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Oz is found far, far to the south. In fact, below 200S. There is a Coral Reef running across the map from 193S to 197S. South of that, there is a whole new continent.



There are three ways to get to Oz: by sea, by air, or by magic.

  • By sea: There are known passes in the Coral Reef in the Southern Ocean. A bridge from Cigar Island to Oz is sometimes kept in good repair.
You can also break a talisman at 153 South to be transported to Oz JohnnyRogers 01:31, 18 December 2006 (GMT)
  • By magic: You can also reach the land of Oz by exiting the chaotic realm of R'lyeh from the right point. The Ancient Castle also makes routine stops in/near Oz. If you're a wizard, using a Wizard's Retreat spell takes you to an Oz island known (shockingly enough) as the Wizard's Retreat.
    • The easiest and fastest way is to use the teleporter in The Order of the Wyrm. This takes you to the base of the mountain trail; from there, an elemental talisman will take you to any of the 4 Oz cities. The teleporter is currently out of order (2013-07-01).
  • By air: You will need either a Single to Oz or a Return to Oz. The airport in Kingdom is near Fire City, centered at 15E 91N, and the one in Oz is in the South-East corner, 94E 279S. The flight takes 24 hours.
Is it like the space elevator (you're stuck for 24 hours but your AP keeps increasing) or does it take 24h worth of AP?--Solune 15:51, 9 October 2006 (BST)
When you get to the other end- you get off by pushing the 'disembark' button that appears under your 'abilities'. Don't be a dolt like me and wait for ever for an exit to appear on the cabin! Kressida -10:36, 27 September 2007 (BST)
It takes 24h worth of AP. --Bubba_the_Shy 12:41, 10 January 2007 (GMT)
This has now changed; it is now like the Space Elevator. Warning: all active weapons, explosives, liquids, and bags are removed from your inventory for the duration of the flight (they're stored in the hold for security purposes). --BlaisedeC 04:27, 30 July 2007 (BST)
This is now very annoying. I'm on pretty much max AP and stuck on here for 24 hrs. Jennyann 09:06, 15 August 2007 (BST)
Just like a real flight. There should be movies! Theendisnigh 11:08, 18 August 2007 (BST)
Just like a real flight, security is bad too. They didn't took away my salpeter, charcoal and sulfur. I noticed it while looking for something to do with my ap. Now i have 60 measures of black powder on the plane... Time to inform the King of this. City Guard Schwarz 21:43, 23 August 2007 (BST)
I have kept my Head of a Gorgon (far more dangerous than any other weapon), and still have my individual X's, even though I lost my XXXX. I also have my Dawn Horn, which could be useful when it starts glowing tomorrow morning. Lost my Firecrackers, but not my Huge Firecrackers... Palantiring, despite the warning, works as normal with no ill effects. Space Rocket could be interesting on a plane... Pouch of Magic Herbs less dangerous than booze? It's quite simple to turn any number of metal bits into weapons, and the whole smelting process seems a bit dangerous at 30,000 feet as well (how am I doing this without my Box of Matches, anyway?) Oh, and for some reason there's an Earth Dragon on the plane looking at me like I owe it something... Azuaron 16:02, 4 September 2007 (BST)
The 24 hours for each punter has the following slightly curious effect. I get onto the plane and share the cabin with a few other people. During the flight, whilst I am surrounded on all sides by clouds, various folks manage to get off the plane (parachutes?) and more impressively, various others manage to join our merry band, inflight! I am picturing the beginning of that Bond movie where he drives a car off a cliff and sky dives into a plane and then flies off. Theendisnigh 11:15, 18 August 2007 (BST)
You have too much time on your hands to ponder such things.Jennyann 20:52, 22 August 2007 (BST)
Maybe the plane has a transporter? Random4518 21:03, 22 August 2007 (BST)
Maybe the flight actually takes only a few minutes (and only goes once a day) but you have to spend the rest of the day being delayed by security.
Yes this is quite annoying. I like the security taking my stuff- funny- but I did not get off the plane after 24hrs- and now I am stuck!!!! I cannot remember when exactly I got on either, so how am I to get off this thing? There is no monitor with a little plane telling me how far to Oz- or whether I have somehow managed to get on a return flight ('cause I never left my seat). I should have got off yesterday- is it really like the Space elevator in that I will be stuck here until tomorrow evening before I arrive finally at OZ? (ie 48hr flight).-Kressida 04:43, 27 September 2007 (BST)- d'oh Cthu1hu just showed me the 'disembark' button. Kressida -10:36, 27 September 2007 (BST)

Inside Oz

Elemental talismans and stones will transport you to the respective Oz city, just as in the 'Kingdom.

The cities of Oz are Atlantish (water), Crimson City (fire), Emerald City (earth), and Los Laputas (air). These are laid out in a mirror image of their 'Kingdom counterparts: Atlantish is in the north-west; Crimson City, in the north-east; Emerald City, in the south-west; and Los Laputas, in the south-east.

Back to the 'Kingdom

The simplest way of returning to the 'Kingdom used to be breaking a Limbo Talisman and then moving to the appropriate city teleporter. In these modern times the recommended method is to enter the Darth Mall and then break a talisman to the desired 'Kingdom City. The mall can be entered using a Mall Talisman or via the entrances located near the Oz cities.

Other ways include a brighthelm rock, a horn of heimdall, space rocket (AP intensive!) Kings Crest Talisman, other non-city/alignment talismans (perhaps even the SW tunnel talisman) and even growing a beanstalk! The Headhunter's stew pot is located North of the Frozen North, so breaking a talisman, once captured, will transport you back to the 'Kingdom.

So why come here?

New land, and of course new quests!

Fabulous shopping!

Geographical Features

  • A large overview map of Oz with the Totems can be found here.
  • The Andies are a circular mountain range that comes as close as 2 squares from the road. In the middle of it lies a thick jungle and another moutain range (the Mountains of the Son).
To cross the Andies, you can use:
  • The TerrorRemedy Pass at 16E, 239S
  • The Dragon Pass at 84E, 259S
Of these, the Dragon Pass is preferred, because the eastern side of the jungle is filled with lakes, which take far fewer AP to traverse than jungle.
Access to the Mountains of the Son can be gained at 53E, 263S where a winding Mountain Trail leads up to the Mysterious City of Gold and Lead. You will need to bring cold weather clothes as the temperature on the trail will surpass -40 C.
  • The Bleak Island, North West of Oz. In there lies the Wizard's tower, as well as the Evil Dr. Em
  • There are a couple of sand reefs around the mainland. Their main interest are their totems.


  • The monsters are bigger than in the North, but for the same drops.
Duck-Billed monsters now have 2x the drops of normal creatures, making them almost worthwhile. The larger Oz creatures have specialized drops, making them valuable.
With 5x the hit points of their non-billed counterparts, many of the duck-billed monsters have enough HP to be convenient for upgrading daemonic weapons. (Also, the 1000-HP zodiac monsters are well-suited to upgrading Daemonic Knives in particular.)
  • A couple of them can poison you and there is no convenient source of Antidote in the south (no bats.)
Foraging in the interior jungle will yield Blue Flowers which can be made into antidote if you know how -- an AP expensive measure, but worth it if you need it.
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