HUNTING
- or - So many critters, so little time...
 The Coastal Alleys - armor set # 3  
1 - An embankment. From here climb down the embankment to the Sewers.
 2 - Exits the Coastal Alleys to a side street running west (to a dead end) and east (to merge into a main cobblestone road).
 3 - Exits the Coastal Alleys near the docks of the Harbor District.
 4 - Exits the Coastal Alleys to a side street running north (into the dock area) and south (to a main cobblestone road).
 5 - Exits the Coastal Alleys directly onto a main cobblestone road.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


From the Toga Inn mark walk once west, twice southwest, three times south, once southwest, twice south, four times southwest, twice west, once southest, three times west, once northwest. The alley to the west of you will be point #4 on the map above. (Walk to toga; W - SWx2 - Sx2 - SW -  Sx2 -  SWx4 -  Wx2 -  SW -  Wx3 -  NW -  <The alley to the west is point #4 on map above>) 
It should be noted that thugs and brutes only come out at night. Don't bother with hunting the alleys in the daytime, they won't be there.

It should be known that the thief trainer (who must, unfortunately, remain unindentified here) resides in or near these alleys. As such, it tends to a popular hangout new for thieves. Besides that, it's deep in the harbors which tends to be thick with thief players anyway. It would be a very good idea to keep an eye out for other players as well as the brutes and thieves known to stalk the area. Player vs. player assaults and muggings are a common occurance in and around the coastal alleys and harbor. While thugs and brutes appear a bit more frequently in these alleys than in the thug alleys by Septima's, they do cover a larger area and have a bit more space to spread out.
Furthermore, just as the thug alleys, there are many empty and abandoned sheds and shacks all along these alleys that provide good hiding places and recovery zones should you become overwhelmed. Thieves, when pursued at night by other players and player constables, often duck into these alleys to shake pursuit and hide out in one of these shacks, leaving their pursuers to search for them among the thugs and brutes that inhabitant them. 
Thugs                                         daggers, coin (in thug's pouch)

Thugs are difficult to kill because, as they are human and wield weapons, they have a wide variety of attacks at their disposal such as stab, slash, etc. as well as armed combat maneuvers. But, if you are skilled in ACM's yourself, or at least in a couple of subskill attacks and block, they shouldn't prove too tough for you. Thugs are the most common encounter in the alleys.
Brutes                                        coin (in brute's pouch)
Brutes, on the other hand, are tougher. Don't fight a brute unless you have a reasonable chance of hitting them, some good armor, at least four good manuveurs and blocks. Brutes are bad about delivering unexpected critical hits, you see, and an unexpected critical hit can break even the most hardened warrior. Again, exercise caution with this these buggers.
It should be noted here, however, that if you are used to hunting animals up to this point you will encounter a slight problem when going against human opponents. Humans get a slight, consecutive bonus to defenses when you use the same attack against them as you did in a recently attack. As such, in order to avoid this consecutive bonus catching up with you, you'll need at least five individual attacks that you can utilize. For example, when attacking a thug with swat you may get, say, a 40% success rate. If you use swat again on your next attack your success will jump (about 20%, I think?). It will jump yet again, the same amount, if you use the swat attack a third time. Furthermore, if you use only two or three attacks the bonus to your opponent's attacks still climbs, though not by as much, even if you used it two or three attack previously. Only by making four attacks of another attack, before using that attack again, can you completely avoid this creeping penalty. This was implimented by the GM's to reflect a human's ability to respond to their opponent's style of fighting (and to ensure only skilled characters would engage human npc's). Also, this penalty will effect you when fighting other player characters (and other player characters when the fight you).