So what do I do now?
- Resist the temptation to settle down too quickly. Upon arriving in Egypt, your first instinct may be to plonk down a wood plane and start home-making straight away. Take your time - explore different areas; get to know which districts would make a better home than others before putting your roots down.
- Once you've left the island, you'll find a "Starting Location" option in your menu. This is a temporary option which will give you a number of "free" warps to different starting locations on the map - use it to explore the world, and find an area which will suit your particular style of play.
- Get the Navigation skill. Travel is a pain, but navigation will make it better. There are 7 levels of navigation you can buy, but you only need 1 or 2 to make a huge difference. Navigation is purchased at schools. The easiest ones are the School of Art&Music (1000 Thorns) and the School of Body (50 Water in Jugs - look for publicly usable pottery wheels). If you find someone to trade with, it is also easy to get from the School of Architecture (200 Iron Ore) and the School of Leadership (10 Papyrus Paper) by trading a little of your time (such as gathering silt or slate) for the tuition cost. Note: You will need to gather Waypoint Time to effectively use the Navigation skill. Waypoint Time is accumulated during the time you are logged off, but only if you have a paid account. Waypoint Time can start to accumulate before you get the Navigation skill.
- Skill up! Hit F3 to display the local map - you'll notice a variety of universities dotted around (e.g. "U.Body", "U.Art"). Unlike the schools that you encountered on the island, the tuition at universities is funded by public donation - effectively meaning that lessons are free to aspiring students. Try to visit as many universities as you can during your initial explorations, and stock up on free skills. While you're there, look in the University "Tests" menu, and sign up for initiation tasks.
- Social interaction is a very important part of ATITD, and most players will be more than happy to chat to a new arrival about local landmarks, public facilities etc. Whilst considering where to set up home, remember that your nearest neighbours will probably become essential trading partners through the early parts of the game - try to find an area with people who you can get along with, and where populations seem to be active in the game at the same times as you are. A couple of the universities (Leadership, Conflict) will give you initiation tasks which involve interaction with other players - these tasks can serve as a great ice-breaker when you want to introduce yourself to your neighbours.
- Seek a mentor. ATITD is a very complex game, and can be somewhat overwhelming when you first start out. Even the most die-hard solo player can benefit from a friendly face to turn to when they get stuck with a particular technology. Players who offer mentorship services are rewarded with special perks ("mentor points") to spend on special abilities, so there's usually no shortage of volunteers - ask around, see if your neighbours know of any reputable local mentors who are currently taking on new arrivals.
- Beware of the sharks! Some less-than-scrupulous mentors are simply out to fleece you of a mentor shrine (the mechanism by which they score "mentor points"); once they have their shrine, they'll soon lose interest in you. A good mentor is somebody who you'll strike up a long-term friendship with, and who will be around to help you far into the future. Choose your mentor wisely - and don't be afraid to turn down an offer from somebody who you don't think would be right for the job.
What To Do Once You Are Off The Island