Everquest Online Adventures(tm)
       Location & Zone Guide
           Version .006
          (C)2003 Yamama
Contact address: [email protected]
      Legal info in Section 8.

**************************************************************************
Important: This guide is to help players find their way across the vast
regions of Everquest Online Adventures for the Playstation 2. Reading the
"How to Use" section will instruct the reader how to use this guide. (duh)
If you're new to this guide, don't skip this section as it explains the
various naming and numbering systems used by the guide and the game itself.
Skipping this section will be particularly confusing for most players.
**************************************************************************

    ------------------
    Table of Contents.
    ------------------
Section 1: How to Use this Guide.
Section 2: Zone Listing by Number.
Section 3: Alphabetical Listing by Zone Name.
Section 4: In Depth Zone Guide.
Section 5: How do I find...?
Section 6: Comments.
Section 7: Version History.
Section 8: Legal Info.

**************************************************************************
---------------------------------
Section 1: How to use this guide:
---------------------------------
EQOA is a vast world made up of roughly 195 Zones (sometimes referred to as
Regions). Imagine a 13 x 15 grid of squares, each square being it's own Zone.
That's the EQOA world. Each one of these Zones has a 4 digit number assigned
to it. These numbers explain where, in relation to the other Zones, that a
particular Zone resides. The first two digits represent the East-West
relation, and the second two digits represent the North-West relation.

The North-Western most Zone is Zone number 0001 (for some reason, the Zones
did not start with the number 0000). Let's break this down. The first two
digits, in this case 00 means that its East-West relationship are as far West
as possible. The numbers increase as you move further East. Now the second set
of digits, in this case 01, means that the Zone is furthest North. The numbers
increase as you mover further South.

Let's look at an example using a popular Zone frequented by many players,
Highpass Hold. Highpass Hold is Zone number 0706. This means that it is 7 (07)
Zones East of the Western boundary and 6 (06) Zones South of the Northern
boundary. Why bother explaining this? Well this makes it easy to figure out
how to make a journey from one Zone to another without needing to take a long
winding road (no Beatles pun intended) to get to where you're going.

For example if a player was in Bastable Village (Zone 0806) and wanted to
travel to Neriak (Zone 1103) the most common path would be to travel East 3
Zones to Freeport (Zone 1106) following the roads. Once in Freeport, the
player would follow the river (or ocean shore) North 3 more Zones until
they reached Neriak. This would be a waste of time if one was in a hurry to
get to their destination.

Knowing that Bastable Village is Zone 0806 and Neriak is Zone 1103 would allow
the player to figure out that by traveling due Northeast that they would only
need to travel a mere 3 Zones cross country.

[Side note: I was a Beta tester for EQOA and had access to on screen GPS-like
info showing me the Zone name, Zone number, East-West position in the Zone,
North-South position in the Zone, and elevation position. I wrote down the
Zone names and numbers during the Beta period and have been filling in the
missing Zones now that I am a subscriber to the retail version. I only
recently decided to buy the game, that is why this guide did not come out
sooner.]

Now that the Zone numbering system is explained a small chart is in order.
It shows exactly where all the Zones are in relation to each other. Use this
to figure out where you are and where you need to go if you get confused.

******************************************************************
******************************************************************
******************************************************************
------------------------------------------------------------------
|0001|0101|0201|0301|0401|0501|0601|0701|0801|0901|1001|1101|1201|
------------------------------------------------------------------
|0002|0102|0202|0302|0402|0502|0602|0702|0802|0902|1002|1102|1202|
------------------------------------------------------------------
|0003|0103|0203|0303|0403|0503|0603|0703|0803|0903|1003|1103|1203|
------------------------------------------------------------------
|0004|0104|0204|0304|0404|0504|0604|0704|0804|0904|1004|1104|1204|
------------------------------------------------------------------
|0005|0105|0205|0305|0405|0505|0605|0705|0805|0905|1005|1105|1205|
------------------------------------------------------------------
|0006|0106|0206|0306|0406|0506|0606|0706|0806|0906|1006|1106|1206|
------------------------------------------------------------------
|0007|0107|0207|0307|0407|0507|0607|0707|0807|0907|1007|1107|1207|
------------------------------------------------------------------
|0008|0108|0208|0308|0408|0508|0608|0708|0808|0908|1008|1108|1208|
------------------------------------------------------------------
|0009|0109|0209|0309|0409|0509|0609|0709|0809|0909|1009|1109|1209|
------------------------------------------------------------------
|0010|0110|0210|0310|0410|0510|0610|0710|0810|0910|1010|1110|1210|
------------------------------------------------------------------
|0011|0111|0211|0311|0411|0511|0611|0711|0811|0911|1011|1111|1211|
------------------------------------------------------------------
|0012|0112|0212|0312|0412|0512|0612|0712|0812|0912|1012|1112|1212|
------------------------------------------------------------------
|0013|0113|0213|0313|0413|0513|0613|0713|0813|0913|1013|1113|1213|
------------------------------------------------------------------
|0014|0114|0214|0314|0414|0514|0614|0714|0814|0914|1014|1114|1214|
------------------------------------------------------------------
|0015|0115|0215|0315|0415|0515|0615|0715|0815|0915|1015|1115|1215|
------------------------------------------------------------------
******************************************************************
******************************************************************
******************************************************************

Now with the numbering system fully explained, only one other explanation is
needed. A recent update to EQOA is the division of Zones into smaller sections.
This allows players to find each other more easily by hitting Start and
looking at their Location. Just after the Zone is a location indicator, more
specifically a direction. Each Zone is divided up into a 3 x 3 grid. The center
square is surrounded by 8 squares. Here is a simple chart which is pretty much
self-explanatory. (The C, of course, stands for Center.)

*****************
*****************
*****************
-----------------
| NW |  N  | NE |
---------------
| W  |  C  |  E |
---------------
| SW |  S  | SE |
-----------------
*****************
*****************
*****************

If a player knew that Darvar Manor is in Jared's Blight (E) (0506) and was
currently in Jared's Blight (SE) according to their Location, they'd know that
travelling a short distance to the North would get them to Darvar Manor. This
is a great asset to the game and makes it easier to find specific locations.
**************************************************************************
---------------------------------
Section 2: Zone Listing by Number
---------------------------------
[Note: This section Lists each Zone by number. It is a quick reference
section to use when figuring out where a specific Zone is in relation to the
other Zones in Tunaria. Use this section and the chart in Section 1 to figure
it out.]

------------------
0001: NW Boundary..
0002: Open Sea**.
0003: Open Sea**.
0004: Open Sea**.
0005: Open Sea**.
0006: Open Sea**.
0007: Open Sea**.
0008: Open Sea**.
0009: SW Boundary.
0010: Inaccessible Zone*.
0011: Inaccessible Zone*.
0012: Inaccessible Zone*.
0013: Inaccessible Zone*.
0014: Inaccessible Zone*.
0015: Inaccessible Zone*.
------------------
0101: Permafrost.
0102: Zentar's Keep.
0103: Bogman Village.
0104: Mariel Village.
0105: Wyndhaven.
0106: Whale Hill.
0107: Qeynos.
0108: Qeynos Prison.
0109: Highbourne.
0110: Inaccessible Zone*.
0111: Inaccessible Zone*.
0112: Inaccessible Zone*.
0113: Inaccessible Zone*.
0114: Inaccessible Zone*.
0115: Inaccessible Zone*.
------------------
0201: Coming soon.
0202: Coming soon.
0203: Coming soon.
0204: Coming soon.
0205: Jethro's Cast.
0206: Crethley Manor.
0207: Hagley.
0208: Druid's Watch.
0209: Stone Claw.
0210: Inaccessible Zone*.
0211: Inaccessible Zone*.
0212: Inaccessible Zone*.
0213: Inaccessible Zone*.
0214: Inaccessible Zone*.
0215: Inaccessible Zone*.
------------------
0301: Coming soon.
0302: Coming soon.
0303: Coming soon.
0304: Murnf.
0305: Surefall Glade.
0306: Fog Marsh.
0307: Bear Cave.
0308: Spider Mine.
0309: Aviak Village.
0310: Inaccessible Zone*.
0311: Inaccessible Zone*.
0312: Inaccessible Zone*.
0313: Inaccessible Zone*.
0314: Inaccessible Zone*.
0315: Inaccessible Zone*.
------------------
0401: Frosteye Valley.
0402: Guardian Forest.
0403: Gramash Ruins.
0404: Spirit Talker's Wood.
0405: Wymondham.
0406: Al Kared Ruins.
0407: Blakedown.
0408: Mayfly Glade.
0409: Urghunt's Wall.
0410: Inaccessible Zone*.
0411: Inaccessible Zone*.
0412: Inaccessible Zone*.
0413: Inaccessible Zone*.
0414: Inaccessible Zone*.
0415: Inaccessible Zone*.
------------------
0501: Halas.
0502: Freezeblood Village.
0503: Diren Village.
0504: Mt. Hatespike.
0505: Blackburrow.
0506: Jared's Blight.
0507: Alseop's Wall.
0508: Forkwatch.
0509: South Crossroads.
0510: Widow's Peak.
0511: Kelinar.
0512: Gerntar Mines.
0513: Oggok Gate.
0514: Mila's Reef.
0515: Open Sea**.
------------------
0601: Snowfist.
0602: Goldfeather Eyrie.
0603: Moradhim.
0604: Baga Village.
0605: Merry-by-Water.
0606: Bandit Hills.
0607: Strag's Rest.
0608: Salt Mine.
0609: Centaur Valley.
0610: Coming soon.
0611: Coming soon.
0612: Elephant's Graveyard. (Unconfirmed)
0613: Coming soon.
0614: Coming soon.
0615: Open Sea**.
------------------
0701: Greyvax's Caves.
0702: Snafitzer's House.
0703: Shon-To Monastery.
0704: Misty Thicket.
0705: Runnyeye.
0706: Highpass Hold.
0707: Trail's End.
0708: Dshinn's Redoubt.
0709: Coming soon.
0710: Coming soon.
0711: Tak'Xiz.
0712: Tak'Xiz South.
0713: Lake Noregard.
0714: Dinbak.
0715: Open Sea**.
------------------
0801: Fayspire Gate.
0802: Fayspires, Tethelin.
0803: Thedruk.
0804: Rivervale.
0805: Moss Mouth Cavern.
0806: Bastable Village.
0807: Ferran's Hope.
0808: Desert Hate.
0809: Coming soon.
0810: Coming soon.
0811: Tak'Xiv.
0812: Takish'Hiz.
0813: Burial Mounds.
0814: Stone Watchers.
0815: Open Sea**.
------------------
0901: NE Mountain Boundary.
0902: Kara Village.
0903: Castle Felstar.
0904: North Kithicor.
0905: Saerk Towers.
0906: Tomb of Kings.
0907: Deathfist Forge.
0908: Deathfist Citadel.
0909: Coming soon.
0910: Coming soon.
0911: Oasis.
0912: Sea of Lions.
0913: Ant Colonies.
0914: Brokenskull Rock.
0915: Open Sea**.
------------------
1001: Inaccessible Zone*.
1002: Klick 'Anon.
1003: Collonridge Cemetery.
1004: The Green Rift.
1005: Mu Lin's Reach.
1006: Temple of Light.
1007: Northwestern Ro.
1008: Muniel's Tea Garden.
1009: Al Farak Ruins.
1010: Sycamore Joy's Rest.
1011: Great Waste.
1012: Slithtar Hive.
1013: Sslathis.
1014: Basher's Enclave.
1015: Open Sea**.
------------------
1101: Inaccessible Zone*.
1102: Rogue Clockworks
1103: Neriak, Nektulos.
1104: Bobble-by-Water.
1105: Hodstock & Temby.
1106: Freeport.
1107: Northern Ro.
1108: Open Sea**.
1109: Open Sea**.
1110: Open Sea**.
1111: Elemental Towers.
1112: Hazniak.
1113: Guk.
1114: Grobb.
1115: Open Sea**.
------------------
1201: Inaccessible Zone*.
1202: NE Boundary.
1203: Open Sea**.
1204: Open Sea**.
1205: Open Sea**.
1206: Open Sea**.
1207: Open Sea**.
1208: Open Sea**.
1209: Open Sea**.
1210: Open Sea**.
1211: Open Sea**.
1212: Open Sea**.
1213: Open Sea**.
1214: Open Sea**.
1215: Open Sea**.
------------------

* Inaccessible Zones are Zones which are, you guessed it, not accessible. There
is some obstruction, either a mountain or an invisible barrier which prevents
the player from entering it. Since EQOA is an ever changing world, it's quite
possible that at some point, those areas will be inhabited and/or accessible.

**Open Sea is a generic Zone name referring to any Zone comprised completely
of water. It is pretty much useless as a guide to figuring out where you are
unless you know where you've been. I did not choose the name for it. ;) If
you're in an Open Sea Zone and you're not sure how you got there or where
you're going, use your Return Home Spell. This will save you a lot of confusion
and time. Some areas have multiple Open Sea Zones adjacent to each other and
a player could literally be swimming for hours if lost.

**************************************************************************
---------------------------------------------
Section 3: Alphabetical Listing by Zone Name.
---------------------------------------------
[Note: This section is useful as a reference to look up the Zone Number of a
particular Zone. In a Zone? Not sure how far you from another Zone? Use this
section and the chart in Section 1 to figure it out.]

-------------------------
Al Farak Ruins - Zone 1009
Al Kared Ruins - Zone 0406
Alseop's Wall - Zone 0507
Ant Colonies - Zone 0913
Aviak Village - Zone 0309
-------------------------
Baga Village - Zone 0604
Bandit Hills - Zone 0606
Basher's Enclave - Zone 1014
Bastable Village - Zone 0806
Bear Cave - Zone 0307
Blackburrow - Zone 0505
Blakedown - Zone 0407
Bobble-by-Water - Zone 1104
Bogman Village - Zone 0103
Brokenskull Rock - Zone 0914
Burial Mounds - Zone 0813
-------------------------
Castle Felstar - Zone 0903
Cazic-Thule - Zone 0614
Centaur Valley - Zone 0609
Collonridge Cemetery - Zone 1003
Crethley Manor - Zone 0206
-------------------------
Deathfist Citadel - Zone 0908
Deathfist Forge - Zone 0907
Desert Hate - Zone 0808
Dinbak - Zone 0714
Diren Village - Zone 0503
Druid's Watch - Zone 0208
Dshinn's Redoubt - Zone 0708
-------------------------
Elemental Towers - Zone 1111
Elephant's Graveyard - Zone 0612 (Unconfirmed)
-------------------------
Fayspire Gate - Zone 0801
Fayspires, Tethelin - Zone 0802
Ferran's Hope - Zone 0807
Fog Marsh - Zone 0306
Forkwatch - Zone 0508
Freeport - Zone 1106
Freezeblood Village - Zone 0502
Frosteye Valley - Zone 0401
-------------------------
Gerntar Mines - Zone 0512
Goldfeather Eyrie - Zone 0602
Gramash Ruins - Zone 0403
Great Waste - Zone 1011
Green Rift, The - Zone 1004
Greyvax's Caves - Zone 0701
Grobb - Zone 1114
Guardian Forest - Zone 0402
Guk - Zone 1113
-------------------------
Hagley - Zone 0207
Halas - Zone 0501
Hazniak - Zone 1112
Highbourne - Zone 0109
Highpass Hold - Zone 0706
Hodstock & Temby - Zone 1105
-------------------------
Inaccesible Zone*
-------------------------
Jared's Blight - Zone 0506
Jethro's Cast - Zone 0205
-------------------------
Kara Village - Zone 0902
Kelinar - Zone 0511
Klick 'Anon - Zone 1002
-------------------------
Lake Noregard - Zone 0713
-------------------------
Mayfly Glade - Zone 0408
Mariel Village - Zone 0104
Merry-by-Water - Zone 0605
Mila's Reef - Zone 0514
Misty Thicket - Zone 0704
Moradhim - Zone 0603
Moss Mouth Cavern - Zone 0805
Mt. Hatespike - Zone 0504
Mu Lin's Reach - Zone 1005
Muniel's Tea Garden - Zone 1008
Murnf - Zone 0304
-------------------------
NE Boundary - Zone 1202
Neriak, Nektulos - Zone 1103
North Kithicor - Zone 0904
Northern Ro - Zone 1107
Northwestern Ro - Zone 1007
NE Mountain Boundary - Zone 0901
NW Boundary - Zone 0001
-------------------------
Oasis - Zone 0911
Oggok Gate - Zone 0513
Open Sea**
-------------------------
Permafrost - Zone 0101
-------------------------
Qeynos - Zone 0107
Qeynos Prison - Zone 0108
-------------------------
Rivervale - Zone 0804
Rogue Clockworks - Zone 1102
Runnyeye - Zone 0705
-------------------------
Saerk Towers - Zone 0905
Salt Mine - Zone 0608
Sea of Lions - Zone 0912
Shon-To Monastery - Zone 0703
Slithtar Hive - Zone 1012
Snafitzer's House - Zone 0702
Snowfist - Zone 0601
South Crossroads - Zone 0509
Spider Mine - Zone 0308
Spirit Talker's Wood - Zone 0404
Sslathis - Zone 1013
Stone Claw - Zone 0209
Stone Watchers - Zone 0814
Strag's Rest - Zone 0607
Surefall Glade - Zone 0305
Sycamore Joy's Rest - Zone 1010
SW Boundary - Zone 0009
-------------------------
Takish'Hiz - Zone 0812
Tak'Xiv - Zone 0811
Tak'Xiz - Zone 0711
Tak'Xiz South - Zone 0712
Temple of Light - Zone 1006
The Green Rift - Zone 1004
Thedruk - Zone 0803
Tomb of Kings - Zone 0906
Trail's End - Zone 0707
-------------------------
Urghunt's Wall - Zone 0409
-------------------------
Whale Hill - Zone 0106
Widow's Peak - Zone 0510
Wymondham - Zone 0405
Wyndhaven - Zone 0105
-------------------------
Zentar's Keep - Zone 0102
-------------------------

* Inaccessible Zones are Zones which are, you guessed it, not accessible. There
is some obstruction, either a mountain or an invisible barrier which prevents
the player from entering it. Since EQOA is an ever changing world, it's quite
possible that at some point, those areas will be inhabited or accessible.

** Open Sea is a generic Zone name referring to any Zone comprised completely
of water. It is pretty much useless as a guide to figuring out where you are
unless you know where you've been. I did not choose the name for it. ;) If
you're in an Open Sea Zone and you're not sure how you got there or where
you're going, use your Return Home Spell. This will save you a lot of confusion
and time. Some areas have multiple Open Sea Zones adjacent to each other and
a player could literally be swimming for hours if lost.
**************************************************************************
------------------------------
Section 4: In Depth Zone Guide
------------------------------
[Note: This section is also in alphabetical order to make it easy to locate
the Zone you are looking for. It has a detailed listing of the Zone and describes
many important, prominent, or interesting locations within the Zone. Use it to
familiarize yourself with the location of Towns, Coachmen, Quest Objectives,
or other interesting places.]

[Side note: Since this guide is still at an early stage, I will start out with
minor information and add more detailed info later. Quick easy references
first, more specific details later.]

Coming soon, more content.
**************************************************************************
----------------------------
Section 5: How Do I Find...?
----------------------------
[Note this section is to help the player locate commonly confusing Quest
locations, coachmen, towns, and Zones. If you are having trouble locating
such a place email me and I may include it in an update.]

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
"How do I get to Blakedown (0407) from Highpass Hold (0706)?"
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

[Note: It helps to have Spirit of the Wolf or Accelerando for this journey as
it speeds up the process. There are two places where "Red Faced" guards patrol
the road, but for the most part the road is safe.]

First, see the section below about getting to Darvar Manor from Highpass
Hold (0706). Once you have done that come back to this section.

From Darvar Manor, exit the estate and head South down the road. You'll pass
the Black Swan Inn (it will be on the right) not far down the road. You will
cross into the Alseop's Wall (0507) Zone.

After a while you will pass a Gypsy camp that has a road nearby. The road is
marked with a "Withered Signpost" this road leads to Forkwatch (0508). Pass by
this road and ignore it. I only mention it for landmarks to let you know you're
heading in the right direction.

You should come to a fork in the road further down the line. One branch of it
heads to the West. Take this West branch which will lead you into the
Blakedown (0407) Zone, not far into it and across a bridge is the town itself.

++++++++++++++++++++++++++++++
"How do I get to Dark Solace?"
++++++++++++++++++++++++++++++

[Note: If you're a "Good" character, you're not going to be welcome in Dark
Solace. This is a haven for "Evil" characters. As with most long journeys, Spirit of the Wolf, is a great asset to this one.
You'll be running through some dangerous areas and it helps to be faster than
the monsters, just in case.]

The simplest (and safest way) to get there is to start from Darvar Manor. Head
East for a short jog and jump into the river. Head South. Stay on the surface
of the water and the enemies should ignore you. The river will eventually turn
West and you'll come to a lock in the river near Forkwatch.

Hop up on shore and navigate around the lock, then jump back in the river. The
shore isn't safe, but the river is.

Make your way close (but not too close) to the bridge and head up onto shore
again. Your goal here is to avoid the guard on the bridge and head South down
the road it's connected to.

This is the hairy part. There are a lot of dangerous enemies on this road,
but thankfully you don't need to stay on it long. Just be aware of where they
all are and when you get to an East/West junction head West.

There will be a hill, immediately on your left. As soon as you pass this hill,
turn left (Southerly) and head in between that hill and another to the West of
it.

You should see something in the distance (up on a higher hill/mountain) begin
to come into focus. This is Dark Solace. You know you're in the right place
when you meet up with some people who are religious fanatics extolling the
virtues of plagues.

Make your way inside and in a room with a pool (with Golum-type pet in the
pool) you will find a man who asks you if you are truly evil. Tell him yes and
he will open a path for you to get to the Coachman, Spiritmaster, Forge Smithy,
etc.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
"How do I get to Darvar Manor from Highpass Hold (0706)?"
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Darvar Manor is a common hub location, a gathering place where many travelers
pass through or meet up. It is near many common quest locations, or at least
connects to them from other areas of Tunaria. It has a Coachman and a
Spiritmaster. Many players need to get to Darvar Manor from Highpass Hold (0706)
in order to move on to the Western areas of Tunaria. This is especially true
when players are completing the Level 17 Armor quests. Much misinformation has
been given about how to get to Darvar Manor and areas West so here is how to get
there trouble free...

[Note: This is a very long journey and Spirit of the Wolf or Accelerando is a
great asset. Also, it's not a bad idea to take friends along so they may also
sign the ledger at DM. There is at least one spot where there are enemies that
may be on the road (occasionally), but for the most part the road is very safe.
If you're around Level 17 it's not advisable to stray from the road as many of
the enemies on this journey are "Red" to you. Stay on the road and you'll be
safe.]

From the Coachman in Highpass Hold (0706), exit the door nearby to go outside.
Follow the road leading down and winding around, exiting the city area.
Basically the whole journey is staying on this road, but that doesn't tell the
whole story. Even though Darvar Manor is due West of Highpass Hold (0706), the
road doesn't take you straight West. It is a winding road with twists and turns
that lead you through 3 other Zones before reaching your destination. As I said
this is a long trip.

From Highpass Hold (0706); you will pass through Trail's End (0707), then
Strag's Rest (0607), then through Bandit Hill's (0606). As you are leaving
Bandit Hills (0606), you will see a huge bridge. This thing is so massive you
could drive a Castle across it. ;) By the time you get across the bridge, you
will be in the Jared's Blight (0506) Zone.

There will be a road leading North and South ahead of you, turn North. Just a
short jog and you will see a house on the right hand side. This is Darvar
Manor.

Darvar Manor is located in Jared's Blight (E) (0506).

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
"How do I find the Spider Mine from Highpass Hold (0706)?"
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

**********
Oops Alert

It seems that I incorrectly confused a tomb with Grave Spiders in it for the
Spider Mine. Upon a second visit to what I thought was the Spider Mine, I
realized my error. The directions below will earn you the Silk that you need
for the Level 17 Armor Quest. I will fill in the directions to the real Spider
Mine when I have more time. In the meantime, use these instructions to earn
your armor. Sorry about the confusion.

++++++++++
Update: It turns out that this is indeed the correct place to go, but it is
incorrectly called "The Spider Mine" in the Quest instructions. It is not in
the Spider Mine Zone, nor is it a Spider Mine at all. It is a tomb and I am
unsure why this has not been corrected by the Dev. Team. The actual Spider Mine
in the Spider Mine Zone is way too rough for even a team of Level 17 players.
From what I could tell from looking around the actual Spider Mine, there were
no Grave Spiders to be found in it. As this isn't the only Quest that's been
inaccurate in its instructions, I am fairly certain this is an error.
++++++++++

**********

[Note: If you're on your Level 17 Armor Quest, take at least one friend along
as there are multiple enemies in the Spider Mine.]

Follow the instructions above for getting to Blakedown (0407) from Highpass
Hold (0706). Come back here when you've gotten that far.

From Blakedown (0407), stay on the main road and continue in a Westernly
direction. You'll pass into the Bear Cave (0307) Zone. There are some farms
you'll pass by. Stay on this road and occasionally check your Location by
hitting the Start button and checking the menu. When you cross the border from
Bear Cave (W) (0307) into Hagley (E) (0207) you'll see a small mountain on
your left. Turn South and a little bit West so that you pass by the mountain on
the left hand side (in other words, the mountain will be on your right). Head
up and over the smaller section of the mountain and as you begin to descend you
should see the entrance to the Spider Mine. This is a short trip from the road.



**************************************************************************
--------------------
Section 6: Comments.
--------------------

June 8th, 2003:

This Guide may expand into other areas as time permits. As for now it is
simply a Zone Guide.

---

June 12th, 2003:

Two days after I posted this Guide I was contacted by Daniel from Cheats.de
for permission to host the Guide on his site.

The next day I was contacted by Hilary from FAQs.IGN also asking for
permission.

I must be doing something right as this was quite a quick response from both
of them. This is especially true since at this point, the guide is still
incomplete.

The reason I bring this up is that I would like to hear from you, the reader.
Let me know if this guide is helpful and if you have any comments on it. Also
if you find any errors or typos, please let me know. It's becoming quite a
fact-filled guide and keeping everything straight is getting more and more
challenging as the guide becomes larger.

Email me at:

[email protected]

---

June14th, 2003:
Leo Chan from Neoseeker contacted me a day after I wrote the previous
comment. I have given permission for the Guide to be on his site also.

Also good news is that I mapped enough since the last update that I only
have 26 Zones left to map until that section of the Guide is finished.
Not too shabby for a guy writing this in his spare time; while trying to
level up his character, help friends, do Quests, and still have time to
eat and sleep. ;)

---

June 24th, 2003:
I've been busy both in the EQOA game and in real life, which gives me little
time to update this guide. I have some "How Do I Find...?"'s to add, but
those will have to wait until another update.

---

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Section 7: Version History
--------------------------
Version .001: June 8th, 2003. Submitted and approved by GameFaqs.
             Contained a listing of 75-80 Zones.
Version .002: June 9th, 2003. Added "How Can I Find...?" Section.
             I put directions for a few hard to find spots that
             players commonly have trouble locating in the game.
Version .003: June 10th, 2003. Added about 14 new Zones to the list. This
             is the halfway mark of having all Zones listed.
             Corrected some faulty info about the Spider Mine.
             Added Dark Solace info to the "How Can I Find...?" Section
Version .004: June 12th, 2003. Added roughly 17 new Zones to the list.
             Updated Legal Info to reflect the addition of Cheats.de and
             FAQs.IGN as permitted sites where this Guide will be hosted.
Version .005: June 14th, 2003. Added information for a whopping 55 Zones.
             This means only 26 Zones left to be listed before the Sections
             2 and 3 are completed. Also added Neoseeker as permitted
             host site. This is reflected in the Legal Info Section. Corrected
             a minor error in stating the amount of Zones in the game. Also
             corrected a couple of grammatical errors and typos in Section 1.
Version .006: Added 9 new Zones and one unconfirmed Zone. Zone 0612 has been
             reported to be Elephant's Graveyard. I have not had time to
             confirm this as of yet. Since I am 90% sure of the accuracy, I
             have included this Zone in this version with the status of being
             currently unconfirmed. Only 16 Zones to go before completion.
             Updated some info about the Spider Mine/Grave Spiders in the "How
             Do I Find...?" Section
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----------------------
Section 8: Legal Info.
----------------------
This guide is the property of me, Yamama. This guide is currently hosted on
4, and only 4 websites. These sites are:

GameFAQs http://www.gamefaqs.com/
Cheats.de http://www.cheats.de/
FAQs.IGN http://faqs.ign.com/
Neoseeker http://www.neoseeker.com/

I have given permission to no other websites, other than the 4 listed above,
to use the content within. Webmasters wishing to host this guide
should contact me at the following address:

[email protected]

I am not an unreasonable person, it just takes a lot of time and hard work to
compile the information in it. It takes additional hard work and time to
deliver it in a clear and complete manner. Do not steal what you did not
work on, it is not yours. Contact me and it's possible to make arrangements
that will benefit both parties.
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