As you leave the Main Hall, you check over those few possessions you have been permitted to bring. As per your bet with Red Eric, the only weapon you carry is a club. In your pocket is the bar glass you must preserve to win your bet with Mad Hattie. Since you can find no horse to "borrow", you walk slowly down the uneven road to Squire Boll's house.
Nearby features
- Squire Boll's house, 0.9 miles north
- Castle of Doom, 1.6 miles south-southeast
- Amateur Alley, 2.5 miles west-southwest
- Aardlin Castle, 2.8 miles south-southeast
- Nellzon, 3.1 miles west-northwest
- The Ice Cave, 6.3 miles west
- Encounter: The Bookworm, 7.1 miles west-southwest
- Old Mill, 7.2 miles west
- The Zyphur Riverventure, 7.5 miles south-southwest
- Alternate Beginners Cave, 7.9 miles east-southeast