Infected Paw

Quick Facts

Type:
Indoor

Expansion:
Antonica

Instanced:
No

Keyed:
No

Level Range:
16 - 37

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This is the classic version of this zone before it was revamped.
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Bind Points
# Aug 22 2002 at 11:29 PM Rating: Decent
Haven't seen this mentioned however Nexus or Shadow Heaven now make an ideal bind point for melee's who want to try splitpaw. If you die simply ride the Antonica Nexus Portal down and run 30 secs to the SK zone.

Eirana
#REDACTED, Posted: Sep 03 2002 at 7:03 PM, Rating: Sub-Default, (Expand Post) Ooooorrrr, if you actually had any brains you'd bind at the gypsies in NK so you didn't have to wait up to 15 minutes for a portal down. =P
hunting
# Aug 22 2002 at 9:49 PM Rating: Default
hey everyone im lvl 15 and am thinking that in 10 or so level may find a group and come hunt here i would like ask how is the xp and the cash ?
RE: hunting
# Dec 03 2002 at 1:26 PM Rating: Good
As your posting is old, you likely don't need the info personally, but for any others (who are UNtwinked)looking at Splitpaw for their 20's, I would recommend going after the Aviaks to the Southwest till 25 before even thinking about Paw. Reason: they are an easy solo--they are easy to single pull, drop gems and bronze weapons for loot, and give decent solo xp. Of course, this is if you don't have Luclin and can't go to PC next to Shadowhaven where the xp is just amazing in the late teens and early 20's.
Then, before you enter the Paw, spend some time hunting the Spires outside the entrance. You can start that around 25---earlier if you get into a good group. Duoing it would be my recommendation. They will drop Fine Steel weapons and the occational Split paw hide armor. Reasons are again, easy to single pull and decent loot for their lvl.
Then try to get into a group to hunt either the bedroom or the sand pit till your early 30's. You can likely head on in at about 27 or 28. The sand pit has a good group of gnolls you can pull from safely as long as you don't go through the double doors. All of the Gnolls before the doors are warriors.
Once you feel up to it, and you have a strong group(mostly mid 30's), you can start pulling the gnolls on the other side of the double doors which will include some heavy nukers. Don't forget to buff the puller with some sort of Magic Resist. He/she will need it.
Lastly, when you reach your mid 30's, you can cross the bridge on the other side of the double doors with a group and pull from the deeper Splitpaw without as much competition as you would normally have from other players.

My favorite experience in the Paw was a group I was in which consisted of a 39 Druid, a 41 Monk, and a 35 Enchanter(me). We took the spot on the other side of the bridge and the monk pulled everything she could as fast as she could. As we were slaying the gnolls quickly and easily, we decided to go further into the paw and see what we could find. As we went, I saw how far the monk was pulling as it was clear till there and it was amazing. The path to the Executioner's room was completely clear. We then cleared that room and decided to go after the named one on the very top of the EQAtlas map(#1 I believe). We succeded, but only after losing the druid and me. The monk then died when her sneak was nullified by opening a door(she said it was a bug, but I have never played a character with sneak so I can't say) But, she did get the loot from the Named gnoll--a nice upgrade of a wisdom earring(or maybe a ring) for the druid. Fortunately, the gnolls don't see invis, so I was able to drag all the corpses to the zone line without any difficulty.
RE: hunting
# Oct 04 2002 at 6:43 AM Rating: Default
You generall won't find a group in here unless you're 25+.
Ishva Mal
# Jun 24 2002 at 9:27 AM Rating: Default
I am Necro coming here to get my summon corpse spell I need stradegy tips on what class to bring with me and how many to get to and kill the Ishva Mal. Also any stradegy tips on how to get to him and how to kill Him would be appreciated.
help the pally with soulfire
# Jan 23 2002 at 1:14 PM Rating: Decent
I am one of those pallys that could cause the big trains, havent done so cause i got down to brother Hayle using invis and used Thurg gate potion to exit. However, in invis and in non invis couldnt find levers to open jail doors--where are they? Saw hanging hooks, but couldnt touch them in invis, saw no "levers" on doors or walls. Please assist so that when i go back, after repairing my faction with Hayle, i can get to him with my stuff. Thanks
RE: help the pally with soulfire
# Mar 02 2002 at 12:13 AM Rating: Default
18 posts
You need to bring someone else down with you to let you out, otherwise you get trapped in there. Havin' hunted there a lot, I've been generous enough to let out my fair share of pallies who locked themselves in. ;)
Not for the little people..
# Sep 20 2001 at 1:52 AM Rating: Default
i will add yet another point of advice , the lvl area is suited for pre 35 and even at 32 the exp drains to a small walk.

the major part that i find intresting is this is suited for highly twinked groups that have already got 50 plus charater and want a challange and nolonger see cash/lvling exp as an issue.
This place can be fun but is for the very rare few, basicaly only 2 kind of players come here
those getting soulfire and those necro/sk that want sommon corpse.
RE: Not for the little people..
# Dec 10 2001 at 6:33 AM Rating: Default
Your Insane im 36th and nearly live in PAW. Once you get past the Bridge Myth. We FINALLY jumped off the bridge and joined a full group in there.
We were all between 28th and 36th lvl. Grant it we had GReat group composition: 2chanter, monk, SK, Cleric, Wizzie. Anyways we were down below ripping it upp for a short while, bout an hour and i Dinged to 26th and got 2yellow bubs.
The Exp in PAW is great, if u have a group that isnt stuck at the barrel. True if yur below 30th usually going past barrel is a bad idea:)
RE: Not for the little people..
# Dec 10 2001 at 6:35 AM Rating: Default
Doh meant I dinged 36th =P, and one more thing i may stay in there till 40th :)

Yordakin Qizproteus
36th Enchanter
Enigmatic Council ( Terris-Thule )
Good spot?
# Jun 15 2001 at 10:23 PM Rating: Decent
We're pretty new, my guild is about to have a raid here but seems like its going to be pretty tough for us all. Most of us are now in the low 20s myself and some others are in the high 20s few 30s. Would we stand a chance over here? I hear good exp here so we chose the spot.. Hope its not like unrest, when I was lvl 18 things went terribly terribly wrong heh train of 20 death beetles, festering hags, ghouls, you get the picture. Anyways would this be a good site? or choose a lower lvl?
RE: Good spot?
# Dec 28 2001 at 2:50 PM Rating: Decent
Wow, I guess I need to wander the boards more... I can't believe no one has answered such a simple question. I realize it has been a while since this was asked, and an answer may be irrelevant to you now, but in the event that it benefits someone else, I shall answer anyway.

In a word, no. In general this would not be a good dungeon to raid without the majority of your guild being around the late 30s to early 40s. There are dangerous casters deeper in the dungeon who tend to be in their 30s. Some will heal the warriors while others will mindwarp your party. Good magic resist is essential and several skilled Paladins are a very good idea.

Now, on the other hand... If you take a full group of 19-26 to the Bedroom (the room with the barrel), and NEVER pull from BEHIND the double doors, you can blow through exp like you would not believe. You'll need a well balanced group and the more experience the puller has inside Paw, the better. Once you learn the spawn order of the four main areas in the front of the dungeon, you'll find that it is quite easy to get a continuous pull schedule worked out. Each area has a procedure, that if followed carefully, guarantees no unwanted pulls, argos, or adds. I won't take all the fun out by explaining how to pull the entire front of the dungeon to the bedroom, but I will give a tip for the area in front of the doors... Pull each gnoll in order around the wall starting on your left as you enter the room. The first two will each come alone. The third one (following the given order) will pull the stronger of the two door guards, usually the one standing to the right of the door as you face it, with him. This is the only necessary double pull in the front of the dungeon, and a good challenge but definitely do-able.

Reason for yourself the system for each of the three other areas, and the order in which to pull them, and you'll be gtg for as long as you wish to stay.

Ok, two more little hints. I'm feeling generous. =)

First, for the group: Barring the girth of an ogre or extreme encumbrance, you should be able to get from the zone entrance to the bedroom without any clearing or argo, even if all spawn are up. At the first two gnolls run straight down the exact center of the room (be sure to stop quickly after passing through though, in case the wanderer is standing in the hall). After that you just stay to the left to get around the corner past the next two gnolls (be careful not to climb the wall too much around that jagged corner as I have seen several people get stuck on there and have to log to get loose). You may have to deal with the wanderer again as you try to enter the bedroom. If he is not in the way though, just ignore the gnoll by the back wall of the "T" room, stay to the right, and run into the bedroom. Entering in this method get the constant pull cycle started quickest.

Second, for the puller: Get a bow and you won't need SoW! Even if your archery is terrible, pulling with the bow will give you ample time to return to your group unscathed. Also, choose your puller wisely. If you want to get the cycle perfect, you're puller could really use Lull...

Good luck!
Corpse Recovery
# Apr 30 2001 at 12:55 AM Rating: Default
A L52 Enchanter with Illusion Werewolf and colaboration can make themselves Amiable in this dungeon and pretty much go anywhere without worries. Make's CR's quite easy.
Changed spawn time
# Apr 12 2001 at 3:01 PM Rating: Default
Anyone know the change spawned times of the rares, if they have been changed, since they all have PH's now?
i love this place
# Mar 10 2001 at 1:29 PM Rating: Default
This zone is awsome for exp but there is always a downside. The loot sucks, and a lot of trains are commmon. But when my guild raided this place when i was lvl 36 the exp was off the rack. And i was grouped with lvl 40s-60s. I got about 4yellow bubs in 3hours at lvl 36, i loved it. And the best part was that i didnt die lol
Great zone! One question ...
# Feb 12 2001 at 3:43 PM Rating: Default
I love this zone for my wizzy. Don't even need to bind there with N. Karana spires so close by. (Nice little trick for those of us who don't have a port to Kunark. I am bound in Lake of Ill Omen, Paw is a port and a short run away.) At any rate - loot is good, making about 50-60 plats in loot a night here. Exp is good also, with a good group, a bub an hour is not to hard to do. So far best groups has been 2 tanks, 1 healer, 1 ench, 2 wiz. With this group we were taking about 7-8 knolls per spawn cycle (this is at first room with 2 knolls, grp lvl 24-28). From the sound of things, I will be here for for a few more levels!

One thing I would like to know -- where is the closest bind point for melee classes? My buddies won't come here because they say the closes binds are at Quenos or Freeport. Is this true?

Wandor Kilbringer
Wizard of 26 seasons
RE: Great zone! One question ...
# Oct 11 2001 at 10:23 PM Rating: Default
hey you can also be bound in the village in sth karana bet that makes ya happy. now go tell ya buddys that one.
RE: Great zone! One question ...
# Mar 18 2001 at 6:40 PM Rating: Good
New bind point at gypsy camp in NK.
RE: Great zone! One question ...
# Mar 06 2001 at 1:39 AM Rating: Default
Another bind point is in High Pass Hold.
RE: Great zone! One question ...
# Mar 06 2001 at 7:57 AM Rating: Default
Hello all, the best bind spot is in arena, in lake rath
RE: Great zone! One question ...
# Feb 13 2001 at 9:52 AM Rating: Default
Highpass Keep is also a bind point, as is The Arena in Lake Rathe.
RE: Great zone! One question ...
# Feb 13 2001 at 11:49 PM Rating: Decent
18 posts
Lake Rathe is definitely the best bind point for fighter-types. A refreshing swim, and a short run. ;-) And, any race can bind there without worrying about guards.

If your group contains a cleric, though, just have them bind right outside Paw, and they can revive anyone else they need to, assuming enough of your party survives to get them safely back to where you died (hopefully someone who can invis or cammo if you're very far in). If you're fighting in Paw, there are also some nice areas of Rathe Mountains your group might switch between, so the Arena is a good bind point for the levels that generally fight in Paw.

When our party camps farther into Paw than the double doors, we also keep evac or succor memed in case we get trained during a bad pull (let's face it, no group still getting exp there is going to handle a dozen of them well). We often camp the room past the bridge, and an over-anxious group camping outside the doors will sometimes try to pull through there. [Or a naive paladin working on the fiery avenger quest hoping to "just get in and get back out". ;-)] A good enchanter and group (lvls mid-to-upper 30's) strategy can handle up to about eight at a time, though the casters will be low on mana at the end.

One last quick note for the druids and wizards... if thing turn sour, don't wait until the last minute (if you see too many gnolls to count, do you *seriously* think you're going to win?), and don't try to blast through the mobs right before you need to bug out. The last thing you want is one or more of them beating on you while you're trying to get everyone safely out. I have a hot key with a message to gather around me, we're bugging out, and use that a few times just before I start casting. One group say can easily be missed with all that whacking and casting going on. Put at least the part about casting evac or succor in all caps so it stands out. Be judicious, though, because spamming in groupsay can also cause lag, and this is one time you don't want someone lagging so that by the time they can act, no one else is around. If someone is too far away and gets left behind, it's usually a death sentence.

Well, I see the "one last quick note" wasn't, so I'll add one more bit of common sense for druids. ;-) Butcher is the best succor spot because there's just the one vendor and not a bunch of NPC druids hanging about. This is nice for evil races AND for non-druid and non-ranger classes to sit down without being attacked by a wandering bear or wolf (there aren't any of those there, either) and subsequently ganged up on by all the druids. You can sit and med and heal up before cammoing any evil races and using the NK circle spell to get the group back to Paw (though the other casters in my group usually bind outside the zone and gate back).
Caster strategies
# Jan 30 2001 at 7:37 PM Rating: Good
18 posts
First off, if you're fighting near the zone and pulling from there up to the double doors, you don't have a lot to worry about except keeping the hurt gnolls snared or rooted.

If you're fighting in the sandbox (aka barrel area opposite double doors) and pulling from the area beyond the doors when the spawns in front are gone (you should leave the area of the bedrooms and toward the zone for another lower-level group), you need to watch out.

Fighting in any of the rooms beyond the doors, groups will definitely need to handle multiple casters.

First thing your group wants to do is cast endure magic on everyone. The increased magic resistance is definitely helpful. Keep the buff up.

The biggest danger, in my opinion, is the Rosch enchanters. They have a nasty habit of charming group members. It's no fun to see your warrior running back with a Rosch behind him only to have him start whacking on members of your group. [On the other hand, that KSing group that decided to camp right at the door is much more fun to see getting hammered. ;-)] Our enchanter went down fast when our mage was charmed and started blasting him faster than our cleric and druid together could heal him. On the bright side, the Rosch's also go down fast, do don't give them the chance to keep trying to charm. The Nisch's won't be able to keep their Rosch's healed any better than we could. Take them out first unless you have an enchanter who is sure to keep them entranced. The Rosch's seem to be enchanters more often than mages (who are noticable by their pets) or wizards.

Next, the biggest pains are the Nisch's. They'll insist on healing any gnolls in spell range, even if they're out of aggro range. Walls are also no obstacle (it seems all NPC's have X-Ray vision which keeps targets in sight at all times :-P). Even a low-HP green Lteth can take over a minute to kill if he keeps getting healed. These guys also never seem to run out of mana. You need to kill any Nisch's before starting on Lteth's or Tesch's unless the enchanter caveat above is true.

To kill a Nisch, you need to keep him stunned once he gets to half health or you'll wind up with a healed Nisch (esp. if he's a cleric and not shaman). It's good to time the DD's for this time, and one or two good ones with the fighters still whacking will do them in handily. The new druid spell Fury of Air (lvl 34 SoV) is really nice for the 250 DD and the resulting stun. [Contrary to some site listings, it *is* castable indoors.]

If you've got two Nisch's pulled, keep the second entranced or stunned to have any chance of killing either. If you don't have an enchanter or sufficient stunning capabilities, you might as well put your escape plan into action unless your group is caster-heavy and can all cast DD's on one to put him out before he can be healed.

Once the casters are taking their dirt naps, kill the Tesch's and Lteth's in the usual manner. ;-)

My group has taken out pulls with a Rosch or two, a couple of Nisch's, two or three Tesch's, and often one or two merely annoying green Lteth's. In your mid thirties, the main danger from Lteth's is to keep your casters from medding (esp. your cleric) during battle. They need to be controlled. Oh, our group does have the best enchanter in Norrath! [Well, we think so. ;-)] And we keep succor memed just in case...
crystal
# Jan 25 2001 at 10:53 AM Rating: Default
The crystal is for a quest in velious called the phenphest? focus. a very good pure caster iteam. but you need to be 45+ to finish the quest
reddish ctystal
# Dec 03 2000 at 6:48 PM Rating: Default
i found item call "reddish crystal". it magic, lore, no drop, wiht a weight of 10, and for all races all classes.

i found it on the floor in the first room right as you enter Paw.
does ANYONE know what its for
tks

Galerilea, Mark of the Raven
30th level Ranger
The Seventh Hammer
RE: reddish ctystal
# Sep 20 2001 at 5:41 PM Rating: Default
The reddish crystal is for the Phenocryst's Focus quest that starts in Thurgadin..
#REDACTED, Posted: Aug 24 2000 at 6:34 PM, Rating: Sub-Default, (Expand Post) LOL...j/k...I'll shut up now. :P
Amster
# Aug 24 2000 at 12:52 PM Rating: Excellent
Here are directions to an area my friends and I hunted deeper in Paw away from the competition of the front area and made good exp.

Directions:
Cast invis on everyone. Go through the double doors, through the next door, hug the left wall until you fall off the ledge. Turn to your right and move forward until you see a door on your left. Go through this door and you will see a campfire and a ramp up to the right. Up the ramp, the wall curves slightly to the right and makes a nook. The campfire and this nook are free from local spawns. This is the spot. From here, you can pull ten gnolls or more in the 20 minute spawn cycle.

The Spawns:
1) From the nook, you will see a Tesch Mal. A wandering Rosch Mal spawns in front of the this Tesch Mal. His route takes him to your left out of sight (he goes through that larger cavern before going up a small ramp at the far end. He returns by the same route). Pull these together or separate. Rosch Mal have glass jaws: have all casters in the group hit them with DD at the same time and he'll drop.

2) Outside the door at the campfire, spawns a Tesch Mal. He pulls alone.

3) To the left of the door is a passage. The passage turns right into a room. To the left of opening in the room spawns a Tesch Mal. He pulls alone.

4) In this same room, is a door to the left and a curving passage into another room to the right. Through the door on the left spawns a Nisch Mas/Mal and a Tesch Mas.

5) In this same room, the passage to the right leads into a room with stairs. A Tesch Mal spawns first to the left and a Tesch Val spawns ahead (you will see the Val easily). I was able to pull the Tesch Val without aggroing the Tesch Mal (even tho' the Val passes the Mal) with either a spell or arrow.

6) Back to the campfire door, to the right (under the bridge) spawns a Tesch Mal and a Rosch Mas. Depending on the puller's level, they can be pulled singly.

7) Back to the nook up the ramp, past the Tesch Mal/Rosch Mal spawn, the cavern turns to the left. Ahead, a single Rosch Mal spawns.

8) Hug the left wall from this point. You will see a Nisch Val straight ahead and a Rosch Mal to your left in a large room. Water is the left as well. These two will pull at the same time as will a Tesch Mas who spawns far to the right of the Nisch Val.

9) Once these spawns are cleared, you can pull two Galudian Widemouths from the water. Be warned, these buggers are fast and hit hard. Their spawn time looks to be 40 minutes.

10) Lastly, a Lteth wanders through the nook-campfire area once is a while.

The Mals top out at 33rd level and the Vals top out at 35th. The Vals are also noticibly more resistant to magic.

One pet pathing problem is the small ramp at the far end of the nook room. Once, our shaman's pet chased a critter down to that point, killed it and when our shaman called it back, it took off the opposite direction. We were stupid, and didn't gate out immediately and suffered for it when the train nailed us.

A wizard or druid is important for when the tanks want to leave. Or, you are stuck making an invisible run the long way through Paw. My warrior had to do this twice: once he made it fine and once the invis wore off real quick. He made it as far as the double doors before the biggest train ever seen in Paw gave him a dirt nap. (Note: A friend of mine, using invis and levitate was able to get up the same way you jump down to get here, but I was never able to figure it out.) Once our group was all around 37th, we pulled ten gnolls every spawn cycle and made good expience.

Uugoo, Ogre Warrior
Tarew Marr
RE: Amster
# Nov 09 2003 at 11:53 PM Rating: Decent
*
74 posts
The Campfire now has a spawn at it, a One Eyed Gnoll for the upgraded Gnoll Slayer quest ( drops a NO DROP GNOLL EYE) . This mob is a warrior level 40 - 41.
It's worth it to get the upgrade.
-Morgenstern
RE: Amster
# Aug 24 2000 at 6:32 PM Rating: Default
18 posts
I know the spot. Good choice. And you are SOOOO close to 2 great named...the Tesch Val Deval'Nmak is to the right, before you entered that lone door to your spot, and he drops the Vacra Av Svim, I'm told, a druid item of some sort, I believe... The Ishva Gnoll pops in a room through an underwater tunnel in the first body of water you saw...one of my buds has always wanted to go the route you do, but we've always talked him out of it and went the long way around to there...hehe...guess I now know it works. :)
Poorly designed dungeon...
# Aug 24 2000 at 11:06 AM Rating: Default
**
295 posts
I had tried the 'new paw' on numerous occasions during the height of the period of overcrowding on the servers. At the levels in which you can still make xp from this place, it's generally a poor choice compared to almost any other comparable-level dungeon. The loot is generally of very poor quality, and the npcs are predominantly casters. At this level, generally before you have good resistances, pullers will be frequently nuked into oblivion on larger pulls. The size of pulls is definitely a problem here too - 5 to 8 pulls are not uncommon at all.

Go to lower guk when you're the level to go to this place - it is just awful.
You're Both Right
# Dec 13 2000 at 10:31 PM Rating: Decent
*
58 posts
Grifka is right: Paw is a great zone from high 20s to mid 30s. Even 24 + for clerics (GHeal) and enchanters (breeze and alacrity). The "safe room" is a great spot to pull to. At higher levels you can even pull some casters from beyond the door, be prepared for at least one healer, a mage and a couple Mas's at a minimum. Lots of FS and so-so cash. The bad part is that it will support exactly one group. Once a second group forms inside arguments about spawns start because there are not enough mobs to keep two groups busy until you move beyond the first set of doors.
However, Tehom is obviously talking about further into the dungeon (the safe room is an eight second run to the zone line), since he says mostly casters and no casters at all spawn until you get past the doors. My experience pulling beyond the doors is very bad except the very first mobs inside, a healer and a mage. Pull the chanter and you can get a huge number of mobs. Our puller once pulled the chanter alone, we had just cleared the others, but instead of following the puller the pathing made it run, undamaged, further into the zone and pulled more Gnolls than I could count before I died.
I am not the only one who feels this way. I have spent six levels here and I have never seen groups hunting further in, except for the odd level 50 who wants a specific Gnoll. In other words, all the area aside from the entrance to Paw and the named mobs is NEVER camped.
So from upper 20s to mid 30s this is a nice place, but once you'd need to move beyond the doors Paw is a poorly designed dungeon.
So come here for a while, and come back at 50 to take named mobs, but the 2/3 of the dungeon in between seems to be empty because it deserves to be empty.
Gotta Disagree
# Aug 24 2000 at 6:25 PM Rating: Good
18 posts
I gotta defend Paw...been there since level 28 and am now 37 and climbin'. I LOVE THIS PLACE! You can drag a TON of FS weapons out of it, and all sorts of armor, from ringmail neck/leg items, to Split Paw Hide gloves, belt, and tunic. The gloves are a really nice sub-25 Wis item, and the tunics and belts have poison resist bonus plus a stat. Speakin' of the gloves...anyone on Rathe wanna buy? Got about 4 pair and a few tunics in the bank...hehe...good twinkin' items. :) Then there's the named gnolls and their items! There's a Gnoll Hide Tome, +10int, +5 wis, and others stats, Kisch Der Pavz (a too cool warrior weapon), a nice shield, the Robe of the Ishva, and the higher level necro spell Summon Corpse also drop in this place. BTW, in round numbers, I usually make between 50-100pp per 3 hour session on FS and loot...some of the lower level gnolls can drop a few pp each, though not often. It is about time fer me to move on, as, except in the deepest parts, there is about a 1/3 green-blue mix, with the rare even con...but from 28-35, anyway, this is a GREAT place to be!
Splitpaw: Gettin' In
# Aug 23 2000 at 5:19 PM Rating: Excellent
18 posts
Grifka's Guide to Goin' Deep in Paw
--------------------------------------------------------------------------------
In the hopes that just one person will learn a bit, I've thrown together a process fer invadin' one of the biggest train dungeons I've been in. This process has been tested repeatedly and, with the right peeps, works 95% of the time.

First, I've found that an enchanter, though helpful, is not always necessary when ya have 2 mages in the group. The extra pet handles extra mobs nicely enough. But we have had success with all sorts of group configurations. Absolutely essential, however, is a healer and someone with evac, in case things go bad.

Now the method. The whole dungeon is on an 18-20 minute pop cycle, makin' it real easy and convenient to track how long ya have to reach the next "rest spot". There are about 5 of these spots we med at on the way in.

We've been startin' off at the Barrel area, before the double doors, and have been clearin' that whole area out. Once cleared, and group rested, the tank pulls the 3 beyond the double doors. Once cleared, we move in to there and rest. This is rest spot #2, after barrel area. We've now got 18 mins to clear 4 mobs beyond here.

Tank pulls mobs from beyond the single door here, into this room. You may get just 2 on the near side of the little bridge beyond, you may get 4...either way, pull 'em here. Once they are clear, go in deeper, across the little bridge, and med up in what I call the Bubble room, just past the short bridge...stay on the right wall and you won't aggro the 2-3 gnollies on the left here. This is rest area #3.

When ready, or when a silly patrollin' aggroes on someone, take out the coupla gnolls here and rest up. From this room, you can either go back across the bridge, or down a u-shaped hall with 2 doors on the left and one at the end of the hall. MAKE A NOTE: DO NOt GO NEAR THE DOORS! This area is where 90% of all Paw trains begin. Once you've cleared the coupla gnolls here, rest up for a 2-3 pop pull.

The tank, when group is ready, than goes down the hall, stayin' as far away from the doors as possible (stay right) and around the corner to the right...here will be 2 gnolls and mebbe 1 through the door in front of ya...pull these to the bubble area, again being sure to stay away from all other doors...conserver mana as much as possible fer these gnolls, as you're now runnin' outta time before the bubble room pops...

When these are dead, the whole group makes a run down the hall, stayin' as far right as possible (might wanna kill pets here, peeps) to avoid aggroin' mobs through the 2 doors ya pass. Run through the final (3rd) door and into an immediate battle with 2-3 gnolls...kill these 3 and rest up (stay away from the door behind ya, as the gnolls ya killed a few ago will repop sooner or later). This leaves one gnoll (a Val) at the end of the room to take out...take him when ready and rest up. This is safe area #4...you are now in an area with a bridge goin' across water. The bridge has 3 or 4 gnolls on it, all connin' green at lvl 33. DO NOT MELEE THEM ON THE BRIDGE! Have someone bow pull or cast pull to get them where you are. Once they are dead, there are just 2 more creatures to kill before crossin' the bridge. Once anyone starts walkin' across the bridge, 2 Ganduluvian Widemouths, a particularly nasty snake, will come up and attack...be prepared beforehand for poison...it's easy to cure, but packs a whallop if left untended...

Once the snakes have been dealt with, cross the bridge and stop...there may be a gnoll here, or 2...these are patrollers who are easy to kill if ya keep them from runnin'. Once any patrollers are dealt with, make a hard left and you'll run into a niche in the wall that has one Rosch and 1 Val in it...kill these and rest up. This is the final rest area. The 2 gnolls you've just killed have a 20 min pop time. We've set up camp here several times. There's a ledge to the left where gnolls can be pulled from, and hall goin' right to pull from, and straight ahead lies the Executioner and judges...about 8-10 gnollies altogether...we haven't gone that way yet...
Congrats, yer in and ready to make some great exp.

From the camp, you can pull from all around, plus have the 2 pops that are right there every 20 mins (make sure ya track the timin' so you don't pull and have a pop at the same time.) BTW, once past the Bubble room and u-shaped hall it's all pretty easy. Like I said, that area is the cause of 95% of trains in Paw, usually 'cause someone pulled through the 2 doors on the left.

Anyway, if any of ya made it this far down the post, congrats and I hope I've better prepared ya fer any endeavors in Paw you may make. Cya all inside...
RE: Splitpaw: Gettin' In
# Aug 13 2001 at 9:07 AM Rating: Good
Excellent strategy. Got all the way through with this, and encountered no problmes at all. Never had anyone below two bubs of health, and the xp just kept rolling in.

One further note. We got bored with the pulls from the las safe area, and decided to move into the Executioners room. We didn't have any trouble with this. When moving into this room, stay hard left on the wall, cross the water, and move into the corner. From here, you can pull the executioner and only aggro one judge. Easy kills for our party. We proceeded to clear the rest of the room with little difficulty.

I'd say an enchanter and cleric/dedicated healer are essential for this dungeon. That being said, there IS some room for juggling with the compostion of the party. We managed easily with two druids, which would usually be considered an unbalanced group. The other slots were taken up with a pally and shadow knight. Not the most rounded group, but we ruled in here :-)

A lot of people have critiscised this zone as being badly designed. I have to disagree. As some other posters have commented, it's PERFECTLY designed for a group that knows what it's doing. A group of idiots moving in beyond the double doors would die real fast, but in a party where everyones role is well defined, and people are prepared to follow the instructions of the group leader and not wander off on a whim, it's a dream.

RE: Splitpaw: Gettin' In
# Aug 29 2000 at 3:04 PM Rating: Default
This works to the T, although my group hung out in the buble for killer exp for a few hours, but I wouldn't recoment bubble area foranyone without a chanter cause pulls were 3+ all the time. Caster heave groups are good in here I think.

Dolallron Moondust
34 wiz prexus (goin up about half lvl a day or more)
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