Webmaster Pat! Email: avhell@yahoo.com


Okay, this is it. The great big map of the big bad Sentinel area. A word of caution. If you want to really enjoy this area the way it was intended, don't look at this map. If you really want to know, here it is. The entire area with all of the really important locations, mobs, and equipment pointed out.
#1 From Inside the North Gate of Darkhaven
Start here inside the North Gate of Darkhaven. (It's straight north from dh[]). Another warning. Make sure that you have all your spells and potions with you. The entire sentinel area is CLOSED to anyone over the age of 20, so no avatars or higher level characters will be able to come in and help you if you need it...
#2 Gallow Hill
A good reason to read room descriptions. This is Gallow Hill. From here the entrance to Sentinel is only a few rooms to the east. (btw, straight north from here is Olympus). 3 east of here and you will be standing at the entrance to sentinel (just head south, like on the map).
#3 Bandits!
Well, after meeting Papa Kurst and hearing him out, you will find these nasty little men just looking to rob you. Theres only a couple of them, and they are fairly easy to kill (if you are above level 13 or so, or if there are a few of you in a group). Soon you will be coming upon the fort.
#4 Time to fly! (or climb)
Heading out around the south end of this fort gets you nowhere. The exit up is not an obvious one, so make sure you have fly or you have practiced climb. Once you are up, you will find yourself on the parapets(?). Head over to #5 to be able to head down into the lair underneath. (The tower leading up does nothing more than afford you a pretty view).
#5 Down into the Lair
Down at #5 leads to the corresponding #5 in the lair (for those of you who didn't already figure it out :P ). There are net traps all over the place, but they don't actually do you any harm, so don't worry. Down to #6 is the Owlbear, and over to #7 are the lions and Detrak...
#6 A Stinking Lair (Owlbeast)
This is the Owlbeast (he's aggro). This is the mob that you will find the Thick Metal Chain on.
#7 Detrak and the Mountain Lions
Here is the nice little mob Detrak (the same one who enjoys the fact that nobody over the level of 20 can get in here to help you). He is accompanied by a pair of cute little mountain lions. Have fun. Hope you brought a coupla friends.
#8 A Blocked Passage
This is the blocked passage. You have to OPEN PILE to reveal the exit to the southeast. It's the same if you are heading back also...
#9 A Grisly Fate (Skeleton)
At least, I think it's a skeleton. This mob is nice and easy, and is also where you can find the iron bracers.
#10 The Green Room (Caterwaul)
Here is where you will find the Caterwaul. Cute mob. She has the golden Xvart Idol.
#11 A Laboratory (get Detect Invis)
Okay, if you have detect invis, you will find the Cloak of Elvenkind just hanging here. Here is one of the most interesting little quirks you are likely to find in the realms: Other races can wear the Cloak of Elvenkind. You have no idea how many people thought I was an idiot when I asked how to do it. Someone showed me ages ago, and I am grateful to whoever that was. Now, I cannot say for sure this will work with ALL the races, but I have been quite successful in getting this to work with my Gith's.
First, you have to be wearing TWO travelling cloaks. Then, with the elven cloak in your inventory, WIELD CLOAK. Usually, the cloak of elvenkind will slip off your shoulders. For my Gith, It says the same thing, but its a Travelling Cloak that actually gets removed, and the cloak of elvenkind stays on! Then, just rewield the Travelling cloak, and voila! :) I'd be interested to know if anyone else has success with other races on this...
#12 An Empty Chamber
Theres a nice large boulder in the way of this east exit. Just OPEN EAST and you should be good to go. Out of the Lair and into the forest again with you!
#13 Here they come... (Just before Finnock, Prakit, Redec, and Lavinia)
This is just before you get to the mobs that have the travelling cloak. (Probably something you really wanted to know about...) Just south of here are four mobs, Finnock is the one that is actually carrying the travelling cloak. Lavinia's spellbook isn't so bad if you need a little extra mana, either. The broadsword is also a pretty decent weapon if that sort of thing interests you... :)
#14 A Cliff Face (Urquant)
Nice little monk. He's got a small problem with a corpse just to the east of here. The only thing of real interest here is that the Urquant is wearing a really nice set of robes, if you are a cleric. Otherwise, just skip the nice little gargoyles and move on. (Unless you are actually playing this area, in which case, listen carefully to what Urquant has to say, and lend him a hand ;) ). BTW, Nelkum just reminded me that the gargoyles CAN'T be hit unless you are using a magical weapon. (Magical, not enchanted. Two different things.)
#15 Approaching Lake Spendlowe
From here you are going to need fly or a boat. PLEASE be careful with this, as you will find yourself very dead, very fast if you have no means to keep from drowning. Once on the lake, head on over to the villa at #16.
#16 Approaching the Villa
Here you are appraching the villa from the lake. Ahead of you for the next three rooms are quite a few perytons (bird looking mobs) that are a royal pain. Not too tough, just a pain in the butt. (!Nelkum just reminded me that the perytons CAN'T be hit with non-magical weapons. So make sure you have one.) I think the last south door before you actually get to the villa front door is a DT. The description will warn you, so pay attention to it! (this was the very first DT I ever hit. wow, was I angry...).
#17 A Secret Chamber
Not too much of interest here, just a secret little room in the villa...
#18 Down Into the Basement
Had fun with the Sheet Ghouls? Well, if you didn't, here are some Whisps for you to enjoy! Just a little note that you might find important to remember... from down here in the basement, there is a door to the west. This door leads to Presence, which is the mob you will have to beat in order to get into the Gauntlet area. (Oh, and you will also have to have Sentinel...). Head East into the Xvart lair for more fun.
#19 The Chieftains Chamber
Had enough fun splattering little blue people all over the place? Well, take a break and go murder their leader! One of the last interesting pieces of equipment from this area is here on the chieftain. The Thick Leather Jerkin is right here, so happy hunting!
#20 The Skulk's Lair (Finally!)
Oh, but wait a minute. There's no Skulk here? Thats right! Chances are REALLY good that somebody was already kind enough to be here at the reboot (we're talking 6am in the MORNING) to kill the skulk. Unfortunately he only pops up once a day at reboot. Even more unfortunately, he is the mob that is carrying the Sentinel, which you will need to get into the Gauntlet area.... Oh what a world!
#21 Presence
Pain in my ARSE! Hope you brought a magical weapon. No, not an enchanted weapon, a MAGICAL weapon. There is a difference. Nothing else will land a shot against this guy, and he is a royal pain in the butt because he keeps healing himself. However, if you kill him, you gain entry into the Guantlet area! (Provided you have Sentinel). My advice to you is to ask somebody on chat ahead of time if they would be kind enough to come and unlock the area for you. However, there are other ways into Gauntlet...