Info: Calypso Teleporters and Teleporter Runs: A Beginner's Guide

Nisha

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Why a guide about teleporter runs?

After I had compiled my list of Calypso teleporters and counted them, I was wondering what the reaction of a new player would be who just has learned that there are 110 teleporters on the planet, most of them waiting to be unlocked.

:jawdrop: ? :holyshit: ?? :cry:???

I was also curious whether in the age of vehicles old school tp running was still an option.

So I started doing a few runs and realized that there are actually still quite a few tps that can be reached easily even without vehicles. But I also realized that you need some ingame knowledge to make it easy ‒ and the idea for this guide was born.

The guide was written with a new player in mind, and it contains a lot of basic information because of that. If you have played the game for a while and are already familiar with the basics, you can just skip those sections.


First, some remarks about tp runs in general:

The easiest way is to fly of course. So if you have a flying vehicle or know someone who is willing to fly you to some tps, this is the fastest way.

Hang around Icarus to see if someone offers free rides to Twin Peaks, Nea's or OLA #42, for example, to unlock those tps. Beware of offers, though, that ask you to take an anti-toxic shot first. You only need an anti-toxic shot if you want to enter lootable PVP areas, and you are likely to lose all your stackable possessions in the process.

Using your car is usually faster than running, but there are also some disadvantages. The car can be damaged during your cross country ride by bumping into rocks and some types of plants. Although this type of damage can be repaired, you might end up in the middle of nowhere with a wrecked car and might have to finish the run on foot anyway. If you run into mobs, you might take additional damage to your car which cannot be repaired and which will eventually render your car useless. Another disadvantage is that your Valk is not a good climber, and driving uphill can be very slow. Therefore, running in hilly terrain might actually be the better option.


All runs described in this guide can be done without weapon, armor or vehicle. But you need a basic understanding about mob behavior in this game and about working with your map and radar. Although the runs are devised in a way that allows you to avoid dealing with mobs as much as possible, you cannot avoid all mobs all the time in this game. So if you are new to the game, please read the sections about how to use the radar and map and how to deal with mobs carefully.

The descriptions of the runs include information about the mobs you will probably encounter. However, there is always a chance that different mobs can be found in that area: For example, another player might have dragged over mobs from another spawn; during events, new mob spawns appear in certain areas; sometimes mob spawns simply change after an update. Therefore, if red dots start to appear on your radar, stop for a moment to check what type of mob you are approaching.

Moreover, you should know how to add waypoints to your map, because you will frequently be asked to do that during a run. To add a waypoint, press 'M' to open your map and select at least medium size by clicking the corresponding blue button at the bottom of the map window. Move your mouse across the map until you point at the coordinates given in the description. Right click on the map and select Add waypoint. You can remove a waypoint by right clicking on it and selecting Remove waypoint. Your waypoints are not saved and will be deleted when you log off.

'E' (jump) is a useful key during tp runs. Pressing 'E' repeatedly while climbing uphill can speed up your progress. It will also help you to get back on dry land fast if you have to escape attacks from underwater mobs. If you seem to be stuck at a revive, try jumping up and down to get unstuck.

When you are at an outpost without tp, check the area for mission brokers (indicated by orange dots on your radar). If you activate the missions right there, you do not have to come back to do that later.

Finally, what can you do if you get stuck at an outpost with a crowd of hungry mobs staring you down? ‒ Do not attempt to drive your car through that spawn. Instead, try to create a path through the spawn by dragging mobs to the turret. If this is not successful, check your friends list for someone online who can fly you out of this place. In case everything else fails, just give the Calypso Rescue Team a call. Either go to their rescue service page and let them know you need their help or join their channel to chat with them ingame (type /join #crt).


The guide consists of the following sections:


Please note that some of the later sections use tps that are unlocked during runs described in earlier sections.

If you are a new player, you will have 52 tps on your list after completing all runs.
 
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Nisha

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The Basics I: Operating Teleporters

Teleporters come in different shapes and sizes. Here are some examples: Angelica's Paradise, Chug's Hideout, Isslye, Sakura and Oshiri Hearts.




There are no differences in the way they work: Right click on the tp and select Operate.

Your avatar will step on the platform and you will be shown the map of your current location along with a list of the tps you have activated so far (except for the one you are currently at). Select the tp you want to jump to and click the blue button at the bottom of the map window.




You can check your tp list anytime by opening your map (press 'M' to open/close map) and clicking on the small blue arrow on the left side of the map window.



The 4 icons above the list allow you to display/not display cities, teleporters, areas, homes. The list in the screenie is displaying only teleporters (identified by (T)).

As you approach a tp, a blue dot appears on your radar, even if you have not activated the tp. Your map, however, displays only the tps you have activated so far (light blue dot).

When you have reached a tp that you do not have on your list, run through it once to activate it. You will get a message on your screen (upper left corner) which tells you that the tp has been added.
 
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The Basics II: Radar, Map and Mobs

One of the prerequisites for a successful tp run is that you understand the information that your map and your radar are providing.



In this screenie you can see me cooling my feet in the river at New Switzerland after a long run. When you look at the map and the radar, you get a lot of information about my surroundings:

The orientation of the map is: N at the top, W to the left, E to the right and S at the bottom. The blue arrow with the orange circle at the center of the map is pointing south/southwest, which is the direction where I am looking. You can also see the city area of New Switzerland (blue) and the land area (green).

The radar window gives you even more information: At the top you can see the name of the land area: OLA #41 West. The coordinates are displayed below the name: Lon: 26282, Lat: 60784. These are the numbers you have to look at when coordinates are given in tp run descriptions. They change constantly as you move around.

The direction where I am looking corresponds to the top of your radar (12 o' clock position): Between S and sw, which is the same as you can see on the map. Please note that there is a SatNav mode you can toggle by clicking the tiny button which is next to the sw position in this screenie. If your radar seems to be pointing north all the time, click that button to switch.

Your own position is always at the center of the radar screen, and the other dots are displayed in relation to your central position. There is a green dot indicating another player northwest of my current position. The right blue dot to the northeast shows the position of the tp. The left blue/purple dot is a dead mob close to the tp.

The red dot to the east indicates a mob, the red dot at the very center shows that there is a mob which is currently attacking me, even if you cannot see it in the screenie.

Finally, there are four icons at the bottom of your radar, which flash green, amber or red depending on the characteristics of the area. The left icon indicates if you are in a non-PVP zone (green), close to a PVP zone (amber) or inside a PVP zone (red). The next icon shows if you are not inside/close to/inside a toxic zone. The traffic lights icon shows if you are not inside/close to/inside a zone where vehicles are not allowed. The right icon shows if you are not inside/close to/inside a zone where you are not allowed.

On Eudoria you will see green icons most of the time, except for example, if you are close to or inside the PVP areas. On Amethera your PVP icon will show amber when you are inside a land area and red while you are in between land areas. Except for the toxic PVP area at Akmuul, you cannot be looted if you are killed in PVP on Amethera.

If you enter a designated PVP area, lootable or non-lootable, your radar is scrambled and you cannot see any dots or your coordinates (this does not apply to the 'normal' areas between land areas on Amethera).



You still have the option to press 'P' to display your current coordinates in the main chat.


Watching your radar is extremely important if you have to run through a spawn. During a tp run the aim is not to aggro any mobs before you have reached a certain point, and the only way to do that is to keep the appropriate distance between the mobs and yourself.

More dangerous mobs will appear earlier on your radar than less dangerous mobs, but there are some exceptions. Allophyl and also small Molisk show up fairly early, but they are not very aggressive.

The majority of the mobs you are going to encounter on the runs described in this guide will not attack if you make sure that the red dots on your radar stay outside the inner circle. A number of them will even allow you to come closer than that.



In this screenie I am standing in a spawn of small Tripudions and small Molisks. I am looking at a Tripudion Young. You can see that the corresponding red dot is right on the inner circle, which is just the distance that might cause this mob to attack. The red dot to the north indicates a Molisk Young. This dot is inside the inner circle, but as the Molisk is less aggressive than the Tripudion, it is unlikely that this mob is going to attack.

Take into consideration that mobs are moving around and might move into aggro range to attack you.

From time to time you might find yourself in a position when you deliberately aggro mobs to get rid of them. You can do that if you have either a turret or a body of water to dispose of the mobs. If you are at an outpost, tp or fertilizing station, you will find a turret there. All you have to do is get inside a mob's aggro range, wait for it to react and run to the turret. Repeat that procedure if the running distance is too long and you get killed before you reach the turret's range.

If you want to dispose of a mob by drowning it you have to keep a few things in mind. First of all, it takes some time to drown a mob. A mob does not drown instantly and can hit you while it is under water. Moreover, you are slowing down when you start swimming, while the mob runs at its normal speed under water and will catch up quickly. You also have to make sure that the water is deep enough to drown the mob. It is useless to attempt to drown a long-legged Estophyl in a shallow puddle.
 
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Nisha

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Your First Teleporters: Camp Icarus, Half Moon Tps, Port Atlantis Tps, New Oxford and more

When you first arrive on Calypso, you have only 2 tps on your list:

*** Camp Icarus (63216, 74370)
*** Half Moon Bay (63384, 87518)


You can unlock a few more tps at Port Atlantis. To get there, run south from Icarus to the beach and add a waypoint at 62250, 74640.



Swim to your waypoint. When you have reached it, press 'T' to arrive just outside Port Atlantis. Enter the city and run southwest. The Port Atlantis tp is at 61413, 75219 upstairs.

When you have unlocked it, talk to the Teleporter Technician standing next to it.



This will unlock some new tps on your list. The number of tps you will get by talking to the technician has been changed from time to time and might be changed again. You should at least get:

*** New Oxford (33729, 47701)
*** Cape Corinth (61750, 87915)


There have been more tps players have been able to unlock here, including Half Moon Cove (63502, 89176), Atlantis Archipelago (61494, 68922) and Treasure Island City (35139, 49845).

The Port Atlantis, Cape Corinth and Half Moon tps are on Eudoria, New Oxford and Treasure Island City are Amethera tps.


Afterwards run to the Port Atlantis Mall to unlock the tp on top of the building:

*** Port Atlantis Mall (61623, 75192)

Enter the Mall and find the televator. Right click and operate the televator and select floor 5.
 
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Beyond Port Atlantis and Icarus: Orthos West Mound, Hestia, Fort Lahar and Chug's Hideout

Orthos West Mound (64099, 77246): Tp to Port Atlantis and add a waypoint at 62900, 77350. Leave the city and run towards your waypoint. There are several puny spawns around Port Atlantis, so you have to be a bit careful. The easiest way is to run to the river and then northward along the western bank. Cross the river after you have passed the island in the middle of the river. When you have reached your waypoint, press 'T' to revive at Orthos West Mound. Locate the tp and activate it.

Hestia (66982, 76522): Tp to Orthos West Mound and add a waypoint at Hestia tp 66982, 76522. Run eastward along the southern bank of the river. When you see red dots on the radar, jump into the water and swim to stay out of aggro range. There are some Atrox between Long: 65800 and Long: 66300 which attack early and hit hard. When you have reached your waypoint, locate the tp and activate it.

Hestia does not have a revive. If you get killed in this area you will revive at Fort Lahar.

Fort Lahar (66995, 74881): Tp to Hestia and press 'T' to revive at Fort Lahar. Locate the tp and activate it.

Fort Lahar is a robot wave event area. During an event you will encounter quite some robot activity there and you might revive at a different point within the Fort area than at times without an event.

Chug's Hideout (68161, 74754): Tp to Hestia. Run or swim eastward along the southern bank of the river. When you have crossed Long: 68100, press 'T' to revive at Chug's. Locate the tp and activate it.
 
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The Other Side of the River: Zychion Citadel, Fort Fury, Limnadian District and Atlas Haven

The tps in this section are north of the river, so you have to swim across at some point.

Fort Fury (68209, 79053): Tp to Hestia and add a waypoint at 66709, 77300. Run/swim to your waypoint on the north bank of the river. The spawn there consists of some Snablesnots mixed with small Berycled, small Sabakuma and some Cornundos. Run north-northeast through that spawn until you cross the line Lat: 77600 (Remember to keep the appropriate distance between you and the mobs!). Press 'T' to revive at Fort Fury. Locate the tp and activate it.

Zychion Citadel (69540, 77433): Tp to Hestia and add a waypoint at 67800, 76920. Start again at Orthos West Mound and run/swim eastwards until you reach on the north bank of the river until you reach your waypoint. Press 'T' to revive at Zychion Citadel. Locate the tp and activate it.

Limnadian District (71250, 79094): Tp to Zychion Citadel and add a waypoint at 70470, 78410. Unlike most other tps the Zychion tp is not on the ground. Follow the broken road down to the ground level and then head east to the river. There are very few but very strong mobs in this area, so keep your distance. When you have reached the river run/swim northwards until you reach your waypoint.

Stay away from the red dots in this area, unless you want to get yourself killed. These are Faucervix, and they aggro easily. Press 'T' to revive at Limnadian District. Locate the tp and activate it.

Atlas Haven (71677, 82337): Tp to Limnadian District and run westwards to the river. If you see any red dots on your radar, check if they are Allophyl or Estophyl. Allophyls are rather passive mobs and will not attack you unless you are fairly close. Estophyls, on the other hand, will aggro easily and you might get killed a few times if you meet them on your way to the river. Just drag them to the turret until you can continue safely.

Swim to the middle of the river and turn north. Continue to swim northwards. Follow the river as it takes a right and then a left turn until you cross the line Lat: 82000. Press 'T' to revive at Atlas Haven. Locate the tp and activate it.
 
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North of New Oxford: Genesis Amethera Headquarters, Treasure Island Tps and Hangar Tps

Genesis Amethera Headquarters (34249, 48217): Tp to New Oxford and run northeast across the brigde. You will see a tp in the distance as you are running. Locate the tp and activate it.

Treasure Island City (35139, 49845): Tp to Genesis Amethera Headquarters and run to the northeastern tip of the island you are on. There are both mobs in the water and on land, therefore, running along the bank of the river is a relatively easy way to stay out of trouble. When you have reached the northeastern tip of the island, cross the river eastward. Be very careful, as there are Rippersnappers in the river. Run straight north after crossing the river and press 'T' after you have crossed Lat 49200 to revive at Treasure Island City. Locate the tp and activate it.

Treasure Island Riverside (39172, 51892): Tp to Treasure Island City and add a waypoint at 37600, 50320. Run southeast and cross the river. The area on the other side of the river is non-lootable PVP, but free of mobs. Run north-northeast along the bank until you reach your waypoint. Press 'T' to revive at Treasure Island Riverside. Locate the tp and activate it.

Hangar tps and Treasure Island Northern Shores (40268, 55495): Tp to Treasure Island Riverside and add a waypoint at 39232, 54633. Run straight north from Treasure Island Riverside tp until you reach your waypoint. When you cross the hangar area, the following tps will become unlocked and will appear on your map:

*** Camp Echnida East Hangar (80997, 87525)
*** Camp Echnida North Hangar (77868, 88972)
*** Corinth East Hangars A (63673, 86527)
*** Corinth East Hangars B (63902, 86293)
*** Corinth West Hangars A (60811, 86626)
*** Corinth West Hangars B (61059, 86288)
*** North Space Base A (88119, 96672)
*** North Space Base B (88574, 95646)
*** North Space Base Docks A (88602, 94458)
*** North Space Base Docks B (88545, 93898)
*** Rogue Plains East (79528, 97421)
*** Rogue Plains West (78225, 96955)
*** Treasure Island North Hangar A (39349, 54833)
*** Treasure Island North Hangar B (39809, 55233)


Press 'T' to revive at Treasure Island Northern Shores. Locate the tp and activate it.

Treasure Island Castle (37089, 53136)
: Tp to Treasure Island Riverside and add a waypoint at 37730, 52640. Run west-northwest until you reach your waypoint. Make sure to keep away from the Second Entities, in case you see some. Press 'T' to revive at Treasure Island Castle. Locate the tp and activate it.

Treasure Island Volcanic Edge (35949, 54728): Tp to Treasure Island North Hangar B and add a waypoint at 37790, 55700. Run north-northwest toward the coast. The Frescoquda in the neighboring sector are not very aggressive. There are a few small Rippersnappers off the coast, so be careful if you jump into the water to avoid one of the bigger mobs on the island. There are big Furors in the next sector, but you are safe if you keep normal distance. When you reach the coast, turn west and run/swim until you reach your waypoint. Press 'T' to revive at Treasure Island Volcanic Edge. Locate the tp and activate it.
 
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Twin Peaks and Twin Peaks Mall

Twin Peaks is an important trading place, no matter if you want to sell your sweat, your loot, your resources or whether you want to be a trader.

Twin Peaks (77774, 76679): Tp to Limnadian District and add a waypoint at 71450, 77700. Run westwards to the river. If you see any red dots on your radar, check if they are Allophyl or Estophyl. Allophyls are rather passive mobs and will not attack you unless you are fairly close. Estophyls, on the other hand, will aggro easily and you might get killed a few times if you meet them on your way to the river. Just drag them to the turret until you can continue safely.

Keep some distance to the bank to avoid further Estophyl attacks and swim southwards until you reach your waypoint. Press 'T' to revive at the Limnadian outpost at 72461, 78171.

Leave the outpost eastwards, swim across the river and continue eastwards. Keep clear of the Drone spawn in this area. Drones attack from a distance, and while Drone 01s are usually very slow to notice anything, Drone 02s are likely to attack quickly.

Continue eastwards and as soon as you notice the first red dot on your radar, turn southwards, because there is a rather ugly spawn of Merp, Berycled and small Atrax in that area. Turn eastwards again as soon as you can. When you have crossed the line Lon: 73750, press 'T' to revive at the outpost at 75647, 77111.

Add a waypoint at 76917, 76608. Run from the outpost towards the lake to the south. The Shinkiba in this area are rather friendly mobs, so you should be able to do that quite easily. When you have reached the road, continue eastwards along the road. When you reach your waypoint, press 'T' to revive at Twin Peaks. Locate the tp and activate it.

Twin Peaks Mall (77924, 76539): Leave Twin Peaks eastwards and take the first right turn at 77887, 76672. Follow the road uphill until you reach the mall. Enter the Mall, look for the Televator and operate it. Selecting 5th floor will send you to the roof, right next to Twin Peaks Mall tp. Activate the tp.
 
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More Amethera Tps: Bilton Towers, Emerald Lakes Mall, Shinook Jungle and Shinook River

Bilton Towers (33472, 47347): Tp to New Oxford and run southwest towards the Deer Mall. You can see Bilton Towers tp in the distance. Locate the tp and activate it.

Emerald Lakes Mall (31578, 50206): Tp to Bilton Towers and add a waypoint at 32488, 47686. Run west-northwest. Before you cross the river, check all red dots if they are Rippersnapper or Hiryuu. If you are not sure, try to keep the red dot outside the second circle of your radar as you move on.

There is a natural mob spawn on the other side: You might see Trilomites, Bristlehogs, Hiryuus and Exarosaurs. All of these mobs are not very aggressive, and if you maintain your normal distance, you are safe. If you notice a red dot on the radar, but cannot see a mob on the ground, look up in the air, as Hiryuu are flying mobs.

Continue westwards until you reach your waypoint. Make sure you have entered OLA #29 before you press 'T' to revive at the fertilizing station at 31756, 48227. Run straight north. The spawn in this land area consists of a few Longu Young and Cornundos Young, which are not very aggressive. Continue north after you leave OLA #29; it is only a short run to Emerald Lakes Mall Land. As you enter the land area, you will see a number of different mobs, some of which are very aggressive. Press 'T' or get yourself killed to revive just outside Emerald Lakes Mall at 31701, 50191. Enter the Mall, look for the televator and operate it. Selecting 5th floor will send you to the roof, right next to Emerald Lakes Mall tp. Activate the tp.

Shinook Jungle (27812, 50921): Tp to Emerald Lakes Mall and add a waypoint at 28660, 49300. Operate the televator, select floor 1 and leave the mall. Run westwards and when you reach the river, turn southwest. Run/swim along the western border of the land area until you have reached the southwestern corner. Then turn west, cross the river and run toward your waypoint. As you approach you will see the first red dots of OLA #30's mobs on your radar. These are big Combibo and Mourner. You can briefly enter the land area at a safe point to have it displayed on your map, but keep the appropriate distance from the mobs.

When you reach your waypoint, press 'T' to revive at Shinook Jungle. Locate the tp and activate it.

Shinook River (27944, 45425): Tp to Bilton Towers and add a waypoint at 32623, 47149. Run west-northwest. Before you cross the river, check all red dots if they are Rippersnapper or Hiryuu. If you are not sure, try to keep the red dot outside the second circle of your radar as you move on.

There is a natural mob spawn on the other side: You might see Trilomite, Bristlehog, Hiryuu and Exarosaur. All of these mobs are not very aggressive, and if you maintain your normal distance, you are safe. If you notice a red dot on the radar, but cannot see a mob on the ground, look up in the air. Hiryuu are flying mobs.

Continue until you reach your waypoint at the northeastern tip of OLA #25. Enter the land area briefly to activate it on your map.

Add a waypoint at 30720, 46540. Leave the land area and run westwards along its northern border. From about 31563, 47236 turn southwest and keep following the land area border line. From this point onward you will encounter a natural spawn of Trilomite and Bristlehog. Keep the appropriate distance as you continue. Run until you reach your waypoint and then turn west.

Add a waypoint at 29500, 46370. Run westwards and find a way through the Molisk spawn which is in that area. Continue until reach your waypoint. Make sure you have entered OLA #27 before you press 'T' to revive at Shinook River. Locate the tp and activate it.
 
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Using the Hangar Tps: Rogue Plains, Camp Echidna, Fort Zeus, Camp Caravan and Isslye

Rogue Plains (78048, 96385):Tp to Rogue Plains West and run southwest. After a short while a blue dot appears on your radar, indicating the position of Rogue Plains tp. Run to this position and activate the tp.

Camp Echidna (79521, 87853): Tp to Camp Echidna North Hangar and press 'T' to revive at Camp Echidna. Locate the tp and activate it.

Fort Zeus (86535, 94697): Tp to North Space Base Docks B. Add a waypoint at 88100, 93500 and run southwest. There are Feffoid and small Ambulimax in this area, but you can move through the spawn if you keep the appropriate distance. When you reach your waypoint, press 'T' to revive at Fort Zeus. Locate the tp and activate it.

Camp Caravan (87158, 89492): Tp to North Space Base Docks B and run south-southeast until you cross the line Lat: 93470. Press 'T' to revive at the outpost at 89204, 91608. Add a waypoint at 88640, 90050. Run southwest to the ocean and swim to your waypoint. Press 'T' to revive at Camp Caravan. Locate the tp and activate it.

Isslye (85383, 91402): Tp to Camp Caravan and run straight north until you cross the line Lat: 90170. There are a few small Molisks in that area. Press 'T' to revive at Isslye. Locate the tp and activate it.
 
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Sweaters' Tps: Boreas, Nea's Place, Silver Ridge, OLA #42 + Z's Little Farm

There are 3 tps you should have on your list if you are interested in group sweating or swunting: OLA #42, Silver Ridge and Boreas. Nea's used to be a main sweating spot, but is no longer active. Unfortunately, all of them take some time to unlock on foot or by car. So if you can get a ride from someone, this is the best choice. For more information about sweating and swunting join the chat channel #sweatinfo (type /join #sweatinfo)

Z's Little Farm is not a sweater's/swunter's place, but I have added it here because it is fairly easy to pick up on your way to OLA #42 and it is a useful mining tp.

Boreas (74368, 67332): The sweating/swunting mob at Boreas is Kerberos.

Tp to Limnadian or Zychion and add a waypoint at 71164, 77060. Swim to your waypoint and continue to run/swim southwards until you cross the line Lat: 75800. Press 'T' to revive at the outpost at 71186, 74154.

Continue southwards along the edge of the cliff until you cross the line Lat: 73600. Press 'T' to revive at the outpost at 71907, 72536. There is an Atrox/Ambulimax spawn at this outpost, but it is not very far to run the river. Drag the Atrox that block your way to the bank to the turret until you can run to the river. Swim until you can easily climb back on land and continue south-southeast along the south bank of the river.

At about 73263, 71821 there is an Exarosaur/Faucervix spawn. As Faucervix will aggro quite easily, return to the river and swim until your radar is clear of red spots before you switch back to running.

From Lat: 71511 onward check on which bank it is easier to run. For most of the way the west bank is the better choice. If you want to cross the river at any point, check for red dots. There are medium Rippersnappers in the area which are fast and nasty and have a fairly high aggro range.

Continue southwards until you cross the line Lat: 69500. Press 'T' to revive at Boreas. Locate the tp and activate it.

OLA #42 (29064, 58722) and Z's Little Farm (29158, 56001): The sweating/swunting mob at OLA #42 is Ambulimax. There is a daily sweating event at this land area. Check this thread for further information and join their chat channel (type /join #ola42-ssi).

Tp to Treasure Island Volcanic Edge and add a waypoint at 34551, 55028 (this is the best spot to cross the river). Run west-northwest. When you reach the line Lat: 55030 run straight west until you reach your waypoint. Cross the river and watch out for red dots on the radar. Some mobs swim too deep to attack you, but sometimes there are mobs that could cause trouble.

Add a waypoint at 32574, 55018. Run westwards until you reach your waypoint. Make sure you have entered OLA #58 before you press 'T' to revive at the fertilizing station at 31163, 56602.

If you want to go to OLA #42 directly: Add a waypoint at 29190, 57411 and run to your waypoint. There is a dense Argonaut spawn at your waypoint, so you will probably get killed as you approach it to revive at the fertilizing station at 29065, 58794. Locate the tp and activate it.

If you want to pick up Z's Little Farm tp: Add a waypoint at 30626, 56563. Run west to the river and swim to your waypoint. Press 'T' to revive at the fertilizing station of OLA #57, then run straight south. As you leave OLA #57, you can see the blue dot of the tp at Z's Little Farm appear on your radar. Run to that position and activate the tp.

Add a waypoint at 29190, 57411. Turn back north and run to your waypoint. There are a few small Armax in the land area which are easy to avoid. In case the spawn is too dense to run through, run around the land area to reach your waypoint. There is a dense Argonaut spawn at your waypoint, so you will probably get killed as you approach it to revive at the fertilizing station at 29065, 58794. Locate the tp and activate it.

Nea's Place (29354, 35517): The sweating/swunting mob at Nea's is Ambulimax.

I have removed the run to Nea's because of two reasons: First, it is no longer a major sweating spot. Second, LA #64 has changed ownership and the land area is populated by a dense mob spawn. Therefore, you will get stuck at the fertilizing station.


Silver Ridge (33011, 37895): Silver Ridge is the tp you need to get to the sweating/swunting circle at OLA #24. Join the chat channel #la24 for further information (type /join #la24)

The sweating/swunting mob here is Ambulimax.

It may be tempting to run or drive south from New Oxford to reach Silver Ridge, but it is also very risky: You have to move through the corridor between OLA #25 (Armax, Osseocollum) and Vermilion Fields (Falxangius). If you get killed in that area, it is very likely that you will not be able to get away from the revive of one of those land areas on your own.

This is a longer but safer route:

Tp to Shinook River and run south. There are a few small Tripudion and Molisk in this land area. The Molisk are not very aggressive, but keep your proper distance to the Tripudions. After you have crossed the northern border of OLA #64, press 'T' to revive at the fertilizing station.

Run southeast until you cross Lat 40900. Make sure you avoid the Tripudion spawn around 29360, 41780. Add a waypoint at 32500, 40880 and run towards your waypoint. Do not cross any borders into land areas while you are running and keep away from mobs that are close to land area borders. When you have reached your waypoint, add another waypoint at 32870, 39450. Run to your second waypoint and press 'T' to revive at Silver Ridge.
 
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Nisha

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Hunting Small Mobs: Fort Troy and Fort Argus

Fort Troy tp is useful if you want to hunt small Kerberos (spawn northeast of Fort Troy) and Foul Young (spawn at about 78920, 67670). Fort Argus has a huge Snablesnot spawn; moreover, between Rogue Plains tp and Fort Argus there is a small Combibo/small Shinkiba spawn (between Lat: 96000 and Lat: 95070) as well as a small Prancer spawn (between Lat: 95070 and Lat: 94100) where you can do your missions.

Fort Troy (80503, 68308): Tp to Boreas and add a waypoint at 75550, 66850. Run east-southeast. The Kerberos spawn at Boreas is quite dense, but there are often hunters and swunters there, which will help you to get outside the Kerberos spawning area.

When you have reached your waypoint, add another waypoint at 76350, 66100. Run south-southeast. Find a way through the Osseocollum spawn; these mobs are strong, but not very aggressive. When you have reached your waypoint run to the water and start swimming eastward. When you have crossed Long 77320 press 'T' to revive at the outpost at 78378, 66797.

Follow the road that runs by the outpost northeast. The road leads through a Primordial Longu spawn which is not very dense. You can usually see the first red dots of the Foul young spawn at about 79000, 67470. If the Fouls are too close to the road, run south to the beach and continue eastwards. There are some bigger Daikiba and Exarosaurs in the area, but you should be able to continue without problems. When you have crossed Long 79900, press 'T' to revive at Fort Troy. Locate the tp and activate it.

Note: This is one of the areas where you can encounter event mobs for example during Migration or Robot events.

Fort Argus (75581, 92655): Tp to Rogue Plains and add a waypoint at 75470, 93970. Run south, swim across the river and continue west-southwest. Stay close enough to the water that you can jump in quickly. Although the mobs in that area are not very strong, there is a chance that a mob spawns close to you and attacks. Run until you reach your waypoint. Then press 'T' to revive at Fort Argus and activate the tp.
 
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moondog

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Well as no one else has said anything about this post I have to say a massive GZ to the OP. I originally flew to all the TP's when I started playing. This is fine and you get the TP's quickly, however you miss on on the geography and lay of the land. I have recently started running all the TP's and dropping the odd probe every now and then. It is a great way to explore, does not take as long as you would think and greatly increases a players understanding of which points of interest are where.

More players old and new should explore in this way
 

jetsina

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The guide was written with a new player in mind, and it contains a lot of basic information because of that. If you have played the game for a while and are already familiar with the basics, you can just skip those sections.
And what a great resource it is! Fantastic, well done! :wtg:
I also missed it the first time round a week ago I guess, so I hope it now gets more of the credit that it deserves...
 
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Thanks for taking the time to make this :)
 

Nisha

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The section about Cape Corinth (now Cape Corinth/Half Moon Bay) is up to date.
 

GradenFoss

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:tprun:





Holiday bump for a very helpful guide that took quite some work.

:bump::bump::bump::bump::bump:

Hopefully see numbers of new players over the holiday season who may make good use of this.
Mentors: Tell your disciples! :yup:





:xmas: :xmas: :xmas:
 

Skalman

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Teleporters for everyone !

Awsome Teleport guide keep it up !!


Best regards Skalman
 

SoReal

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+ rep for this , always good to see these sort of guides, especially encouraging the old school way of getting the TP's . It actually makes getting them an achievement in itself.

Group up and give some of these runs a shot on foot. Great fun ! (oh and if you take to the water beware of pesky rippersnappers ! )
 

[FM]

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Very nice +rep

Remember when new Vu came and mindforce whas not inplanted so we all hade 2 run 2 collect the TP`s again, Think i did about 60% of them by foot :p
 

Nisha

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Revised a few posts to reflect recent changes (tps unlocked for new players, Nea's)
 

jaypi

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Excellent information!

I've followed the instructions and almost done the whole TP run! Very precise info and super helpful!

Thanks so much!
Jay
 

Shard-Angel

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In the olden days, one of the main charms of Entropia was EXPLORATION.

Exploration took days sometimes. We never knew what to expect around the corner. We could be stuck at outposts and get killed dozens of times trying to figure a way out.

Sadly, introduction of vehicles completely decimated the exploration aspects of Entropia. :(:(:(

One tactic I used when stuck in remote places with no green dots in sight - was to agro as many mobs as you could and lure them as far away from the intended path as you could before dying. That way, these mobs would NOT be present the NEXT TIME you ran on that path (after dying) and hopefully you're eventually reach the next death-teleport server boundaries.

Also, you can also use water and turrets to clean out a lot of the mobs as well. Following rivers and coastlines is also a safe(r) method. Easier to drown the agros - unless ofcourse the seas be full of rippers! ;)
 

jaypi

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Thanks Shard-Angel!

Definitely I have enjoyed a lot running and walking for all those places! Calypso is amazing... The sights and animals are awesome, and it was a great way to know at least some few places in the planet.

Great tip about turrets and water, and also how to aggro mobs! Will keep it in mind! ;)
 

Craf

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Let me share with you a tactic I found useful when exploring and getting stuck. It is best to lure mobs away from your chosen route, but make sure they stay alive. Don't lure them to the turrets. If a mob is killed then it might respawn back on your path, but is you lure it into a safe corner then you have more chance of escaping without getting killed.

This really only works for low density spawns.

I used this method of escape many times (well before vehicles came along). A particularly nice place to try this is if you want to go NE from Billy's Spaceship Afterworld. There are Atrox and Warriors to move out the way in order for you to get safely along the canyon path.
 

Fifth

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Sadly, introduction of vehicles completely decimated the exploration aspects of Entropia. :(:(:(
Indeed.
To reclaim it (at least partially) there should be flying mobs that attack flying vehicles. This would force ppl to land and pass some areas on foot.
To make it even more hardcore, the hardest areas could have some interference field that disables all vehicles and teleport chips. Could be a one-time mission: reach the teleport, find a certain device there, turn off the interference.

As it stands now, lots of time, effort and resources have been spent to create a game with the largest geodata - and then make us ignore all that beauty, skip it effortlessly without even glancing at it.
To make it worse, due to the engine limitations the landscape doesn't look the same from the ground level and from the air. Mostly it's not even close, even with "very high" settings. What a waste...
 

Nisha

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Let me share with you a tactic I found useful when exploring and getting stuck. It is best to lure mobs away from your chosen route, but make sure they stay alive. Don't lure them to the turrets. If a mob is killed then it might respawn back on your path, but is you lure it into a safe corner then you have more chance of escaping without getting killed.

This really only works for low density spawns.

I used this method of escape many times (well before vehicles came along). A particularly nice place to try this is if you want to go NE from Billy's Spaceship Afterworld. There are Atrox and Warriors to move out the way in order for you to get safely along the canyon path.
Yes, 'creating a corridor' through a spawn was basically the only way to get out of a mob-crowded outpost before the introduction of vehicles.

Doing this could be fun, tricky, annoying, frustrating or impossible. :laugh:

But the respawns have become a lot more aggressive since then, so avoiding respawns by just moving mobs instead of turreting them is really a good idea.

I'd say it works not only for low density spawns, but also medium density spawns if the mobs are fairly passive. An Allophyl spawn is much easier to negotiate than an Allophyl spawn that has the same density but a handful of Estos thrown in for good measure.
 

Svarog

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i just started and I certainly do not have any extra teleporters. I have Camp Icarus and thats it.
There's no Port Atlantis Marina tp anymore, so to get New Oxford and TI City you have to go to Port Atlantis on your own and talk to the Immigration Officer near the piers (and don't forget to unlock PA's tps while there). Half Moon Bay and Minopolis disappeared from the map for everyone after the last VU, tps are physically there but you have to visit them to unlock.
 
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Great Guide. Will Give +rep for all your hard work when I can hand out more Rep.
 
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