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<html>
<!-- Mirrored from www.allakabor.com/eqatlas/erudscrossing.html by HTTrack Website Copier/3.x [XR&CO'2014], Sat, 18 Oct 2014 04:11:21 GMT -->
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<title>Erud's Crossing -- EQ Atlas</title>
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<h1 align: left><font size=+4>E</font>RUD'S <font size=+4>C</font>ROSSING</h1>
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<table cellpadding=10 width="90%" >
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<th>Location:</th>
<td>Island at the halfway point on the ferry from Qeynos to Erudin</td>
<td rowspan="7" width="200" valign="top">
<center>
<p><a href="erudscrossingmap.html"><img src="images/erudsxingsmall.jpg" border=0 height=102 width=110></a>
<br>
<b>Erud's Crossing </b></p>
</center>
<center>
<p><b>click to view expanded map and printable info...</b>
</center>
</td>
</tr>
<tr>
<th>Adjacent Zones:</th>
<td><a href="qeynos.html">Qeynos</a>, <a href="erudin.html">Erudin</a></td>
</tr>
<tr>
<th>Level of Monsters:</th>
<td>5-15</td>
</tr>
<tr>
<th>Types of Monsters:</th>
<td>Kerra Isle Beetles, Kerra Isle Spiders, Kerra Snakes, Will o' Wisps,
Island Madmen, Zombie Sailors, Skeleton Sailors, various named Kerrans,
Vampire Bats, Fire Elementals, Erudite Madman, Seahorse, Mermaid,
Giant Pirhanas, Thought Bleeder, Killer Sharks, Sharks, Hammerhead
Sharks, Plague Sharks</td>
</tr>
<tr>
<th>Notable NPC's:</th>
<td>Oogla, Plague Shark, necro bat</td>
</tr>
<tr>
<th>Unique Items:</th>
<td>Wizard Rod</td>
</tr>
<tr>
<th>Indoor/Outdoor:</th>
<td>Outdoor</td>
</tr>
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<p><b>Allakhazam Links:</b> <a href="http://eqbeastiary.allakhazam.com/search.shtml?zone=28">Bestiary</a>
|| <a href="http://everquest.allakhazam.com/db/itemzone.html?zone=28">Equipment</a>
|| <a href="http://everquest.allakhazam.com/db/qsearch.html?zone=28">Quests</a>
|| <a href="http://eqdb.allakhazam.com/strategy/zones.html?zstrat=28">Strategy</a><br>
<font size="-1">Text last updated: 06/03/01<br>
</font><font size="-2"><font size="-1">Map last updated: 07/23/00</font></font><font size="-1">
</font></p>
<h3> <font size=+2>D</font>escription</h3>
Erud's Crossing is the name of the zone which the ferry from Qeynos to Erudin
passes through, and it marks the path that Erud himself travelled on his
way to the island of Odus centuries ago. Erud's Crossing's only feature
is an island that marks the halfway point of the trip, and it is a most
unique island, with its own ecosystem of unique creatures.
<h3> <font size=+2>D</font>angers</h3>
This island is a very dangerous zone for several reasons. First of
all, there is practically no escape from enemies if you run into trouble
and are overwhelmed. There is no zone edge that anyone can easily
swim to, and no guards to protect you. It is even impossible to flee
into the water when chased, because most monsters will chase you there as
well.
<p>Secondly, the ecosystem of the island is quite variable and the monsters
have an intricate relationship. The following information is mostly
secondhand, but reliable as far as what happens on the island. First
of all the island is very small, so it is not uncommon to have monsters
of the same type as the one you're fighting wander by and join in.
All monsters will join with others of their type. Secondly, many
of the monsters are intertwined in their relationships, the most complex
being the beetles and spiders. The Kerra Isle Beetles are well-liked
by the Kerrans who hang out by the dock. As such, killing the beetles
can make getting on and off the island difficult, as these Kerrans will
begin to hate you and are also among the most powerful monsters here.
Also, killing the beetles can result in the spawning of Island Madmen
by the docks, some of whom are extremely dangerous spellcasters and all
of whom are powerful and aggressive. They can also cause Fire Elementals
to spawn in the volcano, which are aggressive and high level. These have
also been known to swarm the island. The spiders represent a different
problem, and that is that they all seem to know what is going on elsewhere
on the island. Attacking one is a quick way to draw others to you,
and there are rumors that the entire island's population of spiders has
occasionally swarmed an attacker.
<p>The other danger is, as mentioned above, the unpredictability of the
spawn rates. For instance, the zombie sailors generally spawn at
a regular rate and can provide good hunting. There are rumors that,
however, there are occasions when the zombie sailors spawn en masse and
swarm the island. Skeleton sailors occasionally spawn in their place,
and are much tougher. The other problem with the island in general is
that you must be very aware of how small it is and how easily it is for
others to join in on the fight. This was mentioned before, but needs
to be emphasized. You should not come here to hunt evens and upper
hands solo, you will assuredly die at some point because another will
join in. This happens with all the monsters, not just those specifically
mentioned above.
<h3> <font size=+2>B</font>enefits</h3>
Despite the above dangers, this island can be a great deal of fun to hunt
in. The danger makes it very exciting, and there is a great deal of
strategy to hunting without being swarmed. The island is also generally
not very heavily hunted, and has a good variety of creatures, although people
generally come to hunt the wisps that frequently spawn and the zombie sailors
because of their rawhide armor and for quests out of Qeynos.
<p>There is also a strong sense of comraderie among the people on the island.
Basically, one person killing the wrong monster or starting the wrong
train can result in the death or near-death of virtually every person
on the island, so there is a willingness to help out here that you rarely
see elsewhere. The smallness of the island makes you feel like you
are in your own little world, with only the occasional boat to take you
to safety.
<h3> <font size=+2>T</font>ravelling <font size=+2>T</font>o and <font size=+2>F</font>rom
<font size=+2>E</font>rud's <font size=+2>C</font>rossing</h3>
Erud's Crossing can only be reached via the ferry that runs from Qeynos
to Erudin. When coming from Qeynos, the ferry runs along the shore
for quite some time before actually reaching the docks, so many impatient
adventurers jump ship and swim for shore. This also helps you to avoid
the Kerrans at the docks. When on the boat from Erudin to Qeynos,
the boat passes far north of the island, but if you are an able swimmer
you could jump ship and make it to the island. Catching the boat to Qeynos
this way, however, is significantly more difficult.</td>
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<p align="center">all contents Copyright 1999-2003 EQ Atlas Web Site</p>
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