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Current revisionEdited Apr 9, 2022 by Xarkost
<p>Adding up to all what have been said i I would give some tips to improve even more your hunting.<br><br>First thanks&nbsp;to Williams and Xarkost we know that exists tools to know where our fiendish mob could be, at least approximately using Tibiamaps.io Tool, also the tip about travelling from town to town and using speed set, pretty decent to find fiendish but there are even more ways to improve our skills so i would list some keypoints I would list some key points to actually find fiendish.<br>&nbsp;</p><ol><li><u><em><strong>Is recommended to be at least lvl 250:</strong></em></u>&nbsp;since there are&nbsp;<strong><em><u>PLENTY</u></em></strong>&nbsp;locations that are either unreachable or too hard for players below this lvl, players with characters below 250 are slower and weaker so is&nbsp;<u><em><strong>VITAL</strong></em></u>&nbsp;to know what kind of mobs could appear in specific locations, if an specific location is unknown and there aren't hints about what could appear there, is advisable to skip it&nbsp;and check for other fiendish either unlocked&nbsp;or&nbsp;closer or in known places until there weren't more options, remember there is up to 3 fiendish at time&nbsp;(Downloading a map with marks specially from tibiamaps.io ensures a better orientation due marks could help to know what a place is or what mob could appear there, at least&nbsp; in most cases).<br>&nbsp;</li><li>&nbsp;<u><em><strong>Access/transports/tools are a&nbsp;MUST HAVE;</strong></em></u>&nbsp;a backapck backpack with: scarab coins, pick/rope/shovel/machete (or special tool), teleport crystal, firebug,&nbsp;runes (walls, destroy field), etc;&nbsp;avoid setbacks in most cases, but there would be eitherway either way several places that are more easily reachable/only reachable once you have some access/transports, here a list of the most used access/transports in my experience (from easier to harder):<br><br>Yalahar Access<strong>&nbsp;</strong><strong>&gt;</strong><br>Isle of the kings&nbsp;<strong>&gt;</strong><br>Hidden city of beregar (kazordoon shortcut aswell) Beregar (Kazordoon shortcut as well) <strong>&gt;</strong>&nbsp;<br>Vengoth entrance <strong>&gt;</strong><br>20 points on grizzly addams Grizzly Adams (boat to Banuta/Chor/Mountain pass)&nbsp;<strong>&gt;</strong><br>The shattered isles (meriana islands/nargor) (Meriana islands/Nargor) <strong>&gt;</strong><br>Isle of evil&nbsp;<strong>&gt;</strong><br>In service of yalahar Yalahar quest (till last mision mission for doors)&nbsp;<strong>&gt;</strong>&nbsp;Isle of evil <strong>&gt;</strong> Wz (rank enough to do lava spot only)&nbsp;<strong>&gt;</strong><br>Vengoth Castle (full) <strong>&gt;</strong><br>The shattered isles (full quest, access ramoa, talahu, malada, kharos)<strong>&gt;</strong><br>Formorgar Ramoa, Talahu, Malada, Kharos)<strong>&gt;</strong><br>Formorgar mines (with lift access)&nbsp;<strong>&gt;</strong><br>Thais bosses (All access&nbsp;but holy portal unless u you can afford it no need to kill bosses)&nbsp;<strong>&gt;</strong><br>Threatened dreams (feyrist (Feyrist access only)&nbsp;&nbsp;<strong>&gt;</strong><br>The hunt for sea serpents quest (access)&nbsp;<strong>&gt;</strong><br>Shortcut from krailos to issavi (kilmaresh Krailos to Issavi (Kilmaresh quest this access is easy but worth only for 300+)&nbsp;<strong>&gt;</strong><br>Zao (9th tome + Mortal kombat + WOTE till &nbsp;accessing the castle&nbsp;)&nbsp;<strong>&gt;</strong><br>Cults Of tibia quest (only access to all respawns)&nbsp;<strong>&gt;</strong><br>Bigfoot's burden ( 480 points at least to access Mushroom gardens/lavaspot)<br>A Pirat tails quest (rascaccoon (Rascaccoon access with shortcut)&nbsp;<strong>&gt;</strong><br>Oramond Citizen <strong>&gt;</strong><br><br>Those access are enough to reach almost every location that isn't usually usable to hunt, so most of the fiendish are found there, there are plenty more but with those should be enough in most case.<br><br>&nbsp;</li><li><u><em><strong>Training&nbsp;own skills:</strong></em></u>&nbsp;While some tools could be helpful from time to time, making use of those is unworthy on the long term, those are useful to train but once were possible to "imagine the route" without the need of tools is advisable to get rid off them and continue manually using the map of cyclopedia in a hotkey, that way a lot of time could be saved, then using the tool only when certainly a trip could be saved (example to know if a mob is closer to ankrahmun Ankrahmun or to mountain pass using exiva from ank boat).<br>&nbsp;</li><li><strong><em><u>Get close first, then the rest:</u></em></strong>&nbsp;the main goal is to be closer than "far", that way it could be checked the layer (floor) of the mob, to know the specific layer is really important since makes easy to know on which locations could be, yet if is possible stepping close enough where the spell says "above/below from you" would give&nbsp;even more certainty about on which layer could it be, this is specially worth on Tombs where a tomb as peninsula starts at far west of ankrahmun&nbsp; and Ankrahmun&nbsp;and could end in center-south of it. here the tool is helpful ot Here the tool is helpful to understand where to step in order to be enoughly close, close enough, then checking which layer such fiendish is and finally reaching it, doing it different could lead to waste of time searching for an specific place that could be accessed from another different side (example otherworld, tombs, kazordoon Kazordoon mines, etc)<br>&nbsp;</li><li><strong><em><u>Be time-wiser:</u></em></strong>&nbsp;sometimes time-wise:</u></em></strong>&nbsp;sometimes is better to use&nbsp;"transports/access" to shortcut distances, traveling from city to city helps, but when were possible using access to locations between&nbsp;cities could save considerable ammount amount of time: crystal gardens Crystal Gardens (orc fortress), earth portal (POH), Spike (below meriana Meriana south of thais), beregar Thais), Beregar (between ab'dendriel, carlin and yalahar)&nbsp;and Ab'dendriel, Carlin and Yalahar)&nbsp;and Energy/holy portal (below tiquanda) are excelent Tiquanda) are excellent examples of places that shorcut shortcut distances without the need to directly trip to the middle of the respawn.<br>&nbsp;</li><li><u><em><strong>The mighty multiple stairs:</strong></em></u>&nbsp;as known stairs could help to accurate our fiendish search through multiple locations with different layers, really good to sharpen our search, but stairs are even more powerful than that, since there are several places that have an access really far from their location the aid of stairs would be enough in most cases to difference between such respawns and the average locations accessable accessible through a normal walking, to take the most approach of this is needed to get closer from mob and use find fiend constantly while going down or up through layers, that way once on the bottom or top of the spawn if the find fiend is still in a different layer then probably the mob is in a location with a far access, example:<br>the bottom floor of crocodiles on port hope, below it only exists library, easy to check.<br>the bottom floor of dworcs on tiquanda Dworcs on Tiquanda jungle, below it exists energy portal room.<br>the upper/bottom floor from spikes, above it there is meriana and lb, Meriana and LB, below it there's nothing but other spikes section.<br><br>So checking those stairs could help to discern whether the access to a place is close or not (sometimes even if is worth or not trying to access it)<br><br>&nbsp;</li><li><u><em><strong>Fact-checking respawns/access/locations</strong></em></u>: a common mistake when fiendish hunting is trying to <em>face-check</em>&nbsp;everything, when were possible is better to check the map of the place looking for entrances to the desired location, if there's no hint about an entrance close to it is better to check if actually the mob is on the desired location (layer checking) then finally checking if actually the entrance to the location is close to our actual position all that through map, that's why downloading a good map, specially a map with marks is required, there's no need to travel to a place only due there is a fiendish close that "could be there", when were possible is advisable to check where a portal/teleport lead to, and if needed traveling to such place and focusing the map in the layer 0 (the middle layer, where the continents are&nbsp;visible), that way would be easier to understand the actual position with respect the map of tibia, example of locations too far from their teleport are:&nbsp;<br>wz teleports ( first wzs lead to orc fortress/edron, wz 4-5-6 lead to feyrist/north roshamuul), Feyrist/north Roshamuul), minotaur cults (tp on thais, Thais, lead to southwest of rookgard) Rookgaard) spirit lands (tp in vengoth darashia or carlin, Vengoth, Darashia, or Carlin, lead to north port hope), so is really wise to take those and more locations in consideration before trying to find a fiend that could be "below you" but with entrance at the other part of the world.</li></ol>
Edited Mar 20, 2022 by Anubora
<p>Adding up to all what have been said i would give some tips to improve even more your hunting.<br><br>First thanks&nbsp;to Williams and Xarkost we know that exists tools to know where our fiendish mob could be, at least approximately using Tibiamaps.io Tool, also the tip about travelling from town to town and using speed set, pretty decent to find fiendish but there are even more ways to improve our skills so i would list some keypoints to actually find fiendish.<br>&nbsp;</p><ol><li><u><em>If you are below lvl 250&nbsp;there are <strong>plenty&nbsp;</strong>places fiendish.<br>&nbsp;</p><ol><li><u><em><strong>Is recommended to be at least lvl 250:</strong></em></u>&nbsp;since there are&nbsp;<strong><em><u>PLENTY</u></em></strong>&nbsp;locations that are either unreachable or unworth&nbsp;for you anyway, so when you are lower than such lvl is <strong>even more important&nbsp;</strong>to know what kind of mobs could appear in a place&nbsp;and which wouldn't appear (to save valious time), check tibiamap and if something seems too far from any city or in a place that u don't know (if u haven't unlocked such creature) the best thing u could do is leaving that fiendish as last, too hard mob on feyrist are from warzone for players below this lvl, players with characters below 250 are slower and weaker so is&nbsp;<u><em><strong>VITAL</strong></em></u>&nbsp;to know what kind of mobs could appear in specific locations, if an specific location is unknown and there aren't looking for it in the correct place/respawn. checking the position of an underground respawn using the "0" layer always help u to get some orientation.</li></ol>hints about what could appear there, is advisable to skip it&nbsp;and check for other fiendish either unlocked&nbsp;or&nbsp;closer or in known places until there weren't more options, remember there are&nbsp; is up to 3 so focus in others, (i recommend fiendish at time&nbsp;(Downloading a map with marks specially from tibiamaps.io ensures a better orientation due marks could help to know what a place is or what mob could appear there, at least&nbsp; in most cases).<br>&nbsp;</li><li>&nbsp;<u><em><strong>Access/transports/tools are a&nbsp;MUST HAVE;</strong></em></u>&nbsp;a backapck with: scarab coins, map with marks, teleport crystals and dwarven ring. enough for most of the access in this game.</u></em><br>&nbsp;</li><li>Now, Here is where the "fun" starts, i dont really recommend using browser map but ONLY to train, mostly is a waste of time specially if u know&nbsp; that something is "very far", the only pick/rope/shovel/machete (or special tools from secret service quest), walls/bombs, tool), teleport crystal, firebug,&nbsp;runes (walls, destroy field, pick, machete, shovel, rope (most of them are in field), etc;&nbsp;avoid setbacks in most cases, but there would be eitherway several places that are more easily reachable/only reachable once you have some access/transports, here a list of the most used access/transports in my experience 90% of the mobs are (from easier to harder):<br><br>-Hidden harder):<br><br>Yalahar Access<strong>&nbsp;</strong><strong>&gt;</strong><br>Isle of the kings&nbsp;<strong>&gt;</strong><br>Hidden city of beregar (kazordoon access too) <strong>&gt;</strong>&nbsp;Vengoth entrance <strong>&gt;</strong> 20 shortcut aswell) <strong>&gt;</strong>&nbsp;<br>Vengoth entrance <strong>&gt;</strong><br>20 points on grizzly addams (boat to Banuta/Chor/Mountain pass)&nbsp;<strong>&gt;</strong><br>The shattered isles (meriana islands/nargor) <strong>&gt;</strong> In <strong>&gt;</strong><br>Isle of evil&nbsp;<strong>&gt;</strong><br>In service of yalahar quest (till last mision for doors)&nbsp;<strong>&gt;</strong>&nbsp;Isle of evil <strong>&gt;</strong> Wz (rank enough to do lava spot only) &gt; Vengoth only)&nbsp;<strong>&gt;</strong><br>Vengoth Castle (full) <strong>&gt;</strong> The <strong>&gt;</strong><br>The shattered isles (full quest) <strong>&gt;</strong>&nbsp;Formorgar quest, access ramoa, talahu, malada, kharos)<strong>&gt;</strong><br>Formorgar mines (with lift access)&nbsp;<strong>&gt;</strong>Thais access)&nbsp;<strong>&gt;</strong><br>Thais bosses (All access&nbsp;but holy portal unless u can afford it no need to kill bosses)&nbsp;<strong>&gt;</strong> Threatened bosses)&nbsp;<strong>&gt;</strong><br>Threatened dreams (feyrist access only)&nbsp;<strong>&nbsp;<strong>&gt;</strong><span style="font-weight:400">&nbsp;shortcut only)&nbsp;&nbsp;<strong>&gt;</strong><br>The hunt for sea serpents quest (access)&nbsp;<strong>&gt;</strong><br>Shortcut from krailos to issavi (kilmaresh quest)&nbsp;</span>&gt;</strong> Zao quest this access is easy but worth only for 300+)&nbsp;<strong>&gt;</strong><br>Zao (9th tome + Mortal kombat + WOTE right till &nbsp;accessing the castle&nbsp;)&nbsp;<strong>&gt;</strong><br>Cults Of tibia quest (only access to all respawns)&nbsp;<strong>&gt;</strong> A respawns)&nbsp;<strong>&gt;</strong><br>Bigfoot's burden ( 480 points at least to access Mushroom gardens/lavaspot)<br>A Pirat tails quest (rascaccoon access with shortcut)&nbsp;<strong>&gt;</strong> Oramond shortcut)&nbsp;<strong>&gt;</strong><br>Oramond Citizen <strong>&gt;</strong><br><br><em><u>there <strong>&gt;</strong><br><br>Those access are enough to reach almost every location that isn't then u could actually reduce the possibilities to specific places&nbsp;(try always to check the lower layers usually usable to hunt, so most of the fiendish are found close to at least one of those places there, there are plenty more and im mostly focusing on access that "transport" you to but with those should be enough in most case.<br><br>&nbsp;</li><li><u><em><strong>Training&nbsp;own skills:</strong></em></u>&nbsp;While some tools could be helpful from time to time, making use of those is unworthy on the long term, those are useful to train but once were possible to "imagine the route" without the need of tools is advisable to get rid off them and continue manually using the map of cyclopedia in a hotkey, that way a lot of time could be saved, then using the tool only when certainly a trip could be saved (example to know if a mob is closer to ankrahmun or stuff similar where u need to be totally sure and dont waste a trip, otherwise if u can reach the place walking that's way better, use browser map tools to TRAIN your exiva skill, once u become good imaginating the scenario do it manually.<br>&nbsp;</li><li>Always try to be at least closer than "far" from a to mountain pass <strong>&gt;</strong> The using exiva from ank boat).<br>&nbsp;</li><li><strong><em><u>Get close first, most of the dangerous mobs are in the depth layers), a good trick in this matter is, specially in then the rest:</u></em></strong>&nbsp;the main goal is to be closer than "far", that way it could be checked the layer (floor) of the mob, that's your objective, but if u can reach them to the point where to know the specific layer is really important thing is to know on which layer is, so focus since makes easy to know on which locations could be, yet if is possible stepping close enough where the spell says "above/below you" the better,&nbsp;<strong>YET, the most from you" would give&nbsp;even more certainty about on which layer could it be, this is specially worth on Tombs where a tomb as peninsula starts at far west of ankrahmun&nbsp; and could end in center-south of it. here the tool is helpful ot understand where to step in order to be enoughly close, then checking which layer such fiendish is and finally reaching it, doing it different could lead to waste of time searching for an specific place that could be accessed from another place fastly or easy access places,&nbsp;&nbsp;About Tools: Fire Bug, different side of the isle (roshamuul itself), if u ever have a kind of mob that doesn't belong to a place or a map that is way different to the above/below (example otherworld, tombs, kazordoon mines, etc)<br>&nbsp;</li><li><strong><em><u>Be time-wiser:</u></em></strong>&nbsp;sometimes is better to use&nbsp;"transports/access" to shortcut distances, traveling from city to city helps,&nbsp;but if u can transport yourself to helps, but when were possible using access to locations between&nbsp;cities could save considerable ammount of time: crystal gardens (orc fortress), earth portal (POH), Spike (below meriana south of thais), beregar (between ab'dendriel, carlin and yalahar)&nbsp;and Energy/holy portal (below tiquanda) are excelent examples of places that shorcut distances without the need to directly trip to the middle of the respawn.<br>&nbsp;</li><li><u><em><strong>The mighty multiple stairs:</strong></em></u>&nbsp;as known stairs could help to accurate our fiendish search through multiple locations with different layers, really good to sharpen our search, but stairs are even more powerful than that, since there are several places that have an access really far from their location the aid of stairs would be enough in most cases where u would need tibia map is where u are stuck to know if something is for example closer to port hope or to difference between cities (example crystal gardens or Thais bosses or Zao carpet) would be easier faster and such respawns and the average locations accessable through a normal walking, also save time wondering where a mob could appear, after all is faster to exiva from crystal gardens in WZ than running all the way to take the most approach of this is needed to get closer from mob and use find fiend constantly while going down or up through layers, that way once on the bottom or top of the spawn if the find fiend is still in a different layer then probably more accurated to "exiva" from there&nbsp; than from 2 different cities.<br>&nbsp;</li><li>Be grateful with multiple stairs in a single place&nbsp;(tombs, cormaya, larvas, dworc cave, yalahar, etc) those stairs save you A LOT OF TIME to really know where a mob could be, if for example there is something "below" the mob is in a location with a far access, those not only save you time example:<br>the bottom floor of crocodiles on port hope, is easier to check water elementals/crocodiles cave than library.&nbsp; (remember u need to be close)&nbsp;<br>&nbsp;</li><li>Always fact-check your knowledge of a respawn/access, specially those which TP you, too many ppl waste too much time or even get discouraged trying to find for example&nbsp;a "hard" mob in feyrist where the only below it only exists library, easy to check.<br>the bottom floor of dworcs on tiquanda jungle, below it exists energy portal room.<br>the upper/bottom floor from spikes, above your fiendish, then open map and focusing on your character position start switching layers to check if in those sqm around you actually there could be a mob or not, that saves time too.<br>&nbsp;</li><li>That said, always use "transports/access" to shortcut your it there is meriana and lb, below it there's nothing but other spikes section.<br><br>So checking those stairs could help to discern whether the access to a place is close or not (sometimes even if is worth or not trying to access it)<br><br>&nbsp;</li><li><u><em><strong>Fact-checking respawns/access/locations</strong></em></u>: a common mistake when fiendish hunting is trying to <em>face-check</em>&nbsp;everything, when were possible is better to check the map of the place looking for entrances to the desired location, if there's no hint about an entrance close to it is better to check if actually the mob is on the desired location (layer checking) then finally checking if actually the entrance to the location is close to our actual position all that through map, that's why downloading maps with marks so that way u would know IN MOST CASES what MOB is in there)</em></u><br>&nbsp;</li><li>&nbsp;Access/transports/tools are a&nbsp;<strong><em><u>MUST HAVE,</u></em></strong>&nbsp;if u would run from town to town specially in crowded servers, the worst thing u want to do is to waste time looking for tools on your depot or tripping/walking too much due u don't have an a good map, specially a map with marks is required, there's no need to travel to a place only due there is a fiendish close that "could be there", when were possible is advisable to check where a portal/teleport lead to, and if needed traveling to such place and focusing the map in the layer 0 (the middle layer, then exists a huge possibility that you where the continents are&nbsp;visible), that way would be easier to understand the actual position with respect the map of tibia, example of locations too far from their teleport are:&nbsp;<br>wz teleports ( first into trying to be close and exiva from there</strong>&nbsp;that way once you know at&nbsp;which layer is or at least in&nbsp;which layers wzs lead to orc fortress. Said this i recommend these access as fortress/edron, wz 4-5-6 or in the other lead to feyrist/north roshamuul), minotaur cults (tp on thais, lead to southwest of rookgard) spirit lands (tp in vengoth darashia or carlin, lead to north port hope), so is really wise to take those and more locations in consideration before accessing the castle )&nbsp;<strong>&gt; </strong>Cults trying to find a fiend that could be "below you" but with entrance at the other part of the world.</li></ol>
Posted Mar 14, 2022 by Anubora

Adding up to all what have been said i would give some tips to improve even more your hunting.

First thanks to Williams and Xarkost we know that exists tools to know where our fiendish mob could be, at least approximately using Tibiamaps.io Tool, also the tip about travelling from town to town and using speed set, pretty decent to find fiendish but there are even more ways to improve our skills so i would list some keypoints to actually find fiendish.
 

  1. If you are below lvl 250 there are plenty places that are either unreachable or unworth for you anyway, so when you are lower than such lvl is even more important to know what kind of mobs could appear in a place and which wouldn't appear (to save valious time), check tibiamap and if something seems too far from any city or in a place that u don't know (if u haven't unlocked such creature) the best thing u could do is leaving that fiendish as last, remember there are  up to 3 so focus in others, (i recommend downloading maps with marks so that way u would know IN MOST CASES what MOB is in there)
     
  2.  Access/transports/tools are a MUST HAVE, if u would run from town to town specially in crowded servers, the worst thing u want to do is to waste time looking for tools on your depot or tripping/walking too much due u don't have an access, those not only save you time walking, also save time wondering where a mob could appear, after all is faster to exiva from crystal gardens in WZ than running all the way to orc fortress. Said this i recommend these access as in my experience 90% of the mobs are easily found close to at least one of those places (from easier to harder):

    -Hidden city of beregar (kazordoon access too) > Vengoth entrance > 20 points on grizzly addams (boat to Banuta/Chor/Mountain pass > The shattered isles (meriana islands/nargor) > In service of yalahar quest (till last mision for doors) > Isle of evil > Wz (rank enough to do lava spot only) > Vengoth Castle (full) > The shattered isles (full quest) > Formorgar mines (with lift access) >Thais bosses (All access but holy portal unless u can afford it no need to kill bosses) > Threatened dreams (feyrist access only)  > shortcut from krailos to issavi (kilmaresh quest) > Zao (9th tome + Mortal kombat + WOTE right before accessing the castle ) > Cults Of tibia quest (only access to all respawns) > A Pirat tails quest (rascaccoon access with shortcut) > Oramond Citizen >

    there are plenty more and im mostly focusing on access that "transport" you to another place fastly or easy access places,  About Tools: Fire Bug, destroy field, pick, machete, shovel, rope (most of them are in special tools from secret service quest), walls/bombs, scarab coins, map with marks, teleport crystals and dwarven ring. enough for most of the access in this game.
     
  3. Now, Here is where the "fun" starts, i dont really recommend using browser map but ONLY to train, mostly is a waste of time specially if u know  that something is "very far", the only cases where u would need tibia map is where u are stuck to know if something is for example closer to port hope or to ankrahmun or stuff similar where u need to be totally sure and dont waste a trip, otherwise if u can reach the place walking that's way better, use browser map tools to TRAIN your exiva skill, once u become good imaginating the scenario do it manually.
     
  4. Always try to be at least closer than "far" from a mob, that's your objective, but if u can reach them to the point where says "above/below you" the better, YET, the most important thing is to know on which layer is, so focus first into trying to be close and exiva from there that way once you know at which layer is or at least in which layers isn't then u could actually reduce the possibilities to specific places (try always to check the lower layers first, most of the dangerous mobs are in the depth layers), a good trick in this matter is, specially in tombs, step above your fiendish, then open map and focusing on your character position start switching layers to check if in those sqm around you actually there could be a mob or not, that saves time too.
     
  5. That said, always use "transports/access" to shortcut your distances, traveling from city to city helps, but if u can transport yourself to respawns between cities (example crystal gardens or Thais bosses or Zao carpet) would be easier faster and probably more accurated to "exiva" from there  than from 2 different cities.
     
  6. Be grateful with multiple stairs in a single place (tombs, cormaya, larvas, dworc cave, yalahar, etc) those stairs save you A LOT OF TIME to really know where a mob could be, if for example there is something "below" port hope, is easier to check water elementals/crocodiles cave than library.  (remember u need to be close) 
     
  7. Always fact-check your knowledge of a respawn/access, specially those which TP you, too many ppl waste too much time or even get discouraged trying to find for example a "hard" mob in feyrist where the only hard mob on feyrist are from warzone 4-5-6 or in the other side of the isle (roshamuul itself), if u ever have a kind of mob that doesn't belong to a place or a map that is way different to the above/below layer, then exists a huge possibility that you aren't looking for it in the correct place/respawn. checking the position of an underground respawn using the "0" layer always help u to get some orientation.
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