Guide To Hunting Grounds

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Guide To Hunting Grounds

Post by Kani » Wed Mar 25, 2009 11:38 pm

At Iriel's Request: (Stickied for now; if this isn't helpful to people, I'll remove the sticky)
A rundown of hunting areas. I'll list them more or less in order of difficulty, starting with the easy ones. Note: When I make circle recommendations, these will vary based on your training. I'm generally making my recommendations for fighters. Healers of any level are welcome for many hunts, regardless of the difficulty.

Edit:
Adding links to the Puddleopedia for more info. Some articles may need to be filled in. Feel free to add more information, screenshots, etc. I will add other areas (from Gremlins' list on the original thread) to fill in the gaps in my original list.

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Under Undine Hut
This name's fairly self-explanatory. You could have fun here even as a newbie, it's rather low level. Beyond the dark cavern in the undine hut, to the east, there's another area with more undine and someone who sells dark grey pants.

Hive (Myrm Hive)
1st-2nd circle hunting. A large catacomb filled with ants that are mostly easy prey. There's one accessible from North Farms, and another from the Highlands, northwest of North Field. As you get nearer the Queen's Chamber, however, the Myrms get harder... closer to 3rd circle territory.

West Beaches
No Puddleopedia article, sorry. West Beaches are 1st-2nd circle hunting, for the most part. The most common monsters here are Crawlers and Rockodiles.

KB (Kitty Beach)
A popular hunting spot for newbies, it may still offer entertainment up through upper second circle. A wide variety of cats spawn here, of the varieties found in South Forest. Mahas (strong) are rare, and island panthers, artak cougars are common. Just like South Forest, but smaller and more manageable!

SF (South Forest)
It gets more dangerous as you get deeper in. Near the mirror, there are more boloks and mahas and higher quantity of everything. Near the sylvan scout, it's good hunting for 1st and 2nd circle groups. Many oldbie fighters and healers were weaned on this forest.

OBC (Old Bear Caves)
You can begin hunting here in the 2nd circle range. The main monsters are grizzly bears (stronger) and brown bears (a bit weaker). They hit fairly hard, but aren't terribly hard to hit. NBC (New Bear Caves) is substantially harder, and offers a bigger mix of bears.

Baby 'Noids
No Puddleopedia article on this one (I'll get right on that). Found in East Forest, a bit north of 'Noids. Appropriate for 1st-3rd circle hunters. This is a good place to hunt slightly lower-level arachne in a big twisty chamber. Notable monster: Web Arachne

Northern Plains
2nd-3rd circle level hunting, great coining. All the cats you'd expect from Northwest Forest, plus occasional ferals and a lot of bloodthorns. Beyond Balengil's farm and the lake.

Ash Island
If you enter from the south, the open snells of dead forest are a good spot to hunt hooded corpses and faithless. From the west cove, the lower level Darshak are easy but it quickly ramps in difficulty. There are various hunting points on Ash for higher level fighters (Scarmis, Dark Temple, Dark Chamber, as well as "Deep Ash,") but they'll be mentioned elsewhere. As long as you don't go into the right-side staircase, the Dark Temple is a fine hunting ground for Faithless and Hooded Corpses as well.

NWF (Northwest Forest
One of the best places in the islands to earn coins. This is like South Forest but with the addition of ferals (including occasional larger varieties) and much bigger, more frequent spawns. A good place for 2nd-3rd circle fighters to earn money, and frequented by fighters of all levels looking to earn a few coins when they have a minute of spare time. Requires a bit of pathfinding to get in.

DI/FI (Devil's Island, also known as Fire Island)
A very large, confusing island. Recommended more if you're into zany exploring than hunting. The exterior sections vary in level from 2nd circle through 3rd or so. The main hazard here is getting lost, and if you do fall, finding a rescue. To get to the interior you need a good pathfinder.

Note: If you happen to be kidnapped by a Fire Drake from Town Center, you'll be taken deep into the interior of DI/FI. It takes an excellent pathfinder and a full mystic to get you out. Not an adventure for the faint of heart!

Passes (Greymyr Passes)
Beyond East Forest, the passes are home to all sorts of Wendecka. Good hunting for 2nd-3rd circle fighters, and deeper in there are Greymyrs, which are 4th and 5th circle territory. Beware the falling rocks, and don't worry about the Greymyrs. If you find them by accident, at least you can outrun them.

Cloud
The next step up in difficulty for coin-hunting forests from Northwest Forest. Good for 2nd-5th circle hunting. The cloud has mahas that rove in packs (Sky mahas and Cloud mahas) which are a bit stronger than normal Maha ruknees. There's also a snowy bit which is more difficult. Entry to the cloud requires entering the South Forest mirror while the cloud is directly overhead. Ask a mystic. If you've gone through the mirror once, you can enter forever.

Noids (Arachnoid Cavern)
Good hunting for 2nd and 3rd circle fighters, especially with a stronger fighter as a brick. Can be entertaining up through 4th circle or so. Most are fairly easy to hit, Stripes are the hardest at 150 Atkus or so. Beware the sliding gravel.

LP (Lily Pond)
You can begin to join these hunts when you're in 2nd circle, and they may be worthwhile up through 4th or 5th circle. The main monsters: Swamp Ferals, Cave Maha Ruknee, and Large Sand Wurms. They mostly hit hard, but at the most you'll need 150 Atkus to hit.

TGBG (Tree Giant Breeding Grounds)
About the same level as the Lily Pond. The main concerns here are spriggins (they'll zap your balance and make you easy to hit), vixens (they swing really fast and can kill you if you stand still for long), and tree giants themselves. The tree giants are hard to hit (may require 200 or so Atkus) but fairly easy to dodge.

River Tunnel Cave
No Puddleopedia article on this one yet, sorry! 2nd-4th circle hunting. Wyrms of the Rocky Cavern variety (see below) spawn here, but also lots of Giant Crawlers and Deadly Crawlers. To find it, head west from OBC and follow the river northwest.

Pods (Chamelopod Forest)
High 2nd circle to high 4th circle hunting. Chamelopods blend in with the forest, run in circles, and hit hard. They're mixed in with the usual forest fauna: cats and that kind of thing. Pods is accessed from the Northern Plains. Deeper in, there's a Chamelopod Cave which is more 4th-6th circle territory.

RC (Rocky Cavern)
2nd-3rd circle for this one to start. There are three kinds of wyrms found here: Grey Wyrms, Blood Wyrms, and Sun Wyrms. The first of these are fairly easy to hit. Blood Wyrms require 200-250 Atkus to hit. Sun Wyrms are extremely hard to hit. Fortunately, grey wyrms are the most common.

Noth (Dal'Noth Island)
Just about anyone can have fun here. The monsters are too strong for a fresh off the boat newbie, but a second circle fighter should be able to hit some of the lower-level 'Noths. This is really good hunting for third circle fighters, and even into low-mid fourth circle. The main difficulty: You need a full mystic to "open" the island to let in hunting parties.

Slime Cave
The Slime Cave's probably 2nd-5th circle level hunting. It's populated by slimes which when smushed, subdivide into smaller slimes. Sometimes when they attack you, they can "slime" you (which takes all your balance and makes your rather vulnerable for a few seconds). Found at the southeast corner of East Forest. Just one cave, a short hunt.

DC (Dark Chamber)
A place to hunt mid-level undine. Good for third through fifth level fighters. The spawns here are frequent, and the entrance is nasty. Bring a brick and a decent healer. Common monsters include: Wraiths, Greater Wraiths, Death Furies, as well as Wailing Spirits.

GI (Gungla Island)
A mixed-difficulty island. Not a lot here for you if you aren't third circle or so. Even the easier bits are occasionally quite hard, due to random occurrence of cave cobras. Has a few hunting points of interest, including "The Pit" (where you can find cave mahas, cave cobras, and swamp ferals), deep forest where pumas are found, Colmert's Keep, Earth Wyrms, and the Sul'ran Temple. The hardest parts, including the Sul'ran Temple are rather hard indeed. The deeper parts require a password (or pass-item) to access.

Scarmis
When a Scarmis hunt is proposed, typically it's Ash Scarmis being discussed. There's also a Scarmis pit on Kizmia's Island, but it's deep in the island, not good casual hunting. Scarmis are mostly very easy to hit, but they hit hard. Good Histia training is necessary, or a good healer. Fine hunting for 3rd-6th circle fighters.

MI (Melabrion's Island)
The northwest tip of Gungla Island, also known as MI. Fourth-sixth circle level monsters are found here, most commonly Young Sasquatch, Valley Cougars, Stinging Beetles, and Valley Panthers. Requirements: 250 or so Atkus, except for the stinging beetles which are extremely easy to hit. Occasionally Angry Mother Sasquatch, which are much harder.

Valley
The same monsters as MI (see above), but add cave cobras into the mix. The difference is that the Valley is a somewhat longer hunt, and has a one-way entrance so you can't escape if you mess up. Less of a casual hunt, more of a boring rankwhorey hunt.

Day KI (Kizmia's Island)
Kizmia's Island radically changes in difficulty from day to night. During the day, if you're at least third circle you could probably have fun here. Virtually no Atkus is required to hit most of the monsters, though the cats from MI and the Valley are mixed in and require some to hit. The monsters hit hard though, and there's a chance of getting a disease if they kill you. The disease is curable though, so it's not the end of the world. Main consideration for hunting here: Enough Histia/Higgrus to stay standing, whether you have enough time. The entrance to the main island isn't two-way, and the exit is clear on the other side.

A note about KI: "KI Cove" (an eastern cove on the island) is a more casual hunt for people who would find the interior too hard or too time-intensive. The cove on the west side of the island, including Fat Alice's Hut and its basement, is also good casual hunting.

OOB (Orga Outback)
Again, you'll probably want to be at least third circle. OOB is less hard than the areas it's bracketed by (Foothills and Hatreds' Hollow), so if you had fun in those areas you can probably have fun here. The Outback is a big tangled stretch of woods beyond Wisher's Gate, between the Orga Village and the Foothills. Toughest monsters here are Orga Hemlocks (chain lightning) and Orga Hatreds (they hit really hard and require extreme Atkus to hit).

Foothills
The main danger here is the pebbles which can make you become extremely fallen. The main monster here: Midnight Wendeckas. Very easy to hit (100 Atkus or so), but they hit hard and throw the aforementioned pebbles. Low-level fighters can hunt here, but only with other strong fighters helping them. The approximate level of hunting here is in the 4th-7th circle range, but things can get messy for any level group when huge spawns occur, which they do. For healers, a caduceus is highly recommended. Horus training also recommended. Avalanches also occasionally occur, burying those standing in the wrong spot at the wrong time.

Night KI (Kizmia's Island)
Kizmia's Island at night is much harder than during the day, in that everything hits much harder. There's still a pretty low requirement for being able to hit the monsters (lyfelidaes). It's easier to catch the lyfelidaeism disease during the night, which causes you be to be weakened (slightly at night, lots during the day). Decent Histia/Higgrus is an important consideration.

Glen (Mountain Glen)
This is hunting for fifth-eighth circle or so level fighters. However, there's a very mixed level of creatures here, so some of them might be fun to join in on for fighters as low as fourth circle. There are a few areas within the Glen: New Myrms, Deep T'rools, and the Ruined Castle, to name a few.

Sul'ran Temple
The main difficulty with the Sul'ran is coordinating a group to access the temple itself. Once inside, the monsters vary in difficulty, but are generally of at least sixth circle difficulty. Some require extreme amounts of Atkus (or alternative accuracy training).

Metz (Metzetli Island)
The "easy" parts of this island are casual high-level hunting, and the harder parts rival the Orga Stronghold in difficulty. For the casual hunts at the eastern cove, you'll want at least 150 Histia (most people would say more) and 350 Atkus or equivalents. To hunt the rainforest, greymyrs, tepui, and so on, the requirements go up.

DTN (Deathtrap Noids)
This is a high-level area, mostly aimed at people who are at least sixth circle or who are rangers that have studied arachnoids. It's a series of caves with really strong Arachnoids in it. They all hit hard, and some of them throw sticky webs that slow you down. It's in the East Forest, so it's easy to get to. A casual hunting ground for the elite.

SC/PC (Slate & Pitch Caves)
Another high-level arachnoid hunting ground. These caves have much the same monsters as Deathtrap 'Noids.. However, they're farther away from town (in and beyond the Foothills), so if you die here it's hard to get a rescue. Slate Caves gets its name from having Slate Arachnoids, which Pitch Caves and DTN (see above) don't have.

Trillbane (Orga Stronghold)
Trillbane is the final pathfinding trainer. He lives in the Orga Stronghold, which is one of the very hardest areas in the game. There's lot of extremely high-level Orga here, which means lots of fire, explosions, and lightning. Lots of fun, perhaps worth coming along for the ride regardless of your level. To be useful, you'll want to be at least sixth circle. Many hard-hitting, hard-to-hit monsters.
The obstacle is the path.

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Re: Guide To Hunting Grounds

Post by Dyaus » Thu Mar 26, 2009 2:26 am

This is fantastic, thank you!

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Re: Guide To Hunting Grounds

Post by Daimoth » Thu Mar 26, 2009 2:46 am

Kani wrote:A note about KI: "KI Cove" (a western cove on the island)
It's on the Eastern side.
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Re: Guide To Hunting Grounds

Post by Kani » Thu Mar 26, 2009 10:05 am

Daimoth wrote:
Kani wrote:A note about KI: "KI Cove" (a western cove on the island)
It's on the Eastern side.
Fixed. Thanks, and sorry. I'm sure I made a few more little mistakes like that in the course of compiling the list.
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Re: Guide To Hunting Grounds

Post by Iriel_Red » Thu Mar 26, 2009 10:12 am

Dyaus wrote:This is fantastic, thank you!
Second that. Thank you thank you thank you :)

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Re: Guide To Hunting Grounds

Post by Cammie » Thu Mar 26, 2009 10:20 am

I suggest adding the Tahxis/Blind Amphibia cave.
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Re: Guide To Hunting Grounds

Post by Kani » Thu Mar 26, 2009 10:27 am

To be added shortly:
Bick's Pub
Game Preserve
Orionwood (Centaur Island Forest)
Tahxis & Blind Amphibia (River Tunnel Cave #2)
Muddy North Forest & Fringe
Tanglewood
Orga Camp
Snagglewood
Orga Village
Dred Passage
Dredwood
Tenebrion's Island
Peaceton
The obstacle is the path.

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Re: Guide To Hunting Grounds

Post by Alces » Thu Mar 26, 2009 10:33 am

This topic is AWEsome. :mrgreen:

I'm wondering if you can give more emphasis to what areas are also great for coin hunting (aside from NWF and Northern Plains).

That is, how much Skea/Dentir is needed to earn coins on a consistent basis from the indiginous creatures.
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Re: Guide To Hunting Grounds

Post by Phroon » Thu Mar 26, 2009 1:16 pm

Mmm... mild spoilers on the sentinel.

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Re: Guide To Hunting Grounds

Post by Cinnamon » Fri Mar 27, 2009 5:44 am

Mmmm...the Sentinel's existance is a mild spoiler.

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Re: Guide To Hunting Grounds

Post by Archer » Thu Sep 24, 2009 6:46 am

Let's hunt fire island one day! It would be really awesome to be taken hostage by a dragon.
boo.

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