• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

The Answer Guy

LordMage

New member
Joined
Jan 18, 2005
RedCents
10¢
okay, so i am not sure what the zombies tag lists as, but i could credit myself as one. i have been playing EQ since beta testing, and minus a couple years from breaks, i am fairly knowledgeable about certain things. i have always been fascinated with finding things... nice things... in which to look at and play with. i am sure with warp everyone is familiar with the way the zones are laid out, but how many of you know 10+ places to see the world's "GAPING MAW OF GRAY DEATH" beneath the grafix without warping. here's a few to get you started,

oasis of marr, between the TL dock gnome and the Sro zoneline there is one indentation of the terrain that leaves a little triangle that you can look through to see below (it shows up as gray)...

in west freeport there are places that with levitate you can get up on top of a wall and see below (i have an interesting screenshot of the sun with nothing but blackness around it)...

GNOMES can see through any wall... so +1 more for rogue/bard mask of tinkering...

firiona vie, on the ship where it first enters the zone, if you climb up to the top of the stern (the back of the ship) you can look and see where the world ends, a straight line where the ocean just stops and blackness below...

the OLD lavastorm there were places on the walls that you could climb high enough to look over them and see the nothingness that threatens to swallow them all...

in paineel if you can levitate across the pit on the other side you can climb up and see over the walls...

these are just a few of them... gotta find them all.


one other interesting place is the GM boxes scattered around different zones. in kaesora ruins there is one that looks like a yellow cube with yellow walls covered in kitten heads... looks like oe of the devs liked his cat and posted his pic over and over on the walls of this said cube. in paineel there is another box, again in firiona vie, in the planar tomb place, (the name evades me... crypt of somewhere or another i THINK its PoD2) there's a gray stone one. again these are just tidbits i have found over the years where i've genuinely glitched and wound up in an interesting place or in a place where i am able to see it.

the tower of kurns has a nice place in the field of bone where the zone ins are, there is a little alcove in there with actual crap in it, a little stone pedestal and fallen pillars... gotta wonder how they fit all that stuff in there right?

if you know of any old fashioned querky things, post them in this thread. if you have any questions about old school EQ or any queries on any old strategies for old world zones, i am a veritable encyclopedia on the subject.

have fun out there.
 
In tranquility, the faucet that pours the poop into Plane of Disease has a room inside of it. You have to find a way to shoot yourself up into the faucet and run into it. There's a room in there with some pretty neat stuff. After that, its just boring.
 
There is the torch room in TD where clicking on a torch sends you to the corresponding old world city.

In Erudin there is another kitty room, loc is 0,0 I think. When I was a guide I had myself bound in there. Most of the dev rooms can be found at 0,0. Some of them have coordinates listed in them too. Never could go to them before, with warp now though I'll have to go find the rooms again and try the coordinates.
 
I always thought it was funny in Old lava storm on the way to Temple of Sol Ro, in the tunnel right before zone in somewimtes the group would look pink and if your where not running you would fall into a hole and be warped back to the ent of the Tunnel.
 
Have been wondering about this one for a while. In Dreadlands, near the city where the four semi-circle looking deals are, on top of two of them are "Shimmering Orbs". Find them on your map and warp to them. Just wondering if anyone knows what these are for?
 
sacluded said:
There is the torch room in TD where clicking on a torch sends you to the corresponding old world city.

In Erudin there is another kitty room, loc is 0,0 I think. When I was a guide I had myself bound in there. Most of the dev rooms can be found at 0,0. Some of them have coordinates listed in them too. Never could go to them before, with warp now though I'll have to go find the rooms again and try the coordinates.


this is commonly (or not so commonly) called the fire pots. it was their first attempt at a centralised environment portal area... it never got much attention due to the fact that you have to swim, levitate, and FIND the thing... you can see it due to the wizard spires surrounding the square cut entrance to it... think of this as a "faster" way to leave for clerics that spent 2 hours swimming to do their epic turn ins. also one of the easiest ways to return to a city if you got kicked off the boat.

keep em coming all. thanks for your submissions so far, doin gr-r-r-rEAT!!!
 
In Plane of Justice you are able to look through just abotu any wall, so finding certain rooms or places is simple if you get lost.
 
noticed tonight at EW and WW in PoN, you can check east wall camp or west wall camp buy facing the wall and walking into it as far as you can. You can see all the way through building and the floor inside the building vanishes. Just something I noticed tonight.
 
also noticed yesteray (and could have been a fluke thing since i could not reproduce it) in PoJ in hallway just outsided the room where the priest is and the secret door to the caves, I was running full speed from multi rat aggros and popped into the wall somehow. I was stuck in wall, but could run back and forth the entire length of that wall. I was also nuking the rats and they were not touching me. Tried a few times to do it again, but never could yet.
 
shadowman33 said:
also noticed yesteray (and could have been a fluke thing since i could not reproduce it) in PoJ in hallway just outsided the room where the priest is and the secret door to the caves, I was running full speed from multi rat aggros and popped into the wall somehow. I was stuck in wall, but could run back and forth the entire length of that wall. I was also nuking the rats and they were not touching me. Tried a few times to do it again, but never could yet.


he he he, well you have popped your NATURAL EXPLOIT CHERRY!!!

that brings suit to several other old exploits... starting in crushbone, there is a ramp type area leading to a hidden place above the water pool near slaver caves. go up there and you could kill orcs with arrows and never get hit, same with casting so long as you have the range for it.

kurns tower, on the bridge spanning the area there is a ledge on either side. if you get on the ledge and stay within ~15 feet of the corner (it varies) then you can cast or shoot arrows at any mob without eing hit.

there's a ledge in sanctus seru where apparently (i only read a post on this one) you can nuke and shoot arrows at him without getting hit.

pretty much, if you are outside the pathing area for the mobs pathways, you can hit them without getting hit. now... this is an OLD method, not sure if it still works, but it would be great to check it out. i do know that on rare occasions the mobs will figure out a way to get to you, and pop on your head, with a bang bang bitty bitty whomp a gang and you fall down go boom, but it is nice to check teh feasibility of old school norma-sploits.

well, if anyone else has any SAFE SPOTS... post them.
 
Most zones, if you can wolf form, you can stick your nose into walls o see through. In PoM we used to do it all the time to check for PHs before running around.
 
in south freeport theres a cube behind the bank where guards will keep spawning one after another. Some friends got stuck there after they killed a couple GM's at thier arena event.

When your in butcherblock head to the dagnor's cauldron zoneline. if you run up the mountain on the right side of the zoneline and follow the zoneline towards dagnor's cauldron entrance you will end up outside the map and if you run to far you will fall off the zone. you can watch the zone slowly get smaller and smaller as you fall for a while then get ported to succor like nothing happened.
 
here's a trick, SoE + Horsey = no fall levitate... seriously, try getting SoE then getting on a horse, you can't even MAKE yourself go down by looking down. youcan use this in Dreadlands to fly above the OUTDOOR KC and lookdown... it's completely empty and no way out lol. don't get stuck in there unless you are a porter or have a gate potion lol. it's hell trying to get out without warping lol. any other NATURAL glitches or bugs go head and post. like... say... shouting GERONIMO!!!! while jumping into the hole somehow negates the 20k fall... /boggle... i saw it work 5 out of 5 times... with a crazy a** SK... try it... IF YOU DARE!!!!
 
i found that out the first time i ran through Frontier Mountains omw to BW. Was on my drog, cast soe on myself and ended up running off the top of one of the mountains and prayed like hell the soe did not drop LOL. I was so high up that I could not even see the mobs on the ground. As long as I kept running I could stay up there all day long or at least till soe drops. Key is though you have to keep moving. Crazy thing though, is no matter how high in the air you are, you can still get aggro'd and hit by a mob.
 
hey out there... anyone else interested in posting or has the zombie stomp old man lega-hack norma-sploit crud lost it's flavor??? oh well, i tried. hey, if YOU have an interesting old fashioned thing to post go for, it, i am dead tired or i would write more atm. well see you ingame sometime, though you'll never know who i am... L33^/\/=55 6= \/\//^][ %0u
 
Just remembered a spot in dreadlands. Climb up on the very top of the NW spire in the back of zone. Not the small ones, but the massive ones around the town area. Not really anything special, but there are 5 glowing orbs on the top. Click on one and it opens a combine window called "Always Works". I found out later that it's part of the Wizard epic 2.0. Just was an interesting find.
 
The Answer Guy

Users who are viewing this thread

Back
Top
Cart