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.

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.
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 sells miscellaneous items here and the Harbor Master sells tickets for the boat.
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.
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:
Gereng also administers the start of the level 30 Wizard quest.
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.
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.
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:
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.
There is a small village located near Kent Castle that offers various amenities and services.
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.

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.
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 is 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.

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.
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.
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.
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.

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 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.
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:
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.
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.
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 here 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.

Home to a great expanse of desert and the village of Woodbec, this is one of the larger territories of Aden.
This village is located to the east of Windawood Castle. Strangely, there are no shops that sell equipment.
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.
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.

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 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.
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.

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

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

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.
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.
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.
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.

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.
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.
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.
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.
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.
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.
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.

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:
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.

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.
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.
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.
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.
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.
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.

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.
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.
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.
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!
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:
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.
