Just ahead lie skeletal remains amid the weeds at the edge of a marshy pond. Perhaps this person was an adventurer who fell victim to hunger or poison. Regardless, this is an opportunity for you to benefit from their misfortune. Search the remains for anything that might help you.  
A flash of light. The sensation of rapid movement, and then a sudden stop.<pb>You are unsure of how much time has passed while you were unconscious. You open your eyes to find yourself deep within a marshy jungle. Morass trees surround you, looking like twisted creatures trying desperately to reach up and touch the sun through the heavy mist. Your clothes are shredded and you are weak; if you are to survive you must find supplies and begin rebuilding your strength and skills. Hopefully you are not far from some semblance of civilization, but only exploration will answer that.<pb>In your hands is the Crux of Fire, one of four mysterious gemstones that the creature called "The One" is likely to be looking for. It is time to end this long quest- to find out what these Crux crystals do and why The One is trying to bring them together. [quest 1 1 ; quest 2 1 ; gfx (Flare) 0 1 ]
You notice that all around you are rock walls. You are in some kind of a basin, perhaps a crater or dormant volcano. 
This rocky pathway leads downward, away from the volcanic peak towards the forest below. From here you can more clearly see the shape of the volcanic cone rising above the forest.
Hmm...a cooled lava flow. This basin is very likely a dormant volcano. Judging from the amount of tree growth and swampy ground, this volcano has not been active for hundreds of years.
Ah! An old chest! It was likely left here by someone who wanted to hide a cache of valuables. Often thieves or pirates will stash their loot in remote areas. You should be cautious as you never know if or when the owner of this chest will return for it.
Ahead you see a keg of Black Powder, probably left behind from when this area was blast mined. Be careful! If you strike the barrel, it will likely explode. Strategically placed Powder Kegs can blast open locked doors and chests, and can remove most kinds of wooden barriers. You could pick it up and take it with you if you think it might be useful elsewhere, but be aware that it will likely be heavy.
After descending from the volcanic peak, you find yourself in a forested wetland. A warm, tropical breeze blows clouds in from the west, and you can smell the ocean in the wind. To the north you see a sign spanning over the path, though you can't make out what it says from here.
Before you lies a huge ship, its hull cracked open by the jagged rocks upon which it now rests. Strong winds coming down the mountain to the east likely helped to drive the ship headlong into the rocky inlet, smashing the footbridge that once spanned the river. 
At this point the track drops down into a dark, narrow shaft. You will not be able to fit into this tunnel which is cut precisely to the shape of a mine cart.
You step inside the mine and take a deep breath. There is something pleasant about the scent of a Dwarven mine- a potpourri of coal dust, smelted ore, rye ale and broiled meat. It is a distinctly different scent from that of a human mine. Ahead you see the yellowish glow of Barrean sulfur lamps, which burn cool without using up oxygen.
The source of the delicious scent that fills these tunnels: a juicy haunch of meat slowly broiling over a hardwood fire.
These tunnels were mined long ago and are now dark, quiet, and nearly empty. All of the current mining activity is happening far below where the rock still holds valuable minerals.
IMPORTANT TIP: To strike a non-hostile object, like these egg sacks, hold the LEFT-SHIFT key to force an attack.
With the removal of the roaches and scorpions, the second level of the mine has been reopened. To the northeast, you see a wide stairway leading down into the darkness below.
The air here is humid and heavy, and the ground feels spongy below your feet. Insects swarm around you, buzzing in your ears and biting any exposed skin they find.
From this vantage point you can see a port city across the bay to the north.
North of the boglands, the ground turns firm and dry. The sagging morass trees have given way to strong, majestic hardwoods. These woods are old and dense; they are the kind of forests that children in fairy tales are warned to stay away from.
You step inside the wrecked ship. This area appears to be the forward cargo hold, though it might have been used as a sailor bunk as well. It is an odd layout for a cargo ship.
The ladder leads up to a room that appears to be just below the bridge. It has been heavily ransacked.
This cemetery is being raided. The vagrant plunderers who destroyed the adjacent temple are now digging up the dead to steal the bits of jewelry and few gold teeth they can find.
This temple has been destroyed. Everything of value has been taken by the bandits.
This lagoon is warm and calm. Beneath the surface of the water you see dense schools of tadpoles, swimming around each other like billowing flocks of spring birds hunting insects.
Touching these Geo Markers allows you to collect 'Quick Travel Locations'. Clicking the Automap will let you rapidly travel to any Geo Marker you have previously discovered.
Before you extends a vast beach of sand, marked with jagged volcanic rocks and small rises of dunes. To the west is an immense ocean; there are no ships on it that you can see.
This building looks abandoned. It appears to be a former guild hall, perhaps a secretive meeting place way out here in the boglands. Despite appearing abandoned, you can see torchlight flickering deep inside the structure.
This hatch opens to a chute which leads to the port side of the ship just above the waterline. It could easily be used as a quick escape route from the ship.
*** IMPORTANT TIP: If you lie about your identity, you will still be able to play the game and finish it, but it will be more difficult. Without Arima's guidance, you will not have direction on what to do next.
This building has not been used in many years. The ceiling is falling in and the stone walls have been pitted from the salty sea air.
This room contains several oddities. Large metallic containers and strange parts litter the floor. There is a tangible energy in this room which makes the hairs on your arm stand up straight. You feel as if you are being watched, and that it is not safe here.
The lower level of the Seawarden's Guild is in a poor state. The floor is cracked and the ceiling does not look structurally safe. It appears that this place was abandoned by the original guild members long ago and that these new occupants are taking advantage of the unused space.
The tentacled plant pulls you under layers of muck and sediment, dropping you here. These tunnels are more dank than any other dungeon you have had the displeasure of visiting. Fungus and algae cover the walls, which are nothing more than rotting planks of timber holding back the soggy ground from collapsing in. There is not a single spot of dryness or warmth in this wretched hole.
The stairway turns as it descends into a secret dungeon beneath Elderoak Forest. The air here has an odor of death permeating it. This place feels evil. It's a tangible evil that you feel like a heavy blanket has been draped over your shoulders.
This hallway has been recently barricaded shut. These newer stone blocks don't match the original bricks. 
The tunnels in this area are more carefully constructed than elsewhere down here. The walls are shored up to ensure no muddy ground seeps in, and the floor seems to be soft, cultivated moss with narrow walking paths.
This room is a gruesome display of torture devices and human remains strewn about. The bodies that are lying on the floor have had various organs and body parts removed.
There are twisted roots hanging down from the dirt ceiling above, dangling into a pool of deep blue water. These roots are thick and old, probably belonging to Ulgolek, the Grandfather Tree which sits directly atop this dungeon. Several pumps appear to be drawing water from this pool. Perhaps this is why Ulgolek appears sick; his sacred water supply is being drawn from for other purposes.
Before you stands an enormous tree, rising high above the others in this forest. The great tree appears to be sick; its bark is falling off and its branches are leafless.
Deeper into the Dwarven mine, the air becomes stale and heavy with dust. It is cold and dark here, and you feel very unwelcome. The Dwarves are not likely to be kind to trespassers in their mine.
The blackened path leads directly to the entrance of Omentor Temple, which itself is a massive granite skull. Within the skull's mouth you see a dark and narrow stairwell descending below. A cold, damp stream of air flows up from the underground and passes through the hollows in the skull, producing a haunting sound reminiscent of a child crying.
Descending into the temple, you discover that it doesn't seem as old as it appeared from the outside. The stone masonry of the walls is in good condition, not crumbling apart like you've seen in many forgotten dungeons, and the air lacks that familiar moldy smell. Clearly, this 'haunted temple' is merely a facade, perhaps to scare away curious adventurers and treasure seekers.
It appears this massive rock barrier was constructed somewhat recently. The path north is clearly blocked and you see no other way around.
You clearly see three pressure plates in this room with a closed gate at the other side. Your instincts tell you this room is trapped and that you should be very cautious!
An air shaft extends up from this room, most likely to an access well somewhere in the sea southwest of the castle ruins. The tiny bit of sunlight that trickles down here is enough for a few plants to take root.
This narrow corridor contains jail cells of a truly diabolical design: there are no gates on the cells, only steel bars that have been mortared into place. Once a prisoner was put in a cell and the entrance sealed, there was no way they were ever coming back out.
The heavy air of the southern boglands and thick forests of Elderoak push up against the Astral Range Mountains, which now rise high above you. Here, the air is crisp and thinner. Where oak can no longer thrive, tall pines have taken to the rocky soil.
You've come upon an interesting bit of engineering. This is likely a choke point to prevent large numbers of intruders from flooding this canyon; enemies must proceed single file over these paths to avoid the lava.
Higher and higher you've climbed as you near the summit of this pass. The air is now very cold, and the wind cuts into you like razors. Frost permanently clings to shadowed surfaces.
The interior of Alundar's Dungeon is dry and not as cold as you imagined it might be. There is a pungent scent in the air, somewhat like sulfur. The main hall from the entrance is clean and well maintained.
From the looks of it, this dungeon doesn't contain any prisoners. These cells are empty and clean, and they do not look like they've ever held a single person.
The path you are on descends into a valley surrounded by jagged mountains and thick forest. Cold air from the Astral Range to the north drops into this lowland and chills the moist air. A ghostly mist hangs in the air amid the dense trees.
In this room you see a condensing vessel that is processing the water that is drawn from the sacred pool in the other room. Destroying this vessel would certainly end this theft of water.
These heavy banners blow stiff in the cold mountain wind. They depict a red sword piercing a blood-red moon. It is the crest of a Warlord; Alundar's camp must be near.
Just ahead you see a raft that is tied to an anchor rock. Two mounted fish heads nearby suggest some kind of territorial marker. This small rocky cove looks like the closest point to another land mass that you can see south of here, just across a narrow strait of water.
These tunnels were blasted out many years ago. The irregular direction of the tunnels suggests the Dwarves followed ore veins. It is unlikely that there is any mining happening on this level now. 
Northeast of this point is a mysterious island known only as "Ghost Isle". As far as you know, it has never been explored or mapped.
This small cabin appears to be unused. Perhaps it's just a hunter's shelter, used only during certain seasons.