Far Harad Guide

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This guide was written by Tash.


I should first note the general layout of the region. The borders of the region on the west, south, and east are beach while the northwestern is mountainous and north/northeastern desert. The center of the map consists of plains on top of a large plateau, with cliffs leading down to the fertile Bunabo Valley. Also near the center of the region is a vast marsh with a swamp and forest to the south. In the southeastern part of the region is what's called the Eastern Forest and is noted to be the best hunting ground in Arda. There are many towns in Far Harad which you can easily see the location of by reading the map that comes with all survival gear. If for some reason you don't have any, you can find a map of the region (and all other regions) at the MUD's site. Maps of most of the towns in the evil lands can be found on the Durbatuluk guild site, here.


The western border is seperated from the rest of the region by a large mountain range, and has the two numenorean towns Azrakadar and Azrazayan on the coast.

Azrakadar is the main port town of the numenorean, and they've been having troubles with some traitors. Morgan in the port will train necromancers, and he has a secret he'll share with those who help him. There are some good newbie quests here for quick gold or weapons. You can play a codebreaker game in the bar. Azrakadar has a high paying shop that stocks survival gear incase you lose yours or reach level 5. The peasants in the northeast section of the town all carry a small amount of gold and are pretty easy to kill at levels 2-3. The slugs and beetles are also good for experience at level 1. Heading north up the road, you'll soon come to Azrazayan. Northeast is Azmaroth's west signpost, and east a pass through the mountains on the way to Turseg.

Azrazayan is a small town with many problems. It is the home of a young but experienced lord who thinks he's better than he is. There's a corsair ship docked here.. They won't leave without the slave the lord stole from them. Soon after boarding his ship, the corsair captain will have you ridding their ship of rats forever. Assisting the distressed lady in town could prove costly! There's a small shop north of the lord's mansion, and a shop to the west near the docks that sells poles and fishing nets. Heading south down the road or coast will take you to Azrakadar, while heading east will take you to Azmaroth's west signpost.

Azmaroth can be found on both sides of the mountain range in the north. It is large and has multiple maze-like levels, so an exploration of the town should only be attempted by players with a general knowledge of the game who won't get lost easy. Azmaroth has a signpost on both the east and west sides of the mountain range, and the town itself is split in half with an endless tunnel connecting the two together. If you find yourself lost here, you can scream for help.. but trolls have little patience for annoying things. It would be better to request the services of the olog-hai that are stationed at both ends of the tunnel. They only charge a few gold and it saves time wandering the tunnels. If you are a necromancer, however, it would be wise to help out the man midway through the tunnels.

On the western side of the town there are some olog-hai soldiers that aren't bad for experience and gold for levels 3 and up. The warrior trainer is also located on the top level here. If for some reason you find yourself in jail, this is the side you'll be on when you get out. From the west signpost heading west takes you to Azrazayan and southwest to Azrakadar.

There's a cemetery on the east side, near the inn and bar. The rats and bats on the level just inside from the east signpost are great for level 1s to gain experience from - if wielding a knife, the rat corpses can be carved for some gold. There's also a warsledge and chainmail shirt to be quested here. From the east signpost, you can head east along the road and boardwalk to reach Khemnahr, or south along the mountains to get to Turseg.

Turseg is the best town for newbie quests and gold in Far Harad. It should be noted up front that Chief Gurg and the enforcer should never be killed, as they are the centers of certain great quests for newbies. If you can take them down, you shouldn't be killing in Turseg anyway, so just don't do it. The town has a pig game west of the bar. If you're looking to sell some things, I would avoid the shop though, as the shops in Tarzhayan and Azrakadar will pay you more for your things. Sniffers and archers come to Turseg to train. There is a tunnel on the west side of the town, and can be gotten into until level 5. You'll know it by the various animals that drop gold when killed. This tunnel should be visited often. For levels 3 and up, killing the couriers, sleeping uruks, and the uruks north of the bar are great for experience and gold. A commander was sent from Mordor to help Chief Gurg whip some uruks into shape, it was a long journey and he's probably dying of thirst in the bar. Give him an ale for me if you stop by. Overall, this town should be the first explored. There's much to do here that I've not mentioned. Heading north will take you to Azmaroth, east to Khemnahr, and through the pass takes you to Azrakadar. If you find yourself falling through a crack in the town, you will wind up on the western side of the mountains southeast of Azrakadar.

Khemnahr is the home of the Qata haradrim tribe, who are currently at war with the Tani. The war is not currently going in their favor, and rumor tells of a spy hidden somewhere in the town. Fishermen would be delighted to learn of a boatmaker in a shack along the docks. The town has the cheapest shop in Far Harad, which is good if you only have a weapon or string and do not wish to purchase a box; you would be able to repurchase them at a very cheap price if sold here. There's a sniffer trainer, but the door's locked and difficult to bash. The palace is guarded and nobody can enter it. You can play el-ixer in the room with the shisha, either by yourself or against another player. Khemnahr is almost direclty in the center of Far Harad, and all towns except for Azrazayan can be traveled to from the signpost. Asubuhi lies to the east, Telshar and Tavorus to the southeast.

Telshar is the home of the Tani tribe. It is a midlevel city with some great quests for players who are levels between 13 and 16. Riders, necromancers and assassins can train in the city. Just as there was a Tani spy in Khemnahr, Telshar has a Qata spy as well.. though not as well hidden. In the center of the town lies Jaffer'Tani's mansion. There are a few quests to be done here (providing you can gain entrance) involving the chef and two of Jaffer'Tani's wives. The town's barracks are in the southeast section of the town, complete with a prison, and there are stables just southwest of the town square. In the center of the square lies Telshar's most noteworthy building, a large watchtower. Almost directly south from the signpost takes you to Tavorus, Khemnahr is to the northwest and Asubuhi to the northeast.

Tavorus is right on the southern edge of the Eastern Forest. It is a small village with an orchard, and seems to serve as a stopping point for hunters. An assassin was sent down from Mordor to deal with the inefficient ruler of the town, and will train you for a price. Rumor has it there's a man smuggling goods into the town's prison, if you could find and confront him about it, the overseer would pay well for the service. There's not much to be said of the town, other than that. Do not attack the guards at the signpost. Heading north takes you to Telshar, while north and east to Asubuhi.

Asubuhi is a variag town almost on the eastern border of the region, a bit south of the desert. It's a good place for 3 and up, as the soldiers, guards, and slaves are all easy kills. Be careful, though.. the guards here are smart enough not to take on a low level by themselves. You can find a rider trainer in the southeastern section of the town. There's a weapon shop, an inn, post office and bar. The largest building lies in the center of the town, and inside can be found both a courtroom and the post office. There's a small armoury here guarded by a man with a wardrobe malfunction. Slargor is the lord of Tavorus, and oftentimes he wields a great weapon. Don't mess with his paperwork, or you'll find he knows how to use it. Heading west takes you to Khemnahr, south to Tavorus, and northwest to Tarzhayan.

Located in the middle of the desert is Tarzhayan. It serves as a meeting ground of all the races and many merchants have booths setup in the city selling their wares. You can also find Alazif, the auctioneer and an assassin trainer here. I would avoid exploring the town with gold on hand, as the town has a problem with thieves and bandits. There are many great quests to do in the town that require a decent level to be able to complete efficiently. The palace of Tarzhayan on the western side is the largest building in the town. While there take note, Espandiar, the town's leader should not be underestimated.. Though unarmed he will surprise you if attacked. It should also be said that a caravan is forming in the town, preparing to head north through the desert leading to Near Harad. You must prove your worth before the lieutenant will allow passage, though. Heading east and south along the road from the signpost takes you to Asubuhi.

The Black School of Asturasartes is found inside the marsh, and is full of quests for players levels 4 and up. The quests in the basement being more difficult than those on the ground floor. There's an altar here where you can place a corpse as an offering. There are ruins north of the main building and a graveyard just to the east. Inside the building on the first floor, you'll find the dormitory to the east, kitchen in the northeast, worker quarters in the northwest, classrooms in the southeast and southwest, and library in the west. The entrance to the basement is also in the southeast. You can play chess in here. A thorough investigation should be made of this area as there are many quests. Also, don't forget to enroll in the school if you're a necromancer. If you're not, enlist in the guard!


[edit] Getting Unlost

Everybody has gotten lost at least once. If someone tells you they never have, they're lying. It's going to come about that you either wander off exploring and don't remember where you are, or you run an alias in the wrong place and find yourself stuck deep in mud. You could do what many new players do, and keep wandering around until you come across a signpost or find a player to help, or you can easily find yourself again on your own.

You find yourself by going in one direction until you come across a road or until you can go no further. If you do not find a road, go all the way in another direction. Once on the road, you should watch the room description as it will show you in which direction the road is going. Follow it, there will almost always be a town at the end. If not, backtrack and follow it going the other way.

Suppose you can't find a road, but found some other noteworthy thing? Finding a path exit, you could take it and look around. If you see an NPC, you should stay there and ask on the er comm (or newbiecomm if you are under level 4) who knows where that NPC is - note the exit, whether it was a path, camp, ravine, or whatever. Somebody should know. After you've gotten a bit of experience in the game, you should be able to recognize most terrain and be able to tell at a glance where you are. If you are lost in the Eastern Forest, you would know to head south to reach Tavorus. The desert? You'd go north all the way, or south all the way to reach the road then follow it. You'll end up knowing the various landmarks, such as the North Waymarker which can be seen far off in the distance, and be able to locate yourself by them. This will make things easier.

If a landmark or road can't be found, you will have to opt for the longer way to locate yourself. Go all the way in one direction, and follow whatever border it is in one direction until you reach civilization. This is not fool proof, but many quests are put along the edge areas, and finding one, you'll find yourself. If worse comes to worst, you can always stop and wait for help to arrive (provided you ask, few quest in Far Harad these days). If you do get somebody to come help you, though, stay where you are. It is very annoying trying to locate a lost and wandering player.

Sometimes it's better to just wander around and get lost a few times. This is how you learn the game and get better. Plus, you never know what you're going to find when exploring a strange area.


[edit] Hazardous Terrain

There are a few hazards in Far Harad to be avoided by low levels. Mainly the desert and the Akhbar Qata Marsh.

The Akhbar Qata Marsh is a very large area in the center of Far Harad directly north of Khemnahr. Luckily, there's a large ring of mud spanning several rooms around the marsh, that you'll get stuck in, so it's easy to notice before running straight into it. It is worthwhile to explore the marsh, as there is at least one place of note inside. The Black School of Asturasartes. Be careful, though... the vines in the marsh have a life of their own and hit hard. It is tiring to move around in the marsh, and you won't be able to immediately pass through each room. It's slow work. Be sure to watch your step, as you could find yourself swimming where you thought there was land! The land masses shift here, they aren't all that solid so you could find yourself swimming in a room you had previously walked through before. A very deadly place for low level adventurers and should be avoided until you have an idea where in the marsh you wish to go. If you die in the marsh, your body will be lost along with all you carry, and you will be transported as a ghost to your race's starting town.

The desert is in the north and bordered by a river, so you should not be in danger of randomly walking into it. Young players should practice caution exploring here. You will take damage periodically walking through the desert and the only way to prevent this is to ride through on a mount of some sort. During the day it's very hot and the sun shines bright, so spending too much time here will cause massive sunburn that will cause you to wince in pain and lose health every now and then for a while. If you were to fall dead here, you would not be the first. For the lost adventurer in the desert there is a ray of hope, though. Scattered throughout can be found small oases where one can refresh and cure their sunburn. These also provide a landmark for the more skilled adventurers to locate you at if you need help. There's a spring near the signpost in Tavorus that you can wash away your sunburn in and a well in Tarzhayan at the caravans.

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