production system of the Elves. If you bring him all necessary materials, he will make the desired item for you.
  • El: A public storage house for the Elves.
  • Est: Provides a map of the Elven Forest in exchange for one ent fruit.
  • Robeil: Offers a useful item in exchange for new-player starting items and an Elven item component.

Lawful Temple

Carries out the same function as the Lawful Temple located to the southeast of Kent Castle. This is the place where the Elves come seeking the knowledge of lawful magic of circle four and above. To the east, there is the Fairy Flower Bed where many fairies gather. From time to time, the queen of the fairies, the Fairy Queen, makes her appearance at the Flower Bed.

Private School of Hardin

This was the research laboratory of the grand Wizard Hardin but now only Hardin's young disciple Horun remains. Regionally, the school is situated between the Elven Forest and the Valley of Dragons.

  • Horun: Teaches Elven magic up to circle three. Unlike Gereng, he takes materials as payment.
  • Circle 1 Magic: Use one from the following materials: 1 skein of Arachne's Web, 50 lumps of Pure Mithril, 100 Fairy Dusts or 10 bunches of Pan's Mane.
  • Circle 2 Magic: Choose one from the following materials: 10 Skeins of Mithril Thread, 8 Fungus Juices, 1 Pan's Horn or 3 Barks of Ent.
  • Circle 3 Magic: Choose one from the following materials: 45 Oriharukon, 3 Ecdysis of Arachne, 3 Alae of Fairy or 3 Pan's Horns.

Dungeon

A naturally formed cave of three levels, this place is mostly under occupation by the Orcs. The level of difficulty is similar to the dungeon in the Talking Island. The third level of this dungeon is connected to the third level of the dungeon of the Cave of the Dragon.

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Silver Knight Town

Silver Knight Town is basically a stronghold surrounded by wooden barricades. But go through the entrance on the left and you will see two large training camp compounds befitting a Knight's town. These compounds are used as a training camp and a dueling field.

  • Gerard: Has the responsibilities of overseeing Silver Knight Town and managing the training program for the Knights. He also hosts the Gerard's quest, a rite of passage for Knights. Knights who pass this test are rewarded with the gift of the Silver Knight's Shield.
  • Gotham: Storage house near the town's public bulletin board.
  • Depupin: Next to Gotham. Serves as the money exchange office.
  • Glen: Sells different kinds of equipment. The items are sold at a price 10% higher than cost.
  • Mellin: Runs a general goods store. The items are sold at a price 10% higher than cost.
  • Matt: Teleporter who transfers characters to the village of Woodbec.
  • Bunch: Teleports characters of chaotic alignment to the Fire-Field Farmers Town for a low price.
  • Julie: Leather craftswoman.
  • Joel: Bone artisan who makes products from bones.
  • Aanon: Repairs damaged equipment at the blacksmith's workshop.
  • Pin: Works as an apprentice at the workshop.
  • Miranda: Owner of an inn who rents out hall and rooms.
  • Dunham: Gives players level 13 and above a gift for graduating from a new player zone.

The Road of Pain

This dungeon is located to the north of the Silver Knight Town and hosts Gerard's quest. A gatekeeper will check to see if you received permission to be tested by Gerard.

The Cave of Discipline

This natural cave is a dungeon located below Silver Knight Town. The entrance to this cave is raised in the shape of a dirt tower.

Oasis

The Oasis is known as a rejuvenating place in the middle of the desert. There are merchants to be found here — but many monsters lurk around the Oasis so you should take precautions before resting.

Ashur: Runs a small shop dealing in equipment and miscellaneous goods in the desert. Subject to the taxation laws of Windawood Castle. Brother to Pandora, the shopkeeper near the wharf on the Talking Island.

New Player "Graduation Gifts"

If you are a new player that has graduated from a new player zone to Silver Knight Town (SKT) or Talking Island (TI) and you are level 13 or above, you are eligible to receive a "graduation gift!" They are given by Kuper on TI and Dunham in SKT. Each character may only receive one gift. Gifts are given based on character class.

Gift Items:

  • Oilskin Cloak (1 AC, weight 10, any class, safely enchanted to +4) Graduation gift item for Knights.
  • Leather Armor (2 AC, weight 70, any class, safely enchanted to +4) Graduation gift item for Wizards.
  • Cloak of Passage (1 AC, weight 10, any class, safely enchanted to +4) Graduation gift item for Princes and Princesses.
  • Silver Arrows (Damage: 7/6) Elves receive 500 silver arrows when they reach level 13.

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Windawood

Home to a great expanse of desert and the village of Woodbec, this is one of the larger territories of Aden.

Village of Woodbec

This village is located to the east of Windawood Castle. Strangely, there are no shops that sell equipment.

  • Tarkin: Located by the village public bulletin board. Functions as a storage house.
  • Almin: Next to the Tarkin. Functions as a money exchange office.
  • Velisa: Inn owner who rents halls and rooms.
  • Elmina: Operates a general goods store. Subject to the tax rates of the Windawood Castle. When no taxes are levied, she sells products at a slightly lower price than other stores.
  • Marvin: Operates a dog kennel and takes in domesticated animals.
  • Trey: A teleporter connecting Windawood and Gludio.
  • Cobb: Teleports characters of chaotic alignment to the Fire-Field Farmers Town for a low price.

Windawood Castle

Built close to the beach, this castle's outer gates face southward and eastward. The exterior structure is similar to Kent Castle but a dungeon exists beneath the castle.

This is an advantageous point for the Blood Pledge members who take control of the castle because it provides for special hunting grounds. Within the castle dungeon, the boss-level monster Beleth appears.

  • Othmond: Grand chamberlain of Windawood Castle. In charge of regulating castle functions.
  • Halt: Chief of the legionnaires inside Windawood Castle. Provides the services of the "Blade of the Storm", a mercenary squad, to whichever Blood Pledge has control of Windawood Castle.
  • Borgin: Serves as a storage house that the Blood Pledge members occupying the Windawood Castle can use for free.
  • Randith: A blacksmith who repairs damaged equipment at his workshop.

Windawood Castle Dungeon

An underground dungeon of two levels, this dungeon was originally built to keep Beleth sealed safely from the people of Windawood. Recently, as the power of the seal has begun to diminish, Beleth has regained its strength.

The succeeding lords of Windawood Castle have been putting their efforts into keeping Beleth under control. The Blood Pledge that takes control of Windawood Castle can use the underground dungeon exclusively and collect rare items by hunting down the boss monster Beleth.

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Gludio

Arriving on the mainland from Talking Island, you will find yourself in the Feudal Territory of Gludio. This territory is under the taxation control of the Prince or Princess currently controlling Kent Castle, and thus the prices of goods may be higher than on Talking Island.

Gludin Town

Gludin is home to several merchants, including Luth, owner of the general store, and Catty, who sells various arms and armor. South of town is the lumbermill, its yard a frequent location for Blood Pledge meetings and duels. Steve, the local teleporter, offers access to a wide variety of destinations within Aden.

Local NPCs and locations:

  • Karim: To the right of the town entrance. Functions as a storage house.
  • Kualbin: Next to the Karim. Acts as a money exchange office.
  • Hooper: For a low price, will teleport players of chaotic alignment to Fire-Field Farmers Town.
  • Catty: Buys and sells various equipment. Subject to the taxation laws of Kent Castle.
  • Luth: Runs a general store. Subject to the taxation laws of Kent Castle.
  • Steve: A teleporter who transports players to all areas of the mainland. Kent Castle also levies taxes on him.
  • Lolia: Inn owner who rents halls and rooms. Influenced by the market prices of Kent Castle.

The Slime Arena

The Slime Arena is run by the Gora faction, one of the groups of the Orc tribe and allows players to bet on slime races. The arena is an important source of profit for whichever Blood Pledge controls the Orcish Fortress on the Orc Island.

  • Aaman, Gora, Magh: Operate the Slime Arena, report on the status of the slimes, and sell race tickets. The job of dividing the prize money according to the winning race tickets also lies on their shoulders.

Chaotic Temple

The Chaotic Temple is built in the middle of a vast expanse of wasteland to the northeast of Gludin Town. This is a sacred place of learning for those who wish to acquire magic with a chaotic alignment above circle four.

Dungeon

Southeast of Gludin Town are ancient ruins that mask the entrance to a seven-level dungeon. The boss monster Caspa gang (Caspa, Baltuzar, Merkyor and Sema), necromancers, and the Death Knight make their appearances here. An undersea tunnel connects the dungeon with the second level of the Talking Island dungeon.

Orim: Runs a miscellaneous goods shop on the seventh level of the mainland dungeon. This black elder does business to earn money for his research. You can purchase haste potions and suits of armor from him.

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Giran

The Feudal Territory of Giran is located northeast of Kent Castle. Five or six times larger than any other town in Aden, Giran is the commercial capital of the land. A large number of merchants are found within its borders, as well as entertainment and safe houses for Blood Pledges.

Giran

An enormous number of houses, shops and entertainment facilities fill the streets of Giran. The city is so wealthy that it has constructed outer stone walls surrounding the inner fence.

From the city's public bulletin board in the center, a variety of facilities, such as the coliseum and Market Street, are located nearby. Also, there are houses that Blood Pledges may own. These homes can be purchased by Prince/Princesses through bidding at auction.

  • Nodim: Located at the center of the city. Functions as a storage house.
  • Vincent: Leather craftsman who makes leather goods.
  • Randal: Specializes in selling only potions.
  • Derek: Specializes in selling bows and arrows.
  • Herbert: Uses raw cloth to make T-shirts, protective cloaks, and magical cloaks.
  • Jason: Makes products from wood.
  • Philip: A specialist who only deals in leather.
  • Margaret: Specializes in the sale of food products.
  • Albert: Sells a variety of cloths.
  • Mayer: Operates a general goods store. Subject to the taxation laws of Giran Castle.
  • Verita: Operates a high-level general goods store. Subject to the taxation laws of Giran Castle.
  • Vergil: Runs an equipment shop and deals in protective shields only. Subject to the taxation laws of Giran Castle.
  • Werner: Runs an equipment shop and deals in weapons only. Subject to the taxation laws of Giran Castle.
  • Dio: Operates a jewelry shop. Buys and sells different kinds of sapphires.
  • Mally: Inn owner who leases hall and rooms.

Giran Castle

Giran Castle reflects the expansive nature of the city it resides above. The castle consists of two outer and three inner gates. It is possible to apply a variety of battle strategies here. Giran Castle is a short distance up from the city.

  • Orville: The grand chamberlain of the castle. In charge of the internal operations of Giran Castle.
  • Tofen: A Blood Pledge warehouse. Members of the Blood Pledge in control of the castle can use this place as a storage house free of charge.
  • Colbert: Leader of the Giran Castle mercenaries. Provides the services of the legionnaires, the "Golden Team", to the Blood Pledge members who occupy Giran Castle.

Dog Race

A new addition to the amusement facilities, the Dog Race is similar to the Slime Arena. The races in which greyhounds compete are much faster and more exciting than the slime races, thus drawing great popularity among the masses. But there is one drawback because the racetrack is so large that you cannot actually see all the dogs running at once.

Perkin, Polly: NPCs who own the Dog Race. They make the payments to the winners and sell the race tickets.

Dungeon

Located in the outskirts of Giran, this four level dungeon is reminiscent of ancient ruins and underground canals.

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Heine

The Territory of Heine is occupied by three lakes and a forest surrounding the lakes. Underneath the surface of Heine lies an underwater city once known as the Kingdom of Eva. As a result of a war between Eva and Fafurion, the city now lies in ruins and is a lair for monsters.

Lake Louis and Losus Island

Lake Louis is located in Heine and is the biggest lake in Aden. Since the surrounding area is always foggy, the lake is also known as the "Lake of Fog." It is impossible to cross the lake by ship. Losus Island, located in the center of the lake, is famous as a breeding ground of wild animals and monsters.

Lake Leina

Lake Leina is about one fifth the size of Lake Louis. As the lake is connected to Lake Louis by river, along with the Forest of Mirror to the North, the lake plays a strategic role in protecting Heine from enemies. Once across this lake, the path to Castle Heine is direct.

Heine City

This is a small city established in front of Castle Heine. The northwest, northeast, and southwest sides of the city are surrounded by a river, and the southeast side is facing the ocean, providing natural protection for the city and castle. The city is not large, but has the regular amenities found in cities of Aden - a blacksmith, weapon shop, item shops, kennels, etc.

Forest of Mirrors

This deep forest covers the land east of Heine to the south of Aden. The forest is heavily wooded and monsters prowl freely within.

Castle Heine

Castle Heine is home to the Sanctuary of Eva - dedicated to Eva, the goddess of water. The sanctuary is located in the lower level of the castle.

Sanctuary of Eva

This shrine is dedicated to Eva, the goddess of water. After the kingdom of Eva was destroyed by Fafurion, the water dragon, the shrine was created to protect the land from the monsters found in the destroyed city of Eva. The sanctuary is protected by a sacred and powerful 'safe space' of water and knights and the key to traveling to Eva can be obtained by speaking with Eveurol, keeper of the sanctuary.

Waterway Dungeon

The waterway dungeon is the passageway between the Sanctuary of Eva and the Kingdom of Eva. The dungeon consists of three levels.

The Kingdom of Eva

This ancient kingdom was established by Eva under a lake in Heine. It was once a thriving city populated by Eva and her water people, underwater animals, and mermaids. However, Shaeel, Eva's sorceress, was deceived by the water dragon, Fafurion, and she negated the safe space of sacred water that protected the kingdom.

Fafurion attacked the kingdom, and after a bloddy battle, Eva and her water people managed to lock Fafurion in a cave. However, when the blood of Fafurion mingled with the water of the lake, the water was contaminated with his curse, and the water people and animals became monsters.

As Eva could not restore the sacred water, she took the remaining people of the kingdom above ground where they established the Castle Heine. Now the Kingdom of Eva lies in ruins infested with monsters.

  • Buakheu: A toad-human who lives in the underwater city and sells potions to adventurers.
  • Everol: Caretaker of the Sanctuary of Eva
  • Temple Knight: A guardian and knight who protects the Sanctuary of Eva.
  • Fisher: The Grand Chamerlain of Castle Heine.
  • Isvall: Located at the Heine wharf, NPC who will sell you a boat ticket to Forgotten Island.

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The Lair of Valakas

The Lair of Valakas lies northwest of Giran. The small dwarf village of Werldern lies on the edge of the lava flow while the heart of the dwarf territory has been carved into the heart of the volcano. The fire dragon Valakas waits in the volcanic crater, surrounded by a host of fire breathing monsters.

Werldern

The town of Werldern lies southwest of the Iron Gate Guild. There are a number of merchants here that can help equip adventurers before they enter the lava flows that surround the new land mass.

  • Berry: Operates a general goods store
  • Leslie: Teleports players for a fee
  • Cove: Kennel master
  • Ralf: Runs an armor and weapons shop

Iron Gate Guild

The dwarfs of the Iron Gate Guild are some of the most skilled craftsmen in all of Aden. They have carved their kingdom into the heart of the volcano, and the armor and weapons they provide can mean the difference between life and death for players who wish to challenge the monsters within the Lair.

  • Potempin: The Grand Chamberlain of the Iron Gate Guild
  • Freckson: The head soldier of the Iron Gate Guild, he can hire dwarf mercenaries
  • Kriom: Servers as the storage keeper for the Blood Pledge that holds the Iron Gate
  • Ivelviin: The most skilled blacksmith in Aden, he can create the legendary tsurugi and dragon armor

The Lair of Valakas

This area is inhabited by a number of fiery monsters, including fire archers, fire warriors, fire eggs, phoenix, and ifritii. The crater in the center of the volcano serves as the lair of Valakas, the most powerful dragon in Aden.

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Oren

North of Werldern Town is a region called Oren, which shares its northern border with Elmore. In Oren, players find a snowy land, filled with aggressive creatures. The most important building in Oren is the Ivory Tower, the premiere center for learning magic - both regular magic and spirit magic.

Other important landmarks include the Crystal Cavern, a dungeon for high-level characters, and the Border Fortress, an area surrounded by undead Elmore soldiers from the great war between Aden and Elmore long ago.

A town is located near the Ivory Tower, but there is no castle that can be used as a stage for siege warfare. Oren is subject to the tax rate set by the Blood Pledge ruling the castle at Werldern.

Ivory Tower

This is the site of the famous magic school, run by the Wizard Talass. This building has several levels, including Aden's first above ground dungeon (levels 4 to 8 of the tower) - created by a well-meaning Wizard when his experiments with creatures of the netherworld went awry. It is rumored that a very powerful demon is locked in the eighth floor.

  • Taus: Greets you when you enter the Ivory Tower and gives information on the building.
  • Linda: Spirit magic vendor on the second floor.
  • Pagoru: Sells potions, scrolls, and other various magical items on the first floor.
  • Paper Man: NPCs who are harmless on the first three levels of the Ivory Tower, but those found above level 3 should be conquered.
  • Varyeth: Vendor of magic spellbooks on the second floor.
  • Roku: Prepares adventurers for what to expect on the fourth through eighth floors of the Ivory Tower.
  • Ellyonne: The Wizard-Elf who brought spirit magic back from extinction. Spirit magic may only be learned by Elves.
  • Talass: The Ivory Tower and the importance of learning are his primary concerns.

Ivory Tower Town

The town near the Ivory Tower is very small, but provides adventurers with important things - not the least of which is safety from the snow tigers and undead soldiers in the surrounding area. There are two entrances to the town - one to the south and one to the southwest. The Ivory Tower is just north of the town.

  • Milo: Kennel master.
  • Enke: The town's inn keeper.
  • Kirius: Teleporter who will teleport you to several surrounding areas for a fee.
  • Hirim: Runs a storage house.
  • Mandra: Sells weaponry.
  • Biua: Shares a shop with Mandra and sells provisions like potions and scrolls.
  • Detector: NPC in the Ivory Tower at Oren who unseals forgotten items.

Border Fortress

This area, in the northwest area of Oren, is an outpost run by General Lazloth. Its goal is to keep citizens as safe as possible from the undead Elmore fighters from the war who have refused to rest in peace. They continue to wreak havoc in the area to this day.

  • Lazloth: General in charge of the fortress.
  • Dico: Sells provisions to adventurers.

Crystal Cavern

This is the icy dungeon that houses many monsters and the ever-famed Ice Queen. It is a three level dungeon with various monsters. The third level is where the Ice Queen makes her home.

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Forgotten Island

Forgotten Island is a strange and very dangerous place where only players at level 45 and above may hunt. It is filled with aggressive, super-powered monsters with exceptional speed. For centuries, they lived in seclusion; most of the world thought this place was only mythological. However, after many decades of searching, man finally found it.

Players who go to Forgotten Island can expect to get very good experience. Monsters drop very rare and special items — some are so special that their magical properties must be unsealed in order to see the item's true value. The right warrior with the right equipment can tap into the secrets of armor and weaponry that can be found on the island.

How to Get There

Forgotten Island can be reached via a regular ship that embarks at the Heine pier. Players may purchase a ticket from Isvall for 10,000 adena. The ship follows the same schedule as the ferry boat between Talking Island and Gludio. The journey takes one game hour.

Once you get off the ship you will be dropped at a small portal island. Note that there is an NPC named Oblivion who can help you get back to mainland Aden. You are not in Forgotten Island yet! You must find the magical portal in the center of this tiny island. Step on this special spot and you will be teleported directly to the beach on the south part of Forgotten Island.

Once You're There

After using the magical teleporter, you will find yourself on a beach — one of the few safety zones in Forgotten Island. Each time you arrive in Forgotten Island you will start from this point. If you get into trouble, you can return to this safe area — as long as you can find it!

It is important to note the following about fighting in Forgotten Island:

  • There is no map of the area, so you will need to rely on yourself to get around.
  • Teleportation scrolls and spells, bookmarking, scrolls of escape and scrolls of resurrection do not work and this place is tough.
  • Most of the island consists of combat zones. The beach where you arrive is one of the few safety zones.
  • Monsters you find on this island are of higher levels than their counterparts on the mainland.
  • When you die, you will restart in a safety zone on the beach. If you quit in a safety zone in Forgotten Island, you may not restart in the same place, so be careful.
  • Forgotten weapons and armor you win from monsters are magically sealed. They can be used, but not to their full ability until you take them to Detector in the Ivory Tower. This NPC can help you unlock the secrets of Forgotten Island’s armor and weaponry. In order for Detector to help you unleash the full power of your new armor and weaponry, you need to give him the item you want unsealed and an ancient scroll. Ancient scrolls are dropped by monsters only in the Forgotten Island area.

NPCs

  • Isvall: Located at the Heine wharf, NPC who will sell you a boat ticket to Forgotten Island.
  • Oblivion: Located at the portal island's dock, NPC who sells tickets for the boat back to Heine.
  • Ishiris: Teleporter at the far west part of the island who can teleport you back to mainland Aden.
  • Tilon: A merchant NPC. His list of items is small — and expensive!
  • Lucky: A teleporter who occasionally shows up near an old house near the center of the island.
  • Detector: NPC in the Ivory Tower at Oren who unseals forgotten items.
  • Chicky: Another merchant occasionally seen on the island.

How You Leave

The best way to leave the island is to find Ishiris, who charges only 1 adena to teleport you to the mainland. If you use Ishiris to teleport from Forgotten Island, you will be sent to a random place in Heine.

Another way you can leave the island is to find Lucky. Lucky is not always available, but you can sometimes find her near an old house. Lucky charges 7 adena to teleport you back to Heine.

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Aden Town

Aden is the capital city of the kingdom of Aden. Its territory expands from the northeast of Heine, all the way to the eastern borders of Giran and Werldern. It is home to Aden Castle, whose crowned Prince (Princess) reigns as King (Queen) over the entire kingdom.

The Tower of Insolence, host to an array of horrific monsters, lurks south of the Twilight Mountains. Lindvior, the wind dragon, has been known to appear in Aden, so when traveling in the region, it's best to keep your eye in the sky.

Aden

The city of Aden surrounds the castle on three sides. It contains an extensive commercial district, a residential district and a slum. There are many hunting grounds to accommodate all levels of players.

  • Pau: Kennel master
  • Sirius: Teleporter
  • Juke: Storage dwarf
  • Kamu: Storage dwarf
  • Karudim: Storage dwarf
  • Timpukin: Storage dwarf
  • Goddess Agata: Restores experience for a fee
  • Defman: Weapons merchant
  • Magus: General merchant
  • Raon: General merchant
  • Fega: Armor merchant
  • Paruit: Fruit juice merchant
  • Bamute: Cursed leather and magic cloak crafter

Great Castle of Aden

The castle of Aden is unique in that there is no outer wall to protect it. Instead there are four guard towers, protected by magic from each of the gods - Eva (water), Maphr (earth), Paagrio (fire) and Sayha (wind).

At least one of these towers must be destroyed before one may attack the guardian tower in the castle. The castle is protected by the royal guards, Order of the Holy Cross, the most elite group of all guardian troops. The crowned Prince (Princess) of Aden Castle rules over all lands in Aden and, as such, has the responsibility and benefits that goes hand in hand with such a position.

  • Biust: Head of the royal guards
  • Timon: Chamberlain
  • Ogi: Storage dwarf

Tower of Insolence

According to legend, this tower is tainted by evil and constructed by an arrogant king who, long ago, sought to challenge the gods. The mystical tower is veiled in clouds from the mid section up and no one really knows how many stories it has.

Incredibly powerful monsters inhabit the tower and only the most skilled of warriors have lived to tell of the nightmares that dwell within those walls.

Twilight Mountains

The Twilight Mountains are a dark and gloomy mountain region to the east of Aden infested with giants. These monsters are what is left of a cruel race that once enslaved humans but were driven out after a long war started by human rebels.

The giants fled into these mountains and hate all living creatures from the very bottom of their putrid hearts. If you should meet them in your wanderings, expect nothing but atrocious barbarity, for they are still enraged over the loss of the war and it has done nothing but fester over time.

It is an unfortunate necessity to traverse this dangerous land in order to reach the Tower of Insolence.

Scar of Lindvior

This is a crater that was formed when the wind dragon, Lindvior, descended from the sky in an attack upon Aden Castle. Lindvior still occasionally drops from the sky in this area - would be adventurers should approach the area with caution.

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Silent Cavern

Only reachable from the mainland via secret stairway in the southwest part of Dragon Valley, Silent Cavern is home of the Dark Elves. Here, players finally get to see the race that has been underground for generations.

This area is dark and dank — be sure you have a light source when you visit! This is where all Dark Elves begin play. Like the Elven Forest, this area has hunting grounds with many levels of creatures, but new Dark Elves may join others in Hidden Valley to train if they wish.

Silent Cavern Village

This is where all new Dark Elves begin play. They may visit Enya and be teleported to Hidden Valley to train with other new players, or may continue into the heart of the village to learn more about the area. Like most other towns in Aden, Silent Cavern Village houses many NPCs that help prepare you for hunting trips in and outside of the Cavern.

  • Enya: Teleports players under level 13 to Hidden Valley.
  • Deanos: Teleports players to various cities in Aden for a fee.
  • Rayearth: Runs a storage house. You must be level 5 or higher to use this service.
  • Sedia: Teaches magic and dark spirit magic.
  • Squalid: The town merchant.
  • Hadesty: Provides healing services in exchange for a bring stone.
  • Kan: Administers the level 15 Dark Elf quest.
  • Ronde: Administers the level 30 Dark Elf quest.
  • Bludika: Administers the level 45 Dark Elf quest.
  • Koup: A dwarven blacksmith who makes special weaponry for the Dark Elves.
  • Pierce: Offers various useful items in exchange for various levels of purified Bring Stones.

Elder Room

Somewhere in this region infested with monsters, there is a secret cave. If you can find the cave, you can enter the Elder Room. This is where Bludika lives; you must find this place to take the level 45 Dark Elf quest.

Silence Ground

Directly south of Silent Cavern Village, Dark Elves will find a hunting ground filled with monsters of beginning to mid-levels. There are a few training dummies that new players can use to level up in the northeastern part of Silence Ground. After level 5, players must try their luck on the creatures in the area. The further you venture into Silence Ground, the more difficult the monsters become.

Stairs

This is a secret passage way to the world above! But be careful— taking it could put you right in the middle of some pretty difficult creatures!

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Island of Dreams

A floating island that roams the skies of Aden, Dream Island can only be reached through Edlin, in the gypsy village near Aden. The island is configured into several hunting areas, connected by a network of bridges, through one central crossing area. The hunting areas are divided into element-specific zones.

Keep in mind that most monsters on the Island of Dreams have varying levels. It is possible to see a monster that looks identical to one you just killed (or one found in other parts of Aden), but it may be a higher level - and therefore more difficult to master; unlike other areas in Aden, monster names on Dream Island do not indicate monster level.

Scrolls of escape and teleportation may not be used in this area. Neither can teleportation spells. Currently, the only way to leave the island is to restart. You will begin play again in the gypsy village near Aden.

A few unique features of this island are:

  • Most of the island is set as a special zone, where no experience points are lost when a character is killed.
  • It is where elixirs can be obtained!

Elixirs are very rare drops that can permanently improve one of your statistics. They are not transferable, so you cannot trade them. On the other hand, since you can't lose experience points for dying here, hunting in the island gives very few experience points as compared to other hunting fields.

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Rated T for Teen

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