At the northeast of town was a large storage building located in a rocky hill. A staircase led to a three-story high Wasp dungeon which had four separate towers and was covered in flowers. From here you could explore the desert around town, called by the locals "the Devourer", which offered Poison Spiders, Deer, Lions, Scorpions, and Wasps.
North of the city was the easier portion of the island as not could be found but some sand and rock formations. Two Rot dungeons existed below the surface, accessible by two loose stone piles. You could also find two, two-story Wasp towers on the surface and a single-story Lion den to the north. Far to the northeast was a large Mino dungeon made of black tiles and red stone walls which looked like a broken building and spanned two floors up and contained only normal Minos. A set of stairs led down to a four floor Mino dungeon which each having various combinations of Minos, Mino Archers, Mino Mages, and Mino Guards. The upper floors had beds and living spaces designed as open concept which made it easy to hunt. Coffins could be found on the last two floors instead of beds, and the final floor was split into four separate rooms, one of which had a single Mummy inside. This was called Mino Tower or Dark Pyramid and it was a very popular place to hunt as it was close to town and was one of the largest places you could find Minos which were popular. It was not uncommon for players to make lootbags of NPC sellable equipment and push them into town.
To the south of the continent was open ocean which was very close to town as the Ankrahmun landmass didn't yet exist. To the west of town was two more, two-story Wasp towers, one to the north and the other to the south. I believe there was two Rot dungeons under the sand and possibly a Skeleton dungeon which could be accessed by a loose stonepile in the side of a rocky mountain to the south called the Plague Spike. North of this was an interesting desert mirage which when you approached looked like a lush oasis but when arriving at the location you would find only sand. Further north was an elevated hill which was surrounded by dead trees. A flat spot to the south allowed access by parcel or levitation to a single Giant Spider. This was a popular spot for players who wanted to just kill one of these at a time with little risk.
A river kept you from entering the area to the southwest past the mountain, and this obstacle would only encourage players to see what lay in this unexplored region. To access this area, you would have to go up the rope hole in the mountain where you would be attacked by Scorpions. This area was all grey stone rock and had many types of poisonous creatures. You could make you way through the maze to higher levels which where accessible by stairs, wood bridges, and levitating. Traveling east you could access more scorpions in a sandy raised area and a staircase could also be accessed to the far east of the mountain. An interesting swampy pool could be seen inside the mountain which had poison clouds on the surface but was otherwise just for flavor.
A path in the sandy area of the mountain would allow access to the south most section of Darashia which featured a derelict town with plenty of undead below the surface. There was a new Ghost spawn here which had Tibia's first physically immune monster and a single Vampire spawn could be found below the surface too. North of this area was more of the slime area from earlier and you could snake your way through the poison fields around the pool to the back of it which led to a mini undead dungeon that had Ghosts, Beholders, and Slimes in an underground cave network.
The final area, called Drefia, was a large dungeon to the southwest of the island which could be accessed by levitation or parcel on one of the southern ledges which I don't believe was intentional but was left. If you looked carefully, you might also discover a tunnel at the northern tip of the mountain which led to an exit on the surface of this area which served as the main route to the place. There was also another side tunnel which could be found in the middle of the mountain that would take you to the surface of the lower portion of the map. The features of this area were a continuation of the ruined city, with destroyed red brick houses and more undead on the surface. You would encounter Ghouls and some medium difficulty monsters like the DS and Stalker. Each of the ruined houses had a loose stonepile which could be used to access mini undead dungeons below the surface.
A crashed ship could be found along the southern cost, though it faced the wrong way. Ghosts could be found here, and a ladder led up to a deck with a DS and Ghost. This was the largest Ghost spawn in Tibia so curious players came here to check out these new monsters.
On the western tip of the landmass was a huge, abandoned lighthouse that spanned five floors and held various combinations of DS and Ghosts on each floor. There was no obvious way to climb the structure which could only be accessed by parcels or levitation in a specific location inside which was not well marked.
The area's biggest dungeon was the massive, dilapidated house in the middle of this area which had four towers leading up two floors which mostly had DS. A staircase led down into a room with Ghouls and Ghosts, and a staircase led to a similar floor below which had more Ghouls and DS. The next area was the ground floor of the structure, and it had Ghouls, Ghosts, and DS which would mob you at the stairs. A hole in the red brick wall to the east opened to a large underground cavern which was the start of a huge multi spot hunting area.
Traveling east would take you to a large bone pit which you couldn't access, but was filled with many dead Cyclops and other bones, giving the dungeon an ominous feel.
If you headed north, you would find a large library where you would encounter your first Necromancer. This was a human like enemy which would summon Ghouls and Mummies to attack you while keeping their distance. North of this was three rooms, a pen with Black Sheep, a room with junk on counters, and a mushroom growing area. You might have noticed a thin path in the darkness before reaching the library which was guarded by DS. This hole led to a huge pentagon shaped room filled with Mummies, DS, Ghouls, and Stalkers. There was no quest or minimum level doors in these days so anyone could try to hunt the next area which could be found by a lone rope up hole along the top of the pentagon's arm.
This hole led to an incredibly dangerous pillared area with coffins. This would be known as the Demon room, though only one would ever be present here during the Premia Thunder Hammer quest. The room was with Mummies, Priestess, Necromancer, and Vampires which spawned very fast. A Small Emerald, Small Ruby, Black Pearl, and White Pearl spawned on the coffin surface once per save.
Going south of the death pit took you to a couple of rooms of Necomancers, one of which was filled with cauldrons and the other beds. The middle room had five DS that had a hole leading to some Ghosts and more DS in a small room which was difficult to clear. Going down the next hole led to a long path filled with Vampires, Ghouls, and DS in a long snaking road from west to north. Coffins could be found in the upper rooms as could some Stalkers and Mummies. This area was incredibly popular as players found the area very profitable as Vampires dropped the Vampire shield, Ice Rapier, and Spike Sword which sold for high prices and were in demand.
In later interviews KM mentioned that some of what he wanted to do just didn't look right which is why he scrapped plans for making a Tibian Sphinx. Even in today's game where there are significantly more sprites and desire to craft unique tiles it would still be difficult to achieve, I think. Complex Tibian structures have always been a challenge and finding creative solutions in the small pool of graphics was much more rewarding for the player base. Despite the bland map it was a favorite place of mine which felt exotic and unique, even though the majority of it was largely uninteresting.