Directions
In TFC, the following direction types are used: North, South, East, West, Up, and Down. While other MUDs may use angulars (north-east, for example), TFC does not.
Vortex
When navigating in the vortex, down and south are the safest directions.
If you get blown around, exit down and south and start over. (If that doesn't work, try one west then down and south again.)
For these directions, the first up gets you into the vortex.
Direction | Vortex Drop |
---|---|
us | Hovelton (took) |
uds | Nydia |
uee | Cobblestone Road (To Jack, MoK) |
unn | Hall of Memory |
udenn | Aran (Overlook) |
udnw | Guru (near Gla'shorn - To Jill) |
udds | Lineoth |
uddee | Kuroth |
uddenn | Skull Top |
uddnw | EmDeVille |
u,3d,s | The Isle |
3u,ee | ThistleRock |
u,3d,ee | Cillidillia |
3u,enn | Demon Realm (Agressive) |
u,3d,enn | Scairz (River of Despair) |
4u,s | Half-Elf camp (Jacek) |
4u,e,2n | Midgaard |
u,4d,n,w | Malenest |
5u,2e | DwarvenHold |
5u,e,2n | Mithas |
Other Useful Locations
Jill (to switch to a magic class):
Take the vortex udnw, then: ddsd, nedn, eneu, esun, dssw, ueen, edee, need, esss, sesw, usus, cross maze, exit maze and search South and East. (See The Oort Range map)
Jack (to switch to a non magic class):
Take the vortex uee, then: north and west until "SPLIT" then nwuww. Then from the maze, follow this pattern: nnne nwww nsww nssss nnee sss wee nes (see Mountain of Knowledge map)
*Places Merrick and Guido can be found*
Hovelton -- n 2w 2n 4e of Took Hill (Vortex U S) Merrick
Cilliadillia -- just outside the door to Cilli for Guido
Safehaven -- in Tiber Park'. Guido
Bazaar Stage, 21s of GWR outside MG, then all east until EWS exit room, 4s 3e Merrick
2w of Inn South on GWR, 3S of Bazaar entrance Merrick
Goldsmith in MG, Enter West Gate 5s e all south, w Merrick
1n of Thief Guild in LL, Merrick
SW side of DH, Dead End Merrick
2-3w of fountain in Kuroth Guido
Revolutionary in Aaracity Merrick
1e of fountain on NYdia Guido
1 s 3 west from Rowengard Temple Merrick
Vortex entrace/exit War'loov's Guido
Outland Frontier (3rd Continent):
Go to the 'Mouth of the Inzerre', which is North of Lake Stillwater. From there: 9n 2e s e -or- 2e 6n e n
Altibia
South of Nydia
4s e 8s 2w s e 2s 3e n e s e
Then head north on the River, east when you cannot go north,
until you reach the sea. Head eastward Along the Coast,
go south whenever possible. Then Up onto the Beach, 2E, D and North into Altibia.
Cannibal Island
From Docks on GWR
17s 2w all north
Shipwreck
From Docks on GWR
5 s 1 e 7s 5e u
To Wintermeet
From the GWR at MG go 7s e s 4e n e 2n 8e 2s 2e 2u 10e 2n 2e 2s 4e 5s w 3s 17e s e n e5e 3s into saferoom
OR
Vortex U s, then s w n w 2s e 5s w 3s 17e s e n 5e 3s e into Saferoom of WM
To Magistrate
Either follow walking directions from "To Jack" (see above)
OR
Use the vortex to get to the Mount of Knowledge vortex drop (U EE) Then w 4n u 2n w 2u n u 2n open east, 3e and bounty/paybounty away. For Bribing, go 2w and n of Magistrate and bribe the clerk. BRIBE 2000 (2k increments give the best results)
To Adventurer's Inn (Baldrics/brass-trimmed beltpouches/Bethany *shudder*)
Either follow walking directions from "To Jack" (see above)
OR
Use the vortex to get to the Mount of Knowledge vortex drop (U EE)
Then w 4n u 2n w 2u n u all North, open N, and in you go.
The mobs wander. Pheather the Aarakocran sports the fashionable Baldric while
Merrit the Rogue usually has a fresh supply of beltpouches.
- WARNING*** Only players 35+ with sanc and heals or experienced players should enter.
Ruffians and Tipsy Revellers are AGGRO.
From GWR outside of MG All N (into the Inn in Ofcol) E 2N e All North, All East, until you can go N again, N 2w n 3w n d 3-4w s Kill Dwarven Warrior for the Key, get Smelty Key unlock south, open south, all South, w, (fast) d 4w u Head Hunter is in the SE corner with rattraps 1E of him.
To Egg casings/Sanguina (Vampires)
From Nydia fountain (U D S)
4s e 8s 2w s e 2s 3e n e s 5e 2s 3e 8n and then 2 east to where the eggs pop
To The Ent Forest
From Nydia Vortex drop (U D S)
4s e 2s e all north, follow the Lower Tiber River, at the split,
go E 2n all west, and follow the trail through the Oaks, at the
split UES go 2s, u w d, Valley of the Mist.
From here, 4w. Now mark the room. Drop something, make lights, springs, something.
One of these exits will take you to a NS exit room, from there go N.
If you choose the wrong one, wander until you find either that UW exit room
you came in from, or the room you marked. Once you find the NS room,
all north into Ents.
dmg(2) ND held on Oak Tender, svs(-3) birchwood rod on Birch Tender.
To Harper's Landing
From Malenest vortex drop(temple)'ok, you need to go 2e, all south,
follow trail southeastern
To Jacek Half-elf Camp
From GWR west of MG
9w 8s w s w 2s e
To Kharad Delving
From Thalos Pass (See Livng Lands below)
7w 2u n e open n, n is the safe room. *Cure light fountain*
(good for waiting out disease)
There are Guards on the main and upper levels,
Queen/King and Royal Guards are s w and above,from the saferoom.
Smelters are 1lvl below entrance, Miners are 2lvls below.
To Living Lands
From the GWR at MG go 7s e s 4e n e 2n 8e 2s 2e 2u 10e
2n 2e 2s 4e 5s w 4s 2w 2s (Thalos Pass)
3e and then up into LL2'.
OR
U S in Vortex, then s w n w 2s e 5s w 4s 2w 2s (Thalos Pass)
3e and up into LL2
To Lizard Swamp
From GWR outside of MG
7s e s 4e n e 2n and east.
To Longship
From Mouth of In'zerre
10n 3w all north, circle west to the Lagoon, enter, Ladder.
Info on The Mystic Wood
to get to Iyrea, Altibian warrior u dd n w in vortex (Emdeeville) 2n 2w all south follow path At the split, 2e s 2e 2s d 2e u 2e n 2e s e open tree and get round key first w, open south, s w 6s "Water?" 3e "Dark Silence"
w s "Blackness"
n "Blind" e " Ward of fog" e "Village of the World"
e "Crackling Campfire" s "Large Wooden Cabin" -- Iyrea Altibian Soldier
From entrance --
south south east to Uncommon View
Open east, continue east east east up south south east south west west to sharp canyon.'
To get to SAFE/RECALLABLE (nospell) room.
Head all North and Eastward in the mazelike rooms.
Head all East into Narrow Crevice.
Then North into an Adventurer's Sandwich.
Both yield "Yeooowwwwwwwwwwww! You could have been killed!"
Then E, will yield the same, 2N (Cave) open west, w (Ancient Trees), w Is recallable.
In case of wrong turn
from "Blackness" e "Fogside Cliffs"
n "Partial Light" n "Dark Silence" w "Blanket of Obscurity" s "Blackness"
To Old Thalos (Thieves -- 4/4 enchant scrolls)
From Thalos Pass (See Living Lands above) Go All south, w all south,
about 7W You will run into Lamias, small aggressive (Evil aura) mobs.
From the 2ns NESW exit room
go 2S and pick the desk, open desk, tattered scroll inside, pops to 4/4 enchant.
To Pyramid (Dusty parchment 4/5enchant on the "Old Woman")
From Thalos Pass (See Living Lands directions above)
All South, W S East into the Great Eastern Desert.
MAZE ZONE TACTICS -- Head South/East there will be Markers.
You are looking for Marker that reads "III" when you LOOK at it.
From there head 2e N into the Pyramid.
Then all East, all North, 3-4West (Get to the very middle of the Pyramid)
then open south, south (Maggots)
Up, open North, N, 2-3e all south, 2-3w open North, North,
Up, open South, South, 1-2e all N, 1-2w, open south, south. Down. SAFE.
One of the rooms to the N E S or W will be the 'Old Woman' (Wimpy mob)
You do NOT want her fleeing into SAFE. Remove weapon and all dmg before engaging.
Clerics/Shamans -- Fear her, let her flee around and around. Once she goes Down, follow, and kill.
Mages -- Mark several balls of light and give to her prior to engaging, then attack, and teleport her away. Portal to her and kill.
Rakastas -- ie. Molotov Isle
From Docks on GWR.....s w 10s 5w 4n'
Riverdale Plantation/To Snake Temple
From Nydia vortex drop (U D S) 4s e 2s fly 2w all south, e 2s 3e 3s 2w 2s e s
2e 2s e s 4e 3s w 2s w 4s 2w 4s 2e s e 4s 2w s 3e s e s 2e s w s
Now west to Snake Temple. South to Riverdale.
Snake Temple -- 3w open w, w, open s, s, e, n into Queen's room.
Snake whip is on Serpent Queen, it pops to average 8.
Riverdale -- 2s e 4s 3e n is Safe room The Gazebo. Have fun
(If you wander onto "Fading Path" a dead end in "Vines.." or onto a "Jungle Man" you have gone the wrong way, retrace, and try to continue going south when possible.)