Difference between revisions of "Kitins' Lair"

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[[File:KLmap.jpg|400px|right|thumb|A map of the Kitin's lair.]]
 
[[File:KLmap.jpg|400px|right|thumb|A map of the Kitin's lair.]]
 
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The Kitins' Lair is the high-end zone of the game: The place that was specifically designed to have the most evil creatures and be suicide to all but the most powerful players.  
 
The Kitins' Lair is the high-end zone of the game: The place that was specifically designed to have the most evil creatures and be suicide to all but the most powerful players.  
  
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While the Lair certainly has some of the most meanest [[kitin]] around and will be a quick death to any inexperienced player, it is not nearly an impossible death-trap. The entrance even has several ranger guards that will assist you if you're under attack nearby and who can handle pretty much anything down there. And the rest of the Lair, while definitely dangerous, is not particularly more dangerous than the meanest corners of [[Grove of Confusion]] or [[Lagoons of Loria]].
 
While the Lair certainly has some of the most meanest [[kitin]] around and will be a quick death to any inexperienced player, it is not nearly an impossible death-trap. The entrance even has several ranger guards that will assist you if you're under attack nearby and who can handle pretty much anything down there. And the rest of the Lair, while definitely dangerous, is not particularly more dangerous than the meanest corners of [[Grove of Confusion]] or [[Lagoons of Loria]].
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=Sections=
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The following is a more detailed account of the different sections of the Kitins' Lair.
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==Entrance==
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Just behind the entrance of the lair is the only section that's safe. There are 7 Ranger guards here, 5 melee and 2 mages, that will assist any player who is under attack at the entrance and who can handle pretty much anything you can pull at them.
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Ana Ryon, Lano Fergoto and Xan Mi Chong are also at the entrance. Ana Ryon gives out the Kizoar and Kincher rites, and takes in larva as part of the [[Larvester]] occupation. Lano Fergoto also takes in larva as part of the [[Larvester]] occupation, while Xan Mi Chong takes in larva as part of the [[Scrollmaker]] occupation.
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==Entry Room==
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The first area of the Lair you reach once you head in further has no official name, so is mostly referred to as the entry area. It consists of the large open room right behind the entrace, and some tunnels that stretch out in both directions.
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===Kitin===
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[[Kipesta]] patrol this area in groups of 4. They move fast and can spot homins from quite far away, and the narrow tunnels make them almost impossible to avoid. Thus the recommended way to deal with them is to pull them to the guards at the entrance, then run past while they're dead. You may have to repeat this several times as there are several Kipesta groups on patrol.
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The [[Terminator Kipucka]] also patrols here, and can be given the same treatment.
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At the east end is a kitin mound where periodically a [[Kincher]] will emerge from with a group of herbivores, herd the herbivores to the Cattle Room, leave the herbivores there and return back to the mound to disappear in it again. This Kincher is a danger if you're in the tunnels between the entry room and the Cattle Room.
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===Occupations===
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The entry room holds:
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*Insect Larva of all grades up to quality 30 for [[Larvester]]s and [[Scrollmaker]]s at grade 1.
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*Toopetz Gret, Amoeba Dan, Ploomweed Dash and Cokamool Frez for [[Medic]]s and [[Scrollmaker]]s at grades 1 and 6.
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*4 patrolling Rangers to be healed for [[Medic]]s at all grades.
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[[Category:Geography]]
 
[[Category:Geography]]

Revision as of 01:19, 9 October 2010

A map of the Kitin's lair.

The Kitins' Lair is the high-end zone of the game: The place that was specifically designed to have the most evil creatures and be suicide to all but the most powerful players.

It's also the newest zone, only having been implemented in December 2009. It's not even fully implemented yet, currently only the first three rooms are accessible: The entry room, the Cattle Room and the Prime Eggs room. The other areas that appear on the map, the Old Mines, the Dark Mines, the Princess' Room and the Queen's Room are not open yet.

The Kitins' Lair is accessible only through Almati Wood, which in turn can only be reached by being teleported from a Karavan Temple or a Kami Sanctuary, or by using one of the special pacts available to some occupations.

Reasons to go into the Kitins' Lair include:

There's only one NPC to talk to down here: Ana Ryon, who is right at the entrance and gives out the Kizoar and Kincher rites, as well as playing a role in the Larvester occupation. Right next to her are Lano Fergoto and Xan Mi Chong who play roles in the Larvester and Scrollmaker occupations, respectively. The only other NPCs are Ranger guards, and some wanderers who are part of the Medic occupation.

While the Lair certainly has some of the most meanest kitin around and will be a quick death to any inexperienced player, it is not nearly an impossible death-trap. The entrance even has several ranger guards that will assist you if you're under attack nearby and who can handle pretty much anything down there. And the rest of the Lair, while definitely dangerous, is not particularly more dangerous than the meanest corners of Grove of Confusion or Lagoons of Loria.

Sections

The following is a more detailed account of the different sections of the Kitins' Lair.

Entrance

Just behind the entrance of the lair is the only section that's safe. There are 7 Ranger guards here, 5 melee and 2 mages, that will assist any player who is under attack at the entrance and who can handle pretty much anything you can pull at them.

Ana Ryon, Lano Fergoto and Xan Mi Chong are also at the entrance. Ana Ryon gives out the Kizoar and Kincher rites, and takes in larva as part of the Larvester occupation. Lano Fergoto also takes in larva as part of the Larvester occupation, while Xan Mi Chong takes in larva as part of the Scrollmaker occupation.

Entry Room

The first area of the Lair you reach once you head in further has no official name, so is mostly referred to as the entry area. It consists of the large open room right behind the entrace, and some tunnels that stretch out in both directions.

Kitin

Kipesta patrol this area in groups of 4. They move fast and can spot homins from quite far away, and the narrow tunnels make them almost impossible to avoid. Thus the recommended way to deal with them is to pull them to the guards at the entrance, then run past while they're dead. You may have to repeat this several times as there are several Kipesta groups on patrol.

The Terminator Kipucka also patrols here, and can be given the same treatment.

At the east end is a kitin mound where periodically a Kincher will emerge from with a group of herbivores, herd the herbivores to the Cattle Room, leave the herbivores there and return back to the mound to disappear in it again. This Kincher is a danger if you're in the tunnels between the entry room and the Cattle Room.

Occupations

The entry room holds:

  • Insect Larva of all grades up to quality 30 for Larvesters and Scrollmakers at grade 1.
  • Toopetz Gret, Amoeba Dan, Ploomweed Dash and Cokamool Frez for Medics and Scrollmakers at grades 1 and 6.
  • 4 patrolling Rangers to be healed for Medics at all grades.