Point Three: What to Watch For (PWH)

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"Generally, a planewalker's got to have a little intuition. If your gut tells you that something's dangerous, trust the feeling. Some folks just assume everything's dangerous. While this sometimes seems true, it ain't always the case, and sometimes leads to a basher overlooking something that can help rather than hurt. 
" 'When in the Cage, do as the Cagers do.' This's true of every place. Watch what the natives do and do it too. Each plane's inhabitants have learned what's safe and productive to do on that plane. They won't drink poisoned water or walk on unsafe terrain. Be sure that the fellow you're watching is someone you want to emulate, though. A tanar'ri might drink poisoned water.
" In almost all cases, a path or road is better than the rough, and a city's better than the wilderness. You'll avoid the big nasty monsters and many o' the unknown planar dangers by staying near 'civilization.' Of course, in such areas you still have to deal with thieves and other cutters who're after your jink. 'Civilized monsters,' you might say. 
"Even the strange and exotic places have life. Don't assume that you won't encounter some horrible predator just because you're floating through some airless void or making your way across what some clueless sod would call a 'lifeless plain.' There ain't no such thing. Life has a way of finding a home everywhere. Something's always adapted to whatever environment you're in. That means there's always a potential meal wherever you go—but it might be you."